3 * @brief プレイヤーの発動コマンド実装
12 #include "cmd-activate.h"
13 #include "cmd-basic.h"
15 #include "object-hook.h"
20 #include "spells-summon.h"
21 #include "spells-status.h"
22 #include "spells-object.h"
23 #include "spells-floor.h"
24 #include "realm-hex.h"
25 #include "player-status.h"
26 #include "player-effects.h"
27 #include "monster-status.h"
29 #include "objectkind.h"
30 #include "object-ego.h"
34 * @brief 装備耐性に準じたブレス効果の選択テーブル /
35 * Define flags, effect type, name for dragon breath activation
37 const dragonbreath_type dragonbreath_info[] = {
38 { TR_RES_ACID, GF_ACID, _("酸", "acid") },
39 { TR_RES_ELEC, GF_ELEC, _("電撃", "lightning") },
40 { TR_RES_FIRE, GF_FIRE, _("火炎", "fire") },
41 { TR_RES_COLD, GF_COLD, _("冷気", "cold") },
42 { TR_RES_POIS, GF_POIS, _("毒", "poison") },
43 { TR_RES_LITE, GF_LITE, _("閃光", "light") },
44 { TR_RES_DARK, GF_DARK, _("暗黒", "dark") },
45 { TR_RES_SHARDS, GF_SHARDS, _("破片", "shard") },
46 { TR_RES_CONF, GF_CONFUSION, _("混乱", "confusion") },
47 { TR_RES_SOUND, GF_SOUND, _("轟音", "sound") },
48 { TR_RES_NEXUS, GF_NEXUS, _("因果混乱", "nexus") },
49 { TR_RES_NETHER, GF_NETHER, _("地獄", "nether") },
50 { TR_RES_CHAOS, GF_CHAOS, _("カオス", "chaos") },
51 { TR_RES_DISEN, GF_DISENCHANT, _("劣化", "disenchant") },
56 * @brief アイテムの発動効果テーブル /
57 * Define flags, levels, values of activations
59 const activation_type activation_info[] =
61 { "SUNLIGHT", ACT_SUNLIGHT, 10, 250, {10, 0},
62 _("太陽光線", "beam of sunlight") },
63 { "BO_MISS_1", ACT_BO_MISS_1, 10, 250, {2, 0},
64 _("マジック・ミサイル(2d6)", "magic missile (2d6)") },
65 { "BA_POIS_1", ACT_BA_POIS_1, 10, 300, {4, 0},
66 _("悪臭雲(12)", "stinking cloud (12)") },
67 { "BO_ELEC_1", ACT_BO_ELEC_1, 20, 250, {5, 0},
68 _("サンダー・ボルト(4d8)", "lightning bolt (4d8)") },
69 { "BO_ACID_1", ACT_BO_ACID_1, 20, 250, {6, 0},
70 _("アシッド・ボルト(5d8)", "acid bolt (5d8)") },
71 { "BO_COLD_1", ACT_BO_COLD_1, 20, 250, {7, 0},
72 _("アイス・ボルト(6d8)", "frost bolt (6d8)") },
73 { "BO_FIRE_1", ACT_BO_FIRE_1, 20, 250, {8, 0},
74 _("ファイア・ボルト(9d8)", "fire bolt (9d8)") },
75 { "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 0},
76 _("アイス・ボール(48)", "ball of cold (48)") },
77 { "BA_COLD_2", ACT_BA_COLD_2, 40, 1000, {12, 0},
78 _("アイス・ボール(100)", "ball of cold (100)") },
79 { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
80 _("巨大アイス・ボール(400)", "ball of cold (400)") },
81 { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 0},
82 _("ファイア・ボール(72)", "ball of fire (72)") },
83 { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0},
84 _("巨大ファイア・ボール(120)", "large fire ball (120)") },
85 { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
86 _("巨大ファイア・ボール(300)", "fire ball (300)") },
87 { "BA_FIRE_4", ACT_BA_FIRE_4, 40, 1000, {12, 0},
88 _("ファイア・ボール(100)", "fire ball (100)") },
89 { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1000, {12, 0},
90 _("サンダー・ボール(100)", "ball of lightning (100)") },
91 { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
92 _("巨大サンダー・ボール(500)", "ball of lightning (500)") },
93 { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
94 _("アシッド・ボール(100)", "ball of acid (100)") },
95 { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0},
96 _("放射能球(100)", "ball of nuke (100)") },
97 { "HYPODYNAMIA_1", ACT_HYPODYNAMIA_1, 30, 500, {12, 0},
98 _("窒息攻撃(100)", "a strangling attack (100)") },
99 { "HYPODYNAMIA_2", ACT_HYPODYNAMIA_2, 40, 750, {15, 0},
100 _("衰弱の矢(120)", "hypodynamic bolt (120)") },
101 { "DRAIN_1", ACT_DRAIN_1, 40, 1000, {20, 0},
102 _("吸収の矢(3*50)", "drain bolt (3*50)") },
103 { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},
104 _("矢(150)", "arrows (150)") },
105 { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0},
