3 * @brief プレイヤーの発動コマンド実装
10 #include "cmd-activate.h"
12 #include "object-hook.h"
16 #include "spells-summon.h"
17 #include "spells-status.h"
18 #include "spells-object.h"
19 #include "spells-floor.h"
20 #include "realm-hex.h"
21 #include "player-status.h"
22 #include "monster-status.h"
25 * @brief アイテムの発動効果テーブル /
26 * Define flags, levels, values of activations
28 const activation_type activation_info[] =
30 { "SUNLIGHT", ACT_SUNLIGHT, 10, 250, {10, 0},
31 _("太陽光線", "beam of sunlight") },
32 { "BO_MISS_1", ACT_BO_MISS_1, 10, 250, {2, 0},
33 _("マジック・ミサイル(2d6)", "magic missile (2d6)") },
34 { "BA_POIS_1", ACT_BA_POIS_1, 10, 300, {4, 0},
35 _("悪臭雲(12)", "stinking cloud (12)") },
36 { "BO_ELEC_1", ACT_BO_ELEC_1, 20, 250, {5, 0},
37 _("サンダー・ボルト(4d8)", "lightning bolt (4d8)") },
38 { "BO_ACID_1", ACT_BO_ACID_1, 20, 250, {6, 0},
39 _("アシッド・ボルト(5d8)", "acid bolt (5d8)") },
40 { "BO_COLD_1", ACT_BO_COLD_1, 20, 250, {7, 0},
41 _("アイス・ボルト(6d8)", "frost bolt (6d8)") },
42 { "BO_FIRE_1", ACT_BO_FIRE_1, 20, 250, {8, 0},
43 _("ファイア・ボルト(9d8)", "fire bolt (9d8)") },
44 { "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 0},
45 _("アイス・ボール(48)", "ball of cold (48)") },
46 { "BA_COLD_2", ACT_BA_COLD_2, 40, 1000, {12, 0},
47 _("アイス・ボール(100)", "ball of cold (100)") },
48 { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
49 _("巨大アイス・ボール(400)", "ball of cold (400)") },
50 { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 0},
51 _("ファイア・ボール(72)", "ball of fire (72)") },
52 { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0},
53 _("巨大ファイア・ボール(120)", "large fire ball (120)") },
54 { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
55 _("巨大ファイア・ボール(300)", "fire ball (300)") },
56 { "BA_FIRE_4", ACT_BA_FIRE_4, 40, 1000, {12, 0},
57 _("ファイア・ボール(100)", "fire ball (100)") },
58 { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1000, {12, 0},
59 _("サンダー・ボール(100)", "ball of lightning (100)") },
60 { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
61 _("巨大サンダー・ボール(500)", "ball of lightning (500)") },
62 { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
63 _("アシッド・ボール(100)", "ball of acid (100)") },
64 { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0},
65 _("放射能球(100)", "ball of nuke (100)") },
66 { "HYPODYNAMIA_1", ACT_HYPODYNAMIA_1, 30, 500, {12, 0},
67 _("窒息攻撃(100)", "a strangling attack (100)") },
68 { "HYPODYNAMIA_2", ACT_HYPODYNAMIA_2, 40, 750, {15, 0},
69 _("衰弱の矢(120)", "hypodynamic bolt (120)") },
70 { "DRAIN_1", ACT_DRAIN_1, 40, 1000, {20, 0},
71 _("吸収の矢(3*50)", "drain bolt (3*50)") },
72 { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},
73 _("矢(150)", "arrows (150)") },
74 { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0},
75 _("カマイタチ", "whirlwind attack") },
76 { "DRAIN_2", ACT_DRAIN_2, 50, 2500, {40, 0},
77 _("吸収の矢(3*100)", "drain bolt (3*100)") },
78 { "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000, {35, 0},
79 _("混沌召来", "call chaos") },
80 { "ROCKET", ACT_ROCKET, 70, 5000, {20, 0},
81 _("ロケット(120+レベル)", "launch rocket (120+level)") },
82 { "DISP_EVIL", ACT_DISP_EVIL, 50, 4000, {50, 0},
83 _("邪悪退散(x5)", "dispel evil (x5)") },
84 { "BA_MISS_3", ACT_BA_MISS_3, 50, 1500, {50, 0},
85 _("エレメントのブレス(300)", "elemental breath (300)") },
86 { "DISP_GOOD", ACT_DISP_GOOD, 50, 3500, {50, 0},
87 _("善良退散(x5)", "dispel good (x5)") },
88 { "BO_MANA", ACT_BO_MANA, 40, 1500, {20, 0},
89 _("魔法の矢(150)", "a magical arrow (150)") },
