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"
20 * @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
21 * @param u 所持品配列の参照ポインタ
25 * @return 1の方が大であればTRUE
27 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
29 u16b *who = (u16b*)(u);
34 monster_type *m_ptr1 = &m_list[w1];
35 monster_type *m_ptr2 = &m_list[w2];
36 monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
37 monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
42 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
43 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
45 if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
46 if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
48 if (r_ptr1->level > r_ptr2->level) return TRUE;
49 if (r_ptr2->level > r_ptr1->level) return FALSE;
51 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
52 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
59 * @brief 装備を発動するコマンドのサブルーチン /
60 * Activate a wielded object. Wielded objects never stack.
61 * And even if they did, activatable objects never stack.
62 * @param item 発動するオブジェクトの所持品ID
66 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
67 * But one could, for example, easily make an activatable "Ring of Plasma".
68 * Note that it always takes a turn to activate an artifact, even if
69 * the user hits "escape" at the "direction" prompt.
72 void do_cmd_activate_aux(INVENTORY_IDX item)
81 /* Get the item (in the pack) */
84 o_ptr = &inventory[item];
87 /* Get the item (on the floor) */
90 o_ptr = &o_list[0 - item];
93 p_ptr->energy_use = 100;
95 /* Extract the item level */
96 lev = k_info[o_ptr->k_idx].level;
98 /* Hack -- use artifact level instead */
99 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
100 else if (object_is_random_artifact(o_ptr))
102 const activation_type* const act_ptr = find_activation_info(o_ptr);
104 lev = act_ptr->level;
107 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
109 /* Base chance of success */
110 chance = p_ptr->skill_dev;
112 /* Confusion hurts skill */
113 if (p_ptr->confused) chance = chance / 2;
116 if (chance > fail) fail -= (chance - fail)*2;
117 else chance -= (fail - chance)*2;
118 if (fail < USE_DEVICE) fail = USE_DEVICE;
119 if (chance < USE_DEVICE) chance = USE_DEVICE;
123 if (flush_failure) flush();
124 msg_print(_("止まった時の中ではうまく働かないようだ。", "It shows no reaction."));
129 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
130 else if (chance > fail)
132 if (randint0(chance*2) < fail) success = FALSE;
137 if (randint0(fail*2) < chance) success = TRUE;
138 else success = FALSE;
144 if (flush_failure) flush();
145 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."));
150 /* Check the recharge */
153 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
157 /* Some lights need enough fuel for activation */
158 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
159 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
161 msg_print(_("燃料がない。", "It has no fuel."));
162 p_ptr->energy_use = 0;
166 /* Activate the artifact */
167 msg_print(_("始動させた...", "You activate it..."));
171 /* Activate object */
172 if (activation_index(o_ptr))
174 (void)activate_artifact(o_ptr);
176 p_ptr->window |= (PW_INVEN | PW_EQUIP);
183 else if (o_ptr->tval == TV_WHISTLE)
185 if (music_singing_any()) stop_singing();
186 if (hex_spelling_any()) stop_hex_spell_all();
194 /* Allocate the "who" array */
195 C_MAKE(who, max_m_idx, MONSTER_IDX);
197 /* Process the monsters (backwards) */
198 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
200 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
201 who[max_pet++] = pet_ctr;
204 /* Select the sort method */
205 ang_sort_comp = ang_sort_comp_pet;
206 ang_sort_swap = ang_sort_swap_hook;
208 ang_sort(who, &dummy_why, max_pet);
210 /* Process the monsters (backwards) */
211 for (i = 0; i < max_pet; i++)
214 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
217 /* Free the "who" array */
218 C_KILL(who, max_m_idx, IDX);
220 o_ptr->timeout = 100 + randint1(100);
223 else if (o_ptr->tval == TV_CAPTURE)
227 bool old_target_pet = target_pet;
229 if (!get_aim_dir(&dir))
231 target_pet = old_target_pet;
234 target_pet = old_target_pet;
236 if(fire_ball(GF_CAPTURE, dir, 0, 0))
238 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
239 o_ptr->xtra3 = (XTRA8)cap_mspeed;
240 o_ptr->xtra4 = (XTRA16)cap_hp;
241 o_ptr->xtra5 = (XTRA16)cap_maxhp;
248 if (o_ptr->inscription)
249 strcpy(buf, quark_str(o_ptr->inscription));
251 for (s = buf;*s && (*s != '#'); s++)
