*/
#include "angband.h"
+#include "cmd-activate.h"
+#include "object-hook.h"
+#include "spells-summon.h"
/*!
* @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
return w1 <= w2;
}
-/*!
-* @brief オブジェクトをプレイヤーが魔道具として発動できるかを判定する /
-* Hook to determine if an object is activatable
-* @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
-* @return 魔道具として発動可能ならばTRUEを返す
-*/
-static bool item_tester_hook_activate(object_type *o_ptr)
-{
- u32b flgs[TR_FLAG_SIZE];
-
- /* Not known */
- if (!object_is_known(o_ptr)) return (FALSE);
-
- /* Extract the flags */
- object_flags(o_ptr, flgs);
-
- /* Check activation flag */
- if (have_flag(flgs, TR_ACTIVATE)) return (TRUE);
-
- /* Assume not */
- return (FALSE);
-}
/*!
* @brief 装備を発動するコマンドのサブルーチン /
* the user hits "escape" at the "direction" prompt.
* </pre>
*/
-void do_cmd_activate_aux(int item)
+void do_cmd_activate_aux(INVENTORY_IDX item)
{
- int dir, lev, chance, fail;
+ DIRECTION dir;
+ DEPTH lev;
+ int chance, fail;
object_type *o_ptr;
bool success;
o_ptr = &o_list[0 - item];
}
- /* Take a turn */
p_ptr->energy_use = 100;
/* Extract the item level */
/* Activate the artifact */
msg_print(_("始動させた...", "You activate it..."));
- /* Sound */
sound(SOUND_ZAP);
/* Activate object */
if (activation_index(o_ptr))
{
- (void)activate_random_artifact(o_ptr);
+ (void)activate_artifact(o_ptr);
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* Success */
if (music_singing_any()) stop_singing();
if (hex_spelling_any()) stop_hex_spell_all();
-#if 0
- if (object_is_cursed(o_ptr))
- {
- msg_print(_("カン高い音が響き渡った。", "You produce a shrill whistling sound."));
- aggravate_monsters(0);
- }
- else
-#endif
{
IDX pet_ctr, i;
IDX *who;
/* Free the "who" array */
C_KILL(who, max_m_idx, IDX);
}
- o_ptr->timeout = 100+randint1(100);
+ o_ptr->timeout = 100 + randint1(100);
return;
}
else if (o_ptr->tval == TV_CAPTURE)
else
{
success = FALSE;
- if (!get_rep_dir2(&dir)) return;
+ if (!get_direction(&dir, FALSE, FALSE)) return;
if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
{
if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
void do_cmd_activate(void)
{
OBJECT_IDX item;
- cptr q, s;
+ cptr q, s;
+
+ if (p_ptr->wild_mode) return;
+ if (p_ptr->inside_arena)
+ {
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
+ msg_print(NULL);
+ return;
+ }
if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
{
set_action(ACTION_NONE);
}
- item_tester_no_ryoute = TRUE;
- /* Prepare the hook */
item_tester_hook = item_tester_hook_activate;
- /* Get an item */
q = _("どのアイテムを始動させますか? ", "Activate which item? ");
s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
- if (!get_item(&item, q, s, (USE_EQUIP))) return;
+ if (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
/* Activate the item */
do_cmd_activate_aux(item);
}
+/*!
+* @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
+* @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
+* @param o_ptr 対象のオブジェクト構造体ポインタ
+* @return 発動実行の是非を返す。
+*/
+static bool activate_dragon_breath(object_type *o_ptr)
+{
+ BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
+ int type[20];
+ cptr name[20];
+ int i, t, n = 0;
+ DIRECTION dir;
+
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ object_flags(o_ptr, flgs);
+
+ for (i = 0; dragonbreath_info[i].flag != 0; i++)
+ {
+ if (have_flag(flgs, dragonbreath_info[i].flag))
+ {
+ type[n] = dragonbreath_info[i].type;
+ name[n] = dragonbreath_info[i].name;
+ n++;
+ }
+ }
+
+ /* Paranoia */
+ if (n == 0) return FALSE;
+
+ /* Stop speaking */
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
+
+ t = randint0(n);
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
+ fire_breath(type[t], dir, 250, 4);
+
+ return TRUE;
+}
+
+/*!
