3 * @brief プレイヤーの発動コマンド実装
10 #include "cmd-activate.h"
11 #include "object-hook.h"
12 #include "spells-summon.h"
16 * @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
17 * @param u 所持品配列の参照ポインタ
21 * @return 1の方が大であればTRUE
23 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
25 u16b *who = (u16b*)(u);
30 monster_type *m_ptr1 = &m_list[w1];
31 monster_type *m_ptr2 = &m_list[w2];
32 monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
33 monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
38 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
39 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
41 if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
42 if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
44 if (r_ptr1->level > r_ptr2->level) return TRUE;
45 if (r_ptr2->level > r_ptr1->level) return FALSE;
47 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
48 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
55 * @brief 装備を発動するコマンドのサブルーチン /
56 * Activate a wielded object. Wielded objects never stack.
57 * And even if they did, activatable objects never stack.
58 * @param item 発動するオブジェクトの所持品ID
62 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
63 * But one could, for example, easily make an activatable "Ring of Plasma".
64 * Note that it always takes a turn to activate an artifact, even if
65 * the user hits "escape" at the "direction" prompt.
68 void do_cmd_activate_aux(INVENTORY_IDX item)
77 /* Get the item (in the pack) */
80 o_ptr = &inventory[item];
83 /* Get the item (on the floor) */
86 o_ptr = &o_list[0 - item];
89 p_ptr->energy_use = 100;
91 /* Extract the item level */
92 lev = k_info[o_ptr->k_idx].level;
94 /* Hack -- use artifact level instead */
95 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
96 else if (object_is_random_artifact(o_ptr))
98 const activation_type* const act_ptr = find_activation_info(o_ptr);
100 lev = act_ptr->level;
103 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
105 /* Base chance of success */
106 chance = p_ptr->skill_dev;
108 /* Confusion hurts skill */
109 if (p_ptr->confused) chance = chance / 2;
112 if (chance > fail) fail -= (chance - fail)*2;
113 else chance -= (fail - chance)*2;
114 if (fail < USE_DEVICE) fail = USE_DEVICE;
115 if (chance < USE_DEVICE) chance = USE_DEVICE;
119 if (flush_failure) flush();
120 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."));
125 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
126 else if (chance > fail)
128 if (randint0(chance*2) < fail) success = FALSE;
133 if (randint0(fail*2) < chance) success = TRUE;
134 else success = FALSE;
140 if (flush_failure) flush();
141 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."));
146 /* Check the recharge */
149 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
153 /* Some lights need enough fuel for activation */
154 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
155 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
157 msg_print(_("燃料がない。", "It has no fuel."));
158 p_ptr->energy_use = 0;
162 /* Activate the artifact */
163 msg_print(_("始動させた...", "You activate it..."));
167 /* Activate object */
168 if (activation_index(o_ptr))
170 (void)activate_artifact(o_ptr);
172 p_ptr->window |= (PW_INVEN | PW_EQUIP);
179 else if (o_ptr->tval == TV_WHISTLE)
181 if (music_singing_any()) stop_singing();
182 if (hex_spelling_any()) stop_hex_spell_all();
190 /* Allocate the "who" array */
191 C_MAKE(who, max_m_idx, IDX);
193 /* Process the monsters (backwards) */
194 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
196 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
197 who[max_pet++] = pet_ctr;
200 /* Select the sort method */
201 ang_sort_comp = ang_sort_comp_pet;
202 ang_sort_swap = ang_sort_swap_hook;
204 ang_sort(who, &dummy_why, max_pet);
206 /* Process the monsters (backwards) */
207 for (i = 0; i < max_pet; i++)
210 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
213 /* Free the "who" array */
214 C_KILL(who, max_m_idx, IDX);
216 o_ptr->timeout = 100 + randint1(100);
219 else if (o_ptr->tval == TV_CAPTURE)
223 bool old_target_pet = target_pet;
225 if (!get_aim_dir(&dir))
227 target_pet = old_target_pet;
230 target_pet = old_target_pet;
232 if(fire_ball(GF_CAPTURE, dir, 0, 0))
234 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
235 o_ptr->xtra3 = (XTRA8)cap_mspeed;
236 o_ptr->xtra4 = (XTRA16)cap_hp;
237 o_ptr->xtra5 = (XTRA16)cap_maxhp;
244 if (o_ptr->inscription)
