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"
15 * @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
16 * @param u 所持品配列の参照ポインタ
20 * @return 1の方が大であればTRUE
22 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
24 u16b *who = (u16b*)(u);
29 monster_type *m_ptr1 = &m_list[w1];
30 monster_type *m_ptr2 = &m_list[w2];
31 monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
32 monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
37 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
38 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
40 if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
41 if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
43 if (r_ptr1->level > r_ptr2->level) return TRUE;
44 if (r_ptr2->level > r_ptr1->level) return FALSE;
46 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
47 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
54 * @brief 装備を発動するコマンドのサブルーチン /
55 * Activate a wielded object. Wielded objects never stack.
56 * And even if they did, activatable objects never stack.
57 * @param item 発動するオブジェクトの所持品ID
61 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
62 * But one could, for example, easily make an activatable "Ring of Plasma".
63 * Note that it always takes a turn to activate an artifact, even if
64 * the user hits "escape" at the "direction" prompt.
67 void do_cmd_activate_aux(INVENTORY_IDX item)
76 /* Get the item (in the pack) */
79 o_ptr = &inventory[item];
82 /* Get the item (on the floor) */
85 o_ptr = &o_list[0 - item];
88 p_ptr->energy_use = 100;
90 /* Extract the item level */
91 lev = k_info[o_ptr->k_idx].level;
93 /* Hack -- use artifact level instead */
94 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
95 else if (object_is_random_artifact(o_ptr))
97 const activation_type* const act_ptr = find_activation_info(o_ptr);
102 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
104 /* Base chance of success */
105 chance = p_ptr->skill_dev;
107 /* Confusion hurts skill */
108 if (p_ptr->confused) chance = chance / 2;
111 if (chance > fail) fail -= (chance - fail)*2;
112 else chance -= (fail - chance)*2;
113 if (fail < USE_DEVICE) fail = USE_DEVICE;
114 if (chance < USE_DEVICE) chance = USE_DEVICE;
118 if (flush_failure) flush();
119 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."));
124 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
125 else if (chance > fail)
127 if (randint0(chance*2) < fail) success = FALSE;
132 if (randint0(fail*2) < chance) success = TRUE;
133 else success = FALSE;
139 if (flush_failure) flush();
140 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."));
145 /* Check the recharge */
148 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
152 /* Some lights need enough fuel for activation */
153 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
154 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
156 msg_print(_("燃料がない。", "It has no fuel."));
157 p_ptr->energy_use = 0;
161 /* Activate the artifact */
162 msg_print(_("始動させた...", "You activate it..."));
166 /* Activate object */
167 if (activation_index(o_ptr))
169 (void)activate_artifact(o_ptr);
171 p_ptr->window |= (PW_INVEN | PW_EQUIP);
178 else if (o_ptr->tval == TV_WHISTLE)
180 if (music_singing_any()) stop_singing();
181 if (hex_spelling_any()) stop_hex_spell_all();
189 /* Allocate the "who" array */
190 C_MAKE(who, max_m_idx, IDX);
192 /* Process the monsters (backwards) */
193 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
195 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
196 who[max_pet++] = pet_ctr;
199 /* Select the sort method */
200 ang_sort_comp = ang_sort_comp_pet;
201 ang_sort_swap = ang_sort_swap_hook;
203 ang_sort(who, &dummy_why, max_pet);
205 /* Process the monsters (backwards) */
206 for (i = 0; i < max_pet; i++)
209 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
212 /* Free the "who" array */
213 C_KILL(who, max_m_idx, IDX);
215 o_ptr->timeout = 100 + randint1(100);
218 else if (o_ptr->tval == TV_CAPTURE)
222 bool old_target_pet = target_pet;
224 if (!get_aim_dir(&dir))
226 target_pet = old_target_pet;
229 target_pet = old_target_pet;
231 if(fire_ball(GF_CAPTURE, dir, 0, 0))
233 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
234 o_ptr->xtra3 = (XTRA8)cap_mspeed;
235 o_ptr->xtra4 = (XTRA16)cap_hp;
236 o_ptr->xtra5 = (XTRA16)cap_maxhp;
243 if (o_ptr->inscription)
244 strcpy(buf, quark_str(o_ptr->inscription));
246 for (s = buf;*s && (*s != '#'); s++)
