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"
14 * @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
15 * @param u 所持品配列の参照ポインタ
19 * @return 1の方が大であればTRUE
21 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
23 u16b *who = (u16b*)(u);
28 monster_type *m_ptr1 = &m_list[w1];
29 monster_type *m_ptr2 = &m_list[w2];
30 monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
31 monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
36 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
37 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
39 if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
40 if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
42 if (r_ptr1->level > r_ptr2->level) return TRUE;
43 if (r_ptr2->level > r_ptr1->level) return FALSE;
45 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
46 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
53 * @brief 装備を発動するコマンドのサブルーチン /
54 * Activate a wielded object. Wielded objects never stack.
55 * And even if they did, activatable objects never stack.
56 * @param item 発動するオブジェクトの所持品ID
60 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
61 * But one could, for example, easily make an activatable "Ring of Plasma".
62 * Note that it always takes a turn to activate an artifact, even if
63 * the user hits "escape" at the "direction" prompt.
66 void do_cmd_activate_aux(INVENTORY_IDX item)
68 int dir, lev, chance, fail;
73 /* Get the item (in the pack) */
76 o_ptr = &inventory[item];
79 /* Get the item (on the floor) */
82 o_ptr = &o_list[0 - item];
86 p_ptr->energy_use = 100;
88 /* Extract the item level */
89 lev = k_info[o_ptr->k_idx].level;
91 /* Hack -- use artifact level instead */
92 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
93 else if (object_is_random_artifact(o_ptr))
95 const activation_type* const act_ptr = find_activation_info(o_ptr);
100 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
102 /* Base chance of success */
103 chance = p_ptr->skill_dev;
105 /* Confusion hurts skill */
106 if (p_ptr->confused) chance = chance / 2;
109 if (chance > fail) fail -= (chance - fail)*2;
110 else chance -= (fail - chance)*2;
111 if (fail < USE_DEVICE) fail = USE_DEVICE;
112 if (chance < USE_DEVICE) chance = USE_DEVICE;
116 if (flush_failure) flush();
117 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."));
122 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
123 else if (chance > fail)
125 if (randint0(chance*2) < fail) success = FALSE;
130 if (randint0(fail*2) < chance) success = TRUE;
131 else success = FALSE;
137 if (flush_failure) flush();
138 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."));
143 /* Check the recharge */
146 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
150 /* Some lights need enough fuel for activation */
151 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
152 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
154 msg_print(_("燃料がない。", "It has no fuel."));
155 p_ptr->energy_use = 0;
159 /* Activate the artifact */
160 msg_print(_("始動させた...", "You activate it..."));
164 /* Activate object */
165 if (activation_index(o_ptr))
167 (void)activate_artifact(o_ptr);
170 p_ptr->window |= (PW_INVEN | PW_EQUIP);
177 else if (o_ptr->tval == TV_WHISTLE)
179 if (music_singing_any()) stop_singing();
180 if (hex_spelling_any()) stop_hex_spell_all();
183 if (object_is_cursed(o_ptr))
185 msg_print(_("カン高い音が響き渡った。", "You produce a shrill whistling sound."));
186 aggravate_monsters(0);
196 /* Allocate the "who" array */
197 C_MAKE(who, max_m_idx, IDX);
199 /* Process the monsters (backwards) */
200 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
202 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
203 who[max_pet++] = pet_ctr;
206 /* Select the sort method */
207 ang_sort_comp = ang_sort_comp_pet;
208 ang_sort_swap = ang_sort_swap_hook;
210 ang_sort(who, &dummy_why, max_pet);
212 /* Process the monsters (backwards) */
213 for (i = 0; i < max_pet; i++)
216 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
219 /* Free the "who" array */
220 C_KILL(who, max_m_idx, IDX);
222 o_ptr->timeout = 100+randint1(100);
225 else if (o_ptr->tval == TV_CAPTURE)
229 bool old_target_pet = target_pet;
231 if (!get_aim_dir(&dir))
233 target_pet = old_target_pet;
236 target_pet = old_target_pet;
238 if(fire_ball(GF_CAPTURE, dir, 0, 0))
240 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
241 o_ptr->xtra3 = (XTRA8)cap_mspeed;
242 o_ptr->xtra4 = (XTRA16)cap_hp;
243 o_ptr->xtra5 = (XTRA16)cap_maxhp;
250 if (o_ptr->inscription)
251 strcpy(buf, quark_str(o_ptr->inscription));