254 if (iskanji(*s)) s++;
264 t = quark_str(cap_nickname);
277 o_ptr->inscription = quark_add(buf);
284 if (!get_direction(&dir, FALSE, FALSE)) return;
285 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
287 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
289 if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
290 if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
291 if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
292 m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
293 if (o_ptr->inscription)
301 t = quark_str(o_ptr->inscription);
302 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
305 if (iskanji(*t)) t++;
330 if (quote && *(s-1) =='\'')
334 m_list[hack_m_idx_ii].nickname = quark_add(buf);
335 t = quark_str(o_ptr->inscription);
337 while(*t && (*t != '#'))
344 o_ptr->inscription = quark_add(buf);
355 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
362 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
366 * @brief 装備を発動するコマンドのメインルーチン /
369 void do_cmd_activate(void)
374 if (p_ptr->wild_mode) return;
376 if (p_ptr->inside_arena)
378 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
383 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
385 set_action(ACTION_NONE);
388 item_tester_hook = item_tester_hook_activate;
390 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
391 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
393 if (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
395 /* Activate the item */
396 do_cmd_activate_aux(item);
400 * @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
401 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
402 * @param o_ptr 対象のオブジェクト構造体ポインタ
403 * @return 発動実行の是非を返す。
405 static bool activate_dragon_breath(object_type *o_ptr)
407 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
413 if (!get_aim_dir(&dir)) return FALSE;
415 object_flags(o_ptr, flgs);
417 for (i = 0; dragonbreath_info[i].flag != 0; i++)
419 if (have_flag(flgs, dragonbreath_info[i].flag))
421 type[n] = dragonbreath_info[i].type;
422 name[n] = dragonbreath_info[i].name;
428 if (n == 0) return FALSE;
431 if (music_singing_any()) stop_singing();
432 if (hex_spelling_any()) stop_hex_spell_all();
435 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
436 fire_breath(type[t], dir, 250, 4);
442 * @brief アイテムの発動効果を処理する。
443 * @param o_ptr 対象のオブジェクト構造体ポインタ
444 * @return 発動実行の是非を返す。
446 bool activate_artifact(object_type *o_ptr)
448 PLAYER_LEVEL plev = p_ptr->lev;
451 concptr name = k_name + k_info[o_ptr->k_idx].name;
452 const activation_type* const act_ptr = find_activation_info(o_ptr);
456 /* Maybe forgot adding information to activation_info table ? */
457 msg_print("Activation information is not found.");
461 /* Activate for attack */
462 switch (act_ptr->index)
466 if (!get_aim_dir(&dir)) return FALSE;
467 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
468 (void)lite_line(dir, damroll(6, 8));
474 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
475 if (!get_aim_dir(&dir)) return FALSE;
476 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
482 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
483 if (!get_aim_dir(&dir)) return FALSE;
484 fire_ball(GF_POIS, dir, 12, 3);
490 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
491 if (!get_aim_dir(&dir)) return FALSE;
492 fire_bolt(GF_ELEC, dir, damroll(4, 8));
498 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
499 if (!get_aim_dir(&dir)) return FALSE;
500 fire_bolt(GF_ACID, dir, damroll(5, 8));
506 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
507 if (!get_aim_dir(&dir)) return FALSE;
508 fire_bolt(GF_COLD, dir, damroll(6, 8));
514 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
515 if (!get_aim_dir(&dir)) return FALSE;
516 fire_bolt(GF_FIRE, dir, damroll(9, 8));
522 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
523 if (!get_aim_dir(&dir)) return FALSE;
524 fire_ball(GF_COLD, dir, 48, 2);
530 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
531 if (!get_aim_dir(&dir)) return FALSE;
532 fire_ball(GF_COLD, dir, 100, 2);
538 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
539 if (!get_aim_dir(&dir)) return FALSE;
540 fire_ball(GF_COLD, dir, 400, 3);
546 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
547 if (!get_aim_dir(&dir)) return FALSE;
548 fire_ball(GF_FIRE, dir, 72, 2);
554 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
555 if (!get_aim_dir(&dir)) return FALSE;
556 fire_ball(GF_FIRE, dir, 120, 3);
562 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