249 if (iskanji(*s)) s++;
259 t = quark_str(cap_nickname);
272 o_ptr->inscription = quark_add(buf);
279 if (!get_direction(&dir, FALSE, FALSE)) return;
280 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
282 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
284 if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
285 if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
286 if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
287 m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
288 if (o_ptr->inscription)
296 t = quark_str(o_ptr->inscription);
297 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
300 if (iskanji(*t)) t++;
325 if (quote && *(s-1) =='\'')
329 m_list[hack_m_idx_ii].nickname = quark_add(buf);
330 t = quark_str(o_ptr->inscription);
332 while(*t && (*t != '#'))
339 o_ptr->inscription = quark_add(buf);
350 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
357 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
361 * @brief 装備を発動するコマンドのメインルーチン /
364 void do_cmd_activate(void)
369 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
371 set_action(ACTION_NONE);
374 item_tester_no_ryoute = TRUE;
375 /* Prepare the hook */
376 item_tester_hook = item_tester_hook_activate;
378 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
379 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
381 if (!get_item(&item, q, s, (USE_EQUIP))) return;
383 /* Activate the item */
384 do_cmd_activate_aux(item);
388 * @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
389 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
390 * @param o_ptr 対象のオブジェクト構造体ポインタ
391 * @return 発動実行の是非を返す。
393 static bool activate_dragon_breath(object_type *o_ptr)
395 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
401 if (!get_aim_dir(&dir)) return FALSE;
403 object_flags(o_ptr, flgs);
405 for (i = 0; dragonbreath_info[i].flag != 0; i++)
407 if (have_flag(flgs, dragonbreath_info[i].flag))
409 type[n] = dragonbreath_info[i].type;
410 name[n] = dragonbreath_info[i].name;
416 if (n == 0) return FALSE;
419 if (music_singing_any()) stop_singing();
420 if (hex_spelling_any()) stop_hex_spell_all();
423 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
424 fire_breath(type[t], dir, 250, 4);
430 * @brief アイテムの発動効果を処理する。
431 * @param o_ptr 対象のオブジェクト構造体ポインタ
432 * @return 発動実行の是非を返す。
434 bool activate_artifact(object_type *o_ptr)
436 PLAYER_LEVEL plev = p_ptr->lev;
439 cptr name = k_name + k_info[o_ptr->k_idx].name;
440 const activation_type* const act_ptr = find_activation_info(o_ptr);
444 /* Maybe forgot adding information to activation_info table ? */
445 msg_print("Activation information is not found.");
449 /* Activate for attack */
450 switch (act_ptr->index)
454 if (!get_aim_dir(&dir)) return FALSE;
455 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
456 (void)lite_line(dir, damroll(6, 8));
462 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
463 if (!get_aim_dir(&dir)) return FALSE;
464 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
470 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
471 if (!get_aim_dir(&dir)) return FALSE;
472 fire_ball(GF_POIS, dir, 12, 3);
478 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
479 if (!get_aim_dir(&dir)) return FALSE;
480 fire_bolt(GF_ELEC, dir, damroll(4, 8));
486 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
487 if (!get_aim_dir(&dir)) return FALSE;
488 fire_bolt(GF_ACID, dir, damroll(5, 8));
494 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
495 if (!get_aim_dir(&dir)) return FALSE;
496 fire_bolt(GF_COLD, dir, damroll(6, 8));
502 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
503 if (!get_aim_dir(&dir)) return FALSE;
504 fire_bolt(GF_FIRE, dir, damroll(9, 8));
510 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
511 if (!get_aim_dir(&dir)) return FALSE;
512 fire_ball(GF_COLD, dir, 48, 2);
518 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
519 if (!get_aim_dir(&dir)) return FALSE;
520 fire_ball(GF_COLD, dir, 100, 2);
526 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
527 if (!get_aim_dir(&dir)) return FALSE;
528 fire_ball(GF_COLD, dir, 400, 3);
534 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
535 if (!get_aim_dir(&dir)) return FALSE;
536 fire_ball(GF_FIRE, dir, 72, 2);
542 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
543 if (!get_aim_dir(&dir)) return FALSE;
544 fire_ball(GF_FIRE, dir, 120, 3);
550 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
551 if (!get_aim_dir(&dir)) return FALSE;
