3 * @brief プレイヤーの発動コマンド実装
10 #include "cmd-activate.h"
11 #include "object-hook.h"
12 #include "spells-summon.h"
14 #include "projection.h"
17 #include "spells-status.h"
18 #include "realm-hex.h"
19 #include "player-status.h"
22 * @brief アイテムの発動効果テーブル /
23 * Define flags, levels, values of activations
25 const activation_type activation_info[] =
27 { "SUNLIGHT", ACT_SUNLIGHT, 10, 250, {10, 0},
28 _("太陽光線", "beam of sunlight") },
29 { "BO_MISS_1", ACT_BO_MISS_1, 10, 250, {2, 0},
30 _("マジック・ミサイル(2d6)", "magic missile (2d6)") },
31 { "BA_POIS_1", ACT_BA_POIS_1, 10, 300, {4, 0},
32 _("悪臭雲(12)", "stinking cloud (12)") },
33 { "BO_ELEC_1", ACT_BO_ELEC_1, 20, 250, {5, 0},
34 _("サンダー・ボルト(4d8)", "lightning bolt (4d8)") },
35 { "BO_ACID_1", ACT_BO_ACID_1, 20, 250, {6, 0},
36 _("アシッド・ボルト(5d8)", "acid bolt (5d8)") },
37 { "BO_COLD_1", ACT_BO_COLD_1, 20, 250, {7, 0},
38 _("アイス・ボルト(6d8)", "frost bolt (6d8)") },
39 { "BO_FIRE_1", ACT_BO_FIRE_1, 20, 250, {8, 0},
40 _("ファイア・ボルト(9d8)", "fire bolt (9d8)") },
41 { "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 0},
42 _("アイス・ボール(48)", "ball of cold (48)") },
43 { "BA_COLD_2", ACT_BA_COLD_2, 40, 1000, {12, 0},
44 _("アイス・ボール(100)", "ball of cold (100)") },
45 { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
46 _("巨大アイス・ボール(400)", "ball of cold (400)") },
47 { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 0},
48 _("ファイア・ボール(72)", "ball of fire (72)") },
49 { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0},
50 _("巨大ファイア・ボール(120)", "large fire ball (120)") },
51 { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
52 _("巨大ファイア・ボール(300)", "fire ball (300)") },
53 { "BA_FIRE_4", ACT_BA_FIRE_4, 40, 1000, {12, 0},
54 _("ファイア・ボール(100)", "fire ball (100)") },
55 { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1000, {12, 0},
56 _("サンダー・ボール(100)", "ball of lightning (100)") },
57 { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
58 _("巨大サンダー・ボール(500)", "ball of lightning (500)") },
59 { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
60 _("アシッド・ボール(100)", "ball of acid (100)") },
61 { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0},
62 _("放射能球(100)", "ball of nuke (100)") },
63 { "HYPODYNAMIA_1", ACT_HYPODYNAMIA_1, 30, 500, {12, 0},
64 _("窒息攻撃(100)", "a strangling attack (100)") },
65 { "HYPODYNAMIA_2", ACT_HYPODYNAMIA_2, 40, 750, {15, 0},
66 _("衰弱の矢(120)", "hypodynamic bolt (120)") },
67 { "DRAIN_1", ACT_DRAIN_1, 40, 1000, {20, 0},
68 _("吸収の矢(3*50)", "drain bolt (3*50)") },
69 { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},
70 _("矢(150)", "arrows (150)") },
71 { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0},
72 _("カマイタチ", "whirlwind attack") },
73 { "DRAIN_2", ACT_DRAIN_2, 50, 2500, {40, 0},
74 _("吸収の矢(3*100)", "drain bolt (3*100)") },
75 { "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000, {35, 0},
76 _("混沌召来", "call chaos") },
77 { "ROCKET", ACT_ROCKET, 70, 5000, {20, 0},
78 _("ロケット(120+レベル)", "launch rocket (120+level)") },
79 { "DISP_EVIL", ACT_DISP_EVIL, 50, 4000, {50, 0},
80 _("邪悪退散(x5)", "dispel evil (x5)") },
81 { "BA_MISS_3", ACT_BA_MISS_3, 50, 1500, {50, 0},
82 _("エレメントのブレス(300)", "elemental breath (300)") },
83 { "DISP_GOOD", ACT_DISP_GOOD, 50, 3500, {50, 0},
84 _("善良退散(x5)", "dispel good (x5)") },
85 { "BO_MANA", ACT_BO_MANA, 40, 1500, {20, 0},
86 _("魔法の矢(150)", "a magical arrow (150)") },
87 { "BA_WATER", ACT_BA_WATER, 50, 2000, {25, 0},
88 _("ウォーター・ボール(200)", "water ball (200)") },
89 { "BA_STAR", ACT_BA_STAR, 50, 2200, {25, 0},
90 _("巨大スター・ボール(200)", "large star ball (200)") },
91 { "BA_DARK", ACT_BA_DARK, 50, 2200, {30, 0},
92 _("暗黒の嵐(250)", "darkness storm (250)") },
93 { "BA_MANA", ACT_BA_MANA, 70, 2500, {30, 0},
94 _("魔力の嵐(250)", "a mana storm (250)") },
95 { "PESTICIDE", ACT_PESTICIDE, 10, 500, {10, 0},
96 _("害虫の駆除", "dispel small life") },
97 { "BLINDING_LIGHT", ACT_BLINDING_LIGHT, 30, 5000, {40, 0},
98 _("眩しい光", "blinding light") },
99 { "BIZARRE", ACT_BIZARRE, 90, 10000, {50, 0},
100 _("信じ難いこと", "bizarre things") },
101 { "CAST_BA_STAR", ACT_CAST_BA_STAR, 70, 7500, {100, 0},
102 _("スター・ボール・ダスト(150)", "cast star balls (150)") },
103 { "BLADETURNER", ACT_BLADETURNER, 80, 20000, {80, 0},
104 _("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") },
105 { "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0},
106 _("火炎のブレス (200)", "fire breath (200)") },
107 { "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0},
108 _("冷気のブレス (200)", "cold breath (200)") },
109 { "BR_DRAGON", ACT_BR_DRAGON, 70, 10000, { 30, 0 },
110 "" /* built by item_activation_dragon_breath() */ },
112 { "CONFUSE", ACT_CONFUSE, 10, 500, {10, 0},
113 _("パニック・モンスター", "confuse monster") },
114 { "SLEEP", ACT_SLEEP, 10, 750, {15, 0},
115 _("周囲のモンスターを眠らせる", "sleep nearby monsters") },
116 { "QUAKE", ACT_QUAKE, 30, 600, {20, 0},
117 _("地震", "earthquake") },
118 { "TERROR", ACT_TERROR, 20, 2500, {-1, 0},
120 { "TELE_AWAY", ACT_TELE_AWAY, 20, 2000, {15, 0},
121 _("テレポート・アウェイ", "teleport away") },
122 { "BANISH_EVIL", ACT_BANISH_EVIL, 40, 2000, {250, 0},
123 _("邪悪消滅", "banish evil") },
124 { "GENOCIDE", ACT_GENOCIDE, 50, 10000, {500, 0},
125 _("抹殺", "genocide") },
126 { "MASS_GENO", ACT_MASS_GENO, 50, 10000, {1000, 0},
127 _("周辺抹殺", "mass genocide") },
128 { "SCARE_AREA", ACT_SCARE_AREA, 20, 2500, {20, 0},
129 _("モンスター恐慌", "frighten monsters") },
130 { "AGGRAVATE", ACT_AGGRAVATE, 0, 100, {0, 0},
131 _("モンスターを怒らせる", "aggravete monsters") },
133 { "CHARM_ANIMAL", ACT_CHARM_ANIMAL, 40, 7500, {200, 0},
134 _("動物魅了", "charm animal") },
135 { "CHARM_UNDEAD", ACT_CHARM_UNDEAD, 40, 10000, {333, 0},
