/*!
 * @brief プレイヤーの発動コマンド実装
 * @date 2018/09/07
 * @author deskull
 */

#include "cmd-item/cmd-activate.h"
#include "art-definition/art-bow-types.h"
#include "art-definition/art-sword-types.h"
#include "art-definition/art-weapon-types.h"
#include "art-definition/random-art-effects.h"
#include "cmd-io/cmd-save.h"
#include "cmd/cmd-basic.h"
#include "core/asking-player.h"
#include "core/hp-mp-processor.h"
#include "core/player-update-types.h"
#include "core/window-redrawer.h"
#include "effect/effect-characteristics.h"
#include "effect/spells-effect-util.h"
#include "floor/floor-object.h"
#include "floor/floor.h"
#include "game-option/disturbance-options.h"
#include "game-option/input-options.h"
#include "game-option/special-options.h"
#include "grid/feature.h"
#include "grid/grid.h"
#include "io/targeting.h"
#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "mind/racial-android.h"
#include "monster-floor/monster-generator.h"
#include "monster-floor/monster-summon.h"
#include "monster-floor/place-monster-types.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "monster/monster-info.h"
#include "monster/monster-status.h"
#include "monster/monster-util.h"
#include "monster/smart-learn-types.h"
#include "object-enchant/activation-info-table.h"
#include "object-enchant/artifact.h"
#include "object-enchant/dragon-breaths-table.h"
#include "object-enchant/object-ego.h"
#include "object-hook/hook-enchant.h"
#include "object-hook/hook-magic.h"
#include "object/item-tester-hooker.h"
#include "object/item-use-flags.h"
#include "object/object-flags.h"
#include "object/object-info.h"
#include "object/object-kind.h"
#include "player-attack/player-attack.h"
#include "player/attack-defense-types.h"
#include "player/avatar.h"
#include "player/digestion-processor.h"
#include "player/player-damage.h"
#include "player/player-race-types.h"
#include "player/special-defense-types.h"
#include "specific-object/death-crimson.h"
#include "spell-kind/earthquake.h"
#include "spell-kind/magic-item-recharger.h"
#include "spell-kind/spells-beam.h"
#include "spell-kind/spells-charm.h"
#include "spell-kind/spells-curse-removal.h"
#include "spell-kind/spells-detection.h"
#include "spell-kind/spells-fetcher.h"
#include "spell-kind/spells-floor.h"
#include "spell-kind/spells-genocide.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-specific-bolt.h"
#include "spell-kind/spells-teleport.h"
#include "spell-kind/spells-world.h"
#include "spell-realm/spells-hex.h"
#include "spell-realm/spells-sorcery.h"
#include "spell/process-effect.h"
#include "spell/spell-types.h"
#include "spell/spells-object.h"
#include "spell/spells-status.h"
#include "spell/spells-summon.h"
#include "status/action-setter.h"
#include "status/bad-status-setter.h"
#include "status/base-status.h"
#include "status/body-improvement.h"
#include "status/buff-setter.h"
#include "status/element-resistance.h"
#include "status/experience.h"
#include "status/shape-changer.h"
#include "status/sight-setter.h"
#include "status/temporary-resistance.h"
#include "sv-definition/sv-lite-types.h"
#include "sv-definition/sv-ring-types.h"
#include "term/screen-processor.h"
#include "util/bit-flags-calculator.h"
#include "util/quarks.h"
#include "util/sort.h"
#include "view/display-messages.h"
#include "world/world.h"

/*!
 * @brief 装備を発動するコマンドのサブルーチン /
 * Activate a wielded object.  Wielded objects never stack.
 * And even if they did, activatable objects never stack.
 * @param item 発動するオブジェクトの所持品ID
 * @return なし
 * @details
 * <pre>
 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
 * But one could, for example, easily make an activatable "Ring of Plasma".
 * Note that it always takes a turn to activate an artifact, even if
 * the user hits "escape" at the "direction" prompt.
 * </pre>
 */
void exe_activate(player_type *user_ptr, INVENTORY_IDX item)
{
    DIRECTION dir;
    DEPTH lev;
    int chance, fail;
    object_type *o_ptr;
    bool success;

    o_ptr = ref_item(user_ptr, item);
    take_turn(user_ptr, 100);
    lev = k_info[o_ptr->k_idx].level;

    /* Hack -- use artifact level instead */
    if (object_is_fixed_artifact(o_ptr))
        lev = a_info[o_ptr->name1].level;
    else if (object_is_random_artifact(o_ptr)) {
        const activation_type *const act_ptr = find_activation_info(user_ptr, o_ptr);
        if (act_ptr) {
            lev = act_ptr->level;
        }
    } else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2)
        lev = e_info[o_ptr->name2].level;

    /* Base chance of success */
    chance = user_ptr->skill_dev;

    /* Confusion hurts skill */
    if (user_ptr->confused)
        chance = chance / 2;

    fail = lev + 5;
    if (chance > fail)
        fail -= (chance - fail) * 2;
    else
        chance -= (fail - chance) * 2;
    if (fail < USE_DEVICE)
        fail = USE_DEVICE;
    if (chance < USE_DEVICE)
        chance = USE_DEVICE;

    if (cmd_limit_time_walk(user_ptr))
        return;

    if (user_ptr->pclass == CLASS_BERSERKER)
        success = FALSE;
    else if (chance > fail) {
        if (randint0(chance * 2) < fail)
            success = FALSE;
        else
            success = TRUE;
    } else {
        if (randint0(fail * 2) < chance)
            success = TRUE;
        else
            success = FALSE;
    }

    /* Roll for usage */
    if (!success) {
        if (flush_failure)
            flush();
        msg_print(_("うまく始動させることができなかった。", "You failed to activate it properly."));
        sound(SOUND_FAIL);
        return;
    }

    /* Check the recharge */
    if (o_ptr->timeout) {
        msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
        return;
    }

    /* Some lights need enough fuel for activation */
    if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN))) {
        msg_print(_("燃料がない。", "It has no fuel."));
        free_turn(user_ptr);
        return;
    }

    /* Activate the artifact */
    msg_print(_("始動させた...", "You activate it..."));

    sound(SOUND_ZAP);

    /* Activate object */
    if (activation_index(user_ptr, o_ptr)) {
        (void)activate_artifact(user_ptr, o_ptr);

        user_ptr->window |= (PW_INVEN | PW_EQUIP);

        /* Success */
        return;
    }

    /* Special items */
    else if (o_ptr->tval == TV_WHISTLE) {
        if (music_singing_any(user_ptr))
            stop_singing(user_ptr);
        if (hex_spelling_any(user_ptr))
            stop_hex_spell_all(user_ptr);

        {
            MONSTER_IDX pet_ctr, i;
            MONSTER_IDX *who;
            int max_pet = 0;
            u16b dummy_why;

            /* Allocate the "who" array */
            C_MAKE(who, current_world_ptr->max_m_idx, MONSTER_IDX);

            /* Process the monsters (backwards) */
            for (pet_ctr = user_ptr->current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--) {
                if (is_pet(&user_ptr->current_floor_ptr->m_list[pet_ctr]) && (user_ptr->riding != pet_ctr))
                    who[max_pet++] = pet_ctr;
            }

            ang_sort(user_ptr, who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);

            /* Process the monsters (backwards) */
            for (i = 0; i < max_pet; i++) {
                pet_ctr = who[i];
                teleport_monster_to(user_ptr, pet_ctr, user_ptr->y, user_ptr->x, 100, TELEPORT_PASSIVE);
            }