245 strcpy(buf, quark_str(o_ptr->inscription));
247 for (s = buf;*s && (*s != '#'); s++)
250 if (iskanji(*s)) s++;
260 t = quark_str(cap_nickname);
273 o_ptr->inscription = quark_add(buf);
280 if (!get_direction(&dir, FALSE, FALSE)) return;
281 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
283 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
285 if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
286 if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
287 if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
288 m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
289 if (o_ptr->inscription)
297 t = quark_str(o_ptr->inscription);
298 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
301 if (iskanji(*t)) t++;
326 if (quote && *(s-1) =='\'')
330 m_list[hack_m_idx_ii].nickname = quark_add(buf);
331 t = quark_str(o_ptr->inscription);
333 while(*t && (*t != '#'))
340 o_ptr->inscription = quark_add(buf);
351 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
358 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
362 * @brief 装備を発動するコマンドのメインルーチン /
365 void do_cmd_activate(void)
370 if (p_ptr->wild_mode) return;
372 if (p_ptr->inside_arena)
374 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
379 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
381 set_action(ACTION_NONE);
384 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 (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) 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 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
409 if (!get_aim_dir(&dir)) return FALSE;
411 object_flags(o_ptr, flgs);
413 for (i = 0; dragonbreath_info[i].flag != 0; i++)
415 if (have_flag(flgs, dragonbreath_info[i].flag))
417 type[n] = dragonbreath_info[i].type;
418 name[n] = dragonbreath_info[i].name;
424 if (n == 0) return FALSE;
427 if (music_singing_any()) stop_singing();
428 if (hex_spelling_any()) stop_hex_spell_all();
431 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
432 fire_breath(type[t], dir, 250, 4);
438 * @brief アイテムの発動効果を処理する。
439 * @param o_ptr 対象のオブジェクト構造体ポインタ
440 * @return 発動実行の是非を返す。
442 bool activate_artifact(object_type *o_ptr)
444 PLAYER_LEVEL plev = p_ptr->lev;
447 cptr name = k_name + k_info[o_ptr->k_idx].name;
448 const activation_type* const act_ptr = find_activation_info(o_ptr);
452 /* Maybe forgot adding information to activation_info table ? */
453 msg_print("Activation information is not found.");
457 /* Activate for attack */
458 switch (act_ptr->index)
462 if (!get_aim_dir(&dir)) return FALSE;
463 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
464 (void)lite_line(dir, damroll(6, 8));
470 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
471 if (!get_aim_dir(&dir)) return FALSE;
472 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
478 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
479 if (!get_aim_dir(&dir)) return FALSE;
480 fire_ball(GF_POIS, dir, 12, 3);
486 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
487 if (!get_aim_dir(&dir)) return FALSE;
488 fire_bolt(GF_ELEC, dir, damroll(4, 8));
494 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
495 if (!get_aim_dir(&dir)) return FALSE;
496 fire_bolt(GF_ACID, dir, damroll(5, 8));
502 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
503 if (!get_aim_dir(&dir)) return FALSE;
504 fire_bolt(GF_COLD, dir, damroll(6, 8));
510 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
511 if (!get_aim_dir(&dir)) return FALSE;
512 fire_bolt(GF_FIRE, dir, damroll(9, 8));
518 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
519 if (!get_aim_dir(&dir)) return FALSE;
520 fire_ball(GF_COLD, dir, 48, 2);
526 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
527 if (!get_aim_dir(&dir)) return FALSE;
528 fire_ball(GF_COLD, dir, 100, 2);
534 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
535 if (!get_aim_dir(&dir)) return FALSE;
536 fire_ball(GF_COLD, dir, 400, 3);
542 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
543 if (!get_aim_dir(&dir)) return FALSE;
544 fire_ball(GF_FIRE, dir, 72, 2);
550 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
551 if (!get_aim_dir(&dir)) return FALSE;
552 fire_ball(GF_FIRE, dir, 120, 3);
558 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
559 if (!get_aim_dir(&dir)) return FALSE;
560 fire_ball(GF_FIRE, dir, 300, 3);
566 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
567 if (!get_aim_dir(&dir)) return FALSE;
568 fire_ball(GF_FIRE, dir, 100, 2);
