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[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);
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)
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)) 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, 1024, 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         int  item;
2163         cptr q, s;
2164
2165         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2166         {
2167                 set_action(ACTION_NONE);
2168         }
2169
2170         /* Check some conditions */
2171         if (p_ptr->blind)
2172         {
2173 #ifdef JP
2174                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
2175 #else
2176                 msg_print("You can't see anything.");
2177 #endif
2178
2179                 return;
2180         }
2181         if (no_lite())
2182         {
2183 #ifdef JP
2184                 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
2185 #else
2186                 msg_print("You have no light to read by.");
2187 #endif
2188
2189                 return;
2190         }
2191         if (p_ptr->confused)
2192         {
2193 #ifdef JP
2194                 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡£");
2195 #else
2196                 msg_print("You are too confused!");
2197 #endif
2198
2199                 return;
2200         }
2201
2202
2203         /* Restrict choices to scrolls */
2204         item_tester_hook = item_tester_hook_readable;
2205
2206         /* Get an item */
2207 #ifdef JP
2208         q = "¤É¤Î´¬Êª¤òÆɤߤޤ¹¤«? ";
2209         s = "Æɤá¤ë´¬Êª¤¬¤Ê¤¤¡£";
2210 #else
2211         q = "Read which scroll? ";
2212         s = "You have no scrolls to read.";
2213 #endif
2214
2215         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2216
2217         /* Read the scroll */
2218         do_cmd_read_scroll_aux(item);
2219 }
2220
2221
2222 static int staff_effect(int sval, bool *use_charge, bool magic)
2223 {
2224         int k;
2225         int ident = FALSE;
2226
2227         /* Analyze the staff */
2228         switch (sval)
2229         {
2230                 case SV_STAFF_DARKNESS:
2231                 {
2232                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
2233                         {
2234                                 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
2235                         }
2236                         if (unlite_area(10, 3)) ident = TRUE;
2237                         break;
2238                 }
2239
2240                 case SV_STAFF_SLOWNESS:
2241                 {
2242                         if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
2243                         break;
2244                 }
2245
2246                 case SV_STAFF_HASTE_MONSTERS:
2247                 {
2248                         if (speed_monsters()) ident = TRUE;
2249                         break;
2250                 }
2251
2252                 case SV_STAFF_SUMMONING:
2253                 {
2254                         for (k = 0; k < randint1(4); k++)
2255                         {
2256                                 if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2257                                 {
2258                                         ident = TRUE;
2259                                 }
2260                         }
2261                         break;
2262                 }
2263
2264                 case SV_STAFF_TELEPORTATION:
2265                 {
2266                         teleport_player(100);
2267                         ident = TRUE;
2268                         break;
2269                 }
2270
2271                 case SV_STAFF_IDENTIFY:
2272                 {
2273                         if (!ident_spell(FALSE, TRUE)) *use_charge = FALSE;
2274                         ident = TRUE;
2275                         break;
2276                 }
2277
2278                 case SV_STAFF_REMOVE_CURSE:
2279                 {
2280                         if (remove_curse())
2281                         {
2282                                 if (magic)
2283                                 {
2284 #ifdef JP
2285                                         msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
2286 #else
2287                                         msg_print("You feel as if someone is watching over you.");
2288 #endif
2289                                 }
2290                                 else if (!p_ptr->blind)
2291                                 {
2292 #ifdef JP
2293                                         msg_print("¾ó¤Ï°ì½Ö¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
2294 #else
2295                                         msg_print("The staff glows blue for a moment...");
2296 #endif
2297
2298                                 }
2299                                 ident = TRUE;
2300                         }
2301                         break;
2302                 }
2303
2304                 case SV_STAFF_STARLITE:
2305                 {
2306                         int num = damroll(5, 3);
2307                         int y, x;
2308                         int attempts;
2309
2310                         if (!p_ptr->blind && !magic)
2311                         {
2312 #ifdef JP
2313                                 msg_print("¾ó¤ÎÀ褬ÌÀ¤ë¤¯µ±¤¤¤¿...");
2314 #else
2315                                 msg_print("The end of the staff glows brightly...");
2316 #endif
2317
2318                         }
2319                         for (k = 0; k < num; k++)
2320                         {
2321                 attempts = 1000;
2322
2323                                 while(attempts--)
2324                                 {
2325                                         scatter(&y, &x, py, px, 4, 0);
2326
2327                                         if (!cave_floor_bold(y, x)) continue;
2328
2329                                         if ((y != py) || (x != px)) break;
2330                                 }
2331
2332                                 project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2333                                                   (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
2334                         }
2335                         ident = TRUE;
2336                         break;
2337                 }
2338
2339                 case SV_STAFF_LITE:
2340                 {
2341                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
2342                         break;
2343                 }
2344
2345                 case SV_STAFF_MAPPING:
2346                 {
2347                         map_area(DETECT_RAD_MAP);
2348                         ident = TRUE;
2349                         break;
2350                 }
2351
2352                 case SV_STAFF_DETECT_GOLD:
2353                 {
2354                         if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
2355                         if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
2356                         break;
2357                 }
2358
2359                 case SV_STAFF_DETECT_ITEM:
2360                 {
2361                         if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
2362                         break;
2363                 }
2364
2365                 case SV_STAFF_DETECT_TRAP:
2366                 {
2367                         if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
2368                         break;
2369                 }
2370
2371                 case SV_STAFF_DETECT_DOOR:
2372                 {
2373                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
2374                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
2375                         break;
2376                 }
2377
2378                 case SV_STAFF_DETECT_INVIS:
2379                 {
2380                         if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
2381                         break;
2382                 }
2383
2384                 case SV_STAFF_DETECT_EVIL:
2385                 {
2386                         if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE;
2387                         break;
2388                 }
2389
2390                 case SV_STAFF_CURE_LIGHT:
2391                 {
2392                         if (hp_player(damroll(2, 8))) ident = TRUE;
2393                         if (set_shero(0,TRUE)) ident = TRUE;
2394                         break;
2395                 }
2396
2397                 case SV_STAFF_CURING:
2398                 {
2399                         if (set_blind(0)) ident = TRUE;
2400                         if (set_poisoned(0)) ident = TRUE;
2401                         if (set_confused(0)) ident = TRUE;
2402                         if (set_stun(0)) ident = TRUE;
2403                         if (set_cut(0)) ident = TRUE;
2404                         if (set_image(0)) ident = TRUE;
2405                         if (set_shero(0,TRUE)) ident = TRUE;
2406                         break;
2407                 }
2408
2409                 case SV_STAFF_HEALING:
2410                 {
2411                         if (hp_player(300)) ident = TRUE;
2412                         if (set_stun(0)) ident = TRUE;
2413                         if (set_cut(0)) ident = TRUE;
2414                         if (set_shero(0,TRUE)) ident = TRUE;
2415                         break;
2416                 }
2417
2418                 case SV_STAFF_THE_MAGI:
2419                 {
2420                         if (do_res_stat(A_INT)) ident = TRUE;
2421                         if (p_ptr->csp < p_ptr->msp)
2422                         {
2423                                 p_ptr->csp = p_ptr->msp;
2424                                 p_ptr->csp_frac = 0;
2425                                 ident = TRUE;
2426 #ifdef JP
2427                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
2428 #else
2429                                 msg_print("Your feel your head clear.");
2430 #endif
2431
2432                                 p_ptr->redraw |= (PR_MANA);
2433                                 p_ptr->window |= (PW_PLAYER);
2434                                 p_ptr->window |= (PW_SPELL);
2435                         }
2436                         if (set_shero(0,TRUE)) ident = TRUE;
2437                         break;
2438                 }
2439
2440                 case SV_STAFF_SLEEP_MONSTERS:
2441                 {
2442                         if (sleep_monsters()) ident = TRUE;
2443                         break;
2444                 }
2445
2446                 case SV_STAFF_SLOW_MONSTERS:
2447                 {
2448                         if (slow_monsters()) ident = TRUE;
2449                         break;
2450                 }
2451
2452                 case SV_STAFF_SPEED:
2453                 {
2454                         if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
2455                         break;
2456                 }
2457
2458                 case SV_STAFF_PROBING:
2459                 {
2460                         probing();
2461                         ident = TRUE;
2462                         break;
2463                 }
2464
2465                 case SV_STAFF_DISPEL_EVIL:
2466                 {
2467                         if (dispel_evil(80)) ident = TRUE;
2468                         break;
2469                 }
2470
2471                 case SV_STAFF_POWER:
2472                 {
2473                         if (dispel_monsters(150)) ident = TRUE;
2474                         break;
2475                 }
2476
2477                 case SV_STAFF_HOLINESS:
2478                 {
2479                         if (dispel_evil(150)) ident = TRUE;
2480                         k = 3 * p_ptr->lev;
2481                         if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
2482                         if (set_poisoned(0)) ident = TRUE;
2483                         if (set_afraid(0)) ident = TRUE;
2484                         if (hp_player(50)) ident = TRUE;
2485                         if (set_stun(0)) ident = TRUE;
2486                         if (set_cut(0)) ident = TRUE;
2487                         break;
2488                 }
2489
2490                 case SV_STAFF_GENOCIDE:
2491                 {
2492                         (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE);
2493                         ident = TRUE;
2494                         break;
2495                 }
2496
2497                 case SV_STAFF_EARTHQUAKES:
2498                 {
2499                         if (earthquake(py, px, 10))
2500                                 ident = TRUE;
2501                         else
2502 #ifdef JP
2503 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡£");
2504 #else
2505                                 msg_print("The dungeon trembles.");
2506 #endif
2507
2508
2509                         break;
2510                 }
2511
2512                 case SV_STAFF_DESTRUCTION:
2513                 {
2514                         if (destroy_area(py, px, 13+randint0(5), TRUE))
2515                                 ident = TRUE;
2516
2517                         break;
2518                 }
2519
2520                 case SV_STAFF_ANIMATE_DEAD:
2521                 {
2522                         if (animate_dead(0, py, px))
2523                                 ident = TRUE;
2524
2525                         break;
2526                 }
2527
2528                 case SV_STAFF_MSTORM:
2529                 {
2530 #ifdef JP
2531                         msg_print("¶¯ÎϤÊËâÎϤ¬Å¨¤ò°ú¤­Îö¤¤¤¿¡ª");
2532 #else
2533                         msg_print("Mighty magics rend your enemies!");
2534 #endif
2535                         project(0, 5, py, px,
2536                                 (randint1(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID | PROJECT_NO_REF, -1);
2537                         if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
2538                         {
2539 #ifdef JP
2540                                 (void)take_hit(DAMAGE_NOESCAPE, 50, "¥³¥ó¥È¥í¡¼¥ë¤·Æñ¤¤¶¯ÎϤÊËâÎϤβòÊü", -1);
2541 #else
2542                                 (void)take_hit(DAMAGE_NOESCAPE, 50, "unleashing magics too mighty to control", -1);
2543 #endif
2544                         }
2545                         ident = TRUE;
2546
2547                         break;
2548                 }
2549         }
2550         return ident;
2551 }
2552
2553 /*
2554  * Use a staff.                 -RAK-
2555  *
2556  * One charge of one staff disappears.
2557  *
2558  * Hack -- staffs of identify can be "cancelled".
2559  */
2560 static void do_cmd_use_staff_aux(int item)
2561 {
2562         int         ident, chance, lev;
2563         object_type *o_ptr;
2564
2565
2566         /* Hack -- let staffs of identify get aborted */
2567         bool use_charge = TRUE;
2568
2569
2570         /* Get the item (in the pack) */
2571         if (item >= 0)
2572         {
2573                 o_ptr = &inventory[item];
2574         }
2575
2576         /* Get the item (on the floor) */
2577         else
2578         {
2579                 o_ptr = &o_list[0 - item];
2580         }
2581
2582
2583         /* Mega-Hack -- refuse to use a pile from the ground */
2584         if ((item < 0) && (o_ptr->number > 1))
2585         {
2586 #ifdef JP
2587                 msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
2588 #else
2589                 msg_print("You must first pick up the staffs.");
2590 #endif
2591
2592                 return;
2593         }
2594
2595
2596         /* Take a turn */
2597         energy_use = 100;
2598
2599         /* Extract the item level */
2600         lev = get_object_level(o_ptr);
2601         if (lev > 50) lev = 50 + (lev - 50)/2;
2602
2603         /* Base chance of success */
2604         chance = p_ptr->skill_dev;
2605
2606         /* Confusion hurts skill */
2607         if (p_ptr->confused) chance = chance / 2;
2608
2609         /* Hight level objects are harder */
2610         chance = chance - lev;
2611
2612         /* Give everyone a (slight) chance */
2613         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
2614         {
2615                 chance = USE_DEVICE;
2616         }
2617
2618         if (world_player)
2619         {
2620                 if (flush_failure) flush();
2621 #ifdef JP
2622                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
2623 #else
2624                 msg_print("Nothing happen. Maybe this staff is freezing too.");
2625 #endif
2626
2627                 sound(SOUND_FAIL);
2628                 return;
2629         }
2630
2631         /* Roll for usage */
2632         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
2633         {
2634                 if (flush_failure) flush();
2635 #ifdef JP
2636                 msg_print("¾ó¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
2637 #else
2638                 msg_print("You failed to use the staff properly.");
2639 #endif
2640
2641                 sound(SOUND_FAIL);
2642                 return;
2643         }
2644
2645         /* Notice empty staffs */
2646         if (o_ptr->pval <= 0)
2647         {
2648                 if (flush_failure) flush();
2649 #ifdef JP
2650                 msg_print("¤³¤Î¾ó¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
2651 #else
2652                 msg_print("The staff has no charges left.");
2653 #endif
2654
2655                 o_ptr->ident |= (IDENT_EMPTY);
2656
2657                 /* Combine / Reorder the pack (later) */
2658                 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2659                 p_ptr->window |= (PW_INVEN);
2660
2661                 return;
2662         }
2663
2664
2665         /* Sound */
2666         sound(SOUND_ZAP);
2667
2668         ident = staff_effect(o_ptr->sval, &use_charge, FALSE);
2669
2670         if (!(object_aware_p(o_ptr)))
2671         {
2672                 chg_virtue(V_PATIENCE, -1);
2673                 chg_virtue(V_CHANCE, 1);
2674                 chg_virtue(V_KNOWLEDGE, -1);
2675         }
2676
2677         /* Combine / Reorder the pack (later) */
2678         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2679
2680         /* Tried the item */
2681         object_tried(o_ptr);
2682
2683         /* An identification was made */
2684         if (ident && !object_aware_p(o_ptr))
2685         {
2686                 object_aware(o_ptr);
2687                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2688         }
2689
2690         /* Window stuff */
2691         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2692
2693
2694         /* Hack -- some uses are "free" */
2695         if (!use_charge) return;
2696
2697
2698         /* Use a single charge */
2699         o_ptr->pval--;
2700
2701         /* XXX Hack -- unstack if necessary */
2702         if ((item >= 0) && (o_ptr->number > 1))
2703         {
2704                 object_type forge;
2705                 object_type *q_ptr;
2706
2707                 /* Get local object */
2708                 q_ptr = &forge;
2709
2710                 /* Obtain a local object */
2711                 object_copy(q_ptr, o_ptr);
2712
2713                 /* Modify quantity */
2714                 q_ptr->number = 1;
2715
2716                 /* Restore the charges */
2717                 o_ptr->pval++;
2718
2719                 /* Unstack the used item */
2720                 o_ptr->number--;
2721                 p_ptr->total_weight -= q_ptr->weight;
2722                 item = inven_carry(q_ptr);
2723
2724                 /* Message */
2725 #ifdef JP
2726                 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
2727 #else
2728                 msg_print("You unstack your staff.");
2729 #endif
2730
2731         }
2732
2733         /* Describe charges in the pack */
2734         if (item >= 0)
2735         {
2736                 inven_item_charges(item);
2737         }
2738
2739         /* Describe charges on the floor */
2740         else
2741         {
2742                 floor_item_charges(0 - item);
2743         }
2744
2745         /* Delayed optimization */
2746         optimize_inventry_auto_destroy();
2747 }
2748
2749
2750 void do_cmd_use_staff(void)
2751 {
2752         int  item;
2753         cptr q, s;
2754
2755         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2756         {
2757                 set_action(ACTION_NONE);
2758         }
2759
2760         /* Restrict choices to wands */
2761         item_tester_tval = TV_STAFF;
2762
2763         /* Get an item */
2764 #ifdef JP
2765         q = "¤É¤Î¾ó¤ò»È¤¤¤Þ¤¹¤«? ";
2766         s = "»È¤¨¤ë¾ó¤¬¤Ê¤¤¡£";
2767 #else
2768         q = "Use which staff? ";
2769         s = "You have no staff to use.";
2770 #endif
2771
2772         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2773
2774         do_cmd_use_staff_aux(item);
2775 }
2776
2777
2778 static int wand_effect(int sval, int dir, bool magic)
2779 {
2780         int ident = FALSE;
2781
2782         /* XXX Hack -- Wand of wonder can do anything before it */
2783         if (sval == SV_WAND_WONDER)
2784         {
2785                 int vir = virtue_number(V_CHANCE);
2786                 sval = randint0(SV_WAND_WONDER);
2787
2788                 if (vir)
2789                 {
2790                         if (p_ptr->virtues[vir - 1] > 0)
2791                         {
2792                                 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
2793                                 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
2794                         }
2795                         else
2796                         {
2797                                 while (randint1(300) < (0-p_ptr->virtues[vir - 1])) sval--;
2798                                 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
2799                         }
2800                 }
2801                 if (sval < SV_WAND_TELEPORT_AWAY)
2802                         chg_virtue(V_CHANCE, 1);
2803         }
2804
2805         /* Analyze the wand */
2806         switch (sval)
2807         {
2808                 case SV_WAND_HEAL_MONSTER:
2809                 {
2810                         if (heal_monster(dir, damroll(10, 10))) ident = TRUE;
2811                         break;
2812                 }
2813
2814                 case SV_WAND_HASTE_MONSTER:
2815                 {
2816                         if (speed_monster(dir)) ident = TRUE;
2817                         break;
2818                 }
2819
2820                 case SV_WAND_CLONE_MONSTER:
2821                 {
2822                         if (clone_monster(dir)) ident = TRUE;
2823                         break;
2824                 }
2825
2826                 case SV_WAND_TELEPORT_AWAY:
2827                 {
2828                         if (teleport_monster(dir)) ident = TRUE;
2829                         break;
2830                 }
2831
2832                 case SV_WAND_DISARMING:
2833                 {
2834                         if (disarm_trap(dir)) ident = TRUE;
2835                         break;
2836                 }
2837
2838                 case SV_WAND_TRAP_DOOR_DEST:
2839                 {
2840                         if (destroy_door(dir)) ident = TRUE;
2841                         break;
2842                 }
2843
2844                 case SV_WAND_STONE_TO_MUD:
2845                 {
2846                         if (wall_to_mud(dir)) ident = TRUE;
2847                         break;
2848                 }
2849
2850                 case SV_WAND_LITE:
2851                 {
2852 #ifdef JP
2853                         msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2854 #else
2855                         msg_print("A line of blue shimmering light appears.");
2856 #endif
2857
2858                         (void)lite_line(dir);
2859                         ident = TRUE;
2860                         break;
2861                 }
2862
2863                 case SV_WAND_SLEEP_MONSTER:
2864                 {
2865                         if (sleep_monster(dir)) ident = TRUE;
2866                         break;
2867                 }
2868
2869                 case SV_WAND_SLOW_MONSTER:
2870                 {
2871                         if (slow_monster(dir)) ident = TRUE;
2872                         break;
2873                 }
2874
2875                 case SV_WAND_CONFUSE_MONSTER:
2876                 {
2877                         if (confuse_monster(dir, p_ptr->lev)) ident = TRUE;
2878                         break;
2879                 }
2880
2881                 case SV_WAND_FEAR_MONSTER:
2882                 {
2883                         if (fear_monster(dir, p_ptr->lev)) ident = TRUE;
2884                         break;
2885                 }
2886
2887                 case SV_WAND_DRAIN_LIFE:
2888                 {
2889                         if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE;
2890                         break;
2891                 }
2892
2893                 case SV_WAND_POLYMORPH:
2894                 {
2895                         if (poly_monster(dir)) ident = TRUE;
2896                         break;
2897                 }
2898
2899                 case SV_WAND_STINKING_CLOUD:
2900                 {
2901                         fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2);
2902                         ident = TRUE;
2903                         break;
2904                 }
2905
2906                 case SV_WAND_MAGIC_MISSILE:
2907                 {
2908                         fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6));
2909                         ident = TRUE;
2910                         break;
2911                 }
2912
2913                 case SV_WAND_ACID_BOLT:
2914                 {
2915                         fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
2916                         ident = TRUE;
2917                         break;
2918                 }
2919
2920                 case SV_WAND_CHARM_MONSTER:
2921                 {
2922                         if (charm_monster(dir, MAX(20, p_ptr->lev)))
2923                         ident = TRUE;
2924                         break;
2925                 }
2926
2927                 case SV_WAND_FIRE_BOLT:
2928                 {
2929                         fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
2930                         ident = TRUE;
2931                         break;
2932                 }
2933
2934                 case SV_WAND_COLD_BOLT:
2935                 {
2936                         fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
2937                         ident = TRUE;
2938                         break;
2939                 }
2940
2941                 case SV_WAND_ACID_BALL:
2942                 {
2943                         fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2);
2944                         ident = TRUE;
2945                         break;
2946                 }
2947
2948                 case SV_WAND_ELEC_BALL:
2949                 {
2950                         fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2);
2951                         ident = TRUE;
2952                         break;
2953                 }
2954
2955                 case SV_WAND_FIRE_BALL:
2956                 {
2957                         fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2);
2958                         ident = TRUE;
2959                         break;
2960                 }
2961
2962                 case SV_WAND_COLD_BALL:
2963                 {
2964                         fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2);
2965                         ident = TRUE;
2966                         break;
2967                 }
2968
2969                 case SV_WAND_WONDER:
2970                 {
2971 #ifdef JP
2972                         msg_print("¤ª¤Ã¤È¡¢Ææ¤ÎËâË¡ËÀ¤ò»ÏÆ°¤µ¤»¤¿¡£");
2973 #else
2974                         msg_print("Oops.  Wand of wonder activated.");
2975 #endif
2976
2977                         break;
2978                 }
2979
2980                 case SV_WAND_DRAGON_FIRE:
2981                 {
2982                         fire_ball(GF_FIRE, dir, 200, -3);
2983                         ident = TRUE;
2984                         break;
2985                 }
2986
2987                 case SV_WAND_DRAGON_COLD:
2988                 {
2989                         fire_ball(GF_COLD, dir, 180, -3);
2990                         ident = TRUE;
2991                         break;
2992                 }
2993
2994                 case SV_WAND_DRAGON_BREATH:
2995                 {
2996                         switch (randint1(5))
2997                         {
2998                                 case 1:
2999                                 {
3000                                         fire_ball(GF_ACID, dir, 240, -3);
3001                                         break;
3002                                 }
3003
3004                                 case 2:
3005                                 {
3006                                         fire_ball(GF_ELEC, dir, 210, -3);
3007                                         break;
3008                                 }
3009
3010                                 case 3:
3011                                 {
3012                                         fire_ball(GF_FIRE, dir, 240, -3);
3013                                         break;
3014                                 }
3015
3016                                 case 4:
3017                                 {
3018                                         fire_ball(GF_COLD, dir, 210, -3);
3019                                         break;
3020                                 }
3021
3022                                 default:
3023                                 {
3024                                         fire_ball(GF_POIS, dir, 180, -3);
3025                                         break;
3026                                 }
3027                         }
3028
3029                         ident = TRUE;
3030                         break;
3031                 }
3032
3033                 case SV_WAND_DISINTEGRATE:
3034                 {
3035                         fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(p_ptr->lev * 2), 2);
3036                         ident = TRUE;
3037                         break;
3038                 }
3039
3040                 case SV_WAND_ROCKETS:
3041                 {
3042 #ifdef JP
3043 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
3044 #else
3045                         msg_print("You launch a rocket!");
3046 #endif
3047
3048                         fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2);
3049                         ident = TRUE;
3050                         break;
3051                 }
3052
3053                 case SV_WAND_STRIKING:
3054                 {
3055                         fire_bolt(GF_METEOR, dir, damroll(15 + p_ptr->lev / 3, 13));
3056                         ident = TRUE;
3057                         break;
3058                 }
3059
3060                 case SV_WAND_GENOCIDE:
3061                 {
3062                         fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0);
3063                         ident = TRUE;
3064                         break;
3065                 }
3066         }
3067         return ident;
3068 }
3069
3070
3071 /*
3072  * Aim a wand (from the pack or floor).
3073  *
3074  * Use a single charge from a single item.
3075  * Handle "unstacking" in a logical manner.
3076  *
3077  * For simplicity, you cannot use a stack of items from the
3078  * ground.  This would require too much nasty code.
3079  *
3080  * There are no wands which can "destroy" themselves, in the inventory
3081  * or on the ground, so we can ignore this possibility.  Note that this
3082  * required giving "wand of wonder" the ability to ignore destruction
3083  * by electric balls.
3084  *
3085  * All wands can be "cancelled" at the "Direction?" prompt for free.
3086  *
3087  * Note that the basic "bolt" wands do slightly less damage than the
3088  * basic "bolt" rods, but the basic "ball" wands do the same damage
3089  * as the basic "ball" rods.