+ * @brief アイテムの発動効果を処理する。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動実行の是非を返す。
+ */
+bool activate_artifact(object_type *o_ptr)
+{
+ PLAYER_LEVEL plev = p_ptr->lev;
+ int k, dummy = 0;
+ DIRECTION dir;
+ cptr name = k_name + k_info[o_ptr->k_idx].name;
+ const activation_type* const act_ptr = find_activation_info(o_ptr);
+
+ /* Paranoia */
+ if (!act_ptr) {
+ /* Maybe forgot adding information to activation_info table ? */
+ msg_print("Activation information is not found.");
+ return FALSE;
+ }
+
+ /* Activate for attack */
+ switch (act_ptr->index)
+ {
+ case ACT_SUNLIGHT:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
+ (void)lite_line(dir, damroll(6, 8));
+ break;
+ }
+
+ case ACT_BO_MISS_1:
+ {
+ msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_bolt(GF_MISSILE, dir, damroll(2, 6));
+ break;
+ }
+
+ case ACT_BA_POIS_1:
+ {
+ msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_POIS, dir, 12, 3);
+ break;
+ }
+
+ case ACT_BO_ELEC_1:
+ {
+ msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_bolt(GF_ELEC, dir, damroll(4, 8));
+ break;
+ }
+
+ case ACT_BO_ACID_1:
+ {
+ msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_bolt(GF_ACID, dir, damroll(5, 8));
+ break;
+ }
+
+ case ACT_BO_COLD_1:
+ {
+ msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_bolt(GF_COLD, dir, damroll(6, 8));
+ break;
+ }
+
+ case ACT_BO_FIRE_1:
+ {
+ msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_bolt(GF_FIRE, dir, damroll(9, 8));
+ break;
+ }
+
+ case ACT_BA_COLD_1:
+ {
+ msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 48, 2);
+ break;
+ }
+
+ case ACT_BA_COLD_2:
+ {
+ msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 100, 2);
+ break;
+ }
+
+ case ACT_BA_COLD_3:
+ {
+ msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 400, 3);
+ break;
+ }
+
+ case ACT_BA_FIRE_1:
+ {
+ msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 72, 2);
+ break;
+ }
+
+ case ACT_BA_FIRE_2:
+ {
+ msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 120, 3);
+ break;
+ }
+
+ case ACT_BA_FIRE_3:
+ {
+ msg_print(_("深赤色に輝いている...", "It glows deep red..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 300, 3);
+ break;
+ }
+
+ case ACT_BA_FIRE_4:
+ {
+ msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 100, 2);
+ break;
+ }
+
+ case ACT_BA_ELEC_2:
+ {
+ msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ELEC, dir, 100, 3);
+ break;
+ }
+
+ case ACT_BA_ELEC_3:
+ {
+ msg_print(_("深青色に輝いている...", "It glows deep blue..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ELEC, dir, 500, 3);
+ break;
+ }
+
+ case ACT_BA_ACID_1:
+ {
+ msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ACID, dir, 100, 2);
+ break;
+ }
+
+ case ACT_BA_NUKE_1:
+ {
+ msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_NUKE, dir, 100, 2);
+ break;
+ }
+
+ case ACT_HYPODYNAMIA_1:
+ {
+ 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);
+ if (!get_aim_dir(&dir)) return FALSE;
+ if (hypodynamic_bolt(dir, 100))
+ break;
+ }
+
+ case ACT_HYPODYNAMIA_2:
+ {
+ msg_print(_("黒く輝いている...", "It glows black..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ hypodynamic_bolt(dir, 120);
+ break;
+ }
+
+ case ACT_DRAIN_1:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ for (dummy = 0; dummy < 3; dummy++)
+ {
+ if (hypodynamic_bolt(dir, 50))
+ hp_player(50);
+ }
+ break;
+ }
+
+ case ACT_BO_MISS_2:
+ {
+ msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_bolt(GF_ARROW, dir, 150);
+ break;
+ }
+
+ case ACT_WHIRLWIND:
+ {
+ massacre();
+ break;
+ }
+
+ case ACT_DRAIN_2:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ for (dummy = 0; dummy < 3; dummy++)
+ {
+ if (hypodynamic_bolt(dir, 100))
+ hp_player(100);
+ }
+ break;
+ }
+
+
+ case ACT_CALL_CHAOS:
+ {
+ msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
+ call_chaos();
+ break;
+ }
+
+ case ACT_ROCKET:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_print(_("ロケットを発射した!", "You launch a rocket!"));
+ fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
+ break;
+ }
+
+ case ACT_DISP_EVIL:
+ {
+ msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
+ dispel_evil(p_ptr->lev * 5);
+ break;
+ }
+
+ case ACT_BA_MISS_3:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
+ fire_breath(GF_MISSILE, dir, 300, 4);
+ break;
+ }
+
+ case ACT_DISP_GOOD:
+ {
+ msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
+ dispel_good(p_ptr->lev * 5);
+ break;
+ }
+
+ case ACT_BO_MANA:
+ {
+ msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_bolt(GF_ARROW, dir, 150);
+ break;
+ }
+
+ case ACT_BA_WATER:
+ {
+ msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_WATER, dir, 200, 3);
+ break;
+ }
+
+ case ACT_BA_DARK:
+ {
+ msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_DARK, dir, 250, 4);
+ break;
+ }
+
+ case ACT_BA_MANA:
+ {
+ msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_MANA, dir, 250, 4);
+ break;
+ }
+
+ case ACT_PESTICIDE:
+ {
+ msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
+ (void)dispel_monsters(4);
+ break;
+ }
+
+ case ACT_BLINDING_LIGHT:
+ {
+ msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
+ fire_ball(GF_LITE, 0, 300, 6);
+ confuse_monsters(3 * p_ptr->lev / 2);
+ break;
+ }
+
+ case ACT_BIZARRE:
+ {
+ msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
+ if (!get_aim_dir(&dir)) return FALSE;
+ ring_of_power(dir);
+ break;
+ }
+
+ case ACT_CAST_BA_STAR:
+ {
+ HIT_POINT num = damroll(5, 3);
+ POSITION y = 0, x = 0;
+ int attempts;
+ msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
+ for (k = 0; k < num; k++)
+ {
+ attempts = 1000;
+
+ while (attempts--)
+ {
+ scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
+ if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
+ if (!player_bold(y, x)) break;
+ }
+
+ project(0, 3, y, x, 150, GF_ELEC,
+ (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
+ }
+
+ break;
+ }
+
+ case ACT_BLADETURNER:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
+ fire_breath(GF_MISSILE, dir, 300, 4);
+ msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
+ (void)set_afraid(0);
+ (void)set_hero(randint1(50) + 50, FALSE);
+ (void)hp_player(10);
+ (void)set_blessed(randint1(50) + 50, FALSE);
+ (void)set_oppose_acid(randint1(50) + 50, FALSE);
+ (void)set_oppose_elec(randint1(50) + 50, FALSE);
+ (void)set_oppose_fire(randint1(50) + 50, FALSE);
+ (void)set_oppose_cold(randint1(50) + 50, FALSE);
+ (void)set_oppose_pois(randint1(50) + 50, FALSE);
+ break;
+ }
+
+ case ACT_BR_FIRE:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_breath(GF_FIRE, dir, 200, 2);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ {
+ (void)set_oppose_fire(randint1(20) + 20, FALSE);
+ }
+ break;
+ }
+
+ case ACT_BR_COLD:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_breath(GF_COLD, dir, 200, 2);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ {
+ (void)set_oppose_cold(randint1(20) + 20, FALSE);
+ }
+ break;
+ }
+
+ case ACT_BR_DRAGON:
+ {
+ if (!activate_dragon_breath(o_ptr)) return FALSE;
+ break;
+ }
+
+ /* Activate for other offensive action */
+ case ACT_CONFUSE:
+ {
+ msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ confuse_monster(dir, 20);
+ break;
+ }
+
+ case ACT_SLEEP:
+ {
+ msg_print(_("深青色に輝いている...", "It glows deep blue..."));
+ sleep_monsters_touch();
+ break;
+ }
+
+ case ACT_QUAKE:
+ {
+ earthquake(p_ptr->y, p_ptr->x, 5);
+ break;
+ }
+
+ case ACT_TERROR:
+ {
+ turn_monsters(40 + p_ptr->lev);
+ break;
+ }
+
+ case ACT_TELE_AWAY:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ (void)fire_beam(GF_AWAY_ALL, dir, plev);
+ break;
+ }
+
+ case ACT_BANISH_EVIL:
+ {
+ if (banish_evil(100))
+ {
+ 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!"));
+ }
+ break;
+ }
+
+ case ACT_GENOCIDE:
+ {
+ msg_print(_("深青色に輝いている...", "It glows deep blue..."));
+ (void)symbol_genocide(200, TRUE);
+ break;
+ }
+
+ case ACT_MASS_GENO:
+ {
+ msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
+ (void)mass_genocide(200, TRUE);
+ break;
+ }
+
+ case ACT_SCARE_AREA:
+ {
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
+ 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!",
+ "You wind a mighty blast; your enemies tremble!"));