136 _("アンデッド従属", "enslave undead") },
137 { "CHARM_OTHER", ACT_CHARM_OTHER, 40, 10000, {400, 0},
138 _("モンスター魅了", "charm monster") },
139 { "CHARM_ANIMALS", ACT_CHARM_ANIMALS, 40, 12500, {500, 0},
140 _("動物友和", "animal friendship") },
141 { "CHARM_OTHERS", ACT_CHARM_OTHERS, 40, 17500, {750, 0},
142 _("周辺魅了", "mass charm") },
143 { "SUMMON_ANIMAL", ACT_SUMMON_ANIMAL, 50, 10000, {200, 300},
144 _("動物召喚", "summon animal") },
145 { "SUMMON_PHANTOM", ACT_SUMMON_PHANTOM, 50, 12000, {200, 200},
146 _("幻霊召喚", "summon phantasmal servant") },
147 { "SUMMON_ELEMENTAL", ACT_SUMMON_ELEMENTAL, 50, 15000, {750, 0},
148 _("エレメンタル召喚", "summon elemental") },
149 { "SUMMON_DEMON", ACT_SUMMON_DEMON, 50, 20000, {666, 0},
150 _("悪魔召喚", "summon demon") },
151 { "SUMMON_UNDEAD", ACT_SUMMON_UNDEAD, 50, 20000, {666, 0},
152 _("アンデッド召喚", "summon undead") },
153 { "SUMMON_HOUND", ACT_SUMMON_HOUND, 50, 15000, {300, 0},
154 _("ハウンド召喚", "summon hound") },
155 { "SUMMON_DAWN", ACT_SUMMON_DAWN, 50, 15000, {500, 0},
156 _("暁の師団召喚", "summon the Legion of the Dawn") },
157 { "SUMMON_OCTOPUS", ACT_SUMMON_OCTOPUS, 50, 15000, {300, 0},
158 _("蛸の大群召喚", "summon octopus") },
160 { "CHOIR_SINGS", ACT_CHOIR_SINGS, 60, 20000, {300, 0},
161 _("回復(777)、癒し、士気高揚", "heal 777 hit points, curing and HEROism") },
162 { "CURE_LW", ACT_CURE_LW, 10, 500, {10, 0},
163 _("恐怖除去/体力回復(30)", "remove fear and heal 30 hp") },
164 { "CURE_MW", ACT_CURE_MW, 20, 750, {3, 3},
165 _("傷回復(4d8)", "heal 4d8 and wounds") },
166 { "CURE_POISON", ACT_CURE_POISON, 10, 1000, {5, 0},
167 _("恐怖除去/毒消し", "remove fear and cure poison") },
168 { "REST_LIFE", ACT_REST_EXP, 40, 7500, {450, 0},
169 _("経験値復活", "restore experience") },
170 { "REST_ALL", ACT_REST_ALL, 30, 15000, {750, 0},
171 _("全ステータスと経験値復活", "restore stats and experience") },
172 { "CURE_700", ACT_CURE_700, 40, 10000, {250, 0},
173 _("体力回復(700)", "heal 700 hit points") },
174 { "CURE_1000", ACT_CURE_1000, 50, 15000, {888, 0},
175 _("体力回復(1000)", "heal 1000 hit points") },
176 { "CURING", ACT_CURING, 30, 5000, {100, 0},
178 { "CURE_MANA_FULL", ACT_CURE_MANA_FULL, 60, 20000, {777, 0},
179 _("魔力復活", "restore mana") },
181 { "ESP", ACT_ESP, 30, 1500, {100, 0},
182 _("テレパシー(期間 25+d30)", "telepathy (dur 25+d30)") },
183 { "BERSERK", ACT_BERSERK, 10, 800, {75, 0},
184 _("狂戦士化(25+d25ターン)", "berserk (25+d25 turns)") },
185 { "PROT_EVIL", ACT_PROT_EVIL, 30, 5000, {100, 0},
186 _("対邪悪結界(期間 3*レベル+d25)", "protect evil (dur level*3 + d25)") },
187 { "RESIST_ALL", ACT_RESIST_ALL, 30, 5000, {111, 0},
188 _("全耐性(期間 20+d20)", "resist elements (dur 20+d20)") },
189 { "SPEED", ACT_SPEED, 40, 15000, {250, 0},
190 _("加速(期間 20+d20)", "speed (dur 20+d20)") },
191 { "XTRA_SPEED", ACT_XTRA_SPEED, 40, 25000, {200, 200},
192 _("加速(期間 75+d75)", "speed (dur 75+d75)") },
193 { "WRAITH", ACT_WRAITH, 90, 25000, {1000, 0},
194 _("幽体化(期間 (レベル/2)+d(レベル/2))", "wraith form (dur level/2 + d(level/2))") },
195 { "INVULN", ACT_INVULN, 90, 25000, {1000, 0},
196 _("無敵化(期間 8+d8)", "invulnerability (dur 8+d8)") },
197 { "HERO", ACT_HERO, 10, 500, {30, 30},
198 _("士気高揚", "heroism") },
199 { "HERO_SPEED", ACT_HERO_SPEED, 30, 20000, {100, 200},
200 _("士気高揚, スピード(期間 50+d50ターン)", "hero and +10 to speed (50)") },
201 { "RESIST_ACID", ACT_RESIST_ACID, 20, 2000, {40, 40},
202 _("酸への耐性(期間 20+d20)", "resist acid (dur 20+d20)") },
203 { "RESIST_FIRE", ACT_RESIST_FIRE, 20, 2000, {40, 40},
204 _("火炎への耐性(期間 20+d20)", "resist fire (dur 20+d20)") },
205 { "RESIST_COLD", ACT_RESIST_COLD, 20, 2000, {40, 40},
206 _("冷気への耐性(期間 20+d20)", "resist cold (dur 20+d20)") },
207 { "RESIST_ELEC", ACT_RESIST_ELEC, 20, 2000, {40, 40},
208 _("電撃への耐性(期間 20+d20)", "resist elec (dur 20+d20)") },
209 { "RESIST_POIS", ACT_RESIST_POIS, 20, 2000, {40, 40},
210 _("毒への耐性(期間 20+d20)", "resist poison (dur 20+d20)") },
212 { "LIGHT", ACT_LIGHT, 10, 150, {10, 10},
213 _("イルミネーション", "light area (dam 2d15)") },
214 { "MAP_LIGHT", ACT_MAP_LIGHT, 30, 500, {50, 50},
215 _("魔法の地図と光", "light (dam 2d15) & map area") },
216 { "DETECT_ALL", ACT_DETECT_ALL, 30, 1000, {55, 55},
217 _("全感知", "detection") },
218 { "DETECT_XTRA", ACT_DETECT_XTRA, 50, 12500, {100, 0},
219 _("全感知、探索、*鑑定*", "detection, probing and identify true") },
220 { "ID_FULL", ACT_ID_FULL, 50, 10000, {75, 0},
221 _("*鑑定*", "identify true") },
222 { "ID_PLAIN", ACT_ID_PLAIN, 20, 1250, {10, 0},
223 _("鑑定", "identify spell") },
224 { "RUNE_EXPLO", ACT_RUNE_EXPLO, 40, 4000, {200, 0},
225 _("爆発のルーン", "explosive rune") },
226 { "RUNE_PROT", ACT_RUNE_PROT, 60, 10000, {400, 0},
227 _("守りのルーン", "rune of protection") },
228 { "SATIATE", ACT_SATIATE, 10, 2000, {200, 0},
229 _("空腹充足", "satisfy hunger") },
230 { "DEST_DOOR", ACT_DEST_DOOR, 10, 100, {10, 0},
231 _("ドア破壊", "destroy doors") },
232 { "STONE_MUD", ACT_STONE_MUD, 20, 1000, {3, 0},
233 _("岩石溶解", "stone to mud") },
234 { "RECHARGE", ACT_RECHARGE, 30, 1000, {70, 0},
235 _("魔力充填", "recharging") },
236 { "ALCHEMY", ACT_ALCHEMY, 50, 10000, {500, 0},
237 _("錬金術", "alchemy") },
238 { "DIM_DOOR", ACT_DIM_DOOR, 50, 10000, {100, 0},
239 _("次元の扉", "dimension door") },
240 { "TELEPORT", ACT_TELEPORT, 10, 2000, {25, 0},
241 _("テレポート", "teleport") },
242 { "RECALL", ACT_RECALL, 30, 7500, {200, 0},
243 _("帰還の詔", "word of recall") },
244 { "JUDGE", ACT_JUDGE, 90, 50000, {20, 20},
245 _("体力と引き替えに千里眼と帰還", "a telekinesis (500 lb)") },
246 { "TELEKINESIS", ACT_TELEKINESIS, 20, 5500, {25, 25},
247 _("物体を引き寄せる(重量25kgまで)", "clairvoyance and recall, draining you") },
248 { "DETECT_UNIQUE", ACT_DETECT_UNIQUE, 40, 10000, {200, 0},
249 _("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") },
250 { "ESCAPE", ACT_ESCAPE, 10, 3000, {35, 0},