563 if (!get_aim_dir(&dir)) return FALSE;
564 fire_ball(GF_FIRE, dir, 300, 3);
570 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
571 if (!get_aim_dir(&dir)) return FALSE;
572 fire_ball(GF_FIRE, dir, 100, 2);
578 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
579 if (!get_aim_dir(&dir)) return FALSE;
580 fire_ball(GF_ELEC, dir, 100, 3);
586 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
587 if (!get_aim_dir(&dir)) return FALSE;
588 fire_ball(GF_ELEC, dir, 500, 3);
594 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
595 if (!get_aim_dir(&dir)) return FALSE;
596 fire_ball(GF_ACID, dir, 100, 2);
602 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
603 if (!get_aim_dir(&dir)) return FALSE;
604 fire_ball(GF_NUKE, dir, 100, 2);
608 case ACT_HYPODYNAMIA_1:
610 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);
611 if (!get_aim_dir(&dir)) return FALSE;
612 if (hypodynamic_bolt(dir, 100))
616 case ACT_HYPODYNAMIA_2:
618 msg_print(_("黒く輝いている...", "It glows black..."));
619 if (!get_aim_dir(&dir)) return FALSE;
620 hypodynamic_bolt(dir, 120);
626 if (!get_aim_dir(&dir)) return FALSE;
627 for (dummy = 0; dummy < 3; dummy++)
629 if (hypodynamic_bolt(dir, 50))
637 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
638 if (!get_aim_dir(&dir)) return FALSE;
639 fire_bolt(GF_ARROW, dir, 150);
651 if (!get_aim_dir(&dir)) return FALSE;
652 for (dummy = 0; dummy < 3; dummy++)
654 if (hypodynamic_bolt(dir, 100))
663 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
670 if (!get_aim_dir(&dir)) return FALSE;
671 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
672 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
678 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
679 dispel_evil(p_ptr->lev * 5);
685 if (!get_aim_dir(&dir)) return FALSE;
686 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
687 fire_breath(GF_MISSILE, dir, 300, 4);
693 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
694 dispel_good(p_ptr->lev * 5);
700 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
701 if (!get_aim_dir(&dir)) return FALSE;
702 fire_bolt(GF_ARROW, dir, 150);
708 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
709 if (!get_aim_dir(&dir)) return FALSE;
710 fire_ball(GF_WATER, dir, 200, 3);
716 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
717 if (!get_aim_dir(&dir)) return FALSE;
718 fire_ball(GF_DARK, dir, 250, 4);
724 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
725 if (!get_aim_dir(&dir)) return FALSE;
726 fire_ball(GF_MANA, dir, 250, 4);
732 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
733 (void)dispel_monsters(4);
737 case ACT_BLINDING_LIGHT:
739 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
740 fire_ball(GF_LITE, 0, 300, 6);
741 confuse_monsters(3 * p_ptr->lev / 2);
747 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
748 if (!get_aim_dir(&dir)) return FALSE;
753 case ACT_CAST_BA_STAR:
755 HIT_POINT num = damroll(5, 3);
756 POSITION y = 0, x = 0;
758 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
759 for (k = 0; k < num; k++)
765 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
766 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
767 if (!player_bold(y, x)) break;
770 project(0, 3, y, x, 150, GF_ELEC,
771 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
777 case ACT_BLADETURNER:
779 if (!get_aim_dir(&dir)) return FALSE;
780 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
781 fire_breath(GF_MISSILE, dir, 300, 4);
782 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
784 (void)set_hero(randint1(50) + 50, FALSE);
786 (void)set_blessed(randint1(50) + 50, FALSE);
787 (void)set_oppose_acid(randint1(50) + 50, FALSE);
788 (void)set_oppose_elec(randint1(50) + 50, FALSE);
789 (void)set_oppose_fire(randint1(50) + 50, FALSE);
790 (void)set_oppose_cold(randint1(50) + 50, FALSE);
791 (void)set_oppose_pois(randint1(50) + 50, FALSE);
797 if (!get_aim_dir(&dir)) return FALSE;
798 fire_breath(GF_FIRE, dir, 200, 2);
799 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
801 (void)set_oppose_fire(randint1(20) + 20, FALSE);
808 if (!get_aim_dir(&dir)) return FALSE;
809 fire_breath(GF_COLD, dir, 200, 2);
810 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
812 (void)set_oppose_cold(randint1(20) + 20, FALSE);
819 if (!activate_dragon_breath(o_ptr)) return FALSE;
823 /* Activate for other offensive action */
826 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
827 if (!get_aim_dir(&dir)) return FALSE;