+ (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
+ break;
+ }
+
+ case ACT_AGGRAVATE:
+ {
+ if (o_ptr->name1 == ART_HYOUSIGI)
+ {
+ msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
+ }
+ else
+ {
+ msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
+ }
+ aggravate_monsters(0);
+ break;
+ }
+
+ /* Activate for summoning / charming */
+
+ case ACT_CHARM_ANIMAL:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ (void)charm_animal(dir, plev);
+ break;
+ }
+
+ case ACT_CHARM_UNDEAD:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ (void)control_one_undead(dir, plev);
+ break;
+ }
+
+ case ACT_CHARM_OTHER:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ (void)charm_monster(dir, plev * 2);
+ break;
+ }
+
+ case ACT_CHARM_ANIMALS:
+ {
+ (void)charm_animals(plev * 2);
+ break;
+ }
+
+ case ACT_CHARM_OTHERS:
+ {
+ charm_monsters(plev * 2);
+ break;
+ }
+
+ case ACT_SUMMON_ANIMAL:
+ {
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
+ break;
+ }
+
+ case ACT_SUMMON_PHANTOM:
+ {
+ msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
+ break;
+ }
+
+ case ACT_SUMMON_ELEMENTAL:
+ {
+ bool pet = one_in_(3);
+ BIT_FLAGS mode = 0L;
+
+ if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= PM_NO_PET;
+
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode, '\0'))
+ {
+ msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
+ if (pet)
+ msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
+ else
+ msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
+ }
+
+ break;
+ }
+
+ case ACT_SUMMON_DEMON:
+ {
+ cast_summon_demon((plev * 3) / 2);
+ break;
+ }
+
+ case ACT_SUMMON_UNDEAD:
+ {
+ bool pet = one_in_(3);
+ int type;
+ BIT_FLAGS mode = 0L;
+
+ type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
+
+ if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode, '\0'))
+ {
+ 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...",
+ "Cold winds begin to blow around you, carrying with them the stench of decay..."));
+ if (pet)
+ 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!",
+ "Ancient, long-dead forms arise from the ground to serve you!"));
+ else
+ msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
+ "'The dead arise... to punish you for disturbing them!'"));
+ }
+
+ break;
+ }
+
+ case ACT_SUMMON_HOUND:
+ {
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
+ bool pet = !one_in_(5);
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= PM_NO_PET;
+
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode, '\0'))
+ {
+
+ if (pet)
+ msg_print(_("ハウンドがあなたの下僕として出現した。",
+ "A group of hounds appear as your servant."));
+ else
+ msg_print(_("ハウンドはあなたに牙を向けている!",
+ "A group of hounds appear as your enemy!"));
+ }
+
+ break;
+ }
+
+ case ACT_SUMMON_DAWN:
+ {
+ msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
+ break;
+ }
+
+ case ACT_SUMMON_OCTOPUS:
+ {
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
+ bool pet = !one_in_(5);
+ if (pet) mode |= PM_FORCE_PET;
+
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
+ {
+ if (pet)
+ 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."));
+ else
+ msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
+ }
+
+ break;
+ }
+
+ /* Activate for healing */
+
+ case ACT_CHOIR_SINGS:
+ {
+ msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
+ (void)cure_critical_wounds(777);
+ (void)set_hero(randint1(25) + 25, FALSE);
+ break;
+ }
+
+ case ACT_CURE_LW:
+ {
+ (void)set_afraid(0);
+ (void)hp_player(30);
+ break;
+ }
+
+ case ACT_CURE_MW:
+ {
+ msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
+ (void)cure_serious_wounds(4, 8);
+ break;
+ }
+
+ case ACT_CURE_POISON:
+ {
+ msg_print(_("深青色に輝いている...", "It glows deep blue..."));
+ (void)set_afraid(0);
+ (void)set_poisoned(0);
+ break;
+ }
+
+ case ACT_REST_EXP:
+ {
+ msg_print(_("深紅に輝いている...", "It glows a deep red..."));
+ restore_level();
+ break;
+ }
+
+ case ACT_REST_ALL:
+ {
+ msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
+ (void)restore_all_status();
+ (void)restore_level();
+ break;
+ }
+
