3 /* Purpose: Object commands */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 * This file includes code for eating food, drinking potions,
18 * reading scrolls, aiming wands, using staffs, zapping rods,
19 * and activating artifacts.
21 * In all cases, if the player becomes "aware" of the item's use
22 * by testing it, mark it as "aware" and reward some experience
23 * based on the object's level, always rounding up. If the player
24 * remains "unaware", mark that object "kind" as "tried".
26 * This code now correctly handles the unstacking of wands, staffs,
27 * and rods. Note the overly paranoid warning about potential pack
28 * overflow, which allows the player to use and drop a stacked item.
30 * In all "unstacking" scenarios, the "used" object is "carried" as if
31 * the player had just picked it up. In particular, this means that if
32 * the use of an item induces pack overflow, that item will be dropped.
34 * For simplicity, these routines induce a full "pack reorganization"
35 * which not only combines similar items, but also reorganizes various
36 * items to obey the current "sorting" method. This may require about
37 * 400 item comparisons, but only occasionally.
39 * There may be a BIG problem with any "effect" that can cause "changes"
40 * to the inventory. For example, a "scroll of recharging" can cause
41 * a wand/staff to "disappear", moving the inventory up. Luckily, the
42 * scrolls all appear BEFORE the staffs/wands, so this is not a problem.
43 * But, for example, a "staff of recharging" could cause MAJOR problems.
44 * In such a case, it will be best to either (1) "postpone" the effect
45 * until the end of the function, or (2) "change" the effect, say, into
46 * giving a staff "negative" charges, or "turning a staff into a stick".
47 * It seems as though a "rod of recharging" might in fact cause problems.
48 * The basic problem is that the act of recharging (and destroying) an
49 * item causes the inducer of that action to "move", causing "o_ptr" to
50 * no longer point at the correct item, with horrifying results.
52 * Note that food/potions/scrolls no longer use bit-flags for effects,
53 * but instead use the "sval" (which is also used to sort the objects).
57 static void do_cmd_eat_food_aux(int item)
62 /* Get the item (in the pack) */
65 o_ptr = &inventory[item];
68 /* Get the item (on the floor) */
71 o_ptr = &o_list[0 - item];
80 /* Identity not known yet */
84 lev = get_object_level(o_ptr);
86 if (o_ptr->tval == TV_FOOD)
88 /* Analyze the food */
93 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
95 if (set_poisoned(p_ptr->poisoned + randint0(10) + 10))
103 case SV_FOOD_BLINDNESS:
105 if (!p_ptr->resist_blind)
107 if (set_blind(p_ptr->blind + randint0(200) + 200))
115 case SV_FOOD_PARANOIA:
117 if (!p_ptr->resist_fear)
119 if (set_afraid(p_ptr->afraid + randint0(10) + 10))
127 case SV_FOOD_CONFUSION:
129 if (!p_ptr->resist_conf)
131 if (set_confused(p_ptr->confused + randint0(10) + 10))
139 case SV_FOOD_HALLUCINATION:
141 if (!p_ptr->resist_chaos)
143 if (set_image(p_ptr->image + randint0(250) + 250))
151 case SV_FOOD_PARALYSIS:
153 if (!p_ptr->free_act)
155 if (set_paralyzed(p_ptr->paralyzed + randint0(10) + 10))
163 case SV_FOOD_WEAKNESS:
166 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
168 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
171 (void)do_dec_stat(A_STR);
176 case SV_FOOD_SICKNESS:
179 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
181 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
184 (void)do_dec_stat(A_CON);
189 case SV_FOOD_STUPIDITY:
192 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
194 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
197 (void)do_dec_stat(A_INT);
202 case SV_FOOD_NAIVETY:
205 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
207 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
210 (void)do_dec_stat(A_WIS);
215 case SV_FOOD_UNHEALTH:
218 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
220 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
223 (void)do_dec_stat(A_CON);
228 case SV_FOOD_DISEASE:
231 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
233 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
236 (void)do_dec_stat(A_STR);
241 case SV_FOOD_CURE_POISON:
243 if (set_poisoned(0)) ident = TRUE;
247 case SV_FOOD_CURE_BLINDNESS:
249 if (set_blind(0)) ident = TRUE;
253 case SV_FOOD_CURE_PARANOIA:
255 if (set_afraid(0)) ident = TRUE;
259 case SV_FOOD_CURE_CONFUSION:
261 if (set_confused(0)) ident = TRUE;
265 case SV_FOOD_CURE_SERIOUS:
267 if (hp_player(damroll(4, 8))) ident = TRUE;
271 case SV_FOOD_RESTORE_STR:
273 if (do_res_stat(A_STR)) ident = TRUE;
277 case SV_FOOD_RESTORE_CON:
279 if (do_res_stat(A_CON)) ident = TRUE;
283 case SV_FOOD_RESTORING:
285 if (do_res_stat(A_STR)) ident = TRUE;
286 if (do_res_stat(A_INT)) ident = TRUE;
287 if (do_res_stat(A_WIS)) ident = TRUE;
288 if (do_res_stat(A_DEX)) ident = TRUE;
289 if (do_res_stat(A_CON)) ident = TRUE;
290 if (do_res_stat(A_CHR)) ident = TRUE;
296 /* ¤½¤ì¤¾¤ì¤Î¿©¤Ùʪ¤Î´¶ÁÛ¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
297 case SV_FOOD_BISCUIT:
299 msg_print("´Å¤¯¤Æ¥µ¥¯¥µ¥¯¤·¤Æ¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
306 msg_print("»õ¤´¤¿¤¨¤¬¤¢¤Ã¤Æ¤ª¤¤¤·¤¤¡£");
311 case SV_FOOD_SLIME_MOLD:
313 msg_print("¤³¤ì¤Ï¤Ê¤ó¤È¤â·ÁÍƤ·¤¬¤¿¤¤Ì£¤À¡£");
320 msg_print("¤³¤ì¤Ï¤ª¤¤¤·¤¤¡£");
326 case SV_FOOD_BISCUIT:
328 case SV_FOOD_SLIME_MOLD:
330 msg_print("That tastes good.");
337 case SV_FOOD_WAYBREAD:
340 msg_print("¤³¤ì¤Ï¤Ò¤¸¤ç¤¦¤ËÈþÌ£¤À¡£");
342 msg_print("That tastes good.");
345 (void)set_poisoned(0);
346 (void)hp_player(damroll(4, 8));
352 case SV_FOOD_PINT_OF_ALE:
354 msg_print("¤Î¤É¤´¤·Á֤䤫¤À¡£");
359 case SV_FOOD_PINT_OF_WINE:
361 msg_print("That tastes good.");
366 case SV_FOOD_PINT_OF_ALE:
367 case SV_FOOD_PINT_OF_WINE:
369 msg_print("That tastes good.");
378 /* Combine / Reorder the pack (later) */
379 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
381 if (!(object_aware_p(o_ptr)))
383 chg_virtue(V_KNOWLEDGE, -1);
384 chg_virtue(V_PATIENCE, -1);
385 chg_virtue(V_CHANCE, 1);
388 /* We have tried it */
391 /* The player is now aware of the object */
392 if (ident && !object_aware_p(o_ptr))
395 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
399 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
402 /* Food can feed the player */
403 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
405 /* Reduced nutritional benefit */
406 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
408 msg_print("¤¢¤Ê¤¿¤Î¤è¤¦¤Ê¼Ô¤Ë¤È¤Ã¤Æ¿©ÎȤʤɶϤ«¤Ê±ÉÍܤˤ·¤«¤Ê¤é¤Ê¤¤¡£");
410 msg_print("Mere victuals hold scant sustenance for a being such as yourself.");
413 if (p_ptr->food < PY_FOOD_ALERT) /* Hungry */
415 msg_print("¤¢¤Ê¤¿¤Îµ²¤¨¤Ï¿·Á¯¤Ê·ì¤Ë¤è¤Ã¤Æ¤Î¤ßËþ¤¿¤µ¤ì¤ë¡ª");
417 msg_print("Your hunger can only be satisfied with fresh blood!");
421 else if (p_ptr->prace == RACE_SKELETON)
423 if (!((o_ptr->sval == SV_FOOD_WAYBREAD) ||
424 (o_ptr->sval < SV_FOOD_BISCUIT)))
427 object_type *q_ptr = &forge;
430 msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
432 msg_print("The food falls through your jaws!");
436 /* Create the item */
437 object_prep(q_ptr, lookup_kind(o_ptr->tval, o_ptr->sval));
439 /* Drop the object from heaven */
440 (void)drop_near(q_ptr, -1, py, px);
445 msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¡¢¾Ã¤¨¤¿¡ª");
447 msg_print("The food falls through your jaws and vanishes!");
452 else if ((p_ptr->prace == RACE_GOLEM) ||
453 (p_ptr->prace == RACE_ZOMBIE) ||
454 (p_ptr->prace == RACE_ENT) ||
455 (p_ptr->prace == RACE_DEMON) ||
456 (p_ptr->prace == RACE_ANDROID) ||
457 (p_ptr->prace == RACE_SPECTRE) ||
458 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
461 msg_print("À¸¼Ô¤Î¿©Êª¤Ï¤¢¤Ê¤¿¤Ë¤È¤Ã¤Æ¤Û¤È¤ó¤É±ÉÍܤˤʤé¤Ê¤¤¡£");
463 msg_print("The food of mortals is poor sustenance for you.");
466 set_food(p_ptr->food + ((o_ptr->pval) / 20));
470 (void)set_food(p_ptr->food + o_ptr->pval);
473 /* Destroy a food in the pack */
476 inven_item_increase(item, -1);
477 inven_item_describe(item);
478 inven_item_optimize(item);
481 /* Destroy a food on the floor */
484 floor_item_increase(0 - item, -1);
485 floor_item_describe(0 - item);
486 floor_item_optimize(0 - item);
492 * Hook to determine if an object is eatable
494 static bool item_tester_hook_eatable(object_type *o_ptr)
496 /* if ((o_ptr->tval==TV_FOOD) || ((o_ptr->tval==TV_CORPSE) && o_ptr->sval)) return (TRUE); */
497 if (o_ptr->tval==TV_FOOD) return (TRUE);
505 * Eat some food (from the pack or floor)
507 void do_cmd_eat_food(void)
513 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
515 set_action(ACTION_NONE);
518 /* Restrict choices to food */
519 item_tester_hook = item_tester_hook_eatable;
523 q = "¤É¤ì¤ò¿©¤Ù¤Þ¤¹¤«? ";
524 s = "¿©¤Ùʪ¤¬¤Ê¤¤¡£";
526 q = "Eat which item? ";
527 s = "You have nothing to eat.";
530 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
533 do_cmd_eat_food_aux(item);
538 * Quaff a potion (from the pack or the floor)
540 static void do_cmd_quaff_potion_aux(int item)
553 if (flush_failure) flush();
555 msg_print("ÉÓ¤«¤é¿å¤¬Î®¤ì½Ð¤Æ¤³¤Ê¤¤¡ª");
557 msg_print("The potion doesn't flow out from a bottle.");
564 if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
569 /* Get the item (in the pack) */
572 o_ptr = &inventory[item];
575 /* Get the item (on the floor) */
578 o_ptr = &o_list[0 - item];
581 /* Get local object */
584 /* Obtain a local object */
585 object_copy(q_ptr, o_ptr);
590 /* Reduce and describe inventory */
593 inven_item_increase(item, -1);
594 inven_item_describe(item);
595 inven_item_optimize(item);
598 /* Reduce and describe floor item */
601 floor_item_increase(0 - item, -1);
602 floor_item_describe(0 - item);
603 floor_item_optimize(0 - item);
610 /* Not identified yet */
614 lev = get_object_level(q_ptr);
616 /* Analyze the potion */
620 /* °û¤ß¤´¤¿¤¨¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
621 case SV_POTION_WATER:
623 msg_print("¸ý¤ÎÃ椬¤µ¤Ã¤Ñ¤ê¤·¤¿¡£");
624 msg_print("¤Î¤É¤Î³é¤¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
628 case SV_POTION_APPLE_JUICE:
630 msg_print("´Å¤¯¤Æ¥µ¥Ã¥Ñ¥ê¤È¤·¤Æ¤¤¤Æ¡¢¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
631 msg_print("¤Î¤É¤Î³é¤¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
635 case SV_POTION_SLIME_MOLD:
637 msg_print("¤Ê¤ó¤È¤âÉÔµ¤Ì£¤ÊÌ£¤À¡£");
638 msg_print("¤Î¤É¤Î³é¤¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
643 case SV_POTION_WATER:
644 case SV_POTION_APPLE_JUICE:
645 case SV_POTION_SLIME_MOLD:
647 msg_print("You feel less thirsty.");
654 case SV_POTION_SLOWNESS:
656 if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;
660 case SV_POTION_SALT_WATER:
663 msg_print("¤¦¤§¡ª»×¤ï¤ºÅǤ¤¤Æ¤·¤Þ¤Ã¤¿¡£");
665 msg_print("The potion makes you vomit!");
668 (void)set_food(PY_FOOD_STARVE - 1);
669 (void)set_poisoned(0);
670 (void)set_paralyzed(p_ptr->paralyzed + 4);
675 case SV_POTION_POISON:
677 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
679 if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))
687 case SV_POTION_BLINDNESS:
689 if (!p_ptr->resist_blind)
691 if (set_blind(p_ptr->blind + randint0(100) + 100))
699 case SV_POTION_CONFUSION: /* Booze */
701 if (p_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
702 else if (!p_ptr->resist_conf) p_ptr->special_attack |= ATTACK_SUIKEN;
703 if (!p_ptr->resist_conf)
705 if (set_confused(randint0(20) + 15))
711 if (!p_ptr->resist_chaos)
715 if (set_image(p_ptr->image + randint0(150) + 150))
720 if (one_in_(13) && (p_ptr->pclass != CLASS_MONK))
723 if (one_in_(3)) lose_all_info();
725 teleport_player(100);
728 msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
729 msg_print("²¿¤â»×¤¤½Ð¤»¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ØÍ褿¤Î¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
731 msg_print("You wake up somewhere with a sore head...");
732 msg_print("You can't remember a thing, or how you got here!");
740 case SV_POTION_SLEEP:
742 if (!p_ptr->free_act)
745 msg_print("¤¢¤Ê¤¿¤Ï̲¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
747 msg_print("You fall asleep.");
751 if (ironman_nightmare)
754 msg_print("¶²¤í¤·¤¤¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤Ç¤¤¿¡£");
756 msg_print("A horrible vision enters your mind.");
760 /* Pick a nightmare */
761 get_mon_num_prep(get_nightmare, NULL);
763 /* Have some nightmares */
764 have_nightmare(get_mon_num(MAX_DEPTH));
766 /* Remove the monster restriction */
767 get_mon_num_prep(NULL, NULL);
769 if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))
777 case SV_POTION_LOSE_MEMORIES:
779 if (!p_ptr->hold_life && (p_ptr->exp > 0))
782 msg_print("²áµî¤Îµ²±¤¬Çö¤ì¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£");
784 msg_print("You feel your memories fade.");
786 chg_virtue(V_KNOWLEDGE, -5);
788 lose_exp(p_ptr->exp / 4);
794 case SV_POTION_RUINATION:
797 msg_print("¿È¤â¿´¤â¼å¤Ã¤Æ¤¤Æ¡¢Àºµ¤¤¬È´¤±¤Æ¤¤¤¯¤è¤¦¤À¡£");
798 take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "ÇËÌǤÎÌô", -1);
800 msg_print("Your nerves and muscles feel weak and lifeless!");
801 take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "a potion of Ruination", -1);
804 (void)dec_stat(A_DEX, 25, TRUE);
805 (void)dec_stat(A_WIS, 25, TRUE);
806 (void)dec_stat(A_CON, 25, TRUE);
807 (void)dec_stat(A_STR, 25, TRUE);
808 (void)dec_stat(A_CHR, 25, TRUE);
809 (void)dec_stat(A_INT, 25, TRUE);
814 case SV_POTION_DEC_STR:
816 if (do_dec_stat(A_STR)) ident = TRUE;
820 case SV_POTION_DEC_INT:
822 if (do_dec_stat(A_INT)) ident = TRUE;
826 case SV_POTION_DEC_WIS:
828 if (do_dec_stat(A_WIS)) ident = TRUE;
832 case SV_POTION_DEC_DEX:
834 if (do_dec_stat(A_DEX)) ident = TRUE;
838 case SV_POTION_DEC_CON:
840 if (do_dec_stat(A_CON)) ident = TRUE;
844 case SV_POTION_DEC_CHR:
846 if (do_dec_stat(A_CHR)) ident = TRUE;
850 case SV_POTION_DETONATIONS:
853 msg_print("ÂΤÎÃæ¤Ç·ã¤·¤¤Çúȯ¤¬µ¯¤¤¿¡ª");
854 take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "Çúȯ¤ÎÌô", -1);
856 msg_print("Massive explosions rupture your body!");
857 take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "a potion of Detonation", -1);
860 (void)set_stun(p_ptr->stun + 75);
861 (void)set_cut(p_ptr->cut + 5000);
866 case SV_POTION_DEATH:
868 chg_virtue(V_VITALITY, -1);
869 chg_virtue(V_UNLIFE, 5);
871 msg_print("»à¤Îͽ´¶¤¬ÂÎÃæ¤ò¶î¤±¤á¤°¤Ã¤¿¡£");
872 take_hit(DAMAGE_LOSELIFE, 5000, "»à¤ÎÌô", -1);
874 msg_print("A feeling of Death flows through your body.");
875 take_hit(DAMAGE_LOSELIFE, 5000, "a potion of Death", -1);
882 case SV_POTION_INFRAVISION:
884 if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))
891 case SV_POTION_DETECT_INVIS:
893 if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))
900 case SV_POTION_SLOW_POISON:
902 if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;
906 case SV_POTION_CURE_POISON:
908 if (set_poisoned(0)) ident = TRUE;
912 case SV_POTION_BOLDNESS:
914 if (set_afraid(0)) ident = TRUE;
918 case SV_POTION_SPEED:
922 if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;
926 (void)set_fast(p_ptr->fast + 5, FALSE);
931 case SV_POTION_RESIST_HEAT:
933 if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))
940 case SV_POTION_RESIST_COLD:
942 if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))
949 case SV_POTION_HEROISM:
951 if (set_afraid(0)) ident = TRUE;
952 if (set_hero(p_ptr->hero + randint1(25) + 25, FALSE)) ident = TRUE;
953 if (hp_player(10)) ident = TRUE;
957 case SV_POTION_BESERK_STRENGTH:
959 if (set_afraid(0)) ident = TRUE;
960 if (set_shero(p_ptr->shero + randint1(25) + 25, FALSE)) ident = TRUE;
961 if (hp_player(30)) ident = TRUE;
965 case SV_POTION_CURE_LIGHT:
967 if (hp_player(damroll(2, 8))) ident = TRUE;
968 if (set_blind(0)) ident = TRUE;
969 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
970 if (set_shero(0,TRUE)) ident = TRUE;
974 case SV_POTION_CURE_SERIOUS:
976 if (hp_player(damroll(4, 8))) ident = TRUE;
977 if (set_blind(0)) ident = TRUE;
978 if (set_confused(0)) ident = TRUE;
979 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
980 if (set_shero(0,TRUE)) ident = TRUE;
984 case SV_POTION_CURE_CRITICAL:
986 if (hp_player(damroll(6, 8))) ident = TRUE;
987 if (set_blind(0)) ident = TRUE;
988 if (set_confused(0)) ident = TRUE;
989 if (set_poisoned(0)) ident = TRUE;
990 if (set_stun(0)) ident = TRUE;
991 if (set_cut(0)) ident = TRUE;
992 if (set_shero(0,TRUE)) ident = TRUE;
996 case SV_POTION_HEALING:
998 if (hp_player(300)) ident = TRUE;
999 if (set_blind(0)) ident = TRUE;
1000 if (set_confused(0)) ident = TRUE;
1001 if (set_poisoned(0)) ident = TRUE;
1002 if (set_stun(0)) ident = TRUE;
1003 if (set_cut(0)) ident = TRUE;
1004 if (set_shero(0,TRUE)) ident = TRUE;
1008 case SV_POTION_STAR_HEALING:
1010 if (hp_player(1200)) ident = TRUE;
1011 if (set_blind(0)) ident = TRUE;
1012 if (set_confused(0)) ident = TRUE;
1013 if (set_poisoned(0)) ident = TRUE;
1014 if (set_stun(0)) ident = TRUE;
1015 if (set_cut(0)) ident = TRUE;
1016 if (set_shero(0,TRUE)) ident = TRUE;
1020 case SV_POTION_LIFE:
1022 chg_virtue(V_VITALITY, 1);
1023 chg_virtue(V_UNLIFE, -5);
1025 msg_print("ÂÎÃæ¤ËÀ¸Ì¿ÎϤ¬Ëþ¤Á¤¢¤Õ¤ì¤Æ¤¤¿¡ª");
1027 msg_print("You feel life flow through your body!");
1031 (void)set_poisoned(0);
1033 (void)set_confused(0);
1037 (void)do_res_stat(A_STR);
1038 (void)do_res_stat(A_CON);
1039 (void)do_res_stat(A_DEX);
1040 (void)do_res_stat(A_WIS);
1041 (void)do_res_stat(A_INT);
1042 (void)do_res_stat(A_CHR);
1043 (void)set_shero(0,TRUE);
1050 case SV_POTION_RESTORE_MANA:
1052 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1055 for (i = 0; i < EATER_EXT*2; i++)
1057 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
1058 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
1060 for (; i < EATER_EXT*3; i++)
1062 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
1063 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
1064 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
1067 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
1069 msg_print("Your feel your head clear.");
1071 p_ptr->window |= (PW_PLAYER);
1074 else if (p_ptr->csp < p_ptr->msp)
1076 p_ptr->csp = p_ptr->msp;
1077 p_ptr->csp_frac = 0;
1079 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
1081 msg_print("Your feel your head clear.");
1084 p_ptr->redraw |= (PR_MANA);
1085 p_ptr->window |= (PW_PLAYER);
1086 p_ptr->window |= (PW_SPELL);
1089 if (set_shero(0,TRUE)) ident = TRUE;
1093 case SV_POTION_RESTORE_EXP:
1095 if (restore_level()) ident = TRUE;
1099 case SV_POTION_RES_STR:
1101 if (do_res_stat(A_STR)) ident = TRUE;
1105 case SV_POTION_RES_INT:
1107 if (do_res_stat(A_INT)) ident = TRUE;
1111 case SV_POTION_RES_WIS:
1113 if (do_res_stat(A_WIS)) ident = TRUE;
1117 case SV_POTION_RES_DEX:
1119 if (do_res_stat(A_DEX)) ident = TRUE;
1123 case SV_POTION_RES_CON:
1125 if (do_res_stat(A_CON)) ident = TRUE;
1129 case SV_POTION_RES_CHR:
1131 if (do_res_stat(A_CHR)) ident = TRUE;
1135 case SV_POTION_INC_STR:
1137 if (do_inc_stat(A_STR)) ident = TRUE;
1141 case SV_POTION_INC_INT:
1143 if (do_inc_stat(A_INT)) ident = TRUE;
1147 case SV_POTION_INC_WIS:
1149 if (do_inc_stat(A_WIS)) ident = TRUE;
1153 case SV_POTION_INC_DEX:
1155 if (do_inc_stat(A_DEX)) ident = TRUE;
1159 case SV_POTION_INC_CON:
1161 if (do_inc_stat(A_CON)) ident = TRUE;
1165 case SV_POTION_INC_CHR:
1167 if (do_inc_stat(A_CHR)) ident = TRUE;
1171 case SV_POTION_AUGMENTATION:
1173 if (do_inc_stat(A_STR)) ident = TRUE;
1174 if (do_inc_stat(A_INT)) ident = TRUE;
1175 if (do_inc_stat(A_WIS)) ident = TRUE;
1176 if (do_inc_stat(A_DEX)) ident = TRUE;
1177 if (do_inc_stat(A_CON)) ident = TRUE;
1178 if (do_inc_stat(A_CHR)) ident = TRUE;
1182 case SV_POTION_ENLIGHTENMENT:
1185 msg_print("¼«Ê¬¤ÎÃÖ¤«¤ì¤Æ¤¤¤ë¾õ¶·¤¬Ç¾Î¢¤ËÉ⤫¤ó¤Ç¤¤¿...");
1187 msg_print("An image of your surroundings forms in your mind...");
1190 chg_virtue(V_KNOWLEDGE, 1);
1191 chg_virtue(V_ENLIGHTEN, 1);
1192 wiz_lite(FALSE, FALSE);
1197 case SV_POTION_STAR_ENLIGHTENMENT:
1200 msg_print("¹¹¤Ê¤ë·¼Ìؤò´¶¤¸¤¿...");
1202 msg_print("You begin to feel more enlightened...");
1205 chg_virtue(V_KNOWLEDGE, 1);
1206 chg_virtue(V_ENLIGHTEN, 2);
1208 wiz_lite(TRUE, FALSE);
1209 (void)do_inc_stat(A_INT);
1210 (void)do_inc_stat(A_WIS);
1211 (void)detect_traps(DETECT_RAD_DEFAULT);
1212 (void)detect_doors(DETECT_RAD_DEFAULT);
1213 (void)detect_stairs(DETECT_RAD_DEFAULT);
1214 (void)detect_treasure(DETECT_RAD_DEFAULT);
1215 (void)detect_objects_gold(DETECT_RAD_DEFAULT);
1216 (void)detect_objects_normal(DETECT_RAD_DEFAULT);
1223 case SV_POTION_SELF_KNOWLEDGE:
1226 msg_print("¼«Ê¬¼«¿È¤Î¤³¤È¤¬¾¯¤·¤Ïʬ¤«¤Ã¤¿µ¤¤¬¤¹¤ë...");
1228 msg_print("You begin to know yourself a little better...");
1237 case SV_POTION_EXPERIENCE:
1239 if (p_ptr->prace == RACE_ANDROID) break;
1240 chg_virtue(V_ENLIGHTEN, 1);
1241 if (p_ptr->exp < PY_MAX_EXP)
1243 s32b ee = (p_ptr->exp / 2) + 10;
1244 if (ee > 100000L) ee = 100000L;
1246 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1248 msg_print("You feel more experienced.");
1257 case SV_POTION_RESISTANCE:
1259 (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);
1260 (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);
1261 (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);
1262 (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);
1263 (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);
1268 case SV_POTION_CURING:
1270 if (hp_player(50)) ident = TRUE;
1271 if (set_blind(0)) ident = TRUE;
1272 if (set_poisoned(0)) ident = TRUE;
1273 if (set_confused(0)) ident = TRUE;
1274 if (set_stun(0)) ident = TRUE;
1275 if (set_cut(0)) ident = TRUE;
1276 if (set_image(0)) ident = TRUE;
1280 case SV_POTION_INVULNERABILITY:
1282 (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);
1287 case SV_POTION_NEW_LIFE:
1289 do_cmd_rerate(FALSE);
1291 p_ptr->update |= PU_BONUS;
1292 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
1294 chg_virtue(V_CHANCE, -5);
1296 msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
1298 msg_print("You are cured of all mutations.");
1301 p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
1302 p_ptr->update |= PU_BONUS;
1304 mutant_regenerate_mod = calc_mutant_regenerate_mod();
1310 case SV_POTION_NEO_TSUYOSHI:
1313 (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);
1318 case SV_POTION_TSUYOSHI:
1321 msg_print("¡Ö¥ª¥¯¥ì·»¤µ¤ó¡ª¡×");
1323 msg_print("Brother OKURE!");
1326 p_ptr->tsuyoshi = 1;
1327 (void)set_tsuyoshi(0, TRUE);
1328 if (!p_ptr->resist_chaos)
1330 (void)set_image(50 + randint1(50));
1336 case SV_POTION_POLYMORPH:
1338 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
1340 chg_virtue(V_CHANCE, -5);
1342 msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
1344 msg_print("You are cured of all mutations.");
1347 p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
1348 p_ptr->update |= PU_BONUS;
1357 if(gain_random_mutation(0)) ident = TRUE;
1359 else if (lose_mutation(0)) ident = TRUE;
1360 } while(!ident || one_in_(2));
1366 if (p_ptr->prace == RACE_SKELETON)
1369 msg_print("±ÕÂΤΰìÉô¤Ï¤¢¤Ê¤¿¤Î¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
1371 msg_print("Some of the fluid falls through your jaws!");
1374 (void)potion_smash_effect(0, py, px, q_ptr->k_idx);
1377 /* Combine / Reorder the pack (later) */
1378 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1380 if (!(object_aware_p(o_ptr)))
1382 chg_virtue(V_PATIENCE, -1);
1383 chg_virtue(V_CHANCE, 1);
1384 chg_virtue(V_KNOWLEDGE, -1);
1387 /* The item has been tried */
1388 object_tried(q_ptr);
1390 /* An identification was made */
1391 if (ident && !object_aware_p(q_ptr))
1393 object_aware(q_ptr);
1394 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
1398 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1400 /* Potions can feed the player */
1401 switch (p_ptr->mimic_form)
1404 switch (p_ptr->prace)
1407 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
1418 set_food(p_ptr->food + ((o_ptr->pval) / 20));
1421 (void)set_food(p_ptr->food + o_ptr->pval);
1426 case MIMIC_DEMON_LORD:
1427 set_food(p_ptr->food + ((o_ptr->pval) / 20));
1430 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
1433 (void)set_food(p_ptr->food + o_ptr->pval);
1439 void do_cmd_quaff_potion(void)
1444 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1446 set_action(ACTION_NONE);
1449 /* Restrict choices to potions */
1450 item_tester_tval = TV_POTION;
1454 q = "¤É¤ÎÌô¤ò°û¤ß¤Þ¤¹¤«? ";
1455 s = "°û¤á¤ëÌô¤¬¤Ê¤¤¡£";
1457 q = "Quaff which potion? ";
1458 s = "You have no potions to quaff.";
1461 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
1463 /* Quaff the potion */
1464 do_cmd_quaff_potion_aux(item);
1469 * Read a scroll (from the pack or floor).
1471 * Certain scrolls can be "aborted" without losing the scroll. These
1472 * include scrolls with no effects but recharge or identify, which are
1473 * cancelled before use. XXX Reading them still takes a turn, though.
1475 static void do_cmd_read_scroll_aux(int item)
1477 int k, used_up, ident, lev;
1482 /* Get the item (in the pack) */
1485 o_ptr = &inventory[item];
1488 /* Get the item (on the floor) */
1491 o_ptr = &o_list[0 - item];
1500 if (flush_failure) flush();
1502 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
1504 msg_print("Nothing happen.");
1511 if (p_ptr->pclass == CLASS_BERSERKER)
1514 msg_print("´¬Êª¤Ê¤ó¤ÆÆɤá¤Ê¤¤¡£");
1516 msg_print("You cannot read.");
1521 if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
1526 /* Not identified yet */
1530 lev = get_object_level(o_ptr);
1532 /* Assume the scroll will get used up */
1535 if (o_ptr->tval == TV_SCROLL)
1537 /* Analyze the scroll */
1538 switch (o_ptr->sval)
1540 case SV_SCROLL_DARKNESS:
1542 if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
1544 (void)set_blind(p_ptr->blind + 3 + randint1(5));
1546 if (unlite_area(10, 3)) ident = TRUE;
1550 case SV_SCROLL_AGGRAVATE_MONSTER:
1553 msg_print("¥«¥ó¹â¤¯¤¦¤Ê¤ëÍͤʲ»¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
1555 msg_print("There is a high pitched humming noise.");
1558 aggravate_monsters(0);
1563 case SV_SCROLL_CURSE_ARMOR:
1565 if (curse_armor()) ident = TRUE;
1569 case SV_SCROLL_CURSE_WEAPON:
1571 if (curse_weapon(FALSE, INVEN_RARM)) ident = TRUE;
1575 case SV_SCROLL_SUMMON_MONSTER:
1577 for (k = 0; k < randint1(3); k++)
1579 if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
1587 case SV_SCROLL_SUMMON_UNDEAD:
1589 for (k = 0; k < randint1(3); k++)
1591 if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
1599 case SV_SCROLL_SUMMON_PET:
1601 if (summon_specific(-1, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET)))
1608 case SV_SCROLL_SUMMON_KIN:
1610 if (summon_kin_player(p_ptr->lev, py, px, (PM_FORCE_PET | PM_ALLOW_GROUP)))
1617 case SV_SCROLL_TRAP_CREATION:
1619 if (trap_creation(py, px)) ident = TRUE;
1623 case SV_SCROLL_PHASE_DOOR:
1625 teleport_player(10);
1630 case SV_SCROLL_TELEPORT:
1632 teleport_player(100);
1637 case SV_SCROLL_TELEPORT_LEVEL:
1639 (void)teleport_player_level();
1644 case SV_SCROLL_WORD_OF_RECALL:
1646 if (!word_of_recall()) used_up = FALSE;
1651 case SV_SCROLL_IDENTIFY:
1654 if (!ident_spell(FALSE, TRUE)) used_up = FALSE;
1658 case SV_SCROLL_STAR_IDENTIFY:
1661 if (!identify_fully(FALSE, TRUE)) used_up = FALSE;
1665 case SV_SCROLL_REMOVE_CURSE:
1670 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1672 msg_print("You feel as if someone is watching over you.");
1680 case SV_SCROLL_STAR_REMOVE_CURSE:
1682 if (remove_all_curse())
1685 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1687 msg_print("You feel as if someone is watching over you.");
1694 case SV_SCROLL_ENCHANT_ARMOR:
1697 if (!enchant_spell(0, 0, 1)) used_up = FALSE;
1701 case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
1703 if (!enchant_spell(1, 0, 0)) used_up = FALSE;
1708 case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
1710 if (!enchant_spell(0, 1, 0)) used_up = FALSE;
1715 case SV_SCROLL_STAR_ENCHANT_ARMOR:
1717 if (!enchant_spell(0, 0, randint1(3) + 2)) used_up = FALSE;
1722 case SV_SCROLL_STAR_ENCHANT_WEAPON:
1724 if (!enchant_spell(randint1(3), randint1(3), 0)) used_up = FALSE;
1729 case SV_SCROLL_RECHARGING:
1731 if (!recharge(130)) used_up = FALSE;
1736 case SV_SCROLL_MUNDANITY:
1739 if (!mundane_spell(FALSE)) used_up = FALSE;
1743 case SV_SCROLL_LIGHT:
1745 if (lite_area(damroll(2, 8), 2)) ident = TRUE;
1749 case SV_SCROLL_MAPPING:
1751 map_area(DETECT_RAD_MAP);
1756 case SV_SCROLL_DETECT_GOLD:
1758 if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
1759 if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
1763 case SV_SCROLL_DETECT_ITEM:
1765 if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
1769 case SV_SCROLL_DETECT_TRAP:
1771 if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
1775 case SV_SCROLL_DETECT_DOOR:
1777 if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
1778 if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
1782 case SV_SCROLL_DETECT_INVIS:
1784 if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
1788 case SV_SCROLL_SATISFY_HUNGER:
1790 if (set_food(PY_FOOD_MAX - 1)) ident = TRUE;
1794 case SV_SCROLL_BLESSING:
1796 if (set_blessed(p_ptr->blessed + randint1(12) + 6, FALSE)) ident = TRUE;
1800 case SV_SCROLL_HOLY_CHANT:
1802 if (set_blessed(p_ptr->blessed + randint1(24) + 12, FALSE)) ident = TRUE;
1806 case SV_SCROLL_HOLY_PRAYER:
1808 if (set_blessed(p_ptr->blessed + randint1(48) + 24, FALSE)) ident = TRUE;
1812 case SV_SCROLL_MONSTER_CONFUSION:
1814 if (!(p_ptr->special_attack & ATTACK_CONFUSE))
1817 msg_print("¼ê¤¬µ±¤»Ï¤á¤¿¡£");
1819 msg_print("Your hands begin to glow.");
1822 p_ptr->special_attack |= ATTACK_CONFUSE;
1823 p_ptr->redraw |= (PR_STATUS);
1829 case SV_SCROLL_PROTECTION_FROM_EVIL:
1832 if (set_protevil(p_ptr->protevil + randint1(25) + k, FALSE)) ident = TRUE;
1836 case SV_SCROLL_RUNE_OF_PROTECTION:
1843 case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
1845 if (destroy_doors_touch()) ident = TRUE;
1849 case SV_SCROLL_STAR_DESTRUCTION:
1851 if (destroy_area(py, px, 13+randint0(5), TRUE))
1855 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿...");
1857 msg_print("The dungeon trembles...");
1864 case SV_SCROLL_DISPEL_UNDEAD:
1866 if (dispel_undead(80)) ident = TRUE;
1870 case SV_SCROLL_SPELL:
1872 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_IMITATOR) || (p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_MAGIC_EATER) || (p_ptr->pclass == CLASS_RED_MAGE) || (p_ptr->pclass == CLASS_SAMURAI) || (p_ptr->pclass == CLASS_BLUE_MAGE) || (p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BERSERKER) || (p_ptr->pclass == CLASS_SMITH) || (p_ptr->pclass == CLASS_MIRROR_MASTER) || (p_ptr->pclass == CLASS_NINJA)) break;
1873 p_ptr->add_spells++;
1874 p_ptr->update |= (PU_SPELLS);
1879 case SV_SCROLL_GENOCIDE:
1881 (void)symbol_genocide(300, TRUE);
1886 case SV_SCROLL_MASS_GENOCIDE:
1888 (void)mass_genocide(300, TRUE);
1893 case SV_SCROLL_ACQUIREMENT:
1895 acquirement(py, px, 1, TRUE, FALSE);
1900 case SV_SCROLL_STAR_ACQUIREMENT:
1902 acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
1907 /* New Hengband scrolls */
1908 case SV_SCROLL_FIRE:
1910 fire_ball(GF_FIRE, 0, 666, 4);
1911 /* Note: "Double" damage since it is centered on the player ... */
1912 if (!(p_ptr->oppose_fire || p_ptr->resist_fire || p_ptr->immune_fire))
1914 take_hit(DAMAGE_NOESCAPE, 50+randint1(50), "±ê¤Î´¬Êª", -1);
1916 take_hit(DAMAGE_NOESCAPE, 50 + randint1(50), "a Scroll of Fire", -1);
1926 fire_ball(GF_ICE, 0, 777, 4);
1927 if (!(p_ptr->oppose_cold || p_ptr->resist_cold || p_ptr->immune_cold))
1929 take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ¤Î´¬Êª", -1);
1931 take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), "a Scroll of Ice", -1);
1938 case SV_SCROLL_CHAOS:
1940 fire_ball(GF_CHAOS, 0, 1000, 4);
1941 if (!p_ptr->resist_chaos)
1943 take_hit(DAMAGE_NOESCAPE, 111+randint1(111), "¥í¥°¥ë¥¹¤Î´¬Êª", -1);
1945 take_hit(DAMAGE_NOESCAPE, 111 + randint1(111), "a Scroll of Logrus", -1);
1952 case SV_SCROLL_RUMOR:
1956 switch (randint1(20))
1960 err = get_rnd_line("chainswd_j.txt", 0, Rumor);
1962 err = get_rnd_line("chainswd.txt", 0, Rumor);
1968 err = get_rnd_line("error_j.txt", 0, Rumor);
1970 err = get_rnd_line("error.txt", 0, Rumor);
1978 err = get_rnd_line("death_j.txt", 0, Rumor);
1980 err = get_rnd_line("death.txt", 0, Rumor);
1986 err = get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10);
1988 err = get_rnd_line("rumors.txt", 0, Rumor);
1994 /* An error occured */
1996 if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
1998 if (err) strcpy(Rumor, "Some rumors are wrong.");
2003 msg_print("´¬Êª¤Ë¤Ï¥á¥Ã¥»¡¼¥¸¤¬½ñ¤«¤ì¤Æ¤¤¤ë:");
2005 msg_print("There is message on the scroll. It says:");
2009 msg_format("%s", Rumor);
2012 msg_print("´¬Êª¤Ï±ì¤òΩ¤Æ¤Æ¾Ã¤¨µî¤Ã¤¿¡ª");
2014 msg_print("The scroll disappears in a puff of smoke!");
2021 case SV_SCROLL_ARTIFACT:
2024 if (!artifact_scroll()) used_up = FALSE;
2028 case SV_SCROLL_RESET_RECALL:
2031 if (!reset_recall()) used_up = FALSE;
2036 else if (o_ptr->name1 == ART_GHB)
2039 msg_print("»ä¤Ï¶ìÏ«¤·¤Æ¡Ø¥°¥ì¡¼¥¿¡¼¡¦¥Ø¥ë=¥Ó¡¼¥¹¥È¡Ù¤òÅݤ·¤¿¡£");
2040 msg_print("¤·¤«¤·¼ê¤ËÆþ¤Ã¤¿¤Î¤Ï¤³¤Î¤¤¿¤Ê¤¤£Ô¥·¥ã¥Ä¤À¤±¤À¤Ã¤¿¡£");
2042 msg_print("I had a very hard time to kill the Greater hell-beast, ");
2043 msg_print("but all I got was this lousy t-shirt!");
2047 else if (o_ptr->name1 == ART_POWER)
2050 msg_print("¡Ö°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÅý¤Ù¡¢");
2052 msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤ò¸«¤Ä¤±¡¢");
2054 msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÊá¤é¤¨¤Æ");
2056 msg_print("°Å°Ç¤ÎÃæ¤Ë·Ò¤®¤È¤á¤ë¡£¡×");
2058 msg_print("'One Ring to rule them all, ");
2060 msg_print("One Ring to find them, ");
2062 msg_print("One Ring to bring them all ");
2064 msg_print("and in the darkness bind them.'");
2068 else if (o_ptr->tval==TV_PARCHEMENT)
2071 char o_name[MAX_NLEN];
2077 q=format("book-%d_jp.txt",o_ptr->sval);
2079 /* Display object description */
2080 object_desc(o_name, o_ptr, TRUE, 0);
2082 /* Build the filename */
2083 path_build(buf, 1024, ANGBAND_DIR_FILE, q);
2085 /* Peruse the help file */
2086 (void)show_file(TRUE, buf, o_name, 0, 0);
2095 /* Combine / Reorder the pack (later) */
2096 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2098 if (!(object_aware_p(o_ptr)))
2100 chg_virtue(V_PATIENCE, -1);
2101 chg_virtue(V_CHANCE, 1);
2102 chg_virtue(V_KNOWLEDGE, -1);
2105 /* The item was tried */
2106 object_tried(o_ptr);
2108 /* An identification was made */
2109 if (ident && !object_aware_p(o_ptr))
2111 object_aware(o_ptr);
2112 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2116 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2119 /* Hack -- allow certain scrolls to be "preserved" */
2125 sound(SOUND_SCROLL);
2127 /* Destroy a scroll in the pack */
2130 inven_item_increase(item, -1);
2131 inven_item_describe(item);
2132 inven_item_optimize(item);
2135 /* Destroy a scroll on the floor */
2138 floor_item_increase(0 - item, -1);
2139 floor_item_describe(0 - item);
2140 floor_item_optimize(0 - item);
2143 /* Delayed optimization */
2144 optimize_inventry_auto_destroy();
2149 * Hook to determine if an object is readable
2151 static bool item_tester_hook_readable(object_type *o_ptr)
2153 if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHEMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);
2160 void do_cmd_read_scroll(void)
2165 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2167 set_action(ACTION_NONE);
2170 /* Check some conditions */
2174 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
2176 msg_print("You can't see anything.");
2184 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
2186 msg_print("You have no light to read by.");
2191 if (p_ptr->confused)
2194 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡£");
2196 msg_print("You are too confused!");
2203 /* Restrict choices to scrolls */
2204 item_tester_hook = item_tester_hook_readable;
2208 q = "¤É¤Î´¬Êª¤òÆɤߤޤ¹¤«? ";
2209 s = "Æɤá¤ë´¬Êª¤¬¤Ê¤¤¡£";
2211 q = "Read which scroll? ";
2212 s = "You have no scrolls to read.";
2215 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2217 /* Read the scroll */
2218 do_cmd_read_scroll_aux(item);
2222 static int staff_effect(int sval, bool *use_charge, bool magic)
2227 /* Analyze the staff */
2230 case SV_STAFF_DARKNESS:
2232 if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
2234 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
2236 if (unlite_area(10, 3)) ident = TRUE;
2240 case SV_STAFF_SLOWNESS:
2242 if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
2246 case SV_STAFF_HASTE_MONSTERS:
2248 if (speed_monsters()) ident = TRUE;
2252 case SV_STAFF_SUMMONING:
2254 for (k = 0; k < randint1(4); k++)
2256 if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2264 case SV_STAFF_TELEPORTATION:
2266 teleport_player(100);
2271 case SV_STAFF_IDENTIFY:
2273 if (!ident_spell(FALSE, TRUE)) *use_charge = FALSE;
2278 case SV_STAFF_REMOVE_CURSE:
2285 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
2287 msg_print("You feel as if someone is watching over you.");
2290 else if (!p_ptr->blind)
2293 msg_print("¾ó¤Ï°ì½Ö¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
2295 msg_print("The staff glows blue for a moment...");
2304 case SV_STAFF_STARLITE:
2306 int num = damroll(5, 3);
2310 if (!p_ptr->blind && !magic)
2313 msg_print("¾ó¤ÎÀ褬ÌÀ¤ë¤¯µ±¤¤¤¿...");
2315 msg_print("The end of the staff glows brightly...");
2319 for (k = 0; k < num; k++)
2325 scatter(&y, &x, py, px, 4, 0);
2327 if (!cave_floor_bold(y, x)) continue;
2329 if ((y != py) || (x != px)) break;
2332 project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2333 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
2341 if (lite_area(damroll(2, 8), 2)) ident = TRUE;
2345 case SV_STAFF_MAPPING:
2347 map_area(DETECT_RAD_MAP);
2352 case SV_STAFF_DETECT_GOLD:
2354 if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
2355 if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
2359 case SV_STAFF_DETECT_ITEM:
2361 if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
2365 case SV_STAFF_DETECT_TRAP:
2367 if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
2371 case SV_STAFF_DETECT_DOOR:
2373 if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
2374 if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
2378 case SV_STAFF_DETECT_INVIS:
2380 if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
2384 case SV_STAFF_DETECT_EVIL:
2386 if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE;
2390 case SV_STAFF_CURE_LIGHT:
2392 if (hp_player(damroll(2, 8))) ident = TRUE;
2393 if (set_shero(0,TRUE)) ident = TRUE;
2397 case SV_STAFF_CURING:
2399 if (set_blind(0)) ident = TRUE;
2400 if (set_poisoned(0)) ident = TRUE;
2401 if (set_confused(0)) ident = TRUE;
2402 if (set_stun(0)) ident = TRUE;
2403 if (set_cut(0)) ident = TRUE;
2404 if (set_image(0)) ident = TRUE;
2405 if (set_shero(0,TRUE)) ident = TRUE;
2409 case SV_STAFF_HEALING:
2411 if (hp_player(300)) ident = TRUE;
2412 if (set_stun(0)) ident = TRUE;
2413 if (set_cut(0)) ident = TRUE;
2414 if (set_shero(0,TRUE)) ident = TRUE;
2418 case SV_STAFF_THE_MAGI:
2420 if (do_res_stat(A_INT)) ident = TRUE;
2421 if (p_ptr->csp < p_ptr->msp)
2423 p_ptr->csp = p_ptr->msp;
2424 p_ptr->csp_frac = 0;
2427 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
2429 msg_print("Your feel your head clear.");
2432 p_ptr->redraw |= (PR_MANA);
2433 p_ptr->window |= (PW_PLAYER);
2434 p_ptr->window |= (PW_SPELL);
2436 if (set_shero(0,TRUE)) ident = TRUE;
2440 case SV_STAFF_SLEEP_MONSTERS:
2442 if (sleep_monsters()) ident = TRUE;
2446 case SV_STAFF_SLOW_MONSTERS:
2448 if (slow_monsters()) ident = TRUE;
2452 case SV_STAFF_SPEED:
2454 if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
2458 case SV_STAFF_PROBING:
2465 case SV_STAFF_DISPEL_EVIL:
2467 if (dispel_evil(80)) ident = TRUE;
2471 case SV_STAFF_POWER:
2473 if (dispel_monsters(150)) ident = TRUE;
2477 case SV_STAFF_HOLINESS:
2479 if (dispel_evil(150)) ident = TRUE;
2481 if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
2482 if (set_poisoned(0)) ident = TRUE;
2483 if (set_afraid(0)) ident = TRUE;
2484 if (hp_player(50)) ident = TRUE;
2485 if (set_stun(0)) ident = TRUE;
2486 if (set_cut(0)) ident = TRUE;
2490 case SV_STAFF_GENOCIDE:
2492 (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE);
2497 case SV_STAFF_EARTHQUAKES:
2499 if (earthquake(py, px, 10))
2503 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡£");
2505 msg_print("The dungeon trembles.");
2512 case SV_STAFF_DESTRUCTION:
2514 if (destroy_area(py, px, 13+randint0(5), TRUE))
2520 case SV_STAFF_ANIMATE_DEAD:
2522 if (animate_dead(0, py, px))
2528 case SV_STAFF_MSTORM:
2531 msg_print("¶¯ÎϤÊËâÎϤ¬Å¨¤ò°ú¤Îö¤¤¤¿¡ª");
2533 msg_print("Mighty magics rend your enemies!");
2535 project(0, 5, py, px,
2536 (randint1(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID | PROJECT_NO_REF, -1);
2537 if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
2540 (void)take_hit(DAMAGE_NOESCAPE, 50, "¥³¥ó¥È¥í¡¼¥ë¤·Æñ¤¤¶¯ÎϤÊËâÎϤβòÊü", -1);
2542 (void)take_hit(DAMAGE_NOESCAPE, 50, "unleashing magics too mighty to control", -1);
2554 * Use a staff. -RAK-
2556 * One charge of one staff disappears.
2558 * Hack -- staffs of identify can be "cancelled".
2560 static void do_cmd_use_staff_aux(int item)
2562 int ident, chance, lev;
2566 /* Hack -- let staffs of identify get aborted */
2567 bool use_charge = TRUE;
2570 /* Get the item (in the pack) */
2573 o_ptr = &inventory[item];
2576 /* Get the item (on the floor) */
2579 o_ptr = &o_list[0 - item];
2583 /* Mega-Hack -- refuse to use a pile from the ground */
2584 if ((item < 0) && (o_ptr->number > 1))
2587 msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
2589 msg_print("You must first pick up the staffs.");
2599 /* Extract the item level */
2600 lev = get_object_level(o_ptr);
2601 if (lev > 50) lev = 50 + (lev - 50)/2;
2603 /* Base chance of success */
2604 chance = p_ptr->skill_dev;
2606 /* Confusion hurts skill */
2607 if (p_ptr->confused) chance = chance / 2;
2609 /* Hight level objects are harder */
2610 chance = chance - lev;
2612 /* Give everyone a (slight) chance */
2613 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
2615 chance = USE_DEVICE;
2620 if (flush_failure) flush();
2622 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
2624 msg_print("Nothing happen. Maybe this staff is freezing too.");
2631 /* Roll for usage */
2632 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
2634 if (flush_failure) flush();
2636 msg_print("¾ó¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
2638 msg_print("You failed to use the staff properly.");
2645 /* Notice empty staffs */
2646 if (o_ptr->pval <= 0)
2648 if (flush_failure) flush();
2650 msg_print("¤³¤Î¾ó¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
2652 msg_print("The staff has no charges left.");
2655 o_ptr->ident |= (IDENT_EMPTY);
2657 /* Combine / Reorder the pack (later) */
2658 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2667 ident = staff_effect(o_ptr->sval, &use_charge, FALSE);
2669 if (!(object_aware_p(o_ptr)))
2671 chg_virtue(V_PATIENCE, -1);
2672 chg_virtue(V_CHANCE, 1);
2673 chg_virtue(V_KNOWLEDGE, -1);
2676 /* Combine / Reorder the pack (later) */
2677 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2679 /* Tried the item */
2680 object_tried(o_ptr);
2682 /* An identification was made */
2683 if (ident && !object_aware_p(o_ptr))
2685 object_aware(o_ptr);
2686 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2690 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2693 /* Hack -- some uses are "free" */
2694 if (!use_charge) return;
2697 /* Use a single charge */
2700 /* XXX Hack -- unstack if necessary */
2701 if ((item >= 0) && (o_ptr->number > 1))
2706 /* Get local object */
2709 /* Obtain a local object */
2710 object_copy(q_ptr, o_ptr);
2712 /* Modify quantity */
2715 /* Restore the charges */
2718 /* Unstack the used item */
2720 p_ptr->total_weight -= q_ptr->weight;
2721 item = inven_carry(q_ptr);
2725 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
2727 msg_print("You unstack your staff.");
2732 /* Describe charges in the pack */
2735 inven_item_charges(item);
2738 /* Describe charges on the floor */
2741 floor_item_charges(0 - item);
2744 /* Delayed optimization */
2745 optimize_inventry_auto_destroy();
2749 void do_cmd_use_staff(void)
2754 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2756 set_action(ACTION_NONE);
2759 /* Restrict choices to wands */
2760 item_tester_tval = TV_STAFF;
2764 q = "¤É¤Î¾ó¤ò»È¤¤¤Þ¤¹¤«? ";
2765 s = "»È¤¨¤ë¾ó¤¬¤Ê¤¤¡£";
2767 q = "Use which staff? ";
2768 s = "You have no staff to use.";
2771 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2773 do_cmd_use_staff_aux(item);
2777 static int wand_effect(int sval, int dir, bool magic)
2781 /* XXX Hack -- Wand of wonder can do anything before it */
2782 if (sval == SV_WAND_WONDER)
2784 int vir = virtue_number(V_CHANCE);
2785 sval = randint0(SV_WAND_WONDER);
2789 if (p_ptr->virtues[vir - 1] > 0)
2791 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
2792 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
2796 while (randint1(300) < (0-p_ptr->virtues[vir - 1])) sval--;
2797 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
2800 if (sval < SV_WAND_TELEPORT_AWAY)
2801 chg_virtue(V_CHANCE, 1);
2804 /* Analyze the wand */
2807 case SV_WAND_HEAL_MONSTER:
2809 if (heal_monster(dir, damroll(10, 10))) ident = TRUE;
2813 case SV_WAND_HASTE_MONSTER:
2815 if (speed_monster(dir)) ident = TRUE;
2819 case SV_WAND_CLONE_MONSTER:
2821 if (clone_monster(dir)) ident = TRUE;
2825 case SV_WAND_TELEPORT_AWAY:
2827 if (teleport_monster(dir)) ident = TRUE;
2831 case SV_WAND_DISARMING:
2833 if (disarm_trap(dir)) ident = TRUE;
2837 case SV_WAND_TRAP_DOOR_DEST:
2839 if (destroy_door(dir)) ident = TRUE;
2843 case SV_WAND_STONE_TO_MUD:
2845 if (wall_to_mud(dir)) ident = TRUE;
2852 msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2854 msg_print("A line of blue shimmering light appears.");
2857 (void)lite_line(dir);
2862 case SV_WAND_SLEEP_MONSTER:
2864 if (sleep_monster(dir)) ident = TRUE;
2868 case SV_WAND_SLOW_MONSTER:
2870 if (slow_monster(dir)) ident = TRUE;
2874 case SV_WAND_CONFUSE_MONSTER:
2876 if (confuse_monster(dir, p_ptr->lev)) ident = TRUE;
2880 case SV_WAND_FEAR_MONSTER:
2882 if (fear_monster(dir, p_ptr->lev)) ident = TRUE;
2886 case SV_WAND_DRAIN_LIFE:
2888 if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE;
2892 case SV_WAND_POLYMORPH:
2894 if (poly_monster(dir)) ident = TRUE;
2898 case SV_WAND_STINKING_CLOUD:
2900 fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2);
2905 case SV_WAND_MAGIC_MISSILE:
2907 fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6));
2912 case SV_WAND_ACID_BOLT:
2914 fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
2919 case SV_WAND_CHARM_MONSTER:
2921 if (charm_monster(dir, MAX(20, p_ptr->lev)))
2926 case SV_WAND_FIRE_BOLT:
2928 fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
2933 case SV_WAND_COLD_BOLT:
2935 fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
2940 case SV_WAND_ACID_BALL:
2942 fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2);
2947 case SV_WAND_ELEC_BALL:
2949 fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2);
2954 case SV_WAND_FIRE_BALL:
2956 fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2);
2961 case SV_WAND_COLD_BALL:
2963 fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2);
2968 case SV_WAND_WONDER:
2971 msg_print("¤ª¤Ã¤È¡¢Ææ¤ÎËâË¡ËÀ¤ò»ÏÆ°¤µ¤»¤¿¡£");
2973 msg_print("Oops. Wand of wonder activated.");
2979 case SV_WAND_DRAGON_FIRE:
2981 fire_ball(GF_FIRE, dir, 200, -3);
2986 case SV_WAND_DRAGON_COLD:
2988 fire_ball(GF_COLD, dir, 180, -3);
2993 case SV_WAND_DRAGON_BREATH:
2995 switch (randint1(5))
2999 fire_ball(GF_ACID, dir, 240, -3);
3005 fire_ball(GF_ELEC, dir, 210, -3);
3011 fire_ball(GF_FIRE, dir, 240, -3);
3017 fire_ball(GF_COLD, dir, 210, -3);
3023 fire_ball(GF_POIS, dir, 180, -3);
3032 case SV_WAND_DISINTEGRATE:
3034 fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(p_ptr->lev * 2), 2);
3039 case SV_WAND_ROCKETS:
3042 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
3044 msg_print("You launch a rocket!");
3047 fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2);
3052 case SV_WAND_STRIKING:
3054 fire_bolt(GF_METEOR, dir, damroll(15 + p_ptr->lev / 3, 13));
3059 case SV_WAND_GENOCIDE:
3061 fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0);
3071 * Aim a wand (from the pack or floor).
3073 * Use a single charge from a single item.
3074 * Handle "unstacking" in a logical manner.
3076 * For simplicity, you cannot use a stack of items from the
3077 * ground. This would require too much nasty code.
3079 * There are no wands which can "destroy" themselves, in the inventory
3080 * or on the ground, so we can ignore this possibility. Note that this
3081 * required giving "wand of wonder" the ability to ignore destruction
3082 * by electric balls.
3084 * All wands can be "cancelled" at the "Direction?" prompt for free.
3086 * Note that the basic "bolt" wands do slightly less damage than the
3087 * basic "bolt" rods, but the basic "ball" wands do the same damage
3088 * as the basic "ball" rods.
3090 static void do_cmd_aim_wand_aux(int item)
3092 int lev, ident, chance, dir;
3094 bool old_target_pet = target_pet;
3096 /* Get the item (in the pack) */
3099 o_ptr = &inventory[item];
3102 /* Get the item (on the floor) */
3105 o_ptr = &o_list[0 - item];
3108 /* Mega-Hack -- refuse to aim a pile from the ground */
3109 if ((item < 0) && (o_ptr->number > 1))
3112 msg_print("¤Þ¤º¤ÏËâË¡ËÀ¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3114 msg_print("You must first pick up the wands.");
3121 /* Allow direction to be cancelled for free */
3122 if (object_aware_p(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
3123 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
3125 if (!get_aim_dir(&dir))
3127 target_pet = old_target_pet;
3130 target_pet = old_target_pet;
3136 lev = get_object_level(o_ptr);
3137 if (lev > 50) lev = 50 + (lev - 50)/2;
3139 /* Base chance of success */
3140 chance = p_ptr->skill_dev;
3142 /* Confusion hurts skill */
3143 if (p_ptr->confused) chance = chance / 2;
3145 /* Hight level objects are harder */
3146 chance = chance - lev;
3148 /* Give everyone a (slight) chance */
3149 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
3151 chance = USE_DEVICE;
3156 if (flush_failure) flush();
3158 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3160 msg_print("Nothing happen. Maybe this wand is freezing too.");
3167 /* Roll for usage */
3168 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
3170 if (flush_failure) flush();
3172 msg_print("ËâË¡ËÀ¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
3174 msg_print("You failed to use the wand properly.");
3181 /* The wand is already empty! */
3182 if (o_ptr->pval <= 0)
3184 if (flush_failure) flush();
3186 msg_print("¤³¤ÎËâË¡ËÀ¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
3188 msg_print("The wand has no charges left.");
3191 o_ptr->ident |= (IDENT_EMPTY);
3193 /* Combine / Reorder the pack (later) */
3194 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3202 ident = wand_effect(o_ptr->sval, dir, FALSE);
3204 /* Combine / Reorder the pack (later) */
3205 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3207 if (!(object_aware_p(o_ptr)))
3209 chg_virtue(V_PATIENCE, -1);
3210 chg_virtue(V_CHANCE, 1);
3211 chg_virtue(V_KNOWLEDGE, -1);
3214 /* Mark it as tried */
3215 object_tried(o_ptr);
3217 /* Apply identification */
3218 if (ident && !object_aware_p(o_ptr))
3220 object_aware(o_ptr);
3221 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3225 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3228 /* Use a single charge */
3231 /* Describe the charges in the pack */
3234 inven_item_charges(item);
3237 /* Describe the charges on the floor */
3240 floor_item_charges(0 - item);
3245 void do_cmd_aim_wand(void)
3250 /* Restrict choices to wands */
3251 item_tester_tval = TV_WAND;
3253 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3255 set_action(ACTION_NONE);
3260 q = "¤É¤ÎËâË¡ËÀ¤ÇÁÀ¤¤¤Þ¤¹¤«? ";
3261 s = "»È¤¨¤ëËâË¡ËÀ¤¬¤Ê¤¤¡£";
3263 q = "Aim which wand? ";
3264 s = "You have no wand to aim.";
3267 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3270 do_cmd_aim_wand_aux(item);
3274 static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
3278 /* Analyze the rod */
3281 case SV_ROD_DETECT_TRAP:
3283 if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
3287 case SV_ROD_DETECT_DOOR:
3289 if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
3290 if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
3294 case SV_ROD_IDENTIFY:
3297 if (!ident_spell(FALSE, FALSE)) *use_charge = FALSE;
3303 if (!word_of_recall()) *use_charge = FALSE;
3308 case SV_ROD_ILLUMINATION:
3310 if (lite_area(damroll(2, 8), 2)) ident = TRUE;
3314 case SV_ROD_MAPPING:
3316 map_area(DETECT_RAD_MAP);
3321 case SV_ROD_DETECTION:
3323 detect_all(DETECT_RAD_DEFAULT);
3328 case SV_ROD_PROBING:
3337 if (set_blind(0)) ident = TRUE;
3338 if (set_poisoned(0)) ident = TRUE;
3339 if (set_confused(0)) ident = TRUE;
3340 if (set_stun(0)) ident = TRUE;
3341 if (set_cut(0)) ident = TRUE;
3342 if (set_image(0)) ident = TRUE;
3343 if (set_shero(0,TRUE)) ident = TRUE;
3347 case SV_ROD_HEALING:
3349 if (hp_player(500)) ident = TRUE;
3350 if (set_stun(0)) ident = TRUE;
3351 if (set_cut(0)) ident = TRUE;
3352 if (set_shero(0,TRUE)) ident = TRUE;
3356 case SV_ROD_RESTORATION:
3358 if (restore_level()) ident = TRUE;
3359 if (do_res_stat(A_STR)) ident = TRUE;
3360 if (do_res_stat(A_INT)) ident = TRUE;
3361 if (do_res_stat(A_WIS)) ident = TRUE;
3362 if (do_res_stat(A_DEX)) ident = TRUE;
3363 if (do_res_stat(A_CON)) ident = TRUE;
3364 if (do_res_stat(A_CHR)) ident = TRUE;
3370 if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
3374 case SV_ROD_PESTICIDE:
3376 if (dispel_monsters(4)) ident = TRUE;
3380 case SV_ROD_TELEPORT_AWAY:
3382 if (teleport_monster(dir)) ident = TRUE;
3386 case SV_ROD_DISARMING:
3388 if (disarm_trap(dir)) ident = TRUE;
3395 msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
3397 msg_print("A line of blue shimmering light appears.");
3400 (void)lite_line(dir);
3405 case SV_ROD_SLEEP_MONSTER:
3407 if (sleep_monster(dir)) ident = TRUE;
3411 case SV_ROD_SLOW_MONSTER:
3413 if (slow_monster(dir)) ident = TRUE;
3417 case SV_ROD_DRAIN_LIFE:
3419 if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE;
3423 case SV_ROD_POLYMORPH:
3425 if (poly_monster(dir)) ident = TRUE;
3429 case SV_ROD_ACID_BOLT:
3431 fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
3436 case SV_ROD_ELEC_BOLT:
3438 fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8));
3443 case SV_ROD_FIRE_BOLT:
3445 fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
3450 case SV_ROD_COLD_BOLT:
3452 fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
3457 case SV_ROD_ACID_BALL:
3459 fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2);
3464 case SV_ROD_ELEC_BALL:
3466 fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2);
3471 case SV_ROD_FIRE_BALL:
3473 fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2);
3478 case SV_ROD_COLD_BALL:
3480 fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2);
3492 case SV_ROD_STONE_TO_MUD:
3494 if (wall_to_mud(dir)) ident = TRUE;
3498 case SV_ROD_AGGRAVATE:
3500 aggravate_monsters(0);
3509 * Activate (zap) a Rod
3511 * Unstack fully charged rods as needed.
3513 * Hack -- rods of perception/genocide can be "cancelled"
3514 * All rods can be cancelled at the "Direction?" prompt
3516 * pvals are defined for each rod in k_info. -LM-
3518 static void do_cmd_zap_rod_aux(int item)
3520 int ident, chance, dir, lev, fail;
3524 /* Hack -- let perception get aborted */
3525 bool use_charge = TRUE;
3529 /* Get the item (in the pack) */
3532 o_ptr = &inventory[item];
3535 /* Get the item (on the floor) */
3538 o_ptr = &o_list[0 - item];
3542 /* Mega-Hack -- refuse to zap a pile from the ground */
3543 if ((item < 0) && (o_ptr->number > 1))
3546 msg_print("¤Þ¤º¤Ï¥í¥Ã¥É¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3548 msg_print("You must first pick up the rods.");
3555 /* Get a direction (unless KNOWN not to need it) */
3556 if (((o_ptr->sval >= SV_ROD_MIN_DIRECTION) && (o_ptr->sval != SV_ROD_HAVOC) && (o_ptr->sval != SV_ROD_AGGRAVATE) && (o_ptr->sval != SV_ROD_PESTICIDE)) ||
3557 !object_aware_p(o_ptr))
3559 /* Get a direction, allow cancel */
3560 if (!get_aim_dir(&dir)) return;
3567 /* Extract the item level */
3568 lev = get_object_level(o_ptr);
3570 /* Base chance of success */
3571 chance = p_ptr->skill_dev;
3573 /* Confusion hurts skill */
3574 if (p_ptr->confused) chance = chance / 2;
3577 if (chance > fail) fail -= (chance - fail)*2;
3578 else chance -= (fail - chance)*2;
3579 if (fail < USE_DEVICE) fail = USE_DEVICE;
3580 if (chance < USE_DEVICE) chance = USE_DEVICE;
3584 if (flush_failure) flush();
3586 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3588 msg_print("Nothing happen. Maybe this rod is freezing too.");
3595 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
3596 else if (chance > fail)
3598 if (randint0(chance*2) < fail) success = FALSE;
3599 else success = TRUE;
3603 if (randint0(fail*2) < chance) success = TRUE;
3604 else success = FALSE;
3607 /* Roll for usage */
3610 if (flush_failure) flush();
3612 msg_print("¤¦¤Þ¤¯¥í¥Ã¥É¤ò»È¤¨¤Ê¤«¤Ã¤¿¡£");
3614 msg_print("You failed to use the rod properly.");
3621 k_ptr = &k_info[o_ptr->k_idx];
3623 /* A single rod is still charging */
3624 if ((o_ptr->number == 1) && (o_ptr->timeout))
3626 if (flush_failure) flush();
3628 msg_print("¤³¤Î¥í¥Ã¥É¤Ï¤Þ¤ÀËâÎϤò½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
3630 msg_print("The rod is still charging.");
3635 /* A stack of rods lacks enough energy. */
3636 else if ((o_ptr->number > 1) && (o_ptr->timeout > k_ptr->pval * (o_ptr->number - 1)))
3638 if (flush_failure) flush();
3640 msg_print("¤½¤Î¥í¥Ã¥É¤Ï¤Þ¤À½¼Å¶Ãæ¤Ç¤¹¡£");
3642 msg_print("The rods are all still charging.");
3651 ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE);
3653 /* Increase the timeout by the rod kind's pval. -LM- */
3654 if (use_charge) o_ptr->timeout += k_ptr->pval;
3656 /* Combine / Reorder the pack (later) */
3657 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3659 if (!(object_aware_p(o_ptr)))
3661 chg_virtue(V_PATIENCE, -1);
3662 chg_virtue(V_CHANCE, 1);
3663 chg_virtue(V_KNOWLEDGE, -1);
3666 /* Tried the object */
3667 object_tried(o_ptr);
3669 /* Successfully determined the object function */
3670 if (ident && !object_aware_p(o_ptr))
3672 object_aware(o_ptr);
3673 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3677 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3681 void do_cmd_zap_rod(void)
3686 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3688 set_action(ACTION_NONE);
3691 /* Restrict choices to rods */
3692 item_tester_tval = TV_ROD;
3696 q = "¤É¤Î¥í¥Ã¥É¤ò¿¶¤ê¤Þ¤¹¤«? ";
3697 s = "»È¤¨¤ë¥í¥Ã¥É¤¬¤Ê¤¤¡£";
3699 q = "Zap which rod? ";
3700 s = "You have no rod to zap.";
3703 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3706 do_cmd_zap_rod_aux(item);
3711 * Hook to determine if an object is activatable
3713 static bool item_tester_hook_activate(object_type *o_ptr)
3718 if (!object_known_p(o_ptr)) return (FALSE);
3720 /* Extract the flags */
3721 object_flags(o_ptr, &f1, &f2, &f3);
3723 /* Check activation flag */
3724 if (f3 & (TR3_ACTIVATE)) return (TRUE);
3726 if ((o_ptr->tval > TV_CAPTURE) && o_ptr->xtra3)
3728 switch(o_ptr->xtra3)
3729 case ESSENCE_TMP_RES_ACID:
3730 case ESSENCE_TMP_RES_ELEC:
3731 case ESSENCE_TMP_RES_FIRE:
3732 case ESSENCE_TMP_RES_COLD:
3733 case ESSENCE_EARTHQUAKE:
3743 * Hack -- activate the ring of power
3745 void ring_of_power(int dir)
3747 /* Pick a random effect */
3748 switch (randint1(10))
3755 msg_print("¤¢¤Ê¤¿¤Ï°À¤Î¥ª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3757 msg_print("You are surrounded by a malignant aura.");
3762 /* Decrease all stats (permanently) */
3763 (void)dec_stat(A_STR, 50, TRUE);
3764 (void)dec_stat(A_INT, 50, TRUE);
3765 (void)dec_stat(A_WIS, 50, TRUE);
3766 (void)dec_stat(A_DEX, 50, TRUE);
3767 (void)dec_stat(A_CON, 50, TRUE);
3768 (void)dec_stat(A_CHR, 50, TRUE);
3770 /* Lose some experience (permanently) */
3771 p_ptr->exp -= (p_ptr->exp / 4);
3772 p_ptr->max_exp -= (p_ptr->exp / 4);
3782 msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3784 msg_print("You are surrounded by a powerful aura.");
3788 /* Dispel monsters */
3789 dispel_monsters(1000);
3799 fire_ball(GF_MANA, dir, 600, 3);
3810 fire_bolt(GF_MANA, dir, 500);
3818 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
3820 u16b *who = (u16b*)(u);
3825 monster_type *m_ptr1 = &m_list[w1];
3826 monster_type *m_ptr2 = &m_list[w2];
3827 monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
3828 monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
3830 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
3831 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
3833 if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
3834 if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
3836 if (r_ptr1->level > r_ptr2->level) return TRUE;
3837 if (r_ptr2->level > r_ptr1->level) return FALSE;
3839 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
3840 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
3846 * Activate a wielded object. Wielded objects never stack.
3847 * And even if they did, activatable objects never stack.
3849 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
3850 * But one could, for example, easily make an activatable "Ring of Plasma".
3852 * Note that it always takes a turn to activate an artifact, even if
3853 * the user hits "escape" at the "direction" prompt.
3855 static void do_cmd_activate_aux(int item)
3857 int k, dir, lev, chance, fail;
3862 /* Get the item (in the pack) */
3865 o_ptr = &inventory[item];
3868 /* Get the item (on the floor) */
3871 o_ptr = &o_list[0 - item];
3877 /* Extract the item level */
3878 lev = get_object_level(o_ptr);
3880 /* Hack -- use artifact level instead */
3881 if (artifact_p(o_ptr)) lev = a_info[o_ptr->name1].level;
3882 else if (o_ptr->art_name)
3884 switch (o_ptr->xtra2)
3892 case ACT_CURE_POISON:
3912 case ACT_RESIST_ALL:
3913 case ACT_DETECT_ALL:
3926 case ACT_BANISH_EVIL:
3934 case ACT_CHARM_ANIMAL:
3935 case ACT_SUMMON_ANIMAL:
3938 case ACT_XTRA_SPEED:
3939 case ACT_DETECT_XTRA:
3947 case ACT_CHARM_UNDEAD:
3948 case ACT_CHARM_OTHER:
3949 case ACT_SUMMON_PHANTOM:
3950 case ACT_SUMMON_ELEMENTAL:
3951 case ACT_RUNE_EXPLO:
3955 case ACT_CHARM_ANIMALS:
3956 case ACT_CHARM_OTHERS:
3963 case ACT_CALL_CHAOS:
3968 case ACT_SUMMON_UNDEAD:
3969 case ACT_SUMMON_DEMON:
3980 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
3982 /* Base chance of success */
3983 chance = p_ptr->skill_dev;
3985 /* Confusion hurts skill */
3986 if (p_ptr->confused) chance = chance / 2;
3989 if (chance > fail) fail -= (chance - fail)*2;
3990 else chance -= (fail - chance)*2;
3991 if (fail < USE_DEVICE) fail = USE_DEVICE;
3992 if (chance < USE_DEVICE) chance = USE_DEVICE;
3996 if (flush_failure) flush();
3998 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
4000 msg_print("It shows no reaction.");
4007 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
4008 else if (chance > fail)
4010 if (randint0(chance*2) < fail) success = FALSE;
4011 else success = TRUE;
4015 if (randint0(fail*2) < chance) success = TRUE;
4016 else success = FALSE;
4019 /* Roll for usage */
4022 if (flush_failure) flush();
4024 msg_print("¤¦¤Þ¤¯»ÏÆ°¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤Ê¤«¤Ã¤¿¡£");
4026 msg_print("You failed to activate it properly.");
4033 /* Check the recharge */
4037 msg_print("¤½¤ì¤ÏÈù¤«¤Ë²»¤òΩ¤Æ¡¢µ±¤¡¢¾Ã¤¨¤¿...");
4039 msg_print("It whines, glows and fades...");
4046 /* Activate the artifact */
4048 msg_print("»ÏÆ°¤µ¤»¤¿...");
4050 msg_print("You activate it...");
4058 if (o_ptr->art_name && o_ptr->xtra2)
4060 (void)activate_random_artifact(o_ptr);
4063 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4070 else if (o_ptr->name1)
4073 switch (o_ptr->name1)
4078 msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
4080 msg_print("The phial wells with clear light...");
4083 lite_area(damroll(2, 15), 3);
4084 o_ptr->timeout = randint0(10) + 10;
4091 msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
4093 msg_print("The star shines brightly...");
4096 map_area(DETECT_RAD_MAP);
4097 lite_area(damroll(2, 15), 3);
4098 o_ptr->timeout = randint0(50) + 50;
4105 msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
4107 msg_print("The Jewel flashes bright red!");
4110 chg_virtue(V_KNOWLEDGE, 1);
4111 chg_virtue(V_ENLIGHTEN, 1);
4112 wiz_lite(FALSE, FALSE);
4114 msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
4115 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
4117 msg_print("The Jewel drains your vitality...");
4118 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
4121 (void)detect_traps(DETECT_RAD_DEFAULT);
4122 (void)detect_doors(DETECT_RAD_DEFAULT);
4123 (void)detect_stairs(DETECT_RAD_DEFAULT);
4126 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
4128 if (get_check("Activate recall? "))
4132 (void)word_of_recall();
4135 o_ptr->timeout = randint0(20) + 20;
4142 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4144 msg_print("The amulet lets out a shrill wail...");
4148 (void)set_protevil(randint1(25) + k, FALSE);
4149 o_ptr->timeout = randint0(225) + 225;
4156 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4158 msg_print("The amulet floods the area with goodness...");
4161 dispel_evil(p_ptr->lev * 5);
4162 o_ptr->timeout = randint0(200) + 200;
4169 msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4171 msg_print("The mirror floods the area with goodness...");
4174 dispel_evil(p_ptr->lev * 5);
4175 o_ptr->timeout = randint0(200) + 200;
4182 msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
4184 msg_print("You order Frakir to strangle your opponent.");
4187 if (!get_aim_dir(&dir)) return;
4188 if (drain_life(dir, 100))
4189 o_ptr->timeout = randint0(100) + 100;
4196 msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
4198 msg_print("The ring glows brightly...");
4201 (void)set_fast(randint1(75) + 75, FALSE);
4202 o_ptr->timeout = randint0(150) + 150;
4209 msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
4211 msg_print("The ring glows deep red...");
4214 if (!get_aim_dir(&dir)) return;
4215 fire_ball(GF_FIRE, dir, 300, 3);
4216 o_ptr->timeout = randint0(225) + 225;
4223 msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4225 msg_print("The ring glows bright white...");
4228 if (!get_aim_dir(&dir)) return;
4229 fire_ball(GF_COLD, dir, 400, 3);
4230 o_ptr->timeout = randint0(325) + 325;
4238 msg_format("%s¤Ï¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_VILYA ? "»ØÎØ" : "¥½¡¼¥É");
4240 msg_format("The %s glows deep blue...", o_ptr->name1 == ART_VILYA ? "ring" : "sword");
4243 if (!get_aim_dir(&dir)) return;
4244 fire_ball(GF_ELEC, dir, 500, 3);
4245 o_ptr->timeout = randint0(425) + 425;
4253 msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
4255 msg_print("The ring glows intensely black...");
4258 if (!get_aim_dir(&dir)) return;
4260 o_ptr->timeout = randint0(450) + 450;
4266 int num = damroll(5, 3);
4271 msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...");
4273 msg_print("Your armor is surrounded by lightning...");
4277 for (k = 0; k < num; k++)
4283 scatter(&y, &x, py, px, 4, 0);
4285 if (!cave_floor_bold(y, x)) continue;
4287 if ((y != py) || (x != px)) break;
4290 project(0, 3, y, x, 150, GF_ELEC,
4291 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
4294 o_ptr->timeout = 1000;
4298 case ART_BLADETURNER:
4300 if (!get_aim_dir(&dir)) return;
4302 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
4304 msg_print("You breathe the elements.");
4307 fire_ball(GF_MISSILE, dir, 300, 4);
4309 msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
4311 msg_print("Your armor glows many colours...");
4314 (void)set_afraid(0);
4315 (void)set_hero(randint1(50) + 50, FALSE);
4316 (void)hp_player(10);
4317 (void)set_blessed(randint1(50) + 50, FALSE);
4318 (void)set_oppose_acid(randint1(50) + 50, FALSE);
4319 (void)set_oppose_elec(randint1(50) + 50, FALSE);
4320 (void)set_oppose_fire(randint1(50) + 50, FALSE);
4321 (void)set_oppose_cold(randint1(50) + 50, FALSE);
4322 (void)set_oppose_pois(randint1(50) + 50, FALSE);
4323 o_ptr->timeout = 400;
4327 case ART_SOULKEEPER:
4330 msg_print("³»¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4331 msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
4333 msg_print("Your armor glows a bright white...");
4334 msg_print("You feel much better...");
4337 (void)hp_player(1000);
4339 o_ptr->timeout = 888;
4346 msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
4348 msg_print("A heavenly choir sings...");
4351 (void)set_poisoned(0);
4354 (void)set_confused(0);
4356 (void)set_hero(randint1(25) + 25, FALSE);
4357 (void)hp_player(777);
4358 o_ptr->timeout = 300;
4365 msg_print("³»¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4367 msg_print("Your armor glows deep blue...");
4370 (void)symbol_genocide(200, TRUE);
4371 o_ptr->timeout = 500;
4378 msg_print("³»¤¬ÀÖ¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4380 msg_print("Your armor glows bright red...");
4383 destroy_doors_touch();
4384 o_ptr->timeout = 10;
4392 turn_monsters(40 + p_ptr->lev);
4393 o_ptr->timeout = 3 * (p_ptr->lev + 10);
4398 case ART_HOLHENNETH:
4401 msg_print("¥Ø¥ë¥á¥Ã¥È¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4402 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
4404 msg_print("Your helm glows bright white...");
4405 msg_print("An image forms in your mind...");
4408 detect_all(DETECT_RAD_DEFAULT);
4409 o_ptr->timeout = randint0(55) + 55;
4416 msg_print("²¦´§¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4417 msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
4419 msg_print("Your crown glows deep blue...");
4420 msg_print("You feel a warm tingling inside...");
4423 (void)hp_player(700);
4425 o_ptr->timeout = 250;
4433 msg_format("%s¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_COLLUIN ? "¥¯¥í¡¼¥¯" : "³»");
4435 msg_format("Your %s glows many colours...", o_ptr->name1 == ART_COLLUIN ? "cloak" : "armor");
4438 (void)set_oppose_acid(randint1(20) + 20, FALSE);
4439 (void)set_oppose_elec(randint1(20) + 20, FALSE);
4440 (void)set_oppose_fire(randint1(20) + 20, FALSE);
4441 (void)set_oppose_cold(randint1(20) + 20, FALSE);
4442 (void)set_oppose_pois(randint1(20) + 20, FALSE);
4443 o_ptr->timeout = 111;
4447 case ART_HOLCOLLETH:
4450 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4452 msg_print("Your cloak glows deep blue...");
4455 sleep_monsters_touch();
4456 o_ptr->timeout = 55;
4463 msg_print("¥¯¥í¡¼¥¯¤¬²«¿§¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4465 msg_print("Your cloak glows bright yellow...");
4469 o_ptr->timeout = 70;
4476 msg_print("¥¯¥í¡¼¥¯¤¬ÊÕ¤ê¤Î¶õ´Ö¤ò¤æ¤¬¤Þ¤»¤¿...");
4478 msg_print("Your cloak twists space around you...");
4481 teleport_player(100);
4482 o_ptr->timeout = 45;
4489 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4491 msg_print("Your cloak glows a deep red...");
4495 o_ptr->timeout = 450;
4499 case ART_CAMMITHRIM:
4502 msg_print("¥°¥í¡¼¥Ö¤¬âÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4504 msg_print("Your gloves glow extremely brightly...");
4507 if (!get_aim_dir(&dir)) return;
4508 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
4516 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4518 msg_print("Your gauntlets are covered in fire...");
4521 if (!get_aim_dir(&dir)) return;
4522 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4523 o_ptr->timeout = randint0(8) + 8;
4527 case ART_PAURNIMMEN:
4530 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4532 msg_print("Your gauntlets are covered in frost...");
4535 if (!get_aim_dir(&dir)) return;
4536 fire_bolt(GF_COLD, dir, damroll(6, 8));
4537 o_ptr->timeout = randint0(7) + 7;
4544 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4546 msg_print("Your gauntlets are covered in sparks...");
4549 if (!get_aim_dir(&dir)) return;
4550 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4551 o_ptr->timeout = randint0(5) + 5;
4558 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬»À¤Ëʤ¤ï¤ì¤¿...");
4560 msg_print("Your gauntlets are covered in acid...");
4563 if (!get_aim_dir(&dir)) return;
4564 fire_bolt(GF_ACID, dir, damroll(5, 8));
4565 o_ptr->timeout = randint0(6) + 6;
4572 msg_print("¥»¥¹¥¿¥¹¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
4574 msg_print("Your cesti grows magical spikes...");
4577 if (!get_aim_dir(&dir)) return;
4578 fire_bolt(GF_ARROW, dir, 150);
4579 o_ptr->timeout = randint0(90) + 90;
4586 msg_print("¥Ö¡¼¥Ä¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4588 msg_print("Your boots glow bright green...");
4591 (void)set_fast(randint1(20) + 20, FALSE);
4592 o_ptr->timeout = 200;
4599 msg_print("¥Ö¡¼¥Ä¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4601 msg_print("Your boots glow deep blue...");
4604 (void)set_afraid(0);
4605 (void)set_poisoned(0);
4613 msg_print("¥À¥¬¡¼¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4615 msg_print("Your dagger is covered in fire...");
4618 if (!get_aim_dir(&dir)) return;
4619 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4620 o_ptr->timeout = randint0(8) + 8;
4627 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4629 msg_print("Your dagger is covered in frost...");
4632 if (!get_aim_dir(&dir)) return;
4633 fire_bolt(GF_COLD, dir, damroll(6, 8));
4634 o_ptr->timeout = randint0(7) + 7;
4641 msg_print("¥À¥¬¡¼¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4643 msg_print("Your dagger is covered in sparks...");
4646 if (!get_aim_dir(&dir)) return;
4647 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4648 o_ptr->timeout = randint0(5) + 5;
4655 msg_print("¥À¥¬¡¼¤¬¿¼¤¤Îп§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4657 msg_print("Your dagger throbs deep green...");
4660 if (!get_aim_dir(&dir)) return;
4661 fire_ball(GF_POIS, dir, 12, 3);
4662 o_ptr->timeout = randint0(4) + 4;
4669 msg_print("Ì·¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4671 msg_print("Your dagger throbs deep blue...");
4674 if (!get_aim_dir(&dir)) return;
4675 fire_ball(GF_WATER, dir, 200, 3);
4676 o_ptr->timeout = 250;
4683 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4685 msg_print("Your dagger is covered in frost...");
4688 if (!get_aim_dir(&dir)) return;
4689 fire_ball(GF_COLD, dir, 48, 2);
4690 o_ptr->timeout = randint0(5) + 5;
4695 case ART_WEREWINDLE:
4697 switch (randint1(13))
4699 case 1: case 2: case 3: case 4: case 5:
4700 teleport_player(10);
4702 case 6: case 7: case 8: case 9: case 10:
4703 teleport_player(222);
4706 (void)stair_creation();
4710 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
4712 if (get_check("Leave this level? "))
4716 if (autosave_l) do_cmd_save_game(TRUE);
4719 p_ptr->leaving = TRUE;
4722 o_ptr->timeout = 35;
4728 teleport_player(222);
4729 o_ptr->timeout = 25;
4736 msg_print("¥½¡¼¥É¤¬ÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
4738 msg_print("Your sword glows an intense blue...");
4741 if (!get_aim_dir(&dir)) return;
4742 fire_ball(GF_COLD, dir, 100, 2);
4743 o_ptr->timeout = 200;
4750 msg_print("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£");
4752 msg_print("You summon the Legion of the Dawn.");
4755 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
4756 o_ptr->timeout = 500 + randint1(500);
4763 msg_print("¥½¡¼¥É¤¬ÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
4765 msg_print("Your sword glows an intense red...");
4768 if (!get_aim_dir(&dir)) return;
4769 fire_ball(GF_FIRE, dir, 72, 2);
4770 o_ptr->timeout = 400;
4777 msg_print("¥¢¥Ã¥¯¥¹¤Î¿Ï¤¬¹õ¤¯µ±¤¤¤¿...");
4779 msg_print("Your axe blade glows black...");
4782 if (!get_aim_dir(&dir)) return;
4783 drain_life(dir, 120);
4784 o_ptr->timeout = 400;
4791 msg_print("¤¢¤Ê¤¿¤ÎÁä¤ÏÅŵ¤¤Ç¥¹¥Ñ¡¼¥¯¤·¤Æ¤¤¤ë...");
4793 msg_print("Your spear crackles with electricity...");
4796 if (!get_aim_dir(&dir)) return;
4797 fire_ball(GF_ELEC, dir, 100, 3);
4798 o_ptr->timeout = 200;
4805 msg_print("¥¹¥Ô¥¢¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4807 msg_print("Your spear glows a bright white...");
4810 if (!get_aim_dir(&dir)) return;
4811 fire_ball(GF_COLD, dir, 100, 3);
4812 o_ptr->timeout = 200;
4819 msg_print("¥¹¥Ô¥¢¤¬¸ÝÆ°¤·¤¿...");
4821 msg_print("Your spear pulsates...");
4824 if (!get_aim_dir(&dir)) return;
4833 msg_print("¤Ä¤ë¤Ï¤·¤¬¸ÝÆ°¤·¤¿...");
4835 msg_print("Your mattock pulsates...");
4838 if (!get_aim_dir(&dir)) return;
4847 msg_print("¥¢¥Ã¥¯¥¹¤«¤é¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4849 msg_print("Your axe lets out a long, shrill note...");
4852 (void)mass_genocide(200, TRUE);
4853 o_ptr->timeout = 1000;
4860 msg_print("¥Ð¥È¥ë¡¦¥¢¥Ã¥¯¥¹¤¬¿¼»ç¤Î¸÷¤òÊü¼Í¤·¤¿...");
4862 msg_print("Your battle axe radiates deep purple...");
4865 hp_player(damroll(4, 8));
4866 (void)set_cut((p_ptr->cut / 2) - 50);
4867 o_ptr->timeout = randint0(3) + 3;
4874 msg_print("¥È¥é¥¤¥Ç¥ó¥È¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4876 msg_print("Your trident glows deep red...");
4879 if (!get_aim_dir(&dir)) return;
4880 teleport_monster(dir);
4881 o_ptr->timeout = 150;
4888 msg_print("Âç³ù¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4890 msg_print("Your scythe glows soft white...");
4892 if (!word_of_recall()) return;
4893 o_ptr->timeout = 200;
4900 msg_print("¸û¶Ì¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4902 msg_print("Your scythe glows soft white...");
4904 if (!word_of_recall()) return;
4905 o_ptr->timeout = 200;
4912 msg_print("¥Õ¥ì¥¤¥ë¤¬ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤¿...");
4914 msg_print("Your flail glows in scintillating colours...");
4917 if (!get_aim_dir(&dir)) return;
4918 confuse_monster(dir, 20);
4919 o_ptr->timeout = 15;
4926 msg_print("¥â¡¼¥Ë¥ó¥°¥¹¥¿¡¼¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...");
4928 msg_print("Your morning star rages in fire...");
4931 if (!get_aim_dir(&dir)) return;
4932 fire_ball(GF_FIRE, dir, 72, 3);
4933 o_ptr->timeout = 100;
4940 msg_print("¥à¥Á¤¬¿¼¤¤ÀÖ¿§¤Ëµ±¤¤¤¿...");
4942 msg_print("Your whip glows deep red...");
4945 if (!get_aim_dir(&dir)) return;
4946 fire_ball(GF_FIRE, dir, 120, 3);
4947 o_ptr->timeout = 15;
4954 msg_print("¥á¥¤¥¹¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4956 msg_print("Your mace glows bright green...");
4959 (void)set_fast(randint1(20) + 20, FALSE);
4960 o_ptr->timeout = randint0(100) + 100;
4967 msg_print("¥¯¥©¡¼¥¿¡¼¥¹¥¿¥Ã¥Õ¤¬²«¿§¤¯µ±¤¤¤¿...");
4969 msg_print("Your quarterstaff glows yellow...");
4972 if (!ident_spell(FALSE, FALSE)) return;
4973 o_ptr->timeout = 10;
4980 msg_print("¾ó¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
4982 msg_print("Your quarterstaff glows brightly...");
4985 detect_all(DETECT_RAD_DEFAULT);
4987 identify_fully(FALSE, TRUE);
4988 o_ptr->timeout = 1000;
4995 msg_print("¥Ï¥ó¥Þ¡¼¤¬Çò¤¯µ±¤¤¤¿...");
4997 msg_print("Your hammer glows white...");
5000 if (!get_aim_dir(&dir)) return;
5001 drain_life(dir, 90);
5002 o_ptr->timeout = 70;
5009 msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
5011 msg_print("Your crossbow glows deep red...");
5014 (void)brand_bolts();
5015 o_ptr->timeout = 999;
5022 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
5025 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
5027 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
5030 if (!get_aim_dir(&dir)) return;
5032 /* Use the given direction */
5033 tx = px + 99 * ddx[dir];
5034 ty = py + 99 * ddy[dir];
5036 /* Hack -- Use an actual "target" */
5037 if ((dir == 5) && target_okay())
5043 if (p_ptr->pclass == CLASS_ARCHER)
5045 /* Extra shot at level 10 */
5046 if (p_ptr->lev >= 10) num++;
5048 /* Extra shot at level 30 */
5049 if (p_ptr->lev >= 30) num++;
5051 /* Extra shot at level 45 */
5052 if (p_ptr->lev >= 45) num++;
5055 for (i = 0; i < num; i++)
5056 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
5057 o_ptr->timeout = 15;
5062 monster_type *m_ptr;
5063 monster_race *r_ptr;
5067 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
5069 msg_print("Some strange places show up in your mind. And you see ...");
5072 /* Process the monsters (backwards) */
5073 for (i = m_max - 1; i >= 1; i--)
5075 /* Access the monster */
5078 /* Ignore "dead" monsters */
5079 if (!m_ptr->r_idx) continue;
5081 r_ptr = &r_info[m_ptr->r_idx];
5083 if(r_ptr->flags1 & RF1_UNIQUE)
5086 msg_format("%s¡¥ ",r_name + r_ptr->name);
5088 msg_format("%s. ",r_name + r_ptr->name);
5092 o_ptr->timeout = 200;
5096 case ART_STONE_LORE:
5099 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
5101 msg_print("The stone reveals hidden mysteries...");
5103 if (!ident_spell(FALSE, FALSE)) return;
5105 if (mp_ptr->spell_book)
5107 /* Sufficient mana */
5108 if (20 <= p_ptr->csp)
5114 /* Over-exert the player */
5117 int oops = 20 - p_ptr->csp;
5121 p_ptr->csp_frac = 0;
5125 msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
5127 msg_print("You are too weak to control the stone!");
5130 /* Hack -- Bypass free action */
5131 (void)set_paralyzed(p_ptr->paralyzed +
5132 randint1(5 * oops + 1));
5135 (void)set_confused(p_ptr->confused +
5136 randint1(5 * oops + 1));
5140 p_ptr->redraw |= (PR_MANA);
5144 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
5146 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
5150 if (one_in_(5)) (void)set_confused(p_ptr->confused +
5153 /* Exercise a little care... */
5156 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
5158 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
5166 msg_print("You wind a mighty blast; your enemies tremble!");
5167 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
5168 o_ptr->timeout = randint0(40) + 40;
5174 msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
5176 msg_print("You exterminate small life.");
5178 (void)dispel_monsters(4);
5179 o_ptr->timeout = randint0(55) + 55;
5186 msg_print("Æߤ¤²»¤¬ÊÕ¤ê¤òÊñ¤ß¤³¤ó¤À¡£");
5188 msg_print("A shrill wailing sound surrounds you.");
5190 (void)set_protevil(randint1(25) + p_ptr->lev, FALSE);
5191 o_ptr->timeout = randint0(200) + 200;
5199 msg_print("¥í¡¼¥Ö¤¬½ã¿è¤ÊËâÎϤǿ̤¨¤¿¡£");
5201 msg_print("The robe pulsates with raw mana...");
5203 if (!get_aim_dir(&dir)) return;
5204 fire_bolt(GF_MANA, dir, 120);
5205 o_ptr->timeout = randint0(120) + 120;
5210 (void)set_fast(randint1(50) + 50, FALSE);
5213 set_hero(randint1(50) + 50, FALSE);
5214 o_ptr->timeout = randint0(200) + 100;
5220 msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥");
5222 msg_print("Your shield gleams with blinding light...");
5224 fire_ball(GF_LITE, 0, 300, 6);
5225 confuse_monsters(3 * p_ptr->lev / 2);
5226 o_ptr->timeout = 250;
5232 msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥");
5234 msg_print("Your card gleams with blinding light...");
5236 if (!recharge(1000)) return;
5237 o_ptr->timeout = 200;
5243 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
5245 if (get_check("Are you sure?!"))
5249 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
5251 msg_print("The Muramasa pulsates...");
5257 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
5259 msg_print("The Muramasa is destroyed!");
5261 curse_weapon(TRUE, item);
5269 msg_print("ÀФ¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
5271 msg_print("Your stone glows pale...");
5274 if (!get_aim_dir(&dir)) return;
5275 fire_ball(GF_MANA, dir, 400, 4);
5276 o_ptr->timeout = randint0(250) + 250;
5283 if (!get_rep_dir2(&dir)) return;
5287 if (!(cave[y][x].feat == FEAT_DEEP_WATER) && !(cave[y][x].feat == FEAT_SHAL_WATER))
5290 msg_print("¤½¤³¤ÏΦÃϤÀ¡£");
5292 msg_print("There is no fishing place.");
5296 else if (cave[y][x].m_idx)
5299 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5301 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
5303 msg_format("%^s is stand in your way.", m_name);
5308 set_action(ACTION_FISH);
5309 p_ptr->redraw |= (PR_STATE);
5314 if (!get_aim_dir(&dir)) return;
5316 msg_print("¥à¥Á¤ò¿¤Ð¤·¤¿¡£");
5318 msg_print("You stretched your wip.");
5321 fetch(dir, 500, TRUE);
5322 o_ptr->timeout = randint0(25) + 25;
5327 u32b mode = PM_ALLOW_GROUP;
5328 bool pet = !one_in_(5);
5329 if (pet) mode |= PM_FORCE_PET;
5330 else mode |= PM_NO_PET;
5332 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
5337 msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5339 msg_print("A group of hounds appear as your servant.");
5344 msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
5346 msg_print("A group of hounds appear as your enemy!");
5351 o_ptr->timeout = 300 + randint1(150);
5358 msg_print("¥¹¥Ô¥¢¤ÏâÁ¤·¤¯µ±¤¤¤¿...");
5360 msg_print("Your spear grows brightly...");
5363 if (!get_aim_dir(&dir)) return;
5364 fire_ball(GF_LITE, dir, 200, 3);
5365 o_ptr->timeout = randint0(200) + 200;
5372 monster_type *m_ptr;
5377 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
5380 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5382 msg_print("Suke-san apperars.");
5383 kakusan = "Suke-san";
5387 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
5390 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5392 msg_print("Kaku-san appears.");
5393 kakusan = "Kaku-san";
5399 for (i = m_max - 1; i > 0; i--)
5402 if (!m_ptr->r_idx) continue;
5403 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
5404 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
5413 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
5415 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
5420 confuse_monsters(120);
5422 stasis_monsters(120);
5428 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
5430 msg_print("Nothing happen.");
5433 o_ptr->timeout = randint0(150) + 150;
5440 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
5442 msg_print("You beat Your wooden clappers.");
5444 aggravate_monsters(0);
5451 set_hero(randint1(25)+25, FALSE);
5453 o_ptr->timeout = randint0(30) + 30;
5459 (void)set_poisoned(0);
5460 (void)set_confused(0);
5466 o_ptr->timeout = 100;
5472 if (!get_aim_dir(&dir)) return;
5473 (void)charm_animal(dir, p_ptr->lev);
5475 o_ptr->timeout = 200;
5482 msg_print("¥½¡¼¥É¤¬Ã¸¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
5484 msg_print("Your sword glows a pale blue...");
5486 if (!get_aim_dir(&dir)) return;
5487 fire_bolt(GF_COLD, dir, damroll(12, 8));
5488 o_ptr->timeout = 50;
5495 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
5497 msg_print("Your scythe glows brightly!");
5499 o_ptr->art_flags1 = a_info[ART_BLOOD].flags1;
5500 o_ptr->art_flags2 = a_info[ART_BLOOD].flags2;
5501 dummy = randint1(2)+randint1(2);
5502 for (i = 0; i < dummy; i++)
5504 int flag = randint0(19);
5505 if (flag == 18) o_ptr->art_flags3 |= TR3_SLAY_HUMAN;
5506 else o_ptr->art_flags1 |= (TR1_CHAOTIC << flag);
5508 dummy = randint1(2);
5509 for (i = 0; i < dummy; i++)
5510 one_resistance(o_ptr);
5512 for (i = 0; i < dummy; i++)
5514 int tmp = randint0(11);
5515 if (tmp < 6) o_ptr->art_flags1 |= (TR1_STR << tmp);
5516 else o_ptr->art_flags1 |= (TR1_STEALTH << (tmp - 6));
5518 o_ptr->timeout = 3333;
5519 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
5520 p_ptr->update |= (PU_BONUS | PU_HP);
5526 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
5528 msg_print("You stamp. (as if you are in a ring.)");
5530 (void)set_hero(randint1(20) + 20, FALSE);
5531 dispel_evil(p_ptr->lev * 3);
5532 o_ptr->timeout = 100 + randint1(100);
5538 msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿...");
5540 msg_print("Your cloak grows white.");
5542 (void)set_oppose_cold(randint1(20) + 20, FALSE);
5543 o_ptr->timeout = 40 + randint1(40);
5549 msg_print("¥à¥Á¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
5551 msg_print("The whip lets out a shrill wail...");
5555 (void)set_protevil(randint1(25) + k, FALSE);
5556 o_ptr->timeout = randint0(225) + 225;
5561 u32b mode = PM_ALLOW_GROUP;
5562 bool pet = !one_in_(5);
5563 if (pet) mode |= PM_FORCE_PET;
5565 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
5569 msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5571 msg_print("A group of octopuses appear as your servant.");
5576 msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
5578 msg_print("A group of octopuses appear as your enemy!");
5583 o_ptr->timeout = 300 + randint1(150);
5590 msg_print("Å´µå¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
5592 msg_print("The iron ball floods the area with goodness...");
5595 dispel_evil(p_ptr->lev * 5);
5596 o_ptr->timeout = randint0(100) + 100;
5603 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
5605 msg_print("Your amulet is coverd in pitch-darkness...");
5607 if (!get_aim_dir(&dir)) return;
5608 fire_ball(GF_DARK, dir, 250, 4);
5609 o_ptr->timeout = randint0(150) + 150;
5615 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5621 else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_ACID))
5623 (void)set_oppose_acid(randint1(20) + 20, FALSE);
5624 o_ptr->timeout = randint0(50) + 50;
5628 else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_ELEC))
5630 (void)set_oppose_elec(randint1(20) + 20, FALSE);
5631 o_ptr->timeout = randint0(50) + 50;
5635 else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_FIRE))
5637 (void)set_oppose_fire(randint1(20) + 20, FALSE);
5638 o_ptr->timeout = randint0(50) + 50;
5642 else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_COLD))
5644 (void)set_oppose_cold(randint1(20) + 20, FALSE);
5645 o_ptr->timeout = randint0(50) + 50;
5649 else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_EARTHQUAKE))
5651 earthquake(py, px, 5);
5652 o_ptr->timeout = 100 + randint1(100);
5655 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5662 else if (o_ptr->name2 == EGO_TRUMP)
5664 teleport_player(100);
5665 o_ptr->timeout = 50 + randint1(50);
5668 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5675 else if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
5677 if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
5680 msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
5682 msg_print("It has no fuel.");
5687 lite_area(damroll(2, 15), 3);
5688 o_ptr->timeout = randint0(10) + 10;
5691 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5697 else if (o_ptr->name2 == EGO_EARTHQUAKES)
5699 earthquake(py, px, 5);
5700 o_ptr->timeout = 100 + randint1(100);
5703 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5710 else if (o_ptr->name2 == EGO_JUMP)
5712 teleport_player(10);
5713 o_ptr->timeout = 10 + randint1(10);
5716 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5723 /* Hack -- Dragon Scale Mail can be activated as well */
5724 else if (o_ptr->tval == TV_DRAG_ARMOR)
5726 /* Get a direction for breathing (or abort) */
5727 if (!get_aim_dir(&dir)) return;
5729 /* Branch on the sub-type */
5730 switch (o_ptr->sval)
5732 case SV_DRAGON_BLUE:
5735 msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5737 msg_print("You breathe lightning.");
5740 fire_ball(GF_ELEC, dir, 100, -2);
5741 o_ptr->timeout = randint0(150) + 150;
5745 case SV_DRAGON_WHITE:
5748 msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5750 msg_print("You breathe frost.");
5753 fire_ball(GF_COLD, dir, 110, -2);
5754 o_ptr->timeout = randint0(150) + 150;
5758 case SV_DRAGON_BLACK:
5761 msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5763 msg_print("You breathe acid.");
5766 fire_ball(GF_ACID, dir, 130, -2);
5767 o_ptr->timeout = randint0(150) + 150;
5771 case SV_DRAGON_GREEN:
5774 msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5776 msg_print("You breathe poison gas.");
5779 fire_ball(GF_POIS, dir, 150, -2);
5780 o_ptr->timeout = randint0(180) + 180;
5787 msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5789 msg_print("You breathe fire.");
5792 fire_ball(GF_FIRE, dir, 200, -2);
5793 o_ptr->timeout = randint0(200) + 200;
5797 case SV_DRAGON_MULTIHUED:
5799 chance = randint0(5);
5801 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5802 ((chance == 1) ? "°ðºÊ" :
5803 ((chance == 2) ? "Î䵤" :
5804 ((chance == 3) ? "»À" :
5805 ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
5807 msg_format("You breathe %s.",
5808 ((chance == 1) ? "lightning" :
5809 ((chance == 2) ? "frost" :
5810 ((chance == 3) ? "acid" :
5811 ((chance == 4) ? "poison gas" : "fire")))));
5814 fire_ball(((chance == 1) ? GF_ELEC :
5815 ((chance == 2) ? GF_COLD :
5816 ((chance == 3) ? GF_ACID :
5817 ((chance == 4) ? GF_POIS : GF_FIRE)))),
5819 o_ptr->timeout = randint0(200) + 200;
5823 case SV_DRAGON_BRONZE:
5826 msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5828 msg_print("You breathe confusion.");
5831 fire_ball(GF_CONFUSION, dir, 120, -2);
5832 o_ptr->timeout = randint0(180) + 180;
5836 case SV_DRAGON_GOLD:
5839 msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5841 msg_print("You breathe sound.");
5844 fire_ball(GF_SOUND, dir, 130, -2);
5845 o_ptr->timeout = randint0(180) + 180;
5849 case SV_DRAGON_CHAOS:
5851 chance = randint0(2);
5853 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5854 ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
5856 msg_format("You breathe %s.",
5857 ((chance == 1 ? "chaos" : "disenchantment")));
5860 fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
5862 o_ptr->timeout = randint0(200) + 200;
5868 chance = randint0(2);
5870 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5871 ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
5873 msg_format("You breathe %s.",
5874 ((chance == 1 ? "sound" : "shards")));
5877 fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
5879 o_ptr->timeout = randint0(200) + 200;
5883 case SV_DRAGON_BALANCE:
5885 chance = randint0(4);
5887 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿",
5888 ((chance == 1) ? "¥«¥ª¥¹" :
5889 ((chance == 2) ? "Îô²½" :
5890 ((chance == 3) ? "¹ì²»" : "ÇËÊÒ"))));
5892 msg_format("You breathe %s.",
5893 ((chance == 1) ? "chaos" :
5894 ((chance == 2) ? "disenchantment" :
5895 ((chance == 3) ? "sound" : "shards"))));
5898 fire_ball(((chance == 1) ? GF_CHAOS :
5899 ((chance == 2) ? GF_DISENCHANT :
5900 ((chance == 3) ? GF_SOUND : GF_SHARDS))),
5902 o_ptr->timeout = randint0(200) + 200;
5906 case SV_DRAGON_SHINING:
5908 chance = randint0(2);
5910 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5911 ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
5913 msg_format("You breathe %s.",
5914 ((chance == 0 ? "light" : "darkness")));
5917 fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
5918 o_ptr->timeout = randint0(200) + 200;
5922 case SV_DRAGON_POWER:
5925 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5927 msg_print("You breathe the elements.");
5930 fire_ball(GF_MISSILE, dir, 300, -3);
5931 o_ptr->timeout = randint0(200) + 200;
5937 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5943 else if (o_ptr->tval == TV_RING)
5947 bool success = TRUE;
5949 switch (o_ptr->name2)
5952 (void)set_afraid(0);
5953 (void)set_hero(randint1(25) + 25, FALSE);
5954 (void)hp_player(10);
5955 o_ptr->timeout = randint1(100)+100;
5957 case EGO_RING_MAGIC_MIS:
5958 if (!get_aim_dir(&dir)) return;
5959 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
5962 case EGO_RING_FIRE_BOLT:
5963 if (!get_aim_dir(&dir)) return;
5964 fire_bolt(GF_FIRE, dir, damroll(9, 8));
5965 o_ptr->timeout = randint0(8) + 8;
5967 case EGO_RING_COLD_BOLT:
5968 if (!get_aim_dir(&dir)) return;
5969 fire_bolt(GF_COLD, dir, damroll(6, 8));
5970 o_ptr->timeout = randint0(7) + 7;
5972 case EGO_RING_ELEC_BOLT:
5973 if (!get_aim_dir(&dir)) return;
5974 fire_bolt(GF_ELEC, dir, damroll(4, 8));
5975 o_ptr->timeout = randint0(5) + 5;
5977 case EGO_RING_ACID_BOLT:
5978 if (!get_aim_dir(&dir)) return;
5979 fire_bolt(GF_FIRE, dir, damroll(5, 8));
5980 o_ptr->timeout = randint0(6) + 6;
5982 case EGO_RING_MANA_BOLT:
5983 if (!get_aim_dir(&dir)) return;
5984 fire_bolt(GF_MANA, dir, 120);
5985 o_ptr->timeout = randint0(120)+120;
5987 case EGO_RING_FIRE_BALL:
5988 if (!get_aim_dir(&dir)) return;
5989 fire_ball(GF_FIRE, dir, 100, 2);
5990 o_ptr->timeout = randint0(80) + 80;
5992 case EGO_RING_COLD_BALL:
5993 if (!get_aim_dir(&dir)) return;
5994 fire_ball(GF_COLD, dir, 100, 2);
5995 o_ptr->timeout = randint0(80) + 80;
5997 case EGO_RING_ELEC_BALL:
5998 if (!get_aim_dir(&dir)) return;
5999 fire_ball(GF_ELEC, dir, 100, 2);
6000 o_ptr->timeout = randint0(80) + 80;
6002 case EGO_RING_ACID_BALL:
6003 if (!get_aim_dir(&dir)) return;
6004 fire_ball(GF_ACID, dir, 100, 2);
6005 o_ptr->timeout = randint0(80) + 80;
6007 case EGO_RING_MANA_BALL:
6008 if (!get_aim_dir(&dir)) return;
6009 fire_ball(GF_MANA, dir, 250, 2);
6010 o_ptr->timeout = 300;
6012 case EGO_RING_DRAGON_F:
6013 if (!get_aim_dir(&dir)) return;
6014 fire_ball(GF_FIRE, dir, 200, -2);
6015 if (o_ptr->sval == SV_RING_FLAMES)
6017 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6018 o_ptr->timeout = 200;
6020 else o_ptr->timeout = 250;
6022 case EGO_RING_DRAGON_C:
6023 if (!get_aim_dir(&dir)) return;
6024 fire_ball(GF_COLD, dir, 200, -2);
6025 if (o_ptr->sval == SV_RING_ICE)
6027 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6028 o_ptr->timeout = 200;
6030 else o_ptr->timeout = 250;
6032 case EGO_RING_M_DETECT:
6033 (void)detect_monsters_invis(255);
6034 (void)detect_monsters_normal(255);
6035 o_ptr->timeout = 150;
6037 case EGO_RING_D_SPEED:
6038 (void)set_fast(randint1(30) + 15, FALSE);
6039 o_ptr->timeout = 100;
6041 case EGO_RING_BERSERKER:
6042 (void)set_shero(randint1(25) + 25, FALSE);
6043 o_ptr->timeout = randint0(75)+75;
6045 case EGO_RING_TELE_AWAY:
6046 if (!get_aim_dir(&dir)) return;
6047 teleport_monster(dir);
6048 o_ptr->timeout = 150;
6052 int v = randint1(25)+25;
6053 (void)set_afraid(0);
6054 (void)set_hero(v, FALSE);
6055 (void)hp_player(10);
6056 (void)set_blessed(v, FALSE);
6057 (void)set_oppose_acid(v, FALSE);
6058 (void)set_oppose_elec(v, FALSE);
6059 (void)set_oppose_fire(v, FALSE);
6060 (void)set_oppose_cold(v, FALSE);
6061 (void)set_oppose_pois(v, FALSE);
6062 (void)set_ultimate_res(v, FALSE);
6063 o_ptr->timeout = 777;
6070 if (success) return;
6073 /* Get a direction for breathing (or abort) */
6074 if (!get_aim_dir(&dir)) return;
6076 switch (o_ptr->sval)
6080 fire_ball(GF_ACID, dir, 100, 2);
6081 (void)set_oppose_acid(randint1(20) + 20, FALSE);
6082 o_ptr->timeout = randint0(50) + 50;
6088 fire_ball(GF_COLD, dir, 100, 2);
6089 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6090 o_ptr->timeout = randint0(50) + 50;
6094 case SV_RING_FLAMES:
6096 fire_ball(GF_FIRE, dir, 100, 2);
6097 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6098 o_ptr->timeout = randint0(50) + 50;
6104 fire_ball(GF_ELEC, dir, 100, 2);
6105 (void)set_oppose_elec(randint1(20) + 20, FALSE);
6106 o_ptr->timeout = randint0(50) + 50;
6112 p_ptr->window |= (PW_INVEN | PW_EQUIP);
6118 else if (o_ptr->tval == TV_AMULET)
6122 switch (o_ptr->name2)
6125 if (!ident_spell(FALSE, FALSE)) return;
6126 o_ptr->timeout = 10;
6129 if (!get_aim_dir(&dir)) return;
6130 charm_monster(dir, MAX(20, p_ptr->lev));
6131 o_ptr->timeout = 200;
6134 teleport_player(10);
6135 o_ptr->timeout = randint0(10) + 10;
6137 case EGO_AMU_TELEPORT:
6138 teleport_player(100);
6139 o_ptr->timeout = randint0(50) + 50;
6141 case EGO_AMU_D_DOOR:
6142 (void)dimension_door();
6143 o_ptr->timeout = 200;
6145 case EGO_AMU_RES_FIRE_:
6146 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6147 o_ptr->timeout = randint0(50) + 50;
6149 case EGO_AMU_RES_COLD_:
6150 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6151 o_ptr->timeout = randint0(50) + 50;
6153 case EGO_AMU_RES_ELEC_:
6154 (void)set_oppose_elec(randint1(20) + 20, FALSE);
6155 o_ptr->timeout = randint0(50) + 50;
6157 case EGO_AMU_RES_ACID_:
6158 (void)set_oppose_acid(randint1(20) + 20, FALSE);
6159 o_ptr->timeout = randint0(50) + 50;
6161 case EGO_AMU_DETECTION:
6162 detect_all(DETECT_RAD_DEFAULT);
6163 o_ptr->timeout = randint0(55)+55;
6170 else if (o_ptr->tval == TV_WHISTLE)
6173 if (cursed_p(o_ptr))
6176 msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤ÅϤä¿¡£");
6178 msg_print("You produce a shrill whistling sound.");
6180 aggravate_monsters(0);
6190 /* Allocate the "who" array */
6191 C_MAKE(who, max_m_idx, u16b);
6193 /* Process the monsters (backwards) */
6194 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
6196 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
6197 who[max_pet++] = pet_ctr;
6200 /* Select the sort method */
6201 ang_sort_comp = ang_sort_comp_pet;
6202 ang_sort_swap = ang_sort_swap_hook;
6204 ang_sort(who, &dummy_why, max_pet);
6206 /* Process the monsters (backwards) */
6207 for (i = 0; i < max_pet; i++)
6210 teleport_to_player(pet_ctr, 100);
6213 /* Free the "who" array */
6214 C_KILL(who, max_m_idx, u16b);
6216 o_ptr->timeout = 100+randint1(100);
6219 else if (o_ptr->tval == TV_CAPTURE)
6223 bool old_target_pet = target_pet;
6225 if (!get_aim_dir(&dir))
6227 target_pet = old_target_pet;
6230 target_pet = old_target_pet;
6232 if(fire_ball(GF_CAPTURE, dir, 0, 0))
6234 o_ptr->pval = cap_mon;
6235 o_ptr->xtra3 = cap_mspeed;
6236 o_ptr->xtra4 = cap_hp;
6237 o_ptr->xtra5 = cap_maxhp;
6244 if (o_ptr->inscription)
6245 strcpy(buf, quark_str(o_ptr->inscription));
6247 for (s = buf;*s && (*s != '#'); s++)
6250 if (iskanji(*s)) s++;
6260 t = quark_str(cap_nickname);
6273 o_ptr->inscription = quark_add(buf);
6279 bool success = FALSE;
6280 if (!get_rep_dir2(&dir)) return;
6281 if (cave_floor_bold(py+ddy[dir],px+ddx[dir]))
6283 if (place_monster_aux(0, py + ddy[dir], px + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
6285 if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
6286 if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
6287 if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
6288 m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
6289 if (o_ptr->inscription)
6297 t = quark_str(o_ptr->inscription);
6298 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
6301 if (iskanji(*t)) t++;
6326 if (quote && *(s-1) =='\'')
6330 m_list[hack_m_idx_ii].nickname = quark_add(buf);
6331 t = quark_str(o_ptr->inscription);
6333 while(*t && (*t != '#'))
6340 o_ptr->inscription = quark_add(buf);
6352 msg_print("¤ª¤Ã¤È¡¢²òÊü¤Ë¼ºÇÔ¤·¤¿¡£");
6354 msg_print("Oops. You failed to release your pet.");
6362 msg_print("¤ª¤Ã¤È¡¢¤³¤Î¥¢¥¤¥Æ¥à¤Ï»ÏÆ°¤Ç¤¤Ê¤¤¡£");
6364 msg_print("Oops. That object cannot be activated.");
6370 void do_cmd_activate(void)
6376 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6378 set_action(ACTION_NONE);
6381 item_tester_no_ryoute = TRUE;
6382 /* Prepare the hook */
6383 item_tester_hook = item_tester_hook_activate;
6387 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò»ÏÆ°¤µ¤»¤Þ¤¹¤«? ";
6388 s = "»ÏÆ°¤Ç¤¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Ê¤¤¡£";
6390 q = "Activate which item? ";
6391 s = "You have nothing to activate.";
6394 if (!get_item(&item, q, s, (USE_EQUIP))) return;
6396 /* Activate the item */
6397 do_cmd_activate_aux(item);
6402 * Hook to determine if an object is useable
6404 static bool item_tester_hook_use(object_type *o_ptr)
6409 if (o_ptr->tval == p_ptr->tval_ammo)
6412 /* Useable object */
6413 switch (o_ptr->tval)
6431 if (!object_known_p(o_ptr)) return (FALSE);
6433 /* HACK - only items from the equipment can be activated */
6434 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6436 if (&inventory[i] == o_ptr)
6438 /* Extract the flags */
6439 object_flags(o_ptr, &f1, &f2, &f3);
6441 /* Check activation flag */
6442 if (f3 & TR3_ACTIVATE) return (TRUE);
6455 * XXX - Add actions for other item types
6457 void do_cmd_use(void)
6463 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6465 set_action(ACTION_NONE);
6468 item_tester_no_ryoute = TRUE;
6469 /* Prepare the hook */
6470 item_tester_hook = item_tester_hook_use;
6474 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
6475 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
6477 q = "Use which item? ";
6478 s = "You have nothing to use.";
6481 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return;
6483 /* Get the item (in the pack) */
6486 o_ptr = &inventory[item];
6488 /* Get the item (on the floor) */
6491 o_ptr = &o_list[0 - item];
6494 switch (o_ptr->tval)
6506 do_cmd_eat_food_aux(item);
6513 do_cmd_aim_wand_aux(item);
6520 do_cmd_use_staff_aux(item);
6527 do_cmd_zap_rod_aux(item);
6531 /* Quaff a potion */
6534 do_cmd_quaff_potion_aux(item);
6541 /* Check some conditions */
6545 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
6547 msg_print("You can't see anything.");
6555 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
6557 msg_print("You have no light to read by.");
6562 if (p_ptr->confused)
6565 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª");
6567 msg_print("You are too confused!");
6573 do_cmd_read_scroll_aux(item);
6582 do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
6586 /* Activate an artifact */
6589 do_cmd_activate_aux(item);
6595 static bool select_magic_eater(int mode)
6601 int ask = TRUE, i = 0;
6604 int menu_line = (use_menu ? 1 : 0);
6608 if (repeat_pull(&sn))
6610 /* Verify the spell */
6611 if (sn >= EATER_EXT*2 && !(p_ptr->magic_num1[sn] > k_info[lookup_kind(TV_ROD, sn-EATER_EXT*2)].pval * (p_ptr->magic_num2[sn] - 1) * EATER_ROD_CHARGE))
6613 else if (sn < EATER_EXT*2 && !(p_ptr->magic_num1[sn] < EATER_CHARGE))
6617 #endif /* ALLOW_REPEAT */
6619 for (i = 0; i < 108; i++)
6621 if (p_ptr->magic_num2[i]) break;
6626 msg_print("ËâË¡¤ò³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6628 msg_print("You don't have any magic!");
6640 prt(format(" %s ¾ó", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
6641 prt(format(" %s ËâË¡ËÀ", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
6642 prt(format(" %s ¥í¥Ã¥É", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
6643 prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
6645 prt(format(" %s staff", (menu_line == 1) ? "> " : " "), 2, 14);
6646 prt(format(" %s wand", (menu_line == 2) ? "> " : " "), 3, 14);
6647 prt(format(" %s rod", (menu_line == 3) ? "> " : " "), 4, 14);
6648 prt("Which type of magic do you usu?", 0, 0);
6671 ext = (menu_line-1)*EATER_EXT;
6672 if (menu_line == 1) tval = TV_STAFF;
6673 else if (menu_line == 2) tval = TV_WAND;
6677 if (menu_line > 3) menu_line -= 3;
6686 if (!get_com("[A] ¾ó, [B] ËâË¡ËÀ, [C] ¥í¥Ã¥É:", &choice, TRUE))
6688 if (!get_com("[A] staff, [B] wand, [C] rod:", &choice, TRUE))
6693 if (choice == 'A' || choice == 'a')
6699 if (choice == 'B' || choice == 'b')
6705 if (choice == 'C' || choice == 'c')
6713 for (i = ext; i < ext + EATER_EXT; i++)
6715 if (p_ptr->magic_num2[i])
6717 if (use_menu) menu_line = i-ext+1;
6721 if (i == ext+EATER_EXT)
6724 msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6726 msg_print("You don't have that type of magic!");
6731 /* Nothing chosen yet */
6737 /* Build a prompt */
6739 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
6741 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? ");
6743 if (use_menu) screen_save();
6745 /* Get a spell from the user */
6747 choice = (always_show_list || use_menu) ? ESCAPE:1;
6750 if( choice==ESCAPE ) choice = ' ';
6751 else if( !get_com(out_val, &choice, FALSE) )break;
6753 if (use_menu && choice != ' ')
6770 menu_line += EATER_EXT - 1;
6771 if (menu_line > EATER_EXT) menu_line -= EATER_EXT;
6772 } while(!p_ptr->magic_num2[menu_line+ext-1]);
6783 if (menu_line > EATER_EXT) menu_line -= EATER_EXT;
6784 } while(!p_ptr->magic_num2[menu_line+ext-1]);
6795 bool reverse = FALSE;
6796 if ((choice == '4') || (choice == 'h') || (choice == 'H')) reverse = TRUE;
6797 if (menu_line > EATER_EXT/2)
6799 menu_line -= EATER_EXT/2;
6802 else menu_line+=EATER_EXT/2;
6803 while(!p_ptr->magic_num2[menu_line+ext-1])
6808 if (menu_line < 2) reverse = FALSE;
6813 if (menu_line > EATER_EXT-1) reverse = TRUE;
6829 /* Request redraw */
6830 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
6833 if (!redraw || use_menu)
6847 /* Save the screen */
6848 if (!use_menu) screen_save();
6850 for (y = 1; y < 20; y++)
6855 /* Print header(s) */
6857 prt(format(" %s ¼ºÎ¨ %s ¼ºÎ¨", (tval == TV_ROD ? " ¾õÂÖ " : "»ÈÍѲó¿ô"), (tval == TV_ROD ? " ¾õÂÖ " : "»ÈÍѲó¿ô")), y++, x);
6859 prt(format(" %s Fail %s Fail", (tval == TV_ROD ? " Stat " : " Charges"), (tval == TV_ROD ? " Stat " : " Charges")), y++, x);
6863 for (ctr = 0; ctr < EATER_EXT; ctr++)
6865 if (!p_ptr->magic_num2[ctr+ext]) continue;
6867 k_idx = lookup_kind(tval, ctr);
6871 if (ctr == (menu_line-1))
6873 strcpy(dummy, "¡Õ");
6875 strcpy(dummy, "> ");
6877 else strcpy(dummy, " ");
6880 /* letter/number for power selection */
6887 letter = '0' + ctr - 26;
6888 sprintf(dummy, "%c)",letter);
6890 x1 = ((ctr < EATER_EXT/2) ? x : x + 40);
6891 y1 = ((ctr < EATER_EXT/2) ? y + ctr : y + ctr - EATER_EXT/2);
6892 level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
6893 chance = level * 4 / 5 + 20;
6894 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
6896 if (p_ptr->lev > level)
6898 chance -= 3 * (p_ptr->lev - level);
6900 chance += p_ptr->to_m_chance;
6901 if (p_ptr->heavy_spell) chance += 20;
6902 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
6903 else if (p_ptr->easy_spell) chance-=3;
6904 else if (p_ptr->dec_mana) chance-=2;
6905 chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
6906 /* Stunning makes spells harder */
6907 if (p_ptr->stun > 50) chance += 25;
6908 else if (p_ptr->stun) chance += 15;
6910 if (chance > 95) chance = 95;
6912 if(p_ptr->dec_mana) chance--;
6913 if (p_ptr->heavy_spell) chance += 5;
6921 strcat(dummy, format(
6923 " %-22.22s ½¼Å¶:%2d/%2d%3d%%",
6925 " %-22.22s (%2d/%2d) %3d%%",
6927 k_name + k_info[k_idx].name,
6928 p_ptr->magic_num1[ctr+ext] ?
6929 (p_ptr->magic_num1[ctr+ext] - 1) / (EATER_ROD_CHARGE * k_info[k_idx].pval) +1 : 0,
6930 p_ptr->magic_num2[ctr+ext], chance));
6931 if (p_ptr->magic_num1[ctr+ext] > k_info[k_idx].pval * (p_ptr->magic_num2[ctr+ext]-1) * EATER_ROD_CHARGE) col = TERM_RED;
6935 strcat(dummy, format(" %-22.22s %2d/%2d %3d%%", k_name + k_info[k_idx].name, (s16b)(p_ptr->magic_num1[ctr+ext]/EATER_CHARGE), p_ptr->magic_num2[ctr+ext], chance));
6936 if (p_ptr->magic_num1[ctr+ext] < EATER_CHARGE) col = TERM_RED;
6941 c_prt(col, dummy, y1, x1);
6951 /* Restore the screen */
6961 if (isalpha(choice))
6964 ask = (isupper(choice));
6967 if (ask) choice = tolower(choice);
6969 /* Extract request */
6970 i = (islower(choice) ? A2I(choice) : -1);
6974 ask = FALSE; /* Can't uppercase digits */
6976 i = choice - '0' + 26;
6980 /* Totally Illegal */
6981 if ((i < 0) || (i > EATER_EXT) || !p_ptr->magic_num2[i+ext])
6996 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", k_name + k_info[lookup_kind(tval ,i)].name);
6998 (void) strnfmt(tmp_val, 78, "Use %s?", k_name + k_info[lookup_kind(tval ,i)].name);
7001 /* Belay that order */
7002 if (!get_check(tmp_val)) continue;
7006 if (p_ptr->magic_num1[ext+i] > k_info[lookup_kind(tval, i)].pval * (p_ptr->magic_num2[ext+i] - 1) * EATER_ROD_CHARGE)
7009 msg_print("¤½¤ÎËâË¡¤Ï¤Þ¤À½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
7011 msg_print("The magic are still charging.");
7014 if (use_menu) ask = TRUE;
7020 if (p_ptr->magic_num1[ext+i] < EATER_CHARGE)
7023 msg_print("¤½¤ÎËâË¡¤Ï»ÈÍѲó¿ô¤¬ÀÚ¤ì¤Æ¤¤¤ë¡£");
7025 msg_print("The magic has no charges left.");
7028 if (use_menu) ask = TRUE;
7038 /* Restore the screen */
7039 if (redraw) screen_load();
7041 if (!flag) return -1;
7045 #endif /* ALLOW_REPEAT */
7049 void do_cmd_magic_eater(void)
7051 int item, dir, chance, level, k_idx, tval, sval;
7052 bool use_charge = TRUE;
7054 /* Not when confused */
7055 if (p_ptr->confused)
7058 msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
7060 msg_print("You are too confused!");
7066 item = select_magic_eater(0);
7072 if (item >= EATER_EXT*2) {tval = TV_ROD;sval = item - EATER_EXT*2;}
7073 else if (item >= EATER_EXT) {tval = TV_WAND;sval = item - EATER_EXT;}
7074 else {tval = TV_STAFF;sval = item;}
7075 k_idx = lookup_kind(tval, sval);
7077 level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
7078 chance = level * 4 / 5 + 20;
7079 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
7081 if (p_ptr->lev > level)
7083 chance -= 3 * (p_ptr->lev - level);
7085 chance += p_ptr->to_m_chance;
7086 if (p_ptr->heavy_spell) chance += 20;
7087 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
7088 else if (p_ptr->easy_spell) chance-=3;
7089 else if (p_ptr->dec_mana) chance-=2;
7090 chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
7091 /* Stunning makes spells harder */
7092 if (p_ptr->stun > 50) chance += 25;
7093 else if (p_ptr->stun) chance += 15;
7095 if (chance > 95) chance = 95;
7097 if(p_ptr->dec_mana) chance--;
7098 if (p_ptr->heavy_spell) chance += 5;
7100 if (randint0(100) < chance)
7102 if (flush_failure) flush();
7105 msg_print("¼öʸ¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡ª");
7107 msg_format("You failed to get the magic off!");
7111 if (randint1(100) >= chance)
7112 chg_virtue(V_CHANCE,-1);
7121 if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE))
7122 if (!get_aim_dir(&dir)) return;
7123 rod_effect(sval, dir, &use_charge, TRUE);
7124 if (!use_charge) return;
7126 else if (tval == TV_WAND)
7128 if (!get_aim_dir(&dir)) return;
7129 wand_effect(sval, dir, TRUE);
7133 staff_effect(sval, &use_charge, TRUE);
7134 if (!use_charge) return;
7136 /* Delayed optimization */
7137 optimize_inventry_auto_destroy();
7139 if (randint1(100) < chance)
7140 chg_virtue(V_CHANCE,1);
7143 if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE;
7144 else p_ptr->magic_num1[item] -= EATER_CHARGE;