251 _("逃走", "a getaway") },
252 { "DISP_CURSE_XTRA", ACT_DISP_CURSE_XTRA, 40, 30000, {0, 0},
253 _("*解呪*と調査", "dispel curse and probing") },
254 { "BRAND_FIRE_BOLTS", ACT_BRAND_FIRE_BOLTS, 40, 20000, {999, 0},
255 _("刃先のファイア・ボルト", "fire branding of bolts") },
256 { "RECHARGE_XTRA", ACT_RECHARGE_XTRA, 70, 30000, {200, 0},
257 _("魔力充填", "recharge item") },
258 { "LORE", ACT_LORE, 10, 30000, {0, 0},
259 _("危険を伴う鑑定", "perilous identify") },
260 { "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000, {100, 100},
261 _("四股踏み", "shiko") },
262 { "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500, {10, 0},
263 _("ショート・テレポート", "blink") },
264 { "DETECT_ALL_MONS", ACT_DETECT_ALL_MONS, 30, 3000, {150, 0},
265 _("全モンスター感知", "detect all monsters") },
266 { "ULTIMATE_RESIST", ACT_ULTIMATE_RESIST, 90, 20000, {777, 0},
267 _("士気高揚、祝福、究極の耐性", "hero, bless, and ultimate resistance") },
269 { "CAST_OFF", ACT_CAST_OFF, 30, 15000, {100, 0},
270 _("脱衣と小宇宙燃焼", "cast it off and cosmic heroism") },
271 { "FISHING", ACT_FISHING, 0, 100, {0, 0},
272 _("釣りをする", "fishing") },
273 { "INROU", ACT_INROU, 40, 15000, {150, 150},
274 _("例のアレ", "reveal your identity") },
275 { "MURAMASA", ACT_MURAMASA, 0, 0, {-1, 0},
276 _("腕力の上昇", "increase STR") },
277 { "BLOODY_MOON", ACT_BLOODY_MOON, 0, 0, {3333, 0},
278 _("属性変更", "change zokusei") },
279 { "CRIMSON", ACT_CRIMSON, 0, 50000, {15, 0},
280 _("ファイア!", "fire!") },
282 { "STRAIN_HASTE", ACT_STRAIN_HASTE, 10, 1000, {120, 100},
283 _("体力と引き換えに加速", "haste with strain") },
284 { "GRAND_CROSS", ACT_GRAND_CROSS, 30, 15000, {250, 200},
285 _("グランド・クロス", "grand cross") },
286 { "TELEPORT_LEVEL", ACT_TELEPORT_LEVEL, 10, 1500, {100, 200},
287 _("テレポート・レベル", "teleort level") },
288 { "ARTS_FALLING_STAR", ACT_FALLING_STAR, 20, 5500, {30, 50},
289 _("魔剣・流れ星", "blade arts 'falling star'") },
290 { NULL, 0, 0, 0, {0, 0},
295 * @brief ペット入りモンスターボールをソートするための比較関数
296 * @param u 所持品配列の参照ポインタ
300 * @return 1の方が大であればTRUE
302 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
304 u16b *who = (u16b*)(u);
309 monster_type *m_ptr1 = &m_list[w1];
310 monster_type *m_ptr2 = &m_list[w2];
311 monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
312 monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
317 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
318 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
320 if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
321 if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
323 if (r_ptr1->level > r_ptr2->level) return TRUE;
324 if (r_ptr2->level > r_ptr1->level) return FALSE;
326 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
327 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
334 * @brief 装備を発動するコマンドのサブルーチン /
335 * Activate a wielded object. Wielded objects never stack.
336 * And even if they did, activatable objects never stack.
337 * @param item 発動するオブジェクトの所持品ID
341 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
342 * But one could, for example, easily make an activatable "Ring of Plasma".
343 * Note that it always takes a turn to activate an artifact, even if
344 * the user hits "escape" at the "direction" prompt.
347 void do_cmd_activate_aux(INVENTORY_IDX item)
356 /* Get the item (in the pack) */
359 o_ptr = &inventory[item];
362 /* Get the item (on the floor) */
365 o_ptr = &o_list[0 - item];
368 take_turn(p_ptr, 100);;
370 /* Extract the item level */
371 lev = k_info[o_ptr->k_idx].level;
373 /* Hack -- use artifact level instead */
374 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
375 else if (object_is_random_artifact(o_ptr))
377 const activation_type* const act_ptr = find_activation_info(o_ptr);
379 lev = act_ptr->level;
382 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
384 /* Base chance of success */
385 chance = p_ptr->skill_dev;
387 /* Confusion hurts skill */
388 if (p_ptr->confused) chance = chance / 2;
391 if (chance > fail) fail -= (chance - fail)*2;
392 else chance -= (fail - chance)*2;
393 if (fail < USE_DEVICE) fail = USE_DEVICE;
394 if (chance < USE_DEVICE) chance = USE_DEVICE;
396 if(cmd_limit_time_walk(p_ptr)) return;
398 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
399 else if (chance > fail)
401 if (randint0(chance*2) < fail) success = FALSE;
406 if (randint0(fail*2) < chance) success = TRUE;
407 else success = FALSE;
413 if (flush_failure) flush();
414 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."));
419 /* Check the recharge */
422 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
426 /* Some lights need enough fuel for activation */
427 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
428 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
430 msg_print(_("燃料がない。", "It has no fuel."));
435 /* Activate the artifact */
436 msg_print(_("始動させた...", "You activate it..."));
440 /* Activate object */
441 if (activation_index(o_ptr))
443 (void)activate_artifact(o_ptr);
445 p_ptr->window |= (PW_INVEN | PW_EQUIP);
452 else if (o_ptr->tval == TV_WHISTLE)
454 if (music_singing_any()) stop_singing();
455 if (hex_spelling_any()) stop_hex_spell_all();
463 /* Allocate the "who" array */
464 C_MAKE(who, max_m_idx, MONSTER_IDX);
466 /* Process the monsters (backwards) */
467 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
469 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
470 who[max_pet++] = pet_ctr;
473 /* Select the sort method */
474 ang_sort_comp = ang_sort_comp_pet;
475 ang_sort_swap = ang_sort_swap_hook;
477 ang_sort(who, &dummy_why, max_pet);
479 /* Process the monsters (backwards) */
480 for (i = 0; i < max_pet; i++)