90 { "BA_WATER", ACT_BA_WATER, 50, 2000, {25, 0},
91 _("ウォーター・ボール(200)", "water ball (200)") },
92 { "BA_STAR", ACT_BA_STAR, 50, 2200, {25, 0},
93 _("巨大スター・ボール(200)", "large star ball (200)") },
94 { "BA_DARK", ACT_BA_DARK, 50, 2200, {30, 0},
95 _("暗黒の嵐(250)", "darkness storm (250)") },
96 { "BA_MANA", ACT_BA_MANA, 70, 2500, {30, 0},
97 _("魔力の嵐(250)", "a mana storm (250)") },
98 { "PESTICIDE", ACT_PESTICIDE, 10, 500, {10, 0},
99 _("害虫の駆除", "dispel small life") },
100 { "BLINDING_LIGHT", ACT_BLINDING_LIGHT, 30, 5000, {40, 0},
101 _("眩しい光", "blinding light") },
102 { "BIZARRE", ACT_BIZARRE, 90, 10000, {50, 0},
103 _("信じ難いこと", "bizarre things") },
104 { "CAST_BA_STAR", ACT_CAST_BA_STAR, 70, 7500, {100, 0},
105 _("スター・ボール・ダスト(150)", "cast star balls (150)") },
106 { "BLADETURNER", ACT_BLADETURNER, 80, 20000, {80, 0},
107 _("エレメントのブレス(300), 士気高揚、祝福、耐性", "breathe elements (300), hero, bless, and resistance") },
108 { "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0},
109 _("火炎のブレス (200)", "fire breath (200)") },
110 { "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0},
111 _("冷気のブレス (200)", "cold breath (200)") },
112 { "BR_DRAGON", ACT_BR_DRAGON, 70, 10000, { 30, 0 },
113 "" /* built by item_activation_dragon_breath() */ },
115 { "CONFUSE", ACT_CONFUSE, 10, 500, {10, 0},
116 _("パニック・モンスター", "confuse monster") },
117 { "SLEEP", ACT_SLEEP, 10, 750, {15, 0},
118 _("周囲のモンスターを眠らせる", "sleep nearby monsters") },
119 { "QUAKE", ACT_QUAKE, 30, 600, {20, 0},
120 _("地震", "earthquake") },
121 { "TERROR", ACT_TERROR, 20, 2500, {-1, 0},
123 { "TELE_AWAY", ACT_TELE_AWAY, 20, 2000, {15, 0},
124 _("テレポート・アウェイ", "teleport away") },
125 { "BANISH_EVIL", ACT_BANISH_EVIL, 40, 2000, {250, 0},
126 _("邪悪消滅", "banish evil") },
127 { "GENOCIDE", ACT_GENOCIDE, 50, 10000, {500, 0},
128 _("抹殺", "genocide") },
129 { "MASS_GENO", ACT_MASS_GENO, 50, 10000, {1000, 0},
130 _("周辺抹殺", "mass genocide") },
131 { "SCARE_AREA", ACT_SCARE_AREA, 20, 2500, {20, 0},
132 _("モンスター恐慌", "frighten monsters") },
133 { "AGGRAVATE", ACT_AGGRAVATE, 0, 100, {0, 0},
134 _("モンスターを怒らせる", "aggravete monsters") },
136 { "CHARM_ANIMAL", ACT_CHARM_ANIMAL, 40, 7500, {200, 0},
137 _("動物魅了", "charm animal") },
138 { "CHARM_UNDEAD", ACT_CHARM_UNDEAD, 40, 10000, {333, 0},
139 _("アンデッド従属", "enslave undead") },
140 { "CHARM_OTHER", ACT_CHARM_OTHER, 40, 10000, {400, 0},
141 _("モンスター魅了", "charm monster") },
142 { "CHARM_ANIMALS", ACT_CHARM_ANIMALS, 40, 12500, {500, 0},
143 _("動物友和", "animal friendship") },
144 { "CHARM_OTHERS", ACT_CHARM_OTHERS, 40, 17500, {750, 0},
145 _("周辺魅了", "mass charm") },
146 { "SUMMON_ANIMAL", ACT_SUMMON_ANIMAL, 50, 10000, {200, 300},
147 _("動物召喚", "summon animal") },
148 { "SUMMON_PHANTOM", ACT_SUMMON_PHANTOM, 50, 12000, {200, 200},
149 _("幻霊召喚", "summon phantasmal servant") },
150 { "SUMMON_ELEMENTAL", ACT_SUMMON_ELEMENTAL, 50, 15000, {750, 0},
151 _("エレメンタル召喚", "summon elemental") },
152 { "SUMMON_DEMON", ACT_SUMMON_DEMON, 50, 20000, {666, 0},
153 _("悪魔召喚", "summon demon") },
154 { "SUMMON_UNDEAD", ACT_SUMMON_UNDEAD, 50, 20000, {666, 0},
155 _("アンデッド召喚", "summon undead") },
156 { "SUMMON_HOUND", ACT_SUMMON_HOUND, 50, 15000, {300, 0},
157 _("ハウンド召喚", "summon hound") },
158 { "SUMMON_DAWN", ACT_SUMMON_DAWN, 50, 15000, {500, 0},
159 _("暁の師団召喚", "summon the Legion of the Dawn") },
160 { "SUMMON_OCTOPUS", ACT_SUMMON_OCTOPUS, 50, 15000, {300, 0},
161 _("蛸の大群召喚", "summon octopus") },
163 { "CHOIR_SINGS", ACT_CHOIR_SINGS, 60, 20000, {300, 0},
164 _("回復(777)、癒し、士気高揚", "heal 777 hit points, curing and HEROism") },
165 { "CURE_LW", ACT_CURE_LW, 10, 500, {10, 0},
166 _("恐怖除去/体力回復(30)", "remove fear and heal 30 hp") },
167 { "CURE_MW", ACT_CURE_MW, 20, 750, {3, 3},
168 _("傷回復(4d8)", "heal 4d8 and wounds") },
169 { "CURE_POISON", ACT_CURE_POISON, 10, 1000, {5, 0},
170 _("恐怖除去/毒消し", "remove fear and cure poison") },
171 { "REST_LIFE", ACT_REST_EXP, 40, 7500, {450, 0},
172 _("経験値復活", "restore experience") },
173 { "REST_ALL", ACT_REST_ALL, 30, 15000, {750, 0},
174 _("全ステータスと経験値復活", "restore stats and experience") },
175 { "CURE_700", ACT_CURE_700, 40, 10000, {250, 0},
176 _("体力回復(700)", "heal 700 hit points") },
177 { "CURE_1000", ACT_CURE_1000, 50, 15000, {888, 0},
178 _("体力回復(1000)", "heal 1000 hit points") },
179 { "CURING", ACT_CURING, 30, 5000, {100, 0},
181 { "CURE_MANA_FULL", ACT_CURE_MANA_FULL, 60, 20000, {777, 0},
182 _("魔力復活", "restore mana") },
184 { "ESP", ACT_ESP, 30, 1500, {100, 0},
185 _("テレパシー(期間 25+d30)", "telepathy (dur 25+d30)") },
186 { "BERSERK", ACT_BERSERK, 10, 800, {75, 0},
187 _("狂戦士化(25+d25ターン)", "berserk (25+d25 turns)") },
188 { "PROT_EVIL", ACT_PROT_EVIL, 30, 5000, {100, 0},
189 _("対邪悪結界(期間 3*レベル+d25)", "protect evil (dur level*3 + d25)") },
190 { "RESIST_ALL", ACT_RESIST_ALL, 30, 5000, {111, 0},
191 _("全耐性(期間 20+d20)", "resist elements (dur 20+d20)") },
192 { "SPEED", ACT_SPEED, 40, 15000, {250, 0},
193 _("加速(期間 20+d20)", "speed (dur 20+d20)") },
194 { "XTRA_SPEED", ACT_XTRA_SPEED, 40, 25000, {200, 200},
195 _("加速(期間 75+d75)", "speed (dur 75+d75)") },
196 { "WRAITH", ACT_WRAITH, 90, 25000, {1000, 0},
197 _("幽体化(期間 (レベル/2)+d(レベル/2))", "wraith form (dur level/2 + d(level/2))") },
198 { "INVULN", ACT_INVULN, 90, 25000, {1000, 0},
199 _("無敵化(期間 8+d8)", "invulnerability (dur 8+d8)") },
200 { "HERO", ACT_HERO, 10, 500, {30, 30},
201 _("士気高揚", "heroism") },
202 { "HERO_SPEED", ACT_HERO_SPEED, 30, 20000, {100, 200},
203 _("士気高揚, スピード(期間 50+d50ターン)", "hero and +10 to speed (50)") },
204 { "RESIST_ACID", ACT_RESIST_ACID, 20, 2000, {40, 40},
205 _("酸への耐性(期間 20+d20)", "resist acid (dur 20+d20)") },
206 { "RESIST_FIRE", ACT_RESIST_FIRE, 20, 2000, {40, 40},
207 _("火炎への耐性(期間 20+d20)", "resist fire (dur 20+d20)") },
208 { "RESIST_COLD", ACT_RESIST_COLD, 20, 2000, {40, 40},
209 _("冷気への耐性(期間 20+d20)", "resist cold (dur 20+d20)") },
210 { "RESIST_ELEC", ACT_RESIST_ELEC, 20, 2000, {40, 40},
211 _("電撃への耐性(期間 20+d20)", "resist elec (dur 20+d20)") },
212 { "RESIST_POIS", ACT_RESIST_POIS, 20, 2000, {40, 40},
213 _("毒への耐性(期間 20+d20)", "resist poison (dur 20+d20)") },
215 { "LIGHT", ACT_LIGHT, 10, 150, {10, 10},
216 _("イルミネーション", "light area (dam 2d15)") },
217 { "MAP_LIGHT", ACT_MAP_LIGHT, 30, 500, {50, 50},
218 _("魔法の地図と光", "light (dam 2d15) & map area") },
219 { "DETECT_ALL", ACT_DETECT_ALL, 30, 1000, {55, 55},
220 _("全感知", "detection") },
221 { "DETECT_XTRA", ACT_DETECT_XTRA, 50, 12500, {100, 0},
222 _("全感知、探索、*鑑定*", "detection, probing and identify true") },
223 { "ID_FULL", ACT_ID_FULL, 50, 10000, {75, 0},
224 _("*鑑定*", "identify true") },
225 { "ID_PLAIN", ACT_ID_PLAIN, 20, 1250, {10, 0},
226 _("鑑定", "identify spell") },
227 { "RUNE_EXPLO", ACT_RUNE_EXPLO, 40, 4000, {200, 0},
228 _("爆発のルーン", "explosive rune") },
229 { "RUNE_PROT", ACT_RUNE_PROT, 60, 10000, {400, 0},
230 _("守りのルーン", "rune of protection") },