552 fire_ball(GF_FIRE, dir, 300, 3);
558 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
559 if (!get_aim_dir(&dir)) return FALSE;
560 fire_ball(GF_FIRE, dir, 100, 2);
566 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
567 if (!get_aim_dir(&dir)) return FALSE;
568 fire_ball(GF_ELEC, dir, 100, 3);
574 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
575 if (!get_aim_dir(&dir)) return FALSE;
576 fire_ball(GF_ELEC, dir, 500, 3);
582 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
583 if (!get_aim_dir(&dir)) return FALSE;
584 fire_ball(GF_ACID, dir, 100, 2);
590 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
591 if (!get_aim_dir(&dir)) return FALSE;
592 fire_ball(GF_NUKE, dir, 100, 2);
596 case ACT_HYPODYNAMIA_1:
598 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);
599 if (!get_aim_dir(&dir)) return FALSE;
600 if (hypodynamic_bolt(dir, 100))
604 case ACT_HYPODYNAMIA_2:
606 msg_print(_("黒く輝いている...", "It glows black..."));
607 if (!get_aim_dir(&dir)) return FALSE;
608 hypodynamic_bolt(dir, 120);
614 if (!get_aim_dir(&dir)) return FALSE;
615 for (dummy = 0; dummy < 3; dummy++)
617 if (hypodynamic_bolt(dir, 50))
625 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
626 if (!get_aim_dir(&dir)) return FALSE;
627 fire_bolt(GF_ARROW, dir, 150);
639 if (!get_aim_dir(&dir)) return FALSE;
640 for (dummy = 0; dummy < 3; dummy++)
642 if (hypodynamic_bolt(dir, 100))
651 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
658 if (!get_aim_dir(&dir)) return FALSE;
659 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
660 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
666 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
667 dispel_evil(p_ptr->lev * 5);
673 if (!get_aim_dir(&dir)) return FALSE;
674 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
675 fire_breath(GF_MISSILE, dir, 300, 4);
681 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
682 dispel_good(p_ptr->lev * 5);
688 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
689 if (!get_aim_dir(&dir)) return FALSE;
690 fire_bolt(GF_ARROW, dir, 150);
696 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
697 if (!get_aim_dir(&dir)) return FALSE;
698 fire_ball(GF_WATER, dir, 200, 3);
704 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
705 if (!get_aim_dir(&dir)) return FALSE;
706 fire_ball(GF_DARK, dir, 250, 4);
712 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
713 if (!get_aim_dir(&dir)) return FALSE;
714 fire_ball(GF_MANA, dir, 250, 4);
720 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
721 (void)dispel_monsters(4);
725 case ACT_BLINDING_LIGHT:
727 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
728 fire_ball(GF_LITE, 0, 300, 6);
729 confuse_monsters(3 * p_ptr->lev / 2);
735 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
736 if (!get_aim_dir(&dir)) return FALSE;
741 case ACT_CAST_BA_STAR:
743 HIT_POINT num = damroll(5, 3);
744 POSITION y = 0, x = 0;
746 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
747 for (k = 0; k < num; k++)
753 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
754 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
755 if (!player_bold(y, x)) break;
758 project(0, 3, y, x, 150, GF_ELEC,
759 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
765 case ACT_BLADETURNER:
767 if (!get_aim_dir(&dir)) return FALSE;
768 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
769 fire_breath(GF_MISSILE, dir, 300, 4);
770 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
772 (void)set_hero(randint1(50) + 50, FALSE);
774 (void)set_blessed(randint1(50) + 50, FALSE);
775 (void)set_oppose_acid(randint1(50) + 50, FALSE);
776 (void)set_oppose_elec(randint1(50) + 50, FALSE);
777 (void)set_oppose_fire(randint1(50) + 50, FALSE);
778 (void)set_oppose_cold(randint1(50) + 50, FALSE);
779 (void)set_oppose_pois(randint1(50) + 50, FALSE);
785 if (!get_aim_dir(&dir)) return FALSE;
786 fire_breath(GF_FIRE, dir, 200, 2);
787 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
789 (void)set_oppose_fire(randint1(20) + 20, FALSE);
796 if (!get_aim_dir(&dir)) return FALSE;
797 fire_breath(GF_COLD, dir, 200, 2);
798 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
800 (void)set_oppose_cold(randint1(20) + 20, FALSE);
807 if (!activate_dragon_breath(o_ptr)) return FALSE;
811 /* Activate for other offensive action */
814 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
815 if (!get_aim_dir(&dir)) return FALSE;
816 confuse_monster(dir, 20);