106 _("カマイタチ", "whirlwind attack") },
107 { "DRAIN_2", ACT_DRAIN_2, 50, 2500, {40, 0},
108 _("吸収の矢(3*100)", "drain bolt (3*100)") },
109 { "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000, {35, 0},
110 _("混沌召来", "call chaos") },
111 { "ROCKET", ACT_ROCKET, 70, 5000, {20, 0},
112 _("ロケット(120+レベル)", "launch rocket (120+level)") },
113 { "DISP_EVIL", ACT_DISP_EVIL, 50, 4000, {50, 0},
114 _("邪悪退散(x5)", "dispel evil (x5)") },
115 { "BA_MISS_3", ACT_BA_MISS_3, 50, 1500, {50, 0},
116 _("エレメントのブレス(300)", "elemental breath (300)") },
117 { "DISP_GOOD", ACT_DISP_GOOD, 50, 3500, {50, 0},
118 _("善良退散(x5)", "dispel good (x5)") },
119 { "BO_MANA", ACT_BO_MANA, 40, 1500, {20, 0},
120 _("魔法の矢(150)", "a magical arrow (150)") },
121 { "BA_WATER", ACT_BA_WATER, 50, 2000, {25, 0},
122 _("ウォーター・ボール(200)", "water ball (200)") },
123 { "BA_STAR", ACT_BA_STAR, 50, 2200, {25, 0},
124 _("巨大スター・ボール(200)", "large star ball (200)") },
125 { "BA_DARK", ACT_BA_DARK, 50, 2200, {30, 0},
126 _("暗黒の嵐(250)", "darkness storm (250)") },
127 { "BA_MANA", ACT_BA_MANA, 70, 2500, {30, 0},
128 _("魔力の嵐(250)", "a mana storm (250)") },
129 { "PESTICIDE", ACT_PESTICIDE, 10, 500, {10, 0},
130 _("害虫の駆除", "dispel small life") },
131 { "BLINDING_LIGHT", ACT_BLINDING_LIGHT, 30, 5000, {40, 0},
132 _("眩しい光", "blinding light") },
133 { "BIZARRE", ACT_BIZARRE, 90, 10000, {50, 0},
134 _("信じ難いこと", "bizarre things") },
135 { "CAST_BA_STAR", ACT_CAST_BA_STAR, 70, 7500, {100, 0},
136 _("スター・ボール・ダスト(150)", "cast star balls (150)") },
137 { "BLADETURNER", ACT_BLADETURNER, 80, 20000, {80, 0},
138 _("エレメントのブレス(300), 士気高揚、祝福、耐性", "breathe elements (300), hero, bless, and resistance") },
139 { "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0},
140 _("火炎のブレス (200)", "fire breath (200)") },
141 { "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0},
142 _("冷気のブレス (200)", "cold breath (200)") },
143 { "BR_DRAGON", ACT_BR_DRAGON, 70, 10000, { 30, 0 },
144 "" /* built by item_activation_dragon_breath() */ },
146 { "CONFUSE", ACT_CONFUSE, 10, 500, {10, 0},
147 _("パニック・モンスター", "confuse monster") },
148 { "SLEEP", ACT_SLEEP, 10, 750, {15, 0},
149 _("周囲のモンスターを眠らせる", "sleep nearby monsters") },
150 { "QUAKE", ACT_QUAKE, 30, 600, {20, 0},
151 _("地震", "earthquake") },
152 { "TERROR", ACT_TERROR, 20, 2500, {-1, 0},
154 { "TELE_AWAY", ACT_TELE_AWAY, 20, 2000, {15, 0},
155 _("テレポート・アウェイ", "teleport away") },
156 { "BANISH_EVIL", ACT_BANISH_EVIL, 40, 2000, {250, 0},
157 _("邪悪消滅", "banish evil") },
158 { "GENOCIDE", ACT_GENOCIDE, 50, 10000, {500, 0},
159 _("抹殺", "genocide") },
160 { "MASS_GENO", ACT_MASS_GENO, 50, 10000, {1000, 0},
161 _("周辺抹殺", "mass genocide") },
162 { "SCARE_AREA", ACT_SCARE_AREA, 20, 2500, {20, 0},
163 _("モンスター恐慌", "frighten monsters") },
164 { "AGGRAVATE", ACT_AGGRAVATE, 0, 100, {0, 0},
165 _("モンスターを怒らせる", "aggravete monsters") },
167 { "CHARM_ANIMAL", ACT_CHARM_ANIMAL, 40, 7500, {200, 0},
168 _("動物魅了", "charm animal") },
169 { "CHARM_UNDEAD", ACT_CHARM_UNDEAD, 40, 10000, {333, 0},
170 _("アンデッド従属", "enslave undead") },
171 { "CHARM_OTHER", ACT_CHARM_OTHER, 40, 10000, {400, 0},
172 _("モンスター魅了", "charm monster") },
173 { "CHARM_ANIMALS", ACT_CHARM_ANIMALS, 40, 12500, {500, 0},
174 _("動物友和", "animal friendship") },
175 { "CHARM_OTHERS", ACT_CHARM_OTHERS, 40, 17500, {750, 0},
176 _("周辺魅了", "mass charm") },
177 { "SUMMON_ANIMAL", ACT_SUMMON_ANIMAL, 50, 10000, {200, 300},
178 _("動物召喚", "summon animal") },
179 { "SUMMON_PHANTOM", ACT_SUMMON_PHANTOM, 50, 12000, {200, 200},
180 _("幻霊召喚", "summon phantasmal servant") },
181 { "SUMMON_ELEMENTAL", ACT_SUMMON_ELEMENTAL, 50, 15000, {750, 0},
182 _("エレメンタル召喚", "summon elemental") },