253 for (s = buf;*s && (*s != '#'); s++)
256 if (iskanji(*s)) s++;
266 t = quark_str(cap_nickname);
279 o_ptr->inscription = quark_add(buf);
286 if (!get_rep_dir2(&dir)) return;
287 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
289 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
291 if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
292 if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
293 if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
294 m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
295 if (o_ptr->inscription)
303 t = quark_str(o_ptr->inscription);
304 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
307 if (iskanji(*t)) t++;
332 if (quote && *(s-1) =='\'')
336 m_list[hack_m_idx_ii].nickname = quark_add(buf);
337 t = quark_str(o_ptr->inscription);
339 while(*t && (*t != '#'))
346 o_ptr->inscription = quark_add(buf);
357 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
364 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
368 * @brief 装備を発動するコマンドのメインルーチン /
371 void do_cmd_activate(void)
376 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
378 set_action(ACTION_NONE);
381 item_tester_no_ryoute = TRUE;
382 /* Prepare the hook */
383 item_tester_hook = item_tester_hook_activate;
386 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
387 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
389 if (!get_item(&item, q, s, (USE_EQUIP))) return;
391 /* Activate the item */
392 do_cmd_activate_aux(item);
396 * @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
397 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
398 * @param o_ptr 対象のオブジェクト構造体ポインタ
399 * @return 発動実行の是非を返す。
401 static bool activate_dragon_breath(object_type *o_ptr)
403 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
406 int i, dir, t, n = 0;
408 if (!get_aim_dir(&dir)) return FALSE;
410 object_flags(o_ptr, flgs);
412 for (i = 0; dragonbreath_info[i].flag != 0; i++)
414 if (have_flag(flgs, dragonbreath_info[i].flag))
416 type[n] = dragonbreath_info[i].type;
417 name[n] = dragonbreath_info[i].name;
423 if (n == 0) return FALSE;
426 if (music_singing_any()) stop_singing();
427 if (hex_spelling_any()) stop_hex_spell_all();
430 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
431 fire_breath(type[t], dir, 250, 4);
437 * @brief アイテムの発動効果を処理する。
438 * @param o_ptr 対象のオブジェクト構造体ポインタ
439 * @return 発動実行の是非を返す。
441 bool activate_artifact(object_type *o_ptr)
443 PLAYER_LEVEL plev = p_ptr->lev;
446 cptr name = k_name + k_info[o_ptr->k_idx].name;
447 const activation_type* const act_ptr = find_activation_info(o_ptr);
451 /* Maybe forgot adding information to activation_info table ? */
452 msg_print("Activation information is not found.");
456 /* Activate for attack */
457 switch (act_ptr->index)
461 if (!get_aim_dir(&dir)) return FALSE;
462 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
463 (void)lite_line(dir, damroll(6, 8));
469 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
470 if (!get_aim_dir(&dir)) return FALSE;
471 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
477 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
478 if (!get_aim_dir(&dir)) return FALSE;
479 fire_ball(GF_POIS, dir, 12, 3);
485 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
486 if (!get_aim_dir(&dir)) return FALSE;
487 fire_bolt(GF_ELEC, dir, damroll(4, 8));
493 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
494 if (!get_aim_dir(&dir)) return FALSE;
495 fire_bolt(GF_ACID, dir, damroll(5, 8));
501 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
502 if (!get_aim_dir(&dir)) return FALSE;
503 fire_bolt(GF_COLD, dir, damroll(6, 8));
509 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
510 if (!get_aim_dir(&dir)) return FALSE;
511 fire_bolt(GF_FIRE, dir, damroll(9, 8));
517 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
518 if (!get_aim_dir(&dir)) return FALSE;
519 fire_ball(GF_COLD, dir, 48, 2);
525 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
526 if (!get_aim_dir(&dir)) return FALSE;
527 fire_ball(GF_COLD, dir, 100, 2);
533 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
534 if (!get_aim_dir(&dir)) return FALSE;
535 fire_ball(GF_COLD, dir, 400, 3);
541 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
542 if (!get_aim_dir(&dir)) return FALSE;
543 fire_ball(GF_FIRE, dir, 72, 2);
549 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
550 if (!get_aim_dir(&dir)) return FALSE;
551 fire_ball(GF_FIRE, dir, 120, 3);
557 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
558 if (!get_aim_dir(&dir)) return FALSE;
559 fire_ball(GF_FIRE, dir, 300, 3);
