void exe_activate(player_type *user_ptr, INVENTORY_IDX item)
{
DIRECTION dir;
- DEPTH lev;
- int chance, fail;
- object_type *o_ptr;
bool success;
-
- o_ptr = ref_item(user_ptr, item);
+ object_type *o_ptr = ref_item(user_ptr, item);
take_turn(user_ptr, 100);
- lev = k_info[o_ptr->k_idx].level;
+ DEPTH lev = k_info[o_ptr->k_idx].level;
- /* Hack -- use artifact level instead */
- if (object_is_fixed_artifact(o_ptr))
+ if (object_is_fixed_artifact(o_ptr)) {
lev = a_info[o_ptr->name1].level;
- else if (object_is_random_artifact(o_ptr)) {
+ } else if (object_is_random_artifact(o_ptr)) {
const activation_type *const act_ptr = find_activation_info(user_ptr, o_ptr);
- if (act_ptr) {
+ if (act_ptr)
lev = act_ptr->level;
- }
} else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2)
lev = e_info[o_ptr->name2].level;
- /* Base chance of success */
- chance = user_ptr->skill_dev;
-
- /* Confusion hurts skill */
+ int chance = user_ptr->skill_dev;
if (user_ptr->confused)
chance = chance / 2;
- fail = lev + 5;
+ int fail = lev + 5;
if (chance > fail)
fail -= (chance - fail) * 2;
else
success = FALSE;
}
- /* Roll for usage */
if (!success) {
if (flush_failure)
flush();
+
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."));
sound(SOUND_FAIL);
return;
}
- /* Check the recharge */
if (o_ptr->timeout) {
msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
return;
}
- /* Some lights need enough fuel for activation */
if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN))) {
msg_print(_("燃料がない。", "It has no fuel."));
free_turn(user_ptr);
return;
}
- /* Activate the artifact */
msg_print(_("始動させた...", "You activate it..."));
-
sound(SOUND_ZAP);
-
- /* Activate object */
if (activation_index(user_ptr, o_ptr)) {
(void)activate_artifact(user_ptr, o_ptr);
-
user_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Success */
return;
- }
-
- /* Special items */
- else if (o_ptr->tval == TV_WHISTLE) {
+ } else if (o_ptr->tval == TV_WHISTLE) {
if (music_singing_any(user_ptr))
stop_singing(user_ptr);
if (hex_spelling_any(user_ptr))
stop_hex_spell_all(user_ptr);
- {
- MONSTER_IDX pet_ctr, i;
- MONSTER_IDX *who;
- int max_pet = 0;
- u16b dummy_why;
-
- /* Allocate the "who" array */
- C_MAKE(who, current_world_ptr->max_m_idx, MONSTER_IDX);
-
- /* Process the monsters (backwards) */
- for (pet_ctr = user_ptr->current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--) {
- if (is_pet(&user_ptr->current_floor_ptr->m_list[pet_ctr]) && (user_ptr->riding != pet_ctr))
- who[max_pet++] = pet_ctr;
- }
-
- ang_sort(user_ptr, who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);
-
- /* Process the monsters (backwards) */
- for (i = 0; i < max_pet; i++) {
- pet_ctr = who[i];
- teleport_monster_to(user_ptr, pet_ctr, user_ptr->y, user_ptr->x, 100, TELEPORT_PASSIVE);
- }
-
- /* Free the "who" array */
- C_KILL(who, current_world_ptr->max_m_idx, MONSTER_IDX);
+ MONSTER_IDX pet_ctr;
+ MONSTER_IDX *who;
+ int max_pet = 0;
+ C_MAKE(who, current_world_ptr->max_m_idx, MONSTER_IDX);
+ for (pet_ctr = user_ptr->current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--)
+ if (is_pet(&user_ptr->current_floor_ptr->m_list[pet_ctr]) && (user_ptr->riding != pet_ctr))
+ who[max_pet++] = pet_ctr;
+
+ u16b dummy_why;
+ ang_sort(user_ptr, who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);
+ for (MONSTER_IDX i = 0; i < max_pet; i++) {
+ pet_ctr = who[i];
+ teleport_monster_to(user_ptr, pet_ctr, user_ptr->y, user_ptr->x, 100, TELEPORT_PASSIVE);
}
+
+ C_KILL(who, current_world_ptr->max_m_idx, MONSTER_IDX);
o_ptr->timeout = 100 + randint1(100);
return;
} else if (o_ptr->tval == TV_CAPTURE) {
target_pet = old_target_pet;
return;
}
- target_pet = old_target_pet;
+ target_pet = old_target_pet;