183 { "SUMMON_DEMON", ACT_SUMMON_DEMON, 50, 20000, {666, 0},
184 _("悪魔召喚", "summon demon") },
185 { "SUMMON_UNDEAD", ACT_SUMMON_UNDEAD, 50, 20000, {666, 0},
186 _("アンデッド召喚", "summon undead") },
187 { "SUMMON_HOUND", ACT_SUMMON_HOUND, 50, 15000, {300, 0},
188 _("ハウンド召喚", "summon hound") },
189 { "SUMMON_DAWN", ACT_SUMMON_DAWN, 50, 15000, {500, 0},
190 _("暁の師団召喚", "summon the Legion of the Dawn") },
191 { "SUMMON_OCTOPUS", ACT_SUMMON_OCTOPUS, 50, 15000, {300, 0},
192 _("蛸の大群召喚", "summon octopus") },
194 { "CHOIR_SINGS", ACT_CHOIR_SINGS, 60, 20000, {300, 0},
195 _("回復(777)、癒し、士気高揚", "heal 777 hit points, curing and HEROism") },
196 { "CURE_LW", ACT_CURE_LW, 10, 500, {10, 0},
197 _("恐怖除去/体力回復(30)", "remove fear and heal 30 hp") },
198 { "CURE_MW", ACT_CURE_MW, 20, 750, {3, 3},
199 _("傷回復(4d8)", "heal 4d8 and wounds") },
200 { "CURE_POISON", ACT_CURE_POISON, 10, 1000, {5, 0},
201 _("恐怖除去/毒消し", "remove fear and cure poison") },
202 { "REST_LIFE", ACT_REST_EXP, 40, 7500, {450, 0},
203 _("経験値復活", "restore experience") },
204 { "REST_ALL", ACT_REST_ALL, 30, 15000, {750, 0},
205 _("全ステータスと経験値復活", "restore stats and experience") },
206 { "CURE_700", ACT_CURE_700, 40, 10000, {250, 0},
207 _("体力回復(700)", "heal 700 hit points") },
208 { "CURE_1000", ACT_CURE_1000, 50, 15000, {888, 0},
209 _("体力回復(1000)", "heal 1000 hit points") },
210 { "CURING", ACT_CURING, 30, 5000, {100, 0},
212 { "CURE_MANA_FULL", ACT_CURE_MANA_FULL, 60, 20000, {777, 0},
213 _("魔力復活", "restore mana") },
215 { "ESP", ACT_ESP, 30, 1500, {100, 0},
216 _("テレパシー(期間 25+d30)", "telepathy (dur 25+d30)") },
217 { "BERSERK", ACT_BERSERK, 10, 800, {75, 0},
218 _("狂戦士化(25+d25ターン)", "berserk (25+d25 turns)") },
219 { "PROT_EVIL", ACT_PROT_EVIL, 30, 5000, {100, 0},
220 _("対邪悪結界(期間 3*レベル+d25)", "protect evil (dur level*3 + d25)") },
221 { "RESIST_ALL", ACT_RESIST_ALL, 30, 5000, {111, 0},
222 _("全耐性(期間 20+d20)", "resist elements (dur 20+d20)") },
223 { "SPEED", ACT_SPEED, 40, 15000, {250, 0},
224 _("加速(期間 20+d20)", "speed (dur 20+d20)") },
225 { "XTRA_SPEED", ACT_XTRA_SPEED, 40, 25000, {200, 200},
226 _("加速(期間 75+d75)", "speed (dur 75+d75)") },
227 { "WRAITH", ACT_WRAITH, 90, 25000, {1000, 0},
228 _("幽体化(期間 (レベル/2)+d(レベル/2))", "wraith form (dur level/2 + d(level/2))") },
229 { "INVULN", ACT_INVULN, 90, 25000, {1000, 0},
230 _("無敵化(期間 8+d8)", "invulnerability (dur 8+d8)") },
231 { "HERO", ACT_HERO, 10, 500, {30, 30},
232 _("士気高揚", "heroism") },
233 { "HERO_SPEED", ACT_HERO_SPEED, 30, 20000, {100, 200},
234 _("士気高揚, スピード(期間 50+d50ターン)", "hero and +10 to speed (50)") },
235 { "RESIST_ACID", ACT_RESIST_ACID, 20, 2000, {40, 40},
236 _("酸への耐性(期間 20+d20)", "resist acid (dur 20+d20)") },
237 { "RESIST_FIRE", ACT_RESIST_FIRE, 20, 2000, {40, 40},
238 _("火炎への耐性(期間 20+d20)", "resist fire (dur 20+d20)") },
239 { "RESIST_COLD", ACT_RESIST_COLD, 20, 2000, {40, 40},
240 _("冷気への耐性(期間 20+d20)", "resist cold (dur 20+d20)") },
241 { "RESIST_ELEC", ACT_RESIST_ELEC, 20, 2000, {40, 40},
242 _("電撃への耐性(期間 20+d20)", "resist elec (dur 20+d20)") },
243 { "RESIST_POIS", ACT_RESIST_POIS, 20, 2000, {40, 40},
244 _("毒への耐性(期間 20+d20)", "resist poison (dur 20+d20)") },
246 { "LIGHT", ACT_LIGHT, 10, 150, {10, 10},
247 _("イルミネーション", "light area (dam 2d15)") },
248 { "MAP_LIGHT", ACT_MAP_LIGHT, 30, 500, {50, 50},
249 _("魔法の地図と光", "light (dam 2d15) & map area") },
250 { "DETECT_ALL", ACT_DETECT_ALL, 30, 1000, {55, 55},
251 _("全感知", "detection") },
252 { "DETECT_XTRA", ACT_DETECT_XTRA, 50, 12500, {100, 0},
253 _("全感知、探索、*鑑定*", "detection, probing and identify true") },
254 { "ID_FULL", ACT_ID_FULL, 50, 10000, {75, 0},
255 _("*鑑定*", "identify true") },
256 { "ID_PLAIN", ACT_ID_PLAIN, 20, 1250, {10, 0},