574 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
575 if (!get_aim_dir(&dir)) return FALSE;
576 fire_ball(GF_ELEC, dir, 100, 3);
582 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
583 if (!get_aim_dir(&dir)) return FALSE;
584 fire_ball(GF_ELEC, dir, 500, 3);
590 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
591 if (!get_aim_dir(&dir)) return FALSE;
592 fire_ball(GF_ACID, dir, 100, 2);
598 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
599 if (!get_aim_dir(&dir)) return FALSE;
600 fire_ball(GF_NUKE, dir, 100, 2);
604 case ACT_HYPODYNAMIA_1:
606 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);
607 if (!get_aim_dir(&dir)) return FALSE;
608 if (hypodynamic_bolt(dir, 100))
612 case ACT_HYPODYNAMIA_2:
614 msg_print(_("黒く輝いている...", "It glows black..."));
615 if (!get_aim_dir(&dir)) return FALSE;
616 hypodynamic_bolt(dir, 120);
622 if (!get_aim_dir(&dir)) return FALSE;
623 for (dummy = 0; dummy < 3; dummy++)
625 if (hypodynamic_bolt(dir, 50))
633 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
634 if (!get_aim_dir(&dir)) return FALSE;
635 fire_bolt(GF_ARROW, dir, 150);
647 if (!get_aim_dir(&dir)) return FALSE;
648 for (dummy = 0; dummy < 3; dummy++)
650 if (hypodynamic_bolt(dir, 100))
659 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
666 if (!get_aim_dir(&dir)) return FALSE;
667 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
668 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
674 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
675 dispel_evil(p_ptr->lev * 5);
681 if (!get_aim_dir(&dir)) return FALSE;
682 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
683 fire_breath(GF_MISSILE, dir, 300, 4);
689 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
690 dispel_good(p_ptr->lev * 5);
696 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
697 if (!get_aim_dir(&dir)) return FALSE;
698 fire_bolt(GF_ARROW, dir, 150);
704 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
705 if (!get_aim_dir(&dir)) return FALSE;
706 fire_ball(GF_WATER, dir, 200, 3);
712 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
713 if (!get_aim_dir(&dir)) return FALSE;
714 fire_ball(GF_DARK, dir, 250, 4);
720 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
721 if (!get_aim_dir(&dir)) return FALSE;
722 fire_ball(GF_MANA, dir, 250, 4);
728 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
729 (void)dispel_monsters(4);
733 case ACT_BLINDING_LIGHT:
735 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
736 fire_ball(GF_LITE, 0, 300, 6);
737 confuse_monsters(3 * p_ptr->lev / 2);
743 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
744 if (!get_aim_dir(&dir)) return FALSE;
749 case ACT_CAST_BA_STAR:
751 HIT_POINT num = damroll(5, 3);
752 POSITION y = 0, x = 0;
754 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
755 for (k = 0; k < num; k++)
761 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
762 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
763 if (!player_bold(y, x)) break;
766 project(0, 3, y, x, 150, GF_ELEC,
767 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
773 case ACT_BLADETURNER:
775 if (!get_aim_dir(&dir)) return FALSE;
776 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
777 fire_breath(GF_MISSILE, dir, 300, 4);
778 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
780 (void)set_hero(randint1(50) + 50, FALSE);
782 (void)set_blessed(randint1(50) + 50, FALSE);
783 (void)set_oppose_acid(randint1(50) + 50, FALSE);
784 (void)set_oppose_elec(randint1(50) + 50, FALSE);
785 (void)set_oppose_fire(randint1(50) + 50, FALSE);
786 (void)set_oppose_cold(randint1(50) + 50, FALSE);
787 (void)set_oppose_pois(randint1(50) + 50, FALSE);
793 if (!get_aim_dir(&dir)) return FALSE;
794 fire_breath(GF_FIRE, dir, 200, 2);
795 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
797 (void)set_oppose_fire(randint1(20) + 20, FALSE);
804 if (!get_aim_dir(&dir)) return FALSE;
805 fire_breath(GF_COLD, dir, 200, 2);
806 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
808 (void)set_oppose_cold(randint1(20) + 20, FALSE);
815 if (!activate_dragon_breath(o_ptr)) return FALSE;
819 /* Activate for other offensive action */
822 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
823 if (!get_aim_dir(&dir)) return FALSE;
824 confuse_monster(dir, 20);
830 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
831 sleep_monsters_touch();
837 earthquake(p_ptr->y, p_ptr->x, 5);
843 turn_monsters(40 + p_ptr->lev);