483 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
486 /* Free the "who" array */
487 C_KILL(who, max_m_idx, IDX);
489 o_ptr->timeout = 100 + randint1(100);
492 else if (o_ptr->tval == TV_CAPTURE)
496 bool old_target_pet = target_pet;
498 if (!get_aim_dir(&dir))
500 target_pet = old_target_pet;
503 target_pet = old_target_pet;
505 if(fire_ball(GF_CAPTURE, dir, 0, 0))
507 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
508 o_ptr->xtra3 = (XTRA8)cap_mspeed;
509 o_ptr->xtra4 = (XTRA16)cap_hp;
510 o_ptr->xtra5 = (XTRA16)cap_maxhp;
517 if (o_ptr->inscription)
518 strcpy(buf, quark_str(o_ptr->inscription));
520 for (s = buf;*s && (*s != '#'); s++)
523 if (iskanji(*s)) s++;
533 t = quark_str(cap_nickname);
546 o_ptr->inscription = quark_add(buf);
553 if (!get_direction(&dir, FALSE, FALSE)) return;
554 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
556 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
558 if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
559 if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
560 if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
561 m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
562 if (o_ptr->inscription)
570 t = quark_str(o_ptr->inscription);
571 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
574 if (iskanji(*t)) t++;
599 if (quote && *(s-1) =='\'')
603 m_list[hack_m_idx_ii].nickname = quark_add(buf);
604 t = quark_str(o_ptr->inscription);
606 while(*t && (*t != '#'))
613 o_ptr->inscription = quark_add(buf);
624 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
631 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
635 * @brief 装備を発動するコマンドのメインルーチン /
638 void do_cmd_activate(void)
643 if (p_ptr->wild_mode) return;
644 if (cmd_limit_arena(p_ptr)) return;
646 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
648 set_action(ACTION_NONE);
651 item_tester_hook = item_tester_hook_activate;
653 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
654 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
656 if (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
658 /* Activate the item */
659 do_cmd_activate_aux(item);
663 * @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
664 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
665 * @param o_ptr 対象のオブジェクト構造体ポインタ
666 * @return 発動実行の是非を返す。
668 static bool activate_dragon_breath(object_type *o_ptr)
670 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
676 if (!get_aim_dir(&dir)) return FALSE;
678 object_flags(o_ptr, flgs);
680 for (i = 0; dragonbreath_info[i].flag != 0; i++)
682 if (have_flag(flgs, dragonbreath_info[i].flag))
684 type[n] = dragonbreath_info[i].type;
685 name[n] = dragonbreath_info[i].name;
691 if (n == 0) return FALSE;
694 if (music_singing_any()) stop_singing();
695 if (hex_spelling_any()) stop_hex_spell_all();
698 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
699 fire_breath(type[t], dir, 250, 4);
705 * @brief アイテムの発動効果を処理する。
706 * @param o_ptr 対象のオブジェクト構造体ポインタ
707 * @return 発動実行の是非を返す。
709 bool activate_artifact(object_type *o_ptr)
711 PLAYER_LEVEL plev = p_ptr->lev;
714 concptr name = k_name + k_info[o_ptr->k_idx].name;
715 const activation_type* const act_ptr = find_activation_info(o_ptr);
719 /* Maybe forgot adding information to activation_info table ? */
720 msg_print("Activation information is not found.");
724 /* Activate for attack */
725 switch (act_ptr->index)
729 if (!get_aim_dir(&dir)) return FALSE;
730 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
731 (void)lite_line(dir, damroll(6, 8));
737 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
738 if (!get_aim_dir(&dir)) return FALSE;
739 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
745 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
746 if (!get_aim_dir(&dir)) return FALSE;
747 fire_ball(GF_POIS, dir, 12, 3);
753 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
754 if (!get_aim_dir(&dir)) return FALSE;
755 fire_bolt(GF_ELEC, dir, damroll(4, 8));
761 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
762 if (!get_aim_dir(&dir)) return FALSE;
763 fire_bolt(GF_ACID, dir, damroll(5, 8));
769 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
770 if (!get_aim_dir(&dir)) return FALSE;
771 fire_bolt(GF_COLD, dir, damroll(6, 8));
777 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
778 if (!get_aim_dir(&dir)) return FALSE;
779 fire_bolt(GF_FIRE, dir, damroll(9, 8));
785 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
786 if (!get_aim_dir(&dir)) return FALSE;
787 fire_ball(GF_COLD, dir, 48, 2);
793 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
794 if (!get_aim_dir(&dir)) return FALSE;
795 fire_ball(GF_COLD, dir, 100, 2);
801 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
802 if (!get_aim_dir(&dir)) return FALSE;
803 fire_ball(GF_COLD, dir, 400, 3);
809 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
810 if (!get_aim_dir(&dir)) return FALSE;
811 fire_ball(GF_FIRE, dir, 72, 2);
817 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
818 if (!get_aim_dir(&dir)) return FALSE;
819 fire_ball(GF_FIRE, dir, 120, 3);
825 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
826 if (!get_aim_dir(&dir)) return FALSE;
827 fire_ball(GF_FIRE, dir, 300, 3);
833 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
834 if (!get_aim_dir(&dir)) return FALSE;
835 fire_ball(GF_FIRE, dir, 100, 2);
841 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
842 if (!get_aim_dir(&dir)) return FALSE;
843 fire_ball(GF_ELEC, dir, 100, 3);
849 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