            /* Free the "who" array */
            C_KILL(who, current_world_ptr->max_m_idx, MONSTER_IDX);
        }
        o_ptr->timeout = 100 + randint1(100);
        return;
    } else if (o_ptr->tval == TV_CAPTURE) {
        if (!o_ptr->pval) {
            bool old_target_pet = target_pet;
            target_pet = TRUE;
            if (!get_aim_dir(user_ptr, &dir)) {
                target_pet = old_target_pet;
                return;
            }
            target_pet = old_target_pet;

            if (fire_ball(user_ptr, GF_CAPTURE, dir, 0, 0)) {
                o_ptr->pval = (PARAMETER_VALUE)cap_mon;
                o_ptr->xtra3 = (XTRA8)cap_mspeed;
                o_ptr->xtra4 = (XTRA16)cap_hp;
                o_ptr->xtra5 = (XTRA16)cap_maxhp;
                if (cap_nickname) {
                    concptr t;
                    char *s;
                    char buf[80] = "";

                    if (o_ptr->inscription)
                        strcpy(buf, quark_str(o_ptr->inscription));
                    s = buf;
                    for (s = buf; *s && (*s != '#'); s++) {
#ifdef JP
                        if (iskanji(*s))
                            s++;
#endif
                    }
                    *s = '#';
                    s++;
#ifdef JP
                    /*nothing*/
#else
                    *s++ = '\'';
#endif
                    t = quark_str(cap_nickname);
                    while (*t) {
                        *s = *t;
                        s++;
                        t++;
                    }
#ifdef JP
                    /*nothing*/
#else
                    *s++ = '\'';
#endif
                    *s = '\0';
                    o_ptr->inscription = quark_add(buf);
                }
            }
        } else {
            success = FALSE;
            if (!get_direction(user_ptr, &dir, FALSE, FALSE))
                return;
            if (monster_can_enter(user_ptr, user_ptr->y + ddy[dir], user_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0)) {
                if (place_monster_aux(user_ptr, 0, user_ptr->y + ddy[dir], user_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE))) {
                    if (o_ptr->xtra3)
                        user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
                    if (o_ptr->xtra5)
                        user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
                    if (o_ptr->xtra4)
                        user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
                    user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].maxhp = user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp;
                    if (o_ptr->inscription) {
                        char buf[80];
                        concptr t;
#ifdef JP
#else
                        bool quote = FALSE;
#endif

                        t = quark_str(o_ptr->inscription);
                        for (t = quark_str(o_ptr->inscription); *t && (*t != '#'); t++) {
#ifdef JP
                            if (iskanji(*t))
                                t++;
#endif
                        }
                        if (*t) {
                            char *s = buf;
                            t++;
#ifdef JP
                            /* nothing */
#else
                            if (*t == '\'') {
                                t++;
                                quote = TRUE;
                            }
#endif
                            while (*t) {
                                *s = *t;
                                t++;
                                s++;
                            }
#ifdef JP
                            /* nothing */
#else
                            if (quote && *(s - 1) == '\'')
                                s--;
#endif
                            *s = '\0';
                            user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].nickname = quark_add(buf);
                            t = quark_str(o_ptr->inscription);
                            s = buf;
                            while (*t && (*t != '#')) {
                                *s = *t;
                                t++;
                                s++;
                            }
                            *s = '\0';
                            o_ptr->inscription = quark_add(buf);
                        }
                    }
                    o_ptr->pval = 0;
                    o_ptr->xtra3 = 0;
                    o_ptr->xtra4 = 0;
                    o_ptr->xtra5 = 0;
                    success = TRUE;
                }
            }
            if (!success)
                msg_print(_("おっと、解放に失敗した。", "Oops.  You failed to release your pet."));
        }
        calc_android_exp(user_ptr);
        return;
    }

    /* Mistake */
    msg_print(_("おっと、このアイテムは始動できない。", "Oops.  That object cannot be activated."));
}

/*!
 * @brief 装備を発動するコマンドのメインルーチン /
 * @param user_ptr プレーヤーへの参照ポインタ
 * @return なし
 */
void do_cmd_activate(player_type *user_ptr)
{
    OBJECT_IDX item;
    concptr q, s;

    if (user_ptr->wild_mode)
        return;
    if (cmd_limit_arena(user_ptr))
        return;

    if (user_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
        set_action(user_ptr, ACTION_NONE);
    }

    item_tester_hook = item_tester_hook_activate;

    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 (!choose_object(user_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0))
        return;

    /* Activate the item */
    exe_activate(user_ptr, 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 user_ptr プレーヤーへの参照ポインタ
 * @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(player_type *user_ptr, object_type *o_ptr)
{
    BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
    int type[20];
    concptr name[20];
    int i, t, n = 0;
    DIRECTION dir;

    if (!get_aim_dir(user_ptr, &dir))
        return FALSE;

    object_flags(user_ptr, 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++;
        }
    }
    if (n == 0)
        return FALSE;

    /* Stop speaking */
    if (music_singing_any(user_ptr))
        stop_singing(user_ptr);
    if (hex_spelling_any(user_ptr))
        stop_hex_spell_all(user_ptr);

    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(user_ptr, type[t], dir, 250, 4);

    return TRUE;
}

/*!
 * @brief アイテムの発動効果を処理する。
 * @param user_ptr プレーヤーへの参照ポインタ
 * @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(player_type *user_ptr, object_type *o_ptr)
{
    PLAYER_LEVEL plev = user_ptr->lev;
    int k, dummy = 0;
    DIRECTION dir;
    concptr name = k_name + k_info[o_ptr->k_idx].name;
    const activation_type *const act_ptr = find_activation_info(user_ptr, o_ptr);
    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(user_ptr, &dir))
            return FALSE;
        msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
        (void)lite_line(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_bolt(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_bolt(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_bolt(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_bolt(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_bolt(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        hypodynamic_bolt(user_ptr, dir, 100);
        break;
    }

    case ACT_HYPODYNAMIA_2: {
        msg_print(_("黒く輝いている...", "It glows black..."));
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        hypodynamic_bolt(user_ptr, dir, 120);
        break;
    }

    case ACT_DRAIN_1: {
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        for (dummy = 0; dummy < 3; dummy++) {
            if (hypodynamic_bolt(user_ptr, dir, 50))
                hp_player(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_bolt(user_ptr, GF_ARROW, dir, 150);
        break;
    }

    case ACT_WHIRLWIND: {
        massacre(user_ptr);
        break;
    }

    case ACT_DRAIN_2: {
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        for (dummy = 0; dummy < 3; dummy++) {
            if (hypodynamic_bolt(user_ptr, dir, 100))
                hp_player(user_ptr, 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(user_ptr);
        break;
    }

    case ACT_ROCKET: {
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        msg_print(_("ロケットを発射した！", "You launch a rocket!"));
        fire_ball(user_ptr, 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(user_ptr, user_ptr->lev * 5);
        break;
    }

    case ACT_BA_MISS_3: {
        if (!get_aim_dir(user_ptr, &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(user_ptr, 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(user_ptr, user_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(user_ptr, &dir))
            return FALSE;
        fire_bolt(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        fire_ball(user_ptr, 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(user_ptr, 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(user_ptr, GF_LITE, 0, 300, 6);
        confuse_monsters(user_ptr, 3 * user_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(user_ptr, &dir))
            return FALSE;
        ring_of_power(user_ptr, 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(user_ptr, &y, &x, user_ptr->y, user_ptr->x, 4, 0);
                if (!cave_have_flag_bold(user_ptr->current_floor_ptr, y, x, FF_PROJECT))
                    continue;
                if (!player_bold(user_ptr, y, x))
                    break;
            }

            project(user_ptr, 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(user_ptr, &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(user_ptr, 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(user_ptr, 0);
        (void)set_hero(user_ptr, randint1(50) + 50, FALSE);
        (void)hp_player(user_ptr, 10);
        (void)set_blessed(user_ptr, randint1(50) + 50, FALSE);
        (void)set_oppose_acid(user_ptr, randint1(50) + 50, FALSE);
        (void)set_oppose_elec(user_ptr, randint1(50) + 50, FALSE);
        (void)set_oppose_fire(user_ptr, randint1(50) + 50, FALSE);
        (void)set_oppose_cold(user_ptr, randint1(50) + 50, FALSE);
        (void)set_oppose_pois(user_ptr, randint1(50) + 50, FALSE);
        break;
    }

    case ACT_BR_FIRE: {
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        fire_breath(user_ptr, GF_FIRE, dir, 200, 2);
        if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) {
            (void)set_oppose_fire(user_ptr, randint1(20) + 20, FALSE);
        }
        break;
    }

    case ACT_BR_COLD: {
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        fire_breath(user_ptr, GF_COLD, dir, 200, 2);
        if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) {
            (void)set_oppose_cold(user_ptr, randint1(20) + 20, FALSE);
        }
        break;
    }

    case ACT_BR_DRAGON: {
        if (!activate_dragon_breath(user_ptr, 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(user_ptr, &dir))
            return FALSE;
        confuse_monster(user_ptr, dir, 20);
        break;
    }

    case ACT_SLEEP: {
        msg_print(_("深青色に輝いている...", "It glows deep blue..."));
        sleep_monsters_touch(user_ptr);
        break;
    }

    case ACT_QUAKE: {
        earthquake(user_ptr, user_ptr->y, user_ptr->x, 5, 0);
        break;
    }

    case ACT_TERROR: {
        turn_monsters(user_ptr, 40 + user_ptr->lev);
        break;
    }

    case ACT_TELE_AWAY: {
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        (void)fire_beam(user_ptr, GF_AWAY_ALL, dir, plev);
        break;
    }

    case ACT_BANISH_EVIL: {
        if (banish_evil(user_ptr, 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(user_ptr, 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(user_ptr, 200, TRUE);
        break;
    }

    case ACT_SCARE_AREA: {
        if (music_singing_any(user_ptr))
            stop_singing(user_ptr);
        if (hex_spelling_any(user_ptr))
            stop_hex_spell_all(user_ptr);
        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(user_ptr, (3 * user_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(user_ptr, 0);
        break;
    }

        /* Activate for summoning / charming */

    case ACT_CHARM_ANIMAL: {
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        (void)charm_animal(user_ptr, dir, plev);
        break;
    }

    case ACT_CHARM_UNDEAD: {
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        (void)control_one_undead(user_ptr, dir, plev);
        break;
    }

    case ACT_CHARM_OTHER: {
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        (void)charm_monster(user_ptr, dir, plev * 2);
        break;
    }

    case ACT_CHARM_ANIMALS: {
        (void)charm_animals(user_ptr, plev * 2);
        break;
    }

    case ACT_CHARM_OTHERS: {
        charm_monsters(user_ptr, plev * 2);
        break;
    }

    case ACT_SUMMON_ANIMAL: {
        (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
        break;
    }

    case ACT_SUMMON_PHANTOM: {
        msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
        (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
        break;
    }

    case ACT_SUMMON_ELEMENTAL:
        if (!cast_summon_elemental(user_ptr, (plev * 3) / 2))
            return FALSE;
        break;

    case ACT_SUMMON_DEMON: {
        cast_summon_demon(user_ptr, (plev * 3) / 2);
        break;
    }

    case ACT_SUMMON_UNDEAD:
        if (!cast_summon_undead(user_ptr, (plev * 3) / 2))
            return FALSE;
        break;

    case ACT_SUMMON_HOUND:
        if (!cast_summon_hound(user_ptr, (plev * 3) / 2))
            return FALSE;
        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(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
        break;
    }

    case ACT_SUMMON_OCTOPUS:
        if (!cast_summon_octopus(user_ptr))
            return FALSE;
        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(user_ptr, 777);
        (void)set_hero(user_ptr, randint1(25) + 25, FALSE);
        break;
    }

    case ACT_CURE_LW: {
        (void)set_afraid(user_ptr, 0);
        (void)hp_player(user_ptr, 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(user_ptr, 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(user_ptr, 0);
        (void)set_poisoned(user_ptr, 0);
        break;
    }

    case ACT_REST_EXP: {
        msg_print(_("深紅に輝いている...", "It glows a deep red..."));
        restore_level(user_ptr);
        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(user_ptr);
        (void)restore_level(user_ptr);
        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(user_ptr, 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(user_ptr, 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(user_ptr, 0);
        break;
    }

    case ACT_CURE_MANA_FULL: {
        msg_format(_("%sが青白く光った．．．", "The %s glows pale..."), name);
        restore_mana(user_ptr, TRUE);
        break;
    }