231 { "SATIATE", ACT_SATIATE, 10, 2000, {200, 0},
232 _("空腹充足", "satisfy hunger") },
233 { "DEST_DOOR", ACT_DEST_DOOR, 10, 100, {10, 0},
234 _("ドア破壊", "destroy doors") },
235 { "STONE_MUD", ACT_STONE_MUD, 20, 1000, {3, 0},
236 _("岩石溶解", "stone to mud") },
237 { "RECHARGE", ACT_RECHARGE, 30, 1000, {70, 0},
238 _("魔力充填", "recharging") },
239 { "ALCHEMY", ACT_ALCHEMY, 50, 10000, {500, 0},
240 _("錬金術", "alchemy") },
241 { "DIM_DOOR", ACT_DIM_DOOR, 50, 10000, {100, 0},
242 _("次元の扉", "dimension door") },
243 { "TELEPORT", ACT_TELEPORT, 10, 2000, {25, 0},
244 _("テレポート", "teleport") },
245 { "RECALL", ACT_RECALL, 30, 7500, {200, 0},
246 _("帰還の詔", "word of recall") },
247 { "JUDGE", ACT_JUDGE, 90, 50000, {20, 20},
248 _("体力と引き替えに千里眼と帰還", "a telekinesis (500 lb)") },
249 { "TELEKINESIS", ACT_TELEKINESIS, 20, 5500, {25, 25},
250 _("物体を引き寄せる(重量25kgまで)", "clairvoyance and recall, draining you") },
251 { "DETECT_UNIQUE", ACT_DETECT_UNIQUE, 40, 10000, {200, 0},
252 _("この階にいるユニークモンスターを表示", "list of the uniques on the level") },
253 { "ESCAPE", ACT_ESCAPE, 10, 3000, {35, 0},
254 _("逃走", "a getaway") },
255 { "DISP_CURSE_XTRA", ACT_DISP_CURSE_XTRA, 40, 30000, {0, 0},
256 _("*解呪*と調査", "dispel curse and probing") },
257 { "BRAND_FIRE_BOLTS", ACT_BRAND_FIRE_BOLTS, 40, 20000, {999, 0},
258 _("刃先のファイア・ボルト", "fire branding of bolts") },
259 { "RECHARGE_XTRA", ACT_RECHARGE_XTRA, 70, 30000, {200, 0},
260 _("魔力充填", "recharge item") },
261 { "LORE", ACT_LORE, 10, 30000, {0, 0},
262 _("危険を伴う鑑定", "perilous identify") },
263 { "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000, {100, 100},
264 _("四股踏み", "shiko") },
265 { "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500, {10, 0},
266 _("ショート・テレポート", "blink") },
267 { "DETECT_ALL_MONS", ACT_DETECT_ALL_MONS, 30, 3000, {150, 0},
268 _("全モンスター感知", "detect all monsters") },
269 { "ULTIMATE_RESIST", ACT_ULTIMATE_RESIST, 90, 20000, {777, 0},
270 _("士気高揚、祝福、究極の耐性", "hero, bless, and ultimate resistance") },
272 { "CAST_OFF", ACT_CAST_OFF, 30, 15000, {100, 0},
273 _("脱衣と小宇宙燃焼", "cast it off and cosmic heroism") },
274 { "FISHING", ACT_FISHING, 0, 100, {0, 0},
275 _("釣りをする", "fishing") },
276 { "INROU", ACT_INROU, 40, 15000, {150, 150},
277 _("例のアレ", "reveal your identity") },
278 { "MURAMASA", ACT_MURAMASA, 0, 0, {-1, 0},
279 _("腕力の上昇", "increase STR") },
280 { "BLOODY_MOON", ACT_BLOODY_MOON, 0, 0, {3333, 0},
281 _("属性変更", "change zokusei") },
282 { "CRIMSON", ACT_CRIMSON, 0, 50000, {15, 0},
283 _("ファイア!", "fire!") },
285 { "STRAIN_HASTE", ACT_STRAIN_HASTE, 10, 1000, {120, 100},
286 _("体力と引き換えに加速", "haste with strain") },
287 { "GRAND_CROSS", ACT_GRAND_CROSS, 30, 15000, {250, 200},
288 _("グランド・クロス", "grand cross") },
289 { "TELEPORT_LEVEL", ACT_TELEPORT_LEVEL, 10, 1500, {100, 200},
290 _("テレポート・レベル", "teleort level") },
291 { "ARTS_FALLING_STAR", ACT_FALLING_STAR, 20, 5500, {30, 50},
292 _("魔剣・流れ星", "blade arts 'falling star'") },
293 { NULL, 0, 0, 0, {0, 0},
298 * @brief 装備を発動するコマンドのサブルーチン /
299 * Activate a wielded object. Wielded objects never stack.
300 * And even if they did, activatable objects never stack.
301 * @param item 発動するオブジェクトの所持品ID
305 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
306 * But one could, for example, easily make an activatable "Ring of Plasma".
307 * Note that it always takes a current_world_ptr->game_turn to activate an artifact, even if
308 * the user hits "escape" at the "direction" prompt.
311 void do_cmd_activate_aux(INVENTORY_IDX item)
320 /* Get the item (in the pack) */
323 o_ptr = &inventory[item];
326 /* Get the item (on the floor) */
329 o_ptr = ¤t_floor_ptr->o_list[0 - item];
332 take_turn(p_ptr, 100);
334 /* Extract the item level */
335 lev = k_info[o_ptr->k_idx].level;
337 /* Hack -- use artifact level instead */
338 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
339 else if (object_is_random_artifact(o_ptr))
341 const activation_type* const act_ptr = find_activation_info(o_ptr);
343 lev = act_ptr->level;
346 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
348 /* Base chance of success */
349 chance = p_ptr->skill_dev;
351 /* Confusion hurts skill */
352 if (p_ptr->confused) chance = chance / 2;
355 if (chance > fail) fail -= (chance - fail)*2;
356 else chance -= (fail - chance)*2;
357 if (fail < USE_DEVICE) fail = USE_DEVICE;
358 if (chance < USE_DEVICE) chance = USE_DEVICE;
360 if(cmd_limit_time_walk(p_ptr)) return;
362 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
363 else if (chance > fail)
365 if (randint0(chance*2) < fail) success = FALSE;
370 if (randint0(fail*2) < chance) success = TRUE;
371 else success = FALSE;
377 if (flush_failure) flush();
378 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."));
383 /* Check the recharge */
386 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
390 /* Some lights need enough fuel for activation */
391 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
392 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
394 msg_print(_("燃料がない。", "It has no fuel."));
399 /* Activate the artifact */
400 msg_print(_("始動させた...", "You activate it..."));
404 /* Activate object */
405 if (activation_index(o_ptr))
407 (void)activate_artifact(o_ptr);
409 p_ptr->window |= (PW_INVEN | PW_EQUIP);
416 else if (o_ptr->tval == TV_WHISTLE)
418 if (music_singing_any()) stop_singing(p_ptr);
419 if (hex_spelling_any()) stop_hex_spell_all();
422 MONSTER_IDX pet_ctr, i;
427 /* Allocate the "who" array */
428 C_MAKE(who, current_floor_ptr->max_m_idx, MONSTER_IDX);
430 /* Process the monsters (backwards) */
431 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
433 if (is_pet(¤t_floor_ptr->m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
434 who[max_pet++] = pet_ctr;
437 ang_sort(who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);
439 /* Process the monsters (backwards) */
440 for (i = 0; i < max_pet; i++)
443 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
446 /* Free the "who" array */
447 C_KILL(who, current_floor_ptr->max_m_idx, IDX);
449 o_ptr->timeout = 100 + randint1(100);
452 else if (o_ptr->tval == TV_CAPTURE)
456 bool old_target_pet = target_pet;
458 if (!get_aim_dir(&dir))
460 target_pet = old_target_pet;
463 target_pet = old_target_pet;
465 if(fire_ball(GF_CAPTURE, dir, 0, 0))
467 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
468 o_ptr->xtra3 = (XTRA8)cap_mspeed;
469 o_ptr->xtra4 = (XTRA16)cap_hp;
470 o_ptr->xtra5 = (XTRA16)cap_maxhp;
477 if (o_ptr->inscription)
478 strcpy(buf, quark_str(o_ptr->inscription));
480 for (s = buf;*s && (*s != '#'); s++)
483 if (iskanji(*s)) s++;
493 t = quark_str(cap_nickname);
506 o_ptr->inscription = quark_add(buf);
513 if (!get_direction(&dir, FALSE, FALSE)) return;
514 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
516 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
518 if (o_ptr->xtra3) current_floor_ptr->m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
519 if (o_ptr->xtra5) current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
520 if (o_ptr->xtra4) current_floor_ptr->m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
521 current_floor_ptr->m_list[hack_m_idx_ii].maxhp = current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp;
522 if (o_ptr->inscription)
530 t = quark_str(o_ptr->inscription);
531 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
534 if (iskanji(*t)) t++;
559 if (quote && *(s-1) =='\'')
563 current_floor_ptr->m_list[hack_m_idx_ii].nickname = quark_add(buf);
564 t = quark_str(o_ptr->inscription);
566 while(*t && (*t != '#'))
573 o_ptr->inscription = quark_add(buf);
584 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
591 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
595 * @brief 装備を発動するコマンドのメインルーチン /
598 void do_cmd_activate(void)
603 if (p_ptr->wild_mode) return;
604 if (cmd_limit_arena(p_ptr)) return;
606 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
608 set_action(ACTION_NONE);
611 item_tester_hook = item_tester_hook_activate;
613 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
614 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
616 if (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
618 /* Activate the item */
619 do_cmd_activate_aux(item);
623 * @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
624 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
625 * @param o_ptr 対象のオブジェクト構造体ポインタ
626 * @return 発動実行の是非を返す。
628 static bool activate_dragon_breath(object_type *o_ptr)
630 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
636 if (!get_aim_dir(&dir)) return FALSE;
638 object_flags(o_ptr, flgs);
640 for (i = 0; dragonbreath_info[i].flag != 0; i++)
642 if (have_flag(flgs, dragonbreath_info[i].flag))
644 type[n] = dragonbreath_info[i].type;
645 name[n] = dragonbreath_info[i].name;
649 if (n == 0) return FALSE;
652 if (music_singing_any()) stop_singing(p_ptr);
653 if (hex_spelling_any()) stop_hex_spell_all();
656 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
657 fire_breath(type[t], dir, 250, 4);
663 * @brief アイテムの発動効果を処理する。
664 * @param o_ptr 対象のオブジェクト構造体ポインタ
665 * @return 発動実行の是非を返す。
667 bool activate_artifact(object_type *o_ptr)
669 PLAYER_LEVEL plev = p_ptr->lev;
672 concptr name = k_name + k_info[o_ptr->k_idx].name;
673 const activation_type* const act_ptr = find_activation_info(o_ptr);
675 /* Maybe forgot adding information to activation_info table ? */
676 msg_print("Activation information is not found.");
680 /* Activate for attack */
681 switch (act_ptr->index)
685 if (!get_aim_dir(&dir)) return FALSE;
686 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