849 if (!get_aim_dir(&dir)) return FALSE;
850 (void)fire_beam(GF_AWAY_ALL, dir, plev);
854 case ACT_BANISH_EVIL:
856 if (banish_evil(100))
858 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!"));
865 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
866 (void)symbol_genocide(200, TRUE);
872 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
873 (void)mass_genocide(200, TRUE);
879 if (music_singing_any()) stop_singing();
880 if (hex_spelling_any()) stop_hex_spell_all();
881 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!",
882 "You wind a mighty blast; your enemies tremble!"));
883 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
889 if (o_ptr->name1 == ART_HYOUSIGI)
891 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
895 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
897 aggravate_monsters(0);
901 /* Activate for summoning / charming */
903 case ACT_CHARM_ANIMAL:
905 if (!get_aim_dir(&dir)) return FALSE;
906 (void)charm_animal(dir, plev);
910 case ACT_CHARM_UNDEAD:
912 if (!get_aim_dir(&dir)) return FALSE;
913 (void)control_one_undead(dir, plev);
917 case ACT_CHARM_OTHER:
919 if (!get_aim_dir(&dir)) return FALSE;
920 (void)charm_monster(dir, plev * 2);
924 case ACT_CHARM_ANIMALS:
926 (void)charm_animals(plev * 2);
930 case ACT_CHARM_OTHERS:
932 charm_monsters(plev * 2);
936 case ACT_SUMMON_ANIMAL:
938 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
942 case ACT_SUMMON_PHANTOM:
944 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
945 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
949 case ACT_SUMMON_ELEMENTAL:
951 bool pet = one_in_(3);
954 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
955 if (pet) mode |= PM_FORCE_PET;
956 else mode |= PM_NO_PET;
958 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode, '\0'))
960 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
962 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
964 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
970 case ACT_SUMMON_DEMON:
972 cast_summon_demon((plev * 3) / 2);
976 case ACT_SUMMON_UNDEAD:
978 bool pet = one_in_(3);
982 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
984 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
985 if (pet) mode |= PM_FORCE_PET;
986 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
988 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode, '\0'))
990 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...",
991 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
993 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!",
994 "Ancient, long-dead forms arise from the ground to serve you!"));
996 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
997 "'The dead arise... to punish you for disturbing them!'"));
1003 case ACT_SUMMON_HOUND:
1005 BIT_FLAGS mode = PM_ALLOW_GROUP;
1006 bool pet = !one_in_(5);
1007 if (pet) mode |= PM_FORCE_PET;
1008 else mode |= PM_NO_PET;
1010 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode, '\0'))
1014 msg_print(_("ハウンドがあなたの下僕として出現した。",
1015 "A group of hounds appear as your servant."));
1017 msg_print(_("ハウンドはあなたに牙を向けている!",
1018 "A group of hounds appear as your enemy!"));
1024 case ACT_SUMMON_DAWN:
1026 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1027 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1031 case ACT_SUMMON_OCTOPUS:
1033 BIT_FLAGS mode = PM_ALLOW_GROUP;
1034 bool pet = !one_in_(5);
1035 if (pet) mode |= PM_FORCE_PET;
1037 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
1040 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."));
1042 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
1048 /* Activate for healing */
1050 case ACT_CHOIR_SINGS:
1052 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1053 (void)cure_critical_wounds(777);
1054 (void)set_hero(randint1(25) + 25, FALSE);
1060 (void)set_afraid(0);
1061 (void)hp_player(30);
1067 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1068 (void)cure_serious_wounds(4, 8);
1072 case ACT_CURE_POISON:
1074 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1075 (void)set_afraid(0);
1076 (void)set_poisoned(0);
1082 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1089 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1090 (void)restore_all_status();
1091 (void)restore_level();
1097 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1098 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1099 (void)cure_critical_wounds(700);
