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Hengband 108 fix2 revision 4
[hengband/hengband.git] / src / cmd6.c
1 /* File: cmd6.c */
2
3 /* Purpose: Object commands */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
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.
11  */
12
13 #include "angband.h"
14
15
16 /*
17  * This file includes code for eating food, drinking potions,
18  * reading scrolls, aiming wands, using staffs, zapping rods,
19  * and activating artifacts.
20  *
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".
25  *
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.
29  *
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.
33  *
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.
38  *
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.
51  *
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).
54  */
55
56
57 static void do_cmd_eat_food_aux(int item)
58 {
59         int ident, lev;
60         object_type *o_ptr;
61
62         /* Get the item (in the pack) */
63         if (item >= 0)
64         {
65                 o_ptr = &inventory[item];
66         }
67
68         /* Get the item (on the floor) */
69         else
70         {
71                 o_ptr = &o_list[0 - item];
72         }
73
74         /* Sound */
75         sound(SOUND_EAT);
76
77         /* Take a turn */
78         energy_use = 100;
79
80         /* Identity not known yet */
81         ident = FALSE;
82
83         /* Object level */
84         lev = get_object_level(o_ptr);
85
86 #ifdef USE_SCRIPT
87         eat_callback(o_ptr->sval);
88
89         if (!object_eat_callback(o_ptr))
90 #endif /* USE_SCRIPT */
91
92         {
93                 if (o_ptr->tval == TV_FOOD)
94                 {
95                 /* Analyze the food */
96                 switch (o_ptr->sval)
97                 {
98                         case SV_FOOD_POISON:
99                         {
100                                 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
101                                 {
102                                         if (set_poisoned(p_ptr->poisoned + rand_int(10) + 10))
103                                         {
104                                                 ident = TRUE;
105                                         }
106                                 }
107                                 break;
108                         }
109
110                         case SV_FOOD_BLINDNESS:
111                         {
112                                 if (!p_ptr->resist_blind)
113                                 {
114                                         if (set_blind(p_ptr->blind + rand_int(200) + 200))
115                                         {
116                                                 ident = TRUE;
117                                         }
118                                 }
119                                 break;
120                         }
121
122                         case SV_FOOD_PARANOIA:
123                         {
124                                 if (!p_ptr->resist_fear)
125                                 {
126                                         if (set_afraid(p_ptr->afraid + rand_int(10) + 10))
127                                         {
128                                                 ident = TRUE;
129                                         }
130                                 }
131                                 break;
132                         }
133
134                         case SV_FOOD_CONFUSION:
135                         {
136                                 if (!p_ptr->resist_conf)
137                                 {
138                                         if (set_confused(p_ptr->confused + rand_int(10) + 10))
139                                         {
140                                                 ident = TRUE;
141                                         }
142                                 }
143                                 break;
144                         }
145
146                         case SV_FOOD_HALLUCINATION:
147                         {
148                                 if (!p_ptr->resist_chaos)
149                                 {
150                                         if (set_image(p_ptr->image + rand_int(250) + 250))
151                                         {
152                                                 ident = TRUE;
153                                         }
154                                 }
155                                 break;
156                         }
157
158                         case SV_FOOD_PARALYSIS:
159                         {
160                                 if (!p_ptr->free_act)
161                                 {
162                                         if (set_paralyzed(p_ptr->paralyzed + rand_int(10) + 10))
163                                         {
164                                                 ident = TRUE;
165                                         }
166                                 }
167                                 break;
168                         }
169
170                         case SV_FOOD_WEAKNESS:
171                         {
172 #ifdef JP
173                         take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
174 #else
175                                 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
176 #endif
177
178                                 (void)do_dec_stat(A_STR);
179                                 ident = TRUE;
180                                 break;
181                         }
182
183                         case SV_FOOD_SICKNESS:
184                         {
185 #ifdef JP
186                         take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
187 #else
188                                 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
189 #endif
190
191                                 (void)do_dec_stat(A_CON);
192                                 ident = TRUE;
193                                 break;
194                         }
195
196                         case SV_FOOD_STUPIDITY:
197                         {
198 #ifdef JP
199                         take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
200 #else
201                                 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
202 #endif
203
204                                 (void)do_dec_stat(A_INT);
205                                 ident = TRUE;
206                                 break;
207                         }
208
209                         case SV_FOOD_NAIVETY:
210                         {
211 #ifdef JP
212                         take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
213 #else
214                                 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
215 #endif
216
217                                 (void)do_dec_stat(A_WIS);
218                                 ident = TRUE;
219                                 break;
220                         }
221
222                         case SV_FOOD_UNHEALTH:
223                         {
224 #ifdef JP
225                         take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
226 #else
227                                 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
228 #endif
229
230                                 (void)do_dec_stat(A_CON);
231                                 ident = TRUE;
232                                 break;
233                         }
234
235                         case SV_FOOD_DISEASE:
236                         {
237 #ifdef JP
238                         take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
239 #else
240                                 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
241 #endif
242
243                                 (void)do_dec_stat(A_STR);
244                                 ident = TRUE;
245                                 break;
246                         }
247
248                         case SV_FOOD_CURE_POISON:
249                         {
250                                 if (set_poisoned(0)) ident = TRUE;
251                                 break;
252                         }
253
254                         case SV_FOOD_CURE_BLINDNESS:
255                         {
256                                 if (set_blind(0)) ident = TRUE;
257                                 break;
258                         }
259
260                         case SV_FOOD_CURE_PARANOIA:
261                         {
262                                 if (set_afraid(0)) ident = TRUE;
263                                 break;
264                         }
265
266                         case SV_FOOD_CURE_CONFUSION:
267                         {
268                                 if (set_confused(0)) ident = TRUE;
269                                 break;
270                         }
271
272                         case SV_FOOD_CURE_SERIOUS:
273                         {
274                                 if (hp_player(damroll(4, 8))) ident = TRUE;
275                                 break;
276                         }
277
278                         case SV_FOOD_RESTORE_STR:
279                         {
280                                 if (do_res_stat(A_STR)) ident = TRUE;
281                                 break;
282                         }
283
284                         case SV_FOOD_RESTORE_CON:
285                         {
286                                 if (do_res_stat(A_CON)) ident = TRUE;
287                                 break;
288                         }
289
290                         case SV_FOOD_RESTORING:
291                         {
292                                 if (do_res_stat(A_STR)) ident = TRUE;
293                                 if (do_res_stat(A_INT)) ident = TRUE;
294                                 if (do_res_stat(A_WIS)) ident = TRUE;
295                                 if (do_res_stat(A_DEX)) ident = TRUE;
296                                 if (do_res_stat(A_CON)) ident = TRUE;
297                                 if (do_res_stat(A_CHR)) ident = TRUE;
298                                 break;
299                         }
300
301
302 #ifdef JP
303                 /* ¤½¤ì¤¾¤ì¤Î¿©¤Ùʪ¤Î´¶ÁÛ¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
304                 case SV_FOOD_BISCUIT:
305                 {
306                         msg_print("´Å¤¯¤Æ¥µ¥¯¥µ¥¯¤·¤Æ¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
307                         ident = TRUE;
308                         break;
309                 }
310
311                 case SV_FOOD_JERKY:
312                 {
313                         msg_print("»õ¤´¤¿¤¨¤¬¤¢¤Ã¤Æ¤ª¤¤¤·¤¤¡£");
314                         ident = TRUE;
315                         break;
316                 }
317
318                 case SV_FOOD_SLIME_MOLD:
319                 {
320                         msg_print("¤³¤ì¤Ï¤Ê¤ó¤È¤â·ÁÍƤ·¤¬¤¿¤¤Ì£¤À¡£");
321                         ident = TRUE;
322                         break;
323                 }
324
325                 case SV_FOOD_RATION:
326                 {
327                         msg_print("¤³¤ì¤Ï¤ª¤¤¤·¤¤¡£");
328                         ident = TRUE;
329                         break;
330                 }
331 #else
332                         case SV_FOOD_RATION:
333                         case SV_FOOD_BISCUIT:
334                         case SV_FOOD_JERKY:
335                         case SV_FOOD_SLIME_MOLD:
336                         {
337                                 msg_print("That tastes good.");
338                                 ident = TRUE;
339                                 break;
340                         }
341 #endif
342
343
344                         case SV_FOOD_WAYBREAD:
345                         {
346 #ifdef JP
347                         msg_print("¤³¤ì¤Ï¤Ò¤¸¤ç¤¦¤ËÈþÌ£¤À¡£");
348 #else
349                                 msg_print("That tastes good.");
350 #endif
351
352                                 (void)set_poisoned(0);
353                                 (void)hp_player(damroll(4, 8));
354                                 ident = TRUE;
355                                 break;
356                         }
357
358 #ifdef JP
359                         case SV_FOOD_PINT_OF_ALE:
360                 {
361                         msg_print("¤Î¤É¤´¤·Á֤䤫¤À¡£");
362                         ident = TRUE;
363                         break;
364                 }
365
366                         case SV_FOOD_PINT_OF_WINE:
367                         {
368                                 msg_print("That tastes good.");
369                                 ident = TRUE;
370                                 break;
371                         }
372 #else
373                         case SV_FOOD_PINT_OF_ALE:
374                         case SV_FOOD_PINT_OF_WINE:
375                         {
376                                 msg_print("That tastes good.");
377                                 ident = TRUE;
378                                 break;
379                         }
380 #endif
381
382                 }
383                 }
384                 else
385                 {
386                 }
387         }
388
389         /* Combine / Reorder the pack (later) */
390         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
391
392         if (!(object_aware_p(o_ptr)))
393         {
394                 chg_virtue(V_KNOWLEDGE, -1);
395                 chg_virtue(V_PATIENCE, -1);
396                 chg_virtue(V_CHANCE, 1);
397         }
398
399         /* We have tried it */
400         object_tried(o_ptr);
401
402         /* The player is now aware of the object */
403         if (ident && !object_aware_p(o_ptr))
404         {
405                 object_aware(o_ptr);
406                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
407         }
408
409         /* Window stuff */
410         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
411
412
413         /* Food can feed the player */
414         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
415         {
416                 /* Reduced nutritional benefit */
417                 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
418 #ifdef JP
419 msg_print("¤¢¤Ê¤¿¤Î¤è¤¦¤Ê¼Ô¤Ë¤È¤Ã¤Æ¿©ÎȤʤɶϤ«¤Ê±ÉÍܤˤ·¤«¤Ê¤é¤Ê¤¤¡£");
420 #else
421                 msg_print("Mere victuals hold scant sustenance for a being such as yourself.");
422 #endif
423
424                 if (p_ptr->food < PY_FOOD_ALERT)   /* Hungry */
425 #ifdef JP
426 msg_print("¤¢¤Ê¤¿¤Îµ²¤¨¤Ï¿·Á¯¤Ê·ì¤Ë¤è¤Ã¤Æ¤Î¤ßËþ¤¿¤µ¤ì¤ë¡ª");
427 #else
428                         msg_print("Your hunger can only be satisfied with fresh blood!");
429 #endif
430
431         }
432         else if (p_ptr->prace == RACE_SKELETON)
433         {
434                 if (!((o_ptr->sval == SV_FOOD_WAYBREAD) ||
435                       (o_ptr->sval < SV_FOOD_BISCUIT)))
436                 {
437                         object_type forge;
438                         object_type *q_ptr = &forge;
439
440 #ifdef JP
441 msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
442 #else
443                         msg_print("The food falls through your jaws!");
444 #endif
445
446
447                         /* Create the item */
448                         object_prep(q_ptr, lookup_kind(o_ptr->tval, o_ptr->sval));
449
450 #ifdef USE_SCRIPT
451                         q_ptr->python = object_create_callback(q_ptr);
452 #endif /* USE_SCRIPT */
453
454                         /* Drop the object from heaven */
455                         (void)drop_near(q_ptr, -1, py, px);
456                 }
457                 else
458                 {
459 #ifdef JP
460 msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¡¢¾Ã¤¨¤¿¡ª");
461 #else
462                         msg_print("The food falls through your jaws and vanishes!");
463 #endif
464
465                 }
466         }
467         else if ((p_ptr->prace == RACE_GOLEM) ||
468                  (p_ptr->prace == RACE_ZOMBIE) ||
469                  (p_ptr->prace == RACE_ENT) ||
470                  (p_ptr->prace == RACE_DEMON) ||
471                  (p_ptr->prace == RACE_ANDROID) ||
472                  (p_ptr->prace == RACE_SPECTRE) ||
473                  (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
474         {
475 #ifdef JP
476 msg_print("À¸¼Ô¤Î¿©Êª¤Ï¤¢¤Ê¤¿¤Ë¤È¤Ã¤Æ¤Û¤È¤ó¤É±ÉÍܤˤʤé¤Ê¤¤¡£");
477 #else
478                 msg_print("The food of mortals is poor sustenance for you.");
479 #endif
480
481                 set_food(p_ptr->food + ((o_ptr->pval) / 20));
482         }
483         else
484         {
485                 (void)set_food(p_ptr->food + o_ptr->pval);
486         }
487
488         /* Destroy a food in the pack */
489         if (item >= 0)
490         {
491                 inven_item_increase(item, -1);
492                 inven_item_describe(item);
493                 inven_item_optimize(item);
494         }
495
496         /* Destroy a food on the floor */
497         else
498         {
499                 floor_item_increase(0 - item, -1);
500                 floor_item_describe(0 - item);
501                 floor_item_optimize(0 - item);
502         }
503 }
504
505
506 /*
507  * Hook to determine if an object is eatable
508  */
509 static bool item_tester_hook_eatable(object_type *o_ptr)
510 {
511 /*      if ((o_ptr->tval==TV_FOOD) || ((o_ptr->tval==TV_CORPSE) && o_ptr->sval)) return (TRUE); */
512         if (o_ptr->tval==TV_FOOD) return (TRUE);
513
514         /* Assume not */
515         return (FALSE);
516 }
517
518
519 /*
520  * Eat some food (from the pack or floor)
521  */
522 void do_cmd_eat_food(void)
523 {
524         int         item;
525         cptr        q, s;
526
527
528         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
529         {
530                 set_action(ACTION_NONE);
531         }
532
533         /* Restrict choices to food */
534         item_tester_hook = item_tester_hook_eatable;
535
536         /* Get an item */
537 #ifdef JP
538         q = "¤É¤ì¤ò¿©¤Ù¤Þ¤¹¤«? ";
539         s = "¿©¤Ùʪ¤¬¤Ê¤¤¡£";
540 #else
541         q = "Eat which item? ";
542         s = "You have nothing to eat.";
543 #endif
544
545         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
546
547         /* Eat the object */
548         do_cmd_eat_food_aux(item);
549 }
550
551
552 /*
553  * Quaff a potion (from the pack or the floor)
554  */
555 static void do_cmd_quaff_potion_aux(int item)
556 {
557         int         ident, lev;
558         object_type     *o_ptr;
559         object_type forge;
560         object_type *q_ptr;
561
562
563         /* Take a turn */
564         energy_use = 100;
565
566         if (world_player)
567         {
568                 if (flush_failure) flush();
569 #ifdef JP
570                 msg_print("ÉÓ¤«¤é¿å¤¬Î®¤ì½Ð¤Æ¤³¤Ê¤¤¡ª");
571 #else
572                 msg_print("The potion doesn't flow out from a bottle.");
573 #endif
574
575                 sound(SOUND_FAIL);
576                 return;
577         }
578
579         if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
580         {
581                 stop_singing();
582         }
583
584         /* Get the item (in the pack) */
585         if (item >= 0)
586         {
587                 o_ptr = &inventory[item];
588         }
589
590         /* Get the item (on the floor) */
591         else
592         {
593                 o_ptr = &o_list[0 - item];
594         }
595
596         /* Get local object */
597         q_ptr = &forge;
598
599         /* Obtain a local object */
600         object_copy(q_ptr, o_ptr);
601
602         /* Single object */
603         q_ptr->number = 1;
604
605         /* Reduce and describe inventory */
606         if (item >= 0)
607         {
608                 inven_item_increase(item, -1);
609                 inven_item_describe(item);
610                 inven_item_optimize(item);
611         }
612
613         /* Reduce and describe floor item */
614         else
615         {
616                 floor_item_increase(0 - item, -1);
617                 floor_item_describe(0 - item);
618                 floor_item_optimize(0 - item);
619         }
620
621         /* Sound */
622         sound(SOUND_QUAFF);
623
624
625         /* Not identified yet */
626         ident = FALSE;
627
628         /* Object level */
629         lev = get_object_level(q_ptr);
630
631         /* Analyze the potion */
632         switch (q_ptr->sval)
633         {
634 #ifdef JP
635                 /* °û¤ß¤´¤¿¤¨¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
636                 case SV_POTION_WATER:
637                 {
638                         msg_print("¸ý¤ÎÃ椬¤µ¤Ã¤Ñ¤ê¤·¤¿¡£");
639                         msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
640                         ident = TRUE;
641                         break;
642                 }
643                 case SV_POTION_APPLE_JUICE:
644                 {
645                         msg_print("´Å¤¯¤Æ¥µ¥Ã¥Ñ¥ê¤È¤·¤Æ¤¤¤Æ¡¢¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
646                         msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
647                         ident = TRUE;
648                         break;
649                 }
650                 case SV_POTION_SLIME_MOLD:
651                 {
652                         msg_print("¤Ê¤ó¤È¤âÉÔµ¤Ì£¤ÊÌ£¤À¡£");
653                         msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
654                         ident = TRUE;
655                         break;
656                 }
657 #else
658                 case SV_POTION_WATER:
659                 case SV_POTION_APPLE_JUICE:
660                 case SV_POTION_SLIME_MOLD:
661                 {
662                         msg_print("You feel less thirsty.");
663                         ident = TRUE;
664                         break;
665                 }
666 #endif
667
668
669                 case SV_POTION_SLOWNESS:
670                 {
671                         if (set_slow(randint(25) + 15, FALSE)) ident = TRUE;
672                         break;
673                 }
674
675                 case SV_POTION_SALT_WATER:
676                 {
677 #ifdef JP
678                         msg_print("¤¦¤§¡ª»×¤ï¤ºÅǤ¤¤Æ¤·¤Þ¤Ã¤¿¡£");
679 #else
680                         msg_print("The potion makes you vomit!");
681 #endif
682
683                         (void)set_food(PY_FOOD_STARVE - 1);
684                         (void)set_poisoned(0);
685                         (void)set_paralyzed(p_ptr->paralyzed + 4);
686                         ident = TRUE;
687                         break;
688                 }
689
690                 case SV_POTION_POISON:
691                 {
692                         if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
693                         {
694                                 if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10))
695                                 {
696                                         ident = TRUE;
697                                 }
698                         }
699                         break;
700                 }
701
702                 case SV_POTION_BLINDNESS:
703                 {
704                         if (!p_ptr->resist_blind)
705                         {
706                                 if (set_blind(p_ptr->blind + rand_int(100) + 100))
707                                 {
708                                         ident = TRUE;
709                                 }
710                         }
711                         break;
712                 }
713
714                 case SV_POTION_CONFUSION: /* Booze */
715                 {
716                         if (p_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
717                         else if (!p_ptr->resist_conf) p_ptr->special_attack |= ATTACK_SUIKEN;
718                         if (!p_ptr->resist_conf)
719                         {
720                                 if (set_confused(rand_int(20) + 15))
721                                 {
722                                         ident = TRUE;
723                                 }
724                         }
725
726                         if (!p_ptr->resist_chaos)
727                         {
728                                 if (one_in_(2))
729                                 {
730                                         if (set_image(p_ptr->image + rand_int(150) + 150))
731                                         {
732                                                 ident = TRUE;
733                                         }
734                                 }
735                                 if (one_in_(13) && (p_ptr->pclass != CLASS_MONK))
736                                 {
737                                         ident = TRUE;
738                                         if (one_in_(3)) lose_all_info();
739                                         else wiz_dark();
740                                         teleport_player(100);
741                                         wiz_dark();
742 #ifdef JP
743 msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
744 msg_print("²¿¤â»×¤¤½Ð¤»¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ØÍ褿¤Î¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
745 #else
746                                         msg_print("You wake up somewhere with a sore head...");
747                                         msg_print("You can't remember a thing, or how you got here!");
748 #endif
749
750                                 }
751                         }
752                         break;
753                 }
754
755                 case SV_POTION_SLEEP:
756                 {
757                         if (!p_ptr->free_act)
758                         {
759 #ifdef JP
760                 msg_print("¤¢¤Ê¤¿¤Ï̲¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
761 #else
762                 msg_print("You fall asleep.");
763 #endif
764
765
766                                 if (ironman_nightmare)
767                                 {
768 #ifdef JP
769 msg_print("¶²¤í¤·¤¤¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤Ç¤­¤¿¡£");
770 #else
771                                         msg_print("A horrible vision enters your mind.");
772 #endif
773
774
775                                         /* Pick a nightmare */
776                                         get_mon_num_prep(get_nightmare, NULL);
777
778                                         /* Have some nightmares */
779                                         have_nightmare(get_mon_num(MAX_DEPTH));
780
781                                         /* Remove the monster restriction */
782                                         get_mon_num_prep(NULL, NULL);
783                                 }
784                                 if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4))
785                                 {
786                                         ident = TRUE;
787                                 }
788                         }
789                         break;
790                 }
791
792                 case SV_POTION_LOSE_MEMORIES:
793                 {
794                         if (!p_ptr->hold_life && (p_ptr->exp > 0))
795                         {
796 #ifdef JP
797                                 msg_print("²áµî¤Îµ­²±¤¬Çö¤ì¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£");
798 #else
799                                 msg_print("You feel your memories fade.");
800 #endif
801                                 chg_virtue(V_KNOWLEDGE, -5);
802
803                                 lose_exp(p_ptr->exp / 4);
804                                 ident = TRUE;
805                         }
806                         break;
807                 }
808
809                 case SV_POTION_RUINATION:
810                 {
811 #ifdef JP
812                         msg_print("¿È¤â¿´¤â¼å¤Ã¤Æ¤­¤Æ¡¢Àºµ¤¤¬È´¤±¤Æ¤¤¤¯¤è¤¦¤À¡£");
813                         take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "ÇËÌǤÎÌô", -1);
814 #else
815                         msg_print("Your nerves and muscles feel weak and lifeless!");
816                         take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "a potion of Ruination", -1);
817 #endif
818
819                         (void)dec_stat(A_DEX, 25, TRUE);
820                         (void)dec_stat(A_WIS, 25, TRUE);
821                         (void)dec_stat(A_CON, 25, TRUE);
822                         (void)dec_stat(A_STR, 25, TRUE);
823                         (void)dec_stat(A_CHR, 25, TRUE);
824                         (void)dec_stat(A_INT, 25, TRUE);
825                         ident = TRUE;
826                         break;
827                 }
828
829                 case SV_POTION_DEC_STR:
830                 {
831                         if (do_dec_stat(A_STR)) ident = TRUE;
832                         break;
833                 }
834
835                 case SV_POTION_DEC_INT:
836                 {
837                         if (do_dec_stat(A_INT)) ident = TRUE;
838                         break;
839                 }
840
841                 case SV_POTION_DEC_WIS:
842                 {
843                         if (do_dec_stat(A_WIS)) ident = TRUE;
844                         break;
845                 }
846
847                 case SV_POTION_DEC_DEX:
848                 {
849                         if (do_dec_stat(A_DEX)) ident = TRUE;
850                         break;
851                 }
852
853                 case SV_POTION_DEC_CON:
854                 {
855                         if (do_dec_stat(A_CON)) ident = TRUE;
856                         break;
857                 }
858
859                 case SV_POTION_DEC_CHR:
860                 {
861                         if (do_dec_stat(A_CHR)) ident = TRUE;
862                         break;
863                 }
864
865                 case SV_POTION_DETONATIONS:
866                 {
867 #ifdef JP
868                         msg_print("ÂΤÎÃæ¤Ç·ã¤·¤¤Çúȯ¤¬µ¯¤­¤¿¡ª");
869                         take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "Çúȯ¤ÎÌô", -1);
870 #else
871                         msg_print("Massive explosions rupture your body!");
872                         take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "a potion of Detonation", -1);
873 #endif
874
875                         (void)set_stun(p_ptr->stun + 75);
876                         (void)set_cut(p_ptr->cut + 5000);
877                         ident = TRUE;
878                         break;
879                 }
880
881                 case SV_POTION_DEATH:
882                 {
883                         chg_virtue(V_VITALITY, -1);
884                         chg_virtue(V_UNLIFE, 5);
885 #ifdef JP
886                         msg_print("»à¤Îͽ´¶¤¬ÂÎÃæ¤ò¶î¤±¤á¤°¤Ã¤¿¡£");
887                         take_hit(DAMAGE_LOSELIFE, 5000, "»à¤ÎÌô", -1);
888 #else
889                         msg_print("A feeling of Death flows through your body.");
890                         take_hit(DAMAGE_LOSELIFE, 5000, "a potion of Death", -1);
891 #endif
892
893                         ident = TRUE;
