<ClCompile Include="..\..\src\object-activation\activation-bolt-ball.c" />\r
<ClCompile Include="..\..\src\object-activation\activation-breath.c" />\r
<ClCompile Include="..\..\src\object-activation\activation-charm.c" />\r
+ <ClCompile Include="..\..\src\object-activation\activation-genocide.c" />\r
<ClCompile Include="..\..\src\object-activation\activation-resistance.c" />\r
<ClCompile Include="..\..\src\object-activation\activation-teleport.c" />\r
<ClCompile Include="..\..\src\object-activation\activation-util.c" />\r
<ClInclude Include="..\..\src\object-activation\activation-bolt-ball.h" />\r
<ClInclude Include="..\..\src\object-activation\activation-breath.h" />\r
<ClInclude Include="..\..\src\object-activation\activation-charm.h" />\r
+ <ClInclude Include="..\..\src\object-activation\activation-genocide.h" />\r
<ClInclude Include="..\..\src\object-activation\activation-resistance.h" />\r
<ClInclude Include="..\..\src\object-activation\activation-teleport.h" />\r
<ClInclude Include="..\..\src\object-activation\activation-util.h" />\r
<ClCompile Include="..\..\src\specific-object\toragoroshi.c">
<Filter>specific-object</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\object-activation\activation-genocide.c">
+ <Filter>object-activation</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\combat\shoot.h">
<ClInclude Include="..\..\src\specific-object\toragoroshi.h">
<Filter>specific-object</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\object-activation\activation-genocide.h">
+ <Filter>object-activation</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
object-activation/activation-bolt-ball.c object-activation/activation-bolt-ball.h \
object-activation/activation-breath.c object-activation/activation-breath.h \
object-activation/activation-charm.c object-activation/activation-charm.h \
+ object-activation/activation-genocide.c object-activation/activation-genocide.h \
object-activation/activation-others.c object-activation/activation-others.h \
object-activation/activation-resistance.c object-activation/activation-resistance.h \
object-activation/activation-switcher.c object-activation/activation-switcher.h \
--- /dev/null
+#include "object-activation/activation-genocide.h"
+#include "spell-kind/spells-genocide.h"
+#include "view/display-messages.h"
+
+bool activate_genocide(player_type *user_ptr)
+{
+ msg_print(_("\90[\90Â\90F\82É\8bP\82¢\82Ä\82¢\82é...", "It glows deep blue..."));
+ (void)symbol_genocide(user_ptr, 200, TRUE);
+ return TRUE;
+}
+
+bool activate_mass_genocide(player_type *user_ptr)
+{
+ msg_print(_("\82Ð\82Ç\82\89s\82¢\89¹\82ª\97¬\82ê\8fo\82½...", "It lets out a long, shrill note..."));
+ (void)mass_genocide(user_ptr, 200, TRUE);
+ return TRUE;
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+bool activate_genocide(player_type *user_ptr);
+bool activate_mass_genocide(player_type *user_ptr);
turn_monsters(user_ptr, 40 + user_ptr->lev);
return TRUE;
-}
\ No newline at end of file
+}
+
+bool activate_map_light(player_type *user_ptr)
+{
+ msg_print(_("á¿\82µ\82\8bP\82¢\82½...", "It shines brightly..."));
+ map_area(user_ptr, DETECT_RAD_MAP);
+ lite_area(user_ptr, damroll(2, 15), 3);
+ return TRUE;
+}
bool activate_recharge_extra(player_type *user_ptr, concptr name);
bool activate_shikofumi(player_type *user_ptr);
bool activate_terror(player_type *user_ptr);
+bool activate_map_light(player_type *user_ptr);
#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 "specific-object/muramasa.h"
#include "specific-object/ring-of-power.h"
#include "specific-object/toragoroshi.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"
case ACT_BANISH_EVIL:
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:
return activate_scare(user_ptr);
case ACT_AGGRAVATE:
lite_area(user_ptr, damroll(2, 15), 3);
return TRUE;
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:
return activate_all_detection(user_ptr);
case ACT_DETECT_XTRA: