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[Refactor] #37353 マジックナンバー修正(A_MAX) / Fix magic number (A_MAX).
[hengband/hengband.git] / src / cmd-activate.c
index 11f5b84..5be685f 100644 (file)
@@ -7,6 +7,9 @@
 */
 
 #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
@@ -46,28 +49,6 @@ static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
        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 /
@@ -83,9 +64,11 @@ static bool item_tester_hook_activate(object_type *o_ptr)
  * 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;
 
@@ -102,7 +85,6 @@ void do_cmd_activate_aux(int item)
                o_ptr = &o_list[0 - item];
        }
 
-       /* Take a turn */
        p_ptr->energy_use = 100;
 
        /* Extract the item level */
@@ -179,15 +161,13 @@ void do_cmd_activate_aux(int item)
        /* 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 */
@@ -200,14 +180,6 @@ void do_cmd_activate_aux(int item)
                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;
@@ -240,7 +212,7 @@ void do_cmd_activate_aux(int item)
                        /* 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)
@@ -304,7 +276,7 @@ void do_cmd_activate_aux(int item)
                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)))
@@ -392,27 +364,1484 @@ void do_cmd_activate_aux(int item)
 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);
+       }
+}