687 (void)lite_line(dir, damroll(6, 8));
693 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
694 if (!get_aim_dir(&dir)) return FALSE;
695 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
701 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
702 if (!get_aim_dir(&dir)) return FALSE;
703 fire_ball(GF_POIS, dir, 12, 3);
709 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
710 if (!get_aim_dir(&dir)) return FALSE;
711 fire_bolt(GF_ELEC, dir, damroll(4, 8));
717 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
718 if (!get_aim_dir(&dir)) return FALSE;
719 fire_bolt(GF_ACID, dir, damroll(5, 8));
725 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
726 if (!get_aim_dir(&dir)) return FALSE;
727 fire_bolt(GF_COLD, dir, damroll(6, 8));
733 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
734 if (!get_aim_dir(&dir)) return FALSE;
735 fire_bolt(GF_FIRE, dir, damroll(9, 8));
741 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
742 if (!get_aim_dir(&dir)) return FALSE;
743 fire_ball(GF_COLD, dir, 48, 2);
749 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
750 if (!get_aim_dir(&dir)) return FALSE;
751 fire_ball(GF_COLD, dir, 100, 2);
757 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
758 if (!get_aim_dir(&dir)) return FALSE;
759 fire_ball(GF_COLD, dir, 400, 3);
765 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
766 if (!get_aim_dir(&dir)) return FALSE;
767 fire_ball(GF_FIRE, dir, 72, 2);
773 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
774 if (!get_aim_dir(&dir)) return FALSE;
775 fire_ball(GF_FIRE, dir, 120, 3);
781 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
782 if (!get_aim_dir(&dir)) return FALSE;
783 fire_ball(GF_FIRE, dir, 300, 3);
789 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
790 if (!get_aim_dir(&dir)) return FALSE;
791 fire_ball(GF_FIRE, dir, 100, 2);
797 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
798 if (!get_aim_dir(&dir)) return FALSE;
799 fire_ball(GF_ELEC, dir, 100, 3);
805 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
806 if (!get_aim_dir(&dir)) return FALSE;
807 fire_ball(GF_ELEC, dir, 500, 3);
813 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
814 if (!get_aim_dir(&dir)) return FALSE;
815 fire_ball(GF_ACID, dir, 100, 2);
821 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
822 if (!get_aim_dir(&dir)) return FALSE;
823 fire_ball(GF_NUKE, dir, 100, 2);
827 case ACT_HYPODYNAMIA_1:
829 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);
830 if (!get_aim_dir(&dir)) return FALSE;
831 if (hypodynamic_bolt(dir, 100))
835 case ACT_HYPODYNAMIA_2:
837 msg_print(_("黒く輝いている...", "It glows black..."));
838 if (!get_aim_dir(&dir)) return FALSE;
839 hypodynamic_bolt(dir, 120);
845 if (!get_aim_dir(&dir)) return FALSE;
846 for (dummy = 0; dummy < 3; dummy++)
848 if (hypodynamic_bolt(dir, 50))
856 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
857 if (!get_aim_dir(&dir)) return FALSE;
858 fire_bolt(GF_ARROW, dir, 150);
870 if (!get_aim_dir(&dir)) return FALSE;
871 for (dummy = 0; dummy < 3; dummy++)
873 if (hypodynamic_bolt(dir, 100))
882 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
889 if (!get_aim_dir(&dir)) return FALSE;
890 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
891 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
897 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
898 dispel_evil(p_ptr->lev * 5);
904 if (!get_aim_dir(&dir)) return FALSE;
905 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
906 fire_breath(GF_MISSILE, dir, 300, 4);
912 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
913 dispel_good(p_ptr->lev * 5);
919 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
920 if (!get_aim_dir(&dir)) return FALSE;
921 fire_bolt(GF_ARROW, dir, 150);
927 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
928 if (!get_aim_dir(&dir)) return FALSE;
929 fire_ball(GF_WATER, dir, 200, 3);
935 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
936 if (!get_aim_dir(&dir)) return FALSE;
937 fire_ball(GF_DARK, dir, 250, 4);
943 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
944 if (!get_aim_dir(&dir)) return FALSE;
945 fire_ball(GF_MANA, dir, 250, 4);
951 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
952 (void)dispel_monsters(4);
956 case ACT_BLINDING_LIGHT:
958 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
959 fire_ball(GF_LITE, 0, 300, 6);
960 confuse_monsters(3 * p_ptr->lev / 2);
966 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
967 if (!get_aim_dir(&dir)) return FALSE;
972 case ACT_CAST_BA_STAR:
974 HIT_POINT num = damroll(5, 3);
975 POSITION y = 0, x = 0;
977 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
978 for (k = 0; k < num; k++)
984 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
985 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
986 if (!player_bold(y, x)) break;
989 project(0, 3, y, x, 150, GF_ELEC,
990 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
996 case ACT_BLADETURNER:
998 if (!get_aim_dir(&dir)) return FALSE;
999 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
1000 fire_breath(GF_MISSILE, dir, 300, 4);
1001 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
1002 (void)set_afraid(0);
1003 (void)set_hero(randint1(50) + 50, FALSE);
1004 (void)hp_player(10);
1005 (void)set_blessed(randint1(50) + 50, FALSE);
1006 (void)set_oppose_acid(randint1(50) + 50, FALSE);
1007 (void)set_oppose_elec(randint1(50) + 50, FALSE);
1008 (void)set_oppose_fire(randint1(50) + 50, FALSE);
1009 (void)set_oppose_cold(randint1(50) + 50, FALSE);
1010 (void)set_oppose_pois(randint1(50) + 50, FALSE);
1016 if (!get_aim_dir(&dir)) return FALSE;
1017 fire_breath(GF_FIRE, dir, 200, 2);
1018 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1020 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1027 if (!get_aim_dir(&dir)) return FALSE;
1028 fire_breath(GF_COLD, dir, 200, 2);
1029 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1031 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1038 if (!activate_dragon_breath(o_ptr)) return FALSE;
1042 /* Activate for other offensive action */