822 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
823 sleep_monsters_touch();
829 earthquake(p_ptr->y, p_ptr->x, 5);
835 turn_monsters(40 + p_ptr->lev);
841 if (!get_aim_dir(&dir)) return FALSE;
842 (void)fire_beam(GF_AWAY_ALL, dir, plev);
846 case ACT_BANISH_EVIL:
848 if (banish_evil(100))
850 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!"));
857 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
858 (void)symbol_genocide(200, TRUE);
864 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
865 (void)mass_genocide(200, TRUE);
871 if (music_singing_any()) stop_singing();
872 if (hex_spelling_any()) stop_hex_spell_all();
873 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!",
874 "You wind a mighty blast; your enemies tremble!"));
875 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
881 if (o_ptr->name1 == ART_HYOUSIGI)
883 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
887 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
889 aggravate_monsters(0);
893 /* Activate for summoning / charming */
895 case ACT_CHARM_ANIMAL:
897 if (!get_aim_dir(&dir)) return FALSE;
898 (void)charm_animal(dir, plev);
902 case ACT_CHARM_UNDEAD:
904 if (!get_aim_dir(&dir)) return FALSE;
905 (void)control_one_undead(dir, plev);
909 case ACT_CHARM_OTHER:
911 if (!get_aim_dir(&dir)) return FALSE;
912 (void)charm_monster(dir, plev * 2);
916 case ACT_CHARM_ANIMALS:
918 (void)charm_animals(plev * 2);
922 case ACT_CHARM_OTHERS:
924 charm_monsters(plev * 2);
928 case ACT_SUMMON_ANIMAL:
930 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
934 case ACT_SUMMON_PHANTOM:
936 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
937 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
941 case ACT_SUMMON_ELEMENTAL:
943 bool pet = one_in_(3);
946 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
947 if (pet) mode |= PM_FORCE_PET;
948 else mode |= PM_NO_PET;
950 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
952 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
954 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
956 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
962 case ACT_SUMMON_DEMON:
964 cast_summon_demon((plev * 3) / 2);
968 case ACT_SUMMON_UNDEAD:
970 bool pet = one_in_(3);
974 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
976 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
977 if (pet) mode |= PM_FORCE_PET;
978 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
980 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
982 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...",
983 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
985 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!",
986 "Ancient, long-dead forms arise from the ground to serve you!"));
988 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
989 "'The dead arise... to punish you for disturbing them!'"));
995 case ACT_SUMMON_HOUND:
997 BIT_FLAGS mode = PM_ALLOW_GROUP;
998 bool pet = !one_in_(5);
999 if (pet) mode |= PM_FORCE_PET;
1000 else mode |= PM_NO_PET;
1002 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
1006 msg_print(_("ハウンドがあなたの下僕として出現した。",
1007 "A group of hounds appear as your servant."));
1009 msg_print(_("ハウンドはあなたに牙を向けている!",
1010 "A group of hounds appear as your enemy!"));
1016 case ACT_SUMMON_DAWN:
1018 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1019 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
1023 case ACT_SUMMON_OCTOPUS:
1025 BIT_FLAGS mode = PM_ALLOW_GROUP;
1026 bool pet = !one_in_(5);
1027 if (pet) mode |= PM_FORCE_PET;
1029 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
1032 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."));
1034 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
1040 /* Activate for healing */
1042 case ACT_CHOIR_SINGS:
1044 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1045 (void)cure_critical_wounds(777);
1046 (void)set_hero(randint1(25) + 25, FALSE);
1052 (void)set_afraid(0);
1053 (void)hp_player(30);
1059 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1060 (void)cure_serious_wounds(4, 8);
1064 case ACT_CURE_POISON:
1066 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1067 (void)set_afraid(0);
1068 (void)set_poisoned(0);
1074 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1081 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1082 (void)restore_all_status();
1083 (void)restore_level();