+ case ACT_CURE_700:
+ {
+ msg_print(_("深青色に輝いている...", "It glows deep blue..."));
+ msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
+ (void)cure_critical_wounds(700);
+ break;
+ }
+
+ case ACT_CURE_1000:
+ {
+ msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
+ msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
+ (void)cure_critical_wounds(1000);
+ break;
+ }
+
+ case ACT_CURING:
+ {
+ msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
+ true_healing(0);
+ break;
+ }
+
+ case ACT_CURE_MANA_FULL:
+ {
+ msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
+ restore_mana(TRUE);
+ break;
+ }
+
+ /* Activate for timed effect */
+
+ case ACT_ESP:
+ {
+ (void)set_tim_esp(randint1(30) + 25, FALSE);
+ break;
+ }
+
+ case ACT_BERSERK:
+ {
+ (void)berserk(randint1(25) + 25);
+ break;
+ }
+
+ case ACT_PROT_EVIL:
+ {
+ msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
+ k = 3 * p_ptr->lev;
+ (void)set_protevil(randint1(25) + k, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_ALL:
+ {
+ msg_print(_("様々な色に輝いている...", "It glows many colours..."));
+ (void)set_oppose_acid(randint1(40) + 40, FALSE);
+ (void)set_oppose_elec(randint1(40) + 40, FALSE);
+ (void)set_oppose_fire(randint1(40) + 40, FALSE);
+ (void)set_oppose_cold(randint1(40) + 40, FALSE);
+ (void)set_oppose_pois(randint1(40) + 40, FALSE);
+ break;
+ }
+
+ case ACT_SPEED:
+ {
+ msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
+ (void)set_fast(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ case ACT_XTRA_SPEED:
+ {
+ msg_print(_("明るく輝いている...", "It glows brightly..."));
+ (void)set_fast(randint1(75) + 75, FALSE);
+ break;
+ }
+
+ case ACT_WRAITH:
+ {
+ set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
+ break;
+ }
+
+ case ACT_INVULN:
+ {
+ (void)set_invuln(randint1(8) + 8, FALSE);
+ break;
+ }
+
+ case ACT_HERO:
+ {
+ (void)heroism(25);
+ break;
+ }
+
+ case ACT_HERO_SPEED:
+ {
+ (void)set_fast(randint1(50) + 50, FALSE);
+ (void)heroism(50);
+ break;
+ }
+
+ case ACT_RESIST_ACID:
+ {
+ msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ACID, dir, 100, 2);
+ }
+ (void)set_oppose_acid(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_FIRE:
+ {
+ msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 100, 2);
+ }
+ (void)set_oppose_fire(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_COLD:
+ {
+ msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 100, 2);
+ }
+ (void)set_oppose_cold(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_ELEC:
+ {
+ msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ELEC, dir, 100, 2);
+ }
+ (void)set_oppose_elec(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_POIS:
+ {
+ msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
+ (void)set_oppose_pois(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ /* Activate for general purpose effect (detection etc.) */
+
+ case ACT_LIGHT:
+ {
+ msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
+ lite_area(damroll(2, 15), 3);
+ break;
+ }
+
+ case ACT_MAP_LIGHT:
+ {
+ msg_print(_("眩しく輝いた...", "It shines brightly..."));
+ map_area(DETECT_RAD_MAP);
+ lite_area(damroll(2, 15), 3);
+ break;
+ }
+
+ case ACT_DETECT_ALL:
+ {
+ msg_print(_("白く明るく輝いている...", "It glows bright white..."));
+ msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
+ detect_all(DETECT_RAD_DEFAULT);
+ break;
+ }
+
+ case ACT_DETECT_XTRA:
+ {
+ msg_print(_("明るく輝いている...", "It glows brightly..."));
+ detect_all(DETECT_RAD_DEFAULT);
+ probing();
+ identify_fully(FALSE);
+ break;
+ }
+
+ case ACT_ID_FULL:
+ {
+ msg_print(_("黄色く輝いている...", "It glows yellow..."));
+ identify_fully(FALSE);
+ break;
+ }
+
+ case ACT_ID_PLAIN:
+ {
+ if (!ident_spell(FALSE)) return FALSE;
+ break;
+ }
+
+ case ACT_RUNE_EXPLO:
+ {
+ msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
+ explosive_rune();
+ break;
+ }
+
+ case ACT_RUNE_PROT:
+ {
+ msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
+ warding_glyph();
+ break;
+ }
+
+ case ACT_SATIATE:
+ {
+ (void)set_food(PY_FOOD_MAX - 1);
+ break;
+ }
+
+ case ACT_DEST_DOOR:
+ {
+ msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
+ destroy_doors_touch();
+ break;
+ }
+
+ case ACT_STONE_MUD:
+ {
+ msg_print(_("鼓動している...", "It pulsates..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ wall_to_mud(dir, 20 + randint1(30));
+ break;
+ }
+
+ case ACT_RECHARGE:
+ {
+ recharge(130);
+ break;
+ }
+
+ case ACT_ALCHEMY:
+ {
+ msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
+ (void)alchemy();
+ break;
+ }
+
+ case ACT_DIM_DOOR:
+ {
+ 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."));
+ if (!dimension_door()) return FALSE;
+ break;
+ }
+
+
+ case ACT_TELEPORT:
+ {
+ msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
+ teleport_player(100, 0L);
+ break;
+ }
+
+ case ACT_RECALL:
+ {
+ msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
+ if (!word_of_recall()) return FALSE;
+ break;
+ }
+
+ case ACT_JUDGE:
+ {
+ msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
+ chg_virtue(V_KNOWLEDGE, 1);
+ chg_virtue(V_ENLIGHTEN, 1);
+ wiz_lite(FALSE);
+
+ msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
+
+ (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
+ (void)detect_doors(DETECT_RAD_DEFAULT);
+ (void)detect_stairs(DETECT_RAD_DEFAULT);
+
+ if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
+ {
+ (void)word_of_recall();
+ }
+
+ break;
+ }
+
+ case ACT_TELEKINESIS:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
+ fetch(dir, 500, TRUE);
+ break;
+ }
+
+ case ACT_DETECT_UNIQUE:
+ {
+ int i;
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ 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 ..."));
+ /* Process the monsters (backwards) */
+ for (i = m_max - 1; i >= 1; i--)
+ {
+ /* Access the monster */
+ m_ptr = &m_list[i];
+
+ /* Ignore "dead" monsters */
+ if (!m_ptr->r_idx) continue;
+
+ r_ptr = &r_info[m_ptr->r_idx];
+
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ {
+ msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
+ }
+ }
+ break;
+ }
+
+ case ACT_ESCAPE:
+ {
+ switch (randint1(13))
+ {
+ case 1: case 2: case 3: case 4: case 5:
+ teleport_player(10, 0L);
+ break;
+ case 6: case 7: case 8: case 9: case 10:
+ teleport_player(222, 0L);
+ break;
+ case 11: case 12:
+ (void)stair_creation();
+ break;
+ default:
+ if (get_check(_("この階を去りますか?", "Leave this level? ")))
+ {
+ if (autosave_l) do_cmd_save_game(TRUE);
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
+ }
+ break;
+ }
+
+ case ACT_DISP_CURSE_XTRA:
+ {
+ msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
+ (void)remove_all_curse();
+ (void)probing();
+ break;
+ }
+
+ case ACT_BRAND_FIRE_BOLTS:
+ {
+ msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
+ (void)brand_bolts();
+ break;
+ }
+
+ case ACT_RECHARGE_XTRA:
+ {
+ msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
+ if (!recharge(1000)) return FALSE;
+ break;
+ }
+
+ case ACT_LORE:
+ {
+ msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
+ if (!ident_spell(FALSE)) return FALSE;
+
+ if (mp_ptr->spell_book)
+ {
+ /* Sufficient mana */
+ if (20 <= p_ptr->csp)
+ {
+ /* Use some mana */
+ p_ptr->csp -= 20;
+ }
+
+ /* Over-exert the player */
+ else
+ {
+ int oops = 20 - p_ptr->csp;
+
+ /* No mana left */
+ p_ptr->csp = 0;
+ p_ptr->csp_frac = 0;
+
+ msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
+ /* Hack -- Bypass free action */
+ (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
+
+ /* Confusing. */
+ (void)set_confused(p_ptr->confused + randint1(5 * oops + 1));
+ }
+ p_ptr->redraw |= (PR_MANA);
+ }
+ take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
+ /* Confusing. */
+ if (one_in_(5)) (void)set_confused(p_ptr->confused + randint1(10));
+
+ /* Exercise a little care... */
+ if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
+ break;
+ }
+
+ case ACT_SHIKOFUMI:
+ {
+ msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
+ (void)set_afraid(0);
+ (void)set_hero(randint1(20) + 20, FALSE);
+ dispel_evil(p_ptr->lev * 3);
+ break;
+ }
+
+ case ACT_PHASE_DOOR:
+ {
+ teleport_player(10, 0L);
+ break;
+ }
+
+ case ACT_DETECT_ALL_MONS:
+ {