        /* Activate for timed effect */

    case ACT_ESP: {
        (void)set_tim_esp(user_ptr, randint1(30) + 25, FALSE);
        break;
    }

    case ACT_BERSERK: {
        (void)berserk(user_ptr, 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 * user_ptr->lev;
        (void)set_protevil(user_ptr, 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(user_ptr, randint1(40) + 40, FALSE);
        (void)set_oppose_elec(user_ptr, randint1(40) + 40, FALSE);
        (void)set_oppose_fire(user_ptr, randint1(40) + 40, FALSE);
        (void)set_oppose_cold(user_ptr, randint1(40) + 40, FALSE);
        (void)set_oppose_pois(user_ptr, 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(user_ptr, 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(user_ptr, randint1(75) + 75, FALSE);
        break;
    }

    case ACT_WRAITH: {
        set_wraith_form(user_ptr, randint1(plev / 2) + (plev / 2), FALSE);
        break;
    }

    case ACT_INVULN: {
        (void)set_invuln(user_ptr, randint1(8) + 8, FALSE);
        break;
    }

    case ACT_HERO: {
        (void)heroism(user_ptr, 25);
        break;
    }

    case ACT_HERO_SPEED: {
        (void)set_fast(user_ptr, randint1(50) + 50, FALSE);
        (void)heroism(user_ptr, 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(user_ptr, &dir))
                return FALSE;
            fire_ball(user_ptr, GF_ACID, dir, 100, 2);
        }
        (void)set_oppose_acid(user_ptr, 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(user_ptr, &dir))
                return FALSE;
            fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
        }
        (void)set_oppose_fire(user_ptr, 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(user_ptr, &dir))
                return FALSE;
            fire_ball(user_ptr, GF_COLD, dir, 100, 2);
        }
        (void)set_oppose_cold(user_ptr, 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(user_ptr, &dir))
                return FALSE;
            fire_ball(user_ptr, GF_ELEC, dir, 100, 2);
        }
        (void)set_oppose_elec(user_ptr, 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(user_ptr, 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(user_ptr, damroll(2, 15), 3);
        break;
    }

    case ACT_MAP_LIGHT: {
        msg_print(_("眩しく輝いた...", "It shines brightly..."));
        map_area(user_ptr, DETECT_RAD_MAP);
        lite_area(user_ptr, 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(user_ptr, DETECT_RAD_DEFAULT);
        break;
    }

    case ACT_DETECT_XTRA: {
        msg_print(_("明るく輝いている...", "It glows brightly..."));
        detect_all(user_ptr, DETECT_RAD_DEFAULT);
        probing(user_ptr);
        identify_fully(user_ptr, FALSE, 0);
        break;
    }

    case ACT_ID_FULL: {
        msg_print(_("黄色く輝いている...", "It glows yellow..."));
        identify_fully(user_ptr, FALSE, 0);
        break;
    }

    case ACT_ID_PLAIN: {
        if (!ident_spell(user_ptr, FALSE, 0))
            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(user_ptr, user_ptr->y, user_ptr->x);
        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(user_ptr);
        break;
    }

    case ACT_SATIATE: {
        (void)set_food(user_ptr, 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(user_ptr);
        break;
    }

    case ACT_STONE_MUD: {
        msg_print(_("鼓動している...", "It pulsates..."));
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        wall_to_mud(user_ptr, dir, 20 + randint1(30));
        break;
    }

    case ACT_RECHARGE: {
        recharge(user_ptr, 130);
        break;
    }

    case ACT_ALCHEMY: {
        msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
        (void)alchemy(user_ptr);
        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(user_ptr))
            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(user_ptr, 100, TELEPORT_SPONTANEOUS);
        break;
    }

    case ACT_RECALL: {
        msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
        if (!recall_player(user_ptr, randint0(21) + 15))
            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(user_ptr, V_KNOWLEDGE, 1);
        chg_virtue(user_ptr, V_ENLIGHTEN, 1);
        wiz_lite(user_ptr, FALSE);

        msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
        take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);