894                         break;
895                 }
896
897                 case SV_POTION_INFRAVISION:
898                 {
899                         if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100), FALSE))
900                         {
901                                 ident = TRUE;
902                         }
903                         break;
904                 }
905
906                 case SV_POTION_DETECT_INVIS:
907                 {
908                         if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12), FALSE))
909                         {
910                                 ident = TRUE;
911                         }
912                         break;
913                 }
914
915                 case SV_POTION_SLOW_POISON:
916                 {
917                         if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;
918                         break;
919                 }
920
921                 case SV_POTION_CURE_POISON:
922                 {
923                         if (set_poisoned(0)) ident = TRUE;
924                         break;
925                 }
926
927                 case SV_POTION_BOLDNESS:
928                 {
929                         if (set_afraid(0)) ident = TRUE;
930                         break;
931                 }
932
933                 case SV_POTION_SPEED:
934                 {
935                         if (!p_ptr->fast)
936                         {
937                                 if (set_fast(randint(25) + 15, FALSE)) ident = TRUE;
938                         }
939                         else
940                         {
941                                 (void)set_fast(p_ptr->fast + 5, FALSE);
942                         }
943                         break;
944                 }
945
946                 case SV_POTION_RESIST_HEAT:
947                 {
948                         if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10, FALSE))
949                         {
950                                 ident = TRUE;
951                         }
952                         break;
953                 }
954
955                 case SV_POTION_RESIST_COLD:
956                 {
957                         if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10, FALSE))
958                         {
959                                 ident = TRUE;
960                         }
961                         break;
962                 }
963
964                 case SV_POTION_HEROISM:
965                 {
966                         if (set_afraid(0)) ident = TRUE;
967                         if (set_hero(p_ptr->hero + randint(25) + 25, FALSE)) ident = TRUE;
968                         if (hp_player(10)) ident = TRUE;
969                         break;
970                 }
971
972                 case SV_POTION_BESERK_STRENGTH:
973                 {
974                         if (set_afraid(0)) ident = TRUE;
975                         if (set_shero(p_ptr->shero + randint(25) + 25, FALSE)) ident = TRUE;
976                         if (hp_player(30)) ident = TRUE;
977                         break;
978                 }
979
980                 case SV_POTION_CURE_LIGHT:
981                 {
982                         if (hp_player(damroll(2, 8))) ident = TRUE;
983                         if (set_blind(0)) ident = TRUE;
984                         if (set_cut(p_ptr->cut - 10)) ident = TRUE;
985                         if (set_shero(0,TRUE)) ident = TRUE;
986                         break;
987                 }
988
989                 case SV_POTION_CURE_SERIOUS:
990                 {
991                         if (hp_player(damroll(4, 8))) ident = TRUE;
992                         if (set_blind(0)) ident = TRUE;
993                         if (set_confused(0)) ident = TRUE;
994                         if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
995                         if (set_shero(0,TRUE)) ident = TRUE;
996                         break;
997                 }
998
999                 case SV_POTION_CURE_CRITICAL:
1000                 {
1001                         if (hp_player(damroll(6, 8))) ident = TRUE;
1002                         if (set_blind(0)) ident = TRUE;
1003                         if (set_confused(0)) ident = TRUE;
1004                         if (set_poisoned(0)) ident = TRUE;
1005                         if (set_stun(0)) ident = TRUE;
1006                         if (set_cut(0)) ident = TRUE;
1007                         if (set_shero(0,TRUE)) ident = TRUE;
1008                         break;
1009                 }
1010
1011                 case SV_POTION_HEALING:
1012                 {
1013                         if (hp_player(300)) ident = TRUE;
1014                         if (set_blind(0)) ident = TRUE;
1015                         if (set_confused(0)) ident = TRUE;
1016                         if (set_poisoned(0)) ident = TRUE;
1017                         if (set_stun(0)) ident = TRUE;
1018                         if (set_cut(0)) ident = TRUE;
1019                         if (set_shero(0,TRUE)) ident = TRUE;
1020                         break;
1021                 }
1022
1023                 case SV_POTION_STAR_HEALING:
1024                 {
1025                         if (hp_player(1200)) ident = TRUE;
1026                         if (set_blind(0)) ident = TRUE;
1027                         if (set_confused(0)) ident = TRUE;
1028                         if (set_poisoned(0)) ident = TRUE;
1029                         if (set_stun(0)) ident = TRUE;
1030                         if (set_cut(0)) ident = TRUE;
1031                         if (set_shero(0,TRUE)) ident = TRUE;
1032                         break;
1033                 }
1034
1035                 case SV_POTION_LIFE:
1036                 {
1037                         chg_virtue(V_VITALITY, 1);
1038                         chg_virtue(V_UNLIFE, -5);
1039 #ifdef JP
1040                         msg_print("ÂÎÃæ¤ËÀ¸Ì¿ÎϤ¬Ëþ¤Á¤¢¤Õ¤ì¤Æ¤­¤¿¡ª");
1041 #else
1042                         msg_print("You feel life flow through your body!");
1043 #endif
1044
1045                         restore_level();
1046                         (void)set_poisoned(0);
1047                         (void)set_blind(0);
1048                         (void)set_confused(0);
1049                         (void)set_image(0);
1050                         (void)set_stun(0);
1051                         (void)set_cut(0);
1052                         (void)do_res_stat(A_STR);
1053                         (void)do_res_stat(A_CON);
1054                         (void)do_res_stat(A_DEX);
1055                         (void)do_res_stat(A_WIS);
1056                         (void)do_res_stat(A_INT);
1057                         (void)do_res_stat(A_CHR);
1058                         (void)set_shero(0,TRUE);
1059                         update_stuff();
1060                         hp_player(5000);
1061                         ident = TRUE;
1062                         break;
1063                 }
1064
1065                 case SV_POTION_RESTORE_MANA:
1066                 {
1067                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1068                         {
1069                                 int i;
1070                                 for (i = 0; i < 72; i++)
1071                                 {
1072                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? 0x30000 : p_ptr->magic_num2[i]*0x05555;
1073                                         if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*0x10000) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*0x10000L;
1074                                 }
1075                                 for (; i < 108; i++)
1076                                 {
1077                                         int k_idx = lookup_kind(TV_ROD, i-72);
1078                                         p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? 0x30000 : p_ptr->magic_num2[i]*0x5555)*k_info[k_idx].pval;
1079                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
1080                                 }
1081 #ifdef JP
1082                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
1083 #else
1084                                 msg_print("Your feel your head clear.");
1085 #endif
1086                                 p_ptr->window |= (PW_PLAYER);
1087                                 ident = TRUE;
1088                         }
1089                         else if (p_ptr->csp < p_ptr->msp)
1090                         {
1091                                 p_ptr->csp = p_ptr->msp;
1092                                 p_ptr->csp_frac = 0;
1093 #ifdef JP
1094                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
1095 #else
1096                                 msg_print("Your feel your head clear.");
1097 #endif
1098
1099                                 p_ptr->redraw |= (PR_MANA);
1100                                 p_ptr->window |= (PW_PLAYER);
1101                                 p_ptr->window |= (PW_SPELL);
1102                                 ident = TRUE;
1103                         }
1104                         if (set_shero(0,TRUE)) ident = TRUE;
1105                         break;
1106                 }
1107
1108                 case SV_POTION_RESTORE_EXP:
1109                 {
1110                         if (restore_level()) ident = TRUE;
1111                         break;
1112                 }
1113
1114                 case SV_POTION_RES_STR:
1115                 {
1116                         if (do_res_stat(A_STR)) ident = TRUE;
1117                         break;
1118                 }
1119
1120                 case SV_POTION_RES_INT:
1121                 {
1122                         if (do_res_stat(A_INT)) ident = TRUE;
1123                         break;
1124                 }
1125
1126                 case SV_POTION_RES_WIS:
1127                 {
1128                         if (do_res_stat(A_WIS)) ident = TRUE;
1129                         break;
1130                 }
1131
1132                 case SV_POTION_RES_DEX:
1133                 {
1134                         if (do_res_stat(A_DEX)) ident = TRUE;
1135                         break;
1136                 }
1137
1138                 case SV_POTION_RES_CON:
1139                 {
1140                         if (do_res_stat(A_CON)) ident = TRUE;
1141                         break;
1142                 }
1143
1144                 case SV_POTION_RES_CHR:
1145                 {
1146                         if (do_res_stat(A_CHR)) ident = TRUE;
1147                         break;
1148                 }
1149
1150                 case SV_POTION_INC_STR:
1151                 {
1152                         if (do_inc_stat(A_STR)) ident = TRUE;
1153                         break;
1154                 }
1155
1156                 case SV_POTION_INC_INT:
1157                 {
1158                         if (do_inc_stat(A_INT)) ident = TRUE;
1159                         break;
1160                 }
1161
1162                 case SV_POTION_INC_WIS:
1163                 {
1164                         if (do_inc_stat(A_WIS)) ident = TRUE;
1165                         break;
1166                 }
1167
1168                 case SV_POTION_INC_DEX:
1169                 {
1170                         if (do_inc_stat(A_DEX)) ident = TRUE;
1171                         break;
1172                 }
1173
1174                 case SV_POTION_INC_CON:
1175                 {
1176                         if (do_inc_stat(A_CON)) ident = TRUE;
1177                         break;
1178                 }
1179
1180                 case SV_POTION_INC_CHR:
1181                 {
1182                         if (do_inc_stat(A_CHR)) ident = TRUE;
1183                         break;
1184                 }
1185
1186                 case SV_POTION_AUGMENTATION:
1187                 {
1188                         if (do_inc_stat(A_STR)) ident = TRUE;
1189                         if (do_inc_stat(A_INT)) ident = TRUE;
1190                         if (do_inc_stat(A_WIS)) ident = TRUE;
1191                         if (do_inc_stat(A_DEX)) ident = TRUE;
1192                         if (do_inc_stat(A_CON)) ident = TRUE;
1193                         if (do_inc_stat(A_CHR)) ident = TRUE;
1194                         break;
1195                 }
1196
1197                 case SV_POTION_ENLIGHTENMENT:
1198                 {
1199                         chg_virtue(V_ENLIGHTEN, 1);
1200 #ifdef JP
1201                         msg_print("¼«Ê¬¤ÎÃÖ¤«¤ì¤Æ¤¤¤ë¾õ¶·¤¬Ç¾Î¢¤ËÉ⤫¤ó¤Ç¤­¤¿...");
1202 #else
1203                         msg_print("An image of your surroundings forms in your mind...");
1204 #endif
1205
1206                         chg_virtue(V_KNOWLEDGE, 1);
1207                         chg_virtue(V_ENLIGHTEN, 1);
1208                         wiz_lite(FALSE, FALSE);
1209                         ident = TRUE;
1210                         break;
1211                 }
1212
1213                 case SV_POTION_STAR_ENLIGHTENMENT:
1214                 {
1215 #ifdef JP
1216                         msg_print("¹¹¤Ê¤ë·¼Ìؤò´¶¤¸¤¿...");
1217 #else
1218                         msg_print("You begin to feel more enlightened...");
1219 #endif
1220
1221                         chg_virtue(V_KNOWLEDGE, 1);
1222                         chg_virtue(V_ENLIGHTEN, 1);
1223                         msg_print(NULL);
1224                         wiz_lite(TRUE, FALSE);
1225                         (void)do_inc_stat(A_INT);
1226                         (void)do_inc_stat(A_WIS);
1227                         (void)detect_traps(DETECT_RAD_DEFAULT);
1228                         (void)detect_doors(DETECT_RAD_DEFAULT);
1229                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1230                         (void)detect_treasure(DETECT_RAD_DEFAULT);
1231                         (void)detect_objects_gold(DETECT_RAD_DEFAULT);
1232                         (void)detect_objects_normal(DETECT_RAD_DEFAULT);
1233                         identify_pack();
1234                         self_knowledge();
1235                         ident = TRUE;
1236                         break;
1237                 }
1238
1239                 case SV_POTION_SELF_KNOWLEDGE:
1240                 {
1241 #ifdef JP
1242                         msg_print("¼«Ê¬¼«¿È¤Î¤³¤È¤¬¾¯¤·¤Ïʬ¤«¤Ã¤¿µ¤¤¬¤¹¤ë...");
1243 #else
1244                         msg_print("You begin to know yourself a little better...");
1245 #endif
1246
1247                         msg_print(NULL);
1248                         self_knowledge();
1249                         ident = TRUE;
1250                         break;
1251                 }
1252
1253                 case SV_POTION_EXPERIENCE:
1254                 {
1255                         if (p_ptr->prace == RACE_ANDROID) break;
1256                         chg_virtue(V_ENLIGHTEN, 1);
1257                         if (p_ptr->exp < PY_MAX_EXP)
1258                         {
1259                                 s32b ee = (p_ptr->exp / 2) + 10;
1260                                 if (ee > 100000L) ee = 100000L;
1261 #ifdef JP
1262                                 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1263 #else
1264                                 msg_print("You feel more experienced.");
1265 #endif
1266
1267                                 gain_exp(ee);
1268                                 ident = TRUE;
1269                         }
1270                         break;
1271                 }
1272
1273                 case SV_POTION_RESISTANCE:
1274                 {
1275                         (void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20, FALSE);
1276                         (void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20, FALSE);
1277                         (void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20, FALSE);
1278                         (void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20, FALSE);
1279                         (void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20, FALSE);
1280                         ident = TRUE;
1281                         break;
1282                 }
1283
1284                 case SV_POTION_CURING:
1285                 {
1286                         if (hp_player(50)) ident = TRUE;
1287                         if (set_blind(0)) ident = TRUE;
1288                         if (set_poisoned(0)) ident = TRUE;
1289                         if (set_confused(0)) ident = TRUE;
1290                         if (set_stun(0)) ident = TRUE;
1291                         if (set_cut(0)) ident = TRUE;
1292                         if (set_image(0)) ident = TRUE;
1293                         break;
1294                 }
1295
1296                 case SV_POTION_INVULNERABILITY:
1297                 {
1298                         (void)set_invuln(p_ptr->invuln + randint(4) + 4, FALSE);
1299                         ident = TRUE;
1300                         break;
1301                 }
1302
1303                 case SV_POTION_NEW_LIFE:
1304                 {
1305                         do_cmd_rerate(FALSE);
1306                         get_max_stats();
1307                         p_ptr->update |= PU_BONUS;
1308                         if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
1309                         {
1310                                 chg_virtue(V_CHANCE, -5);
1311 #ifdef JP
1312 msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
1313 #else
1314                                 msg_print("You are cured of all mutations.");
1315 #endif
1316
1317                                 p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
1318                                 p_ptr->update |= PU_BONUS;
1319                                 handle_stuff();
1320                                 mutant_regenerate_mod = calc_mutant_regenerate_mod();
1321                         }
1322                         ident = TRUE;
1323                         break;
1324                 }
1325
1326                 case SV_POTION_NEO_TSUYOSHI:
1327                 {
1328                         (void)set_image(0);
1329                         (void)set_tsuyoshi(p_ptr->tsuyoshi + randint(100) + 100, FALSE);
1330                         ident = TRUE;
1331                         break;
1332                 }
1333
1334                 case SV_POTION_TSUYOSHI:
1335                 {
1336 #ifdef JP
1337 msg_print("¡Ö¥ª¥¯¥ì·»¤µ¤ó¡ª¡×");
1338 #else
1339                         msg_print("Brother OKURE!");
1340 #endif
1341                         msg_print(NULL);
1342                         p_ptr->tsuyoshi = 1;
1343                         (void)set_tsuyoshi(0, TRUE);
1344                         if (!p_ptr->resist_chaos)
1345                         {
1346                                 (void)set_image(50 + randint(50));
1347                         }
1348                         ident = TRUE;
1349                         break;
1350                 }
1351                 
1352                 case SV_POTION_POLYMORPH:
1353                 {
1354                         if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
1355                         {
1356                                 chg_virtue(V_CHANCE, -5);
1357 #ifdef JP
1358 msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
1359 #else
1360                                 msg_print("You are cured of all mutations.");
1361 #endif
1362
1363                                 p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
1364                                 p_ptr->update |= PU_BONUS;
1365                                 handle_stuff();
1366                         }
1367                         else
1368                         {
1369                                 do
1370                                 {
1371                                         if (one_in_(2))
1372                                         {
1373                                                 if(gain_random_mutation(0)) ident = TRUE;
1374                                         }
1375                                         else if (lose_mutation(0)) ident = TRUE;
1376                                 } while(!ident || one_in_(2));
1377                         }
1378                         break;
1379                 }
1380         }
1381
1382         if (p_ptr->prace == RACE_SKELETON)
1383         {
1384 #ifdef JP
1385 msg_print("±ÕÂΤΰìÉô¤Ï¤¢¤Ê¤¿¤Î¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
1386 #else
1387                 msg_print("Some of the fluid falls through your jaws!");
1388 #endif
1389
1390                 (void)potion_smash_effect(0, py, px, q_ptr->k_idx);
1391         }
1392
1393         /* Combine / Reorder the pack (later) */
1394         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1395
1396         if (!(object_aware_p(o_ptr)))
1397         {
1398                 chg_virtue(V_PATIENCE, -1);
1399                 chg_virtue(V_CHANCE, 1);
1400                 chg_virtue(V_KNOWLEDGE, -1);
1401         }
1402
1403         /* The item has been tried */
1404         object_tried(q_ptr);
1405
1406         /* An identification was made */
1407         if (ident && !object_aware_p(q_ptr))
1408         {
1409                 object_aware(q_ptr);
1410                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
1411         }
1412
1413         /* Window stuff */
1414         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1415
1416         /* Potions can feed the player */
1417         switch (p_ptr->mimic_form)
1418         {
1419         case MIMIC_NONE:
1420                 switch (p_ptr->prace)
1421                 {
1422                         case RACE_VAMPIRE:
1423                                 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
1424                                 break;
1425                         case RACE_SKELETON:
1426                                 /* Do nothing */
1427                                 break;
1428                         case RACE_GOLEM:
1429                         case RACE_ZOMBIE:
1430                         case RACE_ENT:
1431                         case RACE_DEMON:
1432                         case RACE_SPECTRE:
1433                         case RACE_ANDROID:
1434                                 set_food(p_ptr->food + ((o_ptr->pval) / 20));
1435                                 break;
1436                         default:
1437                                 (void)set_food(p_ptr->food + o_ptr->pval);
1438                                 break;
1439                 }
1440                 break;
1441         case MIMIC_DEMON:
1442         case MIMIC_DEMON_LORD:
1443                 set_food(p_ptr->food + ((o_ptr->pval) / 20));
1444                 break;
1445         case MIMIC_VAMPIRE:
1446                 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
1447                 break;
1448         default:
1449                 (void)set_food(p_ptr->food + o_ptr->pval);
1450                 break;
1451         }
1452 }
1453
1454
1455 void do_cmd_quaff_potion(void)
1456 {
1457         int  item;
1458         cptr q, s;
1459
1460         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1461         {
1462                 set_action(ACTION_NONE);
1463         }
1464
1465         /* Restrict choices to potions */
1466         item_tester_tval = TV_POTION;
1467
1468         /* Get an item */
1469 #ifdef JP
1470         q = "¤É¤ÎÌô¤ò°û¤ß¤Þ¤¹¤«? ";
1471         s = "°û¤á¤ëÌô¤¬¤Ê¤¤¡£";
1472 #else
1473         q = "Quaff which potion? ";
1474         s = "You have no potions to quaff.";
1475 #endif
1476
1477         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
1478
1479         /* Quaff the potion */
1480         do_cmd_quaff_potion_aux(item);
1481 }
1482
1483
1484 /*
1485  * Read a scroll (from the pack or floor).
1486  *
1487  * Certain scrolls can be "aborted" without losing the scroll.  These
1488  * include scrolls with no effects but recharge or identify, which are
1489  * cancelled before use.  XXX Reading them still takes a turn, though.
1490  */
1491 static void do_cmd_read_scroll_aux(int item)
1492 {
1493         int         k, used_up, ident, lev;
1494         object_type *o_ptr;
1495         char        Rumor[1024];
1496
1497
1498         /* Get the item (in the pack) */
1499         if (item >= 0)
1500         {
1501                 o_ptr = &inventory[item];
1502         }
1503
1504         /* Get the item (on the floor) */
1505         else
1506         {
1507                 o_ptr = &o_list[0 - item];
1508         }
1509
1510
1511         /* Take a turn */
1512         energy_use = 100;
1513
1514         if (world_player)
1515         {
1516                 if (flush_failure) flush();
1517 #ifdef JP
1518                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
1519 #else
1520                 msg_print("Nothing happen.");
1521 #endif
1522
1523                 sound(SOUND_FAIL);
1524                 return;
1525         }
1526
1527         if (p_ptr->pclass == CLASS_BERSERKER)
1528         {
1529 #ifdef JP
1530                 msg_print("´¬Êª¤Ê¤ó¤ÆÆɤá¤Ê¤¤¡£");
1531 #else
1532                 msg_print("You cannot read.");
1533 #endif
1534                 return;
1535         }
1536
1537         if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
1538         {
1539                 stop_singing();
1540         }
1541
1542         /* Not identified yet */
1543         ident = FALSE;
1544
1545         /* Object level */
1546         lev = get_object_level(o_ptr);
1547
1548         /* Assume the scroll will get used up */
1549         used_up = TRUE;
1550
1551         if (o_ptr->tval == TV_SCROLL)
1552         {
1553         /* Analyze the scroll */
1554         switch (o_ptr->sval)
1555         {
1556                 case SV_SCROLL_DARKNESS:
1557                 {
1558                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
1559                         {
1560                                 (void)set_blind(p_ptr->blind + 3 + randint(5));
1561                         }
1562                         if (unlite_area(10, 3)) ident = TRUE;
1563                         break;
1564                 }
1565
1566                 case SV_SCROLL_AGGRAVATE_MONSTER:
1567                 {
1568 #ifdef JP
1569                         msg_print("¥«¥ó¹â¤¯¤¦¤Ê¤ëÍͤʲ»¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
1570 #else
1571                         msg_print("There is a high pitched humming noise.");
1572 #endif
1573
1574                         aggravate_monsters(0);
1575                         ident = TRUE;
1576                         break;
1577                 }
1578
1579                 case SV_SCROLL_CURSE_ARMOR:
1580                 {
1581                         if (curse_armor()) ident = TRUE;
1582                         break;
1583                 }
1584
1585                 case SV_SCROLL_CURSE_WEAPON:
1586                 {
1587                         if (curse_weapon(FALSE, INVEN_RARM)) ident = TRUE;
1588                         break;
1589                 }
1590
1591                 case SV_SCROLL_SUMMON_MONSTER:
1592                 {
1593                         for (k = 0; k < randint(3); k++)
1594                         {
1595                                 if (summon_specific(0, py, px, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE))
1596                                 {
1597                                         ident = TRUE;
1598                                 }
1599                         }
1600                         break;
1601                 }
1602
1603                 case SV_SCROLL_SUMMON_UNDEAD:
1604                 {
1605                         for (k = 0; k < randint(3); k++)
1606                         {
1607                                 if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD, TRUE, FALSE, FALSE, TRUE, TRUE))
1608                                 {
1609                                         ident = TRUE;
1610                                 }
1611                         }
1612                         break;
1613                 }
1614
1615                 case SV_SCROLL_SUMMON_PET:
1616                 {
1617                         if (summon_specific(-1, py, px, dun_level, 0, TRUE, TRUE, TRUE, FALSE, FALSE))
1618                         {
1619                                 ident = TRUE;
1620                         }
1621                         break;
1622                 }
1623
1624                 case SV_SCROLL_SUMMON_KIN:
1625                 {
1626                         if (summon_kin_player(TRUE, p_ptr->lev, py, px, TRUE))
1627                         {
1628                                 ident = TRUE;
1629                         }
1630                         break;
1631                 }
1632
1633                 case SV_SCROLL_TRAP_CREATION:
1634                 {
1635                         if (trap_creation(py, px)) ident = TRUE;
1636                         break;
1637                 }
1638
1639                 case SV_SCROLL_PHASE_DOOR:
1640                 {
1641                         teleport_player(10);
1642                         ident = TRUE;
1643                         break;
1644                 }
1645
1646                 case SV_SCROLL_TELEPORT:
1647                 {
1648                         teleport_player(100);
1649                         ident = TRUE;
1650                         break;
1651                 }
1652
1653                 case SV_SCROLL_TELEPORT_LEVEL:
1654                 {
1655                         (void)teleport_player_level();
1656                         ident = TRUE;
1657                         break;
1658                 }
1659
1660                 case SV_SCROLL_WORD_OF_RECALL:
1661                 {
1662                         if (!word_of_recall()) used_up = FALSE;
1663                         ident = TRUE;
1664                         break;
1665                 }
1666
1667                 case SV_SCROLL_IDENTIFY:
1668                 {
1669                         ident = TRUE;
1670                         if (!ident_spell(FALSE)) used_up = FALSE;
1671                         break;
1672                 }
1673
1674                 case SV_SCROLL_STAR_IDENTIFY:
1675                 {
1676                         ident = TRUE;
1677                         if (!identify_fully(FALSE)) used_up = FALSE;
1678                         break;
1679                 }
1680
1681                 case SV_SCROLL_REMOVE_CURSE:
1682                 {
1683                         if (remove_curse())
1684                         {
1685 #ifdef JP
1686                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1687 #else
1688                                 msg_print("You feel as if someone is watching over you.");
1689 #endif
1690
1691                                 ident = TRUE;
1692                         }
1693                         break;
1694                 }
1695
1696                 case SV_SCROLL_STAR_REMOVE_CURSE:
1697                 {
1698                         if (remove_all_curse())
1699                         {
1700 #ifdef JP
1701                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1702 #else
1703                                 msg_print("You feel as if someone is watching over you.");
1704 #endif
1705                         }
1706                         ident = TRUE;
1707                         break;
1708                 }
1709
1710                 case SV_SCROLL_ENCHANT_ARMOR:
1711                 {
1712                         ident = TRUE;
1713                         if (!enchant_spell(0, 0, 1)) used_up = FALSE;
1714                         break;
1715                 }
1716
1717                 case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
1718                 {
1719                         if (!enchant_spell(1, 0, 0)) used_up = FALSE;
1720                         ident = TRUE;
1721                         break;
1722                 }
1723
1724                 case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
1725                 {
1726                         if (!enchant_spell(0, 1, 0)) used_up = FALSE;
1727                         ident = TRUE;
1728                         break;
1729                 }
1730
1731                 case SV_SCROLL_STAR_ENCHANT_ARMOR:
1732                 {
1733                         if (!enchant_spell(0, 0, randint(3) + 2)) used_up = FALSE;
1734                         ident = TRUE;
1735                         break;
1736                 }
1737
1738                 case SV_SCROLL_STAR_ENCHANT_WEAPON:
1739                 {
1740                         if (!enchant_spell(randint(3), randint(3), 0)) used_up = FALSE;
1741                         ident = TRUE;
1742                         break;
1743                 }
1744
1745                 case SV_SCROLL_RECHARGING:
1746                 {
1747                         if (!recharge(130)) used_up = FALSE;
1748                         ident = TRUE;
1749                         break;
1750                 }
1751
1752                 case SV_SCROLL_MUNDANITY:
1753                 {
1754                         ident = TRUE;
1755                         if (!mundane_spell(FALSE)) used_up = FALSE;
1756                         break;
1757                 }
1758
1759                 case SV_SCROLL_LIGHT:
1760                 {
1761                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
1762                         break;
1763                 }
1764
1765                 case SV_SCROLL_MAPPING:
1766                 {
1767                         map_area(DETECT_RAD_MAP);
1768                         ident = TRUE;
1769                         break;
1770                 }
1771
1772                 case SV_SCROLL_DETECT_GOLD:
1773                 {
1774                         if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
1775                         if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
1776                         break;
1777                 }
1778
1779                 case SV_SCROLL_DETECT_ITEM:
1780                 {
1781                         if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
1782                         break;
1783                 }
1784
1785                 case SV_SCROLL_DETECT_TRAP:
1786                 {
1787                         if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
1788                         break;
1789                 }
1790
1791                 case SV_SCROLL_DETECT_DOOR:
1792                 {
1793                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
1794                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
1795                         break;
1796                 }
1797
1798                 case SV_SCROLL_DETECT_INVIS:
1799                 {
1800                         if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
1801                         break;
1802                 }
1803
1804                 case SV_SCROLL_SATISFY_HUNGER:
1805                 {
1806                         if (set_food(PY_FOOD_MAX - 1)) ident = TRUE;
1807                         break;
1808                 }
1809
1810                 case SV_SCROLL_BLESSING:
1811                 {
1812                         if (set_blessed(p_ptr->blessed + randint(12) + 6, FALSE)) ident = TRUE;
1813                         break;
1814                 }
1815
1816                 case SV_SCROLL_HOLY_CHANT:
1817                 {
1818                         if (set_blessed(p_ptr->blessed + randint(24) + 12, FALSE)) ident = TRUE;
1819                         break;
1820                 }
1821
1822                 case SV_SCROLL_HOLY_PRAYER:
1823                 {
1824                         if (set_blessed(p_ptr->blessed + randint(48) + 24, FALSE)) ident = TRUE;
1825                         break;
1826                 }
1827
1828                 case SV_SCROLL_MONSTER_CONFUSION:
1829                 {
1830                         if (!(p_ptr->special_attack & ATTACK_CONFUSE))
1831                         {
1832 #ifdef JP
1833                                 msg_print("¼ê¤¬µ±¤­»Ï¤á¤¿¡£");
1834 #else
1835                                 msg_print("Your hands begin to glow.");
1836 #endif
1837
1838                                 p_ptr->special_attack |= ATTACK_CONFUSE;
1839                                 p_ptr->redraw |= (PR_STATUS);
1840                                 ident = TRUE;
1841                         }
1842                         break;
1843                 }
1844
1845                 case SV_SCROLL_PROTECTION_FROM_EVIL:
1846                 {
1847                         k = 3 * p_ptr->lev;
1848                         if (set_protevil(p_ptr->protevil + randint(25) + k, FALSE)) ident = TRUE;
1849                         break;
1850                 }
1851
1852                 case SV_SCROLL_RUNE_OF_PROTECTION:
1853                 {
1854                         warding_glyph();
1855                         ident = TRUE;
1856                         break;
1857                 }
1858
1859                 case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
1860                 {
1861                         if (destroy_doors_touch()) ident = TRUE;
1862                         break;
1863                 }
1864
1865                 case SV_SCROLL_STAR_DESTRUCTION:
1866                 {
1867                         if (destroy_area(py, px, 13+rand_int(5), TRUE))
1868                                 ident = TRUE;
1869                         else
1870 #ifdef JP
1871 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿...");
1872 #else
1873                                 msg_print("The dungeon trembles...");
1874 #endif
1875
1876
1877                         break;
1878                 }
1879
1880                 case SV_SCROLL_DISPEL_UNDEAD:
1881                 {
1882                         if (dispel_undead(80)) ident = TRUE;
1883                         break;
1884                 }
1885
1886                 case SV_SCROLL_SPELL:
1887                 {
1888                         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)) break;
1889                         p_ptr->add_spells++;
1890                         p_ptr->update |= (PU_SPELLS);
1891                         ident = TRUE;
1892                         break;
1893                 }
1894
1895                 case SV_SCROLL_GENOCIDE:
1896                 {
1897                         (void)symbol_genocide(300, TRUE);
1898                         ident = TRUE;
1899                         break;
1900                 }
1901
1902                 case SV_SCROLL_MASS_GENOCIDE:
1903                 {
1904                         (void)mass_genocide(300, TRUE);
1905                         ident = TRUE;
1906                         break;
1907                 }
1908
1909                 case SV_SCROLL_ACQUIREMENT:
1910                 {
1911                         acquirement(py, px, 1, TRUE, FALSE);
1912                         ident = TRUE;
1913                         break;
1914                 }
1915
1916                 case SV_SCROLL_STAR_ACQUIREMENT:
1917                 {
1918                         acquirement(py, px, randint(2) + 1, TRUE, FALSE);
1919                         ident = TRUE;
1920                         break;
1921                 }
1922
1923                 /* New Hengband scrolls */
1924                 case SV_SCROLL_FIRE:
1925                 {
1926                         fire_ball(GF_FIRE, 0, 666, 4);
1927                         /* Note: "Double" damage since it is centered on the player ... */
1928                         if (!(p_ptr->oppose_fire || p_ptr->resist_fire || p_ptr->immune_fire))
1929 #ifdef JP
1930 take_hit(DAMAGE_NOESCAPE, 50+randint(50), "±ê¤Î´¬Êª", -1);
1931 #else
1932                                 take_hit(DAMAGE_NOESCAPE, 50 + randint(50), "a Scroll of Fire", -1);
1933 #endif
1934
1935                         ident = TRUE;
1936                         break;
1937                 }
1938
1939
1940                 case SV_SCROLL_ICE:
1941                 {
1942                         fire_ball(GF_ICE, 0, 777, 4);
1943                         if (!(p_ptr->oppose_cold || p_ptr->resist_cold || p_ptr->immune_cold))
1944 #ifdef JP
1945 take_hit(DAMAGE_NOESCAPE, 100+randint(100), "ɹ¤Î´¬Êª", -1);
1946 #else
1947                                 take_hit(DAMAGE_NOESCAPE, 100 + randint(100), "a Scroll of Ice", -1);
1948 #endif
1949
1950                         ident = TRUE;
1951                         break;
1952                 }
1953
1954                 case SV_SCROLL_CHAOS:
1955                 {
1956                         fire_ball(GF_CHAOS, 0, 1000, 4);
1957                         if (!p_ptr->resist_chaos)
1958 #ifdef JP
1959 take_hit(DAMAGE_NOESCAPE, 111+randint(111), "¥í¥°¥ë¥¹¤Î´¬Êª", -1);
1960 #else
1961                                 take_hit(DAMAGE_NOESCAPE, 111 + randint(111), "a Scroll of Logrus", -1);
1962 #endif
1963
1964                         ident = TRUE;
1965                         break;
1966                 }
1967
1968                 case SV_SCROLL_RUMOR:
1969                 {
1970                         errr err = 0;
1971
1972                         switch (randint(20))
1973                         {
1974                                 case 1:
1975 #ifdef JP
1976 err = get_rnd_line("chainswd_j.txt", 0, Rumor);
1977 #else
1978                                         err = get_rnd_line("chainswd.txt", 0, Rumor);
1979 #endif
1980
1981                                         break;
1982                                 case 2:
1983 #ifdef JP
1984 err = get_rnd_line("error_j.txt", 0, Rumor);
1985 #else
1986                                         err = get_rnd_line("error.txt", 0, Rumor);
1987 #endif
1988
1989                                         break;
1990                                 case 3:
1991                                 case 4:
1992                                 case 5:
1993 #ifdef JP
1994 err = get_rnd_line("death_j.txt", 0, Rumor);
1995 #else
1996                                         err = get_rnd_line("death.txt", 0, Rumor);
1997 #endif
1998
1999                                         break;
2000                                 default:
2001 #ifdef JP
2002 err = get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10);
2003 #else
2004                                         err = get_rnd_line("rumors.txt", 0, Rumor);
2005 #endif
2006
2007                                         break;
2008                         }
2009
2010                         /* An error occured */
2011 #ifdef JP
2012 if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
2013 #else
2014                         if (err) strcpy(Rumor, "Some rumors are wrong.");
2015 #endif
2016
2017
2018 #ifdef JP
2019 msg_print("´¬Êª¤Ë¤Ï¥á¥Ã¥»¡¼¥¸¤¬½ñ¤«¤ì¤Æ¤¤¤ë:");
2020 #else
2021                         msg_print("There is message on the scroll. It says:");
2022 #endif
2023
2024                         msg_print(NULL);
2025                         msg_format("%s", Rumor);
2026                         msg_print(NULL);
2027 #ifdef JP
2028 msg_print("´¬Êª¤Ï±ì¤òΩ¤Æ¤Æ¾Ã¤¨µî¤Ã¤¿¡ª");
2029 #else
2030                         msg_print("The scroll disappears in a puff of smoke!");
2031 #endif
2032
2033                         ident = TRUE;
2034                         break;
2035                 }
2036
2037                 case SV_SCROLL_ARTIFACT:
2038                 {
2039                         ident = TRUE;
2040                         if (!artifact_scroll()) used_up = FALSE;
2041                         break;
2042                 }
2043
2044                 case SV_SCROLL_RESET_RECALL:
2045                 {
2046                         ident = TRUE;
2047                         if (!reset_recall()) used_up = FALSE;
2048                         break;
2049                 }
2050         }
2051         }
2052         else if (o_ptr->tval == TV_SOFT_ARMOR)
2053         {
2054 #ifdef JP
2055                 msg_print("»ä¤Ï¶ìÏ«¤·¤Æ¡Ø¥°¥ì¡¼¥¿¡¼¡¦¥Ø¥ë=¥Ó¡¼¥¹¥È¡Ù¤òÅݤ·¤¿¡£");
2056                 msg_print("¤·¤«¤·¼ê¤ËÆþ¤Ã¤¿¤Î¤Ï¤³¤Î¤­¤¿¤Ê¤¤£Ô¥·¥ã¥Ä¤À¤±¤À¤Ã¤¿¡£");
2057 #else
2058                 msg_print("I had a very hard time to kill the Greater hell-beast, ");
2059                 msg_print("but all I got was this lousy t-shirt!");
2060 #endif
2061                 used_up = FALSE;
2062         }
2063         else if (o_ptr->name1 == ART_POWER)
2064         {
2065 #ifdef JP
2066                 msg_print("¡Ö°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÅý¤Ù¡¢");
2067                 msg_print(NULL);
2068                 msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤ò¸«¤Ä¤±¡¢");
2069                 msg_print(NULL);
2070                 msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÊá¤é¤¨¤Æ");
2071                 msg_print(NULL);
2072                 msg_print("°Å°Ç¤ÎÃæ¤Ë·Ò¤®¤È¤á¤ë¡£¡×");
2073 #else
2074                 msg_print("'One Ring to rule them all, ");
2075                 msg_print(NULL);
2076                 msg_print("One Ring to find them, ");
2077                 msg_print(NULL);
2078                 msg_print("One Ring to bring them all ");
2079                 msg_print(NULL);
2080                 msg_print("and in the darkness bind them.'");
2081 #endif
2082                 used_up = FALSE;
2083         }
2084         else
2085         {
2086                 cptr q;
2087                 char o_name[MAX_NLEN];
2088                 char buf[1024];
2089
2090                 /* Save screen */
2091                 screen_save();
2092
2093                 q=format("book-%d_jp.txt",o_ptr->sval);
2094
2095                 /* Display object description */
2096                 object_desc(o_name, o_ptr, TRUE, 0);
2097
2098                 /* Build the filename */
2099                 path_build(buf, 1024, ANGBAND_DIR_FILE, q);
2100
2101                 /* Peruse the help file */
2102                 (void)show_file(TRUE, buf, o_name, 0, 0);
2103
2104                 /* Load screen */
2105                 screen_load();
2106
2107                 used_up=FALSE;
2108         }
2109
2110
2111         /* Combine / Reorder the pack (later) */
2112         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2113
2114         if (!(object_aware_p(o_ptr)))
2115         {
2116                 chg_virtue(V_PATIENCE, -1);
2117                 chg_virtue(V_CHANCE, 1);
2118                 chg_virtue(V_KNOWLEDGE, -1);
2119         }
2120
2121         /* The item was tried */
2122         object_tried(o_ptr);
2123
2124         /* An identification was made */
2125         if (ident && !object_aware_p(o_ptr))
2126         {
2127                 object_aware(o_ptr);
2128                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2129         }
2130
2131         /* Window stuff */
2132         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2133
2134
2135         /* Hack -- allow certain scrolls to be "preserved" */
2136         if (!used_up)
2137         {
2138                 return;
2139         }
2140
2141         sound(SOUND_SCROLL);
2142
2143         /* Destroy a scroll in the pack */
2144         if (item >= 0)
2145         {
2146                 inven_item_increase(item, -1);
2147                 inven_item_describe(item);
2148                 inven_item_optimize(item);
2149         }
2150
2151         /* Destroy a scroll on the floor */
2152         else
2153         {
2154                 floor_item_increase(0 - item, -1);
2155                 floor_item_describe(0 - item);
2156                 floor_item_optimize(0 - item);
2157         }
2158
2159         /* Can save again */
2160 }
2161
2162
2163 /*
2164  * Hook to determine if an object is readable
2165  */
2166 static bool item_tester_hook_readable(object_type *o_ptr)
2167 {
2168         if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHEMENT) || ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_T_SHIRT)) || (o_ptr->name1 == ART_POWER)) return (TRUE);
2169
2170         /* Assume not */
2171         return (FALSE);
2172 }
2173
2174
2175 void do_cmd_read_scroll(void)
2176 {
2177         int  item;
2178         cptr q, s;
2179
2180         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2181         {
2182                 set_action(ACTION_NONE);
2183         }
2184
2185         /* Check some conditions */
2186         if (p_ptr->blind)
2187         {
2188 #ifdef JP
2189                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
2190 #else
2191                 msg_print("You can't see anything.");
2192 #endif
2193
2194                 return;
2195         }
2196         if (no_lite())
2197         {
2198 #ifdef JP
2199                 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
2200 #else
2201                 msg_print("You have no light to read by.");
2202 #endif
2203
2204                 return;
2205         }
2206         if (p_ptr->confused)
2207         {
2208 #ifdef JP
2209                 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡£");
2210 #else
2211                 msg_print("You are too confused!");
2212 #endif
2213
2214                 return;
2215         }
2216
2217
2218         /* Restrict choices to scrolls */
2219         item_tester_hook = item_tester_hook_readable;
2220
2221         /* Get an item */
2222 #ifdef JP
2223         q = "¤É¤Î´¬Êª¤òÆɤߤޤ¹¤«? ";
2224         s = "Æɤá¤ë´¬Êª¤¬¤Ê¤¤¡£";
2225 #else
2226         q = "Read which scroll? ";
2227         s = "You have no scrolls to read.";
2228 #endif
2229
2230         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2231
2232         /* Read the scroll */
2233         do_cmd_read_scroll_aux(item);
2234 }
2235
2236
2237 static int staff_effect(int sval, bool *use_charge, bool magic)
2238 {
2239         int k;
2240         int ident = FALSE;
2241
2242         /* Analyze the staff */
2243         switch (sval)
2244         {
2245                 case SV_STAFF_DARKNESS:
2246                 {
2247                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
2248                         {
2249                                 if (set_blind(p_ptr->blind + 3 + randint(5))) ident = TRUE;
2250                         }
2251                         if (unlite_area(10, 3)) ident = TRUE;
2252                         break;
2253                 }
2254
2255                 case SV_STAFF_SLOWNESS:
2256                 {
2257                         if (set_slow(p_ptr->slow + randint(30) + 15, FALSE)) ident = TRUE;
2258                         break;
2259                 }
2260
2261                 case SV_STAFF_HASTE_MONSTERS:
2262                 {
2263                         if (speed_monsters()) ident = TRUE;
2264                         break;
2265                 }
2266
2267                 case SV_STAFF_SUMMONING:
2268                 {
2269                         for (k = 0; k < randint(4); k++)
2270                         {
2271                                 if (summon_specific(0, py, px, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE))
2272                                 {
2273                                         ident = TRUE;
2274                                 }
2275                         }
2276                         break;
2277                 }
2278
2279                 case SV_STAFF_TELEPORTATION:
2280                 {
2281                         teleport_player(100);
2282                         ident = TRUE;
2283                         break;
2284                 }
2285
2286                 case SV_STAFF_IDENTIFY:
2287                 {
2288                         if (!ident_spell(FALSE)) *use_charge = FALSE;
2289                         ident = TRUE;
2290                         break;
2291                 }
2292
2293                 case SV_STAFF_REMOVE_CURSE:
2294                 {
2295                         if (remove_curse())
2296                         {
2297                                 if (magic)
2298                                 {
2299 #ifdef JP
2300                                         msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
2301 #else
2302                                         msg_print("You feel as if someone is watching over you.");
2303 #endif
2304                                 }
2305                                 else if (!p_ptr->blind)
2306                                 {
2307 #ifdef JP
2308                                         msg_print("¾ó¤Ï°ì½Ö¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
2309 #else
2310                                         msg_print("The staff glows blue for a moment...");
2311 #endif
2312
2313                                 }
2314                                 ident = TRUE;
2315                         }
2316                         break;
2317                 }
2318
2319                 case SV_STAFF_STARLITE:
2320                 {
2321                         int num = damroll(5, 3);
2322                         int y, x;
2323                         int attempts;
2324
2325                         if (!p_ptr->blind && !magic)
2326                         {
2327 #ifdef JP
2328                                 msg_print("¾ó¤ÎÀ褬ÌÀ¤ë¤¯µ±¤¤¤¿...");
2329 #else
2330                                 msg_print("The end of the staff glows brightly...");
2331 #endif
2332
2333                         }
2334                         for (k = 0; k < num; k++)
2335                         {
2336                 attempts = 1000;
2337
2338                                 while(attempts--)
2339                                 {
2340                                         scatter(&y, &x, py, px, 4, 0);
2341
2342                                         if (!cave_floor_bold(y, x)) continue;
2343
2344                                         if ((y != py) || (x != px)) break;
2345                                 }
2346
2347                                 project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2348                                                   (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
2349                         }
2350                         ident = TRUE;
2351                         break;
2352                 }
2353
2354                 case SV_STAFF_LITE:
2355                 {
2356                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
2357                         break;
2358                 }
2359
2360                 case SV_STAFF_MAPPING:
2361                 {
2362                         map_area(DETECT_RAD_MAP);
2363                         ident = TRUE;
2364                         break;
2365                 }
2366
2367                 case SV_STAFF_DETECT_GOLD:
2368                 {
2369                         if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
2370                         if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
2371                         break;
2372                 }
2373
2374                 case SV_STAFF_DETECT_ITEM:
2375                 {
2376                         if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
2377                         break;
2378                 }
2379
2380                 case SV_STAFF_DETECT_TRAP:
2381                 {
2382                         if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
2383                         break;
2384                 }
2385
2386                 case SV_STAFF_DETECT_DOOR:
2387                 {
2388                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
2389                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
2390                         break;
2391                 }
2392
2393                 case SV_STAFF_DETECT_INVIS:
2394                 {
2395                         if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
2396                         break;
2397                 }
2398
2399                 case SV_STAFF_DETECT_EVIL:
2400                 {
2401                         if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE;
2402                         break;
2403                 }
2404
2405                 case SV_STAFF_CURE_LIGHT:
2406                 {
2407                         if (hp_player(damroll(2, 8))) ident = TRUE;
2408                         if (set_shero(0,TRUE)) ident = TRUE;
2409                         break;
2410                 }
2411
2412                 case SV_STAFF_CURING:
2413                 {
2414                         if (set_blind(0)) ident = TRUE;
2415                         if (set_poisoned(0)) ident = TRUE;
2416                         if (set_confused(0)) ident = TRUE;
2417                         if (set_stun(0)) ident = TRUE;
2418                         if (set_cut(0)) ident = TRUE;
2419                         if (set_image(0)) ident = TRUE;
2420                         if (set_shero(0,TRUE)) ident = TRUE;
2421                         break;
2422                 }
2423
2424                 case SV_STAFF_HEALING:
2425                 {
2426                         if (hp_player(300)) ident = TRUE;
2427                         if (set_stun(0)) ident = TRUE;
2428                         if (set_cut(0)) ident = TRUE;
2429                         if (set_shero(0,TRUE)) ident = TRUE;
2430                         break;
2431                 }
2432
2433                 case SV_STAFF_THE_MAGI:
2434                 {
2435                         if (do_res_stat(A_INT)) ident = TRUE;
2436                         if (p_ptr->csp < p_ptr->msp)
2437                         {
2438                                 p_ptr->csp = p_ptr->msp;
2439                                 p_ptr->csp_frac = 0;
2440                                 ident = TRUE;
2441 #ifdef JP
2442                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
2443 #else
2444                                 msg_print("Your feel your head clear.");
2445 #endif
2446
2447                                 p_ptr->redraw |= (PR_MANA);
2448                                 p_ptr->window |= (PW_PLAYER);
2449                                 p_ptr->window |= (PW_SPELL);
2450                         }
2451                         if (set_shero(0,TRUE)) ident = TRUE;
2452                         break;
2453                 }
2454
2455                 case SV_STAFF_SLEEP_MONSTERS:
2456                 {
2457                         if (sleep_monsters()) ident = TRUE;
2458                         break;
2459                 }
2460
2461                 case SV_STAFF_SLOW_MONSTERS:
2462                 {
2463                         if (slow_monsters()) ident = TRUE;
2464                         break;
2465                 }
2466
2467                 case SV_STAFF_SPEED:
2468                 {
2469                         if (set_fast(randint(30) + 15, FALSE)) ident = TRUE;
2470                         break;
2471                 }
2472
2473                 case SV_STAFF_PROBING:
2474                 {
2475                         probing();
2476                         ident = TRUE;
2477                         break;
2478                 }
2479
2480                 case SV_STAFF_DISPEL_EVIL:
2481                 {
2482                         if (dispel_evil(80)) ident = TRUE;
2483                         break;
2484                 }
2485
2486                 case SV_STAFF_POWER:
2487                 {
2488                         if (dispel_monsters(150)) ident = TRUE;
2489                         break;
2490                 }
2491
2492                 case SV_STAFF_HOLINESS:
2493                 {
2494                         if (dispel_evil(150)) ident = TRUE;
2495                         k = 3 * p_ptr->lev;
2496                         if (set_protevil((magic ? 0 : p_ptr->protevil) + randint(25) + k, FALSE)) ident = TRUE;
2497                         if (set_poisoned(0)) ident = TRUE;
2498                         if (set_afraid(0)) ident = TRUE;
2499                         if (hp_player(50)) ident = TRUE;
2500                         if (set_stun(0)) ident = TRUE;
2501                         if (set_cut(0)) ident = TRUE;
2502                         break;
2503                 }
2504
2505                 case SV_STAFF_GENOCIDE:
2506                 {
2507                         (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE);
2508                         ident = TRUE;
2509                         break;
2510                 }
2511
2512                 case SV_STAFF_EARTHQUAKES:
2513                 {
2514                         if (earthquake(py, px, 10))
2515                                 ident = TRUE;
2516                         else
2517 #ifdef JP
2518 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡£");
2519 #else
2520                                 msg_print("The dungeon trembles.");
2521 #endif
2522
2523
2524                         break;
2525                 }
2526
2527                 case SV_STAFF_DESTRUCTION:
2528                 {
2529                         if (destroy_area(py, px, 13+rand_int(5), TRUE))
2530                                 ident = TRUE;
2531
2532                         break;
2533                 }
2534
2535                 case SV_STAFF_ANIMATE_DEAD:
2536                 {
2537                         if (animate_dead(0, py, px))
2538                                 ident = TRUE;
2539
2540                         break;
2541                 }
2542
2543                 case SV_STAFF_MSTORM:
2544                 {
2545 #ifdef JP
2546                         msg_print("¶¯ÎϤÊËâÎϤ¬Å¨¤ò°ú¤­Îö¤¤¤¿¡ª");
2547 #else
2548                         msg_print("Mighty magics rend your enemies!");
2549 #endif
2550                         project(0, 5, py, px,
2551                                 (randint(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID | PROJECT_NO_REF, -1);
2552                         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))
2553                         {
2554 #ifdef JP
2555                                 (void)take_hit(DAMAGE_NOESCAPE, 50, "¥³¥ó¥È¥í¡¼¥ë¤·Æñ¤¤¶¯ÎϤÊËâÎϤβòÊü", -1);
2556 #else
2557                                 (void)take_hit(DAMAGE_NOESCAPE, 50, "unleashing magics too mighty to control", -1);
2558 #endif
2559                         }
2560                         ident = TRUE;
2561
2562                         break;
2563                 }
2564         }
2565         return ident;
2566 }
2567
2568 /*
2569  * Use a staff.                 -RAK-
2570  *
2571  * One charge of one staff disappears.
2572  *
2573  * Hack -- staffs of identify can be "cancelled".
2574  */
2575 static void do_cmd_use_staff_aux(int item)
2576 {
2577         int         ident, chance, lev;
2578         object_type *o_ptr;
2579
2580
2581         /* Hack -- let staffs of identify get aborted */
2582         bool use_charge = TRUE;
2583
2584
2585         /* Get the item (in the pack) */
2586         if (item >= 0)
2587         {
2588                 o_ptr = &inventory[item];
2589         }
2590
2591         /* Get the item (on the floor) */
2592         else
2593         {
2594                 o_ptr = &o_list[0 - item];
2595         }
2596
2597
2598         /* Mega-Hack -- refuse to use a pile from the ground */
2599         if ((item < 0) && (o_ptr->number > 1))
2600         {
2601 #ifdef JP
2602                 msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
2603 #else
2604                 msg_print("You must first pick up the staffs.");
2605 #endif
2606
2607                 return;
2608         }
2609
2610
2611         /* Take a turn */
2612         energy_use = 100;
2613
2614         /* Extract the item level */
2615         lev = get_object_level(o_ptr);
2616         if (lev > 50) lev = 50 + (lev - 50)/2;
2617
2618         /* Base chance of success */
2619         chance = p_ptr->skill_dev;
2620
2621         /* Confusion hurts skill */
2622         if (p_ptr->confused) chance = chance / 2;
2623
2624         /* Hight level objects are harder */
2625         chance = chance - lev;
2626
2627         /* Give everyone a (slight) chance */
2628         if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
2629         {
2630                 chance = USE_DEVICE;
2631         }
2632
2633         if (world_player)
2634         {
2635                 if (flush_failure) flush();
2636 #ifdef JP
2637                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
2638 #else
2639                 msg_print("Nothing happen. Maybe this staff is freezing too.");
2640 #endif
2641
2642                 sound(SOUND_FAIL);
2643                 return;
2644         }
2645
2646         /* Roll for usage */
2647         if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
2648         {
2649                 if (flush_failure) flush();
2650 #ifdef JP
2651                 msg_print("¾ó¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
2652 #else
2653                 msg_print("You failed to use the staff properly.");
2654 #endif
2655
2656                 sound(SOUND_FAIL);
2657                 return;
2658         }
2659
2660         /* Notice empty staffs */
2661         if (o_ptr->pval <= 0)
2662         {
2663                 if (flush_failure) flush();
2664 #ifdef JP
2665                 msg_print("¤³¤Î¾ó¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
2666 #else
2667                 msg_print("The staff has no charges left.");
2668 #endif
2669
2670                 o_ptr->ident |= (IDENT_EMPTY);
2671
2672                 /* Combine / Reorder the pack (later) */
2673                 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2674
2675                 return;
2676         }
2677
2678
2679         /* Sound */
2680         sound(SOUND_ZAP);
2681
2682         ident = staff_effect(o_ptr->sval, &use_charge, FALSE);
2683
2684         if (!(object_aware_p(o_ptr)))
2685         {
2686                 chg_virtue(V_PATIENCE, -1);
2687                 chg_virtue(V_CHANCE, 1);
2688                 chg_virtue(V_KNOWLEDGE, -1);
2689         }
2690
2691         /* Combine / Reorder the pack (later) */
2692         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2693
2694         /* Tried the item */
2695         object_tried(o_ptr);
2696
2697         /* An identification was made */
2698         if (ident && !object_aware_p(o_ptr))
2699         {
2700                 object_aware(o_ptr);
2701                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2702         }
2703
2704         /* Window stuff */
2705         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2706
2707
2708         /* Hack -- some uses are "free" */
2709         if (!use_charge) return;
2710
2711
2712         /* Use a single charge */
2713         o_ptr->pval--;
2714
2715         /* XXX Hack -- unstack if necessary */
2716         if ((item >= 0) && (o_ptr->number > 1))
2717         {
2718                 object_type forge;
2719                 object_type *q_ptr;
2720
2721                 /* Get local object */
2722                 q_ptr = &forge;
2723
2724                 /* Obtain a local object */
2725                 object_copy(q_ptr, o_ptr);
2726
2727                 /* Modify quantity */
2728                 q_ptr->number = 1;
2729
2730                 /* Restore the charges */
2731                 o_ptr->pval++;
2732
2733                 /* Unstack the used item */
2734                 o_ptr->number--;
2735                 p_ptr->total_weight -= q_ptr->weight;
2736                 item = inven_carry(q_ptr);
2737
2738                 /* Message */
2739 #ifdef JP
2740                 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
2741 #else
2742                 msg_print("You unstack your staff.");
2743 #endif
2744
2745         }
2746
2747         /* Describe charges in the pack */
2748         if (item >= 0)
2749         {
2750                 inven_item_charges(item);
2751         }
2752
2753         /* Describe charges on the floor */
2754         else
2755         {
2756                 floor_item_charges(0 - item);
2757         }
2758 }
2759
2760
2761 void do_cmd_use_staff(void)
2762 {
2763         int  item;
2764         cptr q, s;
2765
2766         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2767         {
2768                 set_action(ACTION_NONE);
2769         }
2770
2771         /* Restrict choices to wands */
2772         item_tester_tval = TV_STAFF;
2773
2774         /* Get an item */
2775 #ifdef JP
2776         q = "¤É¤Î¾ó¤ò»È¤¤¤Þ¤¹¤«? ";
2777         s = "»È¤¨¤ë¾ó¤¬¤Ê¤¤¡£";
2778 #else
2779         q = "Use which staff? ";
2780         s = "You have no staff to use.";
2781 #endif
2782
2783         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2784
2785         do_cmd_use_staff_aux(item);
2786 }
2787
2788
2789 static int wand_effect(int sval, int dir, bool magic)
2790 {
2791         int ident = FALSE;
2792
2793         /* XXX Hack -- Wand of wonder can do anything before it */
2794         if (sval == SV_WAND_WONDER)
2795         {
2796                 int vir = virtue_number(V_CHANCE);
2797                 sval = rand_int(SV_WAND_WONDER);
2798
2799                 if (vir)
2800                 {
2801                         if (p_ptr->virtues[vir - 1] > 0)
2802                         {
2803                                 while (randint(300) < p_ptr->virtues[vir - 1]) sval++;
2804                                 if (sval > SV_WAND_COLD_BALL) sval = rand_int(4) + SV_WAND_ACID_BALL;
2805                         }
2806                         else
2807                         {
2808                                 while (randint(300) < (0-p_ptr->virtues[vir - 1])) sval--;
2809                                 if (sval < SV_WAND_HEAL_MONSTER) sval = rand_int(3) + SV_WAND_HEAL_MONSTER;
2810                         }
2811                 }
2812                 if (sval < SV_WAND_TELEPORT_AWAY)
2813                         chg_virtue(V_CHANCE, 1);
2814         }
2815
2816         /* Analyze the wand */
2817         switch (sval)
2818         {
2819                 case SV_WAND_HEAL_MONSTER:
2820                 {
2821                         if (heal_monster(dir, damroll(10, 10))) ident = TRUE;
2822                         break;
2823                 }
2824
2825                 case SV_WAND_HASTE_MONSTER:
2826                 {
2827                         if (speed_monster(dir)) ident = TRUE;
2828                         break;
2829                 }
2830
2831                 case SV_WAND_CLONE_MONSTER:
2832                 {
2833                         if (clone_monster(dir)) ident = TRUE;
2834                         break;
2835                 }
2836
2837                 case SV_WAND_TELEPORT_AWAY:
2838                 {
2839                         if (teleport_monster(dir)) ident = TRUE;
2840                         break;
2841                 }
2842
2843                 case SV_WAND_DISARMING:
2844                 {
2845                         if (disarm_trap(dir)) ident = TRUE;
2846                         break;
2847                 }
2848
2849                 case SV_WAND_TRAP_DOOR_DEST:
2850                 {
2851                         if (destroy_door(dir)) ident = TRUE;
2852                         break;
2853                 }
2854
2855                 case SV_WAND_STONE_TO_MUD:
2856                 {
2857                         if (wall_to_mud(dir)) ident = TRUE;
2858                         break;
2859                 }
2860
2861                 case SV_WAND_LITE:
2862                 {
2863 #ifdef JP
2864                         msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2865 #else
2866                         msg_print("A line of blue shimmering light appears.");
2867 #endif
2868
2869                         (void)lite_line(dir);
2870                         ident = TRUE;
2871                         break;
2872                 }
2873
2874                 case SV_WAND_SLEEP_MONSTER:
2875                 {
2876                         if (sleep_monster(dir)) ident = TRUE;
2877                         break;
2878                 }
2879
2880                 case SV_WAND_SLOW_MONSTER:
2881                 {
2882                         if (slow_monster(dir)) ident = TRUE;
2883                         break;
2884                 }
2885
2886                 case SV_WAND_CONFUSE_MONSTER:
2887                 {
2888                         if (confuse_monster(dir, p_ptr->lev)) ident = TRUE;
2889                         break;
2890                 }
2891
2892                 case SV_WAND_FEAR_MONSTER:
2893                 {
2894                         if (fear_monster(dir, p_ptr->lev)) ident = TRUE;
2895                         break;
2896                 }
2897
2898                 case SV_WAND_DRAIN_LIFE:
2899                 {
2900                         if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE;
2901                         break;
2902                 }
2903
2904                 case SV_WAND_POLYMORPH:
2905                 {
2906                         if (poly_monster(dir)) ident = TRUE;
2907                         break;
2908                 }
2909
2910                 case SV_WAND_STINKING_CLOUD:
2911                 {
2912                         fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2);
2913                         ident = TRUE;
2914                         break;
2915                 }
2916
2917                 case SV_WAND_MAGIC_MISSILE:
2918                 {
2919                         fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6));
2920                         ident = TRUE;
2921                         break;
2922                 }
2923
2924                 case SV_WAND_ACID_BOLT:
2925                 {
2926                         fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
2927                         ident = TRUE;
2928                         break;
2929                 }
2930
2931                 case SV_WAND_CHARM_MONSTER:
2932                 {
2933                         if (charm_monster(dir, MAX(20, p_ptr->lev)))
2934                         ident = TRUE;
2935                         break;
2936                 }
2937
2938                 case SV_WAND_FIRE_BOLT:
2939                 {
2940                         fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
2941                         ident = TRUE;
2942                         break;
2943                 }
2944
2945                 case SV_WAND_COLD_BOLT:
2946                 {
2947                         fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
2948                         ident = TRUE;
2949                         break;
2950                 }
2951
2952                 case SV_WAND_ACID_BALL:
2953                 {
2954                         fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2);
2955                         ident = TRUE;
2956                         break;
2957                 }
2958
2959                 case SV_WAND_ELEC_BALL:
2960                 {
2961                         fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2);
2962                         ident = TRUE;
2963                         break;
2964                 }
2965
2966                 case SV_WAND_FIRE_BALL:
2967                 {
2968                         fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2);
2969                         ident = TRUE;
2970                         break;
2971                 }
2972
2973                 case SV_WAND_COLD_BALL:
2974                 {
2975                         fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2);
2976                         ident = TRUE;
2977                         break;
2978                 }
2979
2980                 case SV_WAND_WONDER:
2981                 {
2982 #ifdef JP
2983                         msg_print("¤ª¤Ã¤È¡¢Ææ¤ÎËâË¡ËÀ¤ò»ÏÆ°¤µ¤»¤¿¡£");
2984 #else
2985                         msg_print("Oops.  Wand of wonder activated.");
2986 #endif
2987
2988                         break;
2989                 }
2990
2991                 case SV_WAND_DRAGON_FIRE:
2992                 {
2993                         fire_ball(GF_FIRE, dir, 200, -3);
2994                         ident = TRUE;
2995                         break;
2996                 }
2997
2998                 case SV_WAND_DRAGON_COLD:
2999                 {
3000                         fire_ball(GF_COLD, dir, 180, -3);
3001                         ident = TRUE;
3002                         break;
3003                 }
3004
3005                 case SV_WAND_DRAGON_BREATH:
3006                 {
3007                         switch (randint(5))
3008                         {
3009                                 case 1:
3010                                 {
3011                                         fire_ball(GF_ACID, dir, 240, -3);
3012                                         break;
3013                                 }
3014
3015                                 case 2:
3016                                 {
3017                                         fire_ball(GF_ELEC, dir, 210, -3);
3018                                         break;
3019                                 }
3020
3021                                 case 3:
3022                                 {
3023                                         fire_ball(GF_FIRE, dir, 240, -3);
3024                                         break;
3025                                 }
3026
3027                                 case 4:
3028                                 {
3029                                         fire_ball(GF_COLD, dir, 210, -3);
3030                                         break;
3031                                 }
3032
3033                                 default:
3034                                 {
3035                                         fire_ball(GF_POIS, dir, 180, -3);
3036                                         break;
3037                                 }
3038                         }
3039
3040                         ident = TRUE;
3041                         break;
3042                 }
3043
3044                 case SV_WAND_DISINTEGRATE:
3045                 {
3046                         fire_ball(GF_DISINTEGRATE, dir, 200 + randint(p_ptr->lev * 2), 2);
3047                         ident = TRUE;
3048                         break;
3049                 }
3050
3051                 case SV_WAND_ROCKETS:
3052                 {
3053 #ifdef JP
3054 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
3055 #else
3056                         msg_print("You launch a rocket!");
3057 #endif
3058
3059                         fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2);
3060                         ident = TRUE;
3061                         break;
3062                 }
3063
3064                 case SV_WAND_STRIKING:
3065                 {
3066                         fire_bolt(GF_METEOR, dir, damroll(15 + p_ptr->lev / 3, 13));
3067                         ident = TRUE;
3068                         break;
3069                 }
3070
3071                 case SV_WAND_GENOCIDE:
3072                 {
3073                         fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0);
3074                         ident = TRUE;
3075                         break;
3076                 }
3077         }
3078         return ident;
3079 }
3080
3081
3082 /*
3083  * Aim a wand (from the pack or floor).
3084  *
3085  * Use a single charge from a single item.
3086  * Handle "unstacking" in a logical manner.
3087  *
3088  * For simplicity, you cannot use a stack of items from the
3089  * ground.  This would require too much nasty code.
3090  *
3091  * There are no wands which can "destroy" themselves, in the inventory
3092  * or on the ground, so we can ignore this possibility.  Note that this
3093  * required giving "wand of wonder" the ability to ignore destruction
3094  * by electric balls.
3095  *
3096  * All wands can be "cancelled" at the "Direction?" prompt for free.
3097  *
3098  * Note that the basic "bolt" wands do slightly less damage than the
3099  * basic "bolt" rods, but the basic "ball" wands do the same damage
3100  * as the basic "ball" rods.
3101  */
3102 static void do_cmd_aim_wand_aux(int item)
3103 {
3104         int         lev, ident, chance, dir;
3105         object_type *o_ptr;
3106         bool old_target_pet = target_pet;
3107
3108         /* Get the item (in the pack) */
3109         if (item >= 0)
3110         {
3111                 o_ptr = &inventory[item];
3112         }
3113
3114         /* Get the item (on the floor) */
3115         else
3116         {
3117                 o_ptr = &o_list[0 - item];
3118         }
3119
3120         /* Mega-Hack -- refuse to aim a pile from the ground */
3121         if ((item < 0) && (o_ptr->number > 1))
3122         {
3123 #ifdef JP
3124                 msg_print("¤Þ¤º¤ÏËâË¡ËÀ¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3125 #else
3126                 msg_print("You must first pick up the wands.");
3127 #endif
3128
3129                 return;
3130         }
3131
3132
3133         /* Allow direction to be cancelled for free */
3134         if (object_aware_p(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
3135                                       || o_ptr->sval == SV_WAND_HASTE_MONSTER))
3136                         target_pet = TRUE;
3137         if (!get_aim_dir(&dir))
3138         {
3139                 target_pet = old_target_pet;
3140                 return;
3141         }
3142         target_pet = old_target_pet;
3143
3144         /* Take a turn */
3145         energy_use = 100;
3146
3147         /* Get the level */
3148         lev = get_object_level(o_ptr);
3149         if (lev > 50) lev = 50 + (lev - 50)/2;
3150
3151         /* Base chance of success */
3152         chance = p_ptr->skill_dev;
3153
3154         /* Confusion hurts skill */
3155         if (p_ptr->confused) chance = chance / 2;
3156
3157         /* Hight level objects are harder */
3158         chance = chance - lev;
3159
3160         /* Give everyone a (slight) chance */
3161         if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
3162         {
3163                 chance = USE_DEVICE;
3164         }
3165
3166         if (world_player)
3167         {
3168                 if (flush_failure) flush();
3169 #ifdef JP
3170                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3171 #else
3172                 msg_print("Nothing happen. Maybe this wand is freezing too.");
3173 #endif
3174
3175                 sound(SOUND_FAIL);
3176                 return;
3177         }
3178
3179         /* Roll for usage */
3180         if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
3181         {
3182                 if (flush_failure) flush();
3183 #ifdef JP
3184                 msg_print("ËâË¡ËÀ¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
3185 #else
3186                 msg_print("You failed to use the wand properly.");
3187 #endif
3188
3189                 sound(SOUND_FAIL);
3190                 return;
3191         }
3192
3193         /* The wand is already empty! */
3194         if (o_ptr->pval <= 0)
3195         {
3196                 if (flush_failure) flush();
3197 #ifdef JP
3198                 msg_print("¤³¤ÎËâË¡ËÀ¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
3199 #else
3200                 msg_print("The wand has no charges left.");
3201 #endif
3202
3203                 o_ptr->ident |= (IDENT_EMPTY);
3204
3205                 /* Combine / Reorder the pack (later) */
3206                 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3207
3208                 return;
3209         }
3210
3211         /* Sound */
3212         sound(SOUND_ZAP);
3213
3214         ident = wand_effect(o_ptr->sval, dir, FALSE);
3215
3216         /* Combine / Reorder the pack (later) */
3217         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3218
3219         if (!(object_aware_p(o_ptr)))
3220         {
3221                 chg_virtue(V_PATIENCE, -1);
3222                 chg_virtue(V_CHANCE, 1);
3223                 chg_virtue(V_KNOWLEDGE, -1);
3224         }
3225
3226         /* Mark it as tried */
3227         object_tried(o_ptr);
3228
3229         /* Apply identification */
3230         if (ident && !object_aware_p(o_ptr))
3231         {
3232                 object_aware(o_ptr);
3233                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3234         }
3235
3236         /* Window stuff */
3237         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3238
3239
3240         /* Use a single charge */
3241         o_ptr->pval--;
3242
3243         /* Describe the charges in the pack */
3244         if (item >= 0)
3245         {
3246                 inven_item_charges(item);
3247         }
3248
3249         /* Describe the charges on the floor */
3250         else
3251         {
3252                 floor_item_charges(0 - item);
3253         }
3254 }
3255
3256
3257 void do_cmd_aim_wand(void)
3258 {
3259         int     item;
3260         cptr    q, s;
3261
3262         /* Restrict choices to wands */
3263         item_tester_tval = TV_WAND;
3264
3265         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3266         {
3267                 set_action(ACTION_NONE);
3268         }
3269
3270         /* Get an item */
3271 #ifdef JP
3272         q = "¤É¤ÎËâË¡ËÀ¤ÇÁÀ¤¤¤Þ¤¹¤«? ";
3273         s = "»È¤¨¤ëËâË¡ËÀ¤¬¤Ê¤¤¡£";
3274 #else
3275         q = "Aim which wand? ";
3276         s = "You have no wand to aim.";
3277 #endif
3278
3279         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3280
3281         /* Aim the wand */
3282         do_cmd_aim_wand_aux(item);
3283 }
3284
3285
3286 static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
3287 {
3288         int ident = FALSE;
3289
3290         /* Analyze the rod */
3291         switch (sval)
3292         {
3293                 case SV_ROD_DETECT_TRAP:
3294                 {
3295                         if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
3296                         break;
3297                 }
3298
3299                 case SV_ROD_DETECT_DOOR:
3300                 {
3301                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
3302                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
3303                         break;
3304                 }
3305
3306                 case SV_ROD_IDENTIFY:
3307                 {
3308                         ident = TRUE;
3309                         if (!ident_spell(FALSE)) *use_charge = FALSE;
3310                         break;
3311                 }
3312
3313                 case SV_ROD_RECALL:
3314                 {
3315                         if (!word_of_recall()) *use_charge = FALSE;
3316                         ident = TRUE;
3317                         break;
3318                 }
3319
3320                 case SV_ROD_ILLUMINATION:
3321                 {
3322                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
3323                         break;
3324                 }
3325
3326                 case SV_ROD_MAPPING:
3327                 {
3328                         map_area(DETECT_RAD_MAP);
3329                         ident = TRUE;
3330                         break;
3331                 }
3332
3333                 case SV_ROD_DETECTION:
3334                 {
3335                         detect_all(DETECT_RAD_DEFAULT);
3336                         ident = TRUE;
3337                         break;
3338                 }
3339
3340                 case SV_ROD_PROBING:
3341                 {
3342                         probing();
3343                         ident = TRUE;
3344                         break;
3345                 }
3346
3347                 case SV_ROD_CURING:
3348                 {
3349                         if (set_blind(0)) ident = TRUE;
3350                         if (set_poisoned(0)) ident = TRUE;
3351                         if (set_confused(0)) ident = TRUE;
3352                         if (set_stun(0)) ident = TRUE;
3353                         if (set_cut(0)) ident = TRUE;
3354                         if (set_image(0)) ident = TRUE;
3355                         if (set_shero(0,TRUE)) ident = TRUE;
3356                         break;
3357                 }
3358
3359                 case SV_ROD_HEALING:
3360                 {
3361                         if (hp_player(500)) ident = TRUE;
3362                         if (set_stun(0)) ident = TRUE;
3363                         if (set_cut(0)) ident = TRUE;
3364                         if (set_shero(0,TRUE)) ident = TRUE;
3365                         break;
3366                 }
3367
3368                 case SV_ROD_RESTORATION:
3369                 {
3370                         if (restore_level()) ident = TRUE;
3371                         if (do_res_stat(A_STR)) ident = TRUE;
3372                         if (do_res_stat(A_INT)) ident = TRUE;
3373                         if (do_res_stat(A_WIS)) ident = TRUE;
3374                         if (do_res_stat(A_DEX)) ident = TRUE;
3375                         if (do_res_stat(A_CON)) ident = TRUE;
3376                         if (do_res_stat(A_CHR)) ident = TRUE;
3377                         break;
3378                 }
3379
3380                 case SV_ROD_SPEED:
3381                 {
3382                         if (set_fast(randint(30) + 15, FALSE)) ident = TRUE;
3383                         break;
3384                 }
3385
3386                 case SV_ROD_PESTICIDE:
3387                 {
3388                         fire_ball(GF_POIS, dir, 10, 3);
3389                         ident = TRUE;
3390                         break;
3391                 }
3392
3393                 case SV_ROD_TELEPORT_AWAY:
3394                 {
3395                         if (teleport_monster(dir)) ident = TRUE;
3396                         break;
3397                 }
3398
3399                 case SV_ROD_DISARMING:
3400                 {
3401                         if (disarm_trap(dir)) ident = TRUE;
3402                         break;
3403                 }
3404
3405                 case SV_ROD_LITE:
3406                 {
3407 #ifdef JP
3408                         msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
3409 #else
3410                         msg_print("A line of blue shimmering light appears.");
3411 #endif
3412
3413                         (void)lite_line(dir);
3414                         ident = TRUE;
3415                         break;
3416                 }
3417
3418                 case SV_ROD_SLEEP_MONSTER:
3419                 {
3420                         if (sleep_monster(dir)) ident = TRUE;
3421                         break;
3422                 }
3423
3424                 case SV_ROD_SLOW_MONSTER:
3425                 {
3426                         if (slow_monster(dir)) ident = TRUE;
3427                         break;
3428                 }
3429
3430                 case SV_ROD_DRAIN_LIFE:
3431                 {
3432                         if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE;
3433                         break;
3434                 }
3435
3436                 case SV_ROD_POLYMORPH:
3437                 {
3438                         if (poly_monster(dir)) ident = TRUE;
3439                         break;
3440                 }
3441
3442                 case SV_ROD_ACID_BOLT:
3443                 {
3444                         fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
3445                         ident = TRUE;
3446                         break;
3447                 }
3448
3449                 case SV_ROD_ELEC_BOLT:
3450                 {
3451                         fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8));
3452                         ident = TRUE;
3453                         break;
3454                 }
3455
3456                 case SV_ROD_FIRE_BOLT:
3457                 {
3458                         fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
3459                         ident = TRUE;
3460                         break;
3461                 }
3462
3463                 case SV_ROD_COLD_BOLT:
3464                 {
3465                         fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
3466                         ident = TRUE;
3467                         break;
3468                 }
3469
3470                 case SV_ROD_ACID_BALL:
3471                 {
3472                         fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2);
3473                         ident = TRUE;
3474                         break;
3475                 }
3476
3477                 case SV_ROD_ELEC_BALL:
3478                 {
3479                         fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2);
3480                         ident = TRUE;
3481                         break;
3482                 }
3483
3484                 case SV_ROD_FIRE_BALL:
3485                 {
3486                         fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2);
3487                         ident = TRUE;
3488                         break;
3489                 }
3490
3491                 case SV_ROD_COLD_BALL:
3492                 {
3493                         fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2);
3494                         ident = TRUE;
3495                         break;
3496                 }
3497
3498                 case SV_ROD_HAVOC:
3499                 {
3500                         call_chaos();
3501                         ident = TRUE;
3502                         break;
3503                 }
3504
3505                 case SV_ROD_STONE_TO_MUD:
3506                 {
3507                         if (wall_to_mud(dir)) ident = TRUE;
3508                         break;
3509                 }
3510
3511                 case SV_ROD_AGGRAVATE:
3512                 {
3513                         aggravate_monsters(0);
3514                         ident = TRUE;
3515                         break;
3516                 }
3517         }
3518         return ident;
3519 }
3520
3521 /*
3522  * Activate (zap) a Rod
3523  *
3524  * Unstack fully charged rods as needed.
3525  *
3526  * Hack -- rods of perception/genocide can be "cancelled"
3527  * All rods can be cancelled at the "Direction?" prompt
3528  *
3529  * pvals are defined for each rod in k_info. -LM-
3530  */
3531 static void do_cmd_zap_rod_aux(int item)
3532 {
3533         int         ident, chance, dir, lev, fail;
3534         object_type *o_ptr;
3535         bool success;
3536
3537         /* Hack -- let perception get aborted */
3538         bool use_charge = TRUE;
3539
3540         object_kind *k_ptr;
3541
3542         /* Get the item (in the pack) */
3543         if (item >= 0)
3544         {
3545                 o_ptr = &inventory[item];
3546         }
3547
3548         /* Get the item (on the floor) */
3549         else
3550         {
3551                 o_ptr = &o_list[0 - item];
3552         }
3553
3554
3555         /* Mega-Hack -- refuse to zap a pile from the ground */
3556         if ((item < 0) && (o_ptr->number > 1))
3557         {
3558 #ifdef JP
3559                 msg_print("¤Þ¤º¤Ï¥í¥Ã¥É¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3560 #else
3561                 msg_print("You must first pick up the rods.");
3562 #endif
3563
3564                 return;
3565         }
3566
3567
3568         /* Get a direction (unless KNOWN not to need it) */
3569         if (((o_ptr->sval >= SV_ROD_MIN_DIRECTION) && (o_ptr->sval != SV_ROD_HAVOC) && (o_ptr->sval != SV_ROD_AGGRAVATE)) ||
3570              !object_aware_p(o_ptr))
3571         {
3572                 /* Get a direction, allow cancel */
3573                 if (!get_aim_dir(&dir)) return;
3574         }
3575
3576
3577         /* Take a turn */
3578         energy_use = 100;
3579
3580         /* Extract the item level */
3581         lev = get_object_level(o_ptr);
3582
3583         /* Base chance of success */
3584         chance = p_ptr->skill_dev;
3585
3586         /* Confusion hurts skill */
3587         if (p_ptr->confused) chance = chance / 2;
3588
3589         fail = lev+5;
3590         if (chance > fail) fail -= (chance - fail)*2;
3591         else chance -= (fail - chance)*2;
3592         if (fail < USE_DEVICE) fail = USE_DEVICE;
3593         if (chance < USE_DEVICE) chance = USE_DEVICE;
3594
3595         if (world_player)
3596         {
3597                 if (flush_failure) flush();
3598 #ifdef JP
3599                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3600 #else
3601                 msg_print("Nothing happen. Maybe this rod is freezing too.");
3602 #endif
3603
3604                 sound(SOUND_FAIL);
3605                 return;
3606         }
3607
3608         if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
3609         else if (chance > fail)
3610         {
3611                 if (rand_int(chance*2) < fail) success = FALSE;
3612                 else success = TRUE;
3613         }
3614         else
3615         {
3616                 if (rand_int(fail*2) < chance) success = TRUE;
3617                 else success = FALSE;
3618         }
3619
3620         /* Roll for usage */
3621         if (!success)
3622         {
3623                 if (flush_failure) flush();
3624 #ifdef JP
3625                 msg_print("¤¦¤Þ¤¯¥í¥Ã¥É¤ò»È¤¨¤Ê¤«¤Ã¤¿¡£");
3626 #else
3627                 msg_print("You failed to use the rod properly.");
3628 #endif
3629
3630                 sound(SOUND_FAIL);
3631                 return;
3632         }
3633
3634         k_ptr = &k_info[o_ptr->k_idx];
3635
3636         /* A single rod is still charging */
3637         if ((o_ptr->number == 1) && (o_ptr->timeout))
3638         {
3639                 if (flush_failure) flush();
3640 #ifdef JP
3641                 msg_print("¤³¤Î¥í¥Ã¥É¤Ï¤Þ¤ÀËâÎϤò½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
3642 #else
3643                 msg_print("The rod is still charging.");
3644 #endif
3645
3646                 return;
3647         }
3648         /* A stack of rods lacks enough energy. */
3649         else if ((o_ptr->number > 1) && (o_ptr->timeout > k_ptr->pval * (o_ptr->number - 1)))
3650         {
3651                 if (flush_failure) flush();
3652 #ifdef JP
3653 msg_print("¤½¤Î¥í¥Ã¥É¤Ï¤Þ¤À½¼Å¶Ãæ¤Ç¤¹¡£");
3654 #else
3655                 msg_print("The rods are all still charging.");
3656 #endif
3657
3658                 return;
3659         }
3660
3661         /* Sound */
3662         sound(SOUND_ZAP);
3663
3664         ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE);
3665
3666         /* Increase the timeout by the rod kind's pval. -LM- */
3667         if (use_charge) o_ptr->timeout += k_ptr->pval;
3668
3669         /* Combine / Reorder the pack (later) */
3670         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3671
3672         if (!(object_aware_p(o_ptr)))
3673         {
3674                 chg_virtue(V_PATIENCE, -1);
3675                 chg_virtue(V_CHANCE, 1);
3676                 chg_virtue(V_KNOWLEDGE, -1);
3677         }
3678
3679         /* Tried the object */
3680         object_tried(o_ptr);
3681
3682         /* Successfully determined the object function */
3683         if (ident && !object_aware_p(o_ptr))
3684         {
3685                 object_aware(o_ptr);
3686                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3687         }
3688
3689         /* Window stuff */
3690         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3691 }
3692
3693
3694 void do_cmd_zap_rod(void)
3695 {
3696         int item;
3697         cptr q, s;
3698
3699         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3700         {
3701                 set_action(ACTION_NONE);
3702         }
3703
3704         /* Restrict choices to rods */
3705         item_tester_tval = TV_ROD;
3706
3707         /* Get an item */
3708 #ifdef JP
3709         q = "¤É¤Î¥í¥Ã¥É¤ò¿¶¤ê¤Þ¤¹¤«? ";
3710         s = "»È¤¨¤ë¥í¥Ã¥É¤¬¤Ê¤¤¡£";
3711 #else
3712         q = "Zap which rod? ";
3713         s = "You have no rod to zap.";
3714 #endif
3715
3716         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3717
3718         /* Zap the rod */
3719         do_cmd_zap_rod_aux(item);
3720 }
3721
3722
3723 /*
3724  * Hook to determine if an object is activatable
3725  */
3726 static bool item_tester_hook_activate(object_type *o_ptr)
3727 {
3728         u32b f1, f2, f3;
3729
3730         /* Not known */
3731         if (!object_known_p(o_ptr)) return (FALSE);
3732
3733         /* Extract the flags */
3734         object_flags(o_ptr, &f1, &f2, &f3);
3735
3736         /* Check activation flag */
3737         if (f3 & (TR3_ACTIVATE)) return (TRUE);
3738
3739         if ((o_ptr->tval > TV_CAPTURE) && o_ptr->xtra3)
3740         {
3741                 switch(o_ptr->xtra3)
3742                 case ESSENCE_TMP_RES_ACID:
3743                 case ESSENCE_TMP_RES_ELEC:
3744                 case ESSENCE_TMP_RES_FIRE:
3745                 case ESSENCE_TMP_RES_COLD:
3746                 case ESSENCE_EARTHQUAKE:
3747                         return (TRUE);
3748         }
3749
3750         /* Assume not */
3751         return (FALSE);
3752 }
3753
3754
3755 /*
3756  * Hack -- activate the ring of power
3757  */
3758 void ring_of_power(int dir)
3759 {
3760         /* Pick a random effect */
3761         switch (randint(10))
3762         {
3763                 case 1:
3764                 case 2:
3765                 {
3766                         /* Message */
3767 #ifdef JP
3768                         msg_print("¤¢¤Ê¤¿¤Ï°­À­¤Î¥ª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3769 #else
3770                         msg_print("You are surrounded by a malignant aura.");
3771 #endif
3772
3773                         sound(SOUND_EVIL);
3774
3775                         /* Decrease all stats (permanently) */
3776                         (void)dec_stat(A_STR, 50, TRUE);
3777                         (void)dec_stat(A_INT, 50, TRUE);
3778                         (void)dec_stat(A_WIS, 50, TRUE);
3779                         (void)dec_stat(A_DEX, 50, TRUE);
3780                         (void)dec_stat(A_CON, 50, TRUE);
3781                         (void)dec_stat(A_CHR, 50, TRUE);
3782
3783                         /* Lose some experience (permanently) */
3784                         p_ptr->exp -= (p_ptr->exp / 4);
3785                         p_ptr->max_exp -= (p_ptr->exp / 4);
3786                         check_experience();
3787
3788                         break;
3789                 }
3790
3791                 case 3:
3792                 {
3793                         /* Message */
3794 #ifdef JP
3795                         msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3796 #else
3797                         msg_print("You are surrounded by a powerful aura.");
3798 #endif
3799
3800
3801                         /* Dispel monsters */
3802                         dispel_monsters(1000);
3803
3804                         break;
3805                 }
3806
3807                 case 4:
3808                 case 5:
3809                 case 6:
3810                 {
3811                         /* Mana Ball */
3812                         fire_ball(GF_MANA, dir, 600, 3);
3813
3814                         break;
3815                 }
3816
3817                 case 7:
3818                 case 8:
3819                 case 9:
3820                 case 10:
3821                 {
3822                         /* Mana Bolt */
3823                         fire_bolt(GF_MANA, dir, 500);
3824
3825                         break;
3826                 }
3827         }
3828 }
3829
3830
3831 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
3832 {
3833         u16b *who = (u16b*)(u);
3834
3835         int w1 = who[a];
3836         int w2 = who[b];
3837
3838         monster_type *m_ptr1 = &m_list[w1];
3839         monster_type *m_ptr2 = &m_list[w2];
3840         monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
3841         monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
3842
3843         if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
3844         if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
3845
3846         if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
3847         if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
3848
3849         if (r_ptr1->level > r_ptr2->level) return TRUE;
3850         if (r_ptr2->level > r_ptr1->level) return FALSE;
3851
3852         if (m_ptr1->hp > m_ptr2->hp) return TRUE;
3853         if (m_ptr2->hp > m_ptr1->hp) return FALSE;
3854         
3855         return w1 <= w2;
3856 }
3857
3858 /*
3859  * Activate a wielded object.  Wielded objects never stack.
3860  * And even if they did, activatable objects never stack.
3861  *
3862  * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
3863  * But one could, for example, easily make an activatable "Ring of Plasma".
3864  *
3865  * Note that it always takes a turn to activate an artifact, even if
3866  * the user hits "escape" at the "direction" prompt.
3867  */
3868 static void do_cmd_activate_aux(int item)
3869 {
3870         int         k, dir, lev, chance, fail;
3871         object_type *o_ptr;
3872         bool success;
3873
3874
3875         /* Get the item (in the pack) */
3876         if (item >= 0)
3877         {
3878                 o_ptr = &inventory[item];
3879         }
3880
3881         /* Get the item (on the floor) */
3882         else
3883         {
3884                 o_ptr = &o_list[0 - item];
3885         }
3886
3887         /* Take a turn */
3888         energy_use = 100;
3889
3890         /* Extract the item level */
3891         lev = get_object_level(o_ptr);
3892
3893         /* Hack -- use artifact level instead */
3894         if (artifact_p(o_ptr)) lev = a_info[o_ptr->name1].level;
3895         else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
3896
3897         /* Base chance of success */
3898         chance = p_ptr->skill_dev;
3899
3900         /* Confusion hurts skill */
3901         if (p_ptr->confused) chance = chance / 2;
3902
3903         fail = lev+5;
3904         if (chance > fail) fail -= (chance - fail)*2;
3905         else chance -= (fail - chance)*2;
3906         if (fail < USE_DEVICE) fail = USE_DEVICE;
3907         if (chance < USE_DEVICE) chance = USE_DEVICE;
3908
3909         if (world_player)
3910         {
3911                 if (flush_failure) flush();
3912 #ifdef JP
3913                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3914 #else
3915                 msg_print("It shows no reaction.");
3916 #endif
3917
3918                 sound(SOUND_FAIL);
3919                 return;
3920         }
3921
3922         if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
3923         else if (chance > fail)
3924         {
3925                 if (rand_int(chance*2) < fail) success = FALSE;
3926                 else success = TRUE;
3927         }
3928         else
3929         {
3930                 if (rand_int(fail*2) < chance) success = TRUE;
3931                 else success = FALSE;
3932         }
3933
3934         /* Roll for usage */
3935         if (!success)
3936         {
3937                 if (flush_failure) flush();
3938 #ifdef JP
3939                 msg_print("¤¦¤Þ¤¯»ÏÆ°¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
3940 #else
3941                 msg_print("You failed to activate it properly.");
3942 #endif
3943
3944                 sound(SOUND_FAIL);
3945                 return;
3946         }
3947
3948         /* Check the recharge */
3949         if (o_ptr->timeout)
3950         {
3951 #ifdef JP
3952                 msg_print("¤½¤ì¤ÏÈù¤«¤Ë²»¤òΩ¤Æ¡¢µ±¤­¡¢¾Ã¤¨¤¿...");
3953 #else
3954                 msg_print("It whines, glows and fades...");
3955 #endif
3956
3957                 return;
3958         }
3959
3960
3961         /* Activate the artifact */
3962 #ifdef JP
3963         msg_print("»ÏÆ°¤µ¤»¤¿...");
3964 #else
3965         msg_print("You activate it...");
3966 #endif
3967
3968
3969         /* Sound */
3970         sound(SOUND_ZAP);
3971
3972
3973         if (o_ptr->art_name && o_ptr->xtra2)
3974         {
3975                 (void)activate_random_artifact(o_ptr);
3976
3977                 /* Window stuff */
3978                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3979
3980                 /* Success */
3981                 return;
3982         }
3983
3984         /* Artifacts */
3985         else if (o_ptr->name1)
3986         {
3987                 /* Choose effect */
3988                 switch (o_ptr->name1)
3989                 {
3990                         case ART_GALADRIEL:
3991                         {
3992 #ifdef JP
3993                                 msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
3994 #else
3995                                 msg_print("The phial wells with clear light...");
3996 #endif
3997
3998                                 lite_area(damroll(2, 15), 3);
3999                                 o_ptr->timeout = rand_int(10) + 10;
4000                                 break;
4001                         }
4002
4003                         case ART_ELENDIL:
4004                         {
4005 #ifdef JP
4006                                 msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
4007 #else
4008                                 msg_print("The star shines brightly...");
4009 #endif
4010
4011                                 map_area(DETECT_RAD_MAP);
4012                                 lite_area(damroll(2, 15), 3);
4013                                 o_ptr->timeout = rand_int(50) + 50;
4014                                 break;
4015                         }
4016
4017                         case ART_THRAIN:
4018                         {
4019 #ifdef JP
4020 msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
4021 #else
4022                                 msg_print("The Jewel flashes bright red!");
4023 #endif
4024
4025                                 chg_virtue(V_KNOWLEDGE, 1);
4026                                 chg_virtue(V_ENLIGHTEN, 1);
4027                                 wiz_lite(FALSE, FALSE);
4028 #ifdef JP
4029 msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
4030 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
4031 #else
4032                                 msg_print("The Jewel drains your vitality...");
4033                                 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
4034 #endif
4035
4036                                 (void)detect_traps(DETECT_RAD_DEFAULT);
4037                                 (void)detect_doors(DETECT_RAD_DEFAULT);
4038                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
4039
4040 #ifdef JP
4041 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
4042 #else
4043                                 if (get_check("Activate recall? "))
4044 #endif
4045
4046                                 {
4047                                         (void)word_of_recall();
4048                                 }
4049
4050                                 o_ptr->timeout = rand_int(20) + 20;
4051                                 break;
4052                         }
4053
4054                         case ART_CARLAMMAS:
4055                         {
4056 #ifdef JP
4057                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4058 #else
4059                                 msg_print("The amulet lets out a shrill wail...");
4060 #endif
4061
4062                                 k = 3 * p_ptr->lev;
4063                                 (void)set_protevil(randint(25) + k, FALSE);
4064                                 o_ptr->timeout = rand_int(225) + 225;
4065                                 break;
4066                         }
4067
4068                         case ART_INGWE:
4069                         {
4070 #ifdef JP
4071                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4072 #else
4073                                 msg_print("The amulet floods the area with goodness...");
4074 #endif
4075
4076                                 dispel_evil(p_ptr->lev * 5);
4077                                 o_ptr->timeout = rand_int(200) + 200;
4078                                 break;
4079                         }
4080
4081                         case ART_YATA:
4082                         {
4083 #ifdef JP
4084                                 msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4085 #else
4086                                 msg_print("The mirror floods the area with goodness...");
4087 #endif
4088
4089                                 dispel_evil(p_ptr->lev * 5);
4090                                 o_ptr->timeout = rand_int(200) + 200;
4091                                 break;
4092                         }
4093
4094                         case ART_BARAHIR:
4095                         {
4096 #ifdef JP
4097 msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥­¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
4098 #else
4099                                 msg_print("You order Frakir to strangle your opponent.");
4100 #endif
4101
4102                                 if (!get_aim_dir(&dir)) return;
4103                                 if (drain_life(dir, 100))
4104                                 o_ptr->timeout = rand_int(100) + 100;
4105                                 break;
4106                         }
4107
4108                         case ART_TULKAS:
4109                         {
4110 #ifdef JP
4111                                 msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
4112 #else
4113                                 msg_print("The ring glows brightly...");
4114 #endif
4115
4116                                 (void)set_fast(randint(75) + 75, FALSE);
4117                                 o_ptr->timeout = rand_int(150) + 150;
4118                                 break;
4119                         }
4120
4121                         case ART_NARYA:
4122                         {
4123 #ifdef JP
4124                                 msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
4125 #else
4126                                 msg_print("The ring glows deep red...");
4127 #endif
4128
4129                                 if (!get_aim_dir(&dir)) return;
4130                                 fire_ball(GF_FIRE, dir, 300, 3);
4131                                 o_ptr->timeout = rand_int(225) + 225;
4132                                 break;
4133                         }
4134
4135                         case ART_NENYA:
4136                         {
4137 #ifdef JP
4138                                 msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4139 #else
4140                                 msg_print("The ring glows bright white...");
4141 #endif
4142
4143                                 if (!get_aim_dir(&dir)) return;
4144                                 fire_ball(GF_COLD, dir, 400, 3);
4145                                 o_ptr->timeout = rand_int(325) + 325;
4146                                 break;
4147                         }
4148
4149                         case ART_VILYA:
4150                         case ART_GOURYU:
4151                         {
4152 #ifdef JP
4153                                 msg_print("»ØÎؤϿ¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4154 #else
4155                                 msg_print("The ring glows deep blue...");
4156 #endif
4157
4158                                 if (!get_aim_dir(&dir)) return;
4159                                 fire_ball(GF_ELEC, dir, 500, 3);
4160                                 o_ptr->timeout = rand_int(425) + 425;
4161                                 break;
4162                         }
4163
4164                         case ART_POWER:
4165                         case ART_AHO:
4166                         {
4167 #ifdef JP
4168                                 msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
4169 #else
4170                                 msg_print("The ring glows intensely black...");
4171 #endif
4172
4173                                 if (!get_aim_dir(&dir)) return;
4174                                 ring_of_power(dir);
4175                                 o_ptr->timeout = rand_int(450) + 450;
4176                                 break;
4177                         }
4178
4179                         case ART_RAZORBACK:
4180                         {
4181                                 int num = damroll(5, 3);
4182                                 int y, x;
4183                                 int attempts;
4184
4185 #ifdef JP
4186                                 msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...");
4187 #else
4188                                 msg_print("Your armor is surrounded by lightning...");
4189 #endif
4190
4191
4192                                 for (k = 0; k < num; k++)
4193                                 {
4194                 attempts = 1000;
4195
4196                                         while(attempts--)
4197                                         {
4198                                                 scatter(&y, &x, py, px, 4, 0);
4199
4200                                                 if (!cave_floor_bold(y, x)) continue;
4201
4202                                                 if ((y != py) || (x != px)) break;
4203                                         }
4204
4205                                         project(0, 3, y, x, 150, GF_ELEC,
4206                                                           (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
4207                                 }
4208
4209                                 o_ptr->timeout = 1000;
4210                                 break;
4211                         }
4212
4213                         case ART_BLADETURNER:
4214                         {
4215                                 if (!get_aim_dir(&dir)) return;
4216 #ifdef JP
4217                                 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
4218 #else
4219                                 msg_print("You breathe the elements.");
4220 #endif
4221
4222                                 fire_ball(GF_MISSILE, dir, 300, 4);
4223 #ifdef JP
4224                                 msg_print("¥¢¡¼¥Þ¡¼¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
4225 #else
4226                                 msg_print("Your armor glows many colours...");
4227 #endif
4228
4229                                 (void)set_afraid(0);
4230                                 (void)set_hero(randint(50) + 50, FALSE);
4231                                 (void)hp_player(10);
4232                                 (void)set_blessed(randint(50) + 50, FALSE);
4233                                 (void)set_oppose_acid(randint(50) + 50, FALSE);
4234                                 (void)set_oppose_elec(randint(50) + 50, FALSE);
4235                                 (void)set_oppose_fire(randint(50) + 50, FALSE);
4236                                 (void)set_oppose_cold(randint(50) + 50, FALSE);
4237                                 (void)set_oppose_pois(randint(50) + 50, FALSE);
4238                                 o_ptr->timeout = 400;
4239                                 break;
4240                         }
4241
4242                         case ART_SOULKEEPER:
4243                         {
4244 #ifdef JP
4245                                 msg_print("¥¢¡¼¥Þ¡¼¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4246                                 msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
4247 #else
4248                                 msg_print("Your armor glows a bright white...");
4249                                 msg_print("You feel much better...");
4250 #endif
4251
4252                                 (void)hp_player(1000);
4253                                 (void)set_cut(0);
4254                                 o_ptr->timeout = 888;
4255                                 break;
4256                         }
4257
4258                         case ART_BELEGENNON:
4259                         {
4260 #ifdef JP
4261 msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
4262 #else
4263                                 msg_print("A heavenly choir sings...");
4264 #endif
4265
4266                                 (void)set_poisoned(0);
4267                                 (void)set_cut(0);
4268                                 (void)set_stun(0);
4269                                 (void)set_confused(0);
4270                                 (void)set_blind(0);
4271                                 (void)set_hero(randint(25) + 25, FALSE);
4272                                 (void)hp_player(777);
4273                                 o_ptr->timeout = 300;
4274                                 break;
4275                         }
4276
4277                         case ART_CELEBORN:
4278                         {
4279 #ifdef JP
4280                                 msg_print("¥¢¡¼¥Þ¡¼¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4281 #else
4282                                 msg_print("Your armor glows deep blue...");
4283 #endif
4284
4285                                 (void)symbol_genocide(200, TRUE);
4286                                 o_ptr->timeout = 500;
4287                                 break;
4288                         }
4289
4290                         case ART_CASPANION:
4291                         {
4292 #ifdef JP
4293                                 msg_print("¥¢¡¼¥Þ¡¼¤¬ÀÖ¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4294 #else
4295                                 msg_print("Your armor glows bright red...");
4296 #endif
4297
4298                                 destroy_doors_touch();
4299                                 o_ptr->timeout = 10;
4300                                 break;
4301                         }
4302
4303                         case ART_DOR:
4304                         case ART_TERROR:
4305                         case ART_STONEMASK:
4306                         {
4307                                 turn_monsters(40 + p_ptr->lev);
4308                                 o_ptr->timeout = 3 * (p_ptr->lev + 10);
4309
4310                                 break;
4311                         }
4312
4313                         case ART_HOLHENNETH:
4314                         {
4315 #ifdef JP
4316                                 msg_print("¥Ø¥ë¥á¥Ã¥È¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4317                                 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
4318 #else
4319                                 msg_print("Your helm glows bright white...");
4320                                 msg_print("An image forms in your mind...");
4321 #endif
4322
4323                                 detect_all(DETECT_RAD_DEFAULT);
4324                                 o_ptr->timeout = rand_int(55) + 55;
4325                                 break;
4326                         }
4327
4328                         case ART_GONDOR:
4329                         {
4330 #ifdef JP
4331                                 msg_print("²¦´§¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4332                                 msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
4333 #else
4334                                 msg_print("Your crown glows deep blue...");
4335                                 msg_print("You feel a warm tingling inside...");
4336 #endif
4337
4338                                 (void)hp_player(700);
4339                                 (void)set_cut(0);
4340                                 o_ptr->timeout = 250;
4341                                 break;
4342                         }
4343
4344                         case ART_COLLUIN:
4345                         case ART_SEIRYU:
4346                         {
4347 #ifdef JP
4348                                 msg_format("%s¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_COLLUIN ? "¥¯¥í¡¼¥¯" : "³»");
4349 #else
4350                                 msg_format("Your cloak glows many colours...");
4351 #endif
4352
4353                                 (void)set_oppose_acid(randint(20) + 20, FALSE);
4354                                 (void)set_oppose_elec(randint(20) + 20, FALSE);
4355                                 (void)set_oppose_fire(randint(20) + 20, FALSE);
4356                                 (void)set_oppose_cold(randint(20) + 20, FALSE);
4357                                 (void)set_oppose_pois(randint(20) + 20, FALSE);
4358                                 o_ptr->timeout = 111;
4359                                 break;
4360                         }
4361
4362                         case ART_HOLCOLLETH:
4363                         {
4364 #ifdef JP
4365                                 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4366 #else
4367                                 msg_print("Your cloak glows deep blue...");
4368 #endif
4369
4370                                 sleep_monsters_touch();
4371                                 o_ptr->timeout = 55;
4372                                 break;
4373                         }
4374
4375                         case ART_THINGOL:
4376                         {
4377 #ifdef JP
4378                                 msg_print("¥¯¥í¡¼¥¯¤¬²«¿§¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4379 #else
4380                                 msg_print("Your cloak glows bright yellow...");
4381 #endif
4382
4383                                 recharge(130);
4384                                 o_ptr->timeout = 70;
4385                                 break;
4386                         }
4387
4388                         case ART_COLANNON:
4389                         {
4390 #ifdef JP
4391                                 msg_print("¥¯¥í¡¼¥¯¤¬ÊÕ¤ê¤Î¶õ´Ö¤ò¤æ¤¬¤Þ¤»¤¿...");
4392 #else
4393                                 msg_print("Your cloak twists space around you...");
4394 #endif
4395
4396                                 teleport_player(100);
4397                                 o_ptr->timeout = 45;
4398                                 break;
4399                         }
4400
4401                         case ART_LUTHIEN:
4402                         {
4403 #ifdef JP
4404                                 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4405 #else
4406                                 msg_print("Your cloak glows a deep red...");
4407 #endif
4408
4409                                 restore_level();
4410                                 o_ptr->timeout = 450;
4411                                 break;
4412                         }
4413
4414                         case ART_CAMMITHRIM:
4415                         {
4416 #ifdef JP
4417                                 msg_print("¥°¥í¡¼¥Ö¤¬âÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4418 #else
4419                                 msg_print("Your gloves glow extremely brightly...");
4420 #endif
4421
4422                                 if (!get_aim_dir(&dir)) return;
4423                                 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
4424                                 o_ptr->timeout = 2;
4425                                 break;
4426                         }
4427
4428                         case ART_PAURHACH:
4429                         {
4430 #ifdef JP
4431                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4432 #else
4433                                 msg_print("Your gauntlets are covered in fire...");
4434 #endif
4435
4436                                 if (!get_aim_dir(&dir)) return;
4437                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4438                                 o_ptr->timeout = rand_int(8) + 8;
4439                                 break;
4440                         }
4441
4442                         case ART_PAURNIMMEN:
4443                         {
4444 #ifdef JP
4445                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4446 #else
4447                                 msg_print("Your gauntlets are covered in frost...");
4448 #endif
4449
4450                                 if (!get_aim_dir(&dir)) return;
4451                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
4452                                 o_ptr->timeout = rand_int(7) + 7;
4453                                 break;
4454                         }
4455
4456                         case ART_PAURAEGEN:
4457                         {
4458 #ifdef JP
4459                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4460 #else
4461                                 msg_print("Your gauntlets are covered in sparks...");
4462 #endif
4463
4464                                 if (!get_aim_dir(&dir)) return;
4465                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4466                                 o_ptr->timeout = rand_int(5) + 5;
4467                                 break;
4468                         }
4469
4470                         case ART_PAURNEN:
4471                         {
4472 #ifdef JP
4473                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬»À¤Ëʤ¤ï¤ì¤¿...");
4474 #else
4475                                 msg_print("Your gauntlets are covered in acid...");
4476 #endif
4477
4478                                 if (!get_aim_dir(&dir)) return;
4479                                 fire_bolt(GF_ACID, dir, damroll(5, 8));
4480                                 o_ptr->timeout = rand_int(6) + 6;
4481                                 break;
4482                         }
4483
4484                         case ART_FINGOLFIN:
4485                         {
4486 #ifdef JP
4487                                 msg_print("¥»¥¹¥¿¥¹¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
4488 #else
4489                                 msg_print("Your cesti grows magical spikes...");
4490 #endif
4491
4492                                 if (!get_aim_dir(&dir)) return;
4493                                 fire_bolt(GF_ARROW, dir, 150);
4494                                 o_ptr->timeout = rand_int(90) + 90;
4495                                 break;
4496                         }
4497
4498                         case ART_FEANOR:
4499                         {
4500 #ifdef JP
4501                                 msg_print("¥Ö¡¼¥Ä¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4502 #else
4503                                 msg_print("Your boots glow bright green...");
4504 #endif
4505
4506                                 (void)set_fast(randint(20) + 20, FALSE);
4507                                 o_ptr->timeout = 200;
4508                                 break;
4509                         }
4510
4511                         case ART_DAL:
4512                         {
4513 #ifdef JP
4514                                 msg_print("¥Ö¡¼¥Ä¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4515 #else
4516                                 msg_print("Your boots glow deep blue...");
4517 #endif
4518
4519                                 (void)set_afraid(0);
4520                                 (void)set_poisoned(0);
4521                                 o_ptr->timeout = 5;
4522                                 break;
4523                         }
4524
4525                         case ART_NARTHANC:
4526                         {
4527 #ifdef JP
4528                                 msg_print("¥À¥¬¡¼¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4529 #else
4530                                 msg_print("Your dagger is covered in fire...");
4531 #endif
4532
4533                                 if (!get_aim_dir(&dir)) return;
4534                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4535                                 o_ptr->timeout = rand_int(8) + 8;
4536                                 break;
4537                         }
4538
4539                         case ART_NIMTHANC:
4540                         {
4541 #ifdef JP
4542                                 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4543 #else
4544                                 msg_print("Your dagger is covered in frost...");
4545 #endif
4546
4547                                 if (!get_aim_dir(&dir)) return;
4548                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
4549                                 o_ptr->timeout = rand_int(7) + 7;
4550                                 break;
4551                         }
4552
4553                         case ART_DETHANC:
4554                         {
4555 #ifdef JP
4556                                 msg_print("¥À¥¬¡¼¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4557 #else
4558                                 msg_print("Your dagger is covered in sparks...");
4559 #endif
4560
4561                                 if (!get_aim_dir(&dir)) return;
4562                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4563                                 o_ptr->timeout = rand_int(5) + 5;
4564                                 break;
4565                         }
4566
4567                         case ART_RILIA:
4568                         {
4569 #ifdef JP
4570                                 msg_print("¥À¥¬¡¼¤¬¿¼¤¤Îп§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4571 #else
4572                                 msg_print("Your dagger throbs deep green...");
4573 #endif
4574
4575                                 if (!get_aim_dir(&dir)) return;
4576                                 fire_ball(GF_POIS, dir, 12, 3);
4577                                 o_ptr->timeout = rand_int(4) + 4;
4578                                 break;
4579                         }
4580
4581                         case ART_NUMAHOKO:
4582                         {
4583 #ifdef JP
4584                                 msg_print("Ì·¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4585 #else
4586                                 msg_print("Your dagger throbs deep blue...");
4587 #endif
4588
4589                                 if (!get_aim_dir(&dir)) return;
4590                                 fire_ball(GF_WATER, dir, 200, 3);
4591                                 o_ptr->timeout = 250;
4592                                 break;
4593                         }
4594
4595                         case ART_BELANGIL:
4596                         {
4597 #ifdef JP
4598                                 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4599 #else
4600                                 msg_print("Your dagger is covered in frost...");
4601 #endif
4602
4603                                 if (!get_aim_dir(&dir)) return;
4604                                 fire_ball(GF_COLD, dir, 48, 2);
4605                                 o_ptr->timeout = rand_int(5) + 5;
4606                                 break;
4607                         }
4608
4609                         case ART_KUSANAGI:
4610                         case ART_ANGUIREL:
4611                         {
4612                                 switch (randint(13))
4613                                 {
4614                                 case 1: case 2: case 3: case 4: case 5:
4615                                         teleport_player(10);
4616                                         break;
4617                                 case 6: case 7: case 8: case 9: case 10:
4618                                         teleport_player(222);
4619                                         break;
4620                                 case 11: case 12:
4621                                         (void)stair_creation();
4622                                         break;
4623                                 default:
4624 #ifdef JP
4625 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
4626 #else
4627                                         if (get_check("Leave this level? "))
4628 #endif
4629
4630                                         {
4631                                                 if (autosave_l) do_cmd_save_game(TRUE);
4632
4633                                                 /* Leaving */
4634                                                 p_ptr->leaving = TRUE;
4635                                         }
4636                                 }
4637                                 o_ptr->timeout = 35;
4638                                 break;
4639                         }
4640
4641                         case ART_KAMUI:
4642                         {
4643                                 teleport_player(222);
4644                                 o_ptr->timeout = 25;
4645                                 break;
4646                         }
4647
4648                         case ART_RINGIL:
4649                         {
4650 #ifdef JP
4651                                 msg_print("¥½¡¼¥É¤¬ÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
4652 #else
4653                                 msg_print("Your sword glows an intense blue...");
4654 #endif
4655
4656                                 if (!get_aim_dir(&dir)) return;
4657                                 fire_ball(GF_COLD, dir, 100, 2);
4658                                 o_ptr->timeout = 200;
4659                                 break;
4660                         }
4661
4662                         case ART_DAWN:
4663                         {
4664 #ifdef JP
4665 msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£");
4666 #else
4667                                 msg_print("You summon the Legion of the Dawn.");
4668 #endif
4669
4670                                 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, TRUE, TRUE, TRUE, FALSE, FALSE);
4671                                 o_ptr->timeout = 500 + randint(500);
4672                                 break;
4673                         }
4674
4675                         case ART_ANDURIL:
4676                         {
4677 #ifdef JP
4678                                 msg_print("¥½¡¼¥É¤¬ÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
4679 #else
4680                                 msg_print("Your sword glows an intense red...");
4681 #endif
4682
4683                                 if (!get_aim_dir(&dir)) return;
4684                                 fire_ball(GF_FIRE, dir, 72, 2);
4685                                 o_ptr->timeout = 400;
4686                                 break;
4687                         }
4688
4689                         case ART_THEODEN:
4690                         {
4691 #ifdef JP
4692                                  msg_print("¥¢¥Ã¥¯¥¹¤Î¿Ï¤¬¹õ¤¯µ±¤¤¤¿...");
4693 #else
4694                                 msg_print("Your axe blade glows black...");
4695 #endif
4696
4697                                 if (!get_aim_dir(&dir)) return;
4698                                 drain_life(dir, 120);
4699                                 o_ptr->timeout = 400;
4700                                 break;
4701                         }
4702
4703                         case ART_RUNESPEAR:
4704                         {
4705 #ifdef JP
4706 msg_print("¤¢¤Ê¤¿¤ÎÁä¤ÏÅŵ¤¤Ç¥¹¥Ñ¡¼¥¯¤·¤Æ¤¤¤ë...");
4707 #else
4708                                 msg_print("Your spear crackles with electricity...");
4709 #endif
4710
4711                                 if (!get_aim_dir(&dir)) return;
4712                                 fire_ball(GF_ELEC, dir, 100, 3);
4713                                 o_ptr->timeout = 200;
4714                                 break;
4715                         }
4716
4717                         case ART_AEGLOS:
4718                         {
4719 #ifdef JP
4720                                 msg_print("¥¹¥Ô¥¢¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4721 #else
4722                                 msg_print("Your spear glows a bright white...");
4723 #endif
4724
4725                                 if (!get_aim_dir(&dir)) return;
4726                                 fire_ball(GF_COLD, dir, 100, 3);
4727                                 o_ptr->timeout = 200;
4728                                 break;
4729                         }
4730
4731                         case ART_OROME:
4732                         {
4733 #ifdef JP
4734                                 msg_print("¥¹¥Ô¥¢¤¬¸ÝÆ°¤·¤¿...");
4735 #else
4736                                 msg_print("Your spear pulsates...");
4737 #endif
4738
4739                                 if (!get_aim_dir(&dir)) return;
4740                                 wall_to_mud(dir);
4741                                 o_ptr->timeout = 5;
4742                                 break;
4743                         }
4744
4745                         case ART_NAIN:
4746                         {
4747 #ifdef JP
4748                                 msg_print("¤Ä¤ë¤Ï¤·¤¬¸ÝÆ°¤·¤¿...");
4749 #else
4750                                 msg_print("Your mattock pulsates...");
4751 #endif
4752
4753                                 if (!get_aim_dir(&dir)) return;
4754                                 wall_to_mud(dir);
4755                                 o_ptr->timeout = 2;
4756                                 break;
4757                         }
4758
4759                         case ART_EONWE:
4760                         {
4761 #ifdef JP
4762                                 msg_print("¥¢¥Ã¥¯¥¹¤«¤é¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4763 #else
4764                                 msg_print("Your axe lets out a long, shrill note...");
4765 #endif
4766
4767                                 (void)mass_genocide(200, TRUE);
4768                                 o_ptr->timeout = 1000;
4769                                 break;
4770                         }
4771
4772                         case ART_LOTHARANG:
4773                         {
4774 #ifdef JP
4775                                 msg_print("¥Ð¥È¥ë¡¦¥¢¥Ã¥¯¥¹¤¬¿¼»ç¤Î¸÷¤òÊü¼Í¤·¤¿...");
4776 #else
4777                                 msg_print("Your battle axe radiates deep purple...");
4778 #endif
4779
4780                                 hp_player(damroll(4, 8));
4781                                 (void)set_cut((p_ptr->cut / 2) - 50);
4782                                 o_ptr->timeout = rand_int(3) + 3;
4783                                 break;
4784                         }
4785
4786                         case ART_ULMO:
4787                         {
4788 #ifdef JP
4789                                 msg_print("¥È¥é¥¤¥Ç¥ó¥È¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4790 #else
4791                                 msg_print("Your trident glows deep red...");
4792 #endif
4793
4794                                 if (!get_aim_dir(&dir)) return;
4795                                 teleport_monster(dir);
4796                                 o_ptr->timeout = 150;
4797                                 break;
4798                         }
4799
4800                         case ART_AVAVIR:
4801                         {
4802 #ifdef JP
4803                                 msg_print("Âç³ù¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4804 #else
4805                                 msg_print("Your scythe glows soft white...");
4806 #endif
4807                                 if (!word_of_recall()) return;
4808                                 o_ptr->timeout = 200;
4809                                 break;
4810                         }
4811
4812                         case ART_MAGATAMA:
4813                         {
4814 #ifdef JP
4815                                 msg_print("¸û¶Ì¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4816 #else
4817                                 msg_print("Your scythe glows soft white...");
4818 #endif
4819                                 if (!word_of_recall()) return;
4820                                 o_ptr->timeout = 200;
4821                                 break;
4822                         }
4823
4824                         case ART_TOTILA:
4825                         {
4826 #ifdef JP
4827                                 msg_print("¥Õ¥ì¥¤¥ë¤¬ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤¿...");
4828 #else
4829                                 msg_print("Your flail glows in scintillating colours...");
4830 #endif
4831
4832                                 if (!get_aim_dir(&dir)) return;
4833                                 confuse_monster(dir, 20);
4834                                 o_ptr->timeout = 15;
4835                                 break;
4836                         }
4837
4838                         case ART_FIRESTAR:
4839                         {
4840 #ifdef JP
4841                                 msg_print("¥â¡¼¥Ë¥ó¥°¥¹¥¿¡¼¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...");
4842 #else
4843                                 msg_print("Your morning star rages in fire...");
4844 #endif
4845
4846                                 if (!get_aim_dir(&dir)) return;
4847                                 fire_ball(GF_FIRE, dir, 72, 3);
4848                                 o_ptr->timeout = 100;
4849                                 break;
4850                         }
4851
4852                         case ART_GOTHMOG:
4853                         {
4854 #ifdef JP
4855                                 msg_print("¥à¥Á¤¬¿¼¤¤ÀÖ¿§¤Ëµ±¤¤¤¿...");
4856 #else
4857                                 msg_print("Your whip glows deep red...");
4858 #endif
4859
4860                                 if (!get_aim_dir(&dir)) return;
4861                                 fire_ball(GF_FIRE, dir, 120, 3);
4862                                 o_ptr->timeout = 15;
4863                                 break;
4864                         }
4865
4866                         case ART_TARATOL:
4867                         {
4868 #ifdef JP
4869                                 msg_print("¥á¥¤¥¹¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4870 #else
4871                                 msg_print("Your mace glows bright green...");
4872 #endif
4873
4874                                 (void)set_fast(randint(20) + 20, FALSE);
4875                                 o_ptr->timeout = rand_int(100) + 100;
4876                                 break;
4877                         }
4878
4879                         case ART_ERIRIL:
4880                         {
4881 #ifdef JP
4882                                 msg_print("¥¯¥©¡¼¥¿¡¼¥¹¥¿¥Ã¥Õ¤¬²«¿§¤¯µ±¤¤¤¿...");
4883 #else
4884                                 msg_print("Your quarterstaff glows yellow...");
4885 #endif
4886
4887                                 if (!ident_spell(FALSE)) return;
4888                                 o_ptr->timeout = 10;
4889                                 break;
4890                         }
4891
4892                         case ART_OLORIN:
4893                         {
4894 #ifdef JP
4895                                 msg_print("¾ó¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
4896 #else
4897                                 msg_print("Your quarterstaff glows brightly...");
4898 #endif
4899
4900                                 detect_all(DETECT_RAD_DEFAULT);
4901                                 probing();
4902                                 identify_fully(FALSE);
4903                                 o_ptr->timeout = 1000;
4904                                 break;
4905                         }
4906
4907                         case ART_TURMIL:
4908                         {
4909 #ifdef JP
4910                                 msg_print("¥Ï¥ó¥Þ¡¼¤¬Çò¤¯µ±¤¤¤¿...");
4911 #else
4912                                 msg_print("Your hammer glows white...");
4913 #endif
4914
4915                                 if (!get_aim_dir(&dir)) return;
4916                                 drain_life(dir, 90);
4917                                 o_ptr->timeout = 70;
4918                                 break;
4919                         }
4920
4921                         case ART_BRAND:
4922                         {
4923 #ifdef JP
4924                                 msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4925 #else
4926                                 msg_print("Your crossbow glows deep red...");
4927 #endif
4928
4929                                 (void)brand_bolts();
4930                                 o_ptr->timeout = 999;
4931                                 break;
4932                         }
4933                         case ART_CRIMSON:
4934                         {
4935                                 int num = 1;
4936                                 int i;
4937                                 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
4938                                 int tx, ty;
4939 #ifdef JP
4940                                 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
4941 #else
4942                                 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
4943 #endif
4944
4945                                 if (!get_aim_dir(&dir)) return;
4946
4947                                 /* Use the given direction */
4948                                 tx = px + 99 * ddx[dir];
4949                                 ty = py + 99 * ddy[dir];
4950
4951                                 /* Hack -- Use an actual "target" */
4952                                 if ((dir == 5) && target_okay())
4953                                 {
4954                                         tx = target_col;
4955                                         ty = target_row;
4956                                 }
4957
4958                                 if (p_ptr->pclass == CLASS_ARCHER)
4959                                 {
4960                                         /* Extra shot at level 10 */
4961                                         if (p_ptr->lev >= 10) num++;
4962
4963                                         /* Extra shot at level 30 */
4964                                         if (p_ptr->lev >= 30) num++;
4965
4966                                         /* Extra shot at level 45 */
4967                                         if (p_ptr->lev >= 45) num++;
4968                                 }
4969
4970                                 for (i = 0; i < num; i++)
4971                                         project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*6, GF_ROCKET, flg, -1);
4972                                 o_ptr->timeout = 15;
4973                                 break;
4974                         }
4975                         case ART_PALANTIR:
4976                         {
4977                                 monster_type *m_ptr;
4978                                 monster_race *r_ptr;
4979                                 int i;
4980
4981 #ifdef JP
4982                                 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
4983 #else
4984                                 msg_print("Some strange places show up in your mind. And you see ...");
4985 #endif
4986
4987                                 /* Process the monsters (backwards) */
4988                                 for (i = m_max - 1; i >= 1; i--)
4989                                 {
4990                                         /* Access the monster */
4991                                         m_ptr = &m_list[i];
4992
4993                                         /* Ignore "dead" monsters */
4994                                         if (!m_ptr->r_idx) continue;
4995
4996                                         r_ptr = &r_info[m_ptr->r_idx];
4997
4998                                         if(r_ptr->flags1 & RF1_UNIQUE)
4999                                         {
5000 #ifdef JP
5001                                                 msg_format("%s¡¥ ",r_name + r_ptr->name);
5002 #else
5003                                                 msg_format("%s. ",r_name + r_ptr->name);
5004 #endif
5005                                         }
5006                                 }
5007                                 o_ptr->timeout = 200;
5008                                 break;
5009                         }
5010
5011                         case ART_STONE_LORE:
5012                         {
5013 #ifdef JP
5014                                 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
5015 #else
5016                                 msg_print("The stone reveals hidden mysteries...");
5017 #endif
5018                                 if (!ident_spell(FALSE)) return;
5019
5020                                 if (mp_ptr->spell_book)
5021                                 {
5022                                         /* Sufficient mana */
5023                                         if (20 <= p_ptr->csp)
5024                                         {
5025                                                 /* Use some mana */
5026                                                 p_ptr->csp -= 20;
5027                                         }
5028
5029                                         /* Over-exert the player */
5030                                         else
5031                                         {
5032                                                 int oops = 20 - p_ptr->csp;
5033
5034                                                 /* No mana left */
5035                                                 p_ptr->csp = 0;
5036                                                 p_ptr->csp_frac = 0;
5037
5038                                                 /* Message */
5039 #ifdef JP
5040                                                 msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
5041 #else
5042                                                 msg_print("You are too weak to control the stone!");
5043 #endif
5044
5045                                                 /* Hack -- Bypass free action */
5046                                                 (void)set_paralyzed(p_ptr->paralyzed +
5047                                                         randint(5 * oops + 1));
5048
5049                                                 /* Confusing. */
5050                                                 (void)set_confused(p_ptr->confused +
5051                                                         randint(5 * oops + 1));
5052                                         }
5053
5054                                         /* Redraw mana */
5055                                         p_ptr->redraw |= (PR_MANA);
5056                                 }
5057
5058 #ifdef JP
5059                                 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
5060 #else
5061                                 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
5062 #endif
5063
5064                                 /* Confusing. */
5065                                 if (rand_int(5) == 0) (void)set_confused(p_ptr->confused +
5066                                         randint(10));
5067
5068                                 /* Exercise a little care... */
5069                                 if (rand_int(20) == 0)
5070 #ifdef JP
5071                                         take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
5072 #else
5073                                         take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
5074 #endif
5075                                 o_ptr->timeout = 0;
5076                                 break;
5077                         }
5078
5079                         case ART_BOROMIR:
5080                         {
5081                                 msg_print("You wind a mighty blast; your enemies tremble!");
5082                                 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
5083                                 o_ptr->timeout = rand_int(40) + 40;
5084                                 break;
5085                         }
5086                         case ART_FARAMIR:
5087                         {
5088 #ifdef JP
5089                                 msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
5090 #else
5091                                 msg_print("You exterminate small life.");
5092 #endif
5093                                 (void)dispel_monsters(4);
5094                                 o_ptr->timeout = rand_int(55) + 55;
5095                                 break;
5096                         }
5097
5098                         case ART_HIMRING:
5099                         {
5100 #ifdef JP
5101                                 msg_print("Æߤ¤²»¤¬ÊÕ¤ê¤òÊñ¤ß¤³¤ó¤À¡£");
5102 #else
5103                                 msg_print("A shrill wailing sound surrounds you.");
5104 #endif
5105                                 (void)set_protevil(randint(25) + p_ptr->lev, FALSE);
5106                                 o_ptr->timeout = rand_int(200) + 200;
5107                                 break;
5108                         }
5109
5110                         case ART_ICANUS:
5111                         {
5112
5113 #ifdef JP
5114                                 msg_print("¥í¡¼¥Ö¤¬½ã¿è¤ÊËâÎϤǿ̤¨¤¿¡£");
5115 #else
5116                                 msg_print("The robe pulsates with raw mana...");
5117 #endif
5118                                 if (!get_aim_dir(&dir)) return;
5119                                 fire_bolt(GF_MANA, dir, 120);
5120                                 o_ptr->timeout = rand_int(120) + 120;
5121                                 break;
5122                         }
5123                         case ART_HURIN:
5124                         {
5125                                 (void)set_fast(randint(50) + 50, FALSE);
5126                                 hp_player(10);
5127                                 set_afraid(0);
5128                                 set_hero(randint(50) + 50, FALSE);
5129                                 o_ptr->timeout = rand_int(200) + 100;
5130                                 break;
5131                         }
5132                         case ART_GIL_GALAD:
5133                         {
5134 #ifdef JP
5135                                 msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥");
5136 #else
5137                                 msg_print("Your shield gleams with blinding light...");
5138 #endif
5139                                 fire_ball(GF_LITE, 0, 300, 6);
5140                                 confuse_monsters(3 * p_ptr->lev / 2);
5141                                 o_ptr->timeout = 250;
5142                                 break;
5143                         }
5144                         case ART_YENDOR:
5145                         {
5146 #ifdef JP
5147                                 msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥");
5148 #else
5149                                 msg_print("Your card gleams with blinding light...");
5150 #endif
5151                                 if (!recharge(1000)) return;
5152                                 o_ptr->timeout = 200;
5153                                 break;
5154                         }
5155                         case ART_MURAMASA:
5156                         {
5157 #ifdef JP
5158                                 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
5159 #else
5160                                 if (get_check("Are you sure?!"))
5161 #endif
5162                                 {
5163 #ifdef JP
5164                                         msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
5165 #else
5166                                         msg_print("The Muramasa pulsates...");
5167 #endif
5168                                         do_inc_stat(A_STR);
5169                                         if (one_in_(2))
5170                                         {
5171 #ifdef JP
5172                                                 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
5173 #else
5174                                                 msg_print("The Muramasa is destroyed!");
5175 #endif
5176                                                 curse_weapon(TRUE, item);
5177                                         }
5178                                 }
5179                                 break;
5180                         }
5181                         case ART_FLY_STONE:
5182                         {
5183 #ifdef JP
5184                                 msg_print("ÀФ¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
5185 #else
5186                                 msg_print("Your stone glows pale...");
5187 #endif
5188
5189                                 if (!get_aim_dir(&dir)) return;
5190                                 fire_ball(GF_MANA, dir, 400, 4);
5191                                 o_ptr->timeout = rand_int(250) + 250;
5192                                 break;
5193                         }
5194                         case ART_TAIKOBO:
5195                         {
5196                                 int x, y;
5197
5198                                 if (!get_rep_dir2(&dir)) return;
5199                                 y = py+ddy[dir];
5200                                 x = px+ddx[dir];
5201                                 tsuri_dir = dir;
5202                                 if (!(cave[y][x].feat == FEAT_DEEP_WATER) && !(cave[y][x].feat == FEAT_SHAL_WATER))
5203                                 {
5204 #ifdef JP
5205                                         msg_print("¤½¤³¤ÏΦÃϤÀ¡£");
5206 #else
5207                                         msg_print("There is no fishing place.");
5208 #endif
5209                                         return;
5210                                 }
5211                                 else if (cave[y][x].m_idx)
5212                                 {
5213                                         char m_name[80];
5214                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5215 #ifdef JP
5216                                         msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
5217 #else
5218                                         msg_format("%^s is stand in your way.", m_name);
5219 #endif
5220                                         energy_use = 0;
5221                                         return;
5222                                 }
5223                                 set_action(ACTION_FISH);
5224                                 p_ptr->redraw |= (PR_STATE);
5225                                 break;
5226                         }
5227                         case ART_JONES:
5228                         {
5229                                 if (!get_aim_dir(&dir)) return;
5230 #ifdef JP
5231                                 msg_print("¥à¥Á¤ò¿­¤Ð¤·¤¿¡£");
5232 #else
5233                                 msg_print("You stretched your wip.");
5234 #endif
5235
5236                                 fetch(dir, 500, TRUE);
5237                                 o_ptr->timeout = rand_int(25) + 25;
5238                                 break;
5239                         }
5240                         case ART_ARRYU:
5241                         {
5242                                 bool pet = (randint(5) != 1);
5243
5244                                 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, TRUE, FALSE, pet, FALSE, (bool)(!pet)))
5245                                 {
5246
5247                                         if (pet)
5248 #ifdef JP
5249                                                 msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5250 #else
5251                                         msg_print("A group of hounds appear as your servant.");
5252 #endif
5253
5254                                         else
5255 #ifdef JP
5256                                                 msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
5257 #else
5258                                                 msg_print("A group of hounds appear as your enemy!");
5259 #endif
5260
5261                                 }
5262
5263                                 o_ptr->timeout = 300 + randint(150);
5264                                 break;
5265                         }
5266
5267                         case ART_GAEBOLG:
5268                         {
5269 #ifdef JP
5270                                 msg_print("¥¹¥Ô¥¢¤ÏâÁ¤·¤¯µ±¤¤¤¿...");
5271 #else
5272                                 msg_print("Your spear grows brightly...");
5273 #endif
5274
5275                                 if (!get_aim_dir(&dir)) return;
5276                                 fire_ball(GF_LITE, dir, 200, 3);
5277                                 o_ptr->timeout = rand_int(200) + 200;
5278                                 break;
5279                         }
5280
5281                         case ART_INROU:
5282                         {
5283                                 int count = 0, i;
5284                                 monster_type *m_ptr;
5285 #ifndef JP
5286                                 cptr kakusan = "";
5287 #endif
5288
5289                                 if (summon_named_creature(py, px, MON_SUKE, FALSE, FALSE, TRUE, TRUE))
5290                                 {
5291 #ifdef JP
5292                                         msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5293 #else
5294                                         msg_print("Suke-san apperars.");
5295                                         kakusan = "Suke-san";
5296 #endif
5297                                         count++;
5298                                 }
5299                                 if (summon_named_creature(py, px, MON_KAKU, FALSE, FALSE, TRUE, TRUE))
5300                                 {
5301 #ifdef JP
5302                                         msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5303 #else
5304                                         msg_print("Kaku-san appears.");
5305                                         kakusan = "Kaku-san";
5306 #endif
5307                                         count++;
5308                                 }
5309                                 if (!count)
5310                                 {
5311                                         for (i = m_max - 1; i > 0; i--)
5312                                         {
5313                                                 m_ptr = &m_list[i];
5314                                                 if (!m_ptr->r_idx) continue;
5315                                                 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
5316                                                 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
5317                                                 count++;
5318                                                 break;
5319                                         }
5320                                 }
5321
5322                                 if (count)
5323                                 {
5324 #ifdef JP
5325                                         msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
5326 #else
5327                                         msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
5328 #endif
5329
5330                                         sukekaku = TRUE;
5331                                         stun_monsters(120);
5332                                         confuse_monsters(120);
5333                                         turn_monsters(120);
5334                                         stasis_monsters(120);
5335                                         sukekaku = FALSE;
5336                                 }
5337                                 else
5338                                 {
5339 #ifdef JP
5340                                         msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
5341 #else
5342                                         msg_print("Nothing happen.");
5343 #endif
5344                                 }
5345                                 o_ptr->timeout = rand_int(150) + 150;
5346                                 break;
5347                         }
5348
5349                         case ART_HYOUSIGI:
5350                         {
5351 #ifdef JP
5352                                 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
5353 #else
5354                                 msg_print("You beat Your wooden clappers.");
5355 #endif
5356                                 aggravate_monsters(0);
5357                                 break;
5358                         }
5359
5360                         case ART_MATOI:
5361                         case ART_AEGISFANG:
5362                         {
5363                                 set_hero(randint(25)+25, FALSE);
5364                                 hp_player(10);
5365                                 o_ptr->timeout = rand_int(30) + 30;
5366                                 break;
5367                         }
5368
5369                         case ART_EARENDIL:
5370                         {
5371                                 (void)set_poisoned(0);
5372                                 (void)set_confused(0);
5373                                 (void)set_blind(0);
5374                                 (void)set_stun(0);
5375                                 (void)set_cut(0);
5376                                 (void)set_image(0);
5377
5378                                 o_ptr->timeout = 100;
5379                                 break;
5380                         }
5381
5382                         case ART_BOLISHOI:
5383                         {
5384                                 if (!get_aim_dir(&dir)) return;
5385                                 (void)charm_animal(dir, p_ptr->lev);
5386
5387                                 o_ptr->timeout = 200;
5388                                 break;
5389                         }
5390
5391                         case ART_ARUNRUTH:
5392                         {
5393 #ifdef JP
5394                                 msg_print("¥½¡¼¥É¤¬Ã¸¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
5395 #else
5396                                 msg_print("Your sword glows a pale blue...");
5397 #endif
5398                                 if (!get_aim_dir(&dir)) return;
5399                                 fire_bolt(GF_COLD, dir, damroll(12, 8));
5400                                 o_ptr->timeout = 50;
5401                                 break;
5402                         }
5403                         case ART_BLOOD:
5404                         {
5405                                 int dummy, i;
5406 #ifdef JP
5407                                 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
5408 #else
5409                                 msg_print("Your scythe glows brightly!");
5410 #endif
5411                                 o_ptr->art_flags1 = a_info[ART_BLOOD].flags1;
5412                                 o_ptr->art_flags2 = a_info[ART_BLOOD].flags2;
5413                                 dummy = randint(2)+randint(2);
5414                                 for (i = 0; i < dummy; i++)
5415                                         o_ptr->art_flags1 |= (TR1_CHAOTIC << rand_int(18));
5416                                 dummy = randint(2);
5417                                 for (i = 0; i < dummy; i++)
5418                                         random_resistance(o_ptr, FALSE, randint(34) + 4);
5419                                 dummy = 2;
5420                                 for (i = 0; i < dummy; i++)
5421                                 {
5422                                         int tmp = rand_int(11);
5423                                         if (tmp < 6) o_ptr->art_flags1 |= (TR1_STR << tmp);
5424                                         else o_ptr->art_flags1 |= (TR1_STEALTH << (tmp - 6));
5425                                 }
5426                                 o_ptr->timeout = 3333;
5427                                 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
5428                                 p_ptr->update |= (PU_BONUS | PU_HP);
5429                                 break;
5430                         }
5431                         case ART_KESHO:
5432                         {
5433 #ifdef JP
5434                                 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
5435 #else
5436                                 msg_print("You stamp. (as if you are in a ring.)");
5437 #endif
5438                                 (void)set_hero(randint(20) + 20, FALSE);
5439                                 dispel_evil(p_ptr->lev * 3);
5440                                 o_ptr->timeout = 100 + randint(100);
5441                                 break;
5442                         }
5443                         case ART_MOOK:
5444                         {
5445 #ifdef JP
5446                                 msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿...");
5447 #else
5448                                 msg_print("Your cloak grows white.");
5449 #endif
5450                                 (void)set_oppose_cold(randint(20) + 20, FALSE);
5451                                 o_ptr->timeout = 40 + randint(40);
5452                                 break;
5453                         }
5454                         case ART_VIOLET:
5455                         {
5456 #ifdef JP
5457                                 msg_print("¥à¥Á¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
5458 #else
5459                                 msg_print("The whip lets out a shrill wail...");
5460 #endif
5461
5462                                 k = 3 * p_ptr->lev;
5463                                 (void)set_protevil(randint(25) + k, FALSE);
5464                                 o_ptr->timeout = rand_int(225) + 225;
5465                                 break;
5466                         }
5467                         case ART_JIZO:
5468                         {
5469                                 bool pet = (randint(5) != 1);
5470
5471                                 if (summon_named_creature(py, px, MON_JIZOTAKO, FALSE, TRUE, FALSE, pet))
5472                                 {
5473                                         if (pet)
5474 #ifdef JP
5475                                                 msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5476 #else
5477                                         msg_print("A group of octopuses appear as your servant.");
5478 #endif
5479
5480                                         else
5481 #ifdef JP
5482                                                 msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
5483 #else
5484                                                 msg_print("A group of octopuses appear as your enemy!");
5485 #endif
5486
5487                                 }
5488
5489                                 o_ptr->timeout = 300 + randint(150);
5490                                 break;
5491                         }
5492
5493                         case ART_FUNDIN:
5494                         {
5495 #ifdef JP
5496                                 msg_print("Å´µå¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
5497 #else
5498                                 msg_print("The iron ball floods the area with goodness...");
5499 #endif
5500
5501                                 dispel_evil(p_ptr->lev * 5);
5502                                 o_ptr->timeout = rand_int(100) + 100;
5503                                 break;
5504                         }
5505
5506                         case ART_NIGHT:
5507                         {
5508 #ifdef JP
5509                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
5510 #else
5511                                 msg_print("Your amulet is coverd in pitch-darkness...");
5512 #endif
5513                                 if (!get_aim_dir(&dir)) return;
5514                                 fire_ball(GF_DARK, dir, 250, 4);
5515                                 o_ptr->timeout = rand_int(150) + 150;
5516                                 break;
5517                         }
5518                 }
5519
5520                 /* Window stuff */
5521                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5522
5523                 /* Done */
5524                 return;
5525         }
5526
5527         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_ACID))
5528         {
5529                 (void)set_oppose_acid(randint(20) + 20, FALSE);
5530                 o_ptr->timeout = rand_int(50) + 50;
5531                 return;
5532         }
5533
5534         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_ELEC))
5535         {
5536                 (void)set_oppose_elec(randint(20) + 20, FALSE);
5537                 o_ptr->timeout = rand_int(50) + 50;
5538                 return;
5539         }
5540
5541         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_FIRE))
5542         {
5543                 (void)set_oppose_fire(randint(20) + 20, FALSE);
5544                 o_ptr->timeout = rand_int(50) + 50;
5545                 return;
5546         }
5547
5548         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_COLD))
5549         {
5550                 (void)set_oppose_cold(randint(20) + 20, FALSE);
5551                 o_ptr->timeout = rand_int(50) + 50;
5552                 return;
5553         }
5554
5555         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_EARTHQUAKE))
5556         {
5557                 earthquake(py, px, 5);
5558                 o_ptr->timeout = 100 + randint(100);
5559
5560                 /* Window stuff */
5561                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5562
5563                 /* Done */
5564                 return;
5565         }
5566
5567
5568         else if (o_ptr->name2 == EGO_TRUMP)
5569         {
5570                 teleport_player(100);
5571                 o_ptr->timeout = 50 + randint(50);
5572
5573                 /* Window stuff */
5574                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5575
5576                 /* Done */
5577                 return;
5578         }
5579
5580
5581         else if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
5582         {
5583                 if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
5584                 {
5585 #ifdef JP
5586                         msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
5587 #else
5588                         msg_print("It has no fuel.");
5589 #endif
5590                         energy_use = 0;
5591                         return;
5592                 }
5593                 lite_area(damroll(2, 15), 3);
5594                 o_ptr->timeout = rand_int(10) + 10;
5595
5596                 /* Window stuff */
5597                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5598
5599                 return;
5600         }
5601
5602
5603         else if (o_ptr->name2 == EGO_EARTHQUAKES)
5604         {
5605                 earthquake(py, px, 5);
5606                 o_ptr->timeout = 100 + randint(100);
5607
5608                 /* Window stuff */
5609                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5610
5611                 /* Done */
5612                 return;
5613         }
5614
5615
5616         else if (o_ptr->name2 == EGO_JUMP)
5617         {
5618                 teleport_player(10);
5619                 o_ptr->timeout = 10 + randint(10);
5620
5621                 /* Window stuff */
5622                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5623
5624                 /* Done */
5625                 return;
5626         }
5627
5628
5629         /* Hack -- Dragon Scale Mail can be activated as well */
5630         else if (o_ptr->tval == TV_DRAG_ARMOR)
5631         {
5632                 /* Get a direction for breathing (or abort) */
5633                 if (!get_aim_dir(&dir)) return;
5634
5635                 /* Branch on the sub-type */
5636                 switch (o_ptr->sval)
5637                 {
5638                         case SV_DRAGON_BLUE:
5639                         {
5640 #ifdef JP
5641                                 msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5642 #else
5643                                 msg_print("You breathe lightning.");
5644 #endif
5645
5646                                 fire_ball(GF_ELEC, dir, 100, -2);
5647                                 o_ptr->timeout = rand_int(150) + 150;
5648                                 break;
5649                         }
5650
5651                         case SV_DRAGON_WHITE:
5652                         {
5653 #ifdef JP
5654                                 msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5655 #else
5656                                 msg_print("You breathe frost.");
5657 #endif
5658
5659                                 fire_ball(GF_COLD, dir, 110, -2);
5660                                 o_ptr->timeout = rand_int(150) + 150;
5661                                 break;
5662                         }
5663
5664                         case SV_DRAGON_BLACK:
5665                         {
5666 #ifdef JP
5667                                 msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5668 #else
5669                                 msg_print("You breathe acid.");
5670 #endif
5671
5672                                 fire_ball(GF_ACID, dir, 130, -2);
5673                                 o_ptr->timeout = rand_int(150) + 150;
5674                                 break;
5675                         }
5676
5677                         case SV_DRAGON_GREEN:
5678                         {
5679 #ifdef JP
5680                                 msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5681 #else
5682                                 msg_print("You breathe poison gas.");
5683 #endif
5684
5685                                 fire_ball(GF_POIS, dir, 150, -2);
5686                                 o_ptr->timeout = rand_int(180) + 180;
5687                                 break;
5688                         }
5689
5690                         case SV_DRAGON_RED:
5691                         {
5692 #ifdef JP
5693                                 msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5694 #else
5695                                 msg_print("You breathe fire.");
5696 #endif
5697
5698                                 fire_ball(GF_FIRE, dir, 200, -2);
5699                                 o_ptr->timeout = rand_int(200) + 200;
5700                                 break;
5701                         }
5702
5703                         case SV_DRAGON_MULTIHUED:
5704                         {
5705                                 chance = rand_int(5);
5706 #ifdef JP
5707                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5708                                            ((chance == 1) ? "°ðºÊ" :
5709                                             ((chance == 2) ? "Î䵤" :
5710                                              ((chance == 3) ? "»À" :
5711                                               ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
5712 #else
5713                                 msg_format("You breathe %s.",
5714                                            ((chance == 1) ? "lightning" :
5715                                             ((chance == 2) ? "frost" :
5716                                              ((chance == 3) ? "acid" :
5717                                               ((chance == 4) ? "poison gas" : "fire")))));
5718 #endif
5719
5720                                 fire_ball(((chance == 1) ? GF_ELEC :
5721                                            ((chance == 2) ? GF_COLD :
5722                                             ((chance == 3) ? GF_ACID :
5723                                              ((chance == 4) ? GF_POIS : GF_FIRE)))),
5724                                           dir, 250, -2);
5725                                 o_ptr->timeout = rand_int(200) + 200;
5726                                 break;
5727                         }
5728
5729                         case SV_DRAGON_BRONZE:
5730                         {
5731 #ifdef JP
5732                                 msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5733 #else
5734                                 msg_print("You breathe confusion.");
5735 #endif
5736
5737                                 fire_ball(GF_CONFUSION, dir, 120, -2);
5738                                 o_ptr->timeout = rand_int(180) + 180;
5739                                 break;
5740                         }
5741
5742                         case SV_DRAGON_GOLD:
5743                         {
5744 #ifdef JP
5745                                 msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5746 #else
5747                                 msg_print("You breathe sound.");
5748 #endif
5749
5750                                 fire_ball(GF_SOUND, dir, 130, -2);
5751                                 o_ptr->timeout = rand_int(180) + 180;
5752                                 break;
5753                         }
5754
5755                         case SV_DRAGON_CHAOS:
5756                         {
5757                                 chance = rand_int(2);
5758 #ifdef JP
5759                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5760                                            ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
5761 #else
5762                                 msg_format("You breathe %s.",
5763                                            ((chance == 1 ? "chaos" : "disenchantment")));
5764 #endif
5765
5766                                 fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
5767                                           dir, 220, -2);
5768                                 o_ptr->timeout = rand_int(200) + 200;
5769                                 break;
5770                         }
5771
5772                         case SV_DRAGON_LAW:
5773                         {
5774                                 chance = rand_int(2);
5775 #ifdef JP
5776                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5777                                            ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
5778 #else
5779                                 msg_format("You breathe %s.",
5780                                            ((chance == 1 ? "sound" : "shards")));
5781 #endif
5782
5783                                 fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
5784                                           dir, 230, -2);
5785                                 o_ptr->timeout = rand_int(200) + 200;
5786                                 break;
5787                         }
5788
5789                         case SV_DRAGON_BALANCE:
5790                         {
5791                                 chance = rand_int(4);
5792 #ifdef JP
5793                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿",
5794                                            ((chance == 1) ? "¥«¥ª¥¹" :
5795                                             ((chance == 2) ? "Îô²½" :
5796                                              ((chance == 3) ? "¹ì²»" : "ÇËÊÒ"))));
5797 #else
5798                                 msg_format("You breathe %s.",
5799                                            ((chance == 1) ? "chaos" :
5800                                             ((chance == 2) ? "disenchantment" :
5801                                              ((chance == 3) ? "sound" : "shards"))));
5802 #endif
5803
5804                                 fire_ball(((chance == 1) ? GF_CHAOS :
5805                                            ((chance == 2) ? GF_DISENCHANT :
5806                                             ((chance == 3) ? GF_SOUND : GF_SHARDS))),
5807                                           dir, 250, -2);
5808                                 o_ptr->timeout = rand_int(200) + 200;
5809                                 break;
5810                         }
5811
5812                         case SV_DRAGON_SHINING:
5813                         {
5814                                 chance = rand_int(2);
5815 #ifdef JP
5816                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5817                                            ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
5818 #else
5819                                 msg_format("You breathe %s.",
5820                                            ((chance == 0 ? "light" : "darkness")));
5821 #endif
5822
5823                                 fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
5824                                 o_ptr->timeout = rand_int(200) + 200;
5825                                 break;
5826                         }
5827
5828                         case SV_DRAGON_POWER:
5829                         {
5830 #ifdef JP
5831 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5832 #else
5833                                 msg_print("You breathe the elements.");
5834 #endif
5835
5836                                 fire_ball(GF_MISSILE, dir, 300, -3);
5837                                 o_ptr->timeout = rand_int(200) + 200;
5838                                 break;
5839                         }
5840                 }
5841
5842                 /* Window stuff */
5843                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5844
5845                 /* Success */
5846                 return;
5847         }
5848
5849         else if (o_ptr->tval == TV_RING)
5850         {
5851                 if (o_ptr->name2)
5852                 {
5853                         bool success = TRUE;
5854
5855                         switch (o_ptr->name2)
5856                         {
5857                         case EGO_RING_HERO:
5858                                 (void)set_afraid(0);
5859                                 (void)set_hero(randint(25) + 25, FALSE);
5860                                 (void)hp_player(10);
5861                                 o_ptr->timeout = randint(100)+100;
5862                                 break;
5863                         case EGO_RING_MAGIC_MIS:
5864                                 if (!get_aim_dir(&dir)) return;
5865                                 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
5866                                 o_ptr->timeout = 2;
5867                                 break;
5868                         case EGO_RING_FIRE_BOLT:
5869                                 if (!get_aim_dir(&dir)) return;
5870                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
5871                                 o_ptr->timeout = rand_int(8) + 8;
5872                                 break;
5873                         case EGO_RING_COLD_BOLT:
5874                                 if (!get_aim_dir(&dir)) return;
5875                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
5876                                 o_ptr->timeout = rand_int(7) + 7;
5877                                 break;
5878                         case EGO_RING_ELEC_BOLT:
5879                                 if (!get_aim_dir(&dir)) return;
5880                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
5881                                 o_ptr->timeout = rand_int(5) + 5;
5882                                 break;
5883                         case EGO_RING_ACID_BOLT:
5884                                 if (!get_aim_dir(&dir)) return;
5885                                 fire_bolt(GF_FIRE, dir, damroll(5, 8));
5886                                 o_ptr->timeout = rand_int(6) + 6;
5887                                 break;
5888                         case EGO_RING_MANA_BOLT:
5889                                 if (!get_aim_dir(&dir)) return;
5890                                 fire_bolt(GF_MANA, dir, 120);
5891                                 o_ptr->timeout = rand_int(120)+120;
5892                                 break;
5893                         case EGO_RING_FIRE_BALL:
5894                                 if (!get_aim_dir(&dir)) return;
5895                                 fire_ball(GF_FIRE, dir, 100, 2);
5896                                 o_ptr->timeout = rand_int(80) + 80;
5897                                 break;
5898                         case EGO_RING_COLD_BALL:
5899                                 if (!get_aim_dir(&dir)) return;
5900                                 fire_ball(GF_COLD, dir, 100, 2);
5901                                 o_ptr->timeout = rand_int(80) + 80;
5902                                 break;
5903                         case EGO_RING_ELEC_BALL:
5904                                 if (!get_aim_dir(&dir)) return;
5905                                 fire_ball(GF_ELEC, dir, 100, 2);
5906                                 o_ptr->timeout = rand_int(80) + 80;
5907                                 break;
5908                         case EGO_RING_ACID_BALL:
5909                                 if (!get_aim_dir(&dir)) return;
5910                                 fire_ball(GF_ACID, dir, 100, 2);
5911                                 o_ptr->timeout = rand_int(80) + 80;
5912                                 break;
5913                         case EGO_RING_MANA_BALL:
5914                                 if (!get_aim_dir(&dir)) return;
5915                                 fire_ball(GF_MANA, dir, 250, 2);
5916                                 o_ptr->timeout = 300;
5917                                 break;
5918                         case EGO_RING_DRAGON_F:
5919                                 if (!get_aim_dir(&dir)) return;
5920                                 fire_ball(GF_FIRE, dir, 200, -2);
5921                                 if (o_ptr->sval == SV_RING_FLAMES)
5922                                 {
5923                                         (void)set_oppose_fire(randint(20) + 20, FALSE);
5924                                         o_ptr->timeout = 200;
5925                                 }
5926                                 else o_ptr->timeout = 250;
5927                                 break;
5928                         case EGO_RING_DRAGON_C:
5929                                 if (!get_aim_dir(&dir)) return;
5930                                 fire_ball(GF_COLD, dir, 200, -2);
5931                                 if (o_ptr->sval == SV_RING_ICE)
5932                                 {
5933                                         (void)set_oppose_cold(randint(20) + 20, FALSE);
5934                                         o_ptr->timeout = 200;
5935                                 }
5936                                 else o_ptr->timeout = 250;
5937                                 break;
5938                         case EGO_RING_M_DETECT:
5939                                 (void)detect_monsters_invis(255);
5940                                 (void)detect_monsters_normal(255);
5941                                 o_ptr->timeout = 150;
5942                                 break;
5943                         case EGO_RING_D_SPEED:
5944                                 (void)set_fast(randint(30) + 15, FALSE);
5945                                 o_ptr->timeout = 100;
5946                                 break;
5947                         case EGO_RING_BERSERKER:
5948                                 (void)set_shero(randint(25) + 25, FALSE);
5949                                 o_ptr->timeout = rand_int(75)+75;
5950                                 break;
5951                         case EGO_RING_TELE_AWAY:
5952                                 if (!get_aim_dir(&dir)) return;
5953                                 teleport_monster(dir);
5954                                 o_ptr->timeout = 150;
5955                                 break;
5956                         case EGO_RING_TRUE:
5957                         {
5958                                 int v = randint(25)+25;
5959                                 (void)set_afraid(0);
5960                                 (void)set_hero(v, FALSE);
5961                                 (void)hp_player(10);
5962                                 (void)set_blessed(v, FALSE);
5963                                 (void)set_oppose_acid(v, FALSE);
5964                                 (void)set_oppose_elec(v, FALSE);
5965                                 (void)set_oppose_fire(v, FALSE);
5966                                 (void)set_oppose_cold(v, FALSE);
5967                                 (void)set_oppose_pois(v, FALSE);
5968                                 (void)set_ultimate_res(v, FALSE);
5969                                 o_ptr->timeout = 777;
5970                                 break;
5971                         }
5972                         default:
5973                                 success = FALSE;
5974                                 break;
5975                         }
5976                         if (success) return;
5977                 }
5978
5979                 /* Get a direction for breathing (or abort) */
5980                 if (!get_aim_dir(&dir)) return;
5981
5982                 switch (o_ptr->sval)
5983                 {
5984                         case SV_RING_ACID:
5985                         {
5986                                 fire_ball(GF_ACID, dir, 100, 2);
5987                                 (void)set_oppose_acid(randint(20) + 20, FALSE);
5988                                 o_ptr->timeout = rand_int(50) + 50;
5989                                 break;
5990                         }
5991
5992                         case SV_RING_ICE:
5993                         {
5994                                 fire_ball(GF_COLD, dir, 100, 2);
5995                                 (void)set_oppose_cold(randint(20) + 20, FALSE);
5996                                 o_ptr->timeout = rand_int(50) + 50;
5997                                 break;
5998                         }
5999
6000                         case SV_RING_FLAMES:
6001                         {
6002                                 fire_ball(GF_FIRE, dir, 100, 2);
6003                                 (void)set_oppose_fire(randint(20) + 20, FALSE);
6004                                 o_ptr->timeout = rand_int(50) + 50;
6005                                 break;
6006                         }
6007
6008                         case SV_RING_ELEC:
6009                         {
6010                                 fire_ball(GF_ELEC, dir, 100, 2);
6011                                 (void)set_oppose_elec(randint(20) + 20, FALSE);
6012                                 o_ptr->timeout = rand_int(50) + 50;
6013                                 break;
6014                         }
6015                 }
6016
6017                 /* Window stuff */
6018                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
6019
6020                 /* Success */
6021                 return;
6022         }
6023
6024         else if (o_ptr->tval == TV_AMULET)
6025         {
6026                 if (o_ptr->name2)
6027                 {
6028                         switch (o_ptr->name2)
6029                         {
6030                         case EGO_AMU_IDENT:
6031                                 if (!ident_spell(FALSE)) return;
6032                                 o_ptr->timeout = 10;
6033                                 break;
6034                         case EGO_AMU_CHARM:
6035                                 if (!get_aim_dir(&dir)) return;
6036                                 charm_monster(dir, MAX(20, p_ptr->lev));
6037                                 o_ptr->timeout = 200;
6038                                 break;
6039                         case EGO_AMU_JUMP:
6040                                 teleport_player(10);
6041                                 o_ptr->timeout = rand_int(10) + 10;
6042                                 break;
6043                         case EGO_AMU_TELEPORT:
6044                                 teleport_player(100);
6045                                 o_ptr->timeout = rand_int(50) + 50;
6046                                 break;
6047                         case EGO_AMU_D_DOOR:
6048                                 (void)dimension_door();
6049                                 o_ptr->timeout = 200;
6050                                 break;
6051                         case EGO_AMU_RES_FIRE_:
6052                                 (void)set_oppose_fire(randint(20) + 20, FALSE);
6053                                 o_ptr->timeout = rand_int(50) + 50;
6054                                 break;
6055                         case EGO_AMU_RES_COLD_:
6056                                 (void)set_oppose_cold(randint(20) + 20, FALSE);
6057                                 o_ptr->timeout = rand_int(50) + 50;
6058                                 break;
6059                         case EGO_AMU_RES_ELEC_:
6060                                 (void)set_oppose_elec(randint(20) + 20, FALSE);
6061                                 o_ptr->timeout = rand_int(50) + 50;
6062                                 break;
6063                         case EGO_AMU_RES_ACID_:
6064                                 (void)set_oppose_acid(randint(20) + 20, FALSE);
6065                                 o_ptr->timeout = rand_int(50) + 50;
6066                                 break;
6067                         case EGO_AMU_DETECTION:
6068                                 detect_all(DETECT_RAD_DEFAULT);
6069                                 o_ptr->timeout = rand_int(55)+55;
6070                                 break;
6071                         }
6072                 }
6073                 return;
6074         }
6075
6076         else if (o_ptr->tval == TV_WHISTLE)
6077         {
6078 #if 0
6079                 if (cursed_p(o_ptr))
6080                 {
6081 #ifdef JP
6082                         msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤­ÅϤä¿¡£");
6083 #else
6084                         msg_print("You produce a shrill whistling sound.");
6085 #endif
6086                         aggravate_monsters(0);
6087                 }
6088                 else
6089 #endif
6090                 {
6091                         int pet_ctr, i;
6092                         u16b *who;
6093                         int max_pet = 0;
6094                         u16b dummy_why;
6095
6096                         /* Allocate the "who" array */
6097                         C_MAKE(who, max_m_idx, u16b);
6098
6099                         /* Process the monsters (backwards) */
6100                         for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
6101                         {
6102                                 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
6103                                   who[max_pet++] = pet_ctr;
6104                         }
6105
6106                         /* Select the sort method */
6107                         ang_sort_comp = ang_sort_comp_pet;
6108                         ang_sort_swap = ang_sort_swap_hook;
6109
6110                         ang_sort(who, &dummy_why, max_pet);
6111
6112                         /* Process the monsters (backwards) */
6113                         for (i = 0; i < max_pet; i++)
6114                         {
6115                                 pet_ctr = who[i];
6116                                 teleport_to_player(pet_ctr, 100);
6117                         }
6118                 }
6119                 o_ptr->timeout = 100+randint(100);
6120                 return;
6121         }
6122         else if (o_ptr->tval == TV_CAPTURE)
6123         {
6124                 if(!o_ptr->pval)
6125                 {
6126                         bool old_target_pet = target_pet;
6127                         target_pet = TRUE;
6128                         if (!get_aim_dir(&dir))
6129                         {
6130                                 target_pet = old_target_pet;
6131                                 return;
6132                         }
6133                         target_pet = old_target_pet;
6134
6135                         if(fire_ball(GF_CAPTURE, dir, 0, 0))
6136                         {
6137                                 o_ptr->pval = cap_mon;
6138                                 o_ptr->xtra3 = cap_mspeed;
6139                                 o_ptr->xtra4 = cap_hp;
6140                                 o_ptr->xtra5 = cap_maxhp;
6141                                 if (cap_nickname)
6142                                 {
6143                                         cptr t;
6144                                         char *s;
6145                                         char buf[80] = "";
6146
6147                                         if (o_ptr->inscription)
6148                                                 strcpy(buf, quark_str(o_ptr->inscription));
6149                                         s = buf;
6150                                         for (s = buf;*s && (*s != '#'); s++)
6151                                         {
6152 #ifdef JP
6153                                                 if (iskanji(*s)) s++;
6154 #endif
6155                                         }
6156                                         *s = '#';
6157                                         s++;
6158 #ifdef JP
6159  /*nothing*/
6160 #else
6161                                         *s++ = '\'';
6162 #endif
6163                                         t = quark_str(cap_nickname);
6164                                         while (*t)
6165                                         {
6166                                                 *s = *t;
6167                                                 s++;
6168                                                 t++;
6169                                         }
6170 #ifdef JP
6171  /*nothing*/
6172 #else
6173                                         *s++ = '\'';
6174 #endif
6175                                         *s = '\0';
6176                                         o_ptr->inscription = quark_add(buf);
6177                                 }
6178                         }
6179                 }
6180                 else
6181                 {
6182                         bool success = FALSE;
6183                         if (!get_rep_dir2(&dir)) return;
6184                         if (cave_floor_bold(py+ddy[dir],px+ddx[dir]))
6185                         {
6186                                 if (place_monster_aux(py + ddy[dir], px + ddx[dir], o_ptr->pval, FALSE, FALSE, TRUE, TRUE, TRUE, FALSE))
6187                                 {
6188                                         if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
6189                                         if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
6190                                         if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
6191                                         m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
6192                                         if (o_ptr->inscription)
6193                                         {
6194                                                 char buf[80];
6195                                                 cptr t;
6196 #ifndef JP
6197                                                 bool quote = FALSE;
6198 #endif
6199
6200                                                 t = quark_str(o_ptr->inscription);
6201                                                 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
6202                                                 {
6203 #ifdef JP
6204                                                         if (iskanji(*t)) t++;
6205 #endif
6206                                                 }
6207                                                 if (*t)
6208                                                 {
6209                                                         char *s = buf;
6210                                                         t++;
6211 #ifdef JP
6212                                                         /* nothing */
6213 #else
6214                                                         if (*t =='\'')
6215                                                         {
6216                                                                 t++;
6217                                                                 quote = TRUE;
6218                                                         }
6219 #endif
6220                                                         while(*t)
6221                                                         {
6222                                                                 *s = *t;
6223                                                                 t++;
6224                                                                 s++;
6225                                                         }
6226 #ifdef JP
6227                                                         /* nothing */
6228 #else
6229                                                         if (quote && *(s-1) =='\'')
6230                                                                 s--;
6231 #endif
6232                                                         *s = '\0';
6233                                                         m_list[hack_m_idx_ii].nickname = quark_add(buf);
6234                                                         t = quark_str(o_ptr->inscription);
6235                                                         s = buf;
6236                                                         while(*t && (*t != '#'))
6237                                                         {
6238                                                                 *s = *t;
6239                                                                 t++;
6240                                                                 s++;
6241                                                         }
6242                                                         *s = '\0';
6243                                                         o_ptr->inscription = quark_add(buf);
6244                                                 }
6245                                         }
6246                                         o_ptr->pval = 0;
6247                                         o_ptr->xtra3 = 0;
6248                                         o_ptr->xtra4 = 0;
6249                                         o_ptr->xtra5 = 0;
6250                                         success = TRUE;
6251                                 }
6252                         }
6253                         if (!success)
6254 #ifdef JP
6255                                 msg_print("¤ª¤Ã¤È¡¢²òÊü¤Ë¼ºÇÔ¤·¤¿¡£");
6256 #else
6257                                 msg_print("Oops.  You failed to release your pet.");
6258 #endif
6259                 }
6260                 return;
6261         }
6262
6263         /* Mistake */
6264 #ifdef JP
6265         msg_print("¤ª¤Ã¤È¡¢¤³¤Î¥¢¥¤¥Æ¥à¤Ï»ÏÆ°¤Ç¤­¤Ê¤¤¡£");
6266 #else
6267         msg_print("Oops.  That object cannot be activated.");
6268 #endif
6269
6270 }
6271
6272
6273 void do_cmd_activate(void)
6274 {
6275         int     item;
6276         cptr    q, s;
6277
6278
6279         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6280         {
6281                 set_action(ACTION_NONE);
6282         }
6283
6284         item_tester_no_ryoute = TRUE;
6285         /* Prepare the hook */
6286         item_tester_hook = item_tester_hook_activate;
6287
6288         /* Get an item */
6289 #ifdef JP
6290         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò»ÏÆ°¤µ¤»¤Þ¤¹¤«? ";
6291         s = "»ÏÆ°¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Ê¤¤¡£";
6292 #else
6293         q = "Activate which item? ";
6294         s = "You have nothing to activate.";
6295 #endif
6296
6297         if (!get_item(&item, q, s, (USE_EQUIP))) return;
6298
6299         /* Activate the item */
6300         do_cmd_activate_aux(item);
6301 }
6302
6303
6304 /*
6305  * Hook to determine if an object is useable
6306  */
6307 static bool item_tester_hook_use(object_type *o_ptr)
6308 {
6309         u32b f1, f2, f3;
6310
6311         /* Ammo */
6312         if (o_ptr->tval == p_ptr->tval_ammo)
6313                 return (TRUE);
6314
6315         /* Useable object */
6316         switch (o_ptr->tval)
6317         {
6318                 case TV_SPIKE:
6319                 case TV_STAFF:
6320                 case TV_WAND:
6321                 case TV_ROD:
6322                 case TV_SCROLL:
6323                 case TV_POTION:
6324                 case TV_FOOD:
6325                 {
6326                         return (TRUE);
6327                 }
6328
6329                 default:
6330                 {
6331                         int i;
6332
6333                         /* Not known */
6334                         if (!object_known_p(o_ptr)) return (FALSE);
6335
6336                         /* HACK - only items from the equipment can be activated */
6337                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6338                         {
6339                                 if (&inventory[i] == o_ptr)
6340                                 {
6341                                         /* Extract the flags */
6342                                         object_flags(o_ptr, &f1, &f2, &f3);
6343
6344                                         /* Check activation flag */
6345                                         if (f3 & TR3_ACTIVATE) return (TRUE);
6346                                 }
6347                         }
6348                 }
6349         }
6350
6351         /* Assume not */
6352         return (FALSE);
6353 }
6354
6355
6356 /*
6357  * Use an item
6358  * XXX - Add actions for other item types
6359  */
6360 void do_cmd_use(void)
6361 {
6362         int         item;
6363         object_type *o_ptr;
6364         cptr        q, s;
6365
6366         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6367         {
6368                 set_action(ACTION_NONE);
6369         }
6370
6371         item_tester_no_ryoute = TRUE;
6372         /* Prepare the hook */
6373         item_tester_hook = item_tester_hook_use;
6374
6375         /* Get an item */
6376 #ifdef JP
6377 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
6378 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
6379 #else
6380         q = "Use which item? ";
6381         s = "You have nothing to use.";
6382 #endif
6383
6384         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return;
6385
6386         /* Get the item (in the pack) */
6387         if (item >= 0)
6388         {
6389                 o_ptr = &inventory[item];
6390         }
6391         /* Get the item (on the floor) */
6392         else
6393         {
6394                 o_ptr = &o_list[0 - item];
6395         }
6396
6397         switch (o_ptr->tval)
6398         {
6399                 /* Spike a door */
6400                 case TV_SPIKE:
6401                 {
6402                         do_cmd_spike();
6403                         break;
6404                 }
6405
6406                 /* Eat some food */
6407                 case TV_FOOD:
6408                 {
6409                         do_cmd_eat_food_aux(item);
6410                         break;
6411                 }
6412
6413                 /* Aim a wand */
6414                 case TV_WAND:
6415                 {
6416                         do_cmd_aim_wand_aux(item);
6417                         break;
6418                 }
6419
6420                 /* Use a staff */
6421                 case TV_STAFF:
6422                 {
6423                         do_cmd_use_staff_aux(item);
6424                         break;
6425                 }
6426
6427                 /* Zap a rod */
6428                 case TV_ROD:
6429                 {
6430                         do_cmd_zap_rod_aux(item);
6431                         break;
6432                 }
6433
6434                 /* Quaff a potion */
6435                 case TV_POTION:
6436                 {
6437                         do_cmd_quaff_potion_aux(item);
6438                         break;
6439                 }
6440
6441                 /* Read a scroll */
6442                 case TV_SCROLL:
6443                 {
6444                         /* Check some conditions */
6445                         if (p_ptr->blind)
6446                         {
6447 #ifdef JP
6448 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
6449 #else
6450                                 msg_print("You can't see anything.");
6451 #endif
6452
6453                                 return;
6454                         }
6455                         if (no_lite())
6456                         {
6457 #ifdef JP
6458 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
6459 #else
6460                                 msg_print("You have no light to read by.");
6461 #endif
6462
6463                                 return;
6464                         }
6465                         if (p_ptr->confused)
6466                         {
6467 #ifdef JP
6468 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª");
6469 #else
6470                                 msg_print("You are too confused!");
6471 #endif
6472
6473                                 return;
6474                         }
6475
6476                   do_cmd_read_scroll_aux(item);
6477                   break;
6478                 }
6479
6480                 /* Fire ammo */
6481                 case TV_SHOT:
6482                 case TV_ARROW:
6483                 case TV_BOLT:
6484                 {
6485                         do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
6486                         break;
6487                 }
6488
6489                 /* Activate an artifact */
6490                 default:
6491                 {
6492                         do_cmd_activate_aux(item);
6493                         break;
6494                 }
6495         }
6496 }
6497
6498 static bool select_magic_eater(int mode)
6499 {
6500         int ext=0;
6501         char choice;
6502         bool flag, redraw;
6503         int tval = 0;
6504         int             ask = TRUE, i = 0;
6505         char            out_val[160];
6506
6507         int menu_line = (use_menu ? 1 : 0);
6508
6509 #ifdef ALLOW_REPEAT
6510         int sn;
6511         if (repeat_pull(&sn))
6512         {
6513                 /* Verify the spell */
6514                 if (sn > 71 && !(p_ptr->magic_num1[sn] > k_info[lookup_kind(TV_ROD, i)].pval * (p_ptr->magic_num2[sn] - 1) * 0x10000L))
6515                         return sn;
6516                 else if (sn < 72 && !(p_ptr->magic_num1[sn] < 0x10000))
6517                         return sn;
6518         }
6519         
6520 #endif /* ALLOW_REPEAT */
6521
6522         for (i = 0; i < 108; i++)
6523         {
6524                 if (p_ptr->magic_num2[i]) break;
6525         }
6526         if (i == 108)
6527         {
6528 #ifdef JP
6529                 msg_print("ËâË¡¤ò³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6530 #else
6531                 msg_print("You don't have any magic!");
6532 #endif
6533                 return -1;
6534         }
6535
6536         if (use_menu)
6537         {
6538                 screen_save();
6539
6540                 while(!tval)
6541                 {
6542 #ifdef JP
6543                         prt(format(" %s ¾ó", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
6544                         prt(format(" %s ËâË¡ËÀ", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
6545                         prt(format(" %s ¥í¥Ã¥É", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
6546                         prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
6547 #else
6548                         prt(format(" %s staff", (menu_line == 1) ? "> " : "  "), 2, 14);
6549                         prt(format(" %s wand", (menu_line == 2) ? "> " : "  "), 3, 14);
6550                         prt(format(" %s rod", (menu_line == 3) ? "> " : "  "), 4, 14);
6551                         prt("Which type of magic do you usu?", 0, 0);
6552 #endif
6553                         choice = inkey();
6554                         switch(choice)
6555                         {
6556                         case ESCAPE:
6557                         case 'z':
6558                         case 'Z':
6559                                 screen_load();
6560                                 return -1;
6561                         case '2':
6562                         case 'j':
6563                         case 'J':
6564                                 menu_line++;
6565                                 break;
6566                         case '8':
6567                         case 'k':
6568                         case 'K':
6569                                 menu_line+= 2;
6570                                 break;
6571                         case '\r':
6572                         case 'x':
6573                         case 'X':
6574                                 ext = (menu_line-1)*36;
6575                                 if (menu_line == 1) tval = TV_STAFF;
6576                                 else if (menu_line == 2) tval = TV_WAND;
6577                                 else tval = TV_ROD;
6578                                 break;
6579                         }
6580                         if (menu_line > 3) menu_line -= 3;
6581                 }
6582                 screen_load();
6583         }
6584         else
6585         {
6586         while (TRUE)
6587         {
6588 #ifdef JP
6589                 if (!get_com("[A] ¾ó, [B] ËâË¡ËÀ, [C] ¥í¥Ã¥É:", &choice, TRUE))
6590 #else
6591                 if (!get_com("[A] staff, [B] wand, [C] rod:", &choice, TRUE))
6592 #endif
6593                 {
6594                         return -1;
6595                 }
6596                 if (choice == 'A' || choice == 'a')
6597                 {
6598                         ext = 0;
6599                         tval = TV_STAFF;
6600                         break;
6601                 }
6602                 if (choice == 'B' || choice == 'b')
6603                 {
6604                         ext = 36;
6605                         tval = TV_WAND;
6606                         break;
6607                 }
6608                 if (choice == 'C' || choice == 'c')
6609                 {
6610                         ext = 72;
6611                         tval = TV_ROD;
6612                         break;
6613                 }
6614         }
6615         }
6616         for (i = ext; i < ext + 36; i++)
6617         {
6618                 if (p_ptr->magic_num2[i])
6619                 {
6620                         if (use_menu) menu_line = i-ext+1;
6621                         break;
6622                 }
6623         }
6624         if (i == ext+36)
6625         {
6626 #ifdef JP
6627                 msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6628 #else
6629                 msg_print("You don't have that type of magic!");
6630 #endif
6631                 return -1;
6632         }
6633
6634         /* Nothing chosen yet */
6635         flag = FALSE;
6636
6637         /* No redraw yet */
6638         redraw = FALSE;
6639
6640         /* Build a prompt */
6641 #ifdef JP
6642 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
6643 #else
6644         (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? ");
6645 #endif
6646         if (use_menu) screen_save();
6647
6648         /* Get a spell from the user */
6649
6650         choice = (always_show_list || use_menu) ? ESCAPE:1;
6651         while (!flag)
6652         {
6653                 if( choice==ESCAPE ) choice = ' '; 
6654                 else if( !get_com(out_val, &choice, FALSE) )break; 
6655
6656                 if (use_menu && choice != ' ')
6657                 {
6658                         switch(choice)
6659                         {
6660                                 case '0':
6661                                 {
6662                                         screen_load();
6663                                         return (FALSE);
6664                                         break;
6665                                 }
6666
6667                                 case '8':
6668                                 case 'k':
6669                                 case 'K':
6670                                 {
6671                                         do
6672                                         {
6673                                                 menu_line += 35;
6674                                                 if (menu_line > 36) menu_line -= 36;
6675                                         } while(!p_ptr->magic_num2[menu_line+ext-1]);
6676                                         break;
6677                                 }
6678
6679                                 case '2':
6680                                 case 'j':
6681                                 case 'J':
6682                                 {
6683                                         do
6684                                         {
6685                                                 menu_line++;
6686                                                 if (menu_line > 36) menu_line -= 36;
6687                                         } while(!p_ptr->magic_num2[menu_line+ext-1]);
6688                                         break;
6689                                 }
6690
6691                                 case '4':
6692                                 case 'h':
6693                                 case 'H':
6694                                 case '6':
6695                                 case 'l':
6696                                 case 'L':
6697                                 {
6698                                         bool reverse = FALSE;
6699                                         if ((choice == '4') || (choice == 'h') || (choice == 'H')) reverse = TRUE;
6700                                         if (menu_line > 18)
6701                                         {
6702                                                 menu_line -= 18;
6703                                                 reverse = TRUE;
6704                                         }
6705                                         else menu_line+=18;
6706                                         while(!p_ptr->magic_num2[menu_line+ext-1])
6707                                         {
6708                                                 if (reverse)
6709                                                 {
6710                                                         menu_line--;
6711                                                         if (menu_line < 2) reverse = FALSE;
6712                                                 }
6713                                                 else
6714                                                 {
6715                                                         menu_line++;
6716                                                         if (menu_line > 35) reverse = TRUE;
6717                                                 }
6718                                         }
6719                                         break;
6720                                 }
6721
6722                                 case 'x':
6723                                 case 'X':
6724                                 case '\r':
6725                                 {
6726                                         i = menu_line - 1;
6727                                         ask = FALSE;
6728                                         break;
6729                                 }
6730                         }
6731                 }
6732                 /* Request redraw */
6733                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
6734                 {
6735                         /* Show the list */
6736                         if (!redraw || use_menu)
6737                         {
6738                                 byte y, x = 0;
6739                                 int ctr, chance;
6740                                 int k_idx;
6741                                 char dummy[80];
6742                                 int x1, y1, level;
6743                                 byte col;
6744
6745                                 strcpy(dummy, "");
6746
6747                                 /* Show list */
6748                                 redraw = TRUE;
6749
6750                                 /* Save the screen */
6751                                 if (!use_menu) screen_save();
6752
6753                                 for (y = 1; y < 20; y++)
6754                                         prt("", y, x);
6755
6756                                 y = 1;
6757
6758                                 /* Print header(s) */
6759 #ifdef JP
6760                                 prt(format("                           %s ¼ºÎ¨                           %s ¼ºÎ¨", (tval == TV_ROD ? "  ¾õÂÖ  " : "»ÈÍѲó¿ô"), (tval == TV_ROD ? "  ¾õÂÖ  " : "»ÈÍѲó¿ô")), y++, x);
6761 #else
6762                                 prt(format("                           %s Fail                           %s Fail", (tval == TV_ROD ? "  Stat  " : " Charges"), (tval == TV_ROD ? "  Stat  " : " Charges")), y++, x);
6763 #endif
6764
6765                                 /* Print list */
6766                                 for (ctr = 0; ctr < 36; ctr++)
6767                                 {
6768                                         if (!p_ptr->magic_num2[ctr+ext]) continue;
6769
6770                                         k_idx = lookup_kind(tval, ctr);
6771
6772                                         if (use_menu)
6773                                         {
6774                                                 if (ctr == (menu_line-1))
6775 #ifdef JP
6776                                                         strcpy(dummy, "¡Õ");
6777 #else
6778                                                         strcpy(dummy, "> ");
6779 #endif
6780                                                 else strcpy(dummy, "  ");
6781                                                 
6782                                         }
6783                                         /* letter/number for power selection */
6784                                         else
6785                                         {
6786                                                 char letter;
6787                                                 if (ctr < 26)
6788                                                         letter = I2A(ctr);
6789                                                 else
6790                                                         letter = '0' + ctr - 26;
6791                                                 sprintf(dummy, "%c)",letter);
6792                                         }
6793                                         x1 = ((ctr < 18) ? x : x + 40);
6794                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
6795                                         level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
6796                                         chance = level * 4 / 5 + 20;
6797                                         chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
6798                                         level /= 2;
6799                                         if (p_ptr->lev > level)
6800                                         {
6801                                                 chance -= 3 * (p_ptr->lev - level);
6802                                         }
6803                                         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance += 10;
6804                                         if (p_ptr->heavy_spell) chance += 20;
6805                                         if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
6806                                         else if (p_ptr->easy_spell) chance-=3;
6807                                         else if (p_ptr->dec_mana) chance-=2;
6808                                         chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
6809                                         /* Stunning makes spells harder */
6810                                         if (p_ptr->stun > 50) chance += 25;
6811                                         else if (p_ptr->stun) chance += 15;
6812
6813                                         if (chance > 95) chance = 95;
6814
6815                                         if(p_ptr->dec_mana) chance--;
6816                                         if (p_ptr->heavy_spell) chance += 5;
6817
6818                                         col = TERM_WHITE;
6819
6820                                         if (k_idx)
6821                                         {
6822                                                 if (tval == TV_ROD)
6823                                                 {
6824 strcat(dummy, format(
6825 #ifdef JP
6826         " %-22.22s ½¼Å¶:%2d/%2d%3d%%",
6827 #else
6828         " %-22.22s   (%2d/%2d) %3d%%",
6829 #endif
6830         k_name + k_info[k_idx].name, 
6831         p_ptr->magic_num1[ctr+ext] ? 
6832         (p_ptr->magic_num1[ctr+ext] - 1) / (0x10000L * k_info[k_idx].pval) +1 : 0, 
6833         p_ptr->magic_num2[ctr+ext], chance));
6834                                                         if (p_ptr->magic_num1[ctr+ext] > k_info[k_idx].pval * (p_ptr->magic_num2[ctr+ext]-1) * 0x10000L) col = TERM_RED;
6835                                                 }
6836                                                 else
6837                                                 {
6838                                                         strcat(dummy, format(" %-22.22s    %2d/%2d %3d%%", k_name + k_info[k_idx].name, (s16b)(p_ptr->magic_num1[ctr+ext]/0x10000), p_ptr->magic_num2[ctr+ext], chance));
6839                                                         if (p_ptr->magic_num1[ctr+ext] < 0x10000L) col = TERM_RED;
6840                                                 }
6841                                         }
6842                                         else
6843                                                 strcpy(dummy, "");
6844                                         c_prt(col, dummy, y1, x1);
6845                                 }
6846                         }
6847
6848                         /* Hide the list */
6849                         else
6850                         {
6851                                 /* Hide list */
6852                                 redraw = FALSE;
6853
6854                                 /* Restore the screen */
6855                                 screen_load();
6856                         }
6857
6858                         /* Redo asking */
6859                         continue;
6860                 }
6861
6862                 if (!use_menu)
6863                 {
6864                         if (isalpha(choice))
6865                         {
6866                                 /* Note verify */
6867                                 ask = (isupper(choice));
6868
6869                                 /* Lowercase */
6870                                 if (ask) choice = tolower(choice);
6871
6872                                 /* Extract request */
6873                                 i = (islower(choice) ? A2I(choice) : -1);
6874                         }
6875                         else
6876                         {
6877                                 ask = FALSE; /* Can't uppercase digits */
6878
6879                                 i = choice - '0' + 26;
6880                         }
6881                 }
6882
6883                 /* Totally Illegal */
6884                 if ((i < 0) || (i > 36) || !p_ptr->magic_num2[i+ext])
6885                 {
6886                         bell();
6887                         continue;
6888                 }
6889
6890                 if (mode == 0)
6891                 {
6892                         /* Verify it */
6893                         if (ask)
6894                         {
6895                                 char tmp_val[160];
6896
6897                                 /* Prompt */
6898 #ifdef JP
6899                                 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", k_name + k_info[lookup_kind(tval ,i)].name);
6900 #else
6901                                 (void) strnfmt(tmp_val, 78, "Use %s?", k_name + k_info[lookup_kind(tval ,i)].name);
6902 #endif
6903
6904                                 /* Belay that order */
6905                                 if (!get_check(tmp_val)) continue;
6906                         }
6907                         if (tval == TV_ROD)
6908                         {
6909                                 if (p_ptr->magic_num1[ext+i]  > k_info[lookup_kind(tval, i)].pval * (p_ptr->magic_num2[ext+i] - 1) * 0x10000L)
6910                                 {
6911 #ifdef JP
6912                                         msg_print("¤½¤ÎËâË¡¤Ï¤Þ¤À½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
6913 #else
6914                                         msg_print("The magic are still charging.");
6915 #endif
6916                                         msg_print(NULL);
6917                                         if (use_menu) ask = TRUE;
6918                                         continue;
6919                                 }
6920                         }
6921                         else
6922                         {
6923                                 if (p_ptr->magic_num1[ext+i] < 0x10000L)
6924                                 {
6925 #ifdef JP
6926                                         msg_print("¤½¤ÎËâË¡¤Ï»ÈÍѲó¿ô¤¬ÀÚ¤ì¤Æ¤¤¤ë¡£");
6927 #else
6928                                         msg_print("The magic has no charges left.");
6929 #endif
6930                                         msg_print(NULL);
6931                                         if (use_menu) ask = TRUE;
6932                                         continue;
6933                                 }
6934                         }
6935                 }
6936
6937                 /* Stop the loop */
6938                 flag = TRUE;
6939         }
6940
6941         /* Restore the screen */
6942         if (redraw) screen_load();
6943
6944         if (!flag) return -1;
6945
6946 #ifdef ALLOW_REPEAT
6947         repeat_push(ext+i);
6948 #endif /* ALLOW_REPEAT */
6949         return ext+i;
6950 }
6951
6952 void do_cmd_magic_eater(void)
6953 {
6954         int item, dir, chance, level, k_idx, tval, sval;
6955         bool use_charge = TRUE;
6956
6957         /* Not when confused */
6958         if (p_ptr->confused)
6959         {
6960 #ifdef JP
6961 msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
6962 #else
6963                 msg_print("You are too confused!");
6964 #endif
6965
6966                 return;
6967         }
6968
6969         item = select_magic_eater(0);
6970         if (item == -1)
6971         {
6972                 energy_use = 0;
6973                 return;
6974         }
6975         if (item > 71) {tval = TV_ROD;sval = item - 72;}
6976         else if (item > 35) {tval = TV_WAND;sval = item - 36;}
6977         else {tval = TV_STAFF;sval = item;}
6978         k_idx = lookup_kind(tval, sval);
6979
6980         level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
6981         chance = level * 4 / 5 + 20;
6982         chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
6983         level /= 2;
6984         if (p_ptr->lev > level)
6985         {
6986                 chance -= 3 * (p_ptr->lev - level);
6987         }
6988         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance += 10;
6989         if (p_ptr->heavy_spell) chance += 20;
6990         if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
6991         else if (p_ptr->easy_spell) chance-=3;
6992         else if (p_ptr->dec_mana) chance-=2;
6993         chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
6994         /* Stunning makes spells harder */
6995         if (p_ptr->stun > 50) chance += 25;
6996         else if (p_ptr->stun) chance += 15;
6997
6998         if (chance > 95) chance = 95;
6999
7000         if(p_ptr->dec_mana) chance--;
7001         if (p_ptr->heavy_spell) chance += 5;
7002
7003         if (rand_int(100) < chance)
7004         {
7005                 if (flush_failure) flush();
7006
7007 #ifdef JP
7008 msg_print("¼öʸ¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡ª");
7009 #else
7010                 msg_format("You failed to get the magic off!");
7011 #endif
7012
7013                 sound(SOUND_FAIL);
7014                 if (randint(100) >= chance)
7015                         chg_virtue(V_CHANCE,-1);
7016                 energy_use = 100;
7017
7018                 return;
7019         }
7020         else
7021         {
7022                 if (tval == TV_ROD)
7023                 {
7024                         if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC))
7025                                 if (!get_aim_dir(&dir)) return;
7026                         rod_effect(sval, dir, &use_charge, TRUE);
7027                         if (!use_charge) return;
7028                 }
7029                 else if (tval == TV_WAND)
7030                 {
7031                         if (!get_aim_dir(&dir)) return;
7032                         wand_effect(sval, dir, TRUE);
7033                 }
7034                 else
7035                 {
7036                         staff_effect(sval, &use_charge, TRUE);
7037                         if (!use_charge) return;
7038                 }
7039                 if (randint(100) < chance)
7040                         chg_virtue(V_CHANCE,1);
7041         }
7042         energy_use = 100;
7043         if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * 0x10000L;
7044         else p_ptr->magic_num1[item] -= 0x10000L;
7045 }