3090  */
3091 static void do_cmd_aim_wand_aux(int item)
3092 {
3093         int         lev, ident, chance, dir;
3094         object_type *o_ptr;
3095         bool old_target_pet = target_pet;
3096
3097         /* Get the item (in the pack) */
3098         if (item >= 0)
3099         {
3100                 o_ptr = &inventory[item];
3101         }
3102
3103         /* Get the item (on the floor) */
3104         else
3105         {
3106                 o_ptr = &o_list[0 - item];
3107         }
3108
3109         /* Mega-Hack -- refuse to aim a pile from the ground */
3110         if ((item < 0) && (o_ptr->number > 1))
3111         {
3112 #ifdef JP
3113                 msg_print("¤Þ¤º¤ÏËâË¡ËÀ¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3114 #else
3115                 msg_print("You must first pick up the wands.");
3116 #endif
3117
3118                 return;
3119         }
3120
3121
3122         /* Allow direction to be cancelled for free */
3123         if (object_aware_p(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
3124                                       || o_ptr->sval == SV_WAND_HASTE_MONSTER))
3125                         target_pet = TRUE;
3126         if (!get_aim_dir(&dir))
3127         {
3128                 target_pet = old_target_pet;
3129                 return;
3130         }
3131         target_pet = old_target_pet;
3132
3133         /* Take a turn */
3134         energy_use = 100;
3135
3136         /* Get the level */
3137         lev = get_object_level(o_ptr);
3138         if (lev > 50) lev = 50 + (lev - 50)/2;
3139
3140         /* Base chance of success */
3141         chance = p_ptr->skill_dev;
3142
3143         /* Confusion hurts skill */
3144         if (p_ptr->confused) chance = chance / 2;
3145
3146         /* Hight level objects are harder */
3147         chance = chance - lev;
3148
3149         /* Give everyone a (slight) chance */
3150         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
3151         {
3152                 chance = USE_DEVICE;
3153         }
3154
3155         if (world_player)
3156         {
3157                 if (flush_failure) flush();
3158 #ifdef JP
3159                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3160 #else
3161                 msg_print("Nothing happen. Maybe this wand is freezing too.");
3162 #endif
3163
3164                 sound(SOUND_FAIL);
3165                 return;
3166         }
3167
3168         /* Roll for usage */
3169         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
3170         {
3171                 if (flush_failure) flush();
3172 #ifdef JP
3173                 msg_print("ËâË¡ËÀ¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
3174 #else
3175                 msg_print("You failed to use the wand properly.");
3176 #endif
3177
3178                 sound(SOUND_FAIL);
3179                 return;
3180         }
3181
3182         /* The wand is already empty! */
3183         if (o_ptr->pval <= 0)
3184         {
3185                 if (flush_failure) flush();
3186 #ifdef JP
3187                 msg_print("¤³¤ÎËâË¡ËÀ¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
3188 #else
3189                 msg_print("The wand has no charges left.");
3190 #endif
3191
3192                 o_ptr->ident |= (IDENT_EMPTY);
3193
3194                 /* Combine / Reorder the pack (later) */
3195                 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3196                 p_ptr->window |= (PW_INVEN);
3197
3198                 return;
3199         }
3200
3201         /* Sound */
3202         sound(SOUND_ZAP);
3203
3204         ident = wand_effect(o_ptr->sval, dir, FALSE);
3205
3206         /* Combine / Reorder the pack (later) */
3207         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3208
3209         if (!(object_aware_p(o_ptr)))
3210         {
3211                 chg_virtue(V_PATIENCE, -1);
3212                 chg_virtue(V_CHANCE, 1);
3213                 chg_virtue(V_KNOWLEDGE, -1);
3214         }
3215
3216         /* Mark it as tried */
3217         object_tried(o_ptr);
3218
3219         /* Apply identification */
3220         if (ident && !object_aware_p(o_ptr))
3221         {
3222                 object_aware(o_ptr);
3223                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3224         }
3225
3226         /* Window stuff */
3227         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3228
3229
3230         /* Use a single charge */
3231         o_ptr->pval--;
3232
3233         /* Describe the charges in the pack */
3234         if (item >= 0)
3235         {
3236                 inven_item_charges(item);
3237         }
3238
3239         /* Describe the charges on the floor */
3240         else
3241         {
3242                 floor_item_charges(0 - item);
3243         }
3244 }
3245
3246
3247 void do_cmd_aim_wand(void)
3248 {
3249         int     item;
3250         cptr    q, s;
3251
3252         /* Restrict choices to wands */
3253         item_tester_tval = TV_WAND;
3254
3255         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3256         {
3257                 set_action(ACTION_NONE);
3258         }
3259
3260         /* Get an item */
3261 #ifdef JP
3262         q = "¤É¤ÎËâË¡ËÀ¤ÇÁÀ¤¤¤Þ¤¹¤«? ";
3263         s = "»È¤¨¤ëËâË¡ËÀ¤¬¤Ê¤¤¡£";
3264 #else
3265         q = "Aim which wand? ";
3266         s = "You have no wand to aim.";
3267 #endif
3268
3269         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3270
3271         /* Aim the wand */
3272         do_cmd_aim_wand_aux(item);
3273 }
3274
3275
3276 static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
3277 {
3278         int ident = FALSE;
3279
3280         /* Analyze the rod */
3281         switch (sval)
3282         {
3283                 case SV_ROD_DETECT_TRAP:
3284                 {
3285                         if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
3286                         break;
3287                 }
3288
3289                 case SV_ROD_DETECT_DOOR:
3290                 {
3291                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
3292                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
3293                         break;
3294                 }
3295
3296                 case SV_ROD_IDENTIFY:
3297                 {
3298                         ident = TRUE;
3299                         if (!ident_spell(FALSE, FALSE)) *use_charge = FALSE;
3300                         break;
3301                 }
3302
3303                 case SV_ROD_RECALL:
3304                 {
3305                         if (!word_of_recall()) *use_charge = FALSE;
3306                         ident = TRUE;
3307                         break;
3308                 }
3309
3310                 case SV_ROD_ILLUMINATION:
3311                 {
3312                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
3313                         break;
3314                 }
3315
3316                 case SV_ROD_MAPPING:
3317                 {
3318                         map_area(DETECT_RAD_MAP);
3319                         ident = TRUE;
3320                         break;
3321                 }
3322
3323                 case SV_ROD_DETECTION:
3324                 {
3325                         detect_all(DETECT_RAD_DEFAULT);
3326                         ident = TRUE;
3327                         break;
3328                 }
3329
3330                 case SV_ROD_PROBING:
3331                 {
3332                         probing();
3333                         ident = TRUE;
3334                         break;
3335                 }
3336
3337                 case SV_ROD_CURING:
3338                 {
3339                         if (set_blind(0)) ident = TRUE;
3340                         if (set_poisoned(0)) ident = TRUE;
3341                         if (set_confused(0)) ident = TRUE;
3342                         if (set_stun(0)) ident = TRUE;
3343                         if (set_cut(0)) ident = TRUE;
3344                         if (set_image(0)) ident = TRUE;
3345                         if (set_shero(0,TRUE)) ident = TRUE;
3346                         break;
3347                 }
3348
3349                 case SV_ROD_HEALING:
3350                 {
3351                         if (hp_player(500)) ident = TRUE;
3352                         if (set_stun(0)) ident = TRUE;
3353                         if (set_cut(0)) ident = TRUE;
3354                         if (set_shero(0,TRUE)) ident = TRUE;
3355                         break;
3356                 }
3357
3358                 case SV_ROD_RESTORATION:
3359                 {
3360                         if (restore_level()) ident = TRUE;
3361                         if (do_res_stat(A_STR)) ident = TRUE;
3362                         if (do_res_stat(A_INT)) ident = TRUE;
3363                         if (do_res_stat(A_WIS)) ident = TRUE;
3364                         if (do_res_stat(A_DEX)) ident = TRUE;
3365                         if (do_res_stat(A_CON)) ident = TRUE;
3366                         if (do_res_stat(A_CHR)) ident = TRUE;
3367                         break;
3368                 }
3369
3370                 case SV_ROD_SPEED:
3371                 {
3372                         if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
3373                         break;
3374                 }
3375
3376                 case SV_ROD_PESTICIDE:
3377                 {
3378                         if (dispel_monsters(4)) ident = TRUE;
3379                         break;
3380                 }
3381
3382                 case SV_ROD_TELEPORT_AWAY:
3383                 {
3384                         if (teleport_monster(dir)) ident = TRUE;
3385                         break;
3386                 }
3387
3388                 case SV_ROD_DISARMING:
3389                 {
3390                         if (disarm_trap(dir)) ident = TRUE;
3391                         break;
3392                 }
3393
3394                 case SV_ROD_LITE:
3395                 {
3396 #ifdef JP
3397                         msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
3398 #else
3399                         msg_print("A line of blue shimmering light appears.");
3400 #endif
3401
3402                         (void)lite_line(dir);
3403                         ident = TRUE;
3404                         break;
3405                 }
3406
3407                 case SV_ROD_SLEEP_MONSTER:
3408                 {
3409                         if (sleep_monster(dir)) ident = TRUE;
3410                         break;
3411                 }
3412
3413                 case SV_ROD_SLOW_MONSTER:
3414                 {
3415                         if (slow_monster(dir)) ident = TRUE;
3416                         break;
3417                 }
3418
3419                 case SV_ROD_DRAIN_LIFE:
3420                 {
3421                         if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE;
3422                         break;
3423                 }
3424
3425                 case SV_ROD_POLYMORPH:
3426                 {
3427                         if (poly_monster(dir)) ident = TRUE;
3428                         break;
3429                 }
3430
3431                 case SV_ROD_ACID_BOLT:
3432                 {
3433                         fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
3434                         ident = TRUE;
3435                         break;
3436                 }
3437
3438                 case SV_ROD_ELEC_BOLT:
3439                 {
3440                         fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8));
3441                         ident = TRUE;
3442                         break;
3443                 }
3444
3445                 case SV_ROD_FIRE_BOLT:
3446                 {
3447                         fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
3448                         ident = TRUE;
3449                         break;
3450                 }
3451
3452                 case SV_ROD_COLD_BOLT:
3453                 {
3454                         fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
3455                         ident = TRUE;
3456                         break;
3457                 }
3458
3459                 case SV_ROD_ACID_BALL:
3460                 {
3461                         fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2);
3462                         ident = TRUE;
3463                         break;
3464                 }
3465
3466                 case SV_ROD_ELEC_BALL:
3467                 {
3468                         fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2);
3469                         ident = TRUE;
3470                         break;
3471                 }
3472
3473                 case SV_ROD_FIRE_BALL:
3474                 {
3475                         fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2);
3476                         ident = TRUE;
3477                         break;
3478                 }
3479
3480                 case SV_ROD_COLD_BALL:
3481                 {
3482                         fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2);
3483                         ident = TRUE;
3484                         break;
3485                 }
3486
3487                 case SV_ROD_HAVOC:
3488                 {
3489                         call_chaos();
3490                         ident = TRUE;
3491                         break;
3492                 }
3493
3494                 case SV_ROD_STONE_TO_MUD:
3495                 {
3496                         if (wall_to_mud(dir)) ident = TRUE;
3497                         break;
3498                 }
3499
3500                 case SV_ROD_AGGRAVATE:
3501                 {
3502                         aggravate_monsters(0);
3503                         ident = TRUE;
3504                         break;
3505                 }
3506         }
3507         return ident;
3508 }
3509
3510 /*
3511  * Activate (zap) a Rod
3512  *
3513  * Unstack fully charged rods as needed.