1105 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1106 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1107 (void)cure_critical_wounds(1000);
1113 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1118 case ACT_CURE_MANA_FULL:
1120 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1125 /* Activate for timed effect */
1129 (void)set_tim_esp(randint1(30) + 25, FALSE);
1135 (void)berserk(randint1(25) + 25);
1141 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1143 (void)set_protevil(randint1(25) + k, FALSE);
1147 case ACT_RESIST_ALL:
1149 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1150 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1151 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1152 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1153 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1154 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1160 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1161 (void)set_fast(randint1(20) + 20, FALSE);
1165 case ACT_XTRA_SPEED:
1167 msg_print(_("明るく輝いている...", "It glows brightly..."));
1168 (void)set_fast(randint1(75) + 75, FALSE);
1174 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1180 (void)set_invuln(randint1(8) + 8, FALSE);
1190 case ACT_HERO_SPEED:
1192 (void)set_fast(randint1(50) + 50, FALSE);
1197 case ACT_RESIST_ACID:
1199 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1200 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1202 if (!get_aim_dir(&dir)) return FALSE;
1203 fire_ball(GF_ACID, dir, 100, 2);
1205 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1209 case ACT_RESIST_FIRE:
1211 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1212 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1214 if (!get_aim_dir(&dir)) return FALSE;
1215 fire_ball(GF_FIRE, dir, 100, 2);
1217 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1221 case ACT_RESIST_COLD:
1223 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1224 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1226 if (!get_aim_dir(&dir)) return FALSE;
1227 fire_ball(GF_COLD, dir, 100, 2);
1229 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1233 case ACT_RESIST_ELEC:
1235 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1236 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1238 if (!get_aim_dir(&dir)) return FALSE;
1239 fire_ball(GF_ELEC, dir, 100, 2);
1241 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1245 case ACT_RESIST_POIS:
1247 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1248 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1252 /* Activate for general purpose effect (detection etc.) */
1256 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1257 lite_area(damroll(2, 15), 3);
1263 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1264 map_area(DETECT_RAD_MAP);
1265 lite_area(damroll(2, 15), 3);
1269 case ACT_DETECT_ALL:
1271 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1272 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1273 detect_all(DETECT_RAD_DEFAULT);
1277 case ACT_DETECT_XTRA:
1279 msg_print(_("明るく輝いている...", "It glows brightly..."));
1280 detect_all(DETECT_RAD_DEFAULT);
1282 identify_fully(FALSE);
1288 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1289 identify_fully(FALSE);
1295 if (!ident_spell(FALSE)) return FALSE;
1299 case ACT_RUNE_EXPLO:
1301 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1308 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1315 (void)set_food(PY_FOOD_MAX - 1);
1321 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1322 destroy_doors_touch();
1328 msg_print(_("鼓動している...", "It pulsates..."));
1329 if (!get_aim_dir(&dir)) return FALSE;
1330 wall_to_mud(dir, 20 + randint1(30));
1342 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1349 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."));
1350 if (!dimension_door()) return FALSE;
1357 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1358 teleport_player(100, 0L);
1364 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1365 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1371 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1372 chg_virtue(V_KNOWLEDGE, 1);
1373 chg_virtue(V_ENLIGHTEN, 1);
1376 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1377 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1379 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1380 (void)detect_doors(DETECT_RAD_DEFAULT);
1381 (void)detect_stairs(DETECT_RAD_DEFAULT);
