#include "core/asking-player.h"
#include "core/hp-mp-processor.h"
#include "effect/effect-characteristics.h"
+#include "effect/effect-processor.h"
#include "game-option/special-options.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "monster/monster-status.h"
-#include "player/avatar.h"
+#include "player-attack/player-attack.h"
+#include "player-info/avatar.h"
#include "player/player-damage.h"
-#include "spell/spell-types.h"
+#include "spell-kind/earthquake.h"
+#include "spell-kind/magic-item-recharger.h"
#include "spell-kind/spells-beam.h"
#include "spell-kind/spells-curse-removal.h"
#include "spell-kind/spells-detection.h"
#include "spell-kind/spells-grid.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-lite.h"
+#include "spell-kind/spells-neighbor.h"
#include "spell-kind/spells-perception.h"
#include "spell-kind/spells-random.h"
#include "spell-kind/spells-sight.h"
#include "spell-kind/spells-teleport.h"
#include "spell-kind/spells-world.h"
#include "spell-realm/spells-hex.h"
-#include "spell/process-effect.h"
+#include "spell/spell-types.h"
#include "spell/spells-status.h"
#include "status/bad-status-setter.h"
#include "status/buff-setter.h"
(void)dispel_monsters(user_ptr, 4);
return TRUE;
}
+
+/*!
+ * @brief switch_activation() \82©\82ç\8cÂ\81X\82Ì\83X\83y\83\8b\82Ö\82Ì\88Ë\91¶\90«\82ð\82È\82\82·\82½\82ß\82Ì\83V\83\93\83^\83b\83N\83X\83V\83\85\83K\81[
+ * @param user_ptr \83v\83\8c\81[\83\84\81[\82Ö\82Ì\8eQ\8fÆ\83|\83C\83\93\83^
+ * @return \94\93®\82É\90¬\8c÷\82µ\82½\82çTRUE
+ */
+bool activate_whirlwind(player_type *user_ptr)
+{
+ massacre(user_ptr);
+ return TRUE;
+}
+
+bool activate_blinding_light(player_type *user_ptr, concptr name)
+{
+ msg_format(_("%s\82ªá¿\82µ\82¢\8cõ\82Å\8bP\82¢\82½...", "The %s gleams with blinding light..."), name);
+ (void)fire_ball(user_ptr, GF_LITE, 0, 300, 6);
+ confuse_monsters(user_ptr, 3 * user_ptr->lev / 2);
+ return TRUE;
+}
+
+bool activate_sleep(player_type *user_ptr)
+{
+ msg_print(_("\90[\90Â\90F\82É\8bP\82¢\82Ä\82¢\82é...", "It glows deep blue..."));
+ sleep_monsters_touch(user_ptr);
+ return TRUE;
+}
+
+bool activate_door_destroy(player_type *user_ptr)
+{
+ msg_print(_("\96¾\82é\82¢\90Ô\90F\82É\8bP\82¢\82Ä\82¢\82é...", "It glows bright red..."));
+ destroy_doors_touch(user_ptr);
+ return TRUE;
+}
+
+bool activate_earthquake(player_type *user_ptr)
+{
+ earthquake(user_ptr, user_ptr->y, user_ptr->x, 5, 0);
+ return TRUE;
+}
+
+bool activate_recharge(player_type *user_ptr)
+{
+ recharge(user_ptr, 130);
+ return TRUE;
+}
+
+bool activate_recharge_extra(player_type *user_ptr, concptr name)
+{
+ msg_format(_("%s\82ª\94\92\82\8bP\82¢\82½\81D\81D\81D", "The %s gleams with blinding light..."), name);
+ return recharge(user_ptr, 1000);
+}
+
+bool activate_shikofumi(player_type *user_ptr)
+{
+ msg_print(_("\97Í\8b\82\8el\8cÒ\82ð\93¥\82ñ\82¾\81B", "You stamp. (as if you are in a ring.)"));
+ (void)set_afraid(user_ptr, 0);
+ (void)set_hero(user_ptr, randint1(20) + 20, FALSE);
+ (void)dispel_evil(user_ptr, user_ptr->lev * 3);
+ return TRUE;
+}
+
+bool activate_terror(player_type *user_ptr)
+{
+ turn_monsters(user_ptr, 40 + user_ptr->lev);
+ return TRUE;
+}
+
+bool activate_map_light(player_type *user_ptr)
+{
+ msg_print(_("á¿\82µ\82\8bP\82¢\82½...", "It shines brightly..."));
+ map_area(user_ptr, DETECT_RAD_MAP);
+ lite_area(user_ptr, damroll(2, 15), 3);
+ return TRUE;
+}
+
+bool activate_exploding_rune(player_type *user_ptr)
+{
+ msg_print(_("\96¾\82é\82¢\90Ô\90F\82É\8bP\82¢\82Ä\82¢\82é...", "It glows bright red..."));
+ explosive_rune(user_ptr, user_ptr->y, user_ptr->x);
+ return TRUE;
+}
+
+bool activate_protection_rune(player_type *user_ptr)
+{
+ msg_print(_("\83u\83\8b\81[\82É\96¾\82é\82\8bP\82¢\82Ä\82¢\82é...", "It glows light blue..."));
+ warding_glyph(user_ptr);
+ return TRUE;
+}
+
+bool activate_light(player_type *user_ptr, concptr name)
+{
+ msg_format(_("%s\82©\82ç\90\9f\82ñ\82¾\8cõ\82ª\82 \82Ó\82ê\8fo\82½...", "The %s wells with clear light..."), name);
+ lite_area(user_ptr, damroll(2, 15), 3);
+ return TRUE;
+}
+
+bool activate_recall(player_type *user_ptr)
+{
+ msg_print(_("\82â\82í\82ç\82©\82È\94\92\90F\82É\8bP\82¢\82Ä\82¢\82é...", "It glows soft white..."));
+ return recall_player(user_ptr, randint0(21) + 15);
+}