1089 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1090 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1091 (void)cure_critical_wounds(700);
1097 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1098 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1099 (void)cure_critical_wounds(1000);
1105 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1110 case ACT_CURE_MANA_FULL:
1112 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1117 /* Activate for timed effect */
1121 (void)set_tim_esp(randint1(30) + 25, FALSE);
1127 (void)berserk(randint1(25) + 25);
1133 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1135 (void)set_protevil(randint1(25) + k, FALSE);
1139 case ACT_RESIST_ALL:
1141 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1142 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1143 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1144 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1145 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1146 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1152 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1153 (void)set_fast(randint1(20) + 20, FALSE);
1157 case ACT_XTRA_SPEED:
1159 msg_print(_("明るく輝いている...", "It glows brightly..."));
1160 (void)set_fast(randint1(75) + 75, FALSE);
1166 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1172 (void)set_invuln(randint1(8) + 8, FALSE);
1182 case ACT_HERO_SPEED:
1184 (void)set_fast(randint1(50) + 50, FALSE);
1189 case ACT_RESIST_ACID:
1191 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1192 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1194 if (!get_aim_dir(&dir)) return FALSE;
1195 fire_ball(GF_ACID, dir, 100, 2);
1197 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1201 case ACT_RESIST_FIRE:
1203 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1204 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1206 if (!get_aim_dir(&dir)) return FALSE;
1207 fire_ball(GF_FIRE, dir, 100, 2);
1209 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1213 case ACT_RESIST_COLD:
1215 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1216 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1218 if (!get_aim_dir(&dir)) return FALSE;
1219 fire_ball(GF_COLD, dir, 100, 2);
1221 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1225 case ACT_RESIST_ELEC:
1227 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1228 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1230 if (!get_aim_dir(&dir)) return FALSE;
1231 fire_ball(GF_ELEC, dir, 100, 2);
1233 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1237 case ACT_RESIST_POIS:
1239 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1240 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1244 /* Activate for general purpose effect (detection etc.) */
1248 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1249 lite_area(damroll(2, 15), 3);
1255 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1256 map_area(DETECT_RAD_MAP);
1257 lite_area(damroll(2, 15), 3);
1261 case ACT_DETECT_ALL:
1263 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1264 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1265 detect_all(DETECT_RAD_DEFAULT);
1269 case ACT_DETECT_XTRA:
1271 msg_print(_("明るく輝いている...", "It glows brightly..."));
1272 detect_all(DETECT_RAD_DEFAULT);
1274 identify_fully(FALSE);
1280 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1281 identify_fully(FALSE);
1287 if (!ident_spell(FALSE)) return FALSE;
1291 case ACT_RUNE_EXPLO:
1293 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1300 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1307 (void)set_food(PY_FOOD_MAX - 1);
1313 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1314 destroy_doors_touch();
1320 msg_print(_("鼓動している...", "It pulsates..."));
1321 if (!get_aim_dir(&dir)) return FALSE;
1322 wall_to_mud(dir, 20 + randint1(30));
1334 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1341 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."));
1342 if (!dimension_door()) return FALSE;
1349 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1350 teleport_player(100, 0L);
1356 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1357 if (!word_of_recall()) return FALSE;
1363 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1364 chg_virtue(V_KNOWLEDGE, 1);
1365 chg_virtue(V_ENLIGHTEN, 1);
1368 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1369 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1371 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1372 (void)detect_doors(DETECT_RAD_DEFAULT);