1383 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1385 (void)recall_player(p_ptr, randint0(21) + 15);
1391 case ACT_TELEKINESIS:
1393 if (!get_aim_dir(&dir)) return FALSE;
1394 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1395 fetch(dir, 500, TRUE);
1399 case ACT_DETECT_UNIQUE:
1402 monster_type *m_ptr;
1403 monster_race *r_ptr;
1404 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 ..."));
1405 /* Process the monsters (backwards) */
1406 for (i = m_max - 1; i >= 1; i--)
1408 /* Access the monster */
1411 /* Ignore "dead" monsters */
1412 if (!m_ptr->r_idx) continue;
1414 r_ptr = &r_info[m_ptr->r_idx];
1416 if (r_ptr->flags1 & RF1_UNIQUE)
1418 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1426 switch (randint1(13))
1428 case 1: case 2: case 3: case 4: case 5:
1429 teleport_player(10, 0L);
1431 case 6: case 7: case 8: case 9: case 10:
1432 teleport_player(222, 0L);
1435 (void)stair_creation();
1438 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1440 if (autosave_l) do_cmd_save_game(TRUE);
1443 p_ptr->leaving = TRUE;
1449 case ACT_DISP_CURSE_XTRA:
1451 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1452 (void)remove_all_curse();
1457 case ACT_BRAND_FIRE_BOLTS:
1459 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1460 (void)brand_bolts();
1464 case ACT_RECHARGE_XTRA:
1466 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1467 if (!recharge(1000)) return FALSE;
1473 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1474 if (!ident_spell(FALSE)) return FALSE;
1476 if (mp_ptr->spell_book)
1478 /* Sufficient mana */
1479 if (20 <= p_ptr->csp)
1485 /* Over-exert the player */
1488 int oops = 20 - p_ptr->csp;
1492 p_ptr->csp_frac = 0;
1494 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
1495 /* Hack -- Bypass free action */
1496 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
1499 (void)set_confused(p_ptr->confused + randint1(5 * oops + 1));
1501 p_ptr->redraw |= (PR_MANA);
1503 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
1505 if (one_in_(5)) (void)set_confused(p_ptr->confused + randint1(10));
1507 /* Exercise a little care... */
1508 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
1514 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1515 (void)set_afraid(0);
1516 (void)set_hero(randint1(20) + 20, FALSE);
1517 dispel_evil(p_ptr->lev * 3);
1521 case ACT_PHASE_DOOR:
1523 teleport_player(10, 0L);
1527 case ACT_DETECT_ALL_MONS:
1529 (void)detect_monsters_invis(255);
1530 (void)detect_monsters_normal(255);
1534 case ACT_ULTIMATE_RESIST:
1536 TIME_EFFECT v = randint1(25) + 25;
1537 (void)set_afraid(0);
1538 (void)set_hero(v, FALSE);
1539 (void)hp_player(10);
1540 (void)set_blessed(v, FALSE);
1541 (void)set_oppose_acid(v, FALSE);
1542 (void)set_oppose_elec(v, FALSE);
1543 (void)set_oppose_fire(v, FALSE);
1544 (void)set_oppose_cold(v, FALSE);
1545 (void)set_oppose_pois(v, FALSE);
1546 (void)set_ultimate_res(v, FALSE);
1551 /* Unique activation */
1557 GAME_TEXT o_name[MAX_NLEN];
1560 /* Cast off activated item */
1561 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
1563 if (o_ptr == &inventory[inv]) break;
1567 if (inv > INVEN_FEET) return FALSE;
1569 object_copy(&forge, o_ptr);
1570 inven_item_increase(inv, (0 - o_ptr->number));
1571 inven_item_optimize(inv);
1572 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
1573 o_ptr = &o_list[o_idx];
1575 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1576 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
1579 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
1580 t = 20 + randint1(20);
1581 (void)set_blind(p_ptr->blind + t);
1582 (void)set_afraid(0);
1583 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
1584 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
1585 (void)set_hero(p_ptr->hero + t, FALSE);
1586 (void)set_blessed(p_ptr->blessed + t, FALSE);
1587 (void)set_fast(p_ptr->fast + t, FALSE);
1588 (void)set_shero(p_ptr->shero + t, FALSE);
1589 if (p_ptr->pclass == CLASS_FORCETRAINER)
1591 P_PTR_KI = plev * 5 + 190;
1592 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
1598 case ACT_FALLING_STAR:
1600 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1601 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.'"));
1606 case ACT_GRAND_CROSS:
1608 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1609 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1613 case ACT_TELEPORT_LEVEL:
1615 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;
1620 case ACT_STRAIN_HASTE:
1623 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1624 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1625 t = 25 + randint1(25);
1626 (void)set_fast(p_ptr->fast + t, FALSE);
1634 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1635 y = p_ptr->y + ddy[dir];
1636 x = p_ptr->x + ddx[dir];
1637 p_ptr->fishing_dir = dir;
1638 if (!cave_have_flag_bold(y, x, FF_WATER))
1640 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
1643 else if (cave[y][x].m_idx)
1645 GAME_TEXT m_name[MAX_NLEN];
1646 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
1647 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
1648 p_ptr->energy_use = 0;
1651 set_action(ACTION_FISH);
1652 p_ptr->redraw |= (PR_STATE);
1659 monster_type *m_ptr;
1662 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
1664 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
1665 kakusan = "Suke-san";
1668 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
1670 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
1671 kakusan = "Kaku-san";
1676 for (i = m_max - 1; i > 0; i--)
1679 if (!m_ptr->r_idx) continue;
1680 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
1681 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1682 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1690 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。」",
1691 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
1694 confuse_monsters(120);
1696 stasis_monsters(120);
1701 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
1708 /* Only for Muramasa */
1709 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1710 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1712 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1716 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1717 curse_weapon_object(TRUE, o_ptr);
1723 case ACT_BLOODY_MOON:
1725 /* Only for Bloody Moon */
1726 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1727 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1728 get_bloody_moon_flags(o_ptr);
1729 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1730 p_ptr->update |= (PU_BONUS | PU_HP);
1738 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1741 /* Only for Crimson */
1742 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1744 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!"));
1746 if (!get_aim_dir(&dir)) return FALSE;
1748 /* Use the given direction */
1749 tx = p_ptr->x + 99 * ddx[dir];
1750 ty = p_ptr->y + 99 * ddy[dir];
1752 /* Hack -- Use an actual "target" */
1753 if ((dir == 5) && target_okay())
1759 if (p_ptr->pclass == CLASS_ARCHER)
1761 /* Extra shot at level 10 */
1762 if (p_ptr->lev >= 10) num++;
1764 /* Extra shot at level 30 */
1765 if (p_ptr->lev >= 30) num++;
1767 /* Extra shot at level 45 */
1768 if (p_ptr->lev >= 45) num++;
1771 for (i = 0; i < num; i++)
1772 project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
1778 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1783 /* Set activation timeout */
1784 if (act_ptr->timeout.constant >= 0) {
1785 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1786 if (act_ptr->timeout.dice > 0) {
1787 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1791 /* Activations that have special timeout */
1792 switch (act_ptr->index) {
1794 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1797 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1800 o_ptr->timeout = 3 * (p_ptr->lev + 10);
1806 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
1815 * @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。
1816 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
1817 * @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
1820 void get_bloody_moon_flags(object_type *o_ptr)
1824 for (i = 0; i < TR_FLAG_SIZE; i++)
1825 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
1827 dummy = randint1(2) + randint1(2);
1828 for (i = 0; i < dummy; i++)
1830 int flag = randint0(26);
1831 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
1832 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1833 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1834 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
1837 dummy = randint1(2);
1838 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
1840 for (i = 0; i < 2; i++)
1842 int tmp = randint0(11);
1843 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
1844 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);