if (fire_ball(user_ptr, GF_CAPTURE, dir, 0, 0)) {
o_ptr->pval = (PARAMETER_VALUE)cap_mon;
o_ptr->xtra3 = (XTRA8)cap_mspeed;
concptr t;
char *s;
char buf[80] = "";
-
if (o_ptr->inscription)
strcpy(buf, quark_str(o_ptr->inscription));
+
s = buf;
for (s = buf; *s && (*s != '#'); s++) {
#ifdef JP
s++;
#endif
}
+
*s = '#';
s++;
#ifdef JP
- /*nothing*/
#else
*s++ = '\'';
#endif
t++;
}
#ifdef JP
- /*nothing*/
#else
*s++ = '\'';
#endif
success = FALSE;
if (!get_direction(user_ptr, &dir, FALSE, FALSE))
return;
+
if (monster_can_enter(user_ptr, user_ptr->y + ddy[dir], user_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0)) {
if (place_monster_aux(user_ptr, 0, user_ptr->y + ddy[dir], user_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE))) {
if (o_ptr->xtra3)
user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
+
if (o_ptr->xtra5)
user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
+
if (o_ptr->xtra4)
user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
+
user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].maxhp = user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp;
if (o_ptr->inscription) {
char buf[80];
- concptr t;
#ifdef JP
#else
bool quote = FALSE;
#endif
-
- t = quark_str(o_ptr->inscription);
+ concptr t = quark_str(o_ptr->inscription);
for (t = quark_str(o_ptr->inscription); *t && (*t != '#'); t++) {
#ifdef JP
if (iskanji(*t))
t++;
#endif
}
+
if (*t) {
char *s = buf;
t++;
#ifdef JP
- /* nothing */
#else
if (*t == '\'') {
t++;
s++;
}
#ifdef JP
- /* nothing */
#else
if (quote && *(s - 1) == '\'')
s--;
t++;
s++;
}
+
*s = '\0';
o_ptr->inscription = quark_add(buf);
}
}
+
o_ptr->pval = 0;
o_ptr->xtra3 = 0;
o_ptr->xtra4 = 0;
success = TRUE;
}
}
+
if (!success)
msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
}
+
calc_android_exp(user_ptr);
return;
}
- /* Mistake */
msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
}
void do_cmd_activate(player_type *user_ptr)
{
OBJECT_IDX item;
- concptr q, s;
-
- if (user_ptr->wild_mode)
- return;
- if (cmd_limit_arena(user_ptr))
+ if (user_ptr->wild_mode || cmd_limit_arena(user_ptr))
return;
- if (user_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
+ if (user_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
set_action(user_ptr, ACTION_NONE);
- }
item_tester_hook = item_tester_hook_activate;
- q = _("どのアイテムを始動させますか? ", "Activate which item? ");
- s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
-
+ concptr q = _("どのアイテムを始動させますか? ", "Activate which item? ");
+ concptr s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
if (!choose_object(user_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0))
return;
- /* Activate the item */
exe_activate(user_ptr, item);
}
*/
static bool activate_dragon_breath(player_type *user_ptr, object_type *o_ptr)
{
- BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
- int type[20];
- concptr name[20];
- int i, t, n = 0;
DIRECTION dir;
-
if (!get_aim_dir(user_ptr, &dir))
return FALSE;
- object_flags(user_ptr, o_ptr, flgs);
+ BIT_FLAGS resistance_flags[TR_FLAG_SIZE];
+ object_flags(user_ptr, o_ptr, resistance_flags);
- for (i = 0; dragonbreath_info[i].flag != 0; i++) {
- if (have_flag(flgs, dragonbreath_info[i].flag)) {
+ int type[20];
+ int n = 0;
+ concptr name[20];
+ for (int i = 0; dragonbreath_info[i].flag != 0; i++) {
+ if (have_flag(resistance_flags, dragonbreath_info[i].flag)) {
type[n] = dragonbreath_info[i].type;
name[n] = dragonbreath_info[i].name;
n++;
}
}
+
if (n == 0)
return FALSE;
- /* Stop speaking */
if (music_singing_any(user_ptr))
stop_singing(user_ptr);
+
if (hex_spelling_any(user_ptr))
stop_hex_spell_all(user_ptr);
- t = randint0(n);
+ int t = randint0(n);
msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
