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#37353 [Fix] Typo修正。
[hengband/hengband.git] / src / cmd-activate.c
1 /*!
2 * @file cmd-activate.c
3 * @brief プレイヤーの発動コマンド実装
4 * @date 2018/09/07
5 * @details
6 * cmd6.cより分離。
7 */
8
9 #include "angband.h"
10 #include "cmd-activate.h"
11 #include "object-hook.h"
12
13 /*!
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
16 * @param v 未使用
17 * @param a 所持品ID1
18 * @param b 所持品ID2
19 * @return 1の方が大であればTRUE
20 */
21 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
22 {
23         u16b *who = (u16b*)(u);
24
25         int w1 = who[a];
26         int w2 = who[b];
27
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];
32
33         /* Unused */
34         (void)v;
35
36         if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
37         if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
38
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;
41
42         if (r_ptr1->level > r_ptr2->level) return TRUE;
43         if (r_ptr2->level > r_ptr1->level) return FALSE;
44
45         if (m_ptr1->hp > m_ptr2->hp) return TRUE;
46         if (m_ptr2->hp > m_ptr1->hp) return FALSE;
47
48         return w1 <= w2;
49 }
50
51
52 /*!
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
57  * @return なし
58  * @details
59  * <pre>
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.
64  * </pre>
65  */
66 void do_cmd_activate_aux(int item)
67 {
68         int         dir, lev, chance, fail;
69         object_type *o_ptr;
70         bool success;
71
72
73         /* Get the item (in the pack) */
74         if (item >= 0)
75         {
76                 o_ptr = &inventory[item];
77         }
78
79         /* Get the item (on the floor) */
80         else
81         {
82                 o_ptr = &o_list[0 - item];
83         }
84
85         /* Take a turn */
86         p_ptr->energy_use = 100;
87
88         /* Extract the item level */
89         lev = k_info[o_ptr->k_idx].level;
90
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))
94         {
95                 const activation_type* const act_ptr = find_activation_info(o_ptr);
96                 if (act_ptr) {
97                         lev = act_ptr->level;
98                 }
99         }
100         else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
101
102         /* Base chance of success */
103         chance = p_ptr->skill_dev;
104
105         /* Confusion hurts skill */
106         if (p_ptr->confused) chance = chance / 2;
107
108         fail = lev+5;
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;
113
114         if (world_player)
115         {
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."));
118                 sound(SOUND_FAIL);
119                 return;
120         }
121
122         if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
123         else if (chance > fail)
124         {
125                 if (randint0(chance*2) < fail) success = FALSE;
126                 else success = TRUE;
127         }
128         else
129         {
130                 if (randint0(fail*2) < chance) success = TRUE;
131                 else success = FALSE;
132         }
133
134         /* Roll for usage */
135         if (!success)
136         {
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."));
139                 sound(SOUND_FAIL);
140                 return;
141         }
142
143         /* Check the recharge */
144         if (o_ptr->timeout)
145         {
146                 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
147                 return;
148         }
149
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)))
153         {
154                 msg_print(_("燃料がない。", "It has no fuel."));
155                 p_ptr->energy_use = 0;
156                 return;
157         }
158
159         /* Activate the artifact */
160         msg_print(_("始動させた...", "You activate it..."));
161
162         /* Sound */
163         sound(SOUND_ZAP);
164
165         /* Activate object */
166         if (activation_index(o_ptr))
167         {
168                 (void)activate_artifact(o_ptr);
169
170                 /* Window stuff */
171                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
172
173                 /* Success */
174                 return;
175         }
176
177         /* Special items */
178         else if (o_ptr->tval == TV_WHISTLE)
179         {
180                 if (music_singing_any()) stop_singing();
181                 if (hex_spelling_any()) stop_hex_spell_all();
182
183 #if 0
184                 if (object_is_cursed(o_ptr))
185                 {
186                         msg_print(_("カン高い音が響き渡った。", "You produce a shrill whistling sound."));
187                         aggravate_monsters(0);
188                 }
189                 else
190 #endif
191                 {
192                         IDX pet_ctr, i;
193                         IDX *who;
194                         int max_pet = 0;
195                         u16b dummy_why;
196
197                         /* Allocate the "who" array */
198                         C_MAKE(who, max_m_idx, IDX);
199
200                         /* Process the monsters (backwards) */
201                         for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
202                         {
203                                 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
204                                   who[max_pet++] = pet_ctr;
205                         }
206
207                         /* Select the sort method */
208                         ang_sort_comp = ang_sort_comp_pet;
209                         ang_sort_swap = ang_sort_swap_hook;
210
211                         ang_sort(who, &dummy_why, max_pet);
212
213                         /* Process the monsters (backwards) */
214                         for (i = 0; i < max_pet; i++)
215                         {
216                                 pet_ctr = who[i];
217                                 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
218                         }
219
220                         /* Free the "who" array */
221                         C_KILL(who, max_m_idx, IDX);
222                 }
223                 o_ptr->timeout = 100+randint1(100);
224                 return;
225         }
226         else if (o_ptr->tval == TV_CAPTURE)
227         {
228                 if(!o_ptr->pval)
229                 {
230                         bool old_target_pet = target_pet;
231                         target_pet = TRUE;
232                         if (!get_aim_dir(&dir))
233                         {
234                                 target_pet = old_target_pet;
235                                 return;
236                         }
237                         target_pet = old_target_pet;
238
239                         if(fire_ball(GF_CAPTURE, dir, 0, 0))
240                         {
241                                 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
242                                 o_ptr->xtra3 = (XTRA8)cap_mspeed;
243                                 o_ptr->xtra4 = (XTRA16)cap_hp;
244                                 o_ptr->xtra5 = (XTRA16)cap_maxhp;
245                                 if (cap_nickname)
246                                 {
247                                         cptr t;
248                                         char *s;
249                                         char buf[80] = "";
250
251                                         if (o_ptr->inscription)
252                                                 strcpy(buf, quark_str(o_ptr->inscription));
253                                         s = buf;
254                                         for (s = buf;*s && (*s != '#'); s++)
255                                         {
256 #ifdef JP
257                                                 if (iskanji(*s)) s++;
258 #endif
259                                         }
260                                         *s = '#';
261                                         s++;
262 #ifdef JP
263  /*nothing*/
264 #else
265                                         *s++ = '\'';
266 #endif
267                                         t = quark_str(cap_nickname);
268                                         while (*t)
269                                         {
270                                                 *s = *t;
271                                                 s++;
272                                                 t++;
273                                         }
274 #ifdef JP
275  /*nothing*/
276 #else
277                                         *s++ = '\'';
278 #endif
279                                         *s = '\0';
280                                         o_ptr->inscription = quark_add(buf);
281                                 }
282                         }
283                 }
284                 else
285                 {
286                         success = FALSE;
287                         if (!get_rep_dir2(&dir)) return;
288                         if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
289                         {
290                                 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                                 {
292                                         if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
293                                         if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
294                                         if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
295                                         m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
296                                         if (o_ptr->inscription)
297                                         {
298                                                 char buf[80];
299                                                 cptr t;
300 #ifndef JP
301                                                 bool quote = FALSE;
302 #endif
303
304                                                 t = quark_str(o_ptr->inscription);
305                                                 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
306                                                 {
307 #ifdef JP
308                                                         if (iskanji(*t)) t++;
309 #endif
310                                                 }
311                                                 if (*t)
312                                                 {
313                                                         char *s = buf;
314                                                         t++;
315 #ifdef JP
316                                                         /* nothing */
317 #else
318                                                         if (*t =='\'')
319                                                         {
320                                                                 t++;
321                                                                 quote = TRUE;
322                                                         }
323 #endif
324                                                         while(*t)
325                                                         {
326                                                                 *s = *t;
327                                                                 t++;
328                                                                 s++;
329                                                         }
330 #ifdef JP
331                                                         /* nothing */
332 #else
333                                                         if (quote && *(s-1) =='\'')
334                                                                 s--;
335 #endif
336                                                         *s = '\0';
337                                                         m_list[hack_m_idx_ii].nickname = quark_add(buf);
338                                                         t = quark_str(o_ptr->inscription);
339                                                         s = buf;
340                                                         while(*t && (*t != '#'))
341                                                         {
342                                                                 *s = *t;
343                                                                 t++;
344                                                                 s++;
345                                                         }
346                                                         *s = '\0';
347                                                         o_ptr->inscription = quark_add(buf);
348                                                 }
349                                         }
350                                         o_ptr->pval = 0;
351                                         o_ptr->xtra3 = 0;
352                                         o_ptr->xtra4 = 0;
353                                         o_ptr->xtra5 = 0;
354                                         success = TRUE;
355                                 }
356                         }
357                         if (!success)
358                                 msg_print(_("おっと、解放に失敗した。", "Oops.  You failed to release your pet."));
359                 }
360                 calc_android_exp();
361                 return;
362         }
363
364         /* Mistake */
365         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 }
367
368 /*!
369  * @brief 装備を発動するコマンドのメインルーチン /
370  * @return なし
371  */
372 void do_cmd_activate(void)
373 {
374         OBJECT_IDX item;
375         cptr    q, s;
376
377
378         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
379         {
380                 set_action(ACTION_NONE);
381         }
382
383         item_tester_no_ryoute = TRUE;
384         /* Prepare the hook */
385         item_tester_hook = item_tester_hook_activate;
386
387         /* Get an item */
388         q = _("どのアイテムを始動させますか? ", "Activate which item? ");
389         s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
390
391         if (!get_item(&item, q, s, (USE_EQUIP))) return;
392
393         /* Activate the item */
394         do_cmd_activate_aux(item);
395 }
396
397 /*!
398 * @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
399 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
400 * @param o_ptr 対象のオブジェクト構造体ポインタ
401 * @return 発動実行の是非を返す。
402 */
403 static bool activate_dragon_breath(object_type *o_ptr)
404 {
405         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
406         int type[20];
407         cptr name[20];
408         int i, dir, t, n = 0;
409
410         if (!get_aim_dir(&dir)) return FALSE;
411
412         object_flags(o_ptr, flgs);
413
414         for (i = 0; dragonbreath_info[i].flag != 0; i++)
415         {
416                 if (have_flag(flgs, dragonbreath_info[i].flag))
417                 {
418                         type[n] = dragonbreath_info[i].type;
419                         name[n] = dragonbreath_info[i].name;
420                         n++;
421                 }
422         }
423
424         /* Paranoia */
425         if (n == 0) return FALSE;
426
427         /* Stop speaking */
428         if (music_singing_any()) stop_singing();
429         if (hex_spelling_any()) stop_hex_spell_all();
430
431         t = randint0(n);
432         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
433         fire_breath(type[t], dir, 250, 4);
434
435         return TRUE;
436 }
437
438 /*!
439  * @brief アイテムの発動効果を処理する。
440  * @param o_ptr 対象のオブジェクト構造体ポインタ
441  * @return 発動実行の是非を返す。
442  */
443 bool activate_artifact(object_type *o_ptr)
444 {
445         PLAYER_LEVEL plev = p_ptr->lev;
446         int k, dummy = 0;
447         DIRECTION dir;
448         cptr name = k_name + k_info[o_ptr->k_idx].name;
449         const activation_type* const act_ptr = find_activation_info(o_ptr);
450
451         /* Paranoia */
452         if (!act_ptr) {
453                 /* Maybe forgot adding information to activation_info table ? */
454                 msg_print("Activation information is not found.");
455                 return FALSE;
456         }
457
458         /* Activate for attack */
459         switch (act_ptr->index)
460         {
461         case ACT_SUNLIGHT:
462         {
463                 if (!get_aim_dir(&dir)) return FALSE;
464                 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
465                 (void)lite_line(dir, damroll(6, 8));
466                 break;
467         }
468
469         case ACT_BO_MISS_1:
470         {
471                 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
472                 if (!get_aim_dir(&dir)) return FALSE;
473                 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
474                 break;
475         }
476
477         case ACT_BA_POIS_1:
478         {
479                 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
480                 if (!get_aim_dir(&dir)) return FALSE;
481                 fire_ball(GF_POIS, dir, 12, 3);
482                 break;
483         }
484
485         case ACT_BO_ELEC_1:
486         {
487                 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
488                 if (!get_aim_dir(&dir)) return FALSE;
489                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
490                 break;
491         }
492
493         case ACT_BO_ACID_1:
494         {
495                 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
496                 if (!get_aim_dir(&dir)) return FALSE;
497                 fire_bolt(GF_ACID, dir, damroll(5, 8));
498                 break;
499         }
500
501         case ACT_BO_COLD_1:
502         {
503                 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
504                 if (!get_aim_dir(&dir)) return FALSE;
505                 fire_bolt(GF_COLD, dir, damroll(6, 8));
506                 break;
507         }
508
509         case ACT_BO_FIRE_1:
510         {
511                 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
512                 if (!get_aim_dir(&dir)) return FALSE;
513                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
514                 break;
515         }
516
517         case ACT_BA_COLD_1:
518         {
519                 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
520                 if (!get_aim_dir(&dir)) return FALSE;
521                 fire_ball(GF_COLD, dir, 48, 2);
522                 break;
523         }
524
525         case ACT_BA_COLD_2:
526         {
527                 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
528                 if (!get_aim_dir(&dir)) return FALSE;
529                 fire_ball(GF_COLD, dir, 100, 2);
530                 break;
531         }
532
533         case ACT_BA_COLD_3:
534         {
535                 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
536                 if (!get_aim_dir(&dir)) return FALSE;
537                 fire_ball(GF_COLD, dir, 400, 3);
538                 break;
539         }
540
541         case ACT_BA_FIRE_1:
542         {
543                 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
544                 if (!get_aim_dir(&dir)) return FALSE;
545                 fire_ball(GF_FIRE, dir, 72, 2);
546                 break;
547         }
548
549         case ACT_BA_FIRE_2:
550         {
551                 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
552                 if (!get_aim_dir(&dir)) return FALSE;
553                 fire_ball(GF_FIRE, dir, 120, 3);
554                 break;
555         }
556
557         case ACT_BA_FIRE_3:
558         {
559                 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
560                 if (!get_aim_dir(&dir)) return FALSE;
561                 fire_ball(GF_FIRE, dir, 300, 3);
562                 break;
563         }
564
565         case ACT_BA_FIRE_4:
566         {
567                 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
568                 if (!get_aim_dir(&dir)) return FALSE;
569                 fire_ball(GF_FIRE, dir, 100, 2);
570                 break;
571         }
572
573         case ACT_BA_ELEC_2:
574         {
575                 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
576                 if (!get_aim_dir(&dir)) return FALSE;
577                 fire_ball(GF_ELEC, dir, 100, 3);
578                 break;
579         }
580
581         case ACT_BA_ELEC_3:
582         {
583                 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
584                 if (!get_aim_dir(&dir)) return FALSE;
585                 fire_ball(GF_ELEC, dir, 500, 3);
586                 break;
587         }
588
589         case ACT_BA_ACID_1:
590         {
591                 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
592                 if (!get_aim_dir(&dir)) return FALSE;
593                 fire_ball(GF_ACID, dir, 100, 2);
594                 break;
595         }
596
597         case ACT_BA_NUKE_1:
598         {
599                 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
600                 if (!get_aim_dir(&dir)) return FALSE;
601                 fire_ball(GF_NUKE, dir, 100, 2);
602                 break;
603         }
604
605         case ACT_HYPODYNAMIA_1:
606         {
607                 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);
608                 if (!get_aim_dir(&dir)) return FALSE;
609                 if (hypodynamic_bolt(dir, 100))
610                         break;
611         }
612
613         case ACT_HYPODYNAMIA_2:
614         {
615                 msg_print(_("黒く輝いている...", "It glows black..."));
616                 if (!get_aim_dir(&dir)) return FALSE;
617                 hypodynamic_bolt(dir, 120);
618                 break;
619         }
620
621         case ACT_DRAIN_1:
622         {
623                 if (!get_aim_dir(&dir)) return FALSE;
624                 for (dummy = 0; dummy < 3; dummy++)
625                 {
626                         if (hypodynamic_bolt(dir, 50))
627                                 hp_player(50);
628                 }
629                 break;
630         }
631
632         case ACT_BO_MISS_2:
633         {
634                 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
635                 if (!get_aim_dir(&dir)) return FALSE;
636                 fire_bolt(GF_ARROW, dir, 150);
637                 break;
638         }
639
640         case ACT_WHIRLWIND:
641         {
642                 {
643                         int y = 0, x = 0;
644                         cave_type       *c_ptr;
645                         monster_type    *m_ptr;
646
647                         for (dir = 0; dir <= 9; dir++)
648                         {
649                                 y = p_ptr->y + ddy[dir];
650                                 x = p_ptr->x + ddx[dir];
651                                 c_ptr = &cave[y][x];
652
653                                 /* Get the monster */
654                                 m_ptr = &m_list[c_ptr->m_idx];
655
656                                 /* Hack -- attack monsters */
657                                 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
658                                         py_attack(y, x, 0);
659                         }
660                 }
661                 break;
662         }
663
664         case ACT_DRAIN_2:
665         {
666                 if (!get_aim_dir(&dir)) return FALSE;
667                 for (dummy = 0; dummy < 3; dummy++)
668                 {
669                         if (hypodynamic_bolt(dir, 100))
670                                 hp_player(100);
671                 }
672                 break;
673         }
674
675
676         case ACT_CALL_CHAOS:
677         {
678                 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
679                 call_chaos();
680                 break;
681         }
682
683         case ACT_ROCKET:
684         {
685                 if (!get_aim_dir(&dir)) return FALSE;
686                 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
687                 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
688                 break;
689         }
690
691         case ACT_DISP_EVIL:
692         {
693                 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
694                 dispel_evil(p_ptr->lev * 5);
695                 break;
696         }
697
698         case ACT_BA_MISS_3:
699         {
700                 if (!get_aim_dir(&dir)) return FALSE;
701                 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
702                 fire_breath(GF_MISSILE, dir, 300, 4);
703                 break;
704         }
705
706         case ACT_DISP_GOOD:
707         {
708                 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
709                 dispel_good(p_ptr->lev * 5);
710                 break;
711         }
712
713         case ACT_BO_MANA:
714         {
715                 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
716                 if (!get_aim_dir(&dir)) return FALSE;
717                 fire_bolt(GF_ARROW, dir, 150);
718                 break;
719         }
720
721         case ACT_BA_WATER:
722         {
723                 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
724                 if (!get_aim_dir(&dir)) return FALSE;
725                 fire_ball(GF_WATER, dir, 200, 3);
726                 break;
727         }
728
729         case ACT_BA_DARK:
730         {
731                 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
732                 if (!get_aim_dir(&dir)) return FALSE;
733                 fire_ball(GF_DARK, dir, 250, 4);
734                 break;
735         }
736
737         case ACT_BA_MANA:
738         {
739                 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
740                 if (!get_aim_dir(&dir)) return FALSE;
741                 fire_ball(GF_MANA, dir, 250, 4);
742                 break;
743         }
744
745         case ACT_PESTICIDE:
746         {
747                 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
748                 (void)dispel_monsters(4);
749                 break;
750         }
751
752         case ACT_BLINDING_LIGHT:
753         {
754                 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
755                 fire_ball(GF_LITE, 0, 300, 6);
756                 confuse_monsters(3 * p_ptr->lev / 2);
757                 break;
758         }
759
760         case ACT_BIZARRE:
761         {
762                 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
763                 if (!get_aim_dir(&dir)) return FALSE;
764                 ring_of_power(dir);
765                 break;
766         }
767
768         case ACT_CAST_BA_STAR:
769         {
770                 HIT_POINT num = damroll(5, 3);
771                 POSITION y = 0, x = 0;
772                 int attempts;
773                 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
774                 for (k = 0; k < num; k++)
775                 {
776                         attempts = 1000;
777
778                         while (attempts--)
779                         {
780                                 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
781
782                                 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
783
784                                 if (!player_bold(y, x)) break;
785                         }
786
787                         project(0, 3, y, x, 150, GF_ELEC,
788                                 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
789                 }
790
791                 break;
792         }
793
794         case ACT_BLADETURNER:
795         {
796                 if (!get_aim_dir(&dir)) return FALSE;
797                 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
798                 fire_breath(GF_MISSILE, dir, 300, 4);
799                 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
800                 (void)set_afraid(0);
801                 (void)set_hero(randint1(50) + 50, FALSE);
802                 (void)hp_player(10);
803                 (void)set_blessed(randint1(50) + 50, FALSE);
804                 (void)set_oppose_acid(randint1(50) + 50, FALSE);
805                 (void)set_oppose_elec(randint1(50) + 50, FALSE);
806                 (void)set_oppose_fire(randint1(50) + 50, FALSE);
807                 (void)set_oppose_cold(randint1(50) + 50, FALSE);
808                 (void)set_oppose_pois(randint1(50) + 50, FALSE);
809                 break;
810         }
811
812         case ACT_BR_FIRE:
813         {
814                 if (!get_aim_dir(&dir)) return FALSE;
815                 fire_breath(GF_FIRE, dir, 200, 2);
816                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
817                 {
818                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
819                 }
820                 break;
821         }
822         case ACT_BR_COLD:
823         {
824                 if (!get_aim_dir(&dir)) return FALSE;
825                 fire_breath(GF_COLD, dir, 200, 2);
826                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
827                 {
828                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
829                 }
830                 break;
831         }
832         case ACT_BR_DRAGON:
833         {
834                 if (!activate_dragon_breath(o_ptr)) return FALSE;
835                 break;
836         }
837
838         /* Activate for other offensive action */
839
840         case ACT_CONFUSE:
841         {
842                 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
843                 if (!get_aim_dir(&dir)) return FALSE;
844                 confuse_monster(dir, 20);
845                 break;
846         }
847
848         case ACT_SLEEP:
849         {
850                 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
851                 sleep_monsters_touch();
852                 break;
853         }
854
855         case ACT_QUAKE:
856         {
857                 earthquake(p_ptr->y, p_ptr->x, 5);
858                 break;
859         }
860
861         case ACT_TERROR:
862         {
863                 turn_monsters(40 + p_ptr->lev);
864                 break;
865         }
866
867         case ACT_TELE_AWAY:
868         {
869                 if (!get_aim_dir(&dir)) return FALSE;
870                 (void)fire_beam(GF_AWAY_ALL, dir, plev);
871                 break;
872         }
873
874         case ACT_BANISH_EVIL:
875         {
876                 if (banish_evil(100))
877                 {
878                         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!"));
879                 }
880                 break;
881         }
882
883         case ACT_GENOCIDE:
884         {
885                 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
886                 (void)symbol_genocide(200, TRUE);
887                 break;
888         }
889
890         case ACT_MASS_GENO:
891         {
892                 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
893                 (void)mass_genocide(200, TRUE);
894                 break;
895         }
896
897         case ACT_SCARE_AREA:
898         {
899                 if (music_singing_any()) stop_singing();
900                 if (hex_spelling_any()) stop_hex_spell_all();
901                 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!",
902                         "You wind a mighty blast; your enemies tremble!"));
903                 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
904                 break;
905         }
906
907         case ACT_AGGRAVATE:
908         {
909                 if (o_ptr->name1 == ART_HYOUSIGI)
910                 {
911                         msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
912                 }
913                 else
914                 {
915                         msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
916                 }
917                 aggravate_monsters(0);
918                 break;
919         }
920
921         /* Activate for summoning / charming */
922
923         case ACT_CHARM_ANIMAL:
924         {
925                 if (!get_aim_dir(&dir)) return FALSE;
926                 (void)charm_animal(dir, plev);
927                 break;
928         }
929
930         case ACT_CHARM_UNDEAD:
931         {
932                 if (!get_aim_dir(&dir)) return FALSE;
933                 (void)control_one_undead(dir, plev);
934                 break;
935         }
936
937         case ACT_CHARM_OTHER:
938         {
939                 if (!get_aim_dir(&dir)) return FALSE;
940                 (void)charm_monster(dir, plev * 2);
941                 break;
942         }
943
944         case ACT_CHARM_ANIMALS:
945         {
946                 (void)charm_animals(plev * 2);
947                 break;
948         }
949
950         case ACT_CHARM_OTHERS:
951         {
952                 charm_monsters(plev * 2);
953                 break;
954         }
955
956         case ACT_SUMMON_ANIMAL:
957         {
958                 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
959                 break;
960         }
961
962         case ACT_SUMMON_PHANTOM:
963         {
964                 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
965                 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
966                 break;
967         }
968
969         case ACT_SUMMON_ELEMENTAL:
970         {
971                 bool pet = one_in_(3);
972                 BIT_FLAGS mode = 0L;
973
974                 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
975                 if (pet) mode |= PM_FORCE_PET;
976                 else mode |= PM_NO_PET;
977
978                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
979                 {
980                         msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
981                         if (pet)
982                                 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
983                         else
984                                 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
985                 }
986
987                 break;
988         }
989
990         case ACT_SUMMON_DEMON:
991         {
992                 bool pet = one_in_(3);
993                 BIT_FLAGS mode = 0L;
994
995                 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
996                 if (pet) mode |= PM_FORCE_PET;
997                 else mode |= PM_NO_PET;
998
999                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
1000                 {
1001                         msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
1002                         if (pet)
1003                                 msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
1004                         else
1005                                 msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
1006                 }
1007
1008                 break;
1009         }
1010
1011         case ACT_SUMMON_UNDEAD:
1012         {
1013                 bool pet = one_in_(3);
1014                 int type;
1015                 BIT_FLAGS mode = 0L;
1016
1017                 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
1018
1019                 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
1020                 if (pet) mode |= PM_FORCE_PET;
1021                 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
1022
1023                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
1024                 {
1025                         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...",
1026                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
1027                         if (pet)
1028                                 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!",
1029                                         "Ancient, long-dead forms arise from the ground to serve you!"));
1030                         else
1031                                 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
1032                                         "'The dead arise... to punish you for disturbing them!'"));
1033                 }
1034
1035                 break;
1036         }
1037
1038         case ACT_SUMMON_HOUND:
1039         {
1040                 BIT_FLAGS mode = PM_ALLOW_GROUP;
1041                 bool pet = !one_in_(5);
1042                 if (pet) mode |= PM_FORCE_PET;
1043                 else mode |= PM_NO_PET;
1044
1045                 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
1046                 {
1047
1048                         if (pet)
1049                                 msg_print(_("ハウンドがあなたの下僕として出現した。",
1050                                         "A group of hounds appear as your servant."));
1051                         else
1052                                 msg_print(_("ハウンドはあなたに牙を向けている!",
1053                                         "A group of hounds appear as your enemy!"));
1054                 }
1055
1056                 break;
1057         }
1058
1059         case ACT_SUMMON_DAWN:
1060         {
1061                 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1062                 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
1063                 break;
1064         }
1065
1066         case ACT_SUMMON_OCTOPUS:
1067         {
1068                 BIT_FLAGS mode = PM_ALLOW_GROUP;
1069                 bool pet = !one_in_(5);
1070                 if (pet) mode |= PM_FORCE_PET;
1071
1072                 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
1073                 {
1074                         if (pet)
1075                                 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."));
1076                         else
1077                                 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
1078                 }
1079
1080                 break;
1081         }
1082
1083         /* Activate for healing */
1084
1085         case ACT_CHOIR_SINGS:
1086         {
1087                 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1088                 (void)set_poisoned(0);
1089                 (void)set_cut(0);
1090                 (void)set_stun(0);
1091                 (void)set_confused(0);
1092                 (void)set_blind(0);
1093                 (void)set_afraid(0);
1094                 (void)set_hero(randint1(25) + 25, FALSE);
1095                 (void)hp_player(777);
1096                 break;
1097         }
1098
1099         case ACT_CURE_LW:
1100         {
1101                 (void)set_afraid(0);
1102                 (void)hp_player(30);
1103                 break;
1104         }
1105
1106         case ACT_CURE_MW:
1107         {
1108                 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1109                 hp_player(damroll(4, 8));
1110                 (void)set_cut((p_ptr->cut / 2) - 50);
1111                 break;
1112         }
1113
1114         case ACT_CURE_POISON:
1115         {
1116                 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1117                 (void)set_afraid(0);
1118                 (void)set_poisoned(0);
1119                 break;
1120         }
1121
1122         case ACT_REST_EXP:
1123         {
1124                 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1125                 restore_level();
1126                 break;
1127         }
1128
1129         case ACT_REST_ALL:
1130         {
1131                 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1132                 (void)do_res_stat(A_STR);
1133                 (void)do_res_stat(A_INT);
1134                 (void)do_res_stat(A_WIS);
1135                 (void)do_res_stat(A_DEX);
1136                 (void)do_res_stat(A_CON);
1137                 (void)do_res_stat(A_CHR);
1138                 (void)restore_level();
1139                 break;
1140         }
1141
1142         case ACT_CURE_700:
1143         {
1144                 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1145                 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1146                 (void)hp_player(700);
1147                 (void)set_cut(0);
1148                 break;
1149         }
1150
1151         case ACT_CURE_1000:
1152         {
1153                 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1154                 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1155                 (void)hp_player(1000);
1156                 (void)set_cut(0);
1157                 break;
1158         }
1159
1160         case ACT_CURING:
1161         {
1162                 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1163                 (void)set_poisoned(0);
1164                 (void)set_confused(0);
1165                 (void)set_blind(0);
1166                 (void)set_stun(0);
1167                 (void)set_cut(0);
1168                 (void)set_image(0);
1169
1170                 break;
1171         }
1172
1173         case ACT_CURE_MANA_FULL:
1174         {
1175                 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1176                 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1177                 {
1178                         int i;
1179                         for (i = 0; i < EATER_EXT * 2; i++)
1180                         {
1181                                 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
1182                                 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
1183                         }
1184                         for (; i < EATER_EXT * 3; i++)
1185                         {
1186                                 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
1187                                 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
1188                                 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
1189                         }
1190                         msg_print(_("頭がハッキリとした。", "You feel your head clear."));
1191                         p_ptr->window |= (PW_PLAYER);
1192                 }
1193                 else if (p_ptr->csp < p_ptr->msp)
1194                 {
1195                         p_ptr->csp = p_ptr->msp;
1196                         p_ptr->csp_frac = 0;
1197                         msg_print(_("頭がハッキリとした。", "You feel your head clear."));
1198                         p_ptr->redraw |= (PR_MANA);
1199                         p_ptr->window |= (PW_PLAYER);
1200                         p_ptr->window |= (PW_SPELL);
1201                 }
1202                 break;
1203         }
1204
1205         /* Activate for timed effect */
1206
1207         case ACT_ESP:
1208         {
1209                 (void)set_tim_esp(randint1(30) + 25, FALSE);
1210                 break;
1211         }
1212
1213         case ACT_BERSERK:
1214         {
1215                 (void)set_afraid(0);
1216                 (void)set_shero(randint1(25) + 25, FALSE);
1217                 /* (void)set_afraid(0);
1218                 (void)set_hero(randint1(50) + 50, FALSE);
1219                 (void)set_blessed(randint1(50) + 50, FALSE);
1220                 o_ptr->timeout = 100 + randint1(100); */
1221                 break;
1222         }
1223
1224         case ACT_PROT_EVIL:
1225         {
1226                 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1227                 k = 3 * p_ptr->lev;
1228                 (void)set_protevil(randint1(25) + k, FALSE);
1229                 break;
1230         }
1231
1232         case ACT_RESIST_ALL:
1233         {
1234                 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1235                 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1236                 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1237                 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1238                 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1239                 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1240                 break;
1241         }
1242
1243         case ACT_SPEED:
1244         {
1245                 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1246                 (void)set_fast(randint1(20) + 20, FALSE);
1247                 break;
1248         }
1249
1250         case ACT_XTRA_SPEED:
1251         {
1252                 msg_print(_("明るく輝いている...", "It glows brightly..."));
1253                 (void)set_fast(randint1(75) + 75, FALSE);
1254                 break;
1255         }
1256
1257         case ACT_WRAITH:
1258         {
1259                 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1260                 break;
1261         }
1262
1263         case ACT_INVULN:
1264         {
1265                 (void)set_invuln(randint1(8) + 8, FALSE);
1266                 break;
1267         }
1268
1269         case ACT_HERO:
1270         {
1271                 (void)heroism(25);
1272                 break;
1273         }
1274
1275         case ACT_HERO_SPEED:
1276         {
1277                 (void)set_fast(randint1(50) + 50, FALSE);
1278                 (void)heroism(50);
1279                 break;
1280         }
1281
1282         case ACT_RESIST_ACID:
1283         {
1284                 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1285                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1286                 {
1287                         if (!get_aim_dir(&dir)) return FALSE;
1288                         fire_ball(GF_ACID, dir, 100, 2);
1289                 }
1290                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1291                 break;
1292         }
1293
1294         case ACT_RESIST_FIRE:
1295         {
1296                 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1297                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1298                 {
1299                         if (!get_aim_dir(&dir)) return FALSE;
1300                         fire_ball(GF_FIRE, dir, 100, 2);
1301                 }
1302                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1303                 break;
1304         }
1305
1306         case ACT_RESIST_COLD:
1307         {
1308                 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1309                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1310                 {
1311                         if (!get_aim_dir(&dir)) return FALSE;
1312                         fire_ball(GF_COLD, dir, 100, 2);
1313                 }
1314                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1315                 break;
1316         }
1317
1318         case ACT_RESIST_ELEC:
1319         {
1320                 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1321                 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1322                 {
1323                         if (!get_aim_dir(&dir)) return FALSE;
1324                         fire_ball(GF_ELEC, dir, 100, 2);
1325                 }
1326                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1327                 break;
1328         }
1329
1330         case ACT_RESIST_POIS:
1331         {
1332                 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1333                 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1334                 break;
1335         }
1336
1337         /* Activate for general purpose effect (detection etc.) */
1338
1339         case ACT_LIGHT:
1340         {
1341                 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1342                 lite_area(damroll(2, 15), 3);
1343                 break;
1344         }
1345
1346         case ACT_MAP_LIGHT:
1347         {
1348                 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1349                 map_area(DETECT_RAD_MAP);
1350                 lite_area(damroll(2, 15), 3);
1351                 break;
1352         }
1353
1354         case ACT_DETECT_ALL:
1355         {
1356                 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1357                 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1358                 detect_all(DETECT_RAD_DEFAULT);
1359                 break;
1360         }
1361
1362         case ACT_DETECT_XTRA:
1363         {
1364                 msg_print(_("明るく輝いている...", "It glows brightly..."));
1365                 detect_all(DETECT_RAD_DEFAULT);
1366                 probing();
1367                 identify_fully(FALSE);
1368                 break;
1369         }
1370
1371         case ACT_ID_FULL:
1372         {
1373                 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1374                 identify_fully(FALSE);
1375                 break;
1376         }
1377
1378         case ACT_ID_PLAIN:
1379         {
1380                 if (!ident_spell(FALSE)) return FALSE;
1381                 break;
1382         }
1383
1384         case ACT_RUNE_EXPLO:
1385         {
1386                 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1387                 explosive_rune();
1388                 break;
1389         }
1390
1391         case ACT_RUNE_PROT:
1392         {
1393                 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1394                 warding_glyph();
1395                 break;
1396         }
1397
1398         case ACT_SATIATE:
1399         {
1400                 (void)set_food(PY_FOOD_MAX - 1);
1401                 break;
1402         }
1403
1404         case ACT_DEST_DOOR:
1405         {
1406                 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1407                 destroy_doors_touch();
1408                 break;
1409         }
1410
1411         case ACT_STONE_MUD:
1412         {
1413                 msg_print(_("鼓動している...", "It pulsates..."));
1414                 if (!get_aim_dir(&dir)) return FALSE;
1415                 wall_to_mud(dir, 20 + randint1(30));
1416                 break;
1417         }
1418
1419         case ACT_RECHARGE:
1420         {
1421                 recharge(130);
1422                 break;
1423         }
1424
1425         case ACT_ALCHEMY:
1426         {
1427                 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1428                 (void)alchemy();
1429                 break;
1430         }
1431
1432         case ACT_DIM_DOOR:
1433         {
1434                 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."));
1435                 if (!dimension_door()) return FALSE;
1436                 break;
1437         }
1438
1439
1440         case ACT_TELEPORT:
1441         {
1442                 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1443                 teleport_player(100, 0L);
1444                 break;
1445         }
1446
1447         case ACT_RECALL:
1448         {
1449                 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1450                 if (!word_of_recall()) return FALSE;
1451                 break;
1452         }
1453
1454         case ACT_JUDGE:
1455         {
1456                 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1457                 chg_virtue(V_KNOWLEDGE, 1);
1458                 chg_virtue(V_ENLIGHTEN, 1);
1459                 wiz_lite(FALSE);
1460
1461                 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1462                 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1463
1464                 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1465                 (void)detect_doors(DETECT_RAD_DEFAULT);
1466                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1467
1468                 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1469                 {
1470                         (void)word_of_recall();
1471                 }
1472
1473                 break;
1474         }
1475
1476         case ACT_TELEKINESIS:
1477         {
1478                 if (!get_aim_dir(&dir)) return FALSE;
1479                 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1480                 fetch(dir, 500, TRUE);
1481                 break;
1482         }
1483
1484         case ACT_DETECT_UNIQUE:
1485         {
1486                 int i;
1487                 monster_type *m_ptr;
1488                 monster_race *r_ptr;
1489                 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 ..."));
1490                 /* Process the monsters (backwards) */
1491                 for (i = m_max - 1; i >= 1; i--)
1492                 {
1493                         /* Access the monster */
1494                         m_ptr = &m_list[i];
1495
1496                         /* Ignore "dead" monsters */
1497                         if (!m_ptr->r_idx) continue;
1498
1499                         r_ptr = &r_info[m_ptr->r_idx];
1500
1501                         if (r_ptr->flags1 & RF1_UNIQUE)
1502                         {
1503                                 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1504                         }
1505                 }
1506                 break;
1507         }
1508
1509         case ACT_ESCAPE:
1510         {
1511                 switch (randint1(13))
1512                 {
1513                 case 1: case 2: case 3: case 4: case 5:
1514                         teleport_player(10, 0L);
1515                         break;
1516                 case 6: case 7: case 8: case 9: case 10:
1517                         teleport_player(222, 0L);
1518                         break;
1519                 case 11: case 12:
1520                         (void)stair_creation();
1521                         break;
1522                 default:
1523                         if (get_check(_("この階を去りますか?", "Leave this level? ")))
1524                         {
1525                                 if (autosave_l) do_cmd_save_game(TRUE);
1526
1527                                 /* Leaving */
1528                                 p_ptr->leaving = TRUE;
1529                         }
1530                 }
1531                 break;
1532         }
1533
1534         case ACT_DISP_CURSE_XTRA:
1535         {
1536                 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1537                 if (remove_all_curse())
1538                 {
1539                         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."));
1540                 }
1541                 (void)probing();
1542                 break;
1543         }
1544
1545         case ACT_BRAND_FIRE_BOLTS:
1546         {
1547                 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1548                 (void)brand_bolts();
1549                 break;
1550         }
1551
1552         case ACT_RECHARGE_XTRA:
1553         {
1554                 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1555                 if (!recharge(1000)) return FALSE;
1556                 break;
1557         }
1558
1559         case ACT_LORE:
1560         {
1561                 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1562                 if (!ident_spell(FALSE)) return FALSE;
1563
1564                 if (mp_ptr->spell_book)
1565                 {
1566                         /* Sufficient mana */
1567                         if (20 <= p_ptr->csp)
1568                         {
1569                                 /* Use some mana */
1570                                 p_ptr->csp -= 20;
1571                         }
1572
1573                         /* Over-exert the player */
1574                         else
1575                         {
1576                                 int oops = 20 - p_ptr->csp;
1577
1578                                 /* No mana left */
1579                                 p_ptr->csp = 0;
1580                                 p_ptr->csp_frac = 0;
1581
1582                                 /* Message */
1583                                 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
1584                                 /* Hack -- Bypass free action */
1585                                 (void)set_paralyzed(p_ptr->paralyzed +
1586                                         randint1(5 * oops + 1));
1587
1588                                 /* Confusing. */
1589                                 (void)set_confused(p_ptr->confused +
1590                                         randint1(5 * oops + 1));
1591                         }
1592
1593                         /* Redraw mana */
1594                         p_ptr->redraw |= (PR_MANA);
1595                 }
1596                 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
1597                 /* Confusing. */
1598                 if (one_in_(5)) (void)set_confused(p_ptr->confused +
1599                         randint1(10));
1600
1601                 /* Exercise a little care... */
1602                 if (one_in_(20))
1603                         take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
1604                 break;
1605         }
1606
1607         case ACT_SHIKOFUMI:
1608         {
1609                 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1610                 (void)set_afraid(0);
1611                 (void)set_hero(randint1(20) + 20, FALSE);
1612                 dispel_evil(p_ptr->lev * 3);
1613                 break;
1614         }
1615
1616         case ACT_PHASE_DOOR:
1617         {
1618                 teleport_player(10, 0L);
1619                 break;
1620         }
1621
1622         case ACT_DETECT_ALL_MONS:
1623         {
1624                 (void)detect_monsters_invis(255);
1625                 (void)detect_monsters_normal(255);
1626                 break;
1627         }
1628
1629         case ACT_ULTIMATE_RESIST:
1630         {
1631                 TIME_EFFECT v = randint1(25) + 25;
1632                 (void)set_afraid(0);
1633                 (void)set_hero(v, FALSE);
1634                 (void)hp_player(10);
1635                 (void)set_blessed(v, FALSE);
1636                 (void)set_oppose_acid(v, FALSE);
1637                 (void)set_oppose_elec(v, FALSE);
1638                 (void)set_oppose_fire(v, FALSE);
1639                 (void)set_oppose_cold(v, FALSE);
1640                 (void)set_oppose_pois(v, FALSE);
1641                 (void)set_ultimate_res(v, FALSE);
1642                 break;
1643         }
1644
1645
1646         /* Unique activation */
1647         case ACT_CAST_OFF:
1648         {
1649                 int inv, t;
1650                 OBJECT_IDX o_idx;
1651                 char o_name[MAX_NLEN];
1652                 object_type forge;
1653
1654                 /* Cast off activated item */
1655                 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
1656                 {
1657                         if (o_ptr == &inventory[inv]) break;
1658                 }
1659
1660                 /* Paranoia */
1661                 if (inv > INVEN_FEET) return FALSE;
1662
1663                 object_copy(&forge, o_ptr);
1664                 inven_item_increase(inv, (0 - o_ptr->number));
1665                 inven_item_optimize(inv);
1666                 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
1667                 o_ptr = &o_list[o_idx];
1668
1669                 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1670                 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
1671
1672                 /* Get effects */
1673                 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
1674                 t = 20 + randint1(20);
1675                 (void)set_blind(p_ptr->blind + t);
1676                 (void)set_afraid(0);
1677                 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
1678                 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
1679                 (void)set_hero(p_ptr->hero + t, FALSE);
1680                 (void)set_blessed(p_ptr->blessed + t, FALSE);
1681                 (void)set_fast(p_ptr->fast + t, FALSE);
1682                 (void)set_shero(p_ptr->shero + t, FALSE);
1683                 if (p_ptr->pclass == CLASS_FORCETRAINER)
1684                 {
1685                         P_PTR_KI = plev * 5 + 190;
1686                         msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
1687                 }
1688
1689                 break;
1690         }
1691
1692         case ACT_FALLING_STAR:
1693         {
1694                 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1695                 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.'"));
1696                 massacre();
1697                 break;
1698         }
1699
1700         case ACT_GRAND_CROSS:
1701         {
1702                 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1703                 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1704                 break;
1705         }
1706
1707         case ACT_TELEPORT_LEVEL:
1708         {
1709                 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;
1710                 teleport_level(0);
1711                 break;
1712         }
1713
1714         case ACT_STRAIN_HASTE:
1715         {
1716                 int t;
1717                 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1718                 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1719                 t = 25 + randint1(25);
1720                 (void)set_fast(p_ptr->fast + t, FALSE);
1721                 break;
1722         }
1723
1724         case ACT_FISHING:
1725         {
1726                 int x, y;
1727
1728                 if (!get_rep_dir2(&dir)) return FALSE;
1729                 y = p_ptr->y + ddy[dir];
1730                 x = p_ptr->x + ddx[dir];
1731                 tsuri_dir = dir;
1732                 if (!cave_have_flag_bold(y, x, FF_WATER))
1733                 {
1734                         msg_print(_("そこは水辺ではない。", "There is no fishing place."));
1735                         return FALSE;
1736                 }
1737                 else if (cave[y][x].m_idx)
1738                 {
1739                         char m_name[80];
1740                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
1741                         msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
1742                         p_ptr->energy_use = 0;
1743                         return FALSE;
1744                 }
1745                 set_action(ACTION_FISH);
1746                 p_ptr->redraw |= (PR_STATE);
1747                 break;
1748         }
1749
1750         case ACT_INROU:
1751         {
1752                 int count = 0, i;
1753                 monster_type *m_ptr;
1754                 cptr kakusan = "";
1755
1756                 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
1757                 {
1758                         msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
1759                         kakusan = "Suke-san";
1760                         count++;
1761                 }
1762                 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
1763                 {
1764                         msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
1765                         kakusan = "Kaku-san";
1766                         count++;
1767                 }
1768                 if (!count)
1769                 {
1770                         for (i = m_max - 1; i > 0; i--)
1771                         {
1772                                 m_ptr = &m_list[i];
1773                                 if (!m_ptr->r_idx) continue;
1774                                 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
1775                                 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1776                                 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1777                                 count++;
1778                                 break;
1779                         }
1780                 }
1781
1782                 if (count)
1783                 {
1784                         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。」",
1785                                 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
1786                         sukekaku = TRUE;
1787                         stun_monsters(120);
1788                         confuse_monsters(120);
1789                         turn_monsters(120);
1790                         stasis_monsters(120);
1791                         sukekaku = FALSE;
1792                 }
1793                 else
1794                 {
1795                         msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
1796                 }
1797                 break;
1798         }
1799
1800         case ACT_MURAMASA:
1801         {
1802                 /* Only for Muramasa */
1803                 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1804                 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1805                 {
1806                         msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1807                         do_inc_stat(A_STR);
1808                         if (one_in_(2))
1809                         {
1810                                 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1811                                 curse_weapon_object(TRUE, o_ptr);
1812                         }
1813                 }
1814                 break;
1815         }
1816
1817         case ACT_BLOODY_MOON:
1818         {
1819                 /* Only for Bloody Moon */
1820                 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1821                 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1822                 get_bloody_moon_flags(o_ptr);
1823                 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1824                 p_ptr->update |= (PU_BONUS | PU_HP);
1825                 break;
1826         }
1827
1828         case ACT_CRIMSON:
1829         {
1830                 int num = 1;
1831                 int i;
1832                 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1833                 int tx, ty;
1834
1835                 /* Only for Crimson */
1836                 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1837
1838                 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!"));
1839
1840                 if (!get_aim_dir(&dir)) return FALSE;
1841
1842                 /* Use the given direction */
1843                 tx = p_ptr->x + 99 * ddx[dir];
1844                 ty = p_ptr->y + 99 * ddy[dir];
1845
1846                 /* Hack -- Use an actual "target" */
1847                 if ((dir == 5) && target_okay())
1848                 {
1849                         tx = target_col;
1850                         ty = target_row;
1851                 }
1852
1853                 if (p_ptr->pclass == CLASS_ARCHER)
1854                 {
1855                         /* Extra shot at level 10 */
1856                         if (p_ptr->lev >= 10) num++;
1857
1858                         /* Extra shot at level 30 */
1859                         if (p_ptr->lev >= 30) num++;
1860
1861                         /* Extra shot at level 45 */
1862                         if (p_ptr->lev >= 45) num++;
1863                 }
1864
1865                 for (i = 0; i < num; i++)
1866                         project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
1867                 break;
1868         }
1869
1870         default:
1871         {
1872                 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1873                 return FALSE;
1874         }
1875         }
1876
1877         /* Set activation timeout */
1878         if (act_ptr->timeout.constant >= 0) {
1879                 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1880                 if (act_ptr->timeout.dice > 0) {
1881                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
1882                 }
1883         }
1884         else {
1885                 /* Activations that have special timeout */
1886                 switch (act_ptr->index) {
1887                 case ACT_BR_FIRE:
1888                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1889                         break;
1890                 case ACT_BR_COLD:
1891                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1892                         break;
1893                 case ACT_TERROR:
1894                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
1895                         break;
1896                 case ACT_MURAMASA:
1897                         /* Nothing to do */
1898                         break;
1899                 default:
1900                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
1901                         return FALSE;
1902                 }
1903         }
1904
1905         return TRUE;
1906 }
1907
1908 /*!
1909  * @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。
1910  * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
1911  * @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
1912  * @return なし
1913  */
1914 void get_bloody_moon_flags(object_type *o_ptr)
1915 {
1916         int dummy, i;
1917
1918         for (i = 0; i < TR_FLAG_SIZE; i++)
1919                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
1920
1921         dummy = randint1(2) + randint1(2);
1922         for (i = 0; i < dummy; i++)
1923         {
1924                 int flag = randint0(26);
1925                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
1926                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1927                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1928                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
1929         }
1930
1931         dummy = randint1(2);
1932         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
1933
1934         for (i = 0; i < 2; i++)
1935         {
1936                 int tmp = randint0(11);
1937                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
1938                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
1939         }
1940 }
1941
1942