565 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
566 if (!get_aim_dir(&dir)) return FALSE;
567 fire_ball(GF_FIRE, dir, 100, 2);
573 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
574 if (!get_aim_dir(&dir)) return FALSE;
575 fire_ball(GF_ELEC, dir, 100, 3);
581 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
582 if (!get_aim_dir(&dir)) return FALSE;
583 fire_ball(GF_ELEC, dir, 500, 3);
589 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
590 if (!get_aim_dir(&dir)) return FALSE;
591 fire_ball(GF_ACID, dir, 100, 2);
597 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
598 if (!get_aim_dir(&dir)) return FALSE;
599 fire_ball(GF_NUKE, dir, 100, 2);
603 case ACT_HYPODYNAMIA_1:
605 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);
606 if (!get_aim_dir(&dir)) return FALSE;
607 if (hypodynamic_bolt(dir, 100))
611 case ACT_HYPODYNAMIA_2:
613 msg_print(_("黒く輝いている...", "It glows black..."));
614 if (!get_aim_dir(&dir)) return FALSE;
615 hypodynamic_bolt(dir, 120);
621 if (!get_aim_dir(&dir)) return FALSE;
622 for (dummy = 0; dummy < 3; dummy++)
624 if (hypodynamic_bolt(dir, 50))
632 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
633 if (!get_aim_dir(&dir)) return FALSE;
634 fire_bolt(GF_ARROW, dir, 150);
645 for (dir = 0; dir <= 9; dir++)
647 y = p_ptr->y + ddy[dir];
648 x = p_ptr->x + ddx[dir];
651 /* Get the monster */
652 m_ptr = &m_list[c_ptr->m_idx];
654 /* Hack -- attack monsters */
655 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
664 if (!get_aim_dir(&dir)) return FALSE;
665 for (dummy = 0; dummy < 3; dummy++)
667 if (hypodynamic_bolt(dir, 100))
676 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
683 if (!get_aim_dir(&dir)) return FALSE;
684 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
685 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
691 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
692 dispel_evil(p_ptr->lev * 5);
698 if (!get_aim_dir(&dir)) return FALSE;
699 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
700 fire_breath(GF_MISSILE, dir, 300, 4);
706 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
707 dispel_good(p_ptr->lev * 5);
713 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
714 if (!get_aim_dir(&dir)) return FALSE;
715 fire_bolt(GF_ARROW, dir, 150);
721 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
722 if (!get_aim_dir(&dir)) return FALSE;
723 fire_ball(GF_WATER, dir, 200, 3);
729 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
730 if (!get_aim_dir(&dir)) return FALSE;
731 fire_ball(GF_DARK, dir, 250, 4);
737 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
738 if (!get_aim_dir(&dir)) return FALSE;
739 fire_ball(GF_MANA, dir, 250, 4);
745 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
746 (void)dispel_monsters(4);
750 case ACT_BLINDING_LIGHT:
752 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
753 fire_ball(GF_LITE, 0, 300, 6);
754 confuse_monsters(3 * p_ptr->lev / 2);
760 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
761 if (!get_aim_dir(&dir)) return FALSE;
766 case ACT_CAST_BA_STAR:
768 HIT_POINT num = damroll(5, 3);
769 POSITION y = 0, x = 0;
771 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
772 for (k = 0; k < num; k++)
778 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
779 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
780 if (!player_bold(y, x)) break;
783 project(0, 3, y, x, 150, GF_ELEC,
784 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
790 case ACT_BLADETURNER:
792 if (!get_aim_dir(&dir)) return FALSE;
793 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
794 fire_breath(GF_MISSILE, dir, 300, 4);
795 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
797 (void)set_hero(randint1(50) + 50, FALSE);
799 (void)set_blessed(randint1(50) + 50, FALSE);
800 (void)set_oppose_acid(randint1(50) + 50, FALSE);
801 (void)set_oppose_elec(randint1(50) + 50, FALSE);
802 (void)set_oppose_fire(randint1(50) + 50, FALSE);
803 (void)set_oppose_cold(randint1(50) + 50, FALSE);
804 (void)set_oppose_pois(randint1(50) + 50, FALSE);
810 if (!get_aim_dir(&dir)) return FALSE;
811 fire_breath(GF_FIRE, dir, 200, 2);
812 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
814 (void)set_oppose_fire(randint1(20) + 20, FALSE);
821 if (!get_aim_dir(&dir)) return FALSE;
822 fire_breath(GF_COLD, dir, 200, 2);
823 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
825 (void)set_oppose_cold(randint1(20) + 20, FALSE);
832 if (!activate_dragon_breath(o_ptr)) return FALSE;
836 /* Activate for other offensive action */
839 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
840 if (!get_aim_dir(&dir)) return FALSE;
841 confuse_monster(dir, 20);
847 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
848 sleep_monsters_touch();
854 earthquake(p_ptr->y, p_ptr->x, 5);
860 turn_monsters(40 + p_ptr->lev);
866 if (!get_aim_dir(&dir)) return FALSE;
867 (void)fire_beam(GF_AWAY_ALL, dir, plev);
871 case ACT_BANISH_EVIL:
873 if (banish_evil(100))
875 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!"));
882 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
883 (void)symbol_genocide(200, TRUE);
889 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
890 (void)mass_genocide(200, TRUE);
896 if (music_singing_any()) stop_singing();
897 if (hex_spelling_any()) stop_hex_spell_all();
898 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!",
899 "You wind a mighty blast; your enemies tremble!"));
900 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
906 if (o_ptr->name1 == ART_HYOUSIGI)
908 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
912 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
914 aggravate_monsters(0);
918 /* Activate for summoning / charming */
920 case ACT_CHARM_ANIMAL:
922 if (!get_aim_dir(&dir)) return FALSE;
923 (void)charm_animal(dir, plev);
927 case ACT_CHARM_UNDEAD:
929 if (!get_aim_dir(&dir)) return FALSE;
930 (void)control_one_undead(dir, plev);
934 case ACT_CHARM_OTHER:
936 if (!get_aim_dir(&dir)) return FALSE;
937 (void)charm_monster(dir, plev * 2);
941 case ACT_CHARM_ANIMALS:
943 (void)charm_animals(plev * 2);
947 case ACT_CHARM_OTHERS:
949 charm_monsters(plev * 2);
953 case ACT_SUMMON_ANIMAL:
955 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
959 case ACT_SUMMON_PHANTOM:
961 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
962 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
966 case ACT_SUMMON_ELEMENTAL:
968 bool pet = one_in_(3);
971 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
972 if (pet) mode |= PM_FORCE_PET;
973 else mode |= PM_NO_PET;
975 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
977 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
979 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
981 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
987 case ACT_SUMMON_DEMON:
989 bool pet = one_in_(3);
992 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
993 if (pet) mode |= PM_FORCE_PET;
994 else mode |= PM_NO_PET;
996 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
998 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
1000 msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
1002 msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
1008 case ACT_SUMMON_UNDEAD:
1010 bool pet = one_in_(3);
1012 BIT_FLAGS mode = 0L;
1014 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
1016 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
1017 if (pet) mode |= PM_FORCE_PET;
1018 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
1020 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
1022 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...",
1023 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
1025 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!",
1026 "Ancient, long-dead forms arise from the ground to serve you!"));
1028 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
1029 "'The dead arise... to punish you for disturbing them!'"));
1035 case ACT_SUMMON_HOUND:
1037 BIT_FLAGS mode = PM_ALLOW_GROUP;
1038 bool pet = !one_in_(5);
1039 if (pet) mode |= PM_FORCE_PET;
1040 else mode |= PM_NO_PET;
1042 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
1046 msg_print(_("ハウンドがあなたの下僕として出現した。",
1047 "A group of hounds appear as your servant."));
1049 msg_print(_("ハウンドはあなたに牙を向けている!",
1050 "A group of hounds appear as your enemy!"));
1056 case ACT_SUMMON_DAWN:
1058 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1059 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
1063 case ACT_SUMMON_OCTOPUS:
1065 BIT_FLAGS mode = PM_ALLOW_GROUP;
1066 bool pet = !one_in_(5);
1067 if (pet) mode |= PM_FORCE_PET;
1069 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
1072 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."));
1074 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
1080 /* Activate for healing */
1082 case ACT_CHOIR_SINGS:
1084 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1085 (void)cure_critical_wounds(777);
1086 (void)set_hero(randint1(25) + 25, FALSE);
1092 (void)set_afraid(0);
1093 (void)hp_player(30);
1099 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1100 (void)cure_serious_wounds(4, 8);
1104 case ACT_CURE_POISON:
1106 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1107 (void)set_afraid(0);
1108 (void)set_poisoned(0);
1114 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1121 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1122 (void)restore_all_status();
1123 (void)restore_level();
1129 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1130 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1131 (void)cure_critical_wounds(700);
1137 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1138 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1139 (void)cure_critical_wounds(1000);
1145 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1150 case ACT_CURE_MANA_FULL:
1152 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1157 /* Activate for timed effect */
1161 (void)set_tim_esp(randint1(30) + 25, FALSE);
1167 (void)berserk(randint1(25) + 25);
1173 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1175 (void)set_protevil(randint1(25) + k, FALSE);
1179 case ACT_RESIST_ALL:
1181 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1182 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1183 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1184 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1185 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1186 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1192 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1193 (void)set_fast(randint1(20) + 20, FALSE);
1197 case ACT_XTRA_SPEED:
1199 msg_print(_("明るく輝いている...", "It glows brightly..."));
1200 (void)set_fast(randint1(75) + 75, FALSE);
1206 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1212 (void)set_invuln(randint1(8) + 8, FALSE);
1222 case ACT_HERO_SPEED:
1224 (void)set_fast(randint1(50) + 50, FALSE);
1229 case ACT_RESIST_ACID:
1231 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1232 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1234 if (!get_aim_dir(&dir)) return FALSE;
1235 fire_ball(GF_ACID, dir, 100, 2);
1237 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1241 case ACT_RESIST_FIRE:
1243 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1244 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1246 if (!get_aim_dir(&dir)) return FALSE;
1247 fire_ball(GF_FIRE, dir, 100, 2);
1249 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1253 case ACT_RESIST_COLD:
1255 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1256 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1258 if (!get_aim_dir(&dir)) return FALSE;
1259 fire_ball(GF_COLD, dir, 100, 2);
1261 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1265 case ACT_RESIST_ELEC:
1267 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1268 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1270 if (!get_aim_dir(&dir)) return FALSE;
1271 fire_ball(GF_ELEC, dir, 100, 2);
1273 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1277 case ACT_RESIST_POIS:
1279 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1280 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1284 /* Activate for general purpose effect (detection etc.) */
1288 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1289 lite_area(damroll(2, 15), 3);
1295 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1296 map_area(DETECT_RAD_MAP);
1297 lite_area(damroll(2, 15), 3);
1301 case ACT_DETECT_ALL:
1303 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1304 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1305 detect_all(DETECT_RAD_DEFAULT);
1309 case ACT_DETECT_XTRA:
1311 msg_print(_("明るく輝いている...", "It glows brightly..."));
1312 detect_all(DETECT_RAD_DEFAULT);
1314 identify_fully(FALSE);
1320 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1321 identify_fully(FALSE);
1327 if (!ident_spell(FALSE)) return FALSE;
1331 case ACT_RUNE_EXPLO:
1333 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1340 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1347 (void)set_food(PY_FOOD_MAX - 1);
1353 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1354 destroy_doors_touch();
1360 msg_print(_("鼓動している...", "It pulsates..."));
1361 if (!get_aim_dir(&dir)) return FALSE;
1362 wall_to_mud(dir, 20 + randint1(30));
1374 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1381 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."));
1382 if (!dimension_door()) return FALSE;
1389 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1390 teleport_player(100, 0L);
1396 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1397 if (!word_of_recall()) return FALSE;
1403 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1404 chg_virtue(V_KNOWLEDGE, 1);
1405 chg_virtue(V_ENLIGHTEN, 1);
1408 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1409 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1411 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1412 (void)detect_doors(DETECT_RAD_DEFAULT);
1413 (void)detect_stairs(DETECT_RAD_DEFAULT);
1415 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1417 (void)word_of_recall();
1423 case ACT_TELEKINESIS:
1425 if (!get_aim_dir(&dir)) return FALSE;
1426 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1427 fetch(dir, 500, TRUE);
1431 case ACT_DETECT_UNIQUE:
1434 monster_type *m_ptr;
1435 monster_race *r_ptr;
1436 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 ..."));
1437 /* Process the monsters (backwards) */
1438 for (i = m_max - 1; i >= 1; i--)
1440 /* Access the monster */
1443 /* Ignore "dead" monsters */
1444 if (!m_ptr->r_idx) continue;
1446 r_ptr = &r_info[m_ptr->r_idx];
1448 if (r_ptr->flags1 & RF1_UNIQUE)
1450 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1458 switch (randint1(13))
1460 case 1: case 2: case 3: case 4: case 5:
1461 teleport_player(10, 0L);
1463 case 6: case 7: case 8: case 9: case 10:
1464 teleport_player(222, 0L);
1467 (void)stair_creation();
1470 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1472 if (autosave_l) do_cmd_save_game(TRUE);
1475 p_ptr->leaving = TRUE;
1481 case ACT_DISP_CURSE_XTRA:
1483 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1484 if (remove_all_curse())
1486 msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
1492 case ACT_BRAND_FIRE_BOLTS:
1494 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1495 (void)brand_bolts();
1499 case ACT_RECHARGE_XTRA:
1501 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1502 if (!recharge(1000)) return FALSE;
1508 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1509 if (!ident_spell(FALSE)) return FALSE;
1511 if (mp_ptr->spell_book)
1513 /* Sufficient mana */
1514 if (20 <= p_ptr->csp)
1520 /* Over-exert the player */
1523 int oops = 20 - p_ptr->csp;
1527 p_ptr->csp_frac = 0;
1530 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
1531 /* Hack -- Bypass free action */
1532 (void)set_paralyzed(p_ptr->paralyzed +
1533 randint1(5 * oops + 1));
1536 (void)set_confused(p_ptr->confused +
1537 randint1(5 * oops + 1));
1541 p_ptr->redraw |= (PR_MANA);
1543 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
1545 if (one_in_(5)) (void)set_confused(p_ptr->confused +
1548 /* Exercise a little care... */
1550 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
1556 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1557 (void)set_afraid(0);
1558 (void)set_hero(randint1(20) + 20, FALSE);
1559 dispel_evil(p_ptr->lev * 3);
1563 case ACT_PHASE_DOOR:
1565 teleport_player(10, 0L);
1569 case ACT_DETECT_ALL_MONS:
1571 (void)detect_monsters_invis(255);
1572 (void)detect_monsters_normal(255);
1576 case ACT_ULTIMATE_RESIST:
1578 TIME_EFFECT v = randint1(25) + 25;
1579 (void)set_afraid(0);
1580 (void)set_hero(v, FALSE);
1581 (void)hp_player(10);
1582 (void)set_blessed(v, FALSE);
1583 (void)set_oppose_acid(v, FALSE);
1584 (void)set_oppose_elec(v, FALSE);
1585 (void)set_oppose_fire(v, FALSE);
1586 (void)set_oppose_cold(v, FALSE);
1587 (void)set_oppose_pois(v, FALSE);
1588 (void)set_ultimate_res(v, FALSE);
1593 /* Unique activation */
1599 char o_name[MAX_NLEN];
1602 /* Cast off activated item */
1603 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
1605 if (o_ptr == &inventory[inv]) break;
1609 if (inv > INVEN_FEET) return FALSE;
1611 object_copy(&forge, o_ptr);
1612 inven_item_increase(inv, (0 - o_ptr->number));
1613 inven_item_optimize(inv);
1614 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
1615 o_ptr = &o_list[o_idx];
1617 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1618 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
1621 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
1622 t = 20 + randint1(20);
1623 (void)set_blind(p_ptr->blind + t);
1624 (void)set_afraid(0);
1625 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
1626 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
1627 (void)set_hero(p_ptr->hero + t, FALSE);
1628 (void)set_blessed(p_ptr->blessed + t, FALSE);
1629 (void)set_fast(p_ptr->fast + t, FALSE);
1630 (void)set_shero(p_ptr->shero + t, FALSE);
1631 if (p_ptr->pclass == CLASS_FORCETRAINER)
1633 P_PTR_KI = plev * 5 + 190;
1634 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
1640 case ACT_FALLING_STAR:
1642 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1643 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.'"));
1648 case ACT_GRAND_CROSS:
1650 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1651 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1655 case ACT_TELEPORT_LEVEL:
1657 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;
1662 case ACT_STRAIN_HASTE:
1665 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1666 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1667 t = 25 + randint1(25);
1668 (void)set_fast(p_ptr->fast + t, FALSE);
1676 if (!get_rep_dir2(&dir)) return FALSE;
1677 y = p_ptr->y + ddy[dir];
1678 x = p_ptr->x + ddx[dir];
1680 if (!cave_have_flag_bold(y, x, FF_WATER))
1682 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
1685 else if (cave[y][x].m_idx)
1688 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
1689 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
1690 p_ptr->energy_use = 0;
1693 set_action(ACTION_FISH);
1694 p_ptr->redraw |= (PR_STATE);
1701 monster_type *m_ptr;
1704 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
1706 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
1707 kakusan = "Suke-san";
1710 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
1712 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
1713 kakusan = "Kaku-san";
1718 for (i = m_max - 1; i > 0; i--)
1721 if (!m_ptr->r_idx) continue;
1722 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
1723 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1724 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1732 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。」",
1733 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
1736 confuse_monsters(120);
1738 stasis_monsters(120);
1743 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
1750 /* Only for Muramasa */
1751 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1752 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1754 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1758 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1759 curse_weapon_object(TRUE, o_ptr);
1765 case ACT_BLOODY_MOON:
1767 /* Only for Bloody Moon */
1768 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1769 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1770 get_bloody_moon_flags(o_ptr);
1771 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1772 p_ptr->update |= (PU_BONUS | PU_HP);
1780 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1783 /* Only for Crimson */
1784 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1786 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!"));
1788 if (!get_aim_dir(&dir)) return FALSE;
1790 /* Use the given direction */
1791 tx = p_ptr->x + 99 * ddx[dir];
1792 ty = p_ptr->y + 99 * ddy[dir];
1794 /* Hack -- Use an actual "target" */
1795 if ((dir == 5) && target_okay())
1801 if (p_ptr->pclass == CLASS_ARCHER)
1803 /* Extra shot at level 10 */
1804 if (p_ptr->lev >= 10) num++;
1806 /* Extra shot at level 30 */
1807 if (p_ptr->lev >= 30) num++;
1809 /* Extra shot at level 45 */
1810 if (p_ptr->lev >= 45) num++;
1813 for (i = 0; i < num; i++)
1814 project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
1820 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1825 /* Set activation timeout */
1826 if (act_ptr->timeout.constant >= 0) {
1827 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1828 if (act_ptr->timeout.dice > 0) {
1829 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1833 /* Activations that have special timeout */
1834 switch (act_ptr->index) {
1836 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1839 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1842 o_ptr->timeout = 3 * (p_ptr->lev + 10);
1848 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
1857 * @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。
1858 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
1859 * @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
1862 void get_bloody_moon_flags(object_type *o_ptr)
1866 for (i = 0; i < TR_FLAG_SIZE; i++)
1867 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
1869 dummy = randint1(2) + randint1(2);
1870 for (i = 0; i < dummy; i++)
1872 int flag = randint0(26);
1873 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
1874 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1875 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1876 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
1879 dummy = randint1(2);
1880 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
1882 for (i = 0; i < 2; i++)
1884 int tmp = randint0(11);
1885 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
1886 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);