3514  *
3515  * Hack -- rods of perception/genocide can be "cancelled"
3516  * All rods can be cancelled at the "Direction?" prompt
3517  *
3518  * pvals are defined for each rod in k_info. -LM-
3519  */
3520 static void do_cmd_zap_rod_aux(int item)
3521 {
3522         int         ident, chance, dir, lev, fail;
3523         object_type *o_ptr;
3524         bool success;
3525
3526         /* Hack -- let perception get aborted */
3527         bool use_charge = TRUE;
3528
3529         object_kind *k_ptr;
3530
3531         /* Get the item (in the pack) */
3532         if (item >= 0)
3533         {
3534                 o_ptr = &inventory[item];
3535         }
3536
3537         /* Get the item (on the floor) */
3538         else
3539         {
3540                 o_ptr = &o_list[0 - item];
3541         }
3542
3543
3544         /* Mega-Hack -- refuse to zap a pile from the ground */
3545         if ((item < 0) && (o_ptr->number > 1))
3546         {
3547 #ifdef JP
3548                 msg_print("¤Þ¤º¤Ï¥í¥Ã¥É¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3549 #else
3550                 msg_print("You must first pick up the rods.");
3551 #endif
3552
3553                 return;
3554         }
3555
3556
3557         /* Get a direction (unless KNOWN not to need it) */
3558         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)) ||
3559              !object_aware_p(o_ptr))
3560         {
3561                 /* Get a direction, allow cancel */
3562                 if (!get_aim_dir(&dir)) return;
3563         }
3564
3565
3566         /* Take a turn */
3567         energy_use = 100;
3568
3569         /* Extract the item level */
3570         lev = get_object_level(o_ptr);
3571
3572         /* Base chance of success */
3573         chance = p_ptr->skill_dev;
3574
3575         /* Confusion hurts skill */
3576         if (p_ptr->confused) chance = chance / 2;
3577
3578         fail = lev+5;
3579         if (chance > fail) fail -= (chance - fail)*2;
3580         else chance -= (fail - chance)*2;
3581         if (fail < USE_DEVICE) fail = USE_DEVICE;
3582         if (chance < USE_DEVICE) chance = USE_DEVICE;
3583
3584         if (world_player)
3585         {
3586                 if (flush_failure) flush();
3587 #ifdef JP
3588                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3589 #else
3590                 msg_print("Nothing happen. Maybe this rod is freezing too.");
3591 #endif
3592
3593                 sound(SOUND_FAIL);
3594                 return;
3595         }
3596
3597         if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
3598         else if (chance > fail)
3599         {
3600                 if (randint0(chance*2) < fail) success = FALSE;
3601                 else success = TRUE;
3602         }
3603         else
3604         {
3605                 if (randint0(fail*2) < chance) success = TRUE;
3606                 else success = FALSE;
3607         }
3608
3609         /* Roll for usage */
3610         if (!success)
3611         {
3612                 if (flush_failure) flush();
3613 #ifdef JP
3614                 msg_print("¤¦¤Þ¤¯¥í¥Ã¥É¤ò»È¤¨¤Ê¤«¤Ã¤¿¡£");
3615 #else
3616                 msg_print("You failed to use the rod properly.");
3617 #endif
3618
3619                 sound(SOUND_FAIL);
3620                 return;
3621         }
3622
3623         k_ptr = &k_info[o_ptr->k_idx];
3624
3625         /* A single rod is still charging */
3626         if ((o_ptr->number == 1) && (o_ptr->timeout))
3627         {
3628                 if (flush_failure) flush();
3629 #ifdef JP
3630                 msg_print("¤³¤Î¥í¥Ã¥É¤Ï¤Þ¤ÀËâÎϤò½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
3631 #else
3632                 msg_print("The rod is still charging.");
3633 #endif
3634
3635                 return;
3636         }
3637         /* A stack of rods lacks enough energy. */
3638         else if ((o_ptr->number > 1) && (o_ptr->timeout > k_ptr->pval * (o_ptr->number - 1)))
3639         {
3640                 if (flush_failure) flush();
3641 #ifdef JP
3642 msg_print("¤½¤Î¥í¥Ã¥É¤Ï¤Þ¤À½¼Å¶Ãæ¤Ç¤¹¡£");
3643 #else
3644                 msg_print("The rods are all still charging.");
3645 #endif
3646
3647                 return;
3648         }
3649
3650         /* Sound */
3651         sound(SOUND_ZAP);
3652
3653         ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE);
3654
3655         /* Increase the timeout by the rod kind's pval. -LM- */
3656         if (use_charge) o_ptr->timeout += k_ptr->pval;
3657
3658         /* Combine / Reorder the pack (later) */
3659         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3660
3661         if (!(object_aware_p(o_ptr)))
3662         {
3663                 chg_virtue(V_PATIENCE, -1);
3664                 chg_virtue(V_CHANCE, 1);
3665                 chg_virtue(V_KNOWLEDGE, -1);
3666         }
3667
3668         /* Tried the object */
3669         object_tried(o_ptr);
3670
3671         /* Successfully determined the object function */
3672         if (ident && !object_aware_p(o_ptr))
3673         {
3674                 object_aware(o_ptr);
3675                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3676         }
3677
3678         /* Window stuff */
3679         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3680 }
3681
3682
3683 void do_cmd_zap_rod(void)
3684 {
3685         int item;
3686         cptr q, s;
3687
3688         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3689         {
3690                 set_action(ACTION_NONE);
3691         }
3692
3693         /* Restrict choices to rods */
3694         item_tester_tval = TV_ROD;
3695
3696         /* Get an item */
3697 #ifdef JP
3698         q = "¤É¤Î¥í¥Ã¥É¤ò¿¶¤ê¤Þ¤¹¤«? ";
3699         s = "»È¤¨¤ë¥í¥Ã¥É¤¬¤Ê¤¤¡£";
3700 #else
3701         q = "Zap which rod? ";
3702         s = "You have no rod to zap.";
3703 #endif
3704
3705         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3706
3707         /* Zap the rod */
3708         do_cmd_zap_rod_aux(item);
3709 }
3710
3711
3712 /*
3713  * Hook to determine if an object is activatable
3714  */
3715 static bool item_tester_hook_activate(object_type *o_ptr)
3716 {
3717         u32b flgs[TR_FLAG_SIZE];
3718
3719         /* Not known */
3720         if (!object_known_p(o_ptr)) return (FALSE);
3721
3722         /* Extract the flags */
3723         object_flags(o_ptr, flgs);
3724
3725         /* Check activation flag */
3726         if (have_flag(flgs, TR_ACTIVATE)) return (TRUE);
3727
3728         if ((o_ptr->tval > TV_CAPTURE) && o_ptr->xtra3)
3729         {
3730                 switch(o_ptr->xtra3)
3731                 case ESSENCE_TMP_RES_ACID:
3732                 case ESSENCE_TMP_RES_ELEC:
3733                 case ESSENCE_TMP_RES_FIRE:
3734                 case ESSENCE_TMP_RES_COLD:
3735                 case ESSENCE_EARTHQUAKE:
3736                         return (TRUE);
3737         }
3738
3739         /* Assume not */
3740         return (FALSE);
3741 }
3742
3743
3744 /*
3745  * Hack -- activate the ring of power
3746  */
3747 void ring_of_power(int dir)
3748 {
3749         /* Pick a random effect */
3750         switch (randint1(10))
3751         {
3752                 case 1:
3753                 case 2:
3754                 {
3755                         /* Message */
3756 #ifdef JP
3757                         msg_print("¤¢¤Ê¤¿¤Ï°­À­¤Î¥ª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3758 #else
3759                         msg_print("You are surrounded by a malignant aura.");
3760 #endif
3761
3762                         sound(SOUND_EVIL);
3763
3764                         /* Decrease all stats (permanently) */
3765                         (void)dec_stat(A_STR, 50, TRUE);
3766                         (void)dec_stat(A_INT, 50, TRUE);
3767                         (void)dec_stat(A_WIS, 50, TRUE);
3768                         (void)dec_stat(A_DEX, 50, TRUE);
3769                         (void)dec_stat(A_CON, 50, TRUE);
3770                         (void)dec_stat(A_CHR, 50, TRUE);
3771
3772                         /* Lose some experience (permanently) */
3773                         p_ptr->exp -= (p_ptr->exp / 4);
3774                         p_ptr->max_exp -= (p_ptr->exp / 4);
3775                         check_experience();
3776
3777                         break;
3778                 }
3779
3780                 case 3:
3781                 {
3782                         /* Message */
3783 #ifdef JP
3784                         msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3785 #else
3786                         msg_print("You are surrounded by a powerful aura.");
3787 #endif
3788
3789
3790                         /* Dispel monsters */
3791                         dispel_monsters(1000);
3792
3793                         break;
3794                 }
3795
3796                 case 4:
3797                 case 5:
3798                 case 6:
3799                 {
3800                         /* Mana Ball */
3801                         fire_ball(GF_MANA, dir, 600, 3);
3802
3803                         break;
3804                 }
3805
3806                 case 7:
3807                 case 8:
3808                 case 9:
3809                 case 10:
3810                 {
3811                         /* Mana Bolt */
3812                         fire_bolt(GF_MANA, dir, 500);
3813
3814                         break;
3815                 }
3816         }
3817 }
3818
3819
3820 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
3821 {
3822         u16b *who = (u16b*)(u);
3823
3824         int w1 = who[a];
3825         int w2 = who[b];
3826
3827         monster_type *m_ptr1 = &m_list[w1];
3828         monster_type *m_ptr2 = &m_list[w2];
3829         monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
3830         monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
3831
3832         if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
3833         if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
3834
3835         if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
3836         if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
3837
3838         if (r_ptr1->level > r_ptr2->level) return TRUE;
3839         if (r_ptr2->level > r_ptr1->level) return FALSE;
3840
3841         if (m_ptr1->hp > m_ptr2->hp) return TRUE;
3842         if (m_ptr2->hp > m_ptr1->hp) return FALSE;
3843         
3844         return w1 <= w2;
3845 }
3846
3847 /*
3848  * Activate a wielded object.  Wielded objects never stack.
3849  * And even if they did, activatable objects never stack.
3850  *
3851  * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
3852  * But one could, for example, easily make an activatable "Ring of Plasma".
3853  *
3854  * Note that it always takes a turn to activate an artifact, even if
3855  * the user hits "escape" at the "direction" prompt.
3856  */
3857 static void do_cmd_activate_aux(int item)
3858 {
3859         int         k, dir, lev, chance, fail;
3860         object_type *o_ptr;
3861         bool success;
3862
3863
3864         /* Get the item (in the pack) */
3865         if (item >= 0)
3866         {
3867                 o_ptr = &inventory[item];
3868         }
3869
3870         /* Get the item (on the floor) */
3871         else
3872         {
3873                 o_ptr = &o_list[0 - item];
3874         }
3875
3876         /* Take a turn */
3877         energy_use = 100;
3878
3879         /* Extract the item level */
3880         lev = get_object_level(o_ptr);
3881
3882         /* Hack -- use artifact level instead */
3883         if (artifact_p(o_ptr)) lev = a_info[o_ptr->name1].level;
3884         else if (o_ptr->art_name)
3885         {
3886                 switch (o_ptr->xtra2)
3887                 {
3888                         case ACT_SUNLIGHT:
3889                         case ACT_BO_MISS_1:
3890                         case ACT_BA_POIS_1:
3891                         case ACT_CONFUSE:
3892                         case ACT_SLEEP:
3893                         case ACT_CURE_LW:
3894                         case ACT_CURE_POISON:
3895                         case ACT_BERSERK:
3896                         case ACT_LIGHT:
3897                         case ACT_DEST_DOOR:
3898                         case ACT_TELEPORT:
3899                                 lev = 10;
3900                                 break;
3901                         case ACT_BO_ELEC_1:
3902                         case ACT_BO_ACID_1:
3903                         case ACT_BO_COLD_1:
3904                         case ACT_BO_FIRE_1:
3905                         case ACT_MAP_LIGHT:
3906                         case ACT_STONE_MUD:
3907                         case ACT_CURE_MW:
3908                         case ACT_QUAKE:
3909                                 lev = 20;
3910                                 break;
3911                         case ACT_DRAIN_1:
3912                         case ACT_TELE_AWAY:
3913                         case ACT_ESP:
3914                         case ACT_RESIST_ALL:
3915                         case ACT_DETECT_ALL:
3916                         case ACT_RECALL:
3917                         case ACT_SATIATE:
3918                         case ACT_RECHARGE:
3919                                 lev = 30;
3920                                 break;
3921                         case ACT_BA_COLD_1:
3922                         case ACT_BA_FIRE_1:
3923                         case ACT_TERROR:
3924                         case ACT_PROT_EVIL:
3925                         case ACT_ID_PLAIN:
3926                         case ACT_REST_LIFE:
3927                         case ACT_SPEED:
3928                         case ACT_BANISH_EVIL:
3929                                 lev = 40;
3930                                 break;
3931                         case ACT_DRAIN_2:
3932                         case ACT_VAMPIRE_1:
3933                         case ACT_BO_MISS_2:
3934                         case ACT_BA_FIRE_2:
3935                         case ACT_WHIRLWIND:
3936                         case ACT_CHARM_ANIMAL:
3937                         case ACT_SUMMON_ANIMAL:
3938                         case ACT_DISP_EVIL:
3939                         case ACT_DISP_GOOD:
3940                         case ACT_XTRA_SPEED:
3941                         case ACT_DETECT_XTRA:
3942                         case ACT_ID_FULL:
3943                                 lev = 50;
3944                                 break;
3945                         case ACT_VAMPIRE_2:
3946                         case ACT_BA_COLD_3:
3947                         case ACT_BA_ELEC_3:
3948                         case ACT_GENOCIDE:
3949                         case ACT_CHARM_UNDEAD:
3950                         case ACT_CHARM_OTHER:
3951                         case ACT_SUMMON_PHANTOM:
3952                         case ACT_SUMMON_ELEMENTAL:
3953                         case ACT_RUNE_EXPLO:
3954                                 lev = 60;
3955                                 break;
3956                         case ACT_MASS_GENO:
3957                         case ACT_CHARM_ANIMALS:
3958                         case ACT_CHARM_OTHERS:
3959                         case ACT_CURE_700:
3960                         case ACT_RUNE_PROT:
3961                         case ACT_ALCHEMY:
3962                         case ACT_REST_ALL:
3963                                 lev = 70;
3964                                 break;
3965                         case ACT_CALL_CHAOS:
3966                         case ACT_ROCKET:
3967                         case ACT_BA_MISS_3:
3968                         case ACT_CURE_1000:
3969                         case ACT_DIM_DOOR:
3970                         case ACT_SUMMON_UNDEAD:
3971                         case ACT_SUMMON_DEMON:
3972                                 lev = 80;
3973                                 break;
3974                         case ACT_WRAITH:
3975                         case ACT_INVULN:
3976                                 lev = 100;
3977                                 break;
3978                         default:
3979                                 lev = 0;
3980                 }
3981         }
3982         else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
3983
3984         /* Base chance of success */
3985         chance = p_ptr->skill_dev;
3986
3987         /* Confusion hurts skill */
3988         if (p_ptr->confused) chance = chance / 2;
3989
3990         fail = lev+5;
3991         if (chance > fail) fail -= (chance - fail)*2;
3992         else chance -= (fail - chance)*2;
3993         if (fail < USE_DEVICE) fail = USE_DEVICE;
3994         if (chance < USE_DEVICE) chance = USE_DEVICE;
3995
3996         if (world_player)
3997         {
3998                 if (flush_failure) flush();
3999 #ifdef JP
4000                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
4001 #else
4002                 msg_print("It shows no reaction.");
4003 #endif
4004
4005                 sound(SOUND_FAIL);
4006                 return;
4007         }
4008
4009         if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
4010         else if (chance > fail)
4011         {
4012                 if (randint0(chance*2) < fail) success = FALSE;
4013                 else success = TRUE;
4014         }
4015         else
4016         {
4017                 if (randint0(fail*2) < chance) success = TRUE;
4018                 else success = FALSE;
4019         }
4020
4021         /* Roll for usage */
4022         if (!success)
4023         {
4024                 if (flush_failure) flush();
4025 #ifdef JP
4026                 msg_print("¤¦¤Þ¤¯»ÏÆ°¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
4027 #else
4028                 msg_print("You failed to activate it properly.");
4029 #endif
4030
4031                 sound(SOUND_FAIL);
4032                 return;
4033         }
4034
4035         /* Check the recharge */
4036         if (o_ptr->timeout)
4037         {
4038 #ifdef JP
4039                 msg_print("¤½¤ì¤ÏÈù¤«¤Ë²»¤òΩ¤Æ¡¢µ±¤­¡¢¾Ã¤¨¤¿...");
4040 #else
4041                 msg_print("It whines, glows and fades...");
4042 #endif
4043
4044                 return;
4045         }
4046
4047
4048         /* Activate the artifact */
4049 #ifdef JP
4050         msg_print("»ÏÆ°¤µ¤»¤¿...");
4051 #else
4052         msg_print("You activate it...");
4053 #endif
4054
4055
4056         /* Sound */
4057         sound(SOUND_ZAP);
4058
4059
4060         if (o_ptr->art_name && o_ptr->xtra2)
4061         {
4062                 (void)activate_random_artifact(o_ptr);
4063
4064                 /* Window stuff */
4065                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4066
4067                 /* Success */
4068                 return;
4069         }
4070
4071         /* Artifacts */
4072         else if (o_ptr->name1)
4073         {
4074                 /* Choose effect */
4075                 switch (o_ptr->name1)
4076                 {
4077                         case ART_GALADRIEL:
4078                         {
4079 #ifdef JP
4080                                 msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
4081 #else
4082                                 msg_print("The phial wells with clear light...");
4083 #endif
4084
4085                                 lite_area(damroll(2, 15), 3);
4086                                 o_ptr->timeout = randint0(10) + 10;
4087                                 break;
4088                         }
4089
4090                         case ART_ELENDIL:
4091                         {
4092 #ifdef JP
4093                                 msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
4094 #else
4095                                 msg_print("The star shines brightly...");
4096 #endif
4097
4098                                 map_area(DETECT_RAD_MAP);
4099                                 lite_area(damroll(2, 15), 3);
4100                                 o_ptr->timeout = randint0(50) + 50;
4101                                 break;
4102                         }
4103
4104                         case ART_JUDGE:
4105                         {
4106 #ifdef JP
4107 msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
4108 #else
4109                                 msg_print("The Jewel flashes bright red!");
4110 #endif
4111
4112                                 chg_virtue(V_KNOWLEDGE, 1);
4113                                 chg_virtue(V_ENLIGHTEN, 1);
4114                                 wiz_lite(FALSE, FALSE);
4115 #ifdef JP
4116 msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
4117 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
4118 #else
4119                                 msg_print("The Jewel drains your vitality...");
4120                                 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
4121 #endif
4122
4123                                 (void)detect_traps(DETECT_RAD_DEFAULT);
4124                                 (void)detect_doors(DETECT_RAD_DEFAULT);
4125                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
4126
4127 #ifdef JP
4128 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
4129 #else
4130                                 if (get_check("Activate recall? "))
4131 #endif
4132
4133                                 {
4134                                         (void)word_of_recall();
4135                                 }
4136
4137                                 o_ptr->timeout = randint0(20) + 20;
4138                                 break;
4139                         }
4140
4141                         case ART_CARLAMMAS:
4142                         {
4143 #ifdef JP
4144                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4145 #else
4146                                 msg_print("The amulet lets out a shrill wail...");
4147 #endif
4148
4149                                 k = 3 * p_ptr->lev;
4150                                 (void)set_protevil(randint1(25) + k, FALSE);
4151                                 o_ptr->timeout = randint0(225) + 225;
4152                                 break;
4153                         }
4154
4155                         case ART_INGWE:
4156                         {
4157 #ifdef JP
4158                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4159 #else
4160                                 msg_print("The amulet floods the area with goodness...");