1045 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
1046 if (!get_aim_dir(&dir)) return FALSE;
1047 confuse_monster(dir, 20);
1053 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1054 sleep_monsters_touch();
1060 earthquake(p_ptr->y, p_ptr->x, 5);
1066 turn_monsters(40 + p_ptr->lev);
1072 if (!get_aim_dir(&dir)) return FALSE;
1073 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1077 case ACT_BANISH_EVIL:
1079 if (banish_evil(100))
1081 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!"));
1088 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1089 (void)symbol_genocide(200, TRUE);
1095 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
1096 (void)mass_genocide(200, TRUE);
1100 case ACT_SCARE_AREA:
1102 if (music_singing_any()) stop_singing(p_ptr);
1103 if (hex_spelling_any()) stop_hex_spell_all();
1104 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!",
1105 "You wind a mighty blast; your enemies tremble!"));
1106 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
1112 if (o_ptr->name1 == ART_HYOUSIGI)
1114 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
1118 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
1120 aggravate_monsters(0);
1124 /* Activate for summoning / charming */
1126 case ACT_CHARM_ANIMAL:
1128 if (!get_aim_dir(&dir)) return FALSE;
1129 (void)charm_animal(dir, plev);
1133 case ACT_CHARM_UNDEAD:
1135 if (!get_aim_dir(&dir)) return FALSE;
1136 (void)control_one_undead(dir, plev);
1140 case ACT_CHARM_OTHER:
1142 if (!get_aim_dir(&dir)) return FALSE;
1143 (void)charm_monster(dir, plev * 2);
1147 case ACT_CHARM_ANIMALS:
1149 (void)charm_animals(plev * 2);
1153 case ACT_CHARM_OTHERS:
1155 charm_monsters(plev * 2);
1159 case ACT_SUMMON_ANIMAL:
1161 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1165 case ACT_SUMMON_PHANTOM:
1167 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
1168 (void)summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1172 case ACT_SUMMON_ELEMENTAL:
1173 if (!cast_summon_elemental(p_ptr, (plev * 3) / 2)) return FALSE;
1176 case ACT_SUMMON_DEMON:
1178 cast_summon_demon((plev * 3) / 2);
1182 case ACT_SUMMON_UNDEAD:
1183 if (!cast_summon_undead(p_ptr, (plev * 3) / 2)) return FALSE;
1186 case ACT_SUMMON_HOUND:
1187 if (!cast_summon_hound(p_ptr, (plev * 3) / 2)) return FALSE;
1190 case ACT_SUMMON_DAWN:
1192 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1193 (void)summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1197 case ACT_SUMMON_OCTOPUS:
1198 if(!cast_summon_octopus(p_ptr)) return FALSE;
1201 /* Activate for healing */
1203 case ACT_CHOIR_SINGS:
1205 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1206 (void)cure_critical_wounds(777);
1207 (void)set_hero(randint1(25) + 25, FALSE);
1213 (void)set_afraid(0);
1214 (void)hp_player(30);
1220 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1221 (void)cure_serious_wounds(4, 8);
1225 case ACT_CURE_POISON:
1227 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1228 (void)set_afraid(0);
1229 (void)set_poisoned(0);
1235 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1242 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1243 (void)restore_all_status();
1244 (void)restore_level();
1250 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1251 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1252 (void)cure_critical_wounds(700);
1258 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1259 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1260 (void)cure_critical_wounds(1000);
1266 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1271 case ACT_CURE_MANA_FULL:
1273 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1278 /* Activate for timed effect */
1282 (void)set_tim_esp(randint1(30) + 25, FALSE);
1288 (void)berserk(randint1(25) + 25);
1294 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1296 (void)set_protevil(randint1(25) + k, FALSE);
1300 case ACT_RESIST_ALL:
1302 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1303 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1304 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1305 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1306 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1307 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1313 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1314 (void)set_fast(randint1(20) + 20, FALSE);
1318 case ACT_XTRA_SPEED:
1320 msg_print(_("明るく輝いている...", "It glows brightly..."));
1321 (void)set_fast(randint1(75) + 75, FALSE);
1327 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1333 (void)set_invuln(randint1(8) + 8, FALSE);
1343 case ACT_HERO_SPEED:
1345 (void)set_fast(randint1(50) + 50, FALSE);
1350 case ACT_RESIST_ACID:
1352 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1353 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1355 if (!get_aim_dir(&dir)) return FALSE;
1356 fire_ball(GF_ACID, dir, 100, 2);
1358 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1362 case ACT_RESIST_FIRE:
1364 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1365 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1367 if (!get_aim_dir(&dir)) return FALSE;
1368 fire_ball(GF_FIRE, dir, 100, 2);
1370 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1374 case ACT_RESIST_COLD:
1376 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1377 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1379 if (!get_aim_dir(&dir)) return FALSE;
1380 fire_ball(GF_COLD, dir, 100, 2);
1382 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1386 case ACT_RESIST_ELEC:
1388 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1389 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1391 if (!get_aim_dir(&dir)) return FALSE;
1392 fire_ball(GF_ELEC, dir, 100, 2);
1394 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1398 case ACT_RESIST_POIS:
1400 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1401 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1405 /* Activate for general purpose effect (detection etc.) */
1409 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1410 lite_area(damroll(2, 15), 3);