+ (void)detect_monsters_invis(255);
+ (void)detect_monsters_normal(255);
+ break;
+ }
+
+ case ACT_ULTIMATE_RESIST:
+ {
+ TIME_EFFECT v = randint1(25) + 25;
+ (void)set_afraid(0);
+ (void)set_hero(v, FALSE);
+ (void)hp_player(10);
+ (void)set_blessed(v, FALSE);
+ (void)set_oppose_acid(v, FALSE);
+ (void)set_oppose_elec(v, FALSE);
+ (void)set_oppose_fire(v, FALSE);
+ (void)set_oppose_cold(v, FALSE);
+ (void)set_oppose_pois(v, FALSE);
+ (void)set_ultimate_res(v, FALSE);
+ break;
+ }
+
+
+ /* Unique activation */
+ case ACT_CAST_OFF:
+ {
+ INVENTORY_IDX inv;
+ int t;
+ OBJECT_IDX o_idx;
+ GAME_TEXT o_name[MAX_NLEN];
+ object_type forge;
+
+ /* Cast off activated item */
+ for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
+ {
+ if (o_ptr == &inventory[inv]) break;
+ }
+
+ /* Paranoia */
+ if (inv > INVEN_FEET) return FALSE;
+
+ object_copy(&forge, o_ptr);
+ inven_item_increase(inv, (0 - o_ptr->number));
+ inven_item_optimize(inv);
+ o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
+ o_ptr = &o_list[o_idx];
+
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
+
+ /* Get effects */
+ msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
+ t = 20 + randint1(20);
+ (void)set_blind(p_ptr->blind + t);
+ (void)set_afraid(0);
+ (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
+ (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
+ (void)set_hero(p_ptr->hero + t, FALSE);
+ (void)set_blessed(p_ptr->blessed + t, FALSE);
+ (void)set_fast(p_ptr->fast + t, FALSE);
+ (void)set_shero(p_ptr->shero + t, FALSE);
+ if (p_ptr->pclass == CLASS_FORCETRAINER)
+ {
+ P_PTR_KI = plev * 5 + 190;
+ msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
+ }
+
+ break;
+ }
+
+ case ACT_FALLING_STAR:
+ {
+ msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
+ 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.'"));
+ massacre();
+ break;
+ }
+
+ case ACT_GRAND_CROSS:
+ {
+ msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
+ project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ break;
+ }
+
+ case ACT_TELEPORT_LEVEL:
+ {
+ 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;
+ teleport_level(0);
+ break;
+ }
+
+ case ACT_STRAIN_HASTE:
+ {
+ int t;
+ msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
+ t = 25 + randint1(25);
+ (void)set_fast(p_ptr->fast + t, FALSE);
+ break;
+ }
+
+ case ACT_FISHING:
+ {
+ POSITION x, y;
+
+ if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
+ p_ptr->fishing_dir = dir;
+ if (!cave_have_flag_bold(y, x, FF_WATER))
+ {
+ msg_print(_("そこは水辺ではない。", "There is no fishing place."));
+ return FALSE;
+ }
+ else if (cave[y][x].m_idx)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
+ msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
+ p_ptr->energy_use = 0;
+ return FALSE;
+ }
+ set_action(ACTION_FISH);
+ p_ptr->redraw |= (PR_STATE);
+ break;
+ }
+
+ case ACT_INROU:
+ {
+ int count = 0, i;
+ monster_type *m_ptr;
+ cptr kakusan = "";
+
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
+ {
+ msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
+ kakusan = "Suke-san";
+ count++;
+ }
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
+ {
+ msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
+ kakusan = "Kaku-san";
+ count++;
+ }
+ if (!count)
+ {
+ for (i = m_max - 1; i > 0; i--)
+ {
+ m_ptr = &m_list[i];
+ if (!m_ptr->r_idx) continue;
+ if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
+ if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
+ if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
+ count++;
+ break;
+ }
+ }
+
+ if (count)
+ {
+ 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。」",
+ "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
+ sukekaku = TRUE;
+ stun_monsters(120);
+ confuse_monsters(120);
+ turn_monsters(120);
+ stasis_monsters(120);
+ sukekaku = FALSE;
+ }
+ else
+ {
+ msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
+ }
+ break;
+ }
+
+ case ACT_MURAMASA:
+ {
+ /* Only for Muramasa */
+ if (o_ptr->name1 != ART_MURAMASA) return FALSE;
+ if (get_check(_("本当に使いますか?", "Are you sure?!")))