257 _("鑑定", "identify spell") },
258 { "RUNE_EXPLO", ACT_RUNE_EXPLO, 40, 4000, {200, 0},
259 _("爆発のルーン", "explosive rune") },
260 { "RUNE_PROT", ACT_RUNE_PROT, 60, 10000, {400, 0},
261 _("守りのルーン", "rune of protection") },
262 { "SATIATE", ACT_SATIATE, 10, 2000, {200, 0},
263 _("空腹充足", "satisfy hunger") },
264 { "DEST_DOOR", ACT_DEST_DOOR, 10, 100, {10, 0},
265 _("ドア破壊", "destroy doors") },
266 { "STONE_MUD", ACT_STONE_MUD, 20, 1000, {3, 0},
267 _("岩石溶解", "stone to mud") },
268 { "RECHARGE", ACT_RECHARGE, 30, 1000, {70, 0},
269 _("魔力充填", "recharging") },
270 { "ALCHEMY", ACT_ALCHEMY, 50, 10000, {500, 0},
271 _("錬金術", "alchemy") },
272 { "DIM_DOOR", ACT_DIM_DOOR, 50, 10000, {100, 0},
273 _("次元の扉", "dimension door") },
274 { "TELEPORT", ACT_TELEPORT, 10, 2000, {25, 0},
275 _("テレポート", "teleport") },
276 { "RECALL", ACT_RECALL, 30, 7500, {200, 0},
277 _("帰還の詔", "word of recall") },
278 { "JUDGE", ACT_JUDGE, 90, 50000, {20, 20},
279 _("体力と引き替えに千里眼と帰還", "a telekinesis (500 lb)") },
280 { "TELEKINESIS", ACT_TELEKINESIS, 20, 5500, {25, 25},
281 _("物体を引き寄せる(重量25kgまで)", "clairvoyance and recall, draining you") },
282 { "DETECT_UNIQUE", ACT_DETECT_UNIQUE, 40, 10000, {200, 0},
283 _("この階にいるユニークモンスターを表示", "list of the uniques on the level") },
284 { "ESCAPE", ACT_ESCAPE, 10, 3000, {35, 0},
285 _("逃走", "a getaway") },
286 { "DISP_CURSE_XTRA", ACT_DISP_CURSE_XTRA, 40, 30000, {0, 0},
287 _("*解呪*と調査", "dispel curse and probing") },
288 { "BRAND_FIRE_BOLTS", ACT_BRAND_FIRE_BOLTS, 40, 20000, {999, 0},
289 _("刃先のファイア・ボルト", "fire branding of bolts") },
290 { "RECHARGE_XTRA", ACT_RECHARGE_XTRA, 70, 30000, {200, 0},
291 _("魔力充填", "recharge item") },
292 { "LORE", ACT_LORE, 10, 30000, {0, 0},
293 _("危険を伴う鑑定", "perilous identify") },
294 { "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000, {100, 100},
295 _("四股踏み", "shiko") },
296 { "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500, {10, 0},
297 _("ショート・テレポート", "blink") },
298 { "DETECT_ALL_MONS", ACT_DETECT_ALL_MONS, 30, 3000, {150, 0},
299 _("全モンスター感知", "detect all monsters") },
300 { "ULTIMATE_RESIST", ACT_ULTIMATE_RESIST, 90, 20000, {777, 0},
301 _("士気高揚、祝福、究極の耐性", "hero, bless, and ultimate resistance") },
303 { "CAST_OFF", ACT_CAST_OFF, 30, 15000, {100, 0},
304 _("脱衣と小宇宙燃焼", "cast it off and cosmic heroism") },
305 { "FISHING", ACT_FISHING, 0, 100, {0, 0},
306 _("釣りをする", "fishing") },
307 { "INROU", ACT_INROU, 40, 15000, {150, 150},
308 _("例のアレ", "reveal your identity") },
309 { "MURAMASA", ACT_MURAMASA, 0, 0, {-1, 0},
310 _("腕力の上昇", "increase STR") },
311 { "BLOODY_MOON", ACT_BLOODY_MOON, 0, 0, {3333, 0},
312 _("属性変更", "change zokusei") },
313 { "CRIMSON", ACT_CRIMSON, 0, 50000, {15, 0},
314 _("ファイア!", "fire!") },
316 { "STRAIN_HASTE", ACT_STRAIN_HASTE, 10, 1000, {120, 100},
317 _("体力と引き換えに加速", "haste with strain") },
318 { "GRAND_CROSS", ACT_GRAND_CROSS, 30, 15000, {250, 200},
319 _("グランド・クロス", "grand cross") },
320 { "TELEPORT_LEVEL", ACT_TELEPORT_LEVEL, 10, 1500, {100, 200},
321 _("テレポート・レベル", "teleort level") },
322 { "ARTS_FALLING_STAR", ACT_FALLING_STAR, 20, 5500, {30, 50},
323 _("魔剣・流れ星", "blade arts 'falling star'") },
324 { NULL, 0, 0, 0, {0, 0},
329 * @brief 装備を発動するコマンドのサブルーチン /
330 * Activate a wielded object. Wielded objects never stack.
331 * And even if they did, activatable objects never stack.
332 * @param item 発動するオブジェクトの所持品ID
336 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
337 * But one could, for example, easily make an activatable "Ring of Plasma".
338 * Note that it always takes a current_world_ptr->game_turn to activate an artifact, even if
339 * the user hits "escape" at the "direction" prompt.