1416 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1417 map_area(DETECT_RAD_MAP);
1418 lite_area(damroll(2, 15), 3);
1422 case ACT_DETECT_ALL:
1424 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1425 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1426 detect_all(DETECT_RAD_DEFAULT);
1430 case ACT_DETECT_XTRA:
1432 msg_print(_("明るく輝いている...", "It glows brightly..."));
1433 detect_all(DETECT_RAD_DEFAULT);
1435 identify_fully(FALSE);
1441 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1442 identify_fully(FALSE);
1448 if (!ident_spell(FALSE)) return FALSE;
1452 case ACT_RUNE_EXPLO:
1454 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1461 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1468 (void)set_food(PY_FOOD_MAX - 1);
1474 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1475 destroy_doors_touch();
1481 msg_print(_("鼓動している...", "It pulsates..."));
1482 if (!get_aim_dir(&dir)) return FALSE;
1483 wall_to_mud(dir, 20 + randint1(30));
1495 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1502 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."));
1503 if (!dimension_door()) return FALSE;
1510 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1511 teleport_player(100, 0L);
1517 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1518 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1524 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1525 chg_virtue(V_KNOWLEDGE, 1);
1526 chg_virtue(V_ENLIGHTEN, 1);
1529 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1530 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1532 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1533 (void)detect_doors(DETECT_RAD_DEFAULT);
1534 (void)detect_stairs(DETECT_RAD_DEFAULT);
1536 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1538 (void)recall_player(p_ptr, randint0(21) + 15);
1544 case ACT_TELEKINESIS:
1546 if (!get_aim_dir(&dir)) return FALSE;
1547 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1548 fetch(dir, 500, TRUE);
1552 case ACT_DETECT_UNIQUE:
1555 monster_type *m_ptr;
1556 monster_race *r_ptr;
1557 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 ..."));
1558 /* Process the monsters (backwards) */
1559 for (i = m_max - 1; i >= 1; i--)
1561 /* Access the monster */
1562 m_ptr = ¤t_floor_ptr->m_list[i];
1564 /* Ignore "dead" monsters */
1565 if (!monster_is_valid(m_ptr)) continue;
1567 r_ptr = &r_info[m_ptr->r_idx];
1569 if (r_ptr->flags1 & RF1_UNIQUE)
1571 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1579 switch (randint1(13))
1581 case 1: case 2: case 3: case 4: case 5:
1582 teleport_player(10, 0L);
1584 case 6: case 7: case 8: case 9: case 10:
1585 teleport_player(222, 0L);
1588 (void)stair_creation();
1591 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1593 if (autosave_l) do_cmd_save_game(TRUE);
1594 p_ptr->leaving = TRUE;
1600 case ACT_DISP_CURSE_XTRA:
1602 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1603 (void)remove_all_curse();
1608 case ACT_BRAND_FIRE_BOLTS:
1610 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1611 (void)brand_bolts();
1615 case ACT_RECHARGE_XTRA:
1617 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1618 if (!recharge(1000)) return FALSE;
1623 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1624 if(!perilous_secrets(p_ptr)) return FALSE;
1629 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1630 (void)set_afraid(0);
1631 (void)set_hero(randint1(20) + 20, FALSE);
1632 dispel_evil(p_ptr->lev * 3);
1636 case ACT_PHASE_DOOR:
1638 teleport_player(10, 0L);
1642 case ACT_DETECT_ALL_MONS:
1644 (void)detect_monsters_invis(255);
1645 (void)detect_monsters_normal(255);
1649 case ACT_ULTIMATE_RESIST:
1651 TIME_EFFECT v = randint1(25) + 25;
1652 (void)set_afraid(0);
1653 (void)set_hero(v, FALSE);
1654 (void)hp_player(10);
1655 (void)set_blessed(v, FALSE);
1656 (void)set_oppose_acid(v, FALSE);
1657 (void)set_oppose_elec(v, FALSE);
1658 (void)set_oppose_fire(v, FALSE);
1659 (void)set_oppose_cold(v, FALSE);
1660 (void)set_oppose_pois(v, FALSE);
1661 (void)set_ultimate_res(v, FALSE);
1666 cosmic_cast_off(p_ptr, o_ptr);
1669 case ACT_FALLING_STAR:
1671 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1672 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.'"));
1677 case ACT_GRAND_CROSS:
1679 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1680 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1684 case ACT_TELEPORT_LEVEL:
1686 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;
1691 case ACT_STRAIN_HASTE:
1694 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1695 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1696 t = 25 + randint1(25);
1697 (void)set_fast(p_ptr->fast + t, FALSE);
1702 if(!fishing(p_ptr)) return FALSE;
1711 /* Only for Muramasa */
1712 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1713 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1715 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1719 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1720 curse_weapon_object(TRUE, o_ptr);
1726 case ACT_BLOODY_MOON:
1728 /* Only for Bloody Moon */
1729 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1730 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1731 get_bloody_moon_flags(o_ptr);
1732 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1733 p_ptr->update |= (PU_BONUS | PU_HP);
1738 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1739 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(!fire_crimson()) return FALSE;
1745 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1750 /* Set activation timeout */
1751 if (act_ptr->timeout.constant >= 0) {
1752 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1753 if (act_ptr->timeout.dice > 0) {
1754 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1758 /* Activations that have special timeout */
1759 switch (act_ptr->index) {
1761 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1764 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1767 o_ptr->timeout = 3 * (p_ptr->lev + 10);
1773 msg_format("Special timeout is not implemented: %d.", act_ptr->index);