        (void)detect_traps(user_ptr, DETECT_RAD_DEFAULT, TRUE);
        (void)detect_doors(user_ptr, DETECT_RAD_DEFAULT);
        (void)detect_stairs(user_ptr, DETECT_RAD_DEFAULT);

        if (get_check(_("帰還の力を使いますか？", "Activate recall? "))) {
            (void)recall_player(user_ptr, randint0(21) + 15);
        }

        break;
    }

    case ACT_TELEKINESIS: {
        if (!get_aim_dir(user_ptr, &dir))
            return FALSE;
        msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
        fetch_item(user_ptr, 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 = user_ptr->current_floor_ptr->m_max - 1; i >= 1; i--) {
            m_ptr = &user_ptr->current_floor_ptr->m_list[i];

            /* Ignore "dead" monsters */
            if (!monster_is_valid(m_ptr))
                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(user_ptr, 10, TELEPORT_SPONTANEOUS);
            break;
        case 6:
        case 7:
        case 8:
        case 9:
        case 10:
            teleport_player(user_ptr, 222, TELEPORT_SPONTANEOUS);
            break;
        case 11:
        case 12:
            (void)stair_creation(user_ptr);
            break;
        default:
            if (get_check(_("この階を去りますか？", "Leave this level? "))) {
                if (autosave_l)
                    do_cmd_save_game(user_ptr, TRUE);
                user_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(user_ptr);
        (void)probing(user_ptr);
        break;
    }

    case ACT_BRAND_FIRE_BOLTS: {
        msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
        brand_bolts(user_ptr);
        break;
    }

    case ACT_RECHARGE_XTRA: {
        msg_format(_("%sが白く輝いた．．．", "The %s gleams with blinding light..."), name);
        if (!recharge(user_ptr, 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 (!perilous_secrets(user_ptr))
            return FALSE;
        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(user_ptr, 0);
        (void)set_hero(user_ptr, randint1(20) + 20, FALSE);
        dispel_evil(user_ptr, user_ptr->lev * 3);
        break;
    }

    case ACT_PHASE_DOOR: {
        teleport_player(user_ptr, 10, TELEPORT_SPONTANEOUS);
        break;
    }

    case ACT_DETECT_ALL_MONS: {
        (void)detect_monsters_invis(user_ptr, 255);
        (void)detect_monsters_normal(user_ptr, 255);
        break;
    }

    case ACT_ULTIMATE_RESIST: {
        TIME_EFFECT v = randint1(25) + 25;
        (void)set_afraid(user_ptr, 0);
        (void)set_hero(user_ptr, v, FALSE);
        (void)hp_player(user_ptr, 10);
        (void)set_blessed(user_ptr, v, FALSE);
        (void)set_oppose_acid(user_ptr, v, FALSE);
        (void)set_oppose_elec(user_ptr, v, FALSE);
        (void)set_oppose_fire(user_ptr, v, FALSE);
        (void)set_oppose_cold(user_ptr, v, FALSE);
        (void)set_oppose_pois(user_ptr, v, FALSE);
        (void)set_ultimate_res(user_ptr, v, FALSE);
        break;
    }

    case ACT_CAST_OFF:
        cosmic_cast_off(user_ptr, o_ptr);
        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(user_ptr);
        break;
    }

    case ACT_GRAND_CROSS: {
        msg_print(_("「闇に還れ！」", "You say, 'Return to darkness!'"));
        project(user_ptr, 0, 8, user_ptr->y, user_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(user_ptr, 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(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
        t = 25 + randint1(25);
        (void)set_fast(user_ptr, user_ptr->fast + t, FALSE);
        break;
    }

    case ACT_FISHING:
        if (!fishing(user_ptr))
            return FALSE;
        break;

    case ACT_INROU:
        mitokohmon(user_ptr);
        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(user_ptr, A_STR);
            if (one_in_(2)) {
                msg_print(_("村正は壊れた！", "The Muramasa is destroyed!"));
                curse_weapon_object(user_ptr, 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 (user_ptr->prace == RACE_ANDROID)
            calc_android_exp(user_ptr);
        user_ptr->update |= (PU_BONUS | PU_HP);
        break;
    }

    case ACT_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 (!fire_crimson(user_ptr))
            return FALSE;
        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 * (user_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;
}