fire_breath(user_ptr, type[t], dir, 250, 4);
-
return TRUE;
}
bool activate_artifact(player_type *user_ptr, object_type *o_ptr)
{
PLAYER_LEVEL plev = user_ptr->lev;
- int k, dummy = 0;
DIRECTION dir;
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) {
- /* Maybe forgot adding information to activation_info table ? */
msg_print("Activation information is not found.");
return FALSE;
}
- /* Activate for attack */
switch (act_ptr->index) {
- case ACT_SUNLIGHT: {
+ 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));
break;
- }
-
- case ACT_BO_MISS_1: {
+ 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));
break;
- }
-
- case ACT_BA_POIS_1: {
+ 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);
break;
- }
-
- case ACT_BO_ELEC_1: {
+ 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));
break;
- }
-
- case ACT_BO_ACID_1: {
+ 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));
break;
- }
-
- case ACT_BO_COLD_1: {
+ 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));
break;
- }
-
- case ACT_BO_FIRE_1: {
+ 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));
break;
- }
-
- case ACT_BA_COLD_1: {
+ 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);
break;
- }
-
- case ACT_BA_COLD_2: {
+ 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);
break;
- }
-
- case ACT_BA_COLD_3: {
+ 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);
break;
- }
-
- case ACT_BA_FIRE_1: {
+ 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);
break;
- }
-
- case ACT_BA_FIRE_2: {
+ 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);
break;
- }
-
- case ACT_BA_FIRE_3: {
+ 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);
break;
- }
-
- case ACT_BA_FIRE_4: {
+ 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);
break;
- }
-
- case ACT_BA_ELEC_2: {
+ 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);
break;
- }
-
- case ACT_BA_ELEC_3: {
+ 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);
break;
- }
-
- case ACT_BA_ACID_1: {
+ 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);
break;
- }
-
- case ACT_BA_NUKE_1: {
+ 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);
break;
- }
-
- case ACT_HYPODYNAMIA_1: {
+ 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);
break;
- }
-
- case ACT_HYPODYNAMIA_2: {
+ 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);
break;
- }
-
- case ACT_DRAIN_1: {
+ case ACT_DRAIN_1:
if (!get_aim_dir(user_ptr, &dir))
return FALSE;
- for (dummy = 0; dummy < 3; dummy++) {
+
+ for (int dummy = 0; dummy < 3; dummy++) {
if (hypodynamic_bolt(user_ptr, dir, 50))
hp_player(user_ptr, 50);
}
- break;
- }
- case ACT_BO_MISS_2: {
+ break;
+ 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);
break;
- }
-
- case ACT_WHIRLWIND: {
+ case ACT_WHIRLWIND:
massacre(user_ptr);
break;
- }
-
- case ACT_DRAIN_2: {
+ case ACT_DRAIN_2:
if (!get_aim_dir(user_ptr, &dir))
return FALSE;
- for (dummy = 0; dummy < 3; dummy++) {
+
+ for (int dummy = 0; dummy < 3; dummy++)
if (hypodynamic_bolt(user_ptr, dir, 100))
hp_player(user_ptr, 100);
- }
- break;
- }
- case ACT_CALL_CHAOS: {
+ break;
+ 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);
break;
- }
-
- case ACT_ROCKET: {
+ 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 + plev * 3, 2);
break;
- }
-
- case ACT_DISP_EVIL: {
+ 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);
break;
- }
-
- case ACT_BA_MISS_3: {
+ 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);
break;
- }
-
- case ACT_DISP_GOOD: {
+ 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);
break;
- }
-
- case ACT_BO_MANA: {
+ 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);
break;
- }
-
- case ACT_BA_WATER: {
+ 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);