850 if (!get_aim_dir(&dir)) return FALSE;
851 fire_ball(GF_ELEC, dir, 500, 3);
857 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
858 if (!get_aim_dir(&dir)) return FALSE;
859 fire_ball(GF_ACID, dir, 100, 2);
865 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
866 if (!get_aim_dir(&dir)) return FALSE;
867 fire_ball(GF_NUKE, dir, 100, 2);
871 case ACT_HYPODYNAMIA_1:
873 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);
874 if (!get_aim_dir(&dir)) return FALSE;
875 if (hypodynamic_bolt(dir, 100))
879 case ACT_HYPODYNAMIA_2:
881 msg_print(_("黒く輝いている...", "It glows black..."));
882 if (!get_aim_dir(&dir)) return FALSE;
883 hypodynamic_bolt(dir, 120);
889 if (!get_aim_dir(&dir)) return FALSE;
890 for (dummy = 0; dummy < 3; dummy++)
892 if (hypodynamic_bolt(dir, 50))
900 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
901 if (!get_aim_dir(&dir)) return FALSE;
902 fire_bolt(GF_ARROW, dir, 150);
914 if (!get_aim_dir(&dir)) return FALSE;
915 for (dummy = 0; dummy < 3; dummy++)
917 if (hypodynamic_bolt(dir, 100))
926 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
933 if (!get_aim_dir(&dir)) return FALSE;
934 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
935 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
941 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
942 dispel_evil(p_ptr->lev * 5);
948 if (!get_aim_dir(&dir)) return FALSE;
949 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
950 fire_breath(GF_MISSILE, dir, 300, 4);
956 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
957 dispel_good(p_ptr->lev * 5);
963 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
964 if (!get_aim_dir(&dir)) return FALSE;
965 fire_bolt(GF_ARROW, dir, 150);
971 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
972 if (!get_aim_dir(&dir)) return FALSE;
973 fire_ball(GF_WATER, dir, 200, 3);
979 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
980 if (!get_aim_dir(&dir)) return FALSE;
981 fire_ball(GF_DARK, dir, 250, 4);
987 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
988 if (!get_aim_dir(&dir)) return FALSE;
989 fire_ball(GF_MANA, dir, 250, 4);
995 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
996 (void)dispel_monsters(4);
1000 case ACT_BLINDING_LIGHT:
1002 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
1003 fire_ball(GF_LITE, 0, 300, 6);
1004 confuse_monsters(3 * p_ptr->lev / 2);
1010 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
1011 if (!get_aim_dir(&dir)) return FALSE;
1016 case ACT_CAST_BA_STAR:
1018 HIT_POINT num = damroll(5, 3);
1019 POSITION y = 0, x = 0;
1021 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
1022 for (k = 0; k < num; k++)
1028 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1029 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
1030 if (!player_bold(y, x)) break;
1033 project(0, 3, y, x, 150, GF_ELEC,
1034 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
1040 case ACT_BLADETURNER:
1042 if (!get_aim_dir(&dir)) return FALSE;
1043 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
1044 fire_breath(GF_MISSILE, dir, 300, 4);
1045 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
1046 (void)set_afraid(0);
1047 (void)set_hero(randint1(50) + 50, FALSE);
1048 (void)hp_player(10);
1049 (void)set_blessed(randint1(50) + 50, FALSE);
1050 (void)set_oppose_acid(randint1(50) + 50, FALSE);
1051 (void)set_oppose_elec(randint1(50) + 50, FALSE);
1052 (void)set_oppose_fire(randint1(50) + 50, FALSE);
1053 (void)set_oppose_cold(randint1(50) + 50, FALSE);
1054 (void)set_oppose_pois(randint1(50) + 50, FALSE);
1060 if (!get_aim_dir(&dir)) return FALSE;
1061 fire_breath(GF_FIRE, dir, 200, 2);
1062 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1064 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1071 if (!get_aim_dir(&dir)) return FALSE;
1072 fire_breath(GF_COLD, dir, 200, 2);
1073 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1075 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1082 if (!activate_dragon_breath(o_ptr)) return FALSE;
1086 /* Activate for other offensive action */
1089 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
1090 if (!get_aim_dir(&dir)) return FALSE;
1091 confuse_monster(dir, 20);
1097 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1098 sleep_monsters_touch();
1104 earthquake(p_ptr->y, p_ptr->x, 5);
1110 turn_monsters(40 + p_ptr->lev);
1116 if (!get_aim_dir(&dir)) return FALSE;
1117 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1121 case ACT_BANISH_EVIL:
1123 if (banish_evil(100))
1125 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!"));
1132 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1133 (void)symbol_genocide(200, TRUE);
1139 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
1140 (void)mass_genocide(200, TRUE);
1144 case ACT_SCARE_AREA:
1146 if (music_singing_any()) stop_singing();
1147 if (hex_spelling_any()) stop_hex_spell_all();
1148 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!",
1149 "You wind a mighty blast; your enemies tremble!"));
1150 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
1156 if (o_ptr->name1 == ART_HYOUSIGI)
1158 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
1162 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
1164 aggravate_monsters(0);
1168 /* Activate for summoning / charming */
1170 case ACT_CHARM_ANIMAL:
1172 if (!get_aim_dir(&dir)) return FALSE;
1173 (void)charm_animal(dir, plev);
1177 case ACT_CHARM_UNDEAD:
1179 if (!get_aim_dir(&dir)) return FALSE;
1180 (void)control_one_undead(dir, plev);
1184 case ACT_CHARM_OTHER:
1186 if (!get_aim_dir(&dir)) return FALSE;
1187 (void)charm_monster(dir, plev * 2);
1191 case ACT_CHARM_ANIMALS:
1193 (void)charm_animals(plev * 2);
1197 case ACT_CHARM_OTHERS:
1199 charm_monsters(plev * 2);
1203 case ACT_SUMMON_ANIMAL:
1205 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1209 case ACT_SUMMON_PHANTOM:
1211 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
1212 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1216 case ACT_SUMMON_ELEMENTAL:
1218 bool pet = one_in_(3);
1219 BIT_FLAGS mode = 0L;
1221 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
1222 if (pet) mode |= PM_FORCE_PET;
1223 else mode |= PM_NO_PET;
1225 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode, '\0'))
1227 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
1229 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
1231 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
1237 case ACT_SUMMON_DEMON:
1239 cast_summon_demon((plev * 3) / 2);
1243 case ACT_SUMMON_UNDEAD:
1245 bool pet = one_in_(3);
1247 BIT_FLAGS mode = 0L;
1249 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
1251 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
1252 if (pet) mode |= PM_FORCE_PET;
1253 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
1255 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode, '\0'))
1257 msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
1258 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
1260 msg_print(_("古えの死せる者共があなたに仕えるため土から甦った!",
1261 "Ancient, long-dead forms arise from the ground to serve you!"));
1263 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
1264 "'The dead arise... to punish you for disturbing them!'"));
1270 case ACT_SUMMON_HOUND:
1272 BIT_FLAGS mode = PM_ALLOW_GROUP;
1273 bool pet = !one_in_(5);
1274 if (pet) mode |= PM_FORCE_PET;
1275 else mode |= PM_NO_PET;
1277 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode, '\0'))
1281 msg_print(_("ハウンドがあなたの下僕として出現した。",
1282 "A group of hounds appear as your servant."));
1284 msg_print(_("ハウンドはあなたに牙を向けている!",
1285 "A group of hounds appear as your enemy!"));
1291 case ACT_SUMMON_DAWN:
1293 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1294 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1298 case ACT_SUMMON_OCTOPUS:
1300 BIT_FLAGS mode = PM_ALLOW_GROUP;
1301 bool pet = !one_in_(5);
1302 if (pet) mode |= PM_FORCE_PET;
1304 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
1307 msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
1309 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
1315 /* Activate for healing */
1317 case ACT_CHOIR_SINGS:
1319 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1320 (void)cure_critical_wounds(777);
1321 (void)set_hero(randint1(25) + 25, FALSE);
1327 (void)set_afraid(0);
1328 (void)hp_player(30);
1334 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1335 (void)cure_serious_wounds(4, 8);
1339 case ACT_CURE_POISON:
1341 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1342 (void)set_afraid(0);
1343 (void)set_poisoned(0);
1349 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1356 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1357 (void)restore_all_status();
1358 (void)restore_level();
1364 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1365 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1366 (void)cure_critical_wounds(700);
1372 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1373 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1374 (void)cure_critical_wounds(1000);
1380 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1385 case ACT_CURE_MANA_FULL:
1387 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1392 /* Activate for timed effect */
1396 (void)set_tim_esp(randint1(30) + 25, FALSE);
1402 (void)berserk(randint1(25) + 25);
1408 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1410 (void)set_protevil(randint1(25) + k, FALSE);
1414 case ACT_RESIST_ALL:
1416 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1417 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1418 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1419 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1420 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1421 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1427 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1428 (void)set_fast(randint1(20) + 20, FALSE);
1432 case ACT_XTRA_SPEED:
1434 msg_print(_("明るく輝いている...", "It glows brightly..."));
1435 (void)set_fast(randint1(75) + 75, FALSE);
1441 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1447 (void)set_invuln(randint1(8) + 8, FALSE);
1457 case ACT_HERO_SPEED:
1459 (void)set_fast(randint1(50) + 50, FALSE);
1464 case ACT_RESIST_ACID:
1466 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1467 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1469 if (!get_aim_dir(&dir)) return FALSE;
1470 fire_ball(GF_ACID, dir, 100, 2);
1472 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1476 case ACT_RESIST_FIRE:
1478 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1479 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1481 if (!get_aim_dir(&dir)) return FALSE;
1482 fire_ball(GF_FIRE, dir, 100, 2);
1484 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1488 case ACT_RESIST_COLD:
1490 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1491 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1493 if (!get_aim_dir(&dir)) return FALSE;
1494 fire_ball(GF_COLD, dir, 100, 2);
1496 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1500 case ACT_RESIST_ELEC:
1502 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1503 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1505 if (!get_aim_dir(&dir)) return FALSE;
1506 fire_ball(GF_ELEC, dir, 100, 2);
1508 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1512 case ACT_RESIST_POIS:
1514 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1515 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1519 /* Activate for general purpose effect (detection etc.) */
1523 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1524 lite_area(damroll(2, 15), 3);
1530 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1531 map_area(DETECT_RAD_MAP);
1532 lite_area(damroll(2, 15), 3);
1536 case ACT_DETECT_ALL:
1538 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1539 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1540 detect_all(DETECT_RAD_DEFAULT);
1544 case ACT_DETECT_XTRA:
1546 msg_print(_("明るく輝いている...", "It glows brightly..."));
1547 detect_all(DETECT_RAD_DEFAULT);
1549 identify_fully(FALSE);
1555 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1556 identify_fully(FALSE);
1562 if (!ident_spell(FALSE)) return FALSE;
1566 case ACT_RUNE_EXPLO:
1568 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1575 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1582 (void)set_food(PY_FOOD_MAX - 1);
1588 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1589 destroy_doors_touch();
1595 msg_print(_("鼓動している...", "It pulsates..."));
1596 if (!get_aim_dir(&dir)) return FALSE;
1597 wall_to_mud(dir, 20 + randint1(30));
1609 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1616 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."));
1617 if (!dimension_door()) return FALSE;
1624 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1625 teleport_player(100, 0L);
1631 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1632 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1638 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1639 chg_virtue(V_KNOWLEDGE, 1);
1640 chg_virtue(V_ENLIGHTEN, 1);
1643 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1644 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1646 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1647 (void)detect_doors(DETECT_RAD_DEFAULT);
1648 (void)detect_stairs(DETECT_RAD_DEFAULT);
1650 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1652 (void)recall_player(p_ptr, randint0(21) + 15);
1658 case ACT_TELEKINESIS:
1660 if (!get_aim_dir(&dir)) return FALSE;
1661 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1662 fetch(dir, 500, TRUE);
1666 case ACT_DETECT_UNIQUE:
1669 monster_type *m_ptr;
1670 monster_race *r_ptr;
1671 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 ..."));
1672 /* Process the monsters (backwards) */
1673 for (i = m_max - 1; i >= 1; i--)
1675 /* Access the monster */
1678 /* Ignore "dead" monsters */
1679 if (!m_ptr->r_idx) continue;
1681 r_ptr = &r_info[m_ptr->r_idx];
1683 if (r_ptr->flags1 & RF1_UNIQUE)
1685 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1693 switch (randint1(13))
1695 case 1: case 2: case 3: case 4: case 5:
1696 teleport_player(10, 0L);
1698 case 6: case 7: case 8: case 9: case 10:
1699 teleport_player(222, 0L);
1702 (void)stair_creation();
1705 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1707 if (autosave_l) do_cmd_save_game(TRUE);
1710 p_ptr->leaving = TRUE;
1716 case ACT_DISP_CURSE_XTRA:
1718 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1719 (void)remove_all_curse();
1724 case ACT_BRAND_FIRE_BOLTS:
1726 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1727 (void)brand_bolts();
1731 case ACT_RECHARGE_XTRA:
1733 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1734 if (!recharge(1000)) return FALSE;
1740 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1741 if (!ident_spell(FALSE)) return FALSE;
1743 if (mp_ptr->spell_book)
1745 /* Sufficient mana */
1746 if (20 <= p_ptr->csp)
1752 /* Over-exert the player */
1755 int oops = 20 - p_ptr->csp;
1759 p_ptr->csp_frac = 0;
1761 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
1762 /* Hack -- Bypass free action */
1763 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
1766 (void)set_confused(p_ptr->confused + randint1(5 * oops + 1));
1768 p_ptr->redraw |= (PR_MANA);
1770 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
1772 if (one_in_(5)) (void)set_confused(p_ptr->confused + randint1(10));
1774 /* Exercise a little care... */
1775 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
1781 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1782 (void)set_afraid(0);
1783 (void)set_hero(randint1(20) + 20, FALSE);
1784 dispel_evil(p_ptr->lev * 3);
1788 case ACT_PHASE_DOOR:
1790 teleport_player(10, 0L);
1794 case ACT_DETECT_ALL_MONS:
1796 (void)detect_monsters_invis(255);
1797 (void)detect_monsters_normal(255);
1801 case ACT_ULTIMATE_RESIST:
1803 TIME_EFFECT v = randint1(25) + 25;
1804 (void)set_afraid(0);
1805 (void)set_hero(v, FALSE);
1806 (void)hp_player(10);
1807 (void)set_blessed(v, FALSE);
1808 (void)set_oppose_acid(v, FALSE);
1809 (void)set_oppose_elec(v, FALSE);
1810 (void)set_oppose_fire(v, FALSE);
1811 (void)set_oppose_cold(v, FALSE);
1812 (void)set_oppose_pois(v, FALSE);
1813 (void)set_ultimate_res(v, FALSE);
1818 /* Unique activation */
1824 GAME_TEXT o_name[MAX_NLEN];
1827 /* Cast off activated item */
1828 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
1830 if (o_ptr == &inventory[inv]) break;
1834 if (inv > INVEN_FEET) return FALSE;
1836 object_copy(&forge, o_ptr);
1837 inven_item_increase(inv, (0 - o_ptr->number));
1838 inven_item_optimize(inv);
1839 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