+ {
+ msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
+ do_inc_stat(A_STR);
+ if (one_in_(2))
+ {
+ msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
+ curse_weapon_object(TRUE, o_ptr);
+ }
+ }
+ break;
+ }
+
+ case ACT_BLOODY_MOON:
+ {
+ /* Only for Bloody Moon */
+ if (o_ptr->name1 != ART_BLOOD) return FALSE;
+ msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
+ get_bloody_moon_flags(o_ptr);
+ if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
+ p_ptr->update |= (PU_BONUS | PU_HP);
+ break;
+ }
+
+ case ACT_CRIMSON:
+ {
+ int num = 1;
+ int i;
+ BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ int tx, ty;
+
+ /* Only for Crimson */
+ if (o_ptr->name1 != ART_CRIMSON) return FALSE;
+
+ 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!"));
+
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ /* Use the given direction */
+ tx = p_ptr->x + 99 * ddx[dir];
+ ty = p_ptr->y + 99 * ddy[dir];
+
+ /* Hack -- Use an actual "target" */
+ if ((dir == 5) && target_okay())
+ {
+ tx = target_col;
+ ty = target_row;
+ }
+
+ if (p_ptr->pclass == CLASS_ARCHER)
+ {
+ /* Extra shot at level 10 */
+ if (p_ptr->lev >= 10) num++;
+
+ /* Extra shot at level 30 */
+ if (p_ptr->lev >= 30) num++;
+
+ /* Extra shot at level 45 */
+ if (p_ptr->lev >= 45) num++;
+ }
+
+ for (i = 0; i < num; i++)
+ project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
+ break;
+ }
+
+ default:
+ {
+ msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
+ return FALSE;
+ }
+ }
+
+ /* Set activation timeout */
+ if (act_ptr->timeout.constant >= 0) {
+ o_ptr->timeout = (s16b)act_ptr->timeout.constant;
+ if (act_ptr->timeout.dice > 0) {
+ o_ptr->timeout += randint1(act_ptr->timeout.dice);
+ }
+ }
+ else {
+ /* Activations that have special timeout */
+ switch (act_ptr->index) {
+ case ACT_BR_FIRE:
+ o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
+ break;
+ case ACT_BR_COLD:
+ o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
+ break;
+ case ACT_TERROR:
+ o_ptr->timeout = 3 * (p_ptr->lev + 10);
+ break;
+ case ACT_MURAMASA:
+ /* Nothing to do */
+ break;
+ default:
+ msg_format("Special timeout is not implemented: %d.", act_ptr->index);
+ return FALSE;
+ }
+ }
+
+ return TRUE;
+}
+
+/*!
+ * @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。
+ * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
+ * @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
+ * @return なし
+ */
+void get_bloody_moon_flags(object_type *o_ptr)
+{
+ int dummy, i;
+
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
+
+ dummy = randint1(2) + randint1(2);
+ for (i = 0; i < dummy; i++)
+ {
+ int flag = randint0(26);
+ if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
+ else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+ else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
+ }
+
+ dummy = randint1(2);
+ for (i = 0; i < dummy; i++) one_resistance(o_ptr);
+
+ for (i = 0; i < 2; i++)
+ {
+ int tmp = randint0(11);
+ if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
+ else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
+ }
+}