break;
- }
-
- case ACT_BA_DARK: {
+ 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);
break;
- }
-
- case ACT_BA_MANA: {
+ 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);
break;
- }
-
- case ACT_PESTICIDE: {
+ 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);
break;
- }
-
- case ACT_BLINDING_LIGHT: {
+ 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);
break;
- }
-
- case ACT_BIZARRE: {
+ 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);
break;
- }
-
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 (k = 0; k < num; k++) {
+ for (int k = 0; k < num; k++) {
attempts = 1000;
while (attempts--) {
break;
}
-
- case ACT_BLADETURNER: {
+ 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_oppose_cold(user_ptr, randint1(50) + 50, FALSE);
(void)set_oppose_pois(user_ptr, randint1(50) + 50, FALSE);
break;
- }
-
- case ACT_BR_FIRE: {
+ 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)) {
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
(void)set_oppose_fire(user_ptr, randint1(20) + 20, FALSE);
- }
- break;
- }
- case ACT_BR_COLD: {
+ break;
+ 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)) {
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
(void)set_oppose_cold(user_ptr, randint1(20) + 20, FALSE);
- }
- break;
- }
- case ACT_BR_DRAGON: {
+ break;
+ case ACT_BR_DRAGON:
if (!activate_dragon_breath(user_ptr, o_ptr))
return FALSE;
- break;
- }
- /* Activate for other offensive action */
- case ACT_CONFUSE: {
+ break;
+ 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);
break;
- }
-
- case ACT_SLEEP: {
+ case ACT_SLEEP:
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
sleep_monsters_touch(user_ptr);
break;
- }
-
- case ACT_QUAKE: {
+ case ACT_QUAKE:
earthquake(user_ptr, user_ptr->y, user_ptr->x, 5, 0);
break;
- }
-
- case ACT_TERROR: {
+ case ACT_TERROR:
turn_monsters(user_ptr, 40 + user_ptr->lev);
break;
- }
-
- case ACT_TELE_AWAY: {
+ case ACT_TELE_AWAY:
if (!get_aim_dir(user_ptr, &dir))
return FALSE;
+
(void)fire_beam(user_ptr, GF_AWAY_ALL, dir, plev);
break;
- }
-
- case ACT_BANISH_EVIL: {
- if (banish_evil(user_ptr, 100)) {
+ 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!"));
- }
- break;
- }
- case ACT_GENOCIDE: {
+ break;
+ 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);
break;
- }
-
- case ACT_MASS_GENO: {
+ 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);
break;
- }
-
- case ACT_SCARE_AREA: {
+ 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);
break;
- }
-
- case ACT_AGGRAVATE: {
- if (o_ptr->name1 == ART_HYOUSIGI) {
+ case ACT_AGGRAVATE:
+ if (o_ptr->name1 == ART_HYOUSIGI)
msg_print(_("拍子木を打った。", "You beat your wooden clappers."));
- } else {
+ 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);
break;
- }
-
- /* Activate for summoning / charming */
-
- case ACT_CHARM_ANIMAL: {
+ case ACT_CHARM_ANIMAL:
if (!get_aim_dir(user_ptr, &dir))
return FALSE;
+
(void)charm_animal(user_ptr, dir, plev);
break;
- }
-
- case ACT_CHARM_UNDEAD: {
+ case ACT_CHARM_UNDEAD:
if (!get_aim_dir(user_ptr, &dir))
return FALSE;
+
(void)control_one_undead(user_ptr, dir, plev);
break;
- }
-
- case ACT_CHARM_OTHER: {
+ case ACT_CHARM_OTHER:
if (!get_aim_dir(user_ptr, &dir))
return FALSE;
+
(void)charm_monster(user_ptr, dir, plev * 2);
break;
- }
-
- case ACT_CHARM_ANIMALS: {
+ case ACT_CHARM_ANIMALS:
(void)charm_animals(user_ptr, plev * 2);
break;
- }
-
- case ACT_CHARM_OTHERS: {
+ case ACT_CHARM_OTHERS:
charm_monsters(user_ptr, plev * 2);
break;
- }
-
- case ACT_SUMMON_ANIMAL: {
+ case ACT_SUMMON_ANIMAL:
(void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
- }
-
- case ACT_SUMMON_PHANTOM: {
+ 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));
break;
- }
-
case ACT_SUMMON_ELEMENTAL:
if (!cast_summon_elemental(user_ptr, (plev * 3) / 2))
return FALSE;
- break;
- case ACT_SUMMON_DEMON: {
+ break;
+ case ACT_SUMMON_DEMON:
cast_summon_demon(user_ptr, (plev * 3) / 2);
break;
- }
-
case ACT_SUMMON_UNDEAD:
if (!cast_summon_undead(user_ptr, (plev * 3) / 2))
return FALSE;
- break;
+ break;
case ACT_SUMMON_HOUND:
if (!cast_summon_hound(user_ptr, (plev * 3) / 2))
return FALSE;
- break;
- case ACT_SUMMON_DAWN: {
+ break;
+ 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));
break;
- }
-
case ACT_SUMMON_OCTOPUS:
if (!cast_summon_octopus(user_ptr))
return FALSE;
- break;
- /* Activate for healing */
-
- case ACT_CHOIR_SINGS: {
+ break;
+ case ACT_CHOIR_SINGS:
msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
(void)cure_critical_wounds(user_ptr, 777);
(void)set_hero(user_ptr, randint1(25) + 25, FALSE);
break;
- }
-
- case ACT_CURE_LW: {
+ case ACT_CURE_LW:
(void)set_afraid(user_ptr, 0);
(void)hp_player(user_ptr, 30);
break;
- }
-
- case ACT_CURE_MW: {
+ 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);
break;
- }
-
- case ACT_CURE_POISON: {
+ case ACT_CURE_POISON:
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
(void)set_afraid(user_ptr, 0);
(void)set_poisoned(user_ptr, 0);
break;
- }
-
- case ACT_REST_EXP: {
+ case ACT_REST_EXP:
msg_print(_("深紅に輝いている...", "It glows a deep red..."));
restore_level(user_ptr);
break;
- }
-
- case ACT_REST_ALL: {
+ case ACT_REST_ALL:
msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
(void)restore_all_status(user_ptr);
(void)restore_level(user_ptr);
break;
- }
-
- case ACT_CURE_700: {
+ case ACT_CURE_700:
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
(void)cure_critical_wounds(user_ptr, 700);
break;
- }
-
- case ACT_CURE_1000: {
+ case ACT_CURE_1000:
msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
(void)cure_critical_wounds(user_ptr, 1000);
break;
- }
-
- case ACT_CURING: {
+ case ACT_CURING:
msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
true_healing(user_ptr, 0);
break;
- }
-
- case ACT_CURE_MANA_FULL: {
+ case ACT_CURE_MANA_FULL:
msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
restore_mana(user_ptr, TRUE);
break;
- }
-
- /* Activate for timed effect */
-
- case ACT_ESP: {
+ case ACT_ESP:
(void)set_tim_esp(user_ptr, randint1(30) + 25, FALSE);
break;
- }
-
- case ACT_BERSERK: {
+ case ACT_BERSERK:
(void)berserk(user_ptr, randint1(25) + 25);
break;
- }
-
- case ACT_PROT_EVIL: {
+ case ACT_PROT_EVIL:
msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
- k = 3 * user_ptr->lev;
+ int k = 3 * user_ptr->lev;
(void)set_protevil(user_ptr, randint1(25) + k, FALSE);
break;
- }
-
- case ACT_RESIST_ALL: {
+ 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_cold(user_ptr, randint1(40) + 40, FALSE);
(void)set_oppose_pois(user_ptr, randint1(40) + 40, FALSE);
break;
- }
-
- case ACT_SPEED: {
+ 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);
break;
- }
-
- case ACT_XTRA_SPEED: {
+ case ACT_XTRA_SPEED:
msg_print(_("明るく輝いている...", "It glows brightly..."));
(void)set_fast(user_ptr, randint1(75) + 75, FALSE);
break;
- }
-
- case ACT_WRAITH: {
+ case ACT_WRAITH:
set_wraith_form(user_ptr, randint1(plev / 2) + (plev / 2), FALSE);
break;
- }
-
- case ACT_INVULN: {
+ case ACT_INVULN:
(void)set_invuln(user_ptr, randint1(8) + 8, FALSE);
break;
- }
-
- case ACT_HERO: {
+ case ACT_HERO:
(void)heroism(user_ptr, 25);
break;
- }
-
- case ACT_HERO_SPEED: {
+ case ACT_HERO_SPEED:
(void)set_fast(user_ptr, randint1(50) + 50, FALSE);
(void)heroism(user_ptr, 50);
break;
- }
-
- case ACT_RESIST_ACID: {
+ 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)) {
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
- fire_ball(user_ptr, GF_ACID, dir, 100, 2);
- }