828 confuse_monster(dir, 20);
834 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
835 sleep_monsters_touch();
841 earthquake(p_ptr->y, p_ptr->x, 5);
847 turn_monsters(40 + p_ptr->lev);
853 if (!get_aim_dir(&dir)) return FALSE;
854 (void)fire_beam(GF_AWAY_ALL, dir, plev);
858 case ACT_BANISH_EVIL:
860 if (banish_evil(100))
862 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!"));
869 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
870 (void)symbol_genocide(200, TRUE);
876 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
877 (void)mass_genocide(200, TRUE);
883 if (music_singing_any()) stop_singing();
884 if (hex_spelling_any()) stop_hex_spell_all();
885 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!",
886 "You wind a mighty blast; your enemies tremble!"));
887 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
893 if (o_ptr->name1 == ART_HYOUSIGI)
895 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
899 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
901 aggravate_monsters(0);
905 /* Activate for summoning / charming */
907 case ACT_CHARM_ANIMAL:
909 if (!get_aim_dir(&dir)) return FALSE;
910 (void)charm_animal(dir, plev);
914 case ACT_CHARM_UNDEAD:
916 if (!get_aim_dir(&dir)) return FALSE;
917 (void)control_one_undead(dir, plev);
921 case ACT_CHARM_OTHER:
923 if (!get_aim_dir(&dir)) return FALSE;
924 (void)charm_monster(dir, plev * 2);
928 case ACT_CHARM_ANIMALS:
930 (void)charm_animals(plev * 2);
934 case ACT_CHARM_OTHERS:
936 charm_monsters(plev * 2);
940 case ACT_SUMMON_ANIMAL:
942 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
946 case ACT_SUMMON_PHANTOM:
948 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
949 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
953 case ACT_SUMMON_ELEMENTAL:
955 bool pet = one_in_(3);
958 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
959 if (pet) mode |= PM_FORCE_PET;
960 else mode |= PM_NO_PET;
962 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode, '\0'))
964 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
966 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
968 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
974 case ACT_SUMMON_DEMON:
976 cast_summon_demon((plev * 3) / 2);
980 case ACT_SUMMON_UNDEAD:
982 bool pet = one_in_(3);
986 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
988 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
989 if (pet) mode |= PM_FORCE_PET;
990 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
992 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode, '\0'))
994 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...",
995 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
997 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!",
998 "Ancient, long-dead forms arise from the ground to serve you!"));
1000 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
1001 "'The dead arise... to punish you for disturbing them!'"));
1007 case ACT_SUMMON_HOUND:
1009 BIT_FLAGS mode = PM_ALLOW_GROUP;
1010 bool pet = !one_in_(5);
1011 if (pet) mode |= PM_FORCE_PET;
1012 else mode |= PM_NO_PET;
1014 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode, '\0'))
1018 msg_print(_("ハウンドがあなたの下僕として出現した。",
1019 "A group of hounds appear as your servant."));
1021 msg_print(_("ハウンドはあなたに牙を向けている!",
1022 "A group of hounds appear as your enemy!"));
1028 case ACT_SUMMON_DAWN:
1030 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1031 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1035 case ACT_SUMMON_OCTOPUS:
1037 BIT_FLAGS mode = PM_ALLOW_GROUP;
1038 bool pet = !one_in_(5);
1039 if (pet) mode |= PM_FORCE_PET;
1041 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
1044 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."));
1046 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
1052 /* Activate for healing */
1054 case ACT_CHOIR_SINGS:
1056 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1057 (void)cure_critical_wounds(777);
1058 (void)set_hero(randint1(25) + 25, FALSE);
1064 (void)set_afraid(0);
1065 (void)hp_player(30);
1071 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1072 (void)cure_serious_wounds(4, 8);
1076 case ACT_CURE_POISON:
1078 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1079 (void)set_afraid(0);
1080 (void)set_poisoned(0);
1086 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1093 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1094 (void)restore_all_status();
1095 (void)restore_level();