342 void do_cmd_activate_aux(INVENTORY_IDX item)
351 /* Get the item (in the pack) */
354 o_ptr = &p_ptr->inventory_list[item];
357 /* Get the item (on the floor) */
360 o_ptr = ¤t_floor_ptr->o_list[0 - item];
363 take_turn(p_ptr, 100);
365 /* Extract the item level */
366 lev = k_info[o_ptr->k_idx].level;
368 /* Hack -- use artifact level instead */
369 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
370 else if (object_is_random_artifact(o_ptr))
372 const activation_type* const act_ptr = find_activation_info(o_ptr);
374 lev = act_ptr->level;
377 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
379 /* Base chance of success */
380 chance = p_ptr->skill_dev;
382 /* Confusion hurts skill */
383 if (p_ptr->confused) chance = chance / 2;
386 if (chance > fail) fail -= (chance - fail)*2;
387 else chance -= (fail - chance)*2;
388 if (fail < USE_DEVICE) fail = USE_DEVICE;
389 if (chance < USE_DEVICE) chance = USE_DEVICE;
391 if(cmd_limit_time_walk(p_ptr)) return;
393 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
394 else if (chance > fail)
396 if (randint0(chance*2) < fail) success = FALSE;
401 if (randint0(fail*2) < chance) success = TRUE;
402 else success = FALSE;
408 if (flush_failure) flush();
409 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."));
414 /* Check the recharge */
417 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
421 /* Some lights need enough fuel for activation */
422 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
423 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
425 msg_print(_("燃料がない。", "It has no fuel."));
430 /* Activate the artifact */
431 msg_print(_("始動させた...", "You activate it..."));
435 /* Activate object */
436 if (activation_index(o_ptr))
438 (void)activate_artifact(o_ptr);
440 p_ptr->window |= (PW_INVEN | PW_EQUIP);
447 else if (o_ptr->tval == TV_WHISTLE)
449 if (music_singing_any()) stop_singing(p_ptr);
450 if (hex_spelling_any()) stop_hex_spell_all();
453 MONSTER_IDX pet_ctr, i;
458 /* Allocate the "who" array */
459 C_MAKE(who, current_floor_ptr->max_m_idx, MONSTER_IDX);
461 /* Process the monsters (backwards) */
462 for (pet_ctr = current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--)
464 if (is_pet(¤t_floor_ptr->m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
465 who[max_pet++] = pet_ctr;
468 ang_sort(who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);
470 /* Process the monsters (backwards) */
471 for (i = 0; i < max_pet; i++)
474 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
477 /* Free the "who" array */
478 C_KILL(who, current_floor_ptr->max_m_idx, IDX);
480 o_ptr->timeout = 100 + randint1(100);
483 else if (o_ptr->tval == TV_CAPTURE)
487 bool old_target_pet = target_pet;
489 if (!get_aim_dir(&dir))
491 target_pet = old_target_pet;
494 target_pet = old_target_pet;
496 if(fire_ball(GF_CAPTURE, dir, 0, 0))
498 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
499 o_ptr->xtra3 = (XTRA8)cap_mspeed;
500 o_ptr->xtra4 = (XTRA16)cap_hp;
501 o_ptr->xtra5 = (XTRA16)cap_maxhp;
508 if (o_ptr->inscription)
509 strcpy(buf, quark_str(o_ptr->inscription));
511 for (s = buf;*s && (*s != '#'); s++)
514 if (iskanji(*s)) s++;
524 t = quark_str(cap_nickname);
537 o_ptr->inscription = quark_add(buf);
544 if (!get_direction(&dir, FALSE, FALSE)) return;
545 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
547 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
549 if (o_ptr->xtra3) current_floor_ptr->m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
550 if (o_ptr->xtra5) current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
551 if (o_ptr->xtra4) current_floor_ptr->m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
552 current_floor_ptr->m_list[hack_m_idx_ii].maxhp = current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp;
553 if (o_ptr->inscription)
561 t = quark_str(o_ptr->inscription);
562 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
565 if (iskanji(*t)) t++;
590 if (quote && *(s-1) =='\'')
594 current_floor_ptr->m_list[hack_m_idx_ii].nickname = quark_add(buf);
595 t = quark_str(o_ptr->inscription);
597 while(*t && (*t != '#'))
604 o_ptr->inscription = quark_add(buf);
615 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
622 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
626 * @brief 装備を発動するコマンドのメインルーチン /
629 void do_cmd_activate(void)
634 if (p_ptr->wild_mode) return;
635 if (cmd_limit_arena(p_ptr)) return;
637 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
639 set_action(ACTION_NONE);
642 item_tester_hook = item_tester_hook_activate;
644 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
645 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
647 if (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
649 /* Activate the item */
650 do_cmd_activate_aux(item);
654 * @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation
655 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
656 * @param o_ptr 対象のオブジェクト構造体ポインタ
657 * @return 発動実行の是非を返す。
659 static bool activate_dragon_breath(object_type *o_ptr)
661 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
667 if (!get_aim_dir(&dir)) return FALSE;
669 object_flags(o_ptr, flgs);
671 for (i = 0; dragonbreath_info[i].flag != 0; i++)
673 if (have_flag(flgs, dragonbreath_info[i].flag))
675 type[n] = dragonbreath_info[i].type;
676 name[n] = dragonbreath_info[i].name;
680 if (n == 0) return FALSE;
683 if (music_singing_any()) stop_singing(p_ptr);
684 if (hex_spelling_any()) stop_hex_spell_all();
687 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
688 fire_breath(type[t], dir, 250, 4);
694 * @brief アイテムの発動効果を処理する。
695 * @param o_ptr 対象のオブジェクト構造体ポインタ
696 * @return 発動実行の是非を返す。
698 bool activate_artifact(object_type *o_ptr)
700 PLAYER_LEVEL plev = p_ptr->lev;
703 concptr name = k_name + k_info[o_ptr->k_idx].name;
704 const activation_type* const act_ptr = find_activation_info(o_ptr);
706 /* Maybe forgot adding information to activation_info table ? */
707 msg_print("Activation information is not found.");
711 /* Activate for attack */
712 switch (act_ptr->index)
716 if (!get_aim_dir(&dir)) return FALSE;