+ if ((o_ptr->tval != TV_RING) || (o_ptr->sval != SV_RING_ACID))
+ break;
+
+ 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);
break;
- }
-
- case ACT_RESIST_FIRE: {
+ 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)) {
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
- fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
- }
+ if ((o_ptr->tval != TV_RING) || (o_ptr->sval != SV_RING_FLAMES))
+ break;
+
+ 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);
break;
- }
-
- case ACT_RESIST_COLD: {
+ 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)) {
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
- fire_ball(user_ptr, GF_COLD, dir, 100, 2);
- }
+ if ((o_ptr->tval != TV_RING) || (o_ptr->sval != SV_RING_ICE))
+ break;
+
+ 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);
break;
- }
-
- case ACT_RESIST_ELEC: {
+ 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)) {
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
- fire_ball(user_ptr, GF_ELEC, dir, 100, 2);
- }
+ if ((o_ptr->tval != TV_RING) || (o_ptr->sval != SV_RING_ELEC))
+ break;
+
+ 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);
break;
- }
-
- case ACT_RESIST_POIS: {
+ 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);
break;
- }
-
- /* Activate for general purpose effect (detection etc.) */
-
- case ACT_LIGHT: {
+ 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);
break;
- }
-
- case ACT_MAP_LIGHT: {
+ 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);
break;
- }
-
- case ACT_DETECT_ALL: {
+ 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);
break;
- }
-
- case ACT_DETECT_XTRA: {
+ 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);
break;
- }
-
- case ACT_ID_FULL: {
+ case ACT_ID_FULL:
msg_print(_("黄色く輝いている...", "It glows yellow..."));
identify_fully(user_ptr, FALSE, 0);
break;
- }
-
- case ACT_ID_PLAIN: {
+ case ACT_ID_PLAIN:
if (!ident_spell(user_ptr, FALSE, 0))
return FALSE;
- break;
- }
- case ACT_RUNE_EXPLO: {
+ break;
+ 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);
break;
- }
-
- case ACT_RUNE_PROT: {
+ 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);
break;
- }
-
- case ACT_SATIATE: {
+ case ACT_SATIATE:
(void)set_food(user_ptr, PY_FOOD_MAX - 1);
break;
- }
-
- case ACT_DEST_DOOR: {
+ 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);
break;
- }
-
- case ACT_STONE_MUD: {
+ 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));
break;
- }
-
- case ACT_RECHARGE: {
+ case ACT_RECHARGE:
recharge(user_ptr, 130);
break;
- }
-
- case ACT_ALCHEMY: {
+ case ACT_ALCHEMY:
msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
(void)alchemy(user_ptr);
break;
- }
-
- case ACT_DIM_DOOR: {
+ 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."));
if (!dimension_door(user_ptr))
return FALSE;
- break;
- }
- case ACT_TELEPORT: {
+ break;
+ 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);
break;
- }
-
- case ACT_RECALL: {
+ case ACT_RECALL:
msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
if (!recall_player(user_ptr, randint0(21) + 15))
return FALSE;
- break;
- }
- case ACT_JUDGE: {
+ break;
+ 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);
(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? "))) {
+ if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
(void)recall_player(user_ptr, randint0(21) + 15);
- }
break;
- }
-
- case ACT_TELEKINESIS: {
+ 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);
break;
- }
-
case ACT_DETECT_UNIQUE: {
- int i;
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 ..."));
- /* Process the monsters (backwards) */
- for (i = user_ptr->current_floor_ptr->m_max - 1; i >= 1; i--) {
+ for (int i = user_ptr->current_floor_ptr->m_max - 1; i >= 1; i--) {