1101 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1102 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1103 (void)cure_critical_wounds(700);
1109 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1110 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1111 (void)cure_critical_wounds(1000);
1117 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1122 case ACT_CURE_MANA_FULL:
1124 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1129 /* Activate for timed effect */
1133 (void)set_tim_esp(randint1(30) + 25, FALSE);
1139 (void)berserk(randint1(25) + 25);
1145 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1147 (void)set_protevil(randint1(25) + k, FALSE);
1151 case ACT_RESIST_ALL:
1153 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1154 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1155 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1156 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1157 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1158 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1164 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1165 (void)set_fast(randint1(20) + 20, FALSE);
1169 case ACT_XTRA_SPEED:
1171 msg_print(_("明るく輝いている...", "It glows brightly..."));
1172 (void)set_fast(randint1(75) + 75, FALSE);
1178 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1184 (void)set_invuln(randint1(8) + 8, FALSE);
1194 case ACT_HERO_SPEED:
1196 (void)set_fast(randint1(50) + 50, FALSE);
1201 case ACT_RESIST_ACID:
1203 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1204 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1206 if (!get_aim_dir(&dir)) return FALSE;
1207 fire_ball(GF_ACID, dir, 100, 2);
1209 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1213 case ACT_RESIST_FIRE:
1215 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1216 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1218 if (!get_aim_dir(&dir)) return FALSE;
1219 fire_ball(GF_FIRE, dir, 100, 2);
1221 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1225 case ACT_RESIST_COLD:
1227 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1228 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1230 if (!get_aim_dir(&dir)) return FALSE;
1231 fire_ball(GF_COLD, dir, 100, 2);
1233 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1237 case ACT_RESIST_ELEC:
1239 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1240 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1242 if (!get_aim_dir(&dir)) return FALSE;
1243 fire_ball(GF_ELEC, dir, 100, 2);
1245 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1249 case ACT_RESIST_POIS:
1251 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1252 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1256 /* Activate for general purpose effect (detection etc.) */
1260 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1261 lite_area(damroll(2, 15), 3);
1267 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1268 map_area(DETECT_RAD_MAP);
1269 lite_area(damroll(2, 15), 3);
1273 case ACT_DETECT_ALL:
1275 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1276 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1277 detect_all(DETECT_RAD_DEFAULT);
1281 case ACT_DETECT_XTRA:
1283 msg_print(_("明るく輝いている...", "It glows brightly..."));
1284 detect_all(DETECT_RAD_DEFAULT);
1286 identify_fully(FALSE);
1292 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1293 identify_fully(FALSE);
1299 if (!ident_spell(FALSE)) return FALSE;
1303 case ACT_RUNE_EXPLO:
1305 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1312 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1319 (void)set_food(PY_FOOD_MAX - 1);
1325 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1326 destroy_doors_touch();
1332 msg_print(_("鼓動している...", "It pulsates..."));
1333 if (!get_aim_dir(&dir)) return FALSE;
1334 wall_to_mud(dir, 20 + randint1(30));
1346 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1353 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."));
1354 if (!dimension_door()) return FALSE;
1361 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1362 teleport_player(100, 0L);
1368 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1369 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1375 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1376 chg_virtue(V_KNOWLEDGE, 1);
1377 chg_virtue(V_ENLIGHTEN, 1);
1380 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1381 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1383 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1384 (void)detect_doors(DETECT_RAD_DEFAULT);