717 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
718 (void)lite_line(dir, damroll(6, 8));
724 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
725 if (!get_aim_dir(&dir)) return FALSE;
726 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
732 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
733 if (!get_aim_dir(&dir)) return FALSE;
734 fire_ball(GF_POIS, dir, 12, 3);
740 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
741 if (!get_aim_dir(&dir)) return FALSE;
742 fire_bolt(GF_ELEC, dir, damroll(4, 8));
748 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
749 if (!get_aim_dir(&dir)) return FALSE;
750 fire_bolt(GF_ACID, dir, damroll(5, 8));
756 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
757 if (!get_aim_dir(&dir)) return FALSE;
758 fire_bolt(GF_COLD, dir, damroll(6, 8));
764 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
765 if (!get_aim_dir(&dir)) return FALSE;
766 fire_bolt(GF_FIRE, dir, damroll(9, 8));
772 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
773 if (!get_aim_dir(&dir)) return FALSE;
774 fire_ball(GF_COLD, dir, 48, 2);
780 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
781 if (!get_aim_dir(&dir)) return FALSE;
782 fire_ball(GF_COLD, dir, 100, 2);
788 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
789 if (!get_aim_dir(&dir)) return FALSE;
790 fire_ball(GF_COLD, dir, 400, 3);
796 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
797 if (!get_aim_dir(&dir)) return FALSE;
798 fire_ball(GF_FIRE, dir, 72, 2);
804 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
805 if (!get_aim_dir(&dir)) return FALSE;
806 fire_ball(GF_FIRE, dir, 120, 3);
812 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
813 if (!get_aim_dir(&dir)) return FALSE;
814 fire_ball(GF_FIRE, dir, 300, 3);
820 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
821 if (!get_aim_dir(&dir)) return FALSE;
822 fire_ball(GF_FIRE, dir, 100, 2);
828 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
829 if (!get_aim_dir(&dir)) return FALSE;
830 fire_ball(GF_ELEC, dir, 100, 3);
836 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
837 if (!get_aim_dir(&dir)) return FALSE;
838 fire_ball(GF_ELEC, dir, 500, 3);
844 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
845 if (!get_aim_dir(&dir)) return FALSE;
846 fire_ball(GF_ACID, dir, 100, 2);
852 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
853 if (!get_aim_dir(&dir)) return FALSE;
854 fire_ball(GF_NUKE, dir, 100, 2);
858 case ACT_HYPODYNAMIA_1:
860 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);
861 if (!get_aim_dir(&dir)) return FALSE;
862 if (hypodynamic_bolt(dir, 100))
866 case ACT_HYPODYNAMIA_2:
868 msg_print(_("黒く輝いている...", "It glows black..."));
869 if (!get_aim_dir(&dir)) return FALSE;
870 hypodynamic_bolt(dir, 120);
876 if (!get_aim_dir(&dir)) return FALSE;
877 for (dummy = 0; dummy < 3; dummy++)
879 if (hypodynamic_bolt(dir, 50))
887 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
888 if (!get_aim_dir(&dir)) return FALSE;
889 fire_bolt(GF_ARROW, dir, 150);
901 if (!get_aim_dir(&dir)) return FALSE;
902 for (dummy = 0; dummy < 3; dummy++)
904 if (hypodynamic_bolt(dir, 100))
913 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
920 if (!get_aim_dir(&dir)) return FALSE;
921 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
922 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
928 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
929 dispel_evil(p_ptr->lev * 5);
935 if (!get_aim_dir(&dir)) return FALSE;
936 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
937 fire_breath(GF_MISSILE, dir, 300, 4);
943 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
944 dispel_good(p_ptr->lev * 5);
950 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
951 if (!get_aim_dir(&dir)) return FALSE;
952 fire_bolt(GF_ARROW, dir, 150);
958 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
959 if (!get_aim_dir(&dir)) return FALSE;
960 fire_ball(GF_WATER, dir, 200, 3);
966 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
967 if (!get_aim_dir(&dir)) return FALSE;
968 fire_ball(GF_DARK, dir, 250, 4);
974 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
975 if (!get_aim_dir(&dir)) return FALSE;
976 fire_ball(GF_MANA, dir, 250, 4);
982 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
983 (void)dispel_monsters(4);
987 case ACT_BLINDING_LIGHT:
989 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
990 fire_ball(GF_LITE, 0, 300, 6);
991 confuse_monsters(3 * p_ptr->lev / 2);
997 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
998 if (!get_aim_dir(&dir)) return FALSE;
1003 case ACT_CAST_BA_STAR:
1005 HIT_POINT num = damroll(5, 3);
1006 POSITION y = 0, x = 0;
1008 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
1009 for (k = 0; k < num; k++)
1015 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1016 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
1017 if (!player_bold(y, x)) break;
1020 project(0, 3, y, x, 150, GF_ELEC,
1021 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
1027 case ACT_BLADETURNER:
1029 if (!get_aim_dir(&dir)) return FALSE;
1030 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
1031 fire_breath(GF_MISSILE, dir, 300, 4);
1032 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
1033 (void)set_afraid(0);
1034 (void)set_hero(randint1(50) + 50, FALSE);
1035 (void)hp_player(10);
1036 (void)set_blessed(randint1(50) + 50, FALSE);
1037 (void)set_oppose_acid(randint1(50) + 50, FALSE);
1038 (void)set_oppose_elec(randint1(50) + 50, FALSE);
1039 (void)set_oppose_fire(randint1(50) + 50, FALSE);
1040 (void)set_oppose_cold(randint1(50) + 50, FALSE);
1041 (void)set_oppose_pois(randint1(50) + 50, FALSE);
1047 if (!get_aim_dir(&dir)) return FALSE;
1048 fire_breath(GF_FIRE, dir, 200, 2);
1049 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1051 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1058 if (!get_aim_dir(&dir)) return FALSE;
1059 fire_breath(GF_COLD, dir, 200, 2);
1060 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1062 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1069 if (!activate_dragon_breath(o_ptr)) return FALSE;
1073 /* Activate for other offensive action */
1076 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
1077 if (!get_aim_dir(&dir)) return FALSE;
1078 confuse_monster(dir, 20);
1084 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1085 sleep_monsters_touch();
1091 earthquake(p_ptr->y, p_ptr->x, 5);
1097 turn_monsters(40 + p_ptr->lev);
1103 if (!get_aim_dir(&dir)) return FALSE;
1104 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1108 case ACT_BANISH_EVIL:
1110 if (banish_evil(100))
1112 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!"));
1119 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1120 (void)symbol_genocide(200, TRUE);
1126 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
1127 (void)mass_genocide(200, TRUE);
1131 case ACT_SCARE_AREA:
1133 if (music_singing_any()) stop_singing(p_ptr);
1134 if (hex_spelling_any()) stop_hex_spell_all();
1135 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!",
1136 "You wind a mighty blast; your enemies tremble!"));
1137 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
1143 if (o_ptr->name1 == ART_HYOUSIGI)
1145 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
1149 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
1151 aggravate_monsters(0);
1155 /* Activate for summoning / charming */
1157 case ACT_CHARM_ANIMAL:
1159 if (!get_aim_dir(&dir)) return FALSE;
1160 (void)charm_animal(dir, plev);
1164 case ACT_CHARM_UNDEAD:
1166 if (!get_aim_dir(&dir)) return FALSE;
1167 (void)control_one_undead(dir, plev);
1171 case ACT_CHARM_OTHER:
1173 if (!get_aim_dir(&dir)) return FALSE;
1174 (void)charm_monster(dir, plev * 2);
1178 case ACT_CHARM_ANIMALS:
1180 (void)charm_animals(plev * 2);
1184 case ACT_CHARM_OTHERS:
1186 charm_monsters(plev * 2);
1190 case ACT_SUMMON_ANIMAL:
1192 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1196 case ACT_SUMMON_PHANTOM:
1198 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
1199 (void)summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1203 case ACT_SUMMON_ELEMENTAL:
1204 if (!cast_summon_elemental(p_ptr, (plev * 3) / 2)) return FALSE;
1207 case ACT_SUMMON_DEMON:
1209 cast_summon_demon((plev * 3) / 2);
1213 case ACT_SUMMON_UNDEAD:
1214 if (!cast_summon_undead(p_ptr, (plev * 3) / 2)) return FALSE;
1217 case ACT_SUMMON_HOUND:
1218 if (!cast_summon_hound(p_ptr, (plev * 3) / 2)) return FALSE;
1221 case ACT_SUMMON_DAWN:
1223 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1224 (void)summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1228 case ACT_SUMMON_OCTOPUS:
1229 if(!cast_summon_octopus(p_ptr)) return FALSE;
1232 /* Activate for healing */
1234 case ACT_CHOIR_SINGS:
1236 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1237 (void)cure_critical_wounds(777);
1238 (void)set_hero(randint1(25) + 25, FALSE);
1244 (void)set_afraid(0);
1245 (void)hp_player(30);
1251 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1252 (void)cure_serious_wounds(4, 8);
1256 case ACT_CURE_POISON:
1258 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1259 (void)set_afraid(0);
1260 (void)set_poisoned(0);
1266 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1273 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1274 (void)restore_all_status();
1275 (void)restore_level();
1281 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1282 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1283 (void)cure_critical_wounds(700);
1289 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1290 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1291 (void)cure_critical_wounds(1000);
1297 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1302 case ACT_CURE_MANA_FULL:
1304 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1309 /* Activate for timed effect */
1313 (void)set_tim_esp(randint1(30) + 25, FALSE);
1319 (void)berserk(randint1(25) + 25);
1325 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1327 (void)set_protevil(randint1(25) + k, FALSE);
1331 case ACT_RESIST_ALL:
1333 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1334 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1335 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1336 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1337 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1338 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1344 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1345 (void)set_fast(randint1(20) + 20, FALSE);
1349 case ACT_XTRA_SPEED:
1351 msg_print(_("明るく輝いている...", "It glows brightly..."));
1352 (void)set_fast(randint1(75) + 75, FALSE);
1358 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1364 (void)set_invuln(randint1(8) + 8, FALSE);
1374 case ACT_HERO_SPEED:
1376 (void)set_fast(randint1(50) + 50, FALSE);
1381 case ACT_RESIST_ACID:
1383 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1384 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1386 if (!get_aim_dir(&dir)) return FALSE;
1387 fire_ball(GF_ACID, dir, 100, 2);
1389 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1393 case ACT_RESIST_FIRE:
1395 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1396 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1398 if (!get_aim_dir(&dir)) return FALSE;
1399 fire_ball(GF_FIRE, dir, 100, 2);
1401 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1405 case ACT_RESIST_COLD:
1407 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1408 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1410 if (!get_aim_dir(&dir)) return FALSE;
1411 fire_ball(GF_COLD, dir, 100, 2);
1413 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1417 case ACT_RESIST_ELEC:
1419 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1420 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1422 if (!get_aim_dir(&dir)) return FALSE;
1423 fire_ball(GF_ELEC, dir, 100, 2);
1425 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1429 case ACT_RESIST_POIS:
1431 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1432 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1436 /* Activate for general purpose effect (detection etc.) */
1440 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1441 lite_area(damroll(2, 15), 3);