1373 (void)detect_stairs(DETECT_RAD_DEFAULT);
1375 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1377 (void)word_of_recall();
1383 case ACT_TELEKINESIS:
1385 if (!get_aim_dir(&dir)) return FALSE;
1386 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1387 fetch(dir, 500, TRUE);
1391 case ACT_DETECT_UNIQUE:
1394 monster_type *m_ptr;
1395 monster_race *r_ptr;
1396 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 ..."));
1397 /* Process the monsters (backwards) */
1398 for (i = m_max - 1; i >= 1; i--)
1400 /* Access the monster */
1403 /* Ignore "dead" monsters */
1404 if (!m_ptr->r_idx) continue;
1406 r_ptr = &r_info[m_ptr->r_idx];
1408 if (r_ptr->flags1 & RF1_UNIQUE)
1410 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1418 switch (randint1(13))
1420 case 1: case 2: case 3: case 4: case 5:
1421 teleport_player(10, 0L);
1423 case 6: case 7: case 8: case 9: case 10:
1424 teleport_player(222, 0L);
1427 (void)stair_creation();
1430 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1432 if (autosave_l) do_cmd_save_game(TRUE);
1435 p_ptr->leaving = TRUE;
1441 case ACT_DISP_CURSE_XTRA:
1443 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1444 (void)remove_all_curse();
1449 case ACT_BRAND_FIRE_BOLTS:
1451 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1452 (void)brand_bolts();
1456 case ACT_RECHARGE_XTRA:
1458 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1459 if (!recharge(1000)) return FALSE;
1465 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1466 if (!ident_spell(FALSE)) return FALSE;
1468 if (mp_ptr->spell_book)
1470 /* Sufficient mana */
1471 if (20 <= p_ptr->csp)
1477 /* Over-exert the player */
1480 int oops = 20 - p_ptr->csp;
1484 p_ptr->csp_frac = 0;
1486 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
1487 /* Hack -- Bypass free action */
1488 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
1491 (void)set_confused(p_ptr->confused + randint1(5 * oops + 1));
1495 p_ptr->redraw |= (PR_MANA);
1497 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
1499 if (one_in_(5)) (void)set_confused(p_ptr->confused + randint1(10));
1501 /* Exercise a little care... */
1502 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
1508 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1509 (void)set_afraid(0);
1510 (void)set_hero(randint1(20) + 20, FALSE);
1511 dispel_evil(p_ptr->lev * 3);
1515 case ACT_PHASE_DOOR:
1517 teleport_player(10, 0L);
1521 case ACT_DETECT_ALL_MONS:
1523 (void)detect_monsters_invis(255);
1524 (void)detect_monsters_normal(255);
1528 case ACT_ULTIMATE_RESIST:
1530 TIME_EFFECT v = randint1(25) + 25;
1531 (void)set_afraid(0);
1532 (void)set_hero(v, FALSE);
1533 (void)hp_player(10);
1534 (void)set_blessed(v, FALSE);
1535 (void)set_oppose_acid(v, FALSE);
1536 (void)set_oppose_elec(v, FALSE);
1537 (void)set_oppose_fire(v, FALSE);
1538 (void)set_oppose_cold(v, FALSE);
1539 (void)set_oppose_pois(v, FALSE);
1540 (void)set_ultimate_res(v, FALSE);
1545 /* Unique activation */
1551 char o_name[MAX_NLEN];
1554 /* Cast off activated item */
1555 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
1557 if (o_ptr == &inventory[inv]) break;
1561 if (inv > INVEN_FEET) return FALSE;
1563 object_copy(&forge, o_ptr);
1564 inven_item_increase(inv, (0 - o_ptr->number));
1565 inven_item_optimize(inv);
1566 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
1567 o_ptr = &o_list[o_idx];
1569 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1570 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
1573 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
1574 t = 20 + randint1(20);
1575 (void)set_blind(p_ptr->blind + t);
1576 (void)set_afraid(0);
1577 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
1578 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
1579 (void)set_hero(p_ptr->hero + t, FALSE);
1580 (void)set_blessed(p_ptr->blessed + t, FALSE);
1581 (void)set_fast(p_ptr->fast + t, FALSE);
1582 (void)set_shero(p_ptr->shero + t, FALSE);
1583 if (p_ptr->pclass == CLASS_FORCETRAINER)
1585 P_PTR_KI = plev * 5 + 190;
1586 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
1592 case ACT_FALLING_STAR:
1594 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1595 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.'"));
1600 case ACT_GRAND_CROSS:
1602 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1603 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1607 case ACT_TELEPORT_LEVEL:
1609 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;
1614 case ACT_STRAIN_HASTE:
1617 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1618 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1619 t = 25 + randint1(25);
1620 (void)set_fast(p_ptr->fast + t, FALSE);
1628 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1629 y = p_ptr->y + ddy[dir];
1630 x = p_ptr->x + ddx[dir];
1631 p_ptr->fishing_dir = dir;
1632 if (!cave_have_flag_bold(y, x, FF_WATER))
1634 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
1637 else if (cave[y][x].m_idx)
1640 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
1641 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
1642 p_ptr->energy_use = 0;
1645 set_action(ACTION_FISH);
1646 p_ptr->redraw |= (PR_STATE);
1653 monster_type *m_ptr;
1656 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
1658 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
1659 kakusan = "Suke-san";
1662 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
1664 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
1665 kakusan = "Kaku-san";
1670 for (i = m_max - 1; i > 0; i--)
1673 if (!m_ptr->r_idx) continue;
1674 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
1675 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1676 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1684 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。」",
1685 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
1688 confuse_monsters(120);
1690 stasis_monsters(120);
1695 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
1702 /* Only for Muramasa */
1703 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1704 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1706 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1710 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1711 curse_weapon_object(TRUE, o_ptr);
1717 case ACT_BLOODY_MOON:
1719 /* Only for Bloody Moon */
1720 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1721 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1722 get_bloody_moon_flags(o_ptr);
1723 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1724 p_ptr->update |= (PU_BONUS | PU_HP);
1732 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1735 /* Only for Crimson */
1736 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1738 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!"));
1740 if (!get_aim_dir(&dir)) return FALSE;
1742 /* Use the given direction */
1743 tx = p_ptr->x + 99 * ddx[dir];
1744 ty = p_ptr->y + 99 * ddy[dir];
1746 /* Hack -- Use an actual "target" */
1747 if ((dir == 5) && target_okay())
1753 if (p_ptr->pclass == CLASS_ARCHER)
1755 /* Extra shot at level 10 */
1756 if (p_ptr->lev >= 10) num++;
1758 /* Extra shot at level 30 */
1759 if (p_ptr->lev >= 30) num++;
1761 /* Extra shot at level 45 */
1762 if (p_ptr->lev >= 45) num++;
1765 for (i = 0; i < num; i++)
1766 project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
1772 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1777 /* Set activation timeout */
1778 if (act_ptr->timeout.constant >= 0) {
1779 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1780 if (act_ptr->timeout.dice > 0) {
1781 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1785 /* Activations that have special timeout */
1786 switch (act_ptr->index) {
1788 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1791 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1794 o_ptr->timeout = 3 * (p_ptr->lev + 10);
1800 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
1809 * @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。
1810 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
1811 * @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
1814 void get_bloody_moon_flags(object_type *o_ptr)
1818 for (i = 0; i < TR_FLAG_SIZE; i++)
1819 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
1821 dummy = randint1(2) + randint1(2);
1822 for (i = 0; i < dummy; i++)
1824 int flag = randint0(26);
1825 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
1826 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1827 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1828 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
1831 dummy = randint1(2);
1832 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
1834 for (i = 0; i < 2; i++)
1836 int tmp = randint0(11);
1837 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
1838 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);