4161 #endif
4162
4163                                 dispel_evil(p_ptr->lev * 5);
4164                                 o_ptr->timeout = randint0(200) + 200;
4165                                 break;
4166                         }
4167
4168                         case ART_YATA:
4169                         {
4170 #ifdef JP
4171                                 msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4172 #else
4173                                 msg_print("The mirror floods the area with goodness...");
4174 #endif
4175
4176                                 dispel_evil(p_ptr->lev * 5);
4177                                 o_ptr->timeout = randint0(200) + 200;
4178                                 break;
4179                         }
4180
4181                         case ART_FRAKIR:
4182                         {
4183 #ifdef JP
4184 msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥­¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
4185 #else
4186                                 msg_print("You order Frakir to strangle your opponent.");
4187 #endif
4188
4189                                 if (!get_aim_dir(&dir)) return;
4190                                 if (drain_life(dir, 100))
4191                                 o_ptr->timeout = randint0(100) + 100;
4192                                 break;
4193                         }
4194
4195                         case ART_TULKAS:
4196                         {
4197 #ifdef JP
4198                                 msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
4199 #else
4200                                 msg_print("The ring glows brightly...");
4201 #endif
4202
4203                                 (void)set_fast(randint1(75) + 75, FALSE);
4204                                 o_ptr->timeout = randint0(150) + 150;
4205                                 break;
4206                         }
4207
4208                         case ART_NARYA:
4209                         {
4210 #ifdef JP
4211                                 msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
4212 #else
4213                                 msg_print("The ring glows deep red...");
4214 #endif
4215
4216                                 if (!get_aim_dir(&dir)) return;
4217                                 fire_ball(GF_FIRE, dir, 300, 3);
4218                                 o_ptr->timeout = randint0(225) + 225;
4219                                 break;
4220                         }
4221
4222                         case ART_NENYA:
4223                         {
4224 #ifdef JP
4225                                 msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4226 #else
4227                                 msg_print("The ring glows bright white...");
4228 #endif
4229
4230                                 if (!get_aim_dir(&dir)) return;
4231                                 fire_ball(GF_COLD, dir, 400, 3);
4232                                 o_ptr->timeout = randint0(325) + 325;
4233                                 break;
4234                         }
4235
4236                         case ART_VILYA:
4237                         case ART_GOURYU:
4238                         {
4239 #ifdef JP
4240                                 msg_format("%s¤Ï¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_VILYA ? "»ØÎØ" : "¥½¡¼¥É");
4241 #else
4242                                 msg_format("The %s glows deep blue...", o_ptr->name1 == ART_VILYA ? "ring" : "sword");
4243 #endif
4244
4245                                 if (!get_aim_dir(&dir)) return;
4246                                 fire_ball(GF_ELEC, dir, 500, 3);
4247                                 o_ptr->timeout = randint0(425) + 425;
4248                                 break;
4249                         }
4250
4251                         case ART_POWER:
4252                         case ART_AHO:
4253                         {
4254 #ifdef JP
4255                                 msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
4256 #else
4257                                 msg_print("The ring glows intensely black...");
4258 #endif
4259
4260                                 if (!get_aim_dir(&dir)) return;
4261                                 ring_of_power(dir);
4262                                 o_ptr->timeout = randint0(450) + 450;
4263                                 break;
4264                         }
4265
4266                         case ART_RAZORBACK:
4267                         {
4268                                 int num = damroll(5, 3);
4269                                 int y, x;
4270                                 int attempts;
4271
4272 #ifdef JP
4273                                 msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...");
4274 #else
4275                                 msg_print("Your armor is surrounded by lightning...");
4276 #endif
4277
4278
4279                                 for (k = 0; k < num; k++)
4280                                 {
4281                 attempts = 1000;
4282
4283                                         while(attempts--)
4284                                         {
4285                                                 scatter(&y, &x, py, px, 4, 0);
4286
4287                                                 if (!cave_floor_bold(y, x)) continue;
4288
4289                                                 if ((y != py) || (x != px)) break;
4290                                         }
4291
4292                                         project(0, 3, y, x, 150, GF_ELEC,
4293                                                           (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
4294                                 }
4295
4296                                 o_ptr->timeout = 1000;
4297                                 break;
4298                         }
4299
4300                         case ART_BLADETURNER:
4301                         {
4302                                 if (!get_aim_dir(&dir)) return;
4303 #ifdef JP
4304                                 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
4305 #else
4306                                 msg_print("You breathe the elements.");
4307 #endif
4308
4309                                 fire_ball(GF_MISSILE, dir, 300, 4);
4310 #ifdef JP
4311                                 msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
4312 #else
4313                                 msg_print("Your armor glows many colours...");
4314 #endif
4315
4316                                 (void)set_afraid(0);
4317                                 (void)set_hero(randint1(50) + 50, FALSE);
4318                                 (void)hp_player(10);
4319                                 (void)set_blessed(randint1(50) + 50, FALSE);
4320                                 (void)set_oppose_acid(randint1(50) + 50, FALSE);
4321                                 (void)set_oppose_elec(randint1(50) + 50, FALSE);
4322                                 (void)set_oppose_fire(randint1(50) + 50, FALSE);
4323                                 (void)set_oppose_cold(randint1(50) + 50, FALSE);
4324                                 (void)set_oppose_pois(randint1(50) + 50, FALSE);
4325                                 o_ptr->timeout = 400;
4326                                 break;
4327                         }
4328
4329                         case ART_SOULKEEPER:
4330                         {
4331 #ifdef JP
4332                                 msg_print("³»¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4333                                 msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
4334 #else
4335                                 msg_print("Your armor glows a bright white...");
4336                                 msg_print("You feel much better...");
4337 #endif
4338
4339                                 (void)hp_player(1000);
4340                                 (void)set_cut(0);
4341                                 o_ptr->timeout = 888;
4342                                 break;
4343                         }
4344
4345                         case ART_LOHENGRIN:
4346                         {
4347 #ifdef JP
4348 msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
4349 #else
4350                                 msg_print("A heavenly choir sings...");
4351 #endif
4352
4353                                 (void)set_poisoned(0);
4354                                 (void)set_cut(0);
4355                                 (void)set_stun(0);
4356                                 (void)set_confused(0);
4357                                 (void)set_blind(0);
4358                                 (void)set_hero(randint1(25) + 25, FALSE);
4359                                 (void)hp_player(777);
4360                                 o_ptr->timeout = 300;
4361                                 break;
4362                         }
4363
4364                         case ART_JULIAN:
4365                         {
4366 #ifdef JP
4367                                 msg_print("³»¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4368 #else
4369                                 msg_print("Your armor glows deep blue...");
4370 #endif
4371
4372                                 (void)symbol_genocide(200, TRUE);
4373                                 o_ptr->timeout = 500;
4374                                 break;
4375                         }
4376
4377                         case ART_CASPANION:
4378                         {
4379 #ifdef JP
4380                                 msg_print("³»¤¬ÀÖ¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4381 #else
4382                                 msg_print("Your armor glows bright red...");
4383 #endif
4384
4385                                 destroy_doors_touch();
4386                                 o_ptr->timeout = 10;
4387                                 break;
4388                         }
4389
4390                         case ART_DOR:
4391                         case ART_TERROR:
4392                         case ART_STONEMASK:
4393                         {
4394                                 turn_monsters(40 + p_ptr->lev);
4395                                 o_ptr->timeout = 3 * (p_ptr->lev + 10);
4396
4397                                 break;
4398                         }
4399
4400                         case ART_HOLHENNETH:
4401                         {
4402 #ifdef JP
4403                                 msg_print("¥Ø¥ë¥á¥Ã¥È¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4404                                 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
4405 #else
4406                                 msg_print("Your helm glows bright white...");
4407                                 msg_print("An image forms in your mind...");
4408 #endif
4409
4410                                 detect_all(DETECT_RAD_DEFAULT);
4411                                 o_ptr->timeout = randint0(55) + 55;
4412                                 break;
4413                         }
4414
4415                         case ART_AMBER:
4416                         {
4417 #ifdef JP
4418                                 msg_print("²¦´§¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4419                                 msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
4420 #else
4421                                 msg_print("Your crown glows deep blue...");
4422                                 msg_print("You feel a warm tingling inside...");
4423 #endif
4424
4425                                 (void)hp_player(700);
4426                                 (void)set_cut(0);
4427                                 o_ptr->timeout = 250;
4428                                 break;
4429                         }
4430
4431                         case ART_COLLUIN:
4432                         case ART_SEIRYU:
4433                         {