1447 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1448 map_area(DETECT_RAD_MAP);
1449 lite_area(damroll(2, 15), 3);
1453 case ACT_DETECT_ALL:
1455 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1456 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1457 detect_all(DETECT_RAD_DEFAULT);
1461 case ACT_DETECT_XTRA:
1463 msg_print(_("明るく輝いている...", "It glows brightly..."));
1464 detect_all(DETECT_RAD_DEFAULT);
1466 identify_fully(FALSE);
1472 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1473 identify_fully(FALSE);
1479 if (!ident_spell(FALSE)) return FALSE;
1483 case ACT_RUNE_EXPLO:
1485 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1492 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1499 (void)set_food(PY_FOOD_MAX - 1);
1505 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1506 destroy_doors_touch();
1512 msg_print(_("鼓動している...", "It pulsates..."));
1513 if (!get_aim_dir(&dir)) return FALSE;
1514 wall_to_mud(dir, 20 + randint1(30));
1526 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1533 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."));
1534 if (!dimension_door()) return FALSE;
1541 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1542 teleport_player(100, 0L);
1548 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1549 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1555 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1556 chg_virtue(V_KNOWLEDGE, 1);
1557 chg_virtue(V_ENLIGHTEN, 1);
1560 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1561 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1563 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1564 (void)detect_doors(DETECT_RAD_DEFAULT);
1565 (void)detect_stairs(DETECT_RAD_DEFAULT);
1567 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1569 (void)recall_player(p_ptr, randint0(21) + 15);
1575 case ACT_TELEKINESIS:
1577 if (!get_aim_dir(&dir)) return FALSE;
1578 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1579 fetch(dir, 500, TRUE);
1583 case ACT_DETECT_UNIQUE:
1586 monster_type *m_ptr;
1587 monster_race *r_ptr;
1588 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 ..."));
1589 /* Process the monsters (backwards) */
1590 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
1592 /* Access the monster */
1593 m_ptr = ¤t_floor_ptr->m_list[i];
1595 /* Ignore "dead" monsters */
1596 if (!monster_is_valid(m_ptr)) continue;
1598 r_ptr = &r_info[m_ptr->r_idx];
1600 if (r_ptr->flags1 & RF1_UNIQUE)
1602 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1610 switch (randint1(13))
1612 case 1: case 2: case 3: case 4: case 5:
1613 teleport_player(10, 0L);
1615 case 6: case 7: case 8: case 9: case 10:
1616 teleport_player(222, 0L);
1619 (void)stair_creation();
1622 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1624 if (autosave_l) do_cmd_save_game(TRUE);
1625 p_ptr->leaving = TRUE;
1631 case ACT_DISP_CURSE_XTRA:
1633 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1634 (void)remove_all_curse();
1639 case ACT_BRAND_FIRE_BOLTS:
1641 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1642 (void)brand_bolts();
1646 case ACT_RECHARGE_XTRA:
1648 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1649 if (!recharge(1000)) return FALSE;
1654 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1655 if(!perilous_secrets(p_ptr)) return FALSE;
1660 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1661 (void)set_afraid(0);
1662 (void)set_hero(randint1(20) + 20, FALSE);
1663 dispel_evil(p_ptr->lev * 3);
1667 case ACT_PHASE_DOOR:
1669 teleport_player(10, 0L);
1673 case ACT_DETECT_ALL_MONS:
1675 (void)detect_monsters_invis(255);
1676 (void)detect_monsters_normal(255);
1680 case ACT_ULTIMATE_RESIST:
1682 TIME_EFFECT v = randint1(25) + 25;
1683 (void)set_afraid(0);
1684 (void)set_hero(v, FALSE);
1685 (void)hp_player(10);
1686 (void)set_blessed(v, FALSE);
1687 (void)set_oppose_acid(v, FALSE);
1688 (void)set_oppose_elec(v, FALSE);
1689 (void)set_oppose_fire(v, FALSE);
1690 (void)set_oppose_cold(v, FALSE);
1691 (void)set_oppose_pois(v, FALSE);
1692 (void)set_ultimate_res(v, FALSE);
1697 cosmic_cast_off(p_ptr, o_ptr);
1700 case ACT_FALLING_STAR:
1702 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1703 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.'"));
1708 case ACT_GRAND_CROSS:
1710 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1711 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1715 case ACT_TELEPORT_LEVEL:
1717 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;
1722 case ACT_STRAIN_HASTE:
1725 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1726 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1727 t = 25 + randint1(25);
1728 (void)set_fast(p_ptr->fast + t, FALSE);
1733 if(!fishing(p_ptr)) return FALSE;
1742 /* Only for Muramasa */
1743 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1744 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1746 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1750 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1751 curse_weapon_object(TRUE, o_ptr);
1757 case ACT_BLOODY_MOON:
1759 /* Only for Bloody Moon */
1760 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1761 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1762 get_bloody_moon_flags(o_ptr);
1763 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1764 p_ptr->update |= (PU_BONUS | PU_HP);
1769 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1770 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!"));
1771 if(!fire_crimson()) return FALSE;
1776 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1781 /* Set activation timeout */
1782 if (act_ptr->timeout.constant >= 0) {
1783 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1784 if (act_ptr->timeout.dice > 0) {
1785 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1789 /* Activations that have special timeout */
1790 switch (act_ptr->index) {
1792 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1795 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1798 o_ptr->timeout = 3 * (p_ptr->lev + 10);
1804 msg_format("Special timeout is not implemented: %d.", act_ptr->index);