1840 o_ptr = &o_list[o_idx];
1842 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1843 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
1846 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
1847 t = 20 + randint1(20);
1848 (void)set_blind(p_ptr->blind + t);
1849 (void)set_afraid(0);
1850 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
1851 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
1852 (void)set_hero(p_ptr->hero + t, FALSE);
1853 (void)set_blessed(p_ptr->blessed + t, FALSE);
1854 (void)set_fast(p_ptr->fast + t, FALSE);
1855 (void)set_shero(p_ptr->shero + t, FALSE);
1856 if (p_ptr->pclass == CLASS_FORCETRAINER)
1858 P_PTR_KI = plev * 5 + 190;
1859 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
1865 case ACT_FALLING_STAR:
1867 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1868 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.'"));
1873 case ACT_GRAND_CROSS:
1875 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1876 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1880 case ACT_TELEPORT_LEVEL:
1882 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;
1887 case ACT_STRAIN_HASTE:
1890 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1891 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1892 t = 25 + randint1(25);
1893 (void)set_fast(p_ptr->fast + t, FALSE);
1901 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1902 y = p_ptr->y + ddy[dir];
1903 x = p_ptr->x + ddx[dir];
1904 p_ptr->fishing_dir = dir;
1905 if (!cave_have_flag_bold(y, x, FF_WATER))
1907 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
1910 else if (cave[y][x].m_idx)
1912 GAME_TEXT m_name[MAX_NLEN];
1913 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
1914 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
1918 set_action(ACTION_FISH);
1919 p_ptr->redraw |= (PR_STATE);
1926 monster_type *m_ptr;
1927 concptr kakusan = "";
1929 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
1931 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
1932 kakusan = "Suke-san";
1935 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
1937 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
1938 kakusan = "Kaku-san";
1943 for (i = m_max - 1; i > 0; i--)
1946 if (!m_ptr->r_idx) continue;
1947 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
1948 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1949 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1957 msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」",
1958 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
1961 confuse_monsters(120);
1963 stasis_monsters(120);
1968 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
1975 /* Only for Muramasa */
1976 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1977 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1979 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1983 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1984 curse_weapon_object(TRUE, o_ptr);
1990 case ACT_BLOODY_MOON:
1992 /* Only for Bloody Moon */
1993 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1994 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1995 get_bloody_moon_flags(o_ptr);
1996 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1997 p_ptr->update |= (PU_BONUS | PU_HP);
2005 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2008 /* Only for Crimson */
2009 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
2011 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!"));
2013 if (!get_aim_dir(&dir)) return FALSE;
2015 /* Use the given direction */
2016 tx = p_ptr->x + 99 * ddx[dir];
2017 ty = p_ptr->y + 99 * ddy[dir];
2019 /* Hack -- Use an actual "target" */
2020 if ((dir == 5) && target_okay())
2026 if (p_ptr->pclass == CLASS_ARCHER)
2028 /* Extra shot at level 10 */
2029 if (p_ptr->lev >= 10) num++;
2031 /* Extra shot at level 30 */
2032 if (p_ptr->lev >= 30) num++;
2034 /* Extra shot at level 45 */
2035 if (p_ptr->lev >= 45) num++;
2038 for (i = 0; i < num; i++)
2039 project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
2045 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
2050 /* Set activation timeout */
2051 if (act_ptr->timeout.constant >= 0) {
2052 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
2053 if (act_ptr->timeout.dice > 0) {
2054 o_ptr->timeout += randint1(act_ptr->timeout.dice);
2058 /* Activations that have special timeout */
2059 switch (act_ptr->index) {
2061 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
2064 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
2067 o_ptr->timeout = 3 * (p_ptr->lev + 10);
2073 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
2082 * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
2083 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
2084 * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
2087 void get_bloody_moon_flags(object_type *o_ptr)
2091 for (i = 0; i < TR_FLAG_SIZE; i++)
2092 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
2094 dummy = randint1(2) + randint1(2);
2095 for (i = 0; i < dummy; i++)
2097 int flag = randint0(26);
2098 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
2099 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
2100 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2101 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
2104 dummy = randint1(2);
2105 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
2107 for (i = 0; i < 2; i++)
2109 int tmp = randint0(11);
2110 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
2111 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);