4434 #ifdef JP
4435                                 msg_format("%s¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_COLLUIN ? "¥¯¥í¡¼¥¯" : "³»");
4436 #else
4437                                 msg_format("Your %s glows many colours...", o_ptr->name1 == ART_COLLUIN ? "cloak" : "armor");
4438 #endif
4439
4440                                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
4441                                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
4442                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
4443                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
4444                                 (void)set_oppose_pois(randint1(20) + 20, FALSE);
4445                                 o_ptr->timeout = 111;
4446                                 break;
4447                         }
4448
4449                         case ART_HOLCOLLETH:
4450                         {
4451 #ifdef JP
4452                                 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4453 #else
4454                                 msg_print("Your cloak glows deep blue...");
4455 #endif
4456
4457                                 sleep_monsters_touch();
4458                                 o_ptr->timeout = 55;
4459                                 break;
4460                         }
4461
4462                         case ART_THINGOL:
4463                         {
4464 #ifdef JP
4465                                 msg_print("¥¯¥í¡¼¥¯¤¬²«¿§¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4466 #else
4467                                 msg_print("Your cloak glows bright yellow...");
4468 #endif
4469
4470                                 recharge(130);
4471                                 o_ptr->timeout = 70;
4472                                 break;
4473                         }
4474
4475                         case ART_COLANNON:
4476                         {
4477 #ifdef JP
4478                                 msg_print("¥¯¥í¡¼¥¯¤¬ÊÕ¤ê¤Î¶õ´Ö¤ò¤æ¤¬¤Þ¤»¤¿...");
4479 #else
4480                                 msg_print("Your cloak twists space around you...");
4481 #endif
4482
4483                                 teleport_player(100);
4484                                 o_ptr->timeout = 45;
4485                                 break;
4486                         }
4487
4488                         case ART_LUTHIEN:
4489                         {
4490 #ifdef JP
4491                                 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4492 #else
4493                                 msg_print("Your cloak glows a deep red...");
4494 #endif
4495
4496                                 restore_level();
4497                                 o_ptr->timeout = 450;
4498                                 break;
4499                         }
4500
4501                         case ART_CAMMITHRIM:
4502                         {
4503 #ifdef JP
4504                                 msg_print("¥°¥í¡¼¥Ö¤¬âÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4505 #else
4506                                 msg_print("Your gloves glow extremely brightly...");
4507 #endif
4508
4509                                 if (!get_aim_dir(&dir)) return;
4510                                 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
4511                                 o_ptr->timeout = 2;
4512                                 break;
4513                         }
4514
4515                         case ART_PAURHACH:
4516                         {
4517 #ifdef JP
4518                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4519 #else
4520                                 msg_print("Your gauntlets are covered in fire...");
4521 #endif
4522
4523                                 if (!get_aim_dir(&dir)) return;
4524                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4525                                 o_ptr->timeout = randint0(8) + 8;
4526                                 break;
4527                         }
4528
4529                         case ART_PAURNIMMEN:
4530                         {
4531 #ifdef JP
4532                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4533 #else
4534                                 msg_print("Your gauntlets are covered in frost...");
4535 #endif
4536
4537                                 if (!get_aim_dir(&dir)) return;
4538                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
4539                                 o_ptr->timeout = randint0(7) + 7;
4540                                 break;
4541                         }
4542
4543                         case ART_PAURAEGEN:
4544                         {
4545 #ifdef JP
4546                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4547 #else
4548                                 msg_print("Your gauntlets are covered in sparks...");
4549 #endif
4550
4551                                 if (!get_aim_dir(&dir)) return;
4552                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4553                                 o_ptr->timeout = randint0(5) + 5;
4554                                 break;
4555                         }
4556
4557                         case ART_PAURNEN:
4558                         {
4559 #ifdef JP
4560                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬»À¤Ëʤ¤ï¤ì¤¿...");
4561 #else
4562                                 msg_print("Your gauntlets are covered in acid...");
4563 #endif
4564
4565                                 if (!get_aim_dir(&dir)) return;
4566                                 fire_bolt(GF_ACID, dir, damroll(5, 8));
4567                                 o_ptr->timeout = randint0(6) + 6;
4568                                 break;
4569                         }
4570
4571                         case ART_FINGOLFIN:
4572                         {
4573 #ifdef JP
4574                                 msg_print("¥»¥¹¥¿¥¹¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
4575 #else
4576                                 msg_print("Your cesti grows magical spikes...");
4577 #endif
4578
4579                                 if (!get_aim_dir(&dir)) return;
4580                                 fire_bolt(GF_ARROW, dir, 150);
4581                                 o_ptr->timeout = randint0(90) + 90;
4582                                 break;
4583                         }
4584
4585                         case ART_FEANOR:
4586                         {
4587 #ifdef JP
4588                                 msg_print("¥Ö¡¼¥Ä¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4589 #else
4590                                 msg_print("Your boots glow bright green...");
4591 #endif
4592
4593                                 (void)set_fast(randint1(20) + 20, FALSE);
4594                                 o_ptr->timeout = 200;
4595                                 break;
4596                         }
4597
4598                         case ART_FLORA:
4599                         {
4600 #ifdef JP
4601                                 msg_print("¥Ö¡¼¥Ä¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4602 #else
4603                                 msg_print("Your boots glow deep blue...");
4604 #endif
4605
4606                                 (void)set_afraid(0);
4607                                 (void)set_poisoned(0);
4608                                 o_ptr->timeout = 5;
4609                                 break;
4610                         }
4611
4612                         case ART_NARTHANC:
4613                         {
4614 #ifdef JP
4615                                 msg_print("¥À¥¬¡¼¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4616 #else
4617                                 msg_print("Your dagger is covered in fire...");
4618 #endif
4619
4620                                 if (!get_aim_dir(&dir)) return;
4621                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4622                                 o_ptr->timeout = randint0(8) + 8;
4623                                 break;
4624                         }
4625
4626                         case ART_NIMTHANC:
4627                         {
4628 #ifdef JP
4629                                 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4630 #else
4631                                 msg_print("Your dagger is covered in frost...");
4632 #endif
4633
4634                                 if (!get_aim_dir(&dir)) return;
4635                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
4636                                 o_ptr->timeout = randint0(7) + 7;
4637                                 break;
4638                         }
4639
4640                         case ART_DETHANC:
4641                         {
4642 #ifdef JP
4643                                 msg_print("¥À¥¬¡¼¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4644 #else
4645                                 msg_print("Your dagger is covered in sparks...");
4646 #endif
4647
4648                                 if (!get_aim_dir(&dir)) return;
4649                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4650                                 o_ptr->timeout = randint0(5) + 5;
4651                                 break;
4652                         }
4653
4654                         case ART_RILIA:
4655                         {
4656 #ifdef JP
4657                                 msg_print("¥À¥¬¡¼¤¬¿¼¤¤Îп§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4658 #else
4659                                 msg_print("Your dagger throbs deep green...");
4660 #endif
4661
4662                                 if (!get_aim_dir(&dir)) return;
4663                                 fire_ball(GF_POIS, dir, 12, 3);
4664                                 o_ptr->timeout = randint0(4) + 4;
4665                                 break;
4666                         }
4667
4668                         case ART_NUMAHOKO:
4669                         {
4670 #ifdef JP
4671                                 msg_print("Ì·¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4672 #else
4673                                 msg_print("Your dagger throbs deep blue...");
4674 #endif
4675
4676                                 if (!get_aim_dir(&dir)) return;
4677                                 fire_ball(GF_WATER, dir, 200, 3);
4678                                 o_ptr->timeout = 250;
4679                                 break;
4680                         }
4681
4682                         case ART_FIONA:
4683                         {
4684 #ifdef JP
4685                                 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4686 #else
4687                                 msg_print("Your dagger is covered in frost...");
4688 #endif
4689
4690                                 if (!get_aim_dir(&dir)) return;
4691                                 fire_ball(GF_COLD, dir, 48, 2);
4692                                 o_ptr->timeout = randint0(5) + 5;
4693                                 break;
4694                         }
4695
4696                         case ART_KUSANAGI:
4697                         case ART_WEREWINDLE:
4698                         {
4699                                 switch (randint1(13))
4700                                 {
4701                                 case 1: case 2: case 3: case 4: case 5:
4702                                         teleport_player(10);
4703                                         break;
4704                                 case 6: case 7: case 8: case 9: case 10:
4705                                         teleport_player(222);
4706                                         break;
4707                                 case 11: case 12:
4708                                         (void)stair_creation();
4709                                         break;
4710                