#include "player-attack/player-attack.h"
#include "player/player-damage.h"
#include "spell/spell-types.h"
+#include "spell-kind/earthquake.h"
+#include "spell-kind/magic-item-recharger.h"
#include "spell-kind/spells-beam.h"
#include "spell-kind/spells-curse-removal.h"
#include "spell-kind/spells-detection.h"
destroy_doors_touch(user_ptr);
return TRUE;
}
+
+bool activate_earthquake(player_type *user_ptr)
+{
+ earthquake(user_ptr, user_ptr->y, user_ptr->x, 5, 0);
+ return TRUE;
+}
+
+bool activate_recharge(player_type *user_ptr)
+{
+ recharge(user_ptr, 130);
+ return TRUE;
+}
+
+bool activate_recharge_extra(player_type *user_ptr, concptr name)
+{
+ msg_format(_("%s\82ª\94\92\82\8bP\82¢\82½\81D\81D\81D", "The %s gleams with blinding light..."), name);
+ return recharge(user_ptr, 1000);
+}
+
+bool activate_shikofumi(player_type *user_ptr)
+{
+ msg_print(_("\97Í\8b\82\8el\8cÒ\82ð\93¥\82ñ\82¾\81B", "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;
+}
+
+bool activate_terror(player_type *user_ptr)
+{
+ turn_monsters(user_ptr, 40 + user_ptr->lev);
+ return TRUE;
+
+}
\ No newline at end of file
bool activate_blinding_light(player_type *user_ptr, concptr name);
bool activate_sleep(player_type *user_ptr);
bool activate_door_destroy(player_type *user_ptr);
+bool activate_earthquake(player_type *user_ptr);
+bool activate_recharge(player_type *user_ptr);
+bool activate_recharge_extra(player_type *user_ptr, concptr name);
+bool activate_shikofumi(player_type *user_ptr);
+bool activate_terror(player_type *user_ptr);
#include "specific-object/muramasa.h"
#include "specific-object/ring-of-power.h"
#include "specific-object/toragoroshi.h"
-#include "spell-kind/earthquake.h"
-#include "spell-kind/magic-item-recharger.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-sight.h"
#include "spell-kind/spells-world.h"
#include "spell-realm/spells-sorcery.h"
#include "spell/spell-types.h"
case ACT_SLEEP:
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:
return activate_teleport_away(user_ptr);
case ACT_BANISH_EVIL:
case ACT_STONE_MUD:
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);
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:
return activate_phase_door(user_ptr);
case ACT_DETECT_ALL_MONS: