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project_p()にフラグを渡すようにしたため、反射しない魔法には全てPROJECT_NO_REFを
[hengbandforosx/hengbandosx.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         if (o_ptr->tval == TV_FOOD)
87         {
88                 /* Analyze the food */
89                 switch (o_ptr->sval)
90                 {
91                         case SV_FOOD_POISON:
92                         {
93                                 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
94                                 {
95                                         if (set_poisoned(p_ptr->poisoned + randint0(10) + 10))
96                                         {
97                                                 ident = TRUE;
98                                         }
99                                 }
100                                 break;
101                         }
102
103                         case SV_FOOD_BLINDNESS:
104                         {
105                                 if (!p_ptr->resist_blind)
106                                 {
107                                         if (set_blind(p_ptr->blind + randint0(200) + 200))
108                                         {
109                                                 ident = TRUE;
110                                         }
111                                 }
112                                 break;
113                         }
114
115                         case SV_FOOD_PARANOIA:
116                         {
117                                 if (!p_ptr->resist_fear)
118                                 {
119                                         if (set_afraid(p_ptr->afraid + randint0(10) + 10))
120                                         {
121                                                 ident = TRUE;
122                                         }
123                                 }
124                                 break;
125                         }
126
127                         case SV_FOOD_CONFUSION:
128                         {
129                                 if (!p_ptr->resist_conf)
130                                 {
131                                         if (set_confused(p_ptr->confused + randint0(10) + 10))
132                                         {
133                                                 ident = TRUE;
134                                         }
135                                 }
136                                 break;
137                         }
138
139                         case SV_FOOD_HALLUCINATION:
140                         {
141                                 if (!p_ptr->resist_chaos)
142                                 {
143                                         if (set_image(p_ptr->image + randint0(250) + 250))
144                                         {
145                                                 ident = TRUE;
146                                         }
147                                 }
148                                 break;
149                         }
150
151                         case SV_FOOD_PARALYSIS:
152                         {
153                                 if (!p_ptr->free_act)
154                                 {
155                                         if (set_paralyzed(p_ptr->paralyzed + randint0(10) + 10))
156                                         {
157                                                 ident = TRUE;
158                                         }
159                                 }
160                                 break;
161                         }
162
163                         case SV_FOOD_WEAKNESS:
164                         {
165 #ifdef JP
166                                 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
167 #else
168                                 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
169 #endif
170
171                                 (void)do_dec_stat(A_STR);
172                                 ident = TRUE;
173                                 break;
174                         }
175
176                         case SV_FOOD_SICKNESS:
177                         {
178 #ifdef JP
179                                 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
180 #else
181                                 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
182 #endif
183
184                                 (void)do_dec_stat(A_CON);
185                                 ident = TRUE;
186                                 break;
187                         }
188
189                         case SV_FOOD_STUPIDITY:
190                         {
191 #ifdef JP
192                                 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
193 #else
194                                 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
195 #endif
196
197                                 (void)do_dec_stat(A_INT);
198                                 ident = TRUE;
199                                 break;
200                         }
201
202                         case SV_FOOD_NAIVETY:
203                         {
204 #ifdef JP
205                                 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
206 #else
207                                 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
208 #endif
209
210                                 (void)do_dec_stat(A_WIS);
211                                 ident = TRUE;
212                                 break;
213                         }
214
215                         case SV_FOOD_UNHEALTH:
216                         {
217 #ifdef JP
218                                 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
219 #else
220                                 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
221 #endif
222
223                                 (void)do_dec_stat(A_CON);
224                                 ident = TRUE;
225                                 break;
226                         }
227
228                         case SV_FOOD_DISEASE:
229                         {
230 #ifdef JP
231                                 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
232 #else
233                                 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
234 #endif
235
236                                 (void)do_dec_stat(A_STR);
237                                 ident = TRUE;
238                                 break;
239                         }
240
241                         case SV_FOOD_CURE_POISON:
242                         {
243                                 if (set_poisoned(0)) ident = TRUE;
244                                 break;
245                         }
246
247                         case SV_FOOD_CURE_BLINDNESS:
248                         {
249                                 if (set_blind(0)) ident = TRUE;
250                                 break;
251                         }
252
253                         case SV_FOOD_CURE_PARANOIA:
254                         {
255                                 if (set_afraid(0)) ident = TRUE;
256                                 break;
257                         }
258
259                         case SV_FOOD_CURE_CONFUSION:
260                         {
261                                 if (set_confused(0)) ident = TRUE;
262                                 break;
263                         }
264
265                         case SV_FOOD_CURE_SERIOUS:
266                         {
267                                 if (hp_player(damroll(4, 8))) ident = TRUE;
268                                 break;
269                         }
270
271                         case SV_FOOD_RESTORE_STR:
272                         {
273                                 if (do_res_stat(A_STR)) ident = TRUE;
274                                 break;
275                         }
276
277                         case SV_FOOD_RESTORE_CON:
278                         {
279                                 if (do_res_stat(A_CON)) ident = TRUE;
280                                 break;
281                         }
282
283                         case SV_FOOD_RESTORING:
284                         {
285                                 if (do_res_stat(A_STR)) ident = TRUE;
286                                 if (do_res_stat(A_INT)) ident = TRUE;
287                                 if (do_res_stat(A_WIS)) ident = TRUE;
288                                 if (do_res_stat(A_DEX)) ident = TRUE;
289                                 if (do_res_stat(A_CON)) ident = TRUE;
290                                 if (do_res_stat(A_CHR)) ident = TRUE;
291                                 break;
292                         }
293
294
295 #ifdef JP
296                         /* ¤½¤ì¤¾¤ì¤Î¿©¤Ùʪ¤Î´¶ÁÛ¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
297                         case SV_FOOD_BISCUIT:
298                         {
299                                 msg_print("´Å¤¯¤Æ¥µ¥¯¥µ¥¯¤·¤Æ¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
300                                 ident = TRUE;
301                                 break;
302                         }
303
304                         case SV_FOOD_JERKY:
305                         {
306                                 msg_print("»õ¤´¤¿¤¨¤¬¤¢¤Ã¤Æ¤ª¤¤¤·¤¤¡£");
307                                 ident = TRUE;
308                                 break;
309                         }
310
311                         case SV_FOOD_SLIME_MOLD:
312                         {
313                                 msg_print("¤³¤ì¤Ï¤Ê¤ó¤È¤â·ÁÍƤ·¤¬¤¿¤¤Ì£¤À¡£");
314                                 ident = TRUE;
315                                 break;
316                         }
317
318                         case SV_FOOD_RATION:
319                         {
320                                 msg_print("¤³¤ì¤Ï¤ª¤¤¤·¤¤¡£");
321                                 ident = TRUE;
322                                 break;
323                         }
324 #else
325                         case SV_FOOD_RATION:
326                         case SV_FOOD_BISCUIT:
327                         case SV_FOOD_JERKY:
328                         case SV_FOOD_SLIME_MOLD:
329                         {
330                                 msg_print("That tastes good.");
331                                 ident = TRUE;
332                                 break;
333                         }
334 #endif
335
336
337                         case SV_FOOD_WAYBREAD:
338                         {
339 #ifdef JP
340                                 msg_print("¤³¤ì¤Ï¤Ò¤¸¤ç¤¦¤ËÈþÌ£¤À¡£");
341 #else
342                                 msg_print("That tastes good.");
343 #endif
344
345                                 (void)set_poisoned(0);
346                                 (void)hp_player(damroll(4, 8));
347                                 ident = TRUE;
348                                 break;
349                         }
350
351 #ifdef JP
352                         case SV_FOOD_PINT_OF_ALE:
353                         {
354                                 msg_print("¤Î¤É¤´¤·Á֤䤫¤À¡£");
355                                 ident = TRUE;
356                                 break;
357                         }
358
359                         case SV_FOOD_PINT_OF_WINE:
360                         {
361                                 msg_print("That tastes good.");
362                                 ident = TRUE;
363                                 break;
364                         }
365 #else
366                         case SV_FOOD_PINT_OF_ALE:
367                         case SV_FOOD_PINT_OF_WINE:
368                         {
369                                 msg_print("That tastes good.");
370                                 ident = TRUE;
371                                 break;
372                         }
373 #endif
374
375                 }
376         }
377
378         /* Combine / Reorder the pack (later) */
379         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
380
381         if (!(object_aware_p(o_ptr)))
382         {
383                 chg_virtue(V_KNOWLEDGE, -1);
384                 chg_virtue(V_PATIENCE, -1);
385                 chg_virtue(V_CHANCE, 1);
386         }
387
388         /* We have tried it */
389         object_tried(o_ptr);
390
391         /* The player is now aware of the object */
392         if (ident && !object_aware_p(o_ptr))
393         {
394                 object_aware(o_ptr);
395                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
396         }
397
398         /* Window stuff */
399         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
400
401
402         /* Food can feed the player */
403         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
404         {
405                 /* Reduced nutritional benefit */
406                 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
407 #ifdef JP
408 msg_print("¤¢¤Ê¤¿¤Î¤è¤¦¤Ê¼Ô¤Ë¤È¤Ã¤Æ¿©ÎȤʤɶϤ«¤Ê±ÉÍܤˤ·¤«¤Ê¤é¤Ê¤¤¡£");
409 #else
410                 msg_print("Mere victuals hold scant sustenance for a being such as yourself.");
411 #endif
412
413                 if (p_ptr->food < PY_FOOD_ALERT)   /* Hungry */
414 #ifdef JP
415 msg_print("¤¢¤Ê¤¿¤Îµ²¤¨¤Ï¿·Á¯¤Ê·ì¤Ë¤è¤Ã¤Æ¤Î¤ßËþ¤¿¤µ¤ì¤ë¡ª");
416 #else
417                         msg_print("Your hunger can only be satisfied with fresh blood!");
418 #endif
419
420         }
421         else if (p_ptr->prace == RACE_SKELETON)
422         {
423                 if (!((o_ptr->sval == SV_FOOD_WAYBREAD) ||
424                       (o_ptr->sval < SV_FOOD_BISCUIT)))
425                 {
426                         object_type forge;
427                         object_type *q_ptr = &forge;
428
429 #ifdef JP
430 msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
431 #else
432                         msg_print("The food falls through your jaws!");
433 #endif
434
435
436                         /* Create the item */
437                         object_prep(q_ptr, lookup_kind(o_ptr->tval, o_ptr->sval));
438
439                         /* Drop the object from heaven */
440                         (void)drop_near(q_ptr, -1, py, px);
441                 }
442                 else
443                 {
444 #ifdef JP
445 msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¡¢¾Ã¤¨¤¿¡ª");
446 #else
447                         msg_print("The food falls through your jaws and vanishes!");
448 #endif
449
450                 }
451         }
452         else if ((p_ptr->prace == RACE_GOLEM) ||
453                  (p_ptr->prace == RACE_ZOMBIE) ||
454                  (p_ptr->prace == RACE_ENT) ||
455                  (p_ptr->prace == RACE_DEMON) ||
456                  (p_ptr->prace == RACE_ANDROID) ||
457                  (p_ptr->prace == RACE_SPECTRE) ||
458                  (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
459         {
460 #ifdef JP
461 msg_print("À¸¼Ô¤Î¿©Êª¤Ï¤¢¤Ê¤¿¤Ë¤È¤Ã¤Æ¤Û¤È¤ó¤É±ÉÍܤˤʤé¤Ê¤¤¡£");
462 #else
463                 msg_print("The food of mortals is poor sustenance for you.");
464 #endif
465
466                 set_food(p_ptr->food + ((o_ptr->pval) / 20));
467         }
468         else
469         {
470                 (void)set_food(p_ptr->food + o_ptr->pval);
471         }
472
473         /* Destroy a food in the pack */
474         if (item >= 0)
475         {
476                 inven_item_increase(item, -1);
477                 inven_item_describe(item);
478                 inven_item_optimize(item);
479         }
480
481         /* Destroy a food on the floor */
482         else
483         {
484                 floor_item_increase(0 - item, -1);
485                 floor_item_describe(0 - item);
486                 floor_item_optimize(0 - item);
487         }
488 }
489
490
491 /*
492  * Hook to determine if an object is eatable
493  */
494 static bool item_tester_hook_eatable(object_type *o_ptr)
495 {
496 /*      if ((o_ptr->tval==TV_FOOD) || ((o_ptr->tval==TV_CORPSE) && o_ptr->sval)) return (TRUE); */
497         if (o_ptr->tval==TV_FOOD) return (TRUE);
498
499         /* Assume not */
500         return (FALSE);
501 }
502
503
504 /*
505  * Eat some food (from the pack or floor)
506  */
507 void do_cmd_eat_food(void)
508 {
509         int         item;
510         cptr        q, s;
511
512
513         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
514         {
515                 set_action(ACTION_NONE);
516         }
517
518         /* Restrict choices to food */
519         item_tester_hook = item_tester_hook_eatable;
520
521         /* Get an item */
522 #ifdef JP
523         q = "¤É¤ì¤ò¿©¤Ù¤Þ¤¹¤«? ";
524         s = "¿©¤Ùʪ¤¬¤Ê¤¤¡£";
525 #else
526         q = "Eat which item? ";
527         s = "You have nothing to eat.";
528 #endif
529
530         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
531
532         /* Eat the object */
533         do_cmd_eat_food_aux(item);
534 }
535
536
537 /*
538  * Quaff a potion (from the pack or the floor)
539  */
540 static void do_cmd_quaff_potion_aux(int item)
541 {
542         int         ident, lev;
543         object_type     *o_ptr;
544         object_type forge;
545         object_type *q_ptr;
546
547
548         /* Take a turn */
549         energy_use = 100;
550
551         if (world_player)
552         {
553                 if (flush_failure) flush();
554 #ifdef JP
555                 msg_print("ÉÓ¤«¤é¿å¤¬Î®¤ì½Ð¤Æ¤³¤Ê¤¤¡ª");
556 #else
557                 msg_print("The potion doesn't flow out from a bottle.");
558 #endif
559
560                 sound(SOUND_FAIL);
561                 return;
562         }
563
564         if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
565         {
566                 stop_singing();
567         }
568
569         /* Get the item (in the pack) */
570         if (item >= 0)
571         {
572                 o_ptr = &inventory[item];
573         }
574
575         /* Get the item (on the floor) */
576         else
577         {
578                 o_ptr = &o_list[0 - item];
579         }
580
581         /* Get local object */
582         q_ptr = &forge;
583
584         /* Obtain a local object */
585         object_copy(q_ptr, o_ptr);
586
587         /* Single object */
588         q_ptr->number = 1;
589
590         /* Reduce and describe inventory */
591         if (item >= 0)
592         {
593                 inven_item_increase(item, -1);
594                 inven_item_describe(item);
595                 inven_item_optimize(item);
596         }
597
598         /* Reduce and describe floor item */
599         else
600         {
601                 floor_item_increase(0 - item, -1);
602                 floor_item_describe(0 - item);
603                 floor_item_optimize(0 - item);
604         }
605
606         /* Sound */
607         sound(SOUND_QUAFF);
608
609
610         /* Not identified yet */
611         ident = FALSE;
612
613         /* Object level */
614         lev = get_object_level(q_ptr);
615
616         /* Analyze the potion */
617         switch (q_ptr->sval)
618         {
619 #ifdef JP
620                 /* °û¤ß¤´¤¿¤¨¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
621                 case SV_POTION_WATER:
622                 {
623                         msg_print("¸ý¤ÎÃ椬¤µ¤Ã¤Ñ¤ê¤·¤¿¡£");
624                         msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
625                         ident = TRUE;
626                         break;
627                 }
628                 case SV_POTION_APPLE_JUICE:
629                 {
630                         msg_print("´Å¤¯¤Æ¥µ¥Ã¥Ñ¥ê¤È¤·¤Æ¤¤¤Æ¡¢¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
631                         msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
632                         ident = TRUE;
633                         break;
634                 }
635                 case SV_POTION_SLIME_MOLD:
636                 {
637                         msg_print("¤Ê¤ó¤È¤âÉÔµ¤Ì£¤ÊÌ£¤À¡£");
638                         msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
639                         ident = TRUE;
640                         break;
641                 }
642 #else
643                 case SV_POTION_WATER:
644                 case SV_POTION_APPLE_JUICE:
645                 case SV_POTION_SLIME_MOLD:
646                 {
647                         msg_print("You feel less thirsty.");
648                         ident = TRUE;
649                         break;
650                 }
651 #endif
652
653
654                 case SV_POTION_SLOWNESS:
655                 {
656                         if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;
657                         break;
658                 }
659
660                 case SV_POTION_SALT_WATER:
661                 {
662 #ifdef JP
663                         msg_print("¤¦¤§¡ª»×¤ï¤ºÅǤ¤¤Æ¤·¤Þ¤Ã¤¿¡£");
664 #else
665                         msg_print("The potion makes you vomit!");
666 #endif
667
668                         (void)set_food(PY_FOOD_STARVE - 1);
669                         (void)set_poisoned(0);
670                         (void)set_paralyzed(p_ptr->paralyzed + 4);
671                         ident = TRUE;
672                         break;
673                 }
674
675                 case SV_POTION_POISON:
676                 {
677                         if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
678                         {
679                                 if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))
680                                 {
681                                         ident = TRUE;
682                                 }
683                         }
684                         break;
685                 }
686
687                 case SV_POTION_BLINDNESS:
688                 {
689                         if (!p_ptr->resist_blind)
690                         {
691                                 if (set_blind(p_ptr->blind + randint0(100) + 100))
692                                 {
693                                         ident = TRUE;
694                                 }
695                         }
696                         break;
697                 }
698
699                 case SV_POTION_CONFUSION: /* Booze */
700                 {
701                         if (p_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
702                         else if (!p_ptr->resist_conf) p_ptr->special_attack |= ATTACK_SUIKEN;
703                         if (!p_ptr->resist_conf)
704                         {
705                                 if (set_confused(randint0(20) + 15))
706                                 {
707                                         ident = TRUE;
708                                 }
709                         }
710
711                         if (!p_ptr->resist_chaos)
712                         {
713                                 if (one_in_(2))
714                                 {
715                                         if (set_image(p_ptr->image + randint0(150) + 150))
716                                         {
717                                                 ident = TRUE;
718                                         }
719                                 }
720                                 if (one_in_(13) && (p_ptr->pclass != CLASS_MONK))
721                                 {
722                                         ident = TRUE;
723                                         if (one_in_(3)) lose_all_info();
724                                         else wiz_dark();
725                                         teleport_player(100);
726                                         wiz_dark();
727 #ifdef JP
728 msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
729 msg_print("²¿¤â»×¤¤½Ð¤»¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ØÍ褿¤Î¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
730 #else
731                                         msg_print("You wake up somewhere with a sore head...");
732                                         msg_print("You can't remember a thing, or how you got here!");
733 #endif
734
735                                 }
736                         }
737                         break;
738                 }
739
740                 case SV_POTION_SLEEP:
741                 {
742                         if (!p_ptr->free_act)
743                         {
744 #ifdef JP
745                 msg_print("¤¢¤Ê¤¿¤Ï̲¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
746 #else
747                 msg_print("You fall asleep.");
748 #endif
749
750
751                                 if (ironman_nightmare)
752                                 {
753 #ifdef JP
754 msg_print("¶²¤í¤·¤¤¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤Ç¤­¤¿¡£");
755 #else
756                                         msg_print("A horrible vision enters your mind.");
757 #endif
758
759
760                                         /* Pick a nightmare */
761                                         get_mon_num_prep(get_nightmare, NULL);
762
763                                         /* Have some nightmares */
764                                         have_nightmare(get_mon_num(MAX_DEPTH));
765
766                                         /* Remove the monster restriction */
767                                         get_mon_num_prep(NULL, NULL);
768                                 }
769                                 if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))
770                                 {
771                                         ident = TRUE;
772                                 }
773                         }
774                         break;
775                 }
776
777                 case SV_POTION_LOSE_MEMORIES:
778                 {
779                         if (!p_ptr->hold_life && (p_ptr->exp > 0))
780                         {
781 #ifdef JP
782                                 msg_print("²áµî¤Îµ­²±¤¬Çö¤ì¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£");
783 #else
784                                 msg_print("You feel your memories fade.");
785 #endif
786                                 chg_virtue(V_KNOWLEDGE, -5);
787
788                                 lose_exp(p_ptr->exp / 4);
789                                 ident = TRUE;
790                         }
791                         break;
792                 }
793
794                 case SV_POTION_RUINATION:
795                 {
796 #ifdef JP
797                         msg_print("¿È¤â¿´¤â¼å¤Ã¤Æ¤­¤Æ¡¢Àºµ¤¤¬È´¤±¤Æ¤¤¤¯¤è¤¦¤À¡£");
798                         take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "ÇËÌǤÎÌô", -1);
799 #else
800                         msg_print("Your nerves and muscles feel weak and lifeless!");
801                         take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "a potion of Ruination", -1);
802 #endif
803
804                         (void)dec_stat(A_DEX, 25, TRUE);
805                         (void)dec_stat(A_WIS, 25, TRUE);
806                         (void)dec_stat(A_CON, 25, TRUE);
807                         (void)dec_stat(A_STR, 25, TRUE);
808                         (void)dec_stat(A_CHR, 25, TRUE);
809                         (void)dec_stat(A_INT, 25, TRUE);
810                         ident = TRUE;
811                         break;
812                 }
813
814                 case SV_POTION_DEC_STR:
815                 {
816                         if (do_dec_stat(A_STR)) ident = TRUE;
817                         break;
818                 }
819
820                 case SV_POTION_DEC_INT:
821                 {
822                         if (do_dec_stat(A_INT)) ident = TRUE;
823                         break;
824                 }
825
826                 case SV_POTION_DEC_WIS:
827                 {
828                         if (do_dec_stat(A_WIS)) ident = TRUE;
829                         break;
830                 }
831
832                 case SV_POTION_DEC_DEX:
833                 {
834                         if (do_dec_stat(A_DEX)) ident = TRUE;
835                         break;
836                 }
837
838                 case SV_POTION_DEC_CON:
839                 {
840                         if (do_dec_stat(A_CON)) ident = TRUE;
841                         break;
842                 }
843
844                 case SV_POTION_DEC_CHR:
845                 {
846                         if (do_dec_stat(A_CHR)) ident = TRUE;
847                         break;
848                 }
849
850                 case SV_POTION_DETONATIONS:
851                 {
852 #ifdef JP
853                         msg_print("ÂΤÎÃæ¤Ç·ã¤·¤¤Çúȯ¤¬µ¯¤­¤¿¡ª");
854                         take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "Çúȯ¤ÎÌô", -1);
855 #else
856                         msg_print("Massive explosions rupture your body!");
857                         take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "a potion of Detonation", -1);
858 #endif
859
860                         (void)set_stun(p_ptr->stun + 75);
861                         (void)set_cut(p_ptr->cut + 5000);
862                         ident = TRUE;
863                         break;
864                 }
865
866                 case SV_POTION_DEATH:
867                 {
868                         chg_virtue(V_VITALITY, -1);
869                         chg_virtue(V_UNLIFE, 5);
870 #ifdef JP
871                         msg_print("»à¤Îͽ´¶¤¬ÂÎÃæ¤ò¶î¤±¤á¤°¤Ã¤¿¡£");
872                         take_hit(DAMAGE_LOSELIFE, 5000, "»à¤ÎÌô", -1);
873 #else
874                         msg_print("A feeling of Death flows through your body.");
875                         take_hit(DAMAGE_LOSELIFE, 5000, "a potion of Death", -1);
876 #endif
877
878                         ident = TRUE;
879                         break;
880                 }
881
882                 case SV_POTION_INFRAVISION:
883                 {
884                         if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))
885                         {
886                                 ident = TRUE;
887                         }
888                         break;
889                 }
890
891                 case SV_POTION_DETECT_INVIS:
892                 {
893                         if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))
894                         {
895                                 ident = TRUE;
896                         }
897                         break;
898                 }
899
900                 case SV_POTION_SLOW_POISON:
901                 {
902                         if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;
903                         break;
904                 }
905
906                 case SV_POTION_CURE_POISON:
907                 {
908                         if (set_poisoned(0)) ident = TRUE;
909                         break;
910                 }
911
912                 case SV_POTION_BOLDNESS:
913                 {
914                         if (set_afraid(0)) ident = TRUE;
915                         break;
916                 }
917
918                 case SV_POTION_SPEED:
919                 {
920                         if (!p_ptr->fast)
921                         {
922                                 if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;
923                         }
924                         else
925                         {
926                                 (void)set_fast(p_ptr->fast + 5, FALSE);
927                         }
928                         break;
929                 }
930
931                 case SV_POTION_RESIST_HEAT:
932                 {
933                         if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))
934                         {
935                                 ident = TRUE;
936                         }
937                         break;
938                 }
939
940                 case SV_POTION_RESIST_COLD:
941                 {
942                         if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))
943                         {
944                                 ident = TRUE;
945                         }
946                         break;
947                 }
948
949                 case SV_POTION_HEROISM:
950                 {
951                         if (set_afraid(0)) ident = TRUE;
952                         if (set_hero(p_ptr->hero + randint1(25) + 25, FALSE)) ident = TRUE;
953                         if (hp_player(10)) ident = TRUE;
954                         break;
955                 }
956
957                 case SV_POTION_BESERK_STRENGTH:
958                 {
959                         if (set_afraid(0)) ident = TRUE;
960                         if (set_shero(p_ptr->shero + randint1(25) + 25, FALSE)) ident = TRUE;
961                         if (hp_player(30)) ident = TRUE;
962                         break;
963                 }
964
965                 case SV_POTION_CURE_LIGHT:
966                 {
967                         if (hp_player(damroll(2, 8))) ident = TRUE;
968                         if (set_blind(0)) ident = TRUE;
969                         if (set_cut(p_ptr->cut - 10)) ident = TRUE;
970                         if (set_shero(0,TRUE)) ident = TRUE;
971                         break;
972                 }
973
974                 case SV_POTION_CURE_SERIOUS:
975                 {
976                         if (hp_player(damroll(4, 8))) ident = TRUE;
977                         if (set_blind(0)) ident = TRUE;
978                         if (set_confused(0)) ident = TRUE;
979                         if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
980                         if (set_shero(0,TRUE)) ident = TRUE;
981                         break;
982                 }
983
984                 case SV_POTION_CURE_CRITICAL:
985                 {
986                         if (hp_player(damroll(6, 8))) ident = TRUE;
987                         if (set_blind(0)) ident = TRUE;
988                         if (set_confused(0)) ident = TRUE;
989                         if (set_poisoned(0)) ident = TRUE;
990                         if (set_stun(0)) ident = TRUE;
991                         if (set_cut(0)) ident = TRUE;
992                         if (set_shero(0,TRUE)) ident = TRUE;
993                         break;
994                 }
995
996                 case SV_POTION_HEALING:
997                 {
998                         if (hp_player(300)) ident = TRUE;
999                         if (set_blind(0)) ident = TRUE;
1000                         if (set_confused(0)) ident = TRUE;
1001                         if (set_poisoned(0)) ident = TRUE;
1002                         if (set_stun(0)) ident = TRUE;
1003                         if (set_cut(0)) ident = TRUE;
1004                         if (set_shero(0,TRUE)) ident = TRUE;
1005                         break;
1006                 }
1007
1008                 case SV_POTION_STAR_HEALING:
1009                 {
1010                         if (hp_player(1200)) ident = TRUE;
1011                         if (set_blind(0)) ident = TRUE;
1012                         if (set_confused(0)) ident = TRUE;
1013                         if (set_poisoned(0)) ident = TRUE;
1014                         if (set_stun(0)) ident = TRUE;
1015                         if (set_cut(0)) ident = TRUE;
1016                         if (set_shero(0,TRUE)) ident = TRUE;
1017                         break;
1018                 }
1019
1020                 case SV_POTION_LIFE:
1021                 {
1022                         chg_virtue(V_VITALITY, 1);
1023                         chg_virtue(V_UNLIFE, -5);
1024 #ifdef JP
1025                         msg_print("ÂÎÃæ¤ËÀ¸Ì¿ÎϤ¬Ëþ¤Á¤¢¤Õ¤ì¤Æ¤­¤¿¡ª");
1026 #else
1027                         msg_print("You feel life flow through your body!");
1028 #endif
1029
1030                         restore_level();
1031                         (void)set_poisoned(0);
1032                         (void)set_blind(0);
1033                         (void)set_confused(0);
1034                         (void)set_image(0);
1035                         (void)set_stun(0);
1036                         (void)set_cut(0);
1037                         (void)do_res_stat(A_STR);
1038                         (void)do_res_stat(A_CON);
1039                         (void)do_res_stat(A_DEX);
1040                         (void)do_res_stat(A_WIS);
1041                         (void)do_res_stat(A_INT);
1042                         (void)do_res_stat(A_CHR);
1043                         (void)set_shero(0,TRUE);
1044                         update_stuff();
1045                         hp_player(5000);
1046                         ident = TRUE;
1047                         break;
1048                 }
1049
1050                 case SV_POTION_RESTORE_MANA:
1051                 {
1052                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1053                         {
1054                                 int i;
1055                                 for (i = 0; i < EATER_EXT*2; i++)
1056                                 {
1057                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
1058                                         if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
1059                                 }
1060                                 for (; i < EATER_EXT*3; i++)
1061                                 {
1062                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
1063                                         p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
1064                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
1065                                 }
1066 #ifdef JP
1067                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
1068 #else
1069                                 msg_print("Your feel your head clear.");
1070 #endif
1071                                 p_ptr->window |= (PW_PLAYER);
1072                                 ident = TRUE;
1073                         }
1074                         else if (p_ptr->csp < p_ptr->msp)
1075                         {
1076                                 p_ptr->csp = p_ptr->msp;
1077                                 p_ptr->csp_frac = 0;
1078 #ifdef JP
1079                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
1080 #else
1081                                 msg_print("Your feel your head clear.");
1082 #endif
1083
1084                                 p_ptr->redraw |= (PR_MANA);
1085                                 p_ptr->window |= (PW_PLAYER);
1086                                 p_ptr->window |= (PW_SPELL);
1087                                 ident = TRUE;
1088                         }
1089                         if (set_shero(0,TRUE)) ident = TRUE;
1090                         break;
1091                 }
1092
1093                 case SV_POTION_RESTORE_EXP:
1094                 {
1095                         if (restore_level()) ident = TRUE;
1096                         break;
1097                 }
1098
1099                 case SV_POTION_RES_STR:
1100                 {
1101                         if (do_res_stat(A_STR)) ident = TRUE;
1102                         break;
1103                 }
1104
1105                 case SV_POTION_RES_INT:
1106                 {
1107                         if (do_res_stat(A_INT)) ident = TRUE;
1108                         break;
1109                 }
1110
1111                 case SV_POTION_RES_WIS:
1112                 {
1113                         if (do_res_stat(A_WIS)) ident = TRUE;
1114                         break;
1115                 }
1116
1117                 case SV_POTION_RES_DEX:
1118                 {
1119                         if (do_res_stat(A_DEX)) ident = TRUE;
1120                         break;
1121                 }
1122
1123                 case SV_POTION_RES_CON:
1124                 {
1125                         if (do_res_stat(A_CON)) ident = TRUE;
1126                         break;
1127                 }
1128
1129                 case SV_POTION_RES_CHR:
1130                 {
1131                         if (do_res_stat(A_CHR)) ident = TRUE;
1132                         break;
1133                 }
1134
1135                 case SV_POTION_INC_STR:
1136                 {
1137                         if (do_inc_stat(A_STR)) ident = TRUE;
1138                         break;
1139                 }
1140
1141                 case SV_POTION_INC_INT:
1142                 {
1143                         if (do_inc_stat(A_INT)) ident = TRUE;
1144                         break;
1145                 }
1146
1147                 case SV_POTION_INC_WIS:
1148                 {
1149                         if (do_inc_stat(A_WIS)) ident = TRUE;
1150                         break;
1151                 }
1152
1153                 case SV_POTION_INC_DEX:
1154                 {
1155                         if (do_inc_stat(A_DEX)) ident = TRUE;
1156                         break;
1157                 }
1158
1159                 case SV_POTION_INC_CON:
1160                 {
1161                         if (do_inc_stat(A_CON)) ident = TRUE;
1162                         break;
1163                 }
1164
1165                 case SV_POTION_INC_CHR:
1166                 {
1167                         if (do_inc_stat(A_CHR)) ident = TRUE;
1168                         break;
1169                 }
1170
1171                 case SV_POTION_AUGMENTATION:
1172                 {
1173                         if (do_inc_stat(A_STR)) ident = TRUE;
1174                         if (do_inc_stat(A_INT)) ident = TRUE;
1175                         if (do_inc_stat(A_WIS)) ident = TRUE;
1176                         if (do_inc_stat(A_DEX)) ident = TRUE;
1177                         if (do_inc_stat(A_CON)) ident = TRUE;
1178                         if (do_inc_stat(A_CHR)) ident = TRUE;
1179                         break;
1180                 }
1181
1182                 case SV_POTION_ENLIGHTENMENT:
1183                 {
1184 #ifdef JP
1185                         msg_print("¼«Ê¬¤ÎÃÖ¤«¤ì¤Æ¤¤¤ë¾õ¶·¤¬Ç¾Î¢¤ËÉ⤫¤ó¤Ç¤­¤¿...");
1186 #else
1187                         msg_print("An image of your surroundings forms in your mind...");
1188 #endif
1189
1190                         chg_virtue(V_KNOWLEDGE, 1);
1191                         chg_virtue(V_ENLIGHTEN, 1);
1192                         wiz_lite(FALSE, FALSE);
1193                         ident = TRUE;
1194                         break;
1195                 }
1196
1197                 case SV_POTION_STAR_ENLIGHTENMENT:
1198                 {
1199 #ifdef JP
1200                         msg_print("¹¹¤Ê¤ë·¼Ìؤò´¶¤¸¤¿...");
1201 #else
1202                         msg_print("You begin to feel more enlightened...");
1203 #endif
1204
1205                         chg_virtue(V_KNOWLEDGE, 1);
1206                         chg_virtue(V_ENLIGHTEN, 2);
1207                         msg_print(NULL);
1208                         wiz_lite(TRUE, FALSE);
1209                         (void)do_inc_stat(A_INT);
1210                         (void)do_inc_stat(A_WIS);
1211                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1212                         (void)detect_doors(DETECT_RAD_DEFAULT);
1213                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1214                         (void)detect_treasure(DETECT_RAD_DEFAULT);
1215                         (void)detect_objects_gold(DETECT_RAD_DEFAULT);
1216                         (void)detect_objects_normal(DETECT_RAD_DEFAULT);
1217                         identify_pack();
1218                         self_knowledge();
1219                         ident = TRUE;
1220                         break;
1221                 }
1222
1223                 case SV_POTION_SELF_KNOWLEDGE:
1224                 {
1225 #ifdef JP
1226                         msg_print("¼«Ê¬¼«¿È¤Î¤³¤È¤¬¾¯¤·¤Ïʬ¤«¤Ã¤¿µ¤¤¬¤¹¤ë...");
1227 #else
1228                         msg_print("You begin to know yourself a little better...");
1229 #endif
1230
1231                         msg_print(NULL);
1232                         self_knowledge();
1233                         ident = TRUE;
1234                         break;
1235                 }
1236
1237                 case SV_POTION_EXPERIENCE:
1238                 {
1239                         if (p_ptr->prace == RACE_ANDROID) break;
1240                         chg_virtue(V_ENLIGHTEN, 1);
1241                         if (p_ptr->exp < PY_MAX_EXP)
1242                         {
1243                                 s32b ee = (p_ptr->exp / 2) + 10;
1244                                 if (ee > 100000L) ee = 100000L;
1245 #ifdef JP
1246                                 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1247 #else
1248                                 msg_print("You feel more experienced.");
1249 #endif
1250
1251                                 gain_exp(ee);
1252                                 ident = TRUE;
1253                         }
1254                         break;
1255                 }
1256
1257                 case SV_POTION_RESISTANCE:
1258                 {
1259                         (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);
1260                         (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);
1261                         (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);
1262                         (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);
1263                         (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);
1264                         ident = TRUE;
1265                         break;
1266                 }
1267
1268                 case SV_POTION_CURING:
1269                 {
1270                         if (hp_player(50)) ident = TRUE;
1271                         if (set_blind(0)) ident = TRUE;
1272                         if (set_poisoned(0)) ident = TRUE;
1273                         if (set_confused(0)) ident = TRUE;
1274                         if (set_stun(0)) ident = TRUE;
1275                         if (set_cut(0)) ident = TRUE;
1276                         if (set_image(0)) ident = TRUE;
1277                         break;
1278                 }
1279
1280                 case SV_POTION_INVULNERABILITY:
1281                 {
1282                         (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);
1283                         ident = TRUE;
1284                         break;
1285                 }
1286
1287                 case SV_POTION_NEW_LIFE:
1288                 {
1289                         do_cmd_rerate(FALSE);
1290                         get_max_stats();
1291                         p_ptr->update |= PU_BONUS;
1292                         if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
1293                         {
1294                                 chg_virtue(V_CHANCE, -5);
1295 #ifdef JP
1296 msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
1297 #else
1298                                 msg_print("You are cured of all mutations.");
1299 #endif
1300
1301                                 p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
1302                                 p_ptr->update |= PU_BONUS;
1303                                 handle_stuff();
1304                                 mutant_regenerate_mod = calc_mutant_regenerate_mod();
1305                         }
1306                         ident = TRUE;
1307                         break;
1308                 }
1309
1310                 case SV_POTION_NEO_TSUYOSHI:
1311                 {
1312                         (void)set_image(0);
1313                         (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);
1314                         ident = TRUE;
1315                         break;
1316                 }
1317
1318                 case SV_POTION_TSUYOSHI:
1319                 {
1320 #ifdef JP
1321 msg_print("¡Ö¥ª¥¯¥ì·»¤µ¤ó¡ª¡×");
1322 #else
1323                         msg_print("Brother OKURE!");
1324 #endif
1325                         msg_print(NULL);
1326                         p_ptr->tsuyoshi = 1;
1327                         (void)set_tsuyoshi(0, TRUE);
1328                         if (!p_ptr->resist_chaos)
1329                         {
1330                                 (void)set_image(50 + randint1(50));
1331                         }
1332                         ident = TRUE;
1333                         break;
1334                 }
1335                 
1336                 case SV_POTION_POLYMORPH:
1337                 {
1338                         if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
1339                         {
1340                                 chg_virtue(V_CHANCE, -5);
1341 #ifdef JP
1342 msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
1343 #else
1344                                 msg_print("You are cured of all mutations.");
1345 #endif
1346
1347                                 p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
1348                                 p_ptr->update |= PU_BONUS;
1349                                 handle_stuff();
1350                         }
1351                         else
1352                         {
1353                                 do
1354                                 {
1355                                         if (one_in_(2))
1356                                         {
1357                                                 if(gain_random_mutation(0)) ident = TRUE;
1358                                         }
1359                                         else if (lose_mutation(0)) ident = TRUE;
1360                                 } while(!ident || one_in_(2));
1361                         }
1362                         break;
1363                 }
1364         }
1365
1366         if (p_ptr->prace == RACE_SKELETON)
1367         {
1368 #ifdef JP
1369 msg_print("±ÕÂΤΰìÉô¤Ï¤¢¤Ê¤¿¤Î¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
1370 #else
1371                 msg_print("Some of the fluid falls through your jaws!");
1372 #endif
1373
1374                 (void)potion_smash_effect(0, py, px, q_ptr->k_idx);
1375         }
1376
1377         /* Combine / Reorder the pack (later) */
1378         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1379
1380         if (!(object_aware_p(o_ptr)))
1381         {
1382                 chg_virtue(V_PATIENCE, -1);
1383                 chg_virtue(V_CHANCE, 1);
1384                 chg_virtue(V_KNOWLEDGE, -1);
1385         }
1386
1387         /* The item has been tried */
1388         object_tried(q_ptr);
1389
1390         /* An identification was made */
1391         if (ident && !object_aware_p(q_ptr))
1392         {
1393                 object_aware(q_ptr);
1394                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
1395         }
1396
1397         /* Window stuff */
1398         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1399
1400         /* Potions can feed the player */
1401         switch (p_ptr->mimic_form)
1402         {
1403         case MIMIC_NONE:
1404                 switch (p_ptr->prace)
1405                 {
1406                         case RACE_VAMPIRE:
1407                                 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
1408                                 break;
1409                         case RACE_SKELETON:
1410                                 /* Do nothing */
1411                                 break;
1412                         case RACE_GOLEM:
1413                         case RACE_ZOMBIE:
1414                         case RACE_ENT:
1415                         case RACE_DEMON:
1416                         case RACE_SPECTRE:
1417                         case RACE_ANDROID:
1418                                 set_food(p_ptr->food + ((o_ptr->pval) / 20));
1419                                 break;
1420                         default:
1421                                 (void)set_food(p_ptr->food + o_ptr->pval);
1422                                 break;
1423                 }
1424                 break;
1425         case MIMIC_DEMON:
1426         case MIMIC_DEMON_LORD:
1427                 set_food(p_ptr->food + ((o_ptr->pval) / 20));
1428                 break;
1429         case MIMIC_VAMPIRE:
1430                 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
1431                 break;
1432         default:
1433                 (void)set_food(p_ptr->food + o_ptr->pval);
1434                 break;
1435         }
1436 }
1437
1438
1439 void do_cmd_quaff_potion(void)
1440 {
1441         int  item;
1442         cptr q, s;
1443
1444         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1445         {
1446                 set_action(ACTION_NONE);
1447         }
1448
1449         /* Restrict choices to potions */
1450         item_tester_tval = TV_POTION;
1451
1452         /* Get an item */
1453 #ifdef JP
1454         q = "¤É¤ÎÌô¤ò°û¤ß¤Þ¤¹¤«? ";
1455         s = "°û¤á¤ëÌô¤¬¤Ê¤¤¡£";
1456 #else
1457         q = "Quaff which potion? ";
1458         s = "You have no potions to quaff.";
1459 #endif
1460
1461         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
1462
1463         /* Quaff the potion */
1464         do_cmd_quaff_potion_aux(item);
1465 }
1466
1467
1468 /*
1469  * Read a scroll (from the pack or floor).
1470  *
1471  * Certain scrolls can be "aborted" without losing the scroll.  These
1472  * include scrolls with no effects but recharge or identify, which are
1473  * cancelled before use.  XXX Reading them still takes a turn, though.
1474  */
1475 static void do_cmd_read_scroll_aux(int item, bool known)
1476 {
1477         int         k, used_up, ident, lev;
1478         object_type *o_ptr;
1479         char        Rumor[1024];
1480
1481
1482         /* Get the item (in the pack) */
1483         if (item >= 0)
1484         {
1485                 o_ptr = &inventory[item];
1486         }
1487
1488         /* Get the item (on the floor) */
1489         else
1490         {
1491                 o_ptr = &o_list[0 - item];
1492         }
1493
1494
1495         /* Take a turn */
1496         energy_use = 100;
1497
1498         if (world_player)
1499         {
1500                 if (flush_failure) flush();
1501 #ifdef JP
1502                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
1503 #else
1504                 msg_print("Nothing happen.");
1505 #endif
1506
1507                 sound(SOUND_FAIL);
1508                 return;
1509         }
1510
1511         if (p_ptr->pclass == CLASS_BERSERKER)
1512         {
1513 #ifdef JP
1514                 msg_print("´¬Êª¤Ê¤ó¤ÆÆɤá¤Ê¤¤¡£");
1515 #else
1516                 msg_print("You cannot read.");
1517 #endif
1518                 return;
1519         }
1520
1521         if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
1522         {
1523                 stop_singing();
1524         }
1525
1526         /* Not identified yet */
1527         ident = FALSE;
1528
1529         /* Object level */
1530         lev = get_object_level(o_ptr);
1531
1532         /* Assume the scroll will get used up */
1533         used_up = TRUE;
1534
1535         if (o_ptr->tval == TV_SCROLL)
1536         {
1537         /* Analyze the scroll */
1538         switch (o_ptr->sval)
1539         {
1540                 case SV_SCROLL_DARKNESS:
1541                 {
1542                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
1543                         {
1544                                 (void)set_blind(p_ptr->blind + 3 + randint1(5));
1545                         }
1546                         if (unlite_area(10, 3)) ident = TRUE;
1547                         break;
1548                 }
1549
1550                 case SV_SCROLL_AGGRAVATE_MONSTER:
1551                 {
1552 #ifdef JP
1553                         msg_print("¥«¥ó¹â¤¯¤¦¤Ê¤ëÍͤʲ»¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
1554 #else
1555                         msg_print("There is a high pitched humming noise.");
1556 #endif
1557
1558                         aggravate_monsters(0);
1559                         ident = TRUE;
1560                         break;
1561                 }
1562
1563                 case SV_SCROLL_CURSE_ARMOR:
1564                 {
1565                         if (curse_armor()) ident = TRUE;
1566                         break;
1567                 }
1568
1569                 case SV_SCROLL_CURSE_WEAPON:
1570                 {
1571                         if (curse_weapon(FALSE, INVEN_RARM)) ident = TRUE;
1572                         break;
1573                 }
1574
1575                 case SV_SCROLL_SUMMON_MONSTER:
1576                 {
1577                         for (k = 0; k < randint1(3); k++)
1578                         {
1579                                 if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
1580                                 {
1581                                         ident = TRUE;
1582                                 }
1583                         }
1584                         break;
1585                 }
1586
1587                 case SV_SCROLL_SUMMON_UNDEAD:
1588                 {
1589                         for (k = 0; k < randint1(3); k++)
1590                         {
1591                                 if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
1592                                 {
1593                                         ident = TRUE;
1594                                 }
1595                         }
1596                         break;
1597                 }
1598
1599                 case SV_SCROLL_SUMMON_PET:
1600                 {
1601                         if (summon_specific(-1, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET)))
1602                         {
1603                                 ident = TRUE;
1604                         }
1605                         break;
1606                 }
1607
1608                 case SV_SCROLL_SUMMON_KIN:
1609                 {
1610                         if (summon_kin_player(p_ptr->lev, py, px, (PM_FORCE_PET | PM_ALLOW_GROUP)))
1611                         {
1612                                 ident = TRUE;
1613                         }
1614                         break;
1615                 }
1616
1617                 case SV_SCROLL_TRAP_CREATION:
1618                 {
1619                         if (trap_creation(py, px)) ident = TRUE;
1620                         break;
1621                 }
1622
1623                 case SV_SCROLL_PHASE_DOOR:
1624                 {
1625                         teleport_player(10);
1626                         ident = TRUE;
1627                         break;
1628                 }
1629
1630                 case SV_SCROLL_TELEPORT:
1631                 {
1632                         teleport_player(100);
1633                         ident = TRUE;
1634                         break;
1635                 }
1636
1637                 case SV_SCROLL_TELEPORT_LEVEL:
1638                 {
1639                         (void)teleport_player_level();
1640                         ident = TRUE;
1641                         break;
1642                 }
1643
1644                 case SV_SCROLL_WORD_OF_RECALL:
1645                 {
1646                         if (!word_of_recall()) used_up = FALSE;
1647                         ident = TRUE;
1648                         break;
1649                 }
1650
1651                 case SV_SCROLL_IDENTIFY:
1652                 {
1653                         ident = TRUE;
1654                         if (!ident_spell(FALSE, TRUE)) used_up = FALSE;
1655                         break;
1656                 }
1657
1658                 case SV_SCROLL_STAR_IDENTIFY:
1659                 {
1660                         ident = TRUE;
1661                         if (!identify_fully(FALSE, TRUE)) used_up = FALSE;
1662                         break;
1663                 }
1664
1665                 case SV_SCROLL_REMOVE_CURSE:
1666                 {
1667                         if (remove_curse())
1668                         {
1669 #ifdef JP
1670                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1671 #else
1672                                 msg_print("You feel as if someone is watching over you.");
1673 #endif
1674
1675                                 ident = TRUE;
1676                         }
1677                         break;
1678                 }
1679
1680                 case SV_SCROLL_STAR_REMOVE_CURSE:
1681                 {
1682                         if (remove_all_curse())
1683                         {
1684 #ifdef JP
1685                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1686 #else
1687                                 msg_print("You feel as if someone is watching over you.");
1688 #endif
1689                         }
1690                         ident = TRUE;
1691                         break;
1692                 }
1693
1694                 case SV_SCROLL_ENCHANT_ARMOR:
1695                 {
1696                         ident = TRUE;
1697                         if (!enchant_spell(0, 0, 1)) used_up = FALSE;
1698                         break;
1699                 }
1700
1701                 case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
1702                 {
1703                         if (!enchant_spell(1, 0, 0)) used_up = FALSE;
1704                         ident = TRUE;
1705                         break;
1706                 }
1707
1708                 case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
1709                 {
1710                         if (!enchant_spell(0, 1, 0)) used_up = FALSE;
1711                         ident = TRUE;
1712                         break;
1713                 }
1714
1715                 case SV_SCROLL_STAR_ENCHANT_ARMOR:
1716                 {
1717                         if (!enchant_spell(0, 0, randint1(3) + 2)) used_up = FALSE;
1718                         ident = TRUE;
1719                         break;
1720                 }
1721
1722                 case SV_SCROLL_STAR_ENCHANT_WEAPON:
1723                 {
1724                         if (!enchant_spell(randint1(3), randint1(3), 0)) used_up = FALSE;
1725                         ident = TRUE;
1726                         break;
1727                 }
1728
1729                 case SV_SCROLL_RECHARGING:
1730                 {
1731                         if (!recharge(130)) used_up = FALSE;
1732                         ident = TRUE;
1733                         break;
1734                 }
1735
1736                 case SV_SCROLL_MUNDANITY:
1737                 {
1738                         ident = TRUE;
1739                         if (!mundane_spell(FALSE)) used_up = FALSE;
1740                         break;
1741                 }
1742
1743                 case SV_SCROLL_LIGHT:
1744                 {
1745                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
1746                         break;
1747                 }
1748
1749                 case SV_SCROLL_MAPPING:
1750                 {
1751                         map_area(DETECT_RAD_MAP);
1752                         ident = TRUE;
1753                         break;
1754                 }
1755
1756                 case SV_SCROLL_DETECT_GOLD:
1757                 {
1758                         if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
1759                         if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
1760                         break;
1761                 }
1762
1763                 case SV_SCROLL_DETECT_ITEM:
1764                 {
1765                         if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
1766                         break;
1767                 }
1768
1769                 case SV_SCROLL_DETECT_TRAP:
1770                 {
1771                         if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE;
1772                         break;
1773                 }
1774
1775                 case SV_SCROLL_DETECT_DOOR:
1776                 {
1777                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
1778                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
1779                         break;
1780                 }
1781
1782                 case SV_SCROLL_DETECT_INVIS:
1783                 {
1784                         if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
1785                         break;
1786                 }
1787
1788                 case SV_SCROLL_SATISFY_HUNGER:
1789                 {
1790                         if (set_food(PY_FOOD_MAX - 1)) ident = TRUE;
1791                         break;
1792                 }
1793
1794                 case SV_SCROLL_BLESSING:
1795                 {
1796                         if (set_blessed(p_ptr->blessed + randint1(12) + 6, FALSE)) ident = TRUE;
1797                         break;
1798                 }
1799
1800                 case SV_SCROLL_HOLY_CHANT:
1801                 {
1802                         if (set_blessed(p_ptr->blessed + randint1(24) + 12, FALSE)) ident = TRUE;
1803                         break;
1804                 }
1805
1806                 case SV_SCROLL_HOLY_PRAYER:
1807                 {
1808                         if (set_blessed(p_ptr->blessed + randint1(48) + 24, FALSE)) ident = TRUE;
1809                         break;
1810                 }
1811
1812                 case SV_SCROLL_MONSTER_CONFUSION:
1813                 {
1814                         if (!(p_ptr->special_attack & ATTACK_CONFUSE))
1815                         {
1816 #ifdef JP
1817                                 msg_print("¼ê¤¬µ±¤­»Ï¤á¤¿¡£");
1818 #else
1819                                 msg_print("Your hands begin to glow.");
1820 #endif
1821
1822                                 p_ptr->special_attack |= ATTACK_CONFUSE;
1823                                 p_ptr->redraw |= (PR_STATUS);
1824                                 ident = TRUE;
1825                         }
1826                         break;
1827                 }
1828
1829                 case SV_SCROLL_PROTECTION_FROM_EVIL:
1830                 {
1831                         k = 3 * p_ptr->lev;
1832                         if (set_protevil(p_ptr->protevil + randint1(25) + k, FALSE)) ident = TRUE;
1833                         break;
1834                 }
1835
1836                 case SV_SCROLL_RUNE_OF_PROTECTION:
1837                 {
1838                         warding_glyph();
1839                         ident = TRUE;
1840                         break;
1841                 }
1842
1843                 case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
1844                 {
1845                         if (destroy_doors_touch()) ident = TRUE;
1846                         break;
1847                 }
1848
1849                 case SV_SCROLL_STAR_DESTRUCTION:
1850                 {
1851                         if (destroy_area(py, px, 13+randint0(5), TRUE))
1852                                 ident = TRUE;
1853                         else
1854 #ifdef JP
1855 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿...");
1856 #else
1857                                 msg_print("The dungeon trembles...");
1858 #endif
1859
1860
1861                         break;
1862                 }
1863
1864                 case SV_SCROLL_DISPEL_UNDEAD:
1865                 {
1866                         if (dispel_undead(80)) ident = TRUE;
1867                         break;
1868                 }
1869
1870                 case SV_SCROLL_SPELL:
1871                 {
1872                         if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_IMITATOR) || (p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_MAGIC_EATER) || (p_ptr->pclass == CLASS_RED_MAGE) || (p_ptr->pclass == CLASS_SAMURAI) || (p_ptr->pclass == CLASS_BLUE_MAGE) || (p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BERSERKER) || (p_ptr->pclass == CLASS_SMITH) || (p_ptr->pclass == CLASS_MIRROR_MASTER) || (p_ptr->pclass == CLASS_NINJA)) break;
1873                         p_ptr->add_spells++;
1874                         p_ptr->update |= (PU_SPELLS);
1875                         ident = TRUE;
1876                         break;
1877                 }
1878
1879                 case SV_SCROLL_GENOCIDE:
1880                 {
1881                         (void)symbol_genocide(300, TRUE);
1882                         ident = TRUE;
1883                         break;
1884                 }
1885
1886                 case SV_SCROLL_MASS_GENOCIDE:
1887                 {
1888                         (void)mass_genocide(300, TRUE);
1889                         ident = TRUE;
1890                         break;
1891                 }
1892
1893                 case SV_SCROLL_ACQUIREMENT:
1894                 {
1895                         acquirement(py, px, 1, TRUE, FALSE);
1896                         ident = TRUE;
1897                         break;
1898                 }
1899
1900                 case SV_SCROLL_STAR_ACQUIREMENT:
1901                 {
1902                         acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
1903                         ident = TRUE;
1904                         break;
1905                 }
1906
1907                 /* New Hengband scrolls */
1908                 case SV_SCROLL_FIRE:
1909                 {
1910                         fire_ball(GF_FIRE, 0, 666, 4);
1911                         /* Note: "Double" damage since it is centered on the player ... */
1912                         if (!(p_ptr->oppose_fire || p_ptr->resist_fire || p_ptr->immune_fire))
1913 #ifdef JP
1914 take_hit(DAMAGE_NOESCAPE, 50+randint1(50), "±ê¤Î´¬Êª", -1);
1915 #else
1916                                 take_hit(DAMAGE_NOESCAPE, 50 + randint1(50), "a Scroll of Fire", -1);
1917 #endif
1918
1919                         ident = TRUE;
1920                         break;
1921                 }
1922
1923
1924                 case SV_SCROLL_ICE:
1925                 {
1926                         fire_ball(GF_ICE, 0, 777, 4);
1927                         if (!(p_ptr->oppose_cold || p_ptr->resist_cold || p_ptr->immune_cold))
1928 #ifdef JP
1929 take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ¤Î´¬Êª", -1);
1930 #else
1931                                 take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), "a Scroll of Ice", -1);
1932 #endif
1933
1934                         ident = TRUE;
1935                         break;
1936                 }
1937
1938                 case SV_SCROLL_CHAOS:
1939                 {
1940                         fire_ball(GF_CHAOS, 0, 1000, 4);
1941                         if (!p_ptr->resist_chaos)
1942 #ifdef JP
1943 take_hit(DAMAGE_NOESCAPE, 111+randint1(111), "¥í¥°¥ë¥¹¤Î´¬Êª", -1);
1944 #else
1945                                 take_hit(DAMAGE_NOESCAPE, 111 + randint1(111), "a Scroll of Logrus", -1);
1946 #endif
1947
1948                         ident = TRUE;
1949                         break;
1950                 }
1951
1952                 case SV_SCROLL_RUMOR:
1953                 {
1954                         errr err = 0;
1955
1956                         switch (randint1(20))
1957                         {
1958                                 case 1:
1959 #ifdef JP
1960 err = get_rnd_line("chainswd_j.txt", 0, Rumor);
1961 #else
1962                                         err = get_rnd_line("chainswd.txt", 0, Rumor);
1963 #endif
1964
1965                                         break;
1966                                 case 2:
1967 #ifdef JP
1968 err = get_rnd_line("error_j.txt", 0, Rumor);
1969 #else
1970                                         err = get_rnd_line("error.txt", 0, Rumor);
1971 #endif
1972
1973                                         break;
1974                                 case 3:
1975                                 case 4:
1976                                 case 5:
1977 #ifdef JP
1978 err = get_rnd_line("death_j.txt", 0, Rumor);
1979 #else
1980                                         err = get_rnd_line("death.txt", 0, Rumor);
1981 #endif
1982
1983                                         break;
1984                                 default:
1985 #ifdef JP
1986 err = get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10);
1987 #else
1988                                         err = get_rnd_line("rumors.txt", 0, Rumor);
1989 #endif
1990
1991                                         break;
1992                         }
1993
1994                         /* An error occured */
1995 #ifdef JP
1996 if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
1997 #else
1998                         if (err) strcpy(Rumor, "Some rumors are wrong.");
1999 #endif
2000
2001
2002 #ifdef JP
2003 msg_print("´¬Êª¤Ë¤Ï¥á¥Ã¥»¡¼¥¸¤¬½ñ¤«¤ì¤Æ¤¤¤ë:");
2004 #else
2005                         msg_print("There is message on the scroll. It says:");
2006 #endif
2007
2008                         msg_print(NULL);
2009                         msg_format("%s", Rumor);
2010                         msg_print(NULL);
2011 #ifdef JP
2012 msg_print("´¬Êª¤Ï±ì¤òΩ¤Æ¤Æ¾Ã¤¨µî¤Ã¤¿¡ª");
2013 #else
2014                         msg_print("The scroll disappears in a puff of smoke!");
2015 #endif
2016
2017                         ident = TRUE;
2018                         break;
2019                 }
2020
2021                 case SV_SCROLL_ARTIFACT:
2022                 {
2023                         ident = TRUE;
2024                         if (!artifact_scroll()) used_up = FALSE;
2025                         break;
2026                 }
2027
2028                 case SV_SCROLL_RESET_RECALL:
2029                 {
2030                         ident = TRUE;
2031                         if (!reset_recall()) used_up = FALSE;
2032                         break;
2033                 }
2034         }
2035         }
2036         else if (o_ptr->name1 == ART_GHB)
2037         {
2038 #ifdef JP
2039                 msg_print("»ä¤Ï¶ìÏ«¤·¤Æ¡Ø¥°¥ì¡¼¥¿¡¼¡¦¥Ø¥ë=¥Ó¡¼¥¹¥È¡Ù¤òÅݤ·¤¿¡£");
2040                 msg_print("¤·¤«¤·¼ê¤ËÆþ¤Ã¤¿¤Î¤Ï¤³¤Î¤­¤¿¤Ê¤¤£Ô¥·¥ã¥Ä¤À¤±¤À¤Ã¤¿¡£");
2041 #else
2042                 msg_print("I had a very hard time to kill the Greater hell-beast, ");
2043                 msg_print("but all I got was this lousy t-shirt!");
2044 #endif
2045                 used_up = FALSE;
2046         }
2047         else if (o_ptr->name1 == ART_POWER)
2048         {
2049 #ifdef JP
2050                 msg_print("¡Ö°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÅý¤Ù¡¢");
2051                 msg_print(NULL);
2052                 msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤ò¸«¤Ä¤±¡¢");
2053                 msg_print(NULL);
2054                 msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÊá¤é¤¨¤Æ");
2055                 msg_print(NULL);
2056                 msg_print("°Å°Ç¤ÎÃæ¤Ë·Ò¤®¤È¤á¤ë¡£¡×");
2057 #else
2058                 msg_print("'One Ring to rule them all, ");
2059                 msg_print(NULL);
2060                 msg_print("One Ring to find them, ");
2061                 msg_print(NULL);
2062                 msg_print("One Ring to bring them all ");
2063                 msg_print(NULL);
2064                 msg_print("and in the darkness bind them.'");
2065 #endif
2066                 used_up = FALSE;
2067         }
2068         else if (o_ptr->tval==TV_PARCHEMENT)
2069         {
2070                 cptr q;
2071                 char o_name[MAX_NLEN];
2072                 char buf[1024];
2073
2074                 /* Save screen */
2075                 screen_save();
2076
2077                 q=format("book-%d_jp.txt",o_ptr->sval);
2078
2079                 /* Display object description */
2080                 object_desc(o_name, o_ptr, TRUE, 0);
2081
2082                 /* Build the filename */
2083                 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, q);
2084
2085                 /* Peruse the help file */
2086                 (void)show_file(TRUE, buf, o_name, 0, 0);
2087
2088                 /* Load screen */
2089                 screen_load();
2090
2091                 used_up=FALSE;
2092         }
2093
2094
2095         /* Combine / Reorder the pack (later) */
2096         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2097
2098         if (!(object_aware_p(o_ptr)))
2099         {
2100                 chg_virtue(V_PATIENCE, -1);
2101                 chg_virtue(V_CHANCE, 1);
2102                 chg_virtue(V_KNOWLEDGE, -1);
2103         }
2104
2105         /* The item was tried */
2106         object_tried(o_ptr);
2107
2108         /* An identification was made */
2109         if (ident && !object_aware_p(o_ptr))
2110         {
2111                 object_aware(o_ptr);
2112                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2113         }
2114
2115         /* Window stuff */
2116         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2117
2118
2119         /* Hack -- allow certain scrolls to be "preserved" */
2120         if (!used_up)
2121         {
2122                 return;
2123         }
2124
2125         sound(SOUND_SCROLL);
2126
2127         /* Destroy a scroll in the pack */
2128         if (item >= 0)
2129         {
2130                 inven_item_increase(item, -1);
2131                 inven_item_describe(item);
2132                 inven_item_optimize(item);
2133         }
2134
2135         /* Destroy a scroll on the floor */
2136         else
2137         {
2138                 floor_item_increase(0 - item, -1);
2139                 floor_item_describe(0 - item);
2140                 floor_item_optimize(0 - item);
2141         }
2142
2143         /* Delayed optimization */
2144         optimize_inventry_auto_destroy();
2145 }
2146
2147
2148 /*
2149  * Hook to determine if an object is readable
2150  */
2151 static bool item_tester_hook_readable(object_type *o_ptr)
2152 {
2153         if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHEMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);
2154
2155         /* Assume not */
2156         return (FALSE);
2157 }
2158
2159
2160 void do_cmd_read_scroll(void)
2161 {
2162         object_type *o_ptr;
2163         int  item;
2164         cptr q, s;
2165
2166         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2167         {
2168                 set_action(ACTION_NONE);
2169         }
2170
2171         /* Check some conditions */
2172         if (p_ptr->blind)
2173         {
2174 #ifdef JP
2175                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
2176 #else
2177                 msg_print("You can't see anything.");
2178 #endif
2179
2180                 return;
2181         }
2182         if (no_lite())
2183         {
2184 #ifdef JP
2185                 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
2186 #else
2187                 msg_print("You have no light to read by.");
2188 #endif
2189
2190                 return;
2191         }
2192         if (p_ptr->confused)
2193         {
2194 #ifdef JP
2195                 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡£");
2196 #else
2197                 msg_print("You are too confused!");
2198 #endif
2199
2200                 return;
2201         }
2202
2203
2204         /* Restrict choices to scrolls */
2205         item_tester_hook = item_tester_hook_readable;
2206
2207         /* Get an item */
2208 #ifdef JP
2209         q = "¤É¤Î´¬Êª¤òÆɤߤޤ¹¤«? ";
2210         s = "Æɤá¤ë´¬Êª¤¬¤Ê¤¤¡£";
2211 #else
2212         q = "Read which scroll? ";
2213         s = "You have no scrolls to read.";
2214 #endif
2215
2216         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2217
2218         /* Get the item (in the pack) */
2219         if (item >= 0)
2220         {
2221                 o_ptr = &inventory[item];
2222         }
2223
2224         /* Get the item (on the floor) */
2225         else
2226         {
2227                 o_ptr = &o_list[0 - item];
2228         }
2229
2230         /* Read the scroll */
2231         do_cmd_read_scroll_aux(item, object_aware_p(o_ptr));
2232 }
2233
2234
2235 static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
2236 {
2237         int k;
2238         int ident = FALSE;
2239
2240         /* Analyze the staff */
2241         switch (sval)
2242         {
2243                 case SV_STAFF_DARKNESS:
2244                 {
2245                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
2246                         {
2247                                 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
2248                         }
2249                         if (unlite_area(10, 3)) ident = TRUE;
2250                         break;
2251                 }
2252
2253                 case SV_STAFF_SLOWNESS:
2254                 {
2255                         if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
2256                         break;
2257                 }
2258
2259                 case SV_STAFF_HASTE_MONSTERS:
2260                 {
2261                         if (speed_monsters()) ident = TRUE;
2262                         break;
2263                 }
2264
2265                 case SV_STAFF_SUMMONING:
2266                 {
2267                         for (k = 0; k < randint1(4); k++)
2268                         {
2269                                 if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2270                                 {
2271                                         ident = TRUE;
2272                                 }
2273                         }
2274                         break;
2275                 }
2276
2277                 case SV_STAFF_TELEPORTATION:
2278                 {
2279                         teleport_player(100);
2280                         ident = TRUE;
2281                         break;
2282                 }
2283
2284                 case SV_STAFF_IDENTIFY:
2285                 {
2286                         if (!ident_spell(FALSE, TRUE)) *use_charge = FALSE;
2287                         ident = TRUE;
2288                         break;
2289                 }
2290
2291                 case SV_STAFF_REMOVE_CURSE:
2292                 {
2293                         if (remove_curse())
2294                         {
2295                                 if (magic)
2296                                 {
2297 #ifdef JP
2298                                         msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
2299 #else
2300                                         msg_print("You feel as if someone is watching over you.");
2301 #endif
2302                                 }
2303                                 else if (!p_ptr->blind)
2304                                 {
2305 #ifdef JP
2306                                         msg_print("¾ó¤Ï°ì½Ö¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
2307 #else
2308                                         msg_print("The staff glows blue for a moment...");
2309 #endif
2310
2311                                 }
2312                                 ident = TRUE;
2313                         }
2314                         break;
2315                 }
2316
2317                 case SV_STAFF_STARLITE:
2318                 {
2319                         int num = damroll(5, 3);
2320                         int y, x;
2321                         int attempts;
2322
2323                         if (!p_ptr->blind && !magic)
2324                         {
2325 #ifdef JP
2326                                 msg_print("¾ó¤ÎÀ褬ÌÀ¤ë¤¯µ±¤¤¤¿...");
2327 #else
2328                                 msg_print("The end of the staff glows brightly...");
2329 #endif
2330
2331                         }
2332                         for (k = 0; k < num; k++)
2333                         {
2334                 attempts = 1000;
2335
2336                                 while(attempts--)
2337                                 {
2338                                         scatter(&y, &x, py, px, 4, 0);
2339
2340                                         if (!cave_floor_bold(y, x)) continue;
2341
2342                                         if ((y != py) || (x != px)) break;
2343                                 }
2344
2345                                 project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2346                                                   (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
2347                         }
2348                         ident = TRUE;
2349                         break;
2350                 }
2351
2352                 case SV_STAFF_LITE:
2353                 {
2354                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
2355                         break;
2356                 }
2357
2358                 case SV_STAFF_MAPPING:
2359                 {
2360                         map_area(DETECT_RAD_MAP);
2361                         ident = TRUE;
2362                         break;
2363                 }
2364
2365                 case SV_STAFF_DETECT_GOLD:
2366                 {
2367                         if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
2368                         if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
2369                         break;
2370                 }
2371
2372                 case SV_STAFF_DETECT_ITEM:
2373                 {
2374                         if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
2375                         break;
2376                 }
2377
2378                 case SV_STAFF_DETECT_TRAP:
2379                 {
2380                         if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE;
2381                         break;
2382                 }
2383
2384                 case SV_STAFF_DETECT_DOOR:
2385                 {
2386                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
2387                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
2388                         break;
2389                 }
2390
2391                 case SV_STAFF_DETECT_INVIS:
2392                 {
2393                         if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
2394                         break;
2395                 }
2396
2397                 case SV_STAFF_DETECT_EVIL:
2398                 {
2399                         if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE;
2400                         break;
2401                 }
2402
2403                 case SV_STAFF_CURE_LIGHT:
2404                 {
2405                         if (hp_player(damroll(2, 8))) ident = TRUE;
2406                         if (set_shero(0,TRUE)) ident = TRUE;
2407                         break;
2408                 }
2409
2410                 case SV_STAFF_CURING:
2411                 {
2412                         if (set_blind(0)) ident = TRUE;
2413                         if (set_poisoned(0)) ident = TRUE;
2414                         if (set_confused(0)) ident = TRUE;
2415                         if (set_stun(0)) ident = TRUE;
2416                         if (set_cut(0)) ident = TRUE;
2417                         if (set_image(0)) ident = TRUE;
2418                         if (set_shero(0,TRUE)) ident = TRUE;
2419                         break;
2420                 }
2421
2422                 case SV_STAFF_HEALING:
2423                 {
2424                         if (hp_player(300)) ident = TRUE;
2425                         if (set_stun(0)) ident = TRUE;
2426                         if (set_cut(0)) ident = TRUE;
2427                         if (set_shero(0,TRUE)) ident = TRUE;
2428                         break;
2429                 }
2430
2431                 case SV_STAFF_THE_MAGI:
2432                 {
2433                         if (do_res_stat(A_INT)) ident = TRUE;
2434                         if (p_ptr->csp < p_ptr->msp)
2435                         {
2436                                 p_ptr->csp = p_ptr->msp;
2437                                 p_ptr->csp_frac = 0;
2438                                 ident = TRUE;
2439 #ifdef JP
2440                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
2441 #else
2442                                 msg_print("Your feel your head clear.");
2443 #endif
2444
2445                                 p_ptr->redraw |= (PR_MANA);
2446                                 p_ptr->window |= (PW_PLAYER);
2447                                 p_ptr->window |= (PW_SPELL);
2448                         }
2449                         if (set_shero(0,TRUE)) ident = TRUE;
2450                         break;
2451                 }
2452
2453                 case SV_STAFF_SLEEP_MONSTERS:
2454                 {
2455                         if (sleep_monsters()) ident = TRUE;
2456                         break;
2457                 }
2458
2459                 case SV_STAFF_SLOW_MONSTERS:
2460                 {
2461                         if (slow_monsters()) ident = TRUE;
2462                         break;
2463                 }
2464
2465                 case SV_STAFF_SPEED:
2466                 {
2467                         if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
2468                         break;
2469                 }
2470
2471                 case SV_STAFF_PROBING:
2472                 {
2473                         probing();
2474                         ident = TRUE;
2475                         break;
2476                 }
2477
2478                 case SV_STAFF_DISPEL_EVIL:
2479                 {
2480                         if (dispel_evil(80)) ident = TRUE;
2481                         break;
2482                 }
2483
2484                 case SV_STAFF_POWER:
2485                 {
2486                         if (dispel_monsters(150)) ident = TRUE;
2487                         break;
2488                 }
2489
2490                 case SV_STAFF_HOLINESS:
2491                 {
2492                         if (dispel_evil(150)) ident = TRUE;
2493                         k = 3 * p_ptr->lev;
2494                         if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
2495                         if (set_poisoned(0)) ident = TRUE;
2496                         if (set_afraid(0)) ident = TRUE;
2497                         if (hp_player(50)) ident = TRUE;
2498                         if (set_stun(0)) ident = TRUE;
2499                         if (set_cut(0)) ident = TRUE;
2500                         break;
2501                 }
2502
2503                 case SV_STAFF_GENOCIDE:
2504                 {
2505                         (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE);
2506                         ident = TRUE;
2507                         break;
2508                 }
2509
2510                 case SV_STAFF_EARTHQUAKES:
2511                 {
2512                         if (earthquake(py, px, 10))
2513                                 ident = TRUE;
2514                         else
2515 #ifdef JP
2516 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡£");
2517 #else
2518                                 msg_print("The dungeon trembles.");
2519 #endif
2520
2521
2522                         break;
2523                 }
2524
2525                 case SV_STAFF_DESTRUCTION:
2526                 {
2527                         if (destroy_area(py, px, 13+randint0(5), TRUE))
2528                                 ident = TRUE;
2529
2530                         break;
2531                 }
2532
2533                 case SV_STAFF_ANIMATE_DEAD:
2534                 {
2535                         if (animate_dead(0, py, px))
2536                                 ident = TRUE;
2537
2538                         break;
2539                 }
2540
2541                 case SV_STAFF_MSTORM:
2542                 {
2543 #ifdef JP
2544                         msg_print("¶¯ÎϤÊËâÎϤ¬Å¨¤ò°ú¤­Îö¤¤¤¿¡ª");
2545 #else
2546                         msg_print("Mighty magics rend your enemies!");
2547 #endif
2548                         project(0, 5, py, px,
2549                                 (randint1(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
2550                         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))
2551                         {
2552 #ifdef JP
2553                                 (void)take_hit(DAMAGE_NOESCAPE, 50, "¥³¥ó¥È¥í¡¼¥ë¤·Æñ¤¤¶¯ÎϤÊËâÎϤβòÊü", -1);
2554 #else
2555                                 (void)take_hit(DAMAGE_NOESCAPE, 50, "unleashing magics too mighty to control", -1);
2556 #endif
2557                         }
2558                         ident = TRUE;
2559
2560                         break;
2561                 }
2562         }
2563         return ident;
2564 }
2565
2566 /*
2567  * Use a staff.                 -RAK-
2568  *
2569  * One charge of one staff disappears.
2570  *
2571  * Hack -- staffs of identify can be "cancelled".
2572  */
2573 static void do_cmd_use_staff_aux(int item)
2574 {
2575         int         ident, chance, lev;
2576         object_type *o_ptr;
2577
2578
2579         /* Hack -- let staffs of identify get aborted */
2580         bool use_charge = TRUE;
2581
2582
2583         /* Get the item (in the pack) */
2584         if (item >= 0)
2585         {
2586                 o_ptr = &inventory[item];
2587         }
2588
2589         /* Get the item (on the floor) */
2590         else
2591         {
2592                 o_ptr = &o_list[0 - item];
2593         }
2594
2595
2596         /* Mega-Hack -- refuse to use a pile from the ground */
2597         if ((item < 0) && (o_ptr->number > 1))
2598         {
2599 #ifdef JP
2600                 msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
2601 #else
2602                 msg_print("You must first pick up the staffs.");
2603 #endif
2604
2605                 return;
2606         }
2607
2608
2609         /* Take a turn */
2610         energy_use = 100;
2611
2612         /* Extract the item level */
2613         lev = get_object_level(o_ptr);
2614         if (lev > 50) lev = 50 + (lev - 50)/2;
2615
2616         /* Base chance of success */
2617         chance = p_ptr->skill_dev;
2618
2619         /* Confusion hurts skill */
2620         if (p_ptr->confused) chance = chance / 2;
2621
2622         /* Hight level objects are harder */
2623         chance = chance - lev;
2624
2625         /* Give everyone a (slight) chance */
2626         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
2627         {
2628                 chance = USE_DEVICE;
2629         }
2630
2631         if (world_player)
2632         {
2633                 if (flush_failure) flush();
2634 #ifdef JP
2635                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
2636 #else
2637                 msg_print("Nothing happen. Maybe this staff is freezing too.");
2638 #endif
2639
2640                 sound(SOUND_FAIL);
2641                 return;
2642         }
2643
2644         /* Roll for usage */
2645         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
2646         {
2647                 if (flush_failure) flush();
2648 #ifdef JP
2649                 msg_print("¾ó¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
2650 #else
2651                 msg_print("You failed to use the staff properly.");
2652 #endif
2653
2654                 sound(SOUND_FAIL);
2655                 return;
2656         }
2657
2658         /* Notice empty staffs */
2659         if (o_ptr->pval <= 0)
2660         {
2661                 if (flush_failure) flush();
2662 #ifdef JP
2663                 msg_print("¤³¤Î¾ó¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
2664 #else
2665                 msg_print("The staff has no charges left.");
2666 #endif
2667
2668                 o_ptr->ident |= (IDENT_EMPTY);
2669
2670                 /* Combine / Reorder the pack (later) */
2671                 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2672                 p_ptr->window |= (PW_INVEN);
2673
2674                 return;
2675         }
2676
2677
2678         /* Sound */
2679         sound(SOUND_ZAP);
2680
2681         ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_aware_p(o_ptr));
2682
2683         if (!(object_aware_p(o_ptr)))
2684         {
2685                 chg_virtue(V_PATIENCE, -1);
2686                 chg_virtue(V_CHANCE, 1);
2687                 chg_virtue(V_KNOWLEDGE, -1);
2688         }
2689
2690         /* Combine / Reorder the pack (later) */
2691         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2692
2693         /* Tried the item */
2694         object_tried(o_ptr);
2695
2696         /* An identification was made */
2697         if (ident && !object_aware_p(o_ptr))
2698         {
2699                 object_aware(o_ptr);
2700                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2701         }
2702
2703         /* Window stuff */
2704         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2705
2706
2707         /* Hack -- some uses are "free" */
2708         if (!use_charge) return;
2709
2710
2711         /* Use a single charge */
2712         o_ptr->pval--;
2713
2714         /* XXX Hack -- unstack if necessary */
2715         if ((item >= 0) && (o_ptr->number > 1))
2716         {
2717                 object_type forge;
2718                 object_type *q_ptr;
2719
2720                 /* Get local object */
2721                 q_ptr = &forge;
2722
2723                 /* Obtain a local object */
2724                 object_copy(q_ptr, o_ptr);
2725
2726                 /* Modify quantity */
2727                 q_ptr->number = 1;
2728
2729                 /* Restore the charges */
2730                 o_ptr->pval++;
2731
2732                 /* Unstack the used item */
2733                 o_ptr->number--;
2734                 p_ptr->total_weight -= q_ptr->weight;
2735                 item = inven_carry(q_ptr);
2736
2737                 /* Message */
2738 #ifdef JP
2739                 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
2740 #else
2741                 msg_print("You unstack your staff.");
2742 #endif
2743
2744         }
2745
2746         /* Describe charges in the pack */
2747         if (item >= 0)
2748         {
2749                 inven_item_charges(item);
2750         }
2751
2752         /* Describe charges on the floor */
2753         else
2754         {
2755                 floor_item_charges(0 - item);
2756         }
2757
2758         /* Delayed optimization */
2759         optimize_inventry_auto_destroy();
2760 }
2761
2762
2763 void do_cmd_use_staff(void)
2764 {
2765         int  item;
2766         cptr q, s;
2767
2768         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2769         {
2770                 set_action(ACTION_NONE);
2771         }
2772
2773         /* Restrict choices to wands */
2774         item_tester_tval = TV_STAFF;
2775
2776         /* Get an item */
2777 #ifdef JP
2778         q = "¤É¤Î¾ó¤ò»È¤¤¤Þ¤¹¤«? ";
2779         s = "»È¤¨¤ë¾ó¤¬¤Ê¤¤¡£";
2780 #else
2781         q = "Use which staff? ";
2782         s = "You have no staff to use.";
2783 #endif
2784
2785         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2786
2787         do_cmd_use_staff_aux(item);
2788 }
2789
2790
2791 static int wand_effect(int sval, int dir, bool magic)
2792 {
2793         int ident = FALSE;
2794
2795         /* XXX Hack -- Wand of wonder can do anything before it */
2796         if (sval == SV_WAND_WONDER)
2797         {
2798                 int vir = virtue_number(V_CHANCE);
2799                 sval = randint0(SV_WAND_WONDER);
2800
2801                 if (vir)
2802                 {
2803                         if (p_ptr->virtues[vir - 1] > 0)
2804                         {
2805                                 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
2806                                 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
2807                         }
2808                         else
2809                         {
2810                                 while (randint1(300) < (0-p_ptr->virtues[vir - 1])) sval--;
2811                                 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
2812                         }
2813                 }
2814                 if (sval < SV_WAND_TELEPORT_AWAY)
2815                         chg_virtue(V_CHANCE, 1);
2816         }
2817
2818         /* Analyze the wand */
2819         switch (sval)
2820         {
2821                 case SV_WAND_HEAL_MONSTER:
2822                 {
2823                         if (heal_monster(dir, damroll(10, 10))) ident = TRUE;
2824                         break;
2825                 }
2826
2827                 case SV_WAND_HASTE_MONSTER:
2828                 {
2829                         if (speed_monster(dir)) ident = TRUE;
2830                         break;
2831                 }
2832
2833                 case SV_WAND_CLONE_MONSTER:
2834                 {
2835                         if (clone_monster(dir)) ident = TRUE;
2836                         break;
2837                 }
2838
2839                 case SV_WAND_TELEPORT_AWAY:
2840                 {
2841                         if (teleport_monster(dir)) ident = TRUE;
2842                         break;
2843                 }
2844
2845                 case SV_WAND_DISARMING:
2846                 {
2847                         if (disarm_trap(dir)) ident = TRUE;
2848                         break;
2849                 }
2850
2851                 case SV_WAND_TRAP_DOOR_DEST:
2852                 {
2853                         if (destroy_door(dir)) ident = TRUE;
2854                         break;
2855                 }
2856
2857                 case SV_WAND_STONE_TO_MUD:
2858                 {
2859                         if (wall_to_mud(dir)) ident = TRUE;
2860                         break;
2861                 }
2862
2863                 case SV_WAND_LITE:
2864                 {
2865 #ifdef JP
2866                         msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2867 #else
2868                         msg_print("A line of blue shimmering light appears.");
2869 #endif
2870
2871                         (void)lite_line(dir);
2872                         ident = TRUE;
2873                         break;
2874                 }
2875
2876                 case SV_WAND_SLEEP_MONSTER:
2877                 {
2878                         if (sleep_monster(dir)) ident = TRUE;
2879                         break;
2880                 }
2881
2882                 case SV_WAND_SLOW_MONSTER:
2883                 {
2884                         if (slow_monster(dir)) ident = TRUE;
2885                         break;
2886                 }
2887
2888                 case SV_WAND_CONFUSE_MONSTER:
2889                 {
2890                         if (confuse_monster(dir, p_ptr->lev)) ident = TRUE;
2891                         break;
2892                 }
2893
2894                 case SV_WAND_FEAR_MONSTER:
2895                 {
2896                         if (fear_monster(dir, p_ptr->lev)) ident = TRUE;
2897                         break;
2898                 }
2899
2900                 case SV_WAND_DRAIN_LIFE:
2901                 {
2902                         if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE;
2903                         break;
2904                 }
2905
2906                 case SV_WAND_POLYMORPH:
2907                 {
2908                         if (poly_monster(dir)) ident = TRUE;
2909                         break;
2910                 }
2911
2912                 case SV_WAND_STINKING_CLOUD:
2913                 {
2914                         fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2);
2915                         ident = TRUE;
2916                         break;
2917                 }
2918
2919                 case SV_WAND_MAGIC_MISSILE:
2920                 {
2921                         fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6));
2922                         ident = TRUE;
2923                         break;
2924                 }
2925
2926                 case SV_WAND_ACID_BOLT:
2927                 {
2928                         fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
2929                         ident = TRUE;
2930                         break;
2931                 }
2932
2933                 case SV_WAND_CHARM_MONSTER:
2934                 {
2935                         if (charm_monster(dir, MAX(20, p_ptr->lev)))
2936                         ident = TRUE;
2937                         break;
2938                 }
2939
2940                 case SV_WAND_FIRE_BOLT:
2941                 {
2942                         fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
2943                         ident = TRUE;
2944                         break;
2945                 }
2946
2947                 case SV_WAND_COLD_BOLT:
2948                 {
2949                         fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
2950                         ident = TRUE;
2951                         break;
2952                 }
2953
2954                 case SV_WAND_ACID_BALL:
2955                 {
2956                         fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2);
2957                         ident = TRUE;
2958                         break;
2959                 }
2960
2961                 case SV_WAND_ELEC_BALL:
2962                 {
2963                         fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2);
2964                         ident = TRUE;
2965                         break;
2966                 }
2967
2968                 case SV_WAND_FIRE_BALL:
2969                 {
2970                         fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2);
2971                         ident = TRUE;
2972                         break;
2973                 }
2974
2975                 case SV_WAND_COLD_BALL:
2976                 {
2977                         fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2);
2978                         ident = TRUE;
2979                         break;
2980                 }
2981
2982                 case SV_WAND_WONDER:
2983                 {
2984 #ifdef JP
2985                         msg_print("¤ª¤Ã¤È¡¢Ææ¤ÎËâË¡ËÀ¤ò»ÏÆ°¤µ¤»¤¿¡£");
2986 #else
2987                         msg_print("Oops.  Wand of wonder activated.");
2988 #endif
2989
2990                         break;
2991                 }
2992
2993                 case SV_WAND_DRAGON_FIRE:
2994                 {
2995                         fire_ball(GF_FIRE, dir, 200, -3);
2996                         ident = TRUE;
2997                         break;
2998                 }
2999
3000                 case SV_WAND_DRAGON_COLD:
3001                 {
3002                         fire_ball(GF_COLD, dir, 180, -3);
3003                         ident = TRUE;
3004                         break;
3005                 }
3006
3007                 case SV_WAND_DRAGON_BREATH:
3008                 {
3009                         switch (randint1(5))
3010                         {
3011                                 case 1:
3012                                 {
3013                                         fire_ball(GF_ACID, dir, 240, -3);
3014                                         break;
3015                                 }
3016
3017                                 case 2:
3018                                 {
3019                                         fire_ball(GF_ELEC, dir, 210, -3);
3020                                         break;
3021                                 }
3022
3023                                 case 3:
3024                                 {
3025                                         fire_ball(GF_FIRE, dir, 240, -3);
3026                                         break;
3027                                 }
3028
3029                                 case 4:
3030                                 {
3031                                         fire_ball(GF_COLD, dir, 210, -3);
3032                                         break;
3033                                 }
3034
3035                                 default:
3036                                 {
3037                                         fire_ball(GF_POIS, dir, 180, -3);
3038                                         break;
3039                                 }
3040                         }
3041
3042                         ident = TRUE;
3043                         break;
3044                 }
3045
3046                 case SV_WAND_DISINTEGRATE:
3047                 {
3048                         fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(p_ptr->lev * 2), 2);
3049                         ident = TRUE;
3050                         break;
3051                 }
3052
3053                 case SV_WAND_ROCKETS:
3054                 {
3055 #ifdef JP
3056 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
3057 #else
3058                         msg_print("You launch a rocket!");
3059 #endif
3060
3061                         fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2);
3062                         ident = TRUE;
3063                         break;
3064                 }
3065
3066                 case SV_WAND_STRIKING:
3067                 {
3068                         fire_bolt(GF_METEOR, dir, damroll(15 + p_ptr->lev / 3, 13));
3069                         ident = TRUE;
3070                         break;
3071                 }
3072
3073                 case SV_WAND_GENOCIDE:
3074                 {
3075                         fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0);
3076                         ident = TRUE;
3077                         break;
3078                 }
3079         }
3080         return ident;
3081 }
3082
3083
3084 /*
3085  * Aim a wand (from the pack or floor).
3086  *
3087  * Use a single charge from a single item.
3088  * Handle "unstacking" in a logical manner.
3089  *
3090  * For simplicity, you cannot use a stack of items from the
3091  * ground.  This would require too much nasty code.
3092  *
3093  * There are no wands which can "destroy" themselves, in the inventory
3094  * or on the ground, so we can ignore this possibility.  Note that this
3095  * required giving "wand of wonder" the ability to ignore destruction
3096  * by electric balls.
3097  *
3098  * All wands can be "cancelled" at the "Direction?" prompt for free.
3099  *
3100  * Note that the basic "bolt" wands do slightly less damage than the
3101  * basic "bolt" rods, but the basic "ball" wands do the same damage
3102  * as the basic "ball" rods.
3103  */
3104 static void do_cmd_aim_wand_aux(int item)
3105 {
3106         int         lev, ident, chance, dir;
3107         object_type *o_ptr;
3108         bool old_target_pet = target_pet;
3109
3110         /* Get the item (in the pack) */
3111         if (item >= 0)
3112         {
3113                 o_ptr = &inventory[item];
3114         }
3115
3116         /* Get the item (on the floor) */
3117         else
3118         {
3119                 o_ptr = &o_list[0 - item];
3120         }
3121
3122         /* Mega-Hack -- refuse to aim a pile from the ground */
3123         if ((item < 0) && (o_ptr->number > 1))
3124         {
3125 #ifdef JP
3126                 msg_print("¤Þ¤º¤ÏËâË¡ËÀ¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3127 #else
3128                 msg_print("You must first pick up the wands.");
3129 #endif
3130
3131                 return;
3132         }
3133
3134
3135         /* Allow direction to be cancelled for free */
3136         if (object_aware_p(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
3137                                       || o_ptr->sval == SV_WAND_HASTE_MONSTER))
3138                         target_pet = TRUE;
3139         if (!get_aim_dir(&dir))
3140         {
3141                 target_pet = old_target_pet;
3142                 return;
3143         }
3144         target_pet = old_target_pet;
3145
3146         /* Take a turn */
3147         energy_use = 100;
3148
3149         /* Get the level */
3150         lev = get_object_level(o_ptr);
3151         if (lev > 50) lev = 50 + (lev - 50)/2;
3152
3153         /* Base chance of success */
3154         chance = p_ptr->skill_dev;
3155
3156         /* Confusion hurts skill */
3157         if (p_ptr->confused) chance = chance / 2;
3158
3159         /* Hight level objects are harder */
3160         chance = chance - lev;
3161
3162         /* Give everyone a (slight) chance */
3163         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
3164         {
3165                 chance = USE_DEVICE;
3166         }
3167
3168         if (world_player)
3169         {
3170                 if (flush_failure) flush();
3171 #ifdef JP
3172                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3173 #else
3174                 msg_print("Nothing happen. Maybe this wand is freezing too.");
3175 #endif
3176
3177                 sound(SOUND_FAIL);
3178                 return;
3179         }
3180
3181         /* Roll for usage */
3182         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
3183         {
3184                 if (flush_failure) flush();
3185 #ifdef JP
3186                 msg_print("ËâË¡ËÀ¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
3187 #else
3188                 msg_print("You failed to use the wand properly.");
3189 #endif
3190
3191                 sound(SOUND_FAIL);
3192                 return;
3193         }
3194
3195         /* The wand is already empty! */
3196         if (o_ptr->pval <= 0)
3197         {
3198                 if (flush_failure) flush();
3199 #ifdef JP
3200                 msg_print("¤³¤ÎËâË¡ËÀ¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
3201 #else
3202                 msg_print("The wand has no charges left.");
3203 #endif
3204
3205                 o_ptr->ident |= (IDENT_EMPTY);
3206
3207                 /* Combine / Reorder the pack (later) */
3208                 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3209                 p_ptr->window |= (PW_INVEN);
3210
3211                 return;
3212         }
3213
3214         /* Sound */
3215         sound(SOUND_ZAP);
3216
3217         ident = wand_effect(o_ptr->sval, dir, FALSE);
3218
3219         /* Combine / Reorder the pack (later) */
3220         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3221
3222         if (!(object_aware_p(o_ptr)))
3223         {
3224                 chg_virtue(V_PATIENCE, -1);
3225                 chg_virtue(V_CHANCE, 1);
3226                 chg_virtue(V_KNOWLEDGE, -1);
3227         }
3228
3229         /* Mark it as tried */
3230         object_tried(o_ptr);
3231
3232         /* Apply identification */
3233         if (ident && !object_aware_p(o_ptr))
3234         {
3235                 object_aware(o_ptr);
3236                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3237         }
3238
3239         /* Window stuff */
3240         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3241
3242
3243         /* Use a single charge */
3244         o_ptr->pval--;
3245
3246         /* Describe the charges in the pack */
3247         if (item >= 0)
3248         {
3249                 inven_item_charges(item);
3250         }
3251
3252         /* Describe the charges on the floor */
3253         else
3254         {
3255                 floor_item_charges(0 - item);
3256         }
3257 }
3258
3259
3260 void do_cmd_aim_wand(void)
3261 {
3262         int     item;
3263         cptr    q, s;
3264
3265         /* Restrict choices to wands */
3266         item_tester_tval = TV_WAND;
3267
3268         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3269         {
3270                 set_action(ACTION_NONE);
3271         }
3272
3273         /* Get an item */
3274 #ifdef JP
3275         q = "¤É¤ÎËâË¡ËÀ¤ÇÁÀ¤¤¤Þ¤¹¤«? ";
3276         s = "»È¤¨¤ëËâË¡ËÀ¤¬¤Ê¤¤¡£";
3277 #else
3278         q = "Aim which wand? ";
3279         s = "You have no wand to aim.";
3280 #endif
3281
3282         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3283
3284         /* Aim the wand */
3285         do_cmd_aim_wand_aux(item);
3286 }
3287
3288
3289 static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
3290 {
3291         int ident = FALSE;
3292
3293         /* Analyze the rod */
3294         switch (sval)
3295         {
3296                 case SV_ROD_DETECT_TRAP:
3297                 {
3298                         if (detect_traps(DETECT_RAD_DEFAULT, dir ? FALSE : TRUE)) ident = TRUE;
3299                         break;
3300                 }
3301
3302                 case SV_ROD_DETECT_DOOR:
3303                 {
3304                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
3305                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
3306                         break;
3307                 }
3308
3309                 case SV_ROD_IDENTIFY:
3310                 {
3311                         ident = TRUE;
3312                         if (!ident_spell(FALSE, FALSE)) *use_charge = FALSE;
3313                         break;
3314                 }
3315
3316                 case SV_ROD_RECALL:
3317                 {
3318                         if (!word_of_recall()) *use_charge = FALSE;
3319                         ident = TRUE;
3320                         break;
3321                 }
3322
3323                 case SV_ROD_ILLUMINATION:
3324                 {
3325                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
3326                         break;
3327                 }
3328
3329                 case SV_ROD_MAPPING:
3330                 {
3331                         map_area(DETECT_RAD_MAP);
3332                         ident = TRUE;
3333                         break;
3334                 }
3335
3336                 case SV_ROD_DETECTION:
3337                 {
3338                         detect_all(DETECT_RAD_DEFAULT);
3339                         ident = TRUE;
3340                         break;
3341                 }
3342
3343                 case SV_ROD_PROBING:
3344                 {
3345                         probing();
3346                         ident = TRUE;
3347                         break;
3348                 }
3349
3350                 case SV_ROD_CURING:
3351                 {
3352                         if (set_blind(0)) ident = TRUE;
3353                         if (set_poisoned(0)) ident = TRUE;
3354                         if (set_confused(0)) ident = TRUE;
3355                         if (set_stun(0)) ident = TRUE;
3356                         if (set_cut(0)) ident = TRUE;
3357                         if (set_image(0)) ident = TRUE;
3358                         if (set_shero(0,TRUE)) ident = TRUE;
3359                         break;
3360                 }
3361
3362                 case SV_ROD_HEALING:
3363                 {
3364                         if (hp_player(500)) ident = TRUE;
3365                         if (set_stun(0)) ident = TRUE;
3366                         if (set_cut(0)) ident = TRUE;
3367                         if (set_shero(0,TRUE)) ident = TRUE;
3368                         break;
3369                 }
3370
3371                 case SV_ROD_RESTORATION:
3372                 {
3373                         if (restore_level()) ident = TRUE;
3374                         if (do_res_stat(A_STR)) ident = TRUE;
3375                         if (do_res_stat(A_INT)) ident = TRUE;
3376                         if (do_res_stat(A_WIS)) ident = TRUE;
3377                         if (do_res_stat(A_DEX)) ident = TRUE;
3378                         if (do_res_stat(A_CON)) ident = TRUE;
3379                         if (do_res_stat(A_CHR)) ident = TRUE;
3380                         break;
3381                 }
3382
3383                 case SV_ROD_SPEED:
3384                 {
3385                         if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
3386                         break;
3387                 }
3388
3389                 case SV_ROD_PESTICIDE:
3390                 {
3391                         if (dispel_monsters(4)) ident = TRUE;
3392                         break;
3393                 }
3394
3395                 case SV_ROD_TELEPORT_AWAY:
3396                 {
3397                         if (teleport_monster(dir)) ident = TRUE;
3398                         break;
3399                 }
3400
3401                 case SV_ROD_DISARMING:
3402                 {
3403                         if (disarm_trap(dir)) ident = TRUE;
3404                         break;
3405                 }
3406
3407                 case SV_ROD_LITE:
3408                 {
3409 #ifdef JP
3410                         msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
3411 #else
3412                         msg_print("A line of blue shimmering light appears.");
3413 #endif
3414
3415                         (void)lite_line(dir);
3416                         ident = TRUE;
3417                         break;
3418                 }
3419
3420                 case SV_ROD_SLEEP_MONSTER:
3421                 {
3422                         if (sleep_monster(dir)) ident = TRUE;
3423                         break;
3424                 }
3425
3426                 case SV_ROD_SLOW_MONSTER:
3427                 {
3428                         if (slow_monster(dir)) ident = TRUE;
3429                         break;
3430                 }
3431
3432                 case SV_ROD_DRAIN_LIFE:
3433                 {
3434                         if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE;
3435                         break;
3436                 }
3437
3438                 case SV_ROD_POLYMORPH:
3439                 {
3440                         if (poly_monster(dir)) ident = TRUE;
3441                         break;
3442                 }
3443
3444                 case SV_ROD_ACID_BOLT:
3445                 {
3446                         fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
3447                         ident = TRUE;
3448                         break;
3449                 }
3450
3451                 case SV_ROD_ELEC_BOLT:
3452                 {
3453                         fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8));
3454                         ident = TRUE;
3455                         break;
3456                 }
3457
3458                 case SV_ROD_FIRE_BOLT:
3459                 {
3460                         fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
3461                         ident = TRUE;
3462                         break;
3463                 }
3464
3465                 case SV_ROD_COLD_BOLT:
3466                 {
3467                         fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
3468                         ident = TRUE;
3469                         break;
3470                 }
3471
3472                 case SV_ROD_ACID_BALL:
3473                 {
3474                         fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2);
3475                         ident = TRUE;
3476                         break;
3477                 }
3478
3479                 case SV_ROD_ELEC_BALL:
3480                 {
3481                         fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2);
3482                         ident = TRUE;
3483                         break;
3484                 }
3485
3486                 case SV_ROD_FIRE_BALL:
3487                 {
3488                         fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2);
3489                         ident = TRUE;
3490                         break;
3491                 }
3492
3493                 case SV_ROD_COLD_BALL:
3494                 {
3495                         fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2);
3496                         ident = TRUE;
3497                         break;
3498                 }
3499
3500                 case SV_ROD_HAVOC:
3501                 {
3502                         call_chaos();
3503                         ident = TRUE;
3504                         break;
3505                 }
3506
3507                 case SV_ROD_STONE_TO_MUD:
3508                 {
3509                         if (wall_to_mud(dir)) ident = TRUE;
3510                         break;
3511                 }
3512
3513                 case SV_ROD_AGGRAVATE:
3514                 {
3515                         aggravate_monsters(0);
3516                         ident = TRUE;
3517                         break;
3518                 }
3519         }
3520         return ident;
3521 }
3522
3523 /*
3524  * Activate (zap) a Rod
3525  *
3526  * Unstack fully charged rods as needed.
3527  *
3528  * Hack -- rods of perception/genocide can be "cancelled"
3529  * All rods can be cancelled at the "Direction?" prompt
3530  *
3531  * pvals are defined for each rod in k_info. -LM-
3532  */
3533 static void do_cmd_zap_rod_aux(int item)
3534 {
3535         int ident, chance, lev, fail;
3536         int dir = 0;
3537         object_type *o_ptr;
3538         bool success;
3539
3540         /* Hack -- let perception get aborted */
3541         bool use_charge = TRUE;
3542
3543         object_kind *k_ptr;
3544
3545         /* Get the item (in the pack) */
3546         if (item >= 0)
3547         {
3548                 o_ptr = &inventory[item];
3549         }
3550
3551         /* Get the item (on the floor) */
3552         else
3553         {
3554                 o_ptr = &o_list[0 - item];
3555         }
3556
3557
3558         /* Mega-Hack -- refuse to zap a pile from the ground */
3559         if ((item < 0) && (o_ptr->number > 1))
3560         {
3561 #ifdef JP
3562                 msg_print("¤Þ¤º¤Ï¥í¥Ã¥É¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3563 #else
3564                 msg_print("You must first pick up the rods.");
3565 #endif
3566
3567                 return;
3568         }
3569
3570
3571         /* Get a direction (unless KNOWN not to need it) */
3572         if (((o_ptr->sval >= SV_ROD_MIN_DIRECTION) && (o_ptr->sval != SV_ROD_HAVOC) && (o_ptr->sval != SV_ROD_AGGRAVATE) && (o_ptr->sval != SV_ROD_PESTICIDE)) ||
3573              !object_aware_p(o_ptr))
3574         {
3575                 /* Get a direction, allow cancel */
3576                 if (!get_aim_dir(&dir)) return;
3577         }
3578
3579
3580         /* Take a turn */
3581         energy_use = 100;
3582
3583         /* Extract the item level */
3584         lev = get_object_level(o_ptr);
3585
3586         /* Base chance of success */
3587         chance = p_ptr->skill_dev;
3588
3589         /* Confusion hurts skill */
3590         if (p_ptr->confused) chance = chance / 2;
3591
3592         fail = lev+5;
3593         if (chance > fail) fail -= (chance - fail)*2;
3594         else chance -= (fail - chance)*2;
3595         if (fail < USE_DEVICE) fail = USE_DEVICE;
3596         if (chance < USE_DEVICE) chance = USE_DEVICE;
3597
3598         if (world_player)
3599         {
3600                 if (flush_failure) flush();
3601 #ifdef JP
3602                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3603 #else
3604                 msg_print("Nothing happen. Maybe this rod is freezing too.");
3605 #endif
3606
3607                 sound(SOUND_FAIL);
3608                 return;
3609         }
3610
3611         if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
3612         else if (chance > fail)
3613         {
3614                 if (randint0(chance*2) < fail) success = FALSE;
3615                 else success = TRUE;
3616         }
3617         else
3618         {
3619                 if (randint0(fail*2) < chance) success = TRUE;
3620                 else success = FALSE;
3621         }
3622
3623         /* Roll for usage */
3624         if (!success)
3625         {
3626                 if (flush_failure) flush();
3627 #ifdef JP
3628                 msg_print("¤¦¤Þ¤¯¥í¥Ã¥É¤ò»È¤¨¤Ê¤«¤Ã¤¿¡£");
3629 #else
3630                 msg_print("You failed to use the rod properly.");
3631 #endif
3632
3633                 sound(SOUND_FAIL);
3634                 return;
3635         }
3636
3637         k_ptr = &k_info[o_ptr->k_idx];
3638
3639         /* A single rod is still charging */
3640         if ((o_ptr->number == 1) && (o_ptr->timeout))
3641         {
3642                 if (flush_failure) flush();
3643 #ifdef JP
3644                 msg_print("¤³¤Î¥í¥Ã¥É¤Ï¤Þ¤ÀËâÎϤò½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
3645 #else
3646                 msg_print("The rod is still charging.");
3647 #endif
3648
3649                 return;
3650         }
3651         /* A stack of rods lacks enough energy. */
3652         else if ((o_ptr->number > 1) && (o_ptr->timeout > k_ptr->pval * (o_ptr->number - 1)))
3653         {
3654                 if (flush_failure) flush();
3655 #ifdef JP
3656 msg_print("¤½¤Î¥í¥Ã¥É¤Ï¤Þ¤À½¼Å¶Ãæ¤Ç¤¹¡£");
3657 #else
3658                 msg_print("The rods are all still charging.");
3659 #endif
3660
3661                 return;
3662         }
3663
3664         /* Sound */
3665         sound(SOUND_ZAP);
3666
3667         ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE);
3668
3669         /* Increase the timeout by the rod kind's pval. -LM- */
3670         if (use_charge) o_ptr->timeout += k_ptr->pval;
3671
3672         /* Combine / Reorder the pack (later) */
3673         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3674
3675         if (!(object_aware_p(o_ptr)))
3676         {
3677                 chg_virtue(V_PATIENCE, -1);
3678                 chg_virtue(V_CHANCE, 1);
3679                 chg_virtue(V_KNOWLEDGE, -1);
3680         }
3681
3682         /* Tried the object */
3683         object_tried(o_ptr);
3684
3685         /* Successfully determined the object function */
3686         if (ident && !object_aware_p(o_ptr))
3687         {
3688                 object_aware(o_ptr);
3689                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3690         }
3691
3692         /* Window stuff */
3693         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3694 }
3695
3696
3697 void do_cmd_zap_rod(void)
3698 {
3699         int item;
3700         cptr q, s;
3701
3702         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3703         {
3704                 set_action(ACTION_NONE);
3705         }
3706
3707         /* Restrict choices to rods */
3708         item_tester_tval = TV_ROD;
3709
3710         /* Get an item */
3711 #ifdef JP
3712         q = "¤É¤Î¥í¥Ã¥É¤ò¿¶¤ê¤Þ¤¹¤«? ";
3713         s = "»È¤¨¤ë¥í¥Ã¥É¤¬¤Ê¤¤¡£";
3714 #else
3715         q = "Zap which rod? ";
3716         s = "You have no rod to zap.";
3717 #endif
3718
3719         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3720
3721         /* Zap the rod */
3722         do_cmd_zap_rod_aux(item);
3723 }
3724
3725
3726 /*
3727  * Hook to determine if an object is activatable
3728  */
3729 static bool item_tester_hook_activate(object_type *o_ptr)
3730 {
3731         u32b flgs[TR_FLAG_SIZE];
3732
3733         /* Not known */
3734         if (!object_known_p(o_ptr)) return (FALSE);
3735
3736         /* Extract the flags */
3737         object_flags(o_ptr, flgs);
3738
3739         /* Check activation flag */
3740         if (have_flag(flgs, TR_ACTIVATE)) return (TRUE);
3741
3742         /* Assume not */
3743         return (FALSE);
3744 }
3745
3746
3747 /*
3748  * Hack -- activate the ring of power
3749  */
3750 void ring_of_power(int dir)
3751 {
3752         /* Pick a random effect */
3753         switch (randint1(10))
3754         {
3755                 case 1:
3756                 case 2:
3757                 {
3758                         /* Message */
3759 #ifdef JP
3760                         msg_print("¤¢¤Ê¤¿¤Ï°­À­¤Î¥ª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3761 #else
3762                         msg_print("You are surrounded by a malignant aura.");
3763 #endif
3764
3765                         sound(SOUND_EVIL);
3766
3767                         /* Decrease all stats (permanently) */
3768                         (void)dec_stat(A_STR, 50, TRUE);
3769                         (void)dec_stat(A_INT, 50, TRUE);
3770                         (void)dec_stat(A_WIS, 50, TRUE);
3771                         (void)dec_stat(A_DEX, 50, TRUE);
3772                         (void)dec_stat(A_CON, 50, TRUE);
3773                         (void)dec_stat(A_CHR, 50, TRUE);
3774
3775                         /* Lose some experience (permanently) */
3776                         p_ptr->exp -= (p_ptr->exp / 4);
3777                         p_ptr->max_exp -= (p_ptr->exp / 4);
3778                         check_experience();
3779
3780                         break;
3781                 }
3782
3783                 case 3:
3784                 {
3785                         /* Message */
3786 #ifdef JP
3787                         msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3788 #else
3789                         msg_print("You are surrounded by a powerful aura.");
3790 #endif
3791
3792
3793                         /* Dispel monsters */
3794                         dispel_monsters(1000);
3795
3796                         break;
3797                 }
3798
3799                 case 4:
3800                 case 5:
3801                 case 6:
3802                 {
3803                         /* Mana Ball */
3804                         fire_ball(GF_MANA, dir, 600, 3);
3805
3806                         break;
3807                 }
3808
3809                 case 7:
3810                 case 8:
3811                 case 9:
3812                 case 10:
3813                 {
3814                         /* Mana Bolt */
3815                         fire_bolt(GF_MANA, dir, 500);
3816
3817                         break;
3818                 }
3819         }
3820 }
3821
3822
3823 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
3824 {
3825         u16b *who = (u16b*)(u);
3826
3827         int w1 = who[a];
3828         int w2 = who[b];
3829
3830         monster_type *m_ptr1 = &m_list[w1];
3831         monster_type *m_ptr2 = &m_list[w2];
3832         monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
3833         monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
3834
3835         if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
3836         if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
3837
3838         if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
3839         if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
3840
3841         if (r_ptr1->level > r_ptr2->level) return TRUE;
3842         if (r_ptr2->level > r_ptr1->level) return FALSE;
3843
3844         if (m_ptr1->hp > m_ptr2->hp) return TRUE;
3845         if (m_ptr2->hp > m_ptr1->hp) return FALSE;
3846         
3847         return w1 <= w2;
3848 }
3849
3850 /*
3851  * Activate a wielded object.  Wielded objects never stack.
3852  * And even if they did, activatable objects never stack.
3853  *
3854  * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
3855  * But one could, for example, easily make an activatable "Ring of Plasma".
3856  *
3857  * Note that it always takes a turn to activate an artifact, even if
3858  * the user hits "escape" at the "direction" prompt.
3859  */
3860 static void do_cmd_activate_aux(int item)
3861 {
3862         int         k, dir, lev, chance, fail;
3863         object_type *o_ptr;
3864         bool success;
3865
3866
3867         /* Get the item (in the pack) */
3868         if (item >= 0)
3869         {
3870                 o_ptr = &inventory[item];
3871         }
3872
3873         /* Get the item (on the floor) */
3874         else
3875         {
3876                 o_ptr = &o_list[0 - item];
3877         }
3878
3879         /* Take a turn */
3880         energy_use = 100;
3881
3882         /* Extract the item level */
3883         lev = get_object_level(o_ptr);
3884
3885         /* Hack -- use artifact level instead */
3886         if (artifact_p(o_ptr)) lev = a_info[o_ptr->name1].level;
3887         else if (o_ptr->art_name)
3888         {
3889                 switch (o_ptr->xtra2)
3890                 {
3891                         case ACT_SUNLIGHT:
3892                         case ACT_BO_MISS_1:
3893                         case ACT_BA_POIS_1:
3894                         case ACT_CONFUSE:
3895                         case ACT_SLEEP:
3896                         case ACT_CURE_LW:
3897                         case ACT_CURE_POISON:
3898                         case ACT_BERSERK:
3899                         case ACT_LIGHT:
3900                         case ACT_DEST_DOOR:
3901                         case ACT_TELEPORT:
3902                                 lev = 10;
3903                                 break;
3904                         case ACT_BO_ELEC_1:
3905                         case ACT_BO_ACID_1:
3906                         case ACT_BO_COLD_1:
3907                         case ACT_BO_FIRE_1:
3908                         case ACT_MAP_LIGHT:
3909                         case ACT_STONE_MUD:
3910                         case ACT_CURE_MW:
3911                         case ACT_QUAKE:
3912                                 lev = 20;
3913                                 break;
3914                         case ACT_DRAIN_1:
3915                         case ACT_TELE_AWAY:
3916                         case ACT_ESP:
3917                         case ACT_RESIST_ALL:
3918                         case ACT_DETECT_ALL:
3919                         case ACT_RECALL:
3920                         case ACT_SATIATE:
3921                         case ACT_RECHARGE:
3922                                 lev = 30;
3923                                 break;
3924                         case ACT_BA_COLD_1:
3925                         case ACT_BA_FIRE_1:
3926                         case ACT_TERROR:
3927                         case ACT_PROT_EVIL:
3928                         case ACT_ID_PLAIN:
3929                         case ACT_REST_LIFE:
3930                         case ACT_SPEED:
3931                         case ACT_BANISH_EVIL:
3932                                 lev = 40;
3933                                 break;
3934                         case ACT_DRAIN_2:
3935                         case ACT_VAMPIRE_1:
3936                         case ACT_BO_MISS_2:
3937                         case ACT_BA_FIRE_2:
3938                         case ACT_WHIRLWIND:
3939                         case ACT_CHARM_ANIMAL:
3940                         case ACT_SUMMON_ANIMAL:
3941                         case ACT_DISP_EVIL:
3942                         case ACT_DISP_GOOD:
3943                         case ACT_XTRA_SPEED:
3944                         case ACT_DETECT_XTRA:
3945                         case ACT_ID_FULL:
3946                                 lev = 50;
3947                                 break;
3948                         case ACT_VAMPIRE_2:
3949                         case ACT_BA_COLD_3:
3950                         case ACT_BA_ELEC_3:
3951                         case ACT_GENOCIDE:
3952                         case ACT_CHARM_UNDEAD:
3953                         case ACT_CHARM_OTHER:
3954                         case ACT_SUMMON_PHANTOM:
3955                         case ACT_SUMMON_ELEMENTAL:
3956                         case ACT_RUNE_EXPLO:
3957                                 lev = 60;
3958                                 break;
3959                         case ACT_MASS_GENO:
3960                         case ACT_CHARM_ANIMALS:
3961                         case ACT_CHARM_OTHERS:
3962                         case ACT_CURE_700:
3963                         case ACT_RUNE_PROT:
3964                         case ACT_ALCHEMY:
3965                         case ACT_REST_ALL:
3966                                 lev = 70;
3967                                 break;
3968                         case ACT_CALL_CHAOS:
3969                         case ACT_ROCKET:
3970                         case ACT_BA_MISS_3:
3971                         case ACT_CURE_1000:
3972                         case ACT_DIM_DOOR:
3973                         case ACT_SUMMON_UNDEAD:
3974                         case ACT_SUMMON_DEMON:
3975                                 lev = 80;
3976                                 break;
3977                         case ACT_WRAITH:
3978                         case ACT_INVULN:
3979                                 lev = 100;
3980                                 break;
3981                         default:
3982                                 lev = 0;
3983                 }
3984         }
3985         else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
3986
3987         /* Base chance of success */
3988         chance = p_ptr->skill_dev;
3989
3990         /* Confusion hurts skill */
3991         if (p_ptr->confused) chance = chance / 2;
3992
3993         fail = lev+5;
3994         if (chance > fail) fail -= (chance - fail)*2;
3995         else chance -= (fail - chance)*2;
3996         if (fail < USE_DEVICE) fail = USE_DEVICE;
3997         if (chance < USE_DEVICE) chance = USE_DEVICE;
3998
3999         if (world_player)
4000         {
4001                 if (flush_failure) flush();
4002 #ifdef JP
4003                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
4004 #else
4005                 msg_print("It shows no reaction.");
4006 #endif
4007
4008                 sound(SOUND_FAIL);
4009                 return;
4010         }
4011
4012         if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
4013         else if (chance > fail)
4014         {
4015                 if (randint0(chance*2) < fail) success = FALSE;
4016                 else success = TRUE;
4017         }
4018         else
4019         {
4020                 if (randint0(fail*2) < chance) success = TRUE;
4021                 else success = FALSE;
4022         }
4023
4024         /* Roll for usage */
4025         if (!success)
4026         {
4027                 if (flush_failure) flush();
4028 #ifdef JP
4029                 msg_print("¤¦¤Þ¤¯»ÏÆ°¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
4030 #else
4031                 msg_print("You failed to activate it properly.");
4032 #endif
4033
4034                 sound(SOUND_FAIL);
4035                 return;
4036         }
4037
4038         /* Check the recharge */
4039         if (o_ptr->timeout)
4040         {
4041 #ifdef JP
4042                 msg_print("¤½¤ì¤ÏÈù¤«¤Ë²»¤òΩ¤Æ¡¢µ±¤­¡¢¾Ã¤¨¤¿...");
4043 #else
4044                 msg_print("It whines, glows and fades...");
4045 #endif
4046
4047                 return;
4048         }
4049
4050
4051         /* Activate the artifact */
4052 #ifdef JP
4053         msg_print("»ÏÆ°¤µ¤»¤¿...");
4054 #else
4055         msg_print("You activate it...");
4056 #endif
4057
4058
4059         /* Sound */
4060         sound(SOUND_ZAP);
4061
4062
4063         if (o_ptr->art_name && o_ptr->xtra2)
4064         {
4065                 (void)activate_random_artifact(o_ptr);
4066
4067                 /* Window stuff */
4068                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4069
4070                 /* Success */
4071                 return;
4072         }
4073
4074         /* Artifacts */
4075         else if (o_ptr->name1)
4076         {
4077                 /* Choose effect */
4078                 switch (o_ptr->name1)
4079                 {
4080                         case ART_GALADRIEL:
4081                         {
4082 #ifdef JP
4083                                 msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
4084 #else
4085                                 msg_print("The phial wells with clear light...");
4086 #endif
4087
4088                                 lite_area(damroll(2, 15), 3);
4089                                 o_ptr->timeout = randint0(10) + 10;
4090                                 break;
4091                         }
4092
4093                         case ART_ELENDIL:
4094                         {
4095 #ifdef JP
4096                                 msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
4097 #else
4098                                 msg_print("The star shines brightly...");
4099 #endif
4100
4101                                 map_area(DETECT_RAD_MAP);
4102                                 lite_area(damroll(2, 15), 3);
4103                                 o_ptr->timeout = randint0(50) + 50;
4104                                 break;
4105                         }
4106
4107                         case ART_JUDGE:
4108                         {
4109 #ifdef JP
4110 msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
4111 #else
4112                                 msg_print("The Jewel flashes bright red!");
4113 #endif
4114
4115                                 chg_virtue(V_KNOWLEDGE, 1);
4116                                 chg_virtue(V_ENLIGHTEN, 1);
4117                                 wiz_lite(FALSE, FALSE);
4118 #ifdef JP
4119 msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
4120 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
4121 #else
4122                                 msg_print("The Jewel drains your vitality...");
4123                                 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
4124 #endif
4125
4126                                 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
4127                                 (void)detect_doors(DETECT_RAD_DEFAULT);
4128                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
4129
4130 #ifdef JP
4131 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
4132 #else
4133                                 if (get_check("Activate recall? "))
4134 #endif
4135
4136                                 {
4137                                         (void)word_of_recall();
4138                                 }
4139
4140                                 o_ptr->timeout = randint0(20) + 20;
4141                                 break;
4142                         }
4143
4144                         case ART_CARLAMMAS:
4145                         {
4146 #ifdef JP
4147                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4148 #else
4149                                 msg_print("The amulet lets out a shrill wail...");
4150 #endif
4151
4152                                 k = 3 * p_ptr->lev;
4153                                 (void)set_protevil(randint1(25) + k, FALSE);
4154                                 o_ptr->timeout = randint0(225) + 225;
4155                                 break;
4156                         }
4157
4158                         case ART_INGWE:
4159                         {
4160 #ifdef JP
4161                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4162 #else
4163                                 msg_print("The amulet floods the area with goodness...");
4164 #endif
4165
4166                                 dispel_evil(p_ptr->lev * 5);
4167                                 o_ptr->timeout = randint0(200) + 200;
4168                                 break;
4169                         }
4170
4171                         case ART_YATA:
4172                         {
4173 #ifdef JP
4174                                 msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4175 #else
4176                                 msg_print("The mirror floods the area with goodness...");
4177 #endif
4178
4179                                 dispel_evil(p_ptr->lev * 5);
4180                                 o_ptr->timeout = randint0(200) + 200;
4181                                 break;
4182                         }
4183
4184                         case ART_FRAKIR:
4185                         {
4186 #ifdef JP
4187 msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥­¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
4188 #else
4189                                 msg_print("You order Frakir to strangle your opponent.");
4190 #endif
4191
4192                                 if (!get_aim_dir(&dir)) return;
4193                                 if (drain_life(dir, 100))
4194                                 o_ptr->timeout = randint0(100) + 100;
4195                                 break;
4196                         }
4197
4198                         case ART_TULKAS:
4199                         {
4200 #ifdef JP
4201                                 msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
4202 #else
4203                                 msg_print("The ring glows brightly...");
4204 #endif
4205
4206                                 (void)set_fast(randint1(75) + 75, FALSE);
4207                                 o_ptr->timeout = randint0(150) + 150;
4208                                 break;
4209                         }
4210
4211                         case ART_NARYA:
4212                         {
4213 #ifdef JP
4214                                 msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
4215 #else
4216                                 msg_print("The ring glows deep red...");
4217 #endif
4218
4219                                 if (!get_aim_dir(&dir)) return;
4220                                 fire_ball(GF_FIRE, dir, 300, 3);
4221                                 o_ptr->timeout = randint0(225) + 225;
4222                                 break;
4223                         }
4224
4225                         case ART_NENYA:
4226                         {
4227 #ifdef JP
4228                                 msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4229 #else
4230                                 msg_print("The ring glows bright white...");
4231 #endif
4232
4233                                 if (!get_aim_dir(&dir)) return;
4234                                 fire_ball(GF_COLD, dir, 400, 3);
4235                                 o_ptr->timeout = randint0(325) + 325;
4236                                 break;
4237                         }
4238
4239                         case ART_VILYA:
4240                         case ART_GOURYU:
4241                         {
4242 #ifdef JP
4243                                 msg_format("%s¤Ï¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_VILYA ? "»ØÎØ" : "¥½¡¼¥É");
4244 #else
4245                                 msg_format("The %s glows deep blue...", o_ptr->name1 == ART_VILYA ? "ring" : "sword");
4246 #endif
4247
4248                                 if (!get_aim_dir(&dir)) return;
4249                                 fire_ball(GF_ELEC, dir, 500, 3);
4250                                 o_ptr->timeout = randint0(425) + 425;
4251                                 break;
4252                         }
4253
4254                         case ART_POWER:
4255                         case ART_AHO:
4256                         {
4257 #ifdef JP
4258                                 msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
4259 #else
4260                                 msg_print("The ring glows intensely black...");
4261 #endif
4262
4263                                 if (!get_aim_dir(&dir)) return;
4264                                 ring_of_power(dir);
4265                                 o_ptr->timeout = randint0(450) + 450;
4266                                 break;
4267                         }
4268
4269                         case ART_RAZORBACK:
4270                         {
4271                                 int num = damroll(5, 3);
4272                                 int y, x;
4273                                 int attempts;
4274
4275 #ifdef JP
4276                                 msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...");
4277 #else
4278                                 msg_print("Your armor is surrounded by lightning...");
4279 #endif
4280
4281
4282                                 for (k = 0; k < num; k++)
4283                                 {
4284                 attempts = 1000;
4285
4286                                         while(attempts--)
4287                                         {
4288                                                 scatter(&y, &x, py, px, 4, 0);
4289
4290                                                 if (!cave_floor_bold(y, x)) continue;
4291
4292                                                 if ((y != py) || (x != px)) break;
4293                                         }
4294
4295                                         project(0, 3, y, x, 150, GF_ELEC,
4296                                                           (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
4297                                 }
4298
4299                                 o_ptr->timeout = 1000;
4300                                 break;
4301                         }
4302
4303                         case ART_BLADETURNER:
4304                         {
4305                                 if (!get_aim_dir(&dir)) return;
4306 #ifdef JP
4307                                 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
4308 #else
4309                                 msg_print("You breathe the elements.");
4310 #endif
4311
4312                                 fire_ball(GF_MISSILE, dir, 300, 4);
4313 #ifdef JP
4314                                 msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
4315 #else
4316                                 msg_print("Your armor glows many colours...");
4317 #endif
4318
4319                                 (void)set_afraid(0);
4320                                 (void)set_hero(randint1(50) + 50, FALSE);
4321                                 (void)hp_player(10);
4322                                 (void)set_blessed(randint1(50) + 50, FALSE);
4323                                 (void)set_oppose_acid(randint1(50) + 50, FALSE);
4324                                 (void)set_oppose_elec(randint1(50) + 50, FALSE);
4325                                 (void)set_oppose_fire(randint1(50) + 50, FALSE);
4326                                 (void)set_oppose_cold(randint1(50) + 50, FALSE);
4327                                 (void)set_oppose_pois(randint1(50) + 50, FALSE);
4328                                 o_ptr->timeout = 400;
4329                                 break;
4330                         }
4331
4332                         case ART_SOULKEEPER:
4333                         {
4334 #ifdef JP
4335                                 msg_print("³»¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4336                                 msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
4337 #else
4338                                 msg_print("Your armor glows a bright white...");
4339                                 msg_print("You feel much better...");
4340 #endif
4341
4342                                 (void)hp_player(1000);
4343                                 (void)set_cut(0);
4344                                 o_ptr->timeout = 888;
4345                                 break;
4346                         }
4347
4348                         case ART_LOHENGRIN:
4349                         {
4350 #ifdef JP
4351 msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
4352 #else
4353                                 msg_print("A heavenly choir sings...");
4354 #endif
4355
4356                                 (void)set_poisoned(0);
4357                                 (void)set_cut(0);
4358                                 (void)set_stun(0);
4359                                 (void)set_confused(0);
4360                                 (void)set_blind(0);
4361                                 (void)set_hero(randint1(25) + 25, FALSE);
4362                                 (void)hp_player(777);
4363                                 o_ptr->timeout = 300;
4364                                 break;
4365                         }
4366
4367                         case ART_JULIAN:
4368                         {
4369 #ifdef JP
4370                                 msg_print("³»¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4371 #else
4372                                 msg_print("Your armor glows deep blue...");
4373 #endif
4374
4375                                 (void)symbol_genocide(200, TRUE);
4376                                 o_ptr->timeout = 500;
4377                                 break;
4378                         }
4379
4380                         case ART_CASPANION:
4381                         {
4382 #ifdef JP
4383                                 msg_print("³»¤¬ÀÖ¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4384 #else
4385                                 msg_print("Your armor glows bright red...");
4386 #endif
4387
4388                                 destroy_doors_touch();
4389                                 o_ptr->timeout = 10;
4390                                 break;
4391                         }
4392
4393                         case ART_DOR:
4394                         case ART_TERROR:
4395                         case ART_STONEMASK:
4396                         {
4397                                 turn_monsters(40 + p_ptr->lev);
4398                                 o_ptr->timeout = 3 * (p_ptr->lev + 10);
4399
4400                                 break;
4401                         }
4402
4403                         case ART_HOLHENNETH:
4404                         {
4405 #ifdef JP
4406                                 msg_print("¥Ø¥ë¥á¥Ã¥È¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4407                                 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
4408 #else
4409                                 msg_print("Your helm glows bright white...");
4410                                 msg_print("An image forms in your mind...");
4411 #endif
4412
4413                                 detect_all(DETECT_RAD_DEFAULT);
4414                                 o_ptr->timeout = randint0(55) + 55;
4415                                 break;
4416                         }
4417
4418                         case ART_AMBER:
4419                         {
4420 #ifdef JP
4421                                 msg_print("²¦´§¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4422                                 msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
4423 #else
4424                                 msg_print("Your crown glows deep blue...");
4425                                 msg_print("You feel a warm tingling inside...");
4426 #endif
4427
4428                                 (void)hp_player(700);
4429                                 (void)set_cut(0);
4430                                 o_ptr->timeout = 250;
4431                                 break;
4432                         }
4433
4434                         case ART_COLLUIN:
4435                         case ART_SEIRYU:
4436                         {
4437 #ifdef JP
4438                                 msg_format("%s¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_COLLUIN ? "¥¯¥í¡¼¥¯" : "³»");
4439 #else
4440                                 msg_format("Your %s glows many colours...", o_ptr->name1 == ART_COLLUIN ? "cloak" : "armor");
4441 #endif
4442
4443                                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
4444                                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
4445                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
4446                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
4447                                 (void)set_oppose_pois(randint1(20) + 20, FALSE);
4448                                 o_ptr->timeout = 111;
4449                                 break;
4450                         }
4451
4452                         case ART_HOLCOLLETH:
4453                         {
4454 #ifdef JP
4455                                 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4456 #else
4457                                 msg_print("Your cloak glows deep blue...");
4458 #endif
4459
4460                                 sleep_monsters_touch();
4461                                 o_ptr->timeout = 55;
4462                                 break;
4463                         }
4464
4465                         case ART_THINGOL:
4466                         {
4467 #ifdef JP
4468                                 msg_print("¥¯¥í¡¼¥¯¤¬²«¿§¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4469 #else
4470                                 msg_print("Your cloak glows bright yellow...");
4471 #endif
4472
4473                                 recharge(130);
4474                                 o_ptr->timeout = 70;
4475                                 break;
4476                         }
4477
4478                         case ART_COLANNON:
4479                         {
4480 #ifdef JP
4481                                 msg_print("¥¯¥í¡¼¥¯¤¬ÊÕ¤ê¤Î¶õ´Ö¤ò¤æ¤¬¤Þ¤»¤¿...");
4482 #else
4483                                 msg_print("Your cloak twists space around you...");
4484 #endif
4485
4486                                 teleport_player(100);
4487                                 o_ptr->timeout = 45;
4488                                 break;
4489                         }
4490
4491                         case ART_LUTHIEN:
4492                         {
4493 #ifdef JP
4494                                 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4495 #else
4496                                 msg_print("Your cloak glows a deep red...");
4497 #endif
4498
4499                                 restore_level();
4500                                 o_ptr->timeout = 450;
4501                                 break;
4502                         }
4503
4504                         case ART_CAMMITHRIM:
4505                         {
4506 #ifdef JP
4507                                 msg_print("¥°¥í¡¼¥Ö¤¬âÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4508 #else
4509                                 msg_print("Your gloves glow extremely brightly...");
4510 #endif
4511
4512                                 if (!get_aim_dir(&dir)) return;
4513                                 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
4514                                 o_ptr->timeout = 2;
4515                                 break;
4516                         }
4517
4518                         case ART_PAURHACH:
4519                         {
4520 #ifdef JP
4521                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4522 #else
4523                                 msg_print("Your gauntlets are covered in fire...");
4524 #endif
4525
4526                                 if (!get_aim_dir(&dir)) return;
4527                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4528                                 o_ptr->timeout = randint0(8) + 8;
4529                                 break;
4530                         }
4531
4532                         case ART_PAURNIMMEN:
4533                         {
4534 #ifdef JP
4535                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4536 #else
4537                                 msg_print("Your gauntlets are covered in frost...");
4538 #endif
4539
4540                                 if (!get_aim_dir(&dir)) return;
4541                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
4542                                 o_ptr->timeout = randint0(7) + 7;
4543                                 break;
4544                         }
4545
4546                         case ART_PAURAEGEN:
4547                         {
4548 #ifdef JP
4549                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4550 #else
4551                                 msg_print("Your gauntlets are covered in sparks...");
4552 #endif
4553
4554                                 if (!get_aim_dir(&dir)) return;
4555                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4556                                 o_ptr->timeout = randint0(5) + 5;
4557                                 break;
4558                         }
4559
4560                         case ART_PAURNEN:
4561                         {
4562 #ifdef JP
4563                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬»À¤Ëʤ¤ï¤ì¤¿...");
4564 #else
4565                                 msg_print("Your gauntlets are covered in acid...");
4566 #endif
4567
4568                                 if (!get_aim_dir(&dir)) return;
4569                                 fire_bolt(GF_ACID, dir, damroll(5, 8));
4570                                 o_ptr->timeout = randint0(6) + 6;
4571                                 break;
4572                         }
4573
4574                         case ART_FINGOLFIN:
4575                         {
4576 #ifdef JP
4577                                 msg_print("¥»¥¹¥¿¥¹¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
4578 #else
4579                                 msg_print("Your cesti grows magical spikes...");
4580 #endif
4581
4582                                 if (!get_aim_dir(&dir)) return;
4583                                 fire_bolt(GF_ARROW, dir, 150);
4584                                 o_ptr->timeout = randint0(90) + 90;
4585                                 break;
4586                         }
4587
4588                         case ART_FEANOR:
4589                         {
4590 #ifdef JP
4591                                 msg_print("¥Ö¡¼¥Ä¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4592 #else
4593                                 msg_print("Your boots glow bright green...");
4594 #endif
4595
4596                                 (void)set_fast(randint1(20) + 20, FALSE);
4597                                 o_ptr->timeout = 200;
4598                                 break;
4599                         }
4600
4601                         case ART_FLORA:
4602                         {
4603 #ifdef JP
4604                                 msg_print("¥Ö¡¼¥Ä¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4605 #else
4606                                 msg_print("Your boots glow deep blue...");
4607 #endif
4608
4609                                 (void)set_afraid(0);
4610                                 (void)set_poisoned(0);
4611                                 o_ptr->timeout = 5;
4612                                 break;
4613                         }
4614
4615                         case ART_NARTHANC:
4616                         {
4617 #ifdef JP
4618                                 msg_print("¥À¥¬¡¼¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4619 #else
4620                                 msg_print("Your dagger is covered in fire...");
4621 #endif
4622
4623                                 if (!get_aim_dir(&dir)) return;
4624                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4625                                 o_ptr->timeout = randint0(8) + 8;
4626                                 break;
4627                         }
4628
4629                         case ART_NIMTHANC:
4630                         {
4631 #ifdef JP
4632                                 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4633 #else
4634                                 msg_print("Your dagger is covered in frost...");
4635 #endif
4636
4637                                 if (!get_aim_dir(&dir)) return;
4638                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
4639                                 o_ptr->timeout = randint0(7) + 7;
4640                                 break;
4641                         }
4642
4643                         case ART_DETHANC:
4644                         {
4645 #ifdef JP
4646                                 msg_print("¥À¥¬¡¼¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4647 #else
4648                                 msg_print("Your dagger is covered in sparks...");
4649 #endif
4650
4651                                 if (!get_aim_dir(&dir)) return;
4652                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4653                                 o_ptr->timeout = randint0(5) + 5;
4654                                 break;
4655                         }
4656
4657                         case ART_RILIA:
4658                         {
4659 #ifdef JP
4660                                 msg_print("¥À¥¬¡¼¤¬¿¼¤¤Îп§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4661 #else
4662                                 msg_print("Your dagger throbs deep green...");
4663 #endif
4664
4665                                 if (!get_aim_dir(&dir)) return;
4666                                 fire_ball(GF_POIS, dir, 12, 3);
4667                                 o_ptr->timeout = randint0(4) + 4;
4668                                 break;
4669                         }
4670
4671                         case ART_NUMAHOKO:
4672                         {
4673 #ifdef JP
4674                                 msg_print("Ì·¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4675 #else
4676                                 msg_print("Your dagger throbs deep blue...");
4677 #endif
4678
4679                                 if (!get_aim_dir(&dir)) return;
4680                                 fire_ball(GF_WATER, dir, 200, 3);
4681                                 o_ptr->timeout = 250;
4682                                 break;
4683                         }
4684
4685                         case ART_FIONA:
4686                         {
4687 #ifdef JP
4688                                 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4689 #else
4690                                 msg_print("Your dagger is covered in frost...");
4691 #endif
4692
4693                                 if (!get_aim_dir(&dir)) return;
4694                                 fire_ball(GF_COLD, dir, 48, 2);
4695                                 o_ptr->timeout = randint0(5) + 5;
4696                                 break;
4697                         }
4698
4699                         case ART_KUSANAGI:
4700                         case ART_WEREWINDLE:
4701                         {
4702                                 switch (randint1(13))
4703                                 {
4704                                 case 1: case 2: case 3: case 4: case 5:
4705                                         teleport_player(10);
4706                                         break;
4707                                 case 6: case 7: case 8: case 9: case 10:
4708                                         teleport_player(222);
4709                                         break;
4710                                 case 11: case 12:
4711                                         (void)stair_creation();
4712                                         break;
4713                                 default:
4714 #ifdef JP
4715 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
4716 #else
4717                                         if (get_check("Leave this level? "))
4718 #endif
4719
4720                                         {
4721                                                 if (autosave_l) do_cmd_save_game(TRUE);
4722
4723                                                 /* Leaving */
4724                                                 p_ptr->leaving = TRUE;
4725                                         }
4726                                 }
4727                                 o_ptr->timeout = 35;
4728                                 break;
4729                         }
4730
4731                         case ART_KAMUI:
4732                         {
4733                                 teleport_player(222);
4734                                 o_ptr->timeout = 25;
4735                                 break;
4736                         }
4737
4738                         case ART_RINGIL:
4739                         {
4740 #ifdef JP
4741                                 msg_print("¥½¡¼¥É¤¬ÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
4742 #else
4743                                 msg_print("Your sword glows an intense blue...");
4744 #endif
4745
4746                                 if (!get_aim_dir(&dir)) return;
4747                                 fire_ball(GF_COLD, dir, 100, 2);
4748                                 o_ptr->timeout = 200;
4749                                 break;
4750                         }
4751
4752                         case ART_DAWN:
4753                         {
4754 #ifdef JP
4755 msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£");
4756 #else
4757                                 msg_print("You summon the Legion of the Dawn.");
4758 #endif
4759
4760                                 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
4761                                 o_ptr->timeout = 500 + randint1(500);
4762                                 break;
4763                         }
4764
4765                         case ART_ANDURIL:
4766                         {
4767 #ifdef JP
4768                                 msg_print("¥½¡¼¥É¤¬ÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
4769 #else
4770                                 msg_print("Your sword glows an intense red...");
4771 #endif
4772
4773                                 if (!get_aim_dir(&dir)) return;
4774                                 fire_ball(GF_FIRE, dir, 72, 2);
4775                                 o_ptr->timeout = 400;
4776                                 break;
4777                         }
4778
4779                         case ART_THEODEN:
4780                         {
4781 #ifdef JP
4782                                  msg_print("¥¢¥Ã¥¯¥¹¤Î¿Ï¤¬¹õ¤¯µ±¤¤¤¿...");
4783 #else
4784                                 msg_print("Your axe blade glows black...");
4785 #endif
4786
4787                                 if (!get_aim_dir(&dir)) return;
4788                                 drain_life(dir, 120);
4789                                 o_ptr->timeout = 400;
4790                                 break;
4791                         }
4792
4793                         case ART_RUNESPEAR:
4794                         {
4795 #ifdef JP
4796 msg_print("¤¢¤Ê¤¿¤ÎÁä¤ÏÅŵ¤¤Ç¥¹¥Ñ¡¼¥¯¤·¤Æ¤¤¤ë...");
4797 #else
4798                                 msg_print("Your spear crackles with electricity...");
4799 #endif
4800
4801                                 if (!get_aim_dir(&dir)) return;
4802                                 fire_ball(GF_ELEC, dir, 100, 3);
4803                                 o_ptr->timeout = 200;
4804                                 break;
4805                         }
4806
4807                         case ART_AEGLOS:
4808                         {
4809 #ifdef JP
4810                                 msg_print("¥¹¥Ô¥¢¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4811 #else
4812                                 msg_print("Your spear glows a bright white...");
4813 #endif
4814
4815                                 if (!get_aim_dir(&dir)) return;
4816                                 fire_ball(GF_COLD, dir, 100, 3);
4817                                 o_ptr->timeout = 200;
4818                                 break;
4819                         }
4820
4821                         case ART_DESTINY:
4822                         {
4823 #ifdef JP
4824                                 msg_print("¥¹¥Ô¥¢¤¬¸ÝÆ°¤·¤¿...");
4825 #else
4826                                 msg_print("Your spear pulsates...");
4827 #endif
4828
4829                                 if (!get_aim_dir(&dir)) return;
4830                                 wall_to_mud(dir);
4831                                 o_ptr->timeout = 5;
4832                                 break;
4833                         }
4834
4835                         case ART_NAIN:
4836                         {
4837 #ifdef JP
4838                                 msg_print("¤Ä¤ë¤Ï¤·¤¬¸ÝÆ°¤·¤¿...");
4839 #else
4840                                 msg_print("Your mattock pulsates...");
4841 #endif
4842
4843                                 if (!get_aim_dir(&dir)) return;
4844                                 wall_to_mud(dir);
4845                                 o_ptr->timeout = 2;
4846                                 break;
4847                         }
4848
4849                         case ART_EONWE:
4850                         {
4851 #ifdef JP
4852                                 msg_print("¥¢¥Ã¥¯¥¹¤«¤é¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4853 #else
4854                                 msg_print("Your axe lets out a long, shrill note...");
4855 #endif
4856
4857                                 (void)mass_genocide(200, TRUE);
4858                                 o_ptr->timeout = 1000;
4859                                 break;
4860                         }
4861
4862                         case ART_LOTHARANG:
4863                         {
4864 #ifdef JP
4865                                 msg_print("¥Ð¥È¥ë¡¦¥¢¥Ã¥¯¥¹¤¬¿¼»ç¤Î¸÷¤òÊü¼Í¤·¤¿...");
4866 #else
4867                                 msg_print("Your battle axe radiates deep purple...");
4868 #endif
4869
4870                                 hp_player(damroll(4, 8));
4871                                 (void)set_cut((p_ptr->cut / 2) - 50);
4872                                 o_ptr->timeout = randint0(3) + 3;
4873                                 break;
4874                         }
4875
4876                         case ART_ULMO:
4877                         {
4878 #ifdef JP
4879                                 msg_print("¥È¥é¥¤¥Ç¥ó¥È¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4880 #else
4881                                 msg_print("Your trident glows deep red...");
4882 #endif
4883
4884                                 if (!get_aim_dir(&dir)) return;
4885                                 teleport_monster(dir);
4886                                 o_ptr->timeout = 150;
4887                                 break;
4888                         }
4889
4890                         case ART_AVAVIR:
4891                         {
4892 #ifdef JP
4893                                 msg_print("Âç³ù¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4894 #else
4895                                 msg_print("Your scythe glows soft white...");
4896 #endif
4897                                 if (!word_of_recall()) return;
4898                                 o_ptr->timeout = 200;
4899                                 break;
4900                         }
4901
4902                         case ART_MAGATAMA:
4903                         {
4904 #ifdef JP
4905                                 msg_print("¸û¶Ì¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4906 #else
4907                                 msg_print("Your scythe glows soft white...");
4908 #endif
4909                                 if (!word_of_recall()) return;
4910                                 o_ptr->timeout = 200;
4911                                 break;
4912                         }
4913
4914                         case ART_TOTILA:
4915                         {
4916 #ifdef JP
4917                                 msg_print("¥Õ¥ì¥¤¥ë¤¬ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤¿...");
4918 #else
4919                                 msg_print("Your flail glows in scintillating colours...");
4920 #endif
4921
4922                                 if (!get_aim_dir(&dir)) return;
4923                                 confuse_monster(dir, 20);
4924                                 o_ptr->timeout = 15;
4925                                 break;
4926                         }
4927
4928                         case ART_FIRESTAR:
4929                         {
4930 #ifdef JP
4931                                 msg_print("¥â¡¼¥Ë¥ó¥°¥¹¥¿¡¼¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...");
4932 #else
4933                                 msg_print("Your morning star rages in fire...");
4934 #endif
4935
4936                                 if (!get_aim_dir(&dir)) return;
4937                                 fire_ball(GF_FIRE, dir, 72, 3);
4938                                 o_ptr->timeout = 100;
4939                                 break;
4940                         }
4941
4942                         case ART_GOTHMOG:
4943                         {
4944 #ifdef JP
4945                                 msg_print("¥à¥Á¤¬¿¼¤¤ÀÖ¿§¤Ëµ±¤¤¤¿...");
4946 #else
4947                                 msg_print("Your whip glows deep red...");
4948 #endif
4949
4950                                 if (!get_aim_dir(&dir)) return;
4951                                 fire_ball(GF_FIRE, dir, 120, 3);
4952                                 o_ptr->timeout = 15;
4953                                 break;
4954                         }
4955
4956                         case ART_TARATOL:
4957                         {
4958 #ifdef JP
4959                                 msg_print("¥á¥¤¥¹¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4960 #else
4961                                 msg_print("Your mace glows bright green...");
4962 #endif
4963
4964                                 (void)set_fast(randint1(20) + 20, FALSE);
4965                                 o_ptr->timeout = randint0(100) + 100;
4966                                 break;
4967                         }
4968
4969                         case ART_ERIRIL:
4970                         {
4971 #ifdef JP
4972                                 msg_print("¥¯¥©¡¼¥¿¡¼¥¹¥¿¥Ã¥Õ¤¬²«¿§¤¯µ±¤¤¤¿...");
4973 #else
4974                                 msg_print("Your quarterstaff glows yellow...");
4975 #endif
4976
4977                                 if (!ident_spell(FALSE, FALSE)) return;
4978                                 o_ptr->timeout = 10;
4979                                 break;
4980                         }
4981
4982                         case ART_GANDALF:
4983                         {
4984 #ifdef JP
4985                                 msg_print("¾ó¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
4986 #else
4987                                 msg_print("Your quarterstaff glows brightly...");
4988 #endif
4989
4990                                 detect_all(DETECT_RAD_DEFAULT);
4991                                 probing();
4992                                 identify_fully(FALSE, TRUE);
4993                                 o_ptr->timeout = 1000;
4994                                 break;
4995                         }
4996
4997                         case ART_TURMIL:
4998                         {
4999 #ifdef JP
5000                                 msg_print("¥Ï¥ó¥Þ¡¼¤¬Çò¤¯µ±¤¤¤¿...");
5001 #else
5002                                 msg_print("Your hammer glows white...");
5003 #endif
5004
5005                                 if (!get_aim_dir(&dir)) return;
5006                                 drain_life(dir, 90);
5007                                 o_ptr->timeout = 70;
5008                                 break;
5009                         }
5010
5011                         case ART_BRAND:
5012                         {
5013 #ifdef JP
5014                                 msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
5015 #else
5016                                 msg_print("Your crossbow glows deep red...");
5017 #endif
5018
5019                                 (void)brand_bolts();
5020                                 o_ptr->timeout = 999;
5021                                 break;
5022                         }
5023                         case ART_CRIMSON:
5024                         {
5025                                 int num = 1;
5026                                 int i;
5027                                 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
5028                                 int tx, ty;
5029 #ifdef JP
5030                                 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
5031 #else
5032                                 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
5033 #endif
5034
5035                                 if (!get_aim_dir(&dir)) return;
5036
5037                                 /* Use the given direction */
5038                                 tx = px + 99 * ddx[dir];
5039                                 ty = py + 99 * ddy[dir];
5040
5041                                 /* Hack -- Use an actual "target" */
5042                                 if ((dir == 5) && target_okay())
5043                                 {
5044                                         tx = target_col;
5045                                         ty = target_row;
5046                                 }
5047
5048                                 if (p_ptr->pclass == CLASS_ARCHER)
5049                                 {
5050                                         /* Extra shot at level 10 */
5051                                         if (p_ptr->lev >= 10) num++;
5052
5053                                         /* Extra shot at level 30 */
5054                                         if (p_ptr->lev >= 30) num++;
5055
5056                                         /* Extra shot at level 45 */
5057                                         if (p_ptr->lev >= 45) num++;
5058                                 }
5059
5060                                 for (i = 0; i < num; i++)
5061                                         project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
5062                                 o_ptr->timeout = 15;
5063                                 break;
5064                         }
5065                         case ART_PALANTIR:
5066                         {
5067                                 monster_type *m_ptr;
5068                                 monster_race *r_ptr;
5069                                 int i;
5070
5071 #ifdef JP
5072                                 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
5073 #else
5074                                 msg_print("Some strange places show up in your mind. And you see ...");
5075 #endif
5076
5077                                 /* Process the monsters (backwards) */
5078                                 for (i = m_max - 1; i >= 1; i--)
5079                                 {
5080                                         /* Access the monster */
5081                                         m_ptr = &m_list[i];
5082
5083                                         /* Ignore "dead" monsters */
5084                                         if (!m_ptr->r_idx) continue;
5085
5086                                         r_ptr = &r_info[m_ptr->r_idx];
5087
5088                                         if(r_ptr->flags1 & RF1_UNIQUE)
5089                                         {
5090 #ifdef JP
5091                                                 msg_format("%s¡¥ ",r_name + r_ptr->name);
5092 #else
5093                                                 msg_format("%s. ",r_name + r_ptr->name);
5094 #endif
5095                                         }
5096                                 }
5097                                 o_ptr->timeout = 200;
5098                                 break;
5099                         }
5100
5101                         case ART_STONE_LORE:
5102                         {
5103 #ifdef JP
5104                                 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
5105 #else
5106                                 msg_print("The stone reveals hidden mysteries...");
5107 #endif
5108                                 if (!ident_spell(FALSE, FALSE)) return;
5109
5110                                 if (mp_ptr->spell_book)
5111                                 {
5112                                         /* Sufficient mana */
5113                                         if (20 <= p_ptr->csp)
5114                                         {
5115                                                 /* Use some mana */
5116                                                 p_ptr->csp -= 20;
5117                                         }
5118
5119                                         /* Over-exert the player */
5120                                         else
5121                                         {
5122                                                 int oops = 20 - p_ptr->csp;
5123
5124                                                 /* No mana left */
5125                                                 p_ptr->csp = 0;
5126                                                 p_ptr->csp_frac = 0;
5127
5128                                                 /* Message */
5129 #ifdef JP
5130                                                 msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
5131 #else
5132                                                 msg_print("You are too weak to control the stone!");
5133 #endif
5134
5135                                                 /* Hack -- Bypass free action */
5136                                                 (void)set_paralyzed(p_ptr->paralyzed +
5137                                                         randint1(5 * oops + 1));
5138
5139                                                 /* Confusing. */
5140                                                 (void)set_confused(p_ptr->confused +
5141                                                         randint1(5 * oops + 1));
5142                                         }
5143
5144                                         /* Redraw mana */
5145                                         p_ptr->redraw |= (PR_MANA);
5146                                 }
5147
5148 #ifdef JP
5149                                 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
5150 #else
5151                                 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
5152 #endif
5153
5154                                 /* Confusing. */
5155                                 if (one_in_(5)) (void)set_confused(p_ptr->confused +
5156                                         randint1(10));
5157
5158                                 /* Exercise a little care... */
5159                                 if (one_in_(20))
5160 #ifdef JP
5161                                         take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
5162 #else
5163                                         take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
5164 #endif
5165                                 o_ptr->timeout = 0;
5166                                 break;
5167                         }
5168
5169                         case ART_BOROMIR:
5170                         {
5171                                 msg_print("You wind a mighty blast; your enemies tremble!");
5172                                 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
5173                                 o_ptr->timeout = randint0(40) + 40;
5174                                 break;
5175                         }
5176                         case ART_FARAMIR:
5177                         {
5178 #ifdef JP
5179                                 msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
5180 #else
5181                                 msg_print("You exterminate small life.");
5182 #endif
5183                                 (void)dispel_monsters(4);
5184                                 o_ptr->timeout = randint0(55) + 55;
5185                                 break;
5186                         }
5187
5188                         case ART_HIMRING:
5189                         {
5190 #ifdef JP
5191                                 msg_print("Æߤ¤²»¤¬ÊÕ¤ê¤òÊñ¤ß¤³¤ó¤À¡£");
5192 #else
5193                                 msg_print("A shrill wailing sound surrounds you.");
5194 #endif
5195                                 (void)set_protevil(randint1(25) + p_ptr->lev, FALSE);
5196                                 o_ptr->timeout = randint0(200) + 200;
5197                                 break;
5198                         }
5199
5200                         case ART_ICANUS:
5201                         {
5202
5203 #ifdef JP
5204                                 msg_print("¥í¡¼¥Ö¤¬½ã¿è¤ÊËâÎϤǿ̤¨¤¿¡£");
5205 #else
5206                                 msg_print("The robe pulsates with raw mana...");
5207 #endif
5208                                 if (!get_aim_dir(&dir)) return;
5209                                 fire_bolt(GF_MANA, dir, 120);
5210                                 o_ptr->timeout = randint0(120) + 120;
5211                                 break;
5212                         }
5213                         case ART_HURIN:
5214                         {
5215                                 (void)set_fast(randint1(50) + 50, FALSE);
5216                                 hp_player(10);
5217                                 set_afraid(0);
5218                                 set_hero(randint1(50) + 50, FALSE);
5219                                 o_ptr->timeout = randint0(200) + 100;
5220                                 break;
5221                         }
5222                         case ART_GIL_GALAD:
5223                         {
5224 #ifdef JP
5225                                 msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥");
5226 #else
5227                                 msg_print("Your shield gleams with blinding light...");
5228 #endif
5229                                 fire_ball(GF_LITE, 0, 300, 6);
5230                                 confuse_monsters(3 * p_ptr->lev / 2);
5231                                 o_ptr->timeout = 250;
5232                                 break;
5233                         }
5234                         case ART_YENDOR:
5235                         {
5236 #ifdef JP
5237                                 msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥");
5238 #else
5239                                 msg_print("Your card gleams with blinding light...");
5240 #endif
5241                                 if (!recharge(1000)) return;
5242                                 o_ptr->timeout = 200;
5243                                 break;
5244                         }
5245                         case ART_MURAMASA:
5246                         {
5247 #ifdef JP
5248                                 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
5249 #else
5250                                 if (get_check("Are you sure?!"))
5251 #endif
5252                                 {
5253 #ifdef JP
5254                                         msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
5255 #else
5256                                         msg_print("The Muramasa pulsates...");
5257 #endif
5258                                         do_inc_stat(A_STR);
5259                                         if (one_in_(2))
5260                                         {
5261 #ifdef JP
5262                                                 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
5263 #else
5264                                                 msg_print("The Muramasa is destroyed!");
5265 #endif
5266                                                 curse_weapon(TRUE, item);
5267                                         }
5268                                 }
5269                                 break;
5270                         }
5271                         case ART_FLY_STONE:
5272                         {
5273 #ifdef JP
5274                                 msg_print("ÀФ¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
5275 #else
5276                                 msg_print("Your stone glows pale...");
5277 #endif
5278
5279                                 if (!get_aim_dir(&dir)) return;
5280                                 fire_ball(GF_MANA, dir, 400, 4);
5281                                 o_ptr->timeout = randint0(250) + 250;
5282                                 break;
5283                         }
5284                         case ART_TAIKOBO:
5285                         {
5286                                 int x, y;
5287
5288                                 if (!get_rep_dir2(&dir)) return;
5289                                 y = py+ddy[dir];
5290                                 x = px+ddx[dir];
5291                                 tsuri_dir = dir;
5292                                 if (!(cave[y][x].feat == FEAT_DEEP_WATER) && !(cave[y][x].feat == FEAT_SHAL_WATER))
5293                                 {
5294 #ifdef JP
5295                                         msg_print("¤½¤³¤ÏΦÃϤÀ¡£");
5296 #else
5297                                         msg_print("There is no fishing place.");
5298 #endif
5299                                         return;
5300                                 }
5301                                 else if (cave[y][x].m_idx)
5302                                 {
5303                                         char m_name[80];
5304                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5305 #ifdef JP
5306                                         msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
5307 #else
5308                                         msg_format("%^s is stand in your way.", m_name);
5309 #endif
5310                                         energy_use = 0;
5311                                         return;
5312                                 }
5313                                 set_action(ACTION_FISH);
5314                                 p_ptr->redraw |= (PR_STATE);
5315                                 break;
5316                         }
5317                         case ART_JONES:
5318                         {
5319                                 if (!get_aim_dir(&dir)) return;
5320 #ifdef JP
5321                                 msg_print("¥à¥Á¤ò¿­¤Ð¤·¤¿¡£");
5322 #else
5323                                 msg_print("You stretched your wip.");
5324 #endif
5325
5326                                 fetch(dir, 500, TRUE);
5327                                 o_ptr->timeout = randint0(25) + 25;
5328                                 break;
5329                         }
5330                         case ART_ARRYU:
5331                         {
5332                                 u32b mode = PM_ALLOW_GROUP;
5333                                 bool pet = !one_in_(5);
5334                                 if (pet) mode |= PM_FORCE_PET;
5335                                 else mode |= PM_NO_PET;
5336
5337                                 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
5338                                 {
5339
5340                                         if (pet)
5341 #ifdef JP
5342                                                 msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5343 #else
5344                                         msg_print("A group of hounds appear as your servant.");
5345 #endif
5346
5347                                         else
5348 #ifdef JP
5349                                                 msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
5350 #else
5351                                                 msg_print("A group of hounds appear as your enemy!");
5352 #endif
5353
5354                                 }
5355
5356                                 o_ptr->timeout = 300 + randint1(150);
5357                                 break;
5358                         }
5359
5360                         case ART_GAEBOLG:
5361                         {
5362 #ifdef JP
5363                                 msg_print("¥¹¥Ô¥¢¤ÏâÁ¤·¤¯µ±¤¤¤¿...");
5364 #else
5365                                 msg_print("Your spear grows brightly...");
5366 #endif
5367
5368                                 if (!get_aim_dir(&dir)) return;
5369                                 fire_ball(GF_LITE, dir, 200, 3);
5370                                 o_ptr->timeout = randint0(200) + 200;
5371                                 break;
5372                         }
5373
5374                         case ART_INROU:
5375                         {
5376                                 int count = 0, i;
5377                                 monster_type *m_ptr;
5378 #ifndef JP
5379                                 cptr kakusan = "";
5380 #endif
5381
5382                                 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
5383                                 {
5384 #ifdef JP
5385                                         msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5386 #else
5387                                         msg_print("Suke-san apperars.");
5388                                         kakusan = "Suke-san";
5389 #endif
5390                                         count++;
5391                                 }
5392                                 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
5393                                 {
5394 #ifdef JP
5395                                         msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5396 #else
5397                                         msg_print("Kaku-san appears.");
5398                                         kakusan = "Kaku-san";
5399 #endif
5400                                         count++;
5401                                 }
5402                                 if (!count)
5403                                 {
5404                                         for (i = m_max - 1; i > 0; i--)
5405                                         {
5406                                                 m_ptr = &m_list[i];
5407                                                 if (!m_ptr->r_idx) continue;
5408                                                 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
5409                                                 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
5410                                                 count++;
5411                                                 break;
5412                                         }
5413                                 }
5414
5415                                 if (count)
5416                                 {
5417 #ifdef JP
5418                                         msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
5419 #else
5420                                         msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
5421 #endif
5422
5423                                         sukekaku = TRUE;
5424                                         stun_monsters(120);
5425                                         confuse_monsters(120);
5426                                         turn_monsters(120);
5427                                         stasis_monsters(120);
5428                                         sukekaku = FALSE;
5429                                 }
5430                                 else
5431                                 {
5432 #ifdef JP
5433                                         msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
5434 #else
5435                                         msg_print("Nothing happen.");
5436 #endif
5437                                 }
5438                                 o_ptr->timeout = randint0(150) + 150;
5439                                 break;
5440                         }
5441
5442                         case ART_HYOUSIGI:
5443                         {
5444 #ifdef JP
5445                                 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
5446 #else
5447                                 msg_print("You beat Your wooden clappers.");
5448 #endif
5449                                 aggravate_monsters(0);
5450                                 break;
5451                         }
5452
5453                         case ART_MATOI:
5454                         case ART_AEGISFANG:
5455                         {
5456                                 set_hero(randint1(25)+25, FALSE);
5457                                 hp_player(10);
5458                                 o_ptr->timeout = randint0(30) + 30;
5459                                 break;
5460                         }
5461
5462                         case ART_EARENDIL:
5463                         {
5464                                 (void)set_poisoned(0);
5465                                 (void)set_confused(0);
5466                                 (void)set_blind(0);
5467                                 (void)set_stun(0);
5468                                 (void)set_cut(0);
5469                                 (void)set_image(0);
5470
5471                                 o_ptr->timeout = 100;
5472                                 break;
5473                         }
5474
5475                         case ART_BOLISHOI:
5476                         {
5477                                 if (!get_aim_dir(&dir)) return;
5478                                 (void)charm_animal(dir, p_ptr->lev);
5479
5480                                 o_ptr->timeout = 200;
5481                                 break;
5482                         }
5483
5484                         case ART_ARUNRUTH:
5485                         {
5486 #ifdef JP
5487                                 msg_print("¥½¡¼¥É¤¬Ã¸¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
5488 #else
5489                                 msg_print("Your sword glows a pale blue...");
5490 #endif
5491                                 if (!get_aim_dir(&dir)) return;
5492                                 fire_bolt(GF_COLD, dir, damroll(12, 8));
5493                                 o_ptr->timeout = 50;
5494                                 break;
5495                         }
5496                         case ART_BLOOD:
5497                         {
5498                                 int dummy, i;
5499 #ifdef JP
5500                                 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
5501 #else
5502                                 msg_print("Your scythe glows brightly!");
5503 #endif
5504                                 for (i = 0; i < TR_FLAG_SIZE; i++)
5505                                         o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
5506
5507                                 dummy = randint1(2)+randint1(2);
5508                                 for (i = 0; i < dummy; i++)
5509                                 {
5510                                         int flag = randint0(19);
5511                                         if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
5512                                         else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
5513                                 }
5514                                 dummy = randint1(2);
5515                                 for (i = 0; i < dummy; i++)
5516                                         one_resistance(o_ptr);
5517                                 dummy = 2;
5518                                 for (i = 0; i < dummy; i++)
5519                                 {
5520                                         int tmp = randint0(11);
5521                                         if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
5522                                         else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
5523                                 }
5524                                 o_ptr->timeout = 3333;
5525                                 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
5526                                 p_ptr->update |= (PU_BONUS | PU_HP);
5527                                 break;
5528                         }
5529                         case ART_KESHO:
5530                         {
5531 #ifdef JP
5532                                 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
5533 #else
5534                                 msg_print("You stamp. (as if you are in a ring.)");
5535 #endif
5536                                 (void)set_hero(randint1(20) + 20, FALSE);
5537                                 dispel_evil(p_ptr->lev * 3);
5538                                 o_ptr->timeout = 100 + randint1(100);
5539                                 break;
5540                         }
5541                         case ART_MOOK:
5542                         {
5543 #ifdef JP
5544                                 msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿...");
5545 #else
5546                                 msg_print("Your cloak grows white.");
5547 #endif
5548                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
5549                                 o_ptr->timeout = 40 + randint1(40);
5550                                 break;
5551                         }
5552                         case ART_HERMIT:
5553                         {
5554 #ifdef JP
5555                                 msg_print("¥à¥Á¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
5556 #else
5557                                 msg_print("The whip lets out a shrill wail...");
5558 #endif
5559
5560                                 k = 3 * p_ptr->lev;
5561                                 (void)set_protevil(randint1(25) + k, FALSE);
5562                                 o_ptr->timeout = randint0(225) + 225;
5563                                 break;
5564                         }
5565                         case ART_JIZO:
5566                         {
5567                                 u32b mode = PM_ALLOW_GROUP;
5568                                 bool pet = !one_in_(5);
5569                                 if (pet) mode |= PM_FORCE_PET;
5570
5571                                 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
5572                                 {
5573                                         if (pet)
5574 #ifdef JP
5575                                                 msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5576 #else
5577                                         msg_print("A group of octopuses appear as your servant.");
5578 #endif
5579
5580                                         else
5581 #ifdef JP
5582                                                 msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
5583 #else
5584                                                 msg_print("A group of octopuses appear as your enemy!");
5585 #endif
5586
5587                                 }
5588
5589                                 o_ptr->timeout = 300 + randint1(150);
5590                                 break;
5591                         }
5592
5593                         case ART_FUNDIN:
5594                         {
5595 #ifdef JP
5596                                 msg_print("Å´µå¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
5597 #else
5598                                 msg_print("The iron ball floods the area with goodness...");
5599 #endif
5600
5601                                 dispel_evil(p_ptr->lev * 5);
5602                                 o_ptr->timeout = randint0(100) + 100;
5603                                 break;
5604                         }
5605
5606                         case ART_NIGHT:
5607                         {
5608 #ifdef JP
5609                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
5610 #else
5611                                 msg_print("Your amulet is coverd in pitch-darkness...");
5612 #endif
5613                                 if (!get_aim_dir(&dir)) return;
5614                                 fire_ball(GF_DARK, dir, 250, 4);
5615                                 o_ptr->timeout = randint0(150) + 150;
5616                                 break;
5617                         }
5618                 }
5619
5620                 /* Window stuff */
5621                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5622
5623                 /* Done */
5624                 return;
5625         }
5626
5627         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3))
5628         {
5629                 switch (o_ptr->xtra3-1)
5630                 {
5631                 case ESSENCE_TMP_RES_ACID:
5632                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
5633                         o_ptr->timeout = randint0(50) + 50;
5634                         return;
5635
5636                 case ESSENCE_TMP_RES_ELEC:
5637                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
5638                         o_ptr->timeout = randint0(50) + 50;
5639                         return;
5640
5641                 case ESSENCE_TMP_RES_FIRE:
5642                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
5643                         o_ptr->timeout = randint0(50) + 50;
5644                         return;
5645
5646                 case ESSENCE_TMP_RES_COLD:
5647                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
5648                         o_ptr->timeout = randint0(50) + 50;
5649                         return;
5650
5651                 case TR_IMPACT:
5652                         earthquake(py, px, 5);
5653                         o_ptr->timeout = 100 + randint1(100);
5654                         
5655                         /* Window stuff */
5656                         p_ptr->window |= (PW_INVEN | PW_EQUIP);
5657
5658                         /* Done */
5659                         return;
5660                 }
5661         }
5662
5663
5664         else if (o_ptr->name2 == EGO_TRUMP)
5665         {
5666                 teleport_player(100);
5667                 o_ptr->timeout = 50 + randint1(50);
5668
5669                 /* Window stuff */
5670                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5671
5672                 /* Done */
5673                 return;
5674         }
5675
5676
5677         else if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
5678         {
5679                 if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
5680                 {
5681 #ifdef JP
5682                         msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
5683 #else
5684                         msg_print("It has no fuel.");
5685 #endif
5686                         energy_use = 0;
5687                         return;
5688                 }
5689                 lite_area(damroll(2, 15), 3);
5690                 o_ptr->timeout = randint0(10) + 10;
5691
5692                 /* Window stuff */
5693                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5694
5695                 return;
5696         }
5697
5698
5699         else if (o_ptr->name2 == EGO_EARTHQUAKES)
5700         {
5701                 earthquake(py, px, 5);
5702                 o_ptr->timeout = 100 + randint1(100);
5703
5704                 /* Window stuff */
5705                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5706
5707                 /* Done */
5708                 return;
5709         }
5710
5711
5712         else if (o_ptr->name2 == EGO_JUMP)
5713         {
5714                 teleport_player(10);
5715                 o_ptr->timeout = 10 + randint1(10);
5716
5717                 /* Window stuff */
5718                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5719
5720                 /* Done */
5721                 return;
5722         }
5723
5724
5725         /* Hack -- Dragon Scale Mail can be activated as well */
5726         else if (o_ptr->tval == TV_DRAG_ARMOR)
5727         {
5728                 /* Get a direction for breathing (or abort) */
5729                 if (!get_aim_dir(&dir)) return;
5730
5731                 /* Branch on the sub-type */
5732                 switch (o_ptr->sval)
5733                 {
5734                         case SV_DRAGON_BLUE:
5735                         {
5736 #ifdef JP
5737                                 msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5738 #else
5739                                 msg_print("You breathe lightning.");
5740 #endif
5741
5742                                 fire_ball(GF_ELEC, dir, 100, -2);
5743                                 o_ptr->timeout = randint0(150) + 150;
5744                                 break;
5745                         }
5746
5747                         case SV_DRAGON_WHITE:
5748                         {
5749 #ifdef JP
5750                                 msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5751 #else
5752                                 msg_print("You breathe frost.");
5753 #endif
5754
5755                                 fire_ball(GF_COLD, dir, 110, -2);
5756                                 o_ptr->timeout = randint0(150) + 150;
5757                                 break;
5758                         }
5759
5760                         case SV_DRAGON_BLACK:
5761                         {
5762 #ifdef JP
5763                                 msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5764 #else
5765                                 msg_print("You breathe acid.");
5766 #endif
5767
5768                                 fire_ball(GF_ACID, dir, 130, -2);
5769                                 o_ptr->timeout = randint0(150) + 150;
5770                                 break;
5771                         }
5772
5773                         case SV_DRAGON_GREEN:
5774                         {
5775 #ifdef JP
5776                                 msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5777 #else
5778                                 msg_print("You breathe poison gas.");
5779 #endif
5780
5781                                 fire_ball(GF_POIS, dir, 150, -2);
5782                                 o_ptr->timeout = randint0(180) + 180;
5783                                 break;
5784                         }
5785
5786                         case SV_DRAGON_RED:
5787                         {
5788 #ifdef JP
5789                                 msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5790 #else
5791                                 msg_print("You breathe fire.");
5792 #endif
5793
5794                                 fire_ball(GF_FIRE, dir, 200, -2);
5795                                 o_ptr->timeout = randint0(200) + 200;
5796                                 break;
5797                         }
5798
5799                         case SV_DRAGON_MULTIHUED:
5800                         {
5801                                 chance = randint0(5);
5802 #ifdef JP
5803                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5804                                            ((chance == 1) ? "°ðºÊ" :
5805                                             ((chance == 2) ? "Î䵤" :
5806                                              ((chance == 3) ? "»À" :
5807                                               ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
5808 #else
5809                                 msg_format("You breathe %s.",
5810                                            ((chance == 1) ? "lightning" :
5811                                             ((chance == 2) ? "frost" :
5812                                              ((chance == 3) ? "acid" :
5813                                               ((chance == 4) ? "poison gas" : "fire")))));
5814 #endif
5815
5816                                 fire_ball(((chance == 1) ? GF_ELEC :
5817                                            ((chance == 2) ? GF_COLD :
5818                                             ((chance == 3) ? GF_ACID :
5819                                              ((chance == 4) ? GF_POIS : GF_FIRE)))),
5820                                           dir, 250, -2);
5821                                 o_ptr->timeout = randint0(200) + 200;
5822                                 break;
5823                         }
5824
5825                         case SV_DRAGON_BRONZE:
5826                         {
5827 #ifdef JP
5828                                 msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5829 #else
5830                                 msg_print("You breathe confusion.");
5831 #endif
5832
5833                                 fire_ball(GF_CONFUSION, dir, 120, -2);
5834                                 o_ptr->timeout = randint0(180) + 180;
5835                                 break;
5836                         }
5837
5838                         case SV_DRAGON_GOLD:
5839                         {
5840 #ifdef JP
5841                                 msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5842 #else
5843                                 msg_print("You breathe sound.");
5844 #endif
5845
5846                                 fire_ball(GF_SOUND, dir, 130, -2);
5847                                 o_ptr->timeout = randint0(180) + 180;
5848                                 break;
5849                         }
5850
5851                         case SV_DRAGON_CHAOS:
5852                         {
5853                                 chance = randint0(2);
5854 #ifdef JP
5855                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5856                                            ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
5857 #else
5858                                 msg_format("You breathe %s.",
5859                                            ((chance == 1 ? "chaos" : "disenchantment")));
5860 #endif
5861
5862                                 fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
5863                                           dir, 220, -2);
5864                                 o_ptr->timeout = randint0(200) + 200;
5865                                 break;
5866                         }
5867
5868                         case SV_DRAGON_LAW:
5869                         {
5870                                 chance = randint0(2);
5871 #ifdef JP
5872                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5873                                            ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
5874 #else
5875                                 msg_format("You breathe %s.",
5876                                            ((chance == 1 ? "sound" : "shards")));
5877 #endif
5878
5879                                 fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
5880                                           dir, 230, -2);
5881                                 o_ptr->timeout = randint0(200) + 200;
5882                                 break;
5883                         }
5884
5885                         case SV_DRAGON_BALANCE:
5886                         {
5887                                 chance = randint0(4);
5888 #ifdef JP
5889                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿",
5890                                            ((chance == 1) ? "¥«¥ª¥¹" :
5891                                             ((chance == 2) ? "Îô²½" :
5892                                              ((chance == 3) ? "¹ì²»" : "ÇËÊÒ"))));
5893 #else
5894                                 msg_format("You breathe %s.",
5895                                            ((chance == 1) ? "chaos" :
5896                                             ((chance == 2) ? "disenchantment" :
5897                                              ((chance == 3) ? "sound" : "shards"))));
5898 #endif
5899
5900                                 fire_ball(((chance == 1) ? GF_CHAOS :
5901                                            ((chance == 2) ? GF_DISENCHANT :
5902                                             ((chance == 3) ? GF_SOUND : GF_SHARDS))),
5903                                           dir, 250, -2);
5904                                 o_ptr->timeout = randint0(200) + 200;
5905                                 break;
5906                         }
5907
5908                         case SV_DRAGON_SHINING:
5909                         {
5910                                 chance = randint0(2);
5911 #ifdef JP
5912                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5913                                            ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
5914 #else
5915                                 msg_format("You breathe %s.",
5916                                            ((chance == 0 ? "light" : "darkness")));
5917 #endif
5918
5919                                 fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
5920                                 o_ptr->timeout = randint0(200) + 200;
5921                                 break;
5922                         }
5923
5924                         case SV_DRAGON_POWER:
5925                         {
5926 #ifdef JP
5927 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5928 #else
5929                                 msg_print("You breathe the elements.");
5930 #endif
5931
5932                                 fire_ball(GF_MISSILE, dir, 300, -3);
5933                                 o_ptr->timeout = randint0(200) + 200;
5934                                 break;
5935                         }
5936                 }
5937
5938                 /* Window stuff */
5939                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5940
5941                 /* Success */
5942                 return;
5943         }
5944
5945         else if (o_ptr->tval == TV_RING)
5946         {
5947                 if (o_ptr->name2)
5948                 {
5949                         bool success = TRUE;
5950
5951                         switch (o_ptr->name2)
5952                         {
5953                         case EGO_RING_HERO:
5954                                 (void)set_afraid(0);
5955                                 (void)set_hero(randint1(25) + 25, FALSE);
5956                                 (void)hp_player(10);
5957                                 o_ptr->timeout = randint1(100)+100;
5958                                 break;
5959                         case EGO_RING_MAGIC_MIS:
5960                                 if (!get_aim_dir(&dir)) return;
5961                                 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
5962                                 o_ptr->timeout = 2;
5963                                 break;
5964                         case EGO_RING_FIRE_BOLT:
5965                                 if (!get_aim_dir(&dir)) return;
5966                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
5967                                 o_ptr->timeout = randint0(8) + 8;
5968                                 break;
5969                         case EGO_RING_COLD_BOLT:
5970                                 if (!get_aim_dir(&dir)) return;
5971                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
5972                                 o_ptr->timeout = randint0(7) + 7;
5973                                 break;
5974                         case EGO_RING_ELEC_BOLT:
5975                                 if (!get_aim_dir(&dir)) return;
5976                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
5977                                 o_ptr->timeout = randint0(5) + 5;
5978                                 break;
5979                         case EGO_RING_ACID_BOLT:
5980                                 if (!get_aim_dir(&dir)) return;
5981                                 fire_bolt(GF_FIRE, dir, damroll(5, 8));
5982                                 o_ptr->timeout = randint0(6) + 6;
5983                                 break;
5984                         case EGO_RING_MANA_BOLT:
5985                                 if (!get_aim_dir(&dir)) return;
5986                                 fire_bolt(GF_MANA, dir, 120);
5987                                 o_ptr->timeout = randint0(120)+120;
5988                                 break;
5989                         case EGO_RING_FIRE_BALL:
5990                                 if (!get_aim_dir(&dir)) return;
5991                                 fire_ball(GF_FIRE, dir, 100, 2);
5992                                 o_ptr->timeout = randint0(80) + 80;
5993                                 break;
5994                         case EGO_RING_COLD_BALL:
5995                                 if (!get_aim_dir(&dir)) return;
5996                                 fire_ball(GF_COLD, dir, 100, 2);
5997                                 o_ptr->timeout = randint0(80) + 80;
5998                                 break;
5999                         case EGO_RING_ELEC_BALL:
6000                                 if (!get_aim_dir(&dir)) return;
6001                                 fire_ball(GF_ELEC, dir, 100, 2);
6002                                 o_ptr->timeout = randint0(80) + 80;
6003                                 break;
6004                         case EGO_RING_ACID_BALL:
6005                                 if (!get_aim_dir(&dir)) return;
6006                                 fire_ball(GF_ACID, dir, 100, 2);
6007                                 o_ptr->timeout = randint0(80) + 80;
6008                                 break;
6009                         case EGO_RING_MANA_BALL:
6010                                 if (!get_aim_dir(&dir)) return;
6011                                 fire_ball(GF_MANA, dir, 250, 2);
6012                                 o_ptr->timeout = 300;
6013                                 break;
6014                         case EGO_RING_DRAGON_F:
6015                                 if (!get_aim_dir(&dir)) return;
6016                                 fire_ball(GF_FIRE, dir, 200, -2);
6017                                 if (o_ptr->sval == SV_RING_FLAMES)
6018                                 {
6019                                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
6020                                         o_ptr->timeout = 200;
6021                                 }
6022                                 else o_ptr->timeout = 250;
6023                                 break;
6024                         case EGO_RING_DRAGON_C:
6025                                 if (!get_aim_dir(&dir)) return;
6026                                 fire_ball(GF_COLD, dir, 200, -2);
6027                                 if (o_ptr->sval == SV_RING_ICE)
6028                                 {
6029                                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
6030                                         o_ptr->timeout = 200;
6031                                 }
6032                                 else o_ptr->timeout = 250;
6033                                 break;
6034                         case EGO_RING_M_DETECT:
6035                                 (void)detect_monsters_invis(255);
6036                                 (void)detect_monsters_normal(255);
6037                                 o_ptr->timeout = 150;
6038                                 break;
6039                         case EGO_RING_D_SPEED:
6040                                 (void)set_fast(randint1(30) + 15, FALSE);
6041                                 o_ptr->timeout = 100;
6042                                 break;
6043                         case EGO_RING_BERSERKER:
6044                                 (void)set_shero(randint1(25) + 25, FALSE);
6045                                 o_ptr->timeout = randint0(75)+75;
6046                                 break;
6047                         case EGO_RING_TELE_AWAY:
6048                                 if (!get_aim_dir(&dir)) return;
6049                                 teleport_monster(dir);
6050                                 o_ptr->timeout = 150;
6051                                 break;
6052                         case EGO_RING_TRUE:
6053                         {
6054                                 int v = randint1(25)+25;
6055                                 (void)set_afraid(0);
6056                                 (void)set_hero(v, FALSE);
6057                                 (void)hp_player(10);
6058                                 (void)set_blessed(v, FALSE);
6059                                 (void)set_oppose_acid(v, FALSE);
6060                                 (void)set_oppose_elec(v, FALSE);
6061                                 (void)set_oppose_fire(v, FALSE);
6062                                 (void)set_oppose_cold(v, FALSE);
6063                                 (void)set_oppose_pois(v, FALSE);
6064                                 (void)set_ultimate_res(v, FALSE);
6065                                 o_ptr->timeout = 777;
6066                                 break;
6067                         }
6068                         default:
6069                                 success = FALSE;
6070                                 break;
6071                         }
6072                         if (success) return;
6073                 }
6074
6075                 /* Get a direction for breathing (or abort) */
6076                 if (!get_aim_dir(&dir)) return;
6077
6078                 switch (o_ptr->sval)
6079                 {
6080                         case SV_RING_ACID:
6081                         {
6082                                 fire_ball(GF_ACID, dir, 100, 2);
6083                                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
6084                                 o_ptr->timeout = randint0(50) + 50;
6085                                 break;
6086                         }
6087
6088                         case SV_RING_ICE:
6089                         {
6090                                 fire_ball(GF_COLD, dir, 100, 2);
6091                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6092                                 o_ptr->timeout = randint0(50) + 50;
6093                                 break;
6094                         }
6095
6096                         case SV_RING_FLAMES:
6097                         {
6098                                 fire_ball(GF_FIRE, dir, 100, 2);
6099                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6100                                 o_ptr->timeout = randint0(50) + 50;
6101                                 break;
6102                         }
6103
6104                         case SV_RING_ELEC:
6105                         {
6106                                 fire_ball(GF_ELEC, dir, 100, 2);
6107                                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
6108                                 o_ptr->timeout = randint0(50) + 50;
6109                                 break;
6110                         }
6111                 }
6112
6113                 /* Window stuff */
6114                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
6115
6116                 /* Success */
6117                 return;
6118         }
6119
6120         else if (o_ptr->tval == TV_AMULET)
6121         {
6122                 if (o_ptr->name2)
6123                 {
6124                         switch (o_ptr->name2)
6125                         {
6126                         case EGO_AMU_IDENT:
6127                                 if (!ident_spell(FALSE, FALSE)) return;
6128                                 o_ptr->timeout = 10;
6129                                 break;
6130                         case EGO_AMU_CHARM:
6131                                 if (!get_aim_dir(&dir)) return;
6132                                 charm_monster(dir, MAX(20, p_ptr->lev));
6133                                 o_ptr->timeout = 200;
6134                                 break;
6135                         case EGO_AMU_JUMP:
6136                                 teleport_player(10);
6137                                 o_ptr->timeout = randint0(10) + 10;
6138                                 break;
6139                         case EGO_AMU_TELEPORT:
6140                                 teleport_player(100);
6141                                 o_ptr->timeout = randint0(50) + 50;
6142                                 break;
6143                         case EGO_AMU_D_DOOR:
6144                                 (void)dimension_door();
6145                                 o_ptr->timeout = 200;
6146                                 break;
6147                         case EGO_AMU_RES_FIRE_:
6148                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6149                                 o_ptr->timeout = randint0(50) + 50;
6150                                 break;
6151                         case EGO_AMU_RES_COLD_:
6152                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6153                                 o_ptr->timeout = randint0(50) + 50;
6154                                 break;
6155                         case EGO_AMU_RES_ELEC_:
6156                                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
6157                                 o_ptr->timeout = randint0(50) + 50;
6158                                 break;
6159                         case EGO_AMU_RES_ACID_:
6160                                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
6161                                 o_ptr->timeout = randint0(50) + 50;
6162                                 break;
6163                         case EGO_AMU_DETECTION:
6164                                 detect_all(DETECT_RAD_DEFAULT);
6165                                 o_ptr->timeout = randint0(55)+55;
6166                                 break;
6167                         }
6168                 }
6169                 return;
6170         }
6171
6172         else if (o_ptr->tval == TV_WHISTLE)
6173         {
6174 #if 0
6175                 if (cursed_p(o_ptr))
6176                 {
6177 #ifdef JP
6178                         msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤­ÅϤä¿¡£");
6179 #else
6180                         msg_print("You produce a shrill whistling sound.");
6181 #endif
6182                         aggravate_monsters(0);
6183                 }
6184                 else
6185 #endif
6186                 {
6187                         int pet_ctr, i;
6188                         u16b *who;
6189                         int max_pet = 0;
6190                         u16b dummy_why;
6191
6192                         /* Allocate the "who" array */
6193                         C_MAKE(who, max_m_idx, u16b);
6194
6195                         /* Process the monsters (backwards) */
6196                         for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
6197                         {
6198                                 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
6199                                   who[max_pet++] = pet_ctr;
6200                         }
6201
6202                         /* Select the sort method */
6203                         ang_sort_comp = ang_sort_comp_pet;
6204                         ang_sort_swap = ang_sort_swap_hook;
6205
6206                         ang_sort(who, &dummy_why, max_pet);
6207
6208                         /* Process the monsters (backwards) */
6209                         for (i = 0; i < max_pet; i++)
6210                         {
6211                                 pet_ctr = who[i];
6212                                 teleport_to_player(pet_ctr, 100);
6213                         }
6214
6215                         /* Free the "who" array */
6216                         C_KILL(who, max_m_idx, u16b);
6217                 }
6218                 o_ptr->timeout = 100+randint1(100);
6219                 return;
6220         }
6221         else if (o_ptr->tval == TV_CAPTURE)
6222         {
6223                 if(!o_ptr->pval)
6224                 {
6225                         bool old_target_pet = target_pet;
6226                         target_pet = TRUE;
6227                         if (!get_aim_dir(&dir))
6228                         {
6229                                 target_pet = old_target_pet;
6230                                 return;
6231                         }
6232                         target_pet = old_target_pet;
6233
6234                         if(fire_ball(GF_CAPTURE, dir, 0, 0))
6235                         {
6236                                 o_ptr->pval = cap_mon;
6237                                 o_ptr->xtra3 = cap_mspeed;
6238                                 o_ptr->xtra4 = cap_hp;
6239                                 o_ptr->xtra5 = cap_maxhp;
6240                                 if (cap_nickname)
6241                                 {
6242                                         cptr t;
6243                                         char *s;
6244                                         char buf[80] = "";
6245
6246                                         if (o_ptr->inscription)
6247                                                 strcpy(buf, quark_str(o_ptr->inscription));
6248                                         s = buf;
6249                                         for (s = buf;*s && (*s != '#'); s++)
6250                                         {
6251 #ifdef JP
6252                                                 if (iskanji(*s)) s++;
6253 #endif
6254                                         }
6255                                         *s = '#';
6256                                         s++;
6257 #ifdef JP
6258  /*nothing*/
6259 #else
6260                                         *s++ = '\'';
6261 #endif
6262                                         t = quark_str(cap_nickname);
6263                                         while (*t)
6264                                         {
6265                                                 *s = *t;
6266                                                 s++;
6267                                                 t++;
6268                                         }
6269 #ifdef JP
6270  /*nothing*/
6271 #else
6272                                         *s++ = '\'';
6273 #endif
6274                                         *s = '\0';
6275                                         o_ptr->inscription = quark_add(buf);
6276                                 }
6277                         }
6278                 }
6279                 else
6280                 {
6281                         bool success = FALSE;
6282                         if (!get_rep_dir2(&dir)) return;
6283                         if (cave_floor_bold(py+ddy[dir],px+ddx[dir]))
6284                         {
6285                                 if (place_monster_aux(0, py + ddy[dir], px + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
6286                                 {
6287                                         if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
6288                                         if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
6289                                         if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
6290                                         m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
6291                                         if (o_ptr->inscription)
6292                                         {
6293                                                 char buf[80];
6294                                                 cptr t;
6295 #ifndef JP
6296                                                 bool quote = FALSE;
6297 #endif
6298
6299                                                 t = quark_str(o_ptr->inscription);
6300                                                 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
6301                                                 {
6302 #ifdef JP
6303                                                         if (iskanji(*t)) t++;
6304 #endif
6305                                                 }
6306                                                 if (*t)
6307                                                 {
6308                                                         char *s = buf;
6309                                                         t++;
6310 #ifdef JP
6311                                                         /* nothing */
6312 #else
6313                                                         if (*t =='\'')
6314                                                         {
6315                                                                 t++;
6316                                                                 quote = TRUE;
6317                                                         }
6318 #endif
6319                                                         while(*t)
6320                                                         {
6321                                                                 *s = *t;
6322                                                                 t++;
6323                                                                 s++;
6324                                                         }
6325 #ifdef JP
6326                                                         /* nothing */
6327 #else
6328                                                         if (quote && *(s-1) =='\'')
6329                                                                 s--;
6330 #endif
6331                                                         *s = '\0';
6332                                                         m_list[hack_m_idx_ii].nickname = quark_add(buf);
6333                                                         t = quark_str(o_ptr->inscription);
6334                                                         s = buf;
6335                                                         while(*t && (*t != '#'))
6336                                                         {
6337                                                                 *s = *t;
6338                                                                 t++;
6339                                                                 s++;
6340                                                         }
6341                                                         *s = '\0';
6342                                                         o_ptr->inscription = quark_add(buf);
6343                                                 }
6344                                         }
6345                                         o_ptr->pval = 0;
6346                                         o_ptr->xtra3 = 0;
6347                                         o_ptr->xtra4 = 0;
6348                                         o_ptr->xtra5 = 0;
6349                                         success = TRUE;
6350                                 }
6351                         }
6352                         if (!success)
6353 #ifdef JP
6354                                 msg_print("¤ª¤Ã¤È¡¢²òÊü¤Ë¼ºÇÔ¤·¤¿¡£");
6355 #else
6356                                 msg_print("Oops.  You failed to release your pet.");
6357 #endif
6358                 }
6359                 return;
6360         }
6361
6362         /* Mistake */
6363 #ifdef JP
6364         msg_print("¤ª¤Ã¤È¡¢¤³¤Î¥¢¥¤¥Æ¥à¤Ï»ÏÆ°¤Ç¤­¤Ê¤¤¡£");
6365 #else
6366         msg_print("Oops.  That object cannot be activated.");
6367 #endif
6368
6369 }
6370
6371
6372 void do_cmd_activate(void)
6373 {
6374         int     item;
6375         cptr    q, s;
6376
6377
6378         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6379         {
6380                 set_action(ACTION_NONE);
6381         }
6382
6383         item_tester_no_ryoute = TRUE;
6384         /* Prepare the hook */
6385         item_tester_hook = item_tester_hook_activate;
6386
6387         /* Get an item */
6388 #ifdef JP
6389         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò»ÏÆ°¤µ¤»¤Þ¤¹¤«? ";
6390         s = "»ÏÆ°¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Ê¤¤¡£";
6391 #else
6392         q = "Activate which item? ";
6393         s = "You have nothing to activate.";
6394 #endif
6395
6396         if (!get_item(&item, q, s, (USE_EQUIP))) return;
6397
6398         /* Activate the item */
6399         do_cmd_activate_aux(item);
6400 }
6401
6402
6403 /*
6404  * Hook to determine if an object is useable
6405  */
6406 static bool item_tester_hook_use(object_type *o_ptr)
6407 {
6408         u32b flgs[TR_FLAG_SIZE];
6409
6410         /* Ammo */
6411         if (o_ptr->tval == p_ptr->tval_ammo)
6412                 return (TRUE);
6413
6414         /* Useable object */
6415         switch (o_ptr->tval)
6416         {
6417                 case TV_SPIKE:
6418                 case TV_STAFF:
6419                 case TV_WAND:
6420                 case TV_ROD:
6421                 case TV_SCROLL:
6422                 case TV_POTION:
6423                 case TV_FOOD:
6424                 {
6425                         return (TRUE);
6426                 }
6427
6428                 default:
6429                 {
6430                         int i;
6431
6432                         /* Not known */
6433                         if (!object_known_p(o_ptr)) return (FALSE);
6434
6435                         /* HACK - only items from the equipment can be activated */
6436                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6437                         {
6438                                 if (&inventory[i] == o_ptr)
6439                                 {
6440                                         /* Extract the flags */
6441                                         object_flags(o_ptr, flgs);
6442
6443                                         /* Check activation flag */
6444                                         if (have_flag(flgs, TR_ACTIVATE)) return (TRUE);
6445                                 }
6446                         }
6447                 }
6448         }
6449
6450         /* Assume not */
6451         return (FALSE);
6452 }
6453
6454
6455 /*
6456  * Use an item
6457  * XXX - Add actions for other item types
6458  */
6459 void do_cmd_use(void)
6460 {
6461         int         item;
6462         object_type *o_ptr;
6463         cptr        q, s;
6464
6465         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6466         {
6467                 set_action(ACTION_NONE);
6468         }
6469
6470         item_tester_no_ryoute = TRUE;
6471         /* Prepare the hook */
6472         item_tester_hook = item_tester_hook_use;
6473
6474         /* Get an item */
6475 #ifdef JP
6476 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
6477 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
6478 #else
6479         q = "Use which item? ";
6480         s = "You have nothing to use.";
6481 #endif
6482
6483         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return;
6484
6485         /* Get the item (in the pack) */
6486         if (item >= 0)
6487         {
6488                 o_ptr = &inventory[item];
6489         }
6490         /* Get the item (on the floor) */
6491         else
6492         {
6493                 o_ptr = &o_list[0 - item];
6494         }
6495
6496         switch (o_ptr->tval)
6497         {
6498                 /* Spike a door */
6499                 case TV_SPIKE:
6500                 {
6501                         do_cmd_spike();
6502                         break;
6503                 }
6504
6505                 /* Eat some food */
6506                 case TV_FOOD:
6507                 {
6508                         do_cmd_eat_food_aux(item);
6509                         break;
6510                 }
6511
6512                 /* Aim a wand */
6513                 case TV_WAND:
6514                 {
6515                         do_cmd_aim_wand_aux(item);
6516                         break;
6517                 }
6518
6519                 /* Use a staff */
6520                 case TV_STAFF:
6521                 {
6522                         do_cmd_use_staff_aux(item);
6523                         break;
6524                 }
6525
6526                 /* Zap a rod */
6527                 case TV_ROD:
6528                 {
6529                         do_cmd_zap_rod_aux(item);
6530                         break;
6531                 }
6532
6533                 /* Quaff a potion */
6534                 case TV_POTION:
6535                 {
6536                         do_cmd_quaff_potion_aux(item);
6537                         break;
6538                 }
6539
6540                 /* Read a scroll */
6541                 case TV_SCROLL:
6542                 {
6543                         /* Check some conditions */
6544                         if (p_ptr->blind)
6545                         {
6546 #ifdef JP
6547 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
6548 #else
6549                                 msg_print("You can't see anything.");
6550 #endif
6551
6552                                 return;
6553                         }
6554                         if (no_lite())
6555                         {
6556 #ifdef JP
6557 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
6558 #else
6559                                 msg_print("You have no light to read by.");
6560 #endif
6561
6562                                 return;
6563                         }
6564                         if (p_ptr->confused)
6565                         {
6566 #ifdef JP
6567 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª");
6568 #else
6569                                 msg_print("You are too confused!");
6570 #endif
6571
6572                                 return;
6573                         }
6574
6575                   do_cmd_read_scroll_aux(item, TRUE);
6576                   break;
6577                 }
6578
6579                 /* Fire ammo */
6580                 case TV_SHOT:
6581                 case TV_ARROW:
6582                 case TV_BOLT:
6583                 {
6584                         do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
6585                         break;
6586                 }
6587
6588                 /* Activate an artifact */
6589                 default:
6590                 {
6591                         do_cmd_activate_aux(item);
6592                         break;
6593                 }
6594         }
6595 }
6596
6597 static bool select_magic_eater(bool only_browse)
6598 {
6599         int ext=0;
6600         char choice;
6601         bool flag, redraw, request_list;
6602         int tval = 0;
6603         int             ask = TRUE, i = 0;
6604         char            out_val[160];
6605
6606         int menu_line = (use_menu ? 1 : 0);
6607
6608 #ifdef ALLOW_REPEAT
6609         int sn;
6610         if (repeat_pull(&sn))
6611         {
6612                 /* Verify the spell */
6613                 if (sn >= EATER_EXT*2 && !(p_ptr->magic_num1[sn] > k_info[lookup_kind(TV_ROD, sn-EATER_EXT*2)].pval * (p_ptr->magic_num2[sn] - 1) * EATER_ROD_CHARGE))
6614                         return sn;
6615                 else if (sn < EATER_EXT*2 && !(p_ptr->magic_num1[sn] < EATER_CHARGE))
6616                         return sn;
6617         }
6618         
6619 #endif /* ALLOW_REPEAT */
6620
6621         for (i = 0; i < 108; i++)
6622         {
6623                 if (p_ptr->magic_num2[i]) break;
6624         }
6625         if (i == 108)
6626         {
6627 #ifdef JP
6628                 msg_print("ËâË¡¤ò³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6629 #else
6630                 msg_print("You don't have any magic!");
6631 #endif
6632                 return -1;
6633         }
6634
6635         if (use_menu)
6636         {
6637                 screen_save();
6638
6639                 while(!tval)
6640                 {
6641 #ifdef JP
6642                         prt(format(" %s ¾ó", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
6643                         prt(format(" %s ËâË¡ËÀ", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
6644                         prt(format(" %s ¥í¥Ã¥É", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
6645                         prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
6646 #else
6647                         prt(format(" %s staff", (menu_line == 1) ? "> " : "  "), 2, 14);
6648                         prt(format(" %s wand", (menu_line == 2) ? "> " : "  "), 3, 14);
6649                         prt(format(" %s rod", (menu_line == 3) ? "> " : "  "), 4, 14);
6650                         prt("Which type of magic do you usu?", 0, 0);
6651 #endif
6652                         choice = inkey();
6653                         switch(choice)
6654                         {
6655                         case ESCAPE:
6656                         case 'z':
6657                         case 'Z':
6658                                 screen_load();
6659                                 return -1;
6660                         case '2':
6661                         case 'j':
6662                         case 'J':
6663                                 menu_line++;
6664                                 break;
6665                         case '8':
6666                         case 'k':
6667                         case 'K':
6668                                 menu_line+= 2;
6669                                 break;
6670                         case '\r':
6671                         case 'x':
6672                         case 'X':
6673                                 ext = (menu_line-1)*EATER_EXT;
6674                                 if (menu_line == 1) tval = TV_STAFF;
6675                                 else if (menu_line == 2) tval = TV_WAND;
6676                                 else tval = TV_ROD;
6677                                 break;
6678                         }
6679                         if (menu_line > 3) menu_line -= 3;
6680                 }
6681                 screen_load();
6682         }
6683         else
6684         {
6685         while (TRUE)
6686         {
6687 #ifdef JP
6688                 if (!get_com("[A] ¾ó, [B] ËâË¡ËÀ, [C] ¥í¥Ã¥É:", &choice, TRUE))
6689 #else
6690                 if (!get_com("[A] staff, [B] wand, [C] rod:", &choice, TRUE))
6691 #endif
6692                 {
6693                         return -1;
6694                 }
6695                 if (choice == 'A' || choice == 'a')
6696                 {
6697                         ext = 0;
6698                         tval = TV_STAFF;
6699                         break;
6700                 }
6701                 if (choice == 'B' || choice == 'b')
6702                 {
6703                         ext = EATER_EXT;
6704                         tval = TV_WAND;
6705                         break;
6706                 }
6707                 if (choice == 'C' || choice == 'c')
6708                 {
6709                         ext = EATER_EXT*2;
6710                         tval = TV_ROD;
6711                         break;
6712                 }
6713         }
6714         }
6715         for (i = ext; i < ext + EATER_EXT; i++)
6716         {
6717                 if (p_ptr->magic_num2[i])
6718                 {
6719                         if (use_menu) menu_line = i-ext+1;
6720                         break;
6721                 }
6722         }
6723         if (i == ext+EATER_EXT)
6724         {
6725 #ifdef JP
6726                 msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6727 #else
6728                 msg_print("You don't have that type of magic!");
6729 #endif
6730                 return -1;
6731         }
6732
6733         /* Nothing chosen yet */
6734         flag = FALSE;
6735
6736         /* No redraw yet */
6737         redraw = FALSE;
6738
6739         /* Build a prompt */
6740 #ifdef JP
6741 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
6742 #else
6743         (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? ");
6744 #endif
6745         
6746         /* Save the screen */
6747         screen_save();
6748
6749         request_list = always_show_list;
6750
6751         /* Get a spell from the user */
6752         while (!flag)
6753         {
6754                 /* Show the list */
6755                 if (request_list || use_menu)
6756                 {
6757                         byte y, x = 0;
6758                         int ctr, chance;
6759                         int k_idx;
6760                         char dummy[80];
6761                         int x1, y1, level;
6762                         byte col;
6763
6764                         strcpy(dummy, "");
6765
6766                         for (y = 1; y < 20; y++)
6767                                 prt("", y, x);
6768
6769                         y = 1;
6770
6771                         /* Print header(s) */
6772 #ifdef JP
6773                         prt(format("                           %s ¼ºÎ¨                           %s ¼ºÎ¨", (tval == TV_ROD ? "  ¾õÂÖ  " : "»ÈÍѲó¿ô"), (tval == TV_ROD ? "  ¾õÂÖ  " : "»ÈÍѲó¿ô")), y++, x);
6774 #else
6775                         prt(format("                           %s Fail                           %s Fail", (tval == TV_ROD ? "  Stat  " : " Charges"), (tval == TV_ROD ? "  Stat  " : " Charges")), y++, x);
6776 #endif
6777
6778                         /* Print list */
6779                         for (ctr = 0; ctr < EATER_EXT; ctr++)
6780                         {
6781                                 if (!p_ptr->magic_num2[ctr+ext]) continue;
6782
6783                                 k_idx = lookup_kind(tval, ctr);
6784
6785                                 if (use_menu)
6786                                 {
6787                                         if (ctr == (menu_line-1))
6788 #ifdef JP
6789                                                 strcpy(dummy, "¡Õ");
6790 #else
6791                                         strcpy(dummy, "> ");
6792 #endif
6793                                         else strcpy(dummy, "  ");
6794                                                 
6795                                 }
6796                                 /* letter/number for power selection */
6797                                 else
6798                                 {
6799                                         char letter;
6800                                         if (ctr < 26)
6801                                                 letter = I2A(ctr);
6802                                         else
6803                                                 letter = '0' + ctr - 26;
6804                                         sprintf(dummy, "%c)",letter);
6805                                 }
6806                                 x1 = ((ctr < EATER_EXT/2) ? x : x + 40);
6807                                 y1 = ((ctr < EATER_EXT/2) ? y + ctr : y + ctr - EATER_EXT/2);
6808                                 level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
6809                                 chance = level * 4 / 5 + 20;
6810                                 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
6811                                 level /= 2;
6812                                 if (p_ptr->lev > level)
6813                                 {
6814                                         chance -= 3 * (p_ptr->lev - level);
6815                                 }
6816                                 chance += p_ptr->to_m_chance;
6817                                 if (p_ptr->heavy_spell) chance += 20;
6818                                 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
6819                                 else if (p_ptr->easy_spell) chance-=3;
6820                                 else if (p_ptr->dec_mana) chance-=2;
6821                                 chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
6822                                 /* Stunning makes spells harder */
6823                                 if (p_ptr->stun > 50) chance += 25;
6824                                 else if (p_ptr->stun) chance += 15;
6825
6826                                 if (chance > 95) chance = 95;
6827
6828                                 if(p_ptr->dec_mana) chance--;
6829                                 if (p_ptr->heavy_spell) chance += 5;
6830
6831                                 col = TERM_WHITE;
6832
6833                                 if (k_idx)
6834                                 {
6835                                         if (tval == TV_ROD)
6836                                         {
6837                                                 strcat(dummy, format(
6838 #ifdef JP
6839                                                                " %-22.22s ½¼Å¶:%2d/%2d%3d%%",
6840 #else
6841                                                                " %-22.22s   (%2d/%2d) %3d%%",
6842 #endif
6843                                                                k_name + k_info[k_idx].name, 
6844                                                                p_ptr->magic_num1[ctr+ext] ? 
6845                                                                (p_ptr->magic_num1[ctr+ext] - 1) / (EATER_ROD_CHARGE * k_info[k_idx].pval) +1 : 0, 
6846                                                                p_ptr->magic_num2[ctr+ext], chance));
6847                                                 if (p_ptr->magic_num1[ctr+ext] > k_info[k_idx].pval * (p_ptr->magic_num2[ctr+ext]-1) * EATER_ROD_CHARGE) col = TERM_RED;
6848                                         }
6849                                         else
6850                                         {
6851                                                 strcat(dummy, format(" %-22.22s    %2d/%2d %3d%%", k_name + k_info[k_idx].name, (s16b)(p_ptr->magic_num1[ctr+ext]/EATER_CHARGE), p_ptr->magic_num2[ctr+ext], chance));
6852                                                 if (p_ptr->magic_num1[ctr+ext] < EATER_CHARGE) col = TERM_RED;
6853                                         }
6854                                 }
6855                                 else
6856                                         strcpy(dummy, "");
6857                                 c_prt(col, dummy, y1, x1);
6858                         }
6859                 }
6860
6861                 if(!get_com(out_val, &choice, FALSE)) break; 
6862
6863                 if (use_menu && choice != ' ')
6864                 {
6865                         switch(choice)
6866                         {
6867                                 case '0':
6868                                 {
6869                                         screen_load();
6870                                         return (FALSE);
6871                                         break;
6872                                 }
6873
6874                                 case '8':
6875                                 case 'k':
6876                                 case 'K':
6877                                 {
6878                                         do
6879                                         {
6880                                                 menu_line += EATER_EXT - 1;
6881                                                 if (menu_line > EATER_EXT) menu_line -= EATER_EXT;
6882                                         } while(!p_ptr->magic_num2[menu_line+ext-1]);
6883                                         break;
6884                                 }
6885
6886                                 case '2':
6887                                 case 'j':
6888                                 case 'J':
6889                                 {
6890                                         do
6891                                         {
6892                                                 menu_line++;
6893                                                 if (menu_line > EATER_EXT) menu_line -= EATER_EXT;
6894                                         } while(!p_ptr->magic_num2[menu_line+ext-1]);
6895                                         break;
6896                                 }
6897
6898                                 case '4':
6899                                 case 'h':
6900                                 case 'H':
6901                                 case '6':
6902                                 case 'l':
6903                                 case 'L':
6904                                 {
6905                                         bool reverse = FALSE;
6906                                         if ((choice == '4') || (choice == 'h') || (choice == 'H')) reverse = TRUE;
6907                                         if (menu_line > EATER_EXT/2)
6908                                         {
6909                                                 menu_line -= EATER_EXT/2;
6910                                                 reverse = TRUE;
6911                                         }
6912                                         else menu_line+=EATER_EXT/2;
6913                                         while(!p_ptr->magic_num2[menu_line+ext-1])
6914                                         {
6915                                                 if (reverse)
6916                                                 {
6917                                                         menu_line--;
6918                                                         if (menu_line < 2) reverse = FALSE;
6919                                                 }
6920                                                 else
6921                                                 {
6922                                                         menu_line++;
6923                                                         if (menu_line > EATER_EXT-1) reverse = TRUE;
6924                                                 }
6925                                         }
6926                                         break;
6927                                 }
6928
6929                                 case 'x':
6930                                 case 'X':
6931                                 case '\r':
6932                                 {
6933                                         i = menu_line - 1;
6934                                         ask = FALSE;
6935                                         break;
6936                                 }
6937                         }
6938                 }
6939
6940                 /* Request redraw */
6941                 if (use_menu && ask) continue;
6942
6943                 /* Request redraw */
6944                 if (!use_menu && ((choice == ' ') || (choice == '*') || (choice == '?')))
6945                 {
6946                         /* Hide the list */
6947                         if (request_list)
6948                         {
6949                                 /* Hide list */
6950                                 request_list = FALSE;
6951                                 
6952                                 /* Restore the screen */
6953                                 screen_load();
6954                                 screen_save();
6955                         }
6956                         else
6957                                 request_list = TRUE;
6958
6959                         /* Redo asking */
6960                         continue;
6961                 }
6962
6963                 if (!use_menu)
6964                 {
6965                         if (isalpha(choice))
6966                         {
6967                                 /* Note verify */
6968                                 ask = (isupper(choice));
6969
6970                                 /* Lowercase */
6971                                 if (ask) choice = tolower(choice);
6972
6973                                 /* Extract request */
6974                                 i = (islower(choice) ? A2I(choice) : -1);
6975                         }
6976                         else
6977                         {
6978                                 ask = FALSE; /* Can't uppercase digits */
6979
6980                                 i = choice - '0' + 26;
6981                         }
6982                 }
6983
6984                 /* Totally Illegal */
6985                 if ((i < 0) || (i > EATER_EXT) || !p_ptr->magic_num2[i+ext])
6986                 {
6987                         bell();
6988                         continue;
6989                 }
6990
6991                 if (!only_browse)
6992                 {
6993                         /* Verify it */
6994                         if (ask)
6995                         {
6996                                 char tmp_val[160];
6997
6998                                 /* Prompt */
6999 #ifdef JP
7000                                 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", k_name + k_info[lookup_kind(tval ,i)].name);
7001 #else
7002                                 (void) strnfmt(tmp_val, 78, "Use %s?", k_name + k_info[lookup_kind(tval ,i)].name);
7003 #endif
7004
7005                                 /* Belay that order */
7006                                 if (!get_check(tmp_val)) continue;
7007                         }
7008                         if (tval == TV_ROD)
7009                         {
7010                                 if (p_ptr->magic_num1[ext+i]  > k_info[lookup_kind(tval, i)].pval * (p_ptr->magic_num2[ext+i] - 1) * EATER_ROD_CHARGE)
7011                                 {
7012 #ifdef JP
7013                                         msg_print("¤½¤ÎËâË¡¤Ï¤Þ¤À½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
7014 #else
7015                                         msg_print("The magic are still charging.");
7016 #endif
7017                                         msg_print(NULL);
7018                                         if (use_menu) ask = TRUE;
7019                                         continue;
7020                                 }
7021                         }
7022                         else
7023                         {
7024                                 if (p_ptr->magic_num1[ext+i] < EATER_CHARGE)
7025                                 {
7026 #ifdef JP
7027                                         msg_print("¤½¤ÎËâË¡¤Ï»ÈÍѲó¿ô¤¬ÀÚ¤ì¤Æ¤¤¤ë¡£");
7028 #else
7029                                         msg_print("The magic has no charges left.");
7030 #endif
7031                                         msg_print(NULL);
7032                                         if (use_menu) ask = TRUE;
7033                                         continue;
7034                                 }
7035                         }
7036                 }
7037
7038                 /* Browse */
7039                 else
7040                 {
7041                         int line, j;
7042                         char temp[70 * 20];
7043
7044                         /* Clear lines, position cursor  (really should use strlen here) */
7045                         Term_erase(7, 23, 255);
7046                         Term_erase(7, 22, 255);
7047                         Term_erase(7, 21, 255);
7048                         Term_erase(7, 20, 255);
7049
7050                         roff_to_buf(k_text + k_info[lookup_kind(tval, i)].text, 62, temp);
7051                         for (j = 0, line = 21; temp[j]; j += 1 + strlen(&temp[j]))
7052                         {
7053                                 prt(&temp[j], line, 10);
7054                                 line++;
7055                         }
7056         
7057 #ifdef JP
7058                         prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£",0,0);
7059 #else
7060                         prt("Hit any key.",0,0);
7061 #endif
7062                         (void)inkey();
7063                         continue;
7064                 }
7065
7066                 /* Stop the loop */
7067                 flag = TRUE;
7068         }
7069
7070         /* Restore the screen */
7071         screen_load();
7072
7073         if (!flag) return -1;
7074
7075 #ifdef ALLOW_REPEAT
7076         repeat_push(ext+i);
7077 #endif /* ALLOW_REPEAT */
7078         return ext+i;
7079 }
7080
7081
7082 /*
7083  *  Use eaten rod, wand or staff
7084  */
7085 void do_cmd_magic_eater(bool only_browse)
7086 {
7087         int item, dir, chance, level, k_idx, tval, sval;
7088         bool use_charge = TRUE;
7089
7090         /* Not when confused */
7091         if (!only_browse && p_ptr->confused)
7092         {
7093 #ifdef JP
7094 msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
7095 #else
7096                 msg_print("You are too confused!");
7097 #endif
7098
7099                 return;
7100         }
7101
7102         item = select_magic_eater(only_browse);
7103         if (item == -1)
7104         {
7105                 energy_use = 0;
7106                 return;
7107         }
7108         if (item >= EATER_EXT*2) {tval = TV_ROD;sval = item - EATER_EXT*2;}
7109         else if (item >= EATER_EXT) {tval = TV_WAND;sval = item - EATER_EXT;}
7110         else {tval = TV_STAFF;sval = item;}
7111         k_idx = lookup_kind(tval, sval);
7112
7113         level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
7114         chance = level * 4 / 5 + 20;
7115         chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
7116         level /= 2;
7117         if (p_ptr->lev > level)
7118         {
7119                 chance -= 3 * (p_ptr->lev - level);
7120         }
7121         chance += p_ptr->to_m_chance;
7122         if (p_ptr->heavy_spell) chance += 20;
7123         if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
7124         else if (p_ptr->easy_spell) chance-=3;
7125         else if (p_ptr->dec_mana) chance-=2;
7126         chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
7127         /* Stunning makes spells harder */
7128         if (p_ptr->stun > 50) chance += 25;
7129         else if (p_ptr->stun) chance += 15;
7130
7131         if (chance > 95) chance = 95;
7132
7133         if(p_ptr->dec_mana) chance--;
7134         if (p_ptr->heavy_spell) chance += 5;
7135
7136         if (randint0(100) < chance)
7137         {
7138                 if (flush_failure) flush();
7139
7140 #ifdef JP
7141 msg_print("¼öʸ¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡ª");
7142 #else
7143                 msg_format("You failed to get the magic off!");
7144 #endif
7145
7146                 sound(SOUND_FAIL);
7147                 if (randint1(100) >= chance)
7148                         chg_virtue(V_CHANCE,-1);
7149                 energy_use = 100;
7150
7151                 return;
7152         }
7153         else
7154         {
7155                 if (tval == TV_ROD)
7156                 {
7157                         if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE))
7158                                 if (!get_aim_dir(&dir)) return;
7159                         rod_effect(sval, dir, &use_charge, TRUE);
7160                         if (!use_charge) return;
7161                 }
7162                 else if (tval == TV_WAND)
7163                 {
7164                         if (!get_aim_dir(&dir)) return;
7165                         wand_effect(sval, dir, TRUE);
7166                 }
7167                 else
7168                 {
7169                         staff_effect(sval, &use_charge, TRUE, TRUE);
7170                         if (!use_charge) return;
7171
7172                         /* Delayed optimization */
7173                         optimize_inventry_auto_destroy();
7174                 }
7175                 if (randint1(100) < chance)
7176                         chg_virtue(V_CHANCE,1);
7177         }
7178         energy_use = 100;
7179         if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE;
7180         else p_ptr->magic_num1[item] -= EATER_CHARGE;
7181 }