m_ptr = &user_ptr->current_floor_ptr->m_list[i];
-
- /* Ignore "dead" monsters */
if (!monster_is_valid(m_ptr))
continue;
r_ptr = &r_info[m_ptr->r_idx];
-
- if (r_ptr->flags1 & RF1_UNIQUE) {
+ if (r_ptr->flags1 & RF1_UNIQUE)
msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
- }
}
+
break;
}
-
- case ACT_ESCAPE: {
+ case ACT_ESCAPE:
switch (randint1(13)) {
case 1:
case 2:
(void)stair_creation(user_ptr);
break;
default:
- if (get_check(_("この階を去りますか?", "Leave this level? "))) {
- if (autosave_l)
- do_cmd_save_game(user_ptr, TRUE);
- user_ptr->leaving = TRUE;
- }
- }
- break;
- }
+ if (!get_check(_("この階を去りますか?", "Leave this level? ")))
+ break;
+
+ if (autosave_l)
+ do_cmd_save_game(user_ptr, TRUE);
- case ACT_DISP_CURSE_XTRA: {
+ user_ptr->leaving = TRUE;
+ break;
+ }
+ 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);
break;
- }
-
- case ACT_BRAND_FIRE_BOLTS: {
+ 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);
break;
- }
-
- case ACT_RECHARGE_XTRA: {
+ case ACT_RECHARGE_XTRA:
msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
if (!recharge(user_ptr, 1000))
return FALSE;
- break;
- }
+ break;
case ACT_LORE:
msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
if (!perilous_secrets(user_ptr))
return FALSE;
+
break;
-
- case ACT_SHIKOFUMI: {
+ 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);
dispel_evil(user_ptr, user_ptr->lev * 3);
break;
- }
-
- case ACT_PHASE_DOOR: {
+ case ACT_PHASE_DOOR:
teleport_player(user_ptr, 10, TELEPORT_SPONTANEOUS);
break;
- }
-
- case ACT_DETECT_ALL_MONS: {
+ case ACT_DETECT_ALL_MONS:
(void)detect_monsters_invis(user_ptr, 255);
(void)detect_monsters_normal(user_ptr, 255);
break;
- }
-
case ACT_ULTIMATE_RESIST: {
TIME_EFFECT v = randint1(25) + 25;
(void)set_afraid(user_ptr, 0);
(void)set_ultimate_res(user_ptr, v, FALSE);
break;
}
-
case ACT_CAST_OFF:
cosmic_cast_off(user_ptr, o_ptr);
break;
-
- case ACT_FALLING_STAR: {
+ 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);
break;
- }
-
- case ACT_GRAND_CROSS: {
+ 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);
break;
- }
-
- case ACT_TELEPORT_LEVEL: {
+ 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);
break;
- }
-
case ACT_STRAIN_HASTE: {
- int t;
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);
- t = 25 + randint1(25);
+ int t = 25 + randint1(25);
(void)set_fast(user_ptr, user_ptr->fast + t, FALSE);
break;
}
-
case ACT_FISHING:
if (!fishing(user_ptr))
return FALSE;
- break;
+ break;
case ACT_INROU:
mitokohmon(user_ptr);
break;
-
- case ACT_MURAMASA: {
- /* Only for Muramasa */
+ 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?!"))) {
- 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);
- }
+
+ if (!get_check(_("本当に使いますか?", "Are you sure?!")))
+ break;
+
+ 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);
}
- break;
- }
- case ACT_BLOODY_MOON: {
- /* Only for Bloody Moon */
+ break;
+ 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);
break;
- }
-
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!"));
if (!fire_crimson(user_ptr))
return FALSE;
- break;
- default: {
+ break;
+ default:
msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
return FALSE;
}
- }
- /* Set activation timeout */
if (act_ptr->timeout.constant >= 0) {
o_ptr->timeout = (s16b)act_ptr->timeout.constant;
- if (act_ptr->timeout.dice > 0) {
+ if (act_ptr->timeout.dice > 0)
o_ptr->timeout += randint1(act_ptr->timeout.dice);
- }
} else {
- /* Activations that have special timeout */
switch (act_ptr->index) {
case ACT_BR_FIRE:
o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
o_ptr->timeout = 3 * (user_ptr->lev + 10);
break;
case ACT_MURAMASA:
- /* Nothing to do */
break;
default:
msg_format("Special timeout is not implemented: %d.", act_ptr->index);