1385 (void)detect_stairs(DETECT_RAD_DEFAULT);
1387 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1389 (void)recall_player(p_ptr, randint0(21) + 15);
1395 case ACT_TELEKINESIS:
1397 if (!get_aim_dir(&dir)) return FALSE;
1398 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1399 fetch(dir, 500, TRUE);
1403 case ACT_DETECT_UNIQUE:
1406 monster_type *m_ptr;
1407 monster_race *r_ptr;
1408 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 ..."));
1409 /* Process the monsters (backwards) */
1410 for (i = m_max - 1; i >= 1; i--)
1412 /* Access the monster */
1415 /* Ignore "dead" monsters */
1416 if (!m_ptr->r_idx) continue;
1418 r_ptr = &r_info[m_ptr->r_idx];
1420 if (r_ptr->flags1 & RF1_UNIQUE)
1422 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1430 switch (randint1(13))
1432 case 1: case 2: case 3: case 4: case 5:
1433 teleport_player(10, 0L);
1435 case 6: case 7: case 8: case 9: case 10:
1436 teleport_player(222, 0L);
1439 (void)stair_creation();
1442 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1444 if (autosave_l) do_cmd_save_game(TRUE);
1447 p_ptr->leaving = TRUE;
1453 case ACT_DISP_CURSE_XTRA:
1455 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1456 (void)remove_all_curse();
1461 case ACT_BRAND_FIRE_BOLTS:
1463 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1464 (void)brand_bolts();
1468 case ACT_RECHARGE_XTRA:
1470 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1471 if (!recharge(1000)) return FALSE;
1477 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1478 if (!ident_spell(FALSE)) return FALSE;
1480 if (mp_ptr->spell_book)
1482 /* Sufficient mana */
1483 if (20 <= p_ptr->csp)
1489 /* Over-exert the player */
1492 int oops = 20 - p_ptr->csp;
1496 p_ptr->csp_frac = 0;
1498 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
1499 /* Hack -- Bypass free action */
1500 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
1503 (void)set_confused(p_ptr->confused + randint1(5 * oops + 1));
1505 p_ptr->redraw |= (PR_MANA);
1507 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
1509 if (one_in_(5)) (void)set_confused(p_ptr->confused + randint1(10));
1511 /* Exercise a little care... */
1512 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
1518 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1519 (void)set_afraid(0);
1520 (void)set_hero(randint1(20) + 20, FALSE);
1521 dispel_evil(p_ptr->lev * 3);
1525 case ACT_PHASE_DOOR:
1527 teleport_player(10, 0L);
1531 case ACT_DETECT_ALL_MONS:
1533 (void)detect_monsters_invis(255);
1534 (void)detect_monsters_normal(255);
1538 case ACT_ULTIMATE_RESIST:
1540 TIME_EFFECT v = randint1(25) + 25;
1541 (void)set_afraid(0);
1542 (void)set_hero(v, FALSE);
1543 (void)hp_player(10);
1544 (void)set_blessed(v, FALSE);
1545 (void)set_oppose_acid(v, FALSE);
1546 (void)set_oppose_elec(v, FALSE);
1547 (void)set_oppose_fire(v, FALSE);
1548 (void)set_oppose_cold(v, FALSE);
1549 (void)set_oppose_pois(v, FALSE);
1550 (void)set_ultimate_res(v, FALSE);
1555 /* Unique activation */
1561 GAME_TEXT o_name[MAX_NLEN];
1564 /* Cast off activated item */
1565 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
1567 if (o_ptr == &inventory[inv]) break;
1571 if (inv > INVEN_FEET) return FALSE;
1573 object_copy(&forge, o_ptr);
1574 inven_item_increase(inv, (0 - o_ptr->number));
1575 inven_item_optimize(inv);
1576 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
1577 o_ptr = &o_list[o_idx];
1579 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1580 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
1583 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
1584 t = 20 + randint1(20);
1585 (void)set_blind(p_ptr->blind + t);
1586 (void)set_afraid(0);
1587 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
1588 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
1589 (void)set_hero(p_ptr->hero + t, FALSE);
1590 (void)set_blessed(p_ptr->blessed + t, FALSE);
1591 (void)set_fast(p_ptr->fast + t, FALSE);
1592 (void)set_shero(p_ptr->shero + t, FALSE);
1593 if (p_ptr->pclass == CLASS_FORCETRAINER)
1595 P_PTR_KI = plev * 5 + 190;
1596 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
1602 case ACT_FALLING_STAR:
1604 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1605 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.'"));
1610 case ACT_GRAND_CROSS:
1612 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1613 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1617 case ACT_TELEPORT_LEVEL:
1619 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;
1624 case ACT_STRAIN_HASTE:
1627 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1628 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1629 t = 25 + randint1(25);
1630 (void)set_fast(p_ptr->fast + t, FALSE);
1638 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1639 y = p_ptr->y + ddy[dir];
1640 x = p_ptr->x + ddx[dir];
1641 p_ptr->fishing_dir = dir;
1642 if (!cave_have_flag_bold(y, x, FF_WATER))
1644 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
1647 else if (cave[y][x].m_idx)
1649 GAME_TEXT m_name[MAX_NLEN];
1650 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
1651 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
1652 p_ptr->energy_use = 0;
1655 set_action(ACTION_FISH);
1656 p_ptr->redraw |= (PR_STATE);
1663 monster_type *m_ptr;
1664 concptr kakusan = "";
1666 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
1668 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
1669 kakusan = "Suke-san";
1672 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
1674 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
1675 kakusan = "Kaku-san";
1680 for (i = m_max - 1; i > 0; i--)
1683 if (!m_ptr->r_idx) continue;
1684 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
1685 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1686 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1694 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。」",
1695 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
1698 confuse_monsters(120);
1700 stasis_monsters(120);
1705 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
1712 /* Only for Muramasa */
1713 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1714 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1716 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1720 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1721 curse_weapon_object(TRUE, o_ptr);
1727 case ACT_BLOODY_MOON:
1729 /* Only for Bloody Moon */
1730 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1731 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1732 get_bloody_moon_flags(o_ptr);
1733 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1734 p_ptr->update |= (PU_BONUS | PU_HP);
1742 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1745 /* Only for Crimson */
1746 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1748 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!"));
1750 if (!get_aim_dir(&dir)) return FALSE;
1752 /* Use the given direction */
1753 tx = p_ptr->x + 99 * ddx[dir];
1754 ty = p_ptr->y + 99 * ddy[dir];
1756 /* Hack -- Use an actual "target" */
1757 if ((dir == 5) && target_okay())
1763 if (p_ptr->pclass == CLASS_ARCHER)
1765 /* Extra shot at level 10 */
1766 if (p_ptr->lev >= 10) num++;
1768 /* Extra shot at level 30 */
1769 if (p_ptr->lev >= 30) num++;
1771 /* Extra shot at level 45 */
1772 if (p_ptr->lev >= 45) num++;
1775 for (i = 0; i < num; i++)
1776 project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
1782 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1787 /* Set activation timeout */
1788 if (act_ptr->timeout.constant >= 0) {
1789 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1790 if (act_ptr->timeout.dice > 0) {
1791 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1795 /* Activations that have special timeout */
1796 switch (act_ptr->index) {
1798 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1801 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1804 o_ptr->timeout = 3 * (p_ptr->lev + 10);
1810 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
1819 * @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。
1820 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
1821 * @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
1824 void get_bloody_moon_flags(object_type *o_ptr)
1828 for (i = 0; i < TR_FLAG_SIZE; i++)
1829 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
1831 dummy = randint1(2) + randint1(2);
1832 for (i = 0; i < dummy; i++)
1834 int flag = randint0(26);
1835 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
1836 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1837 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1838 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
1841 dummy = randint1(2);
1842 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
1844 for (i = 0; i < 2; i++)
1846 int tmp = randint0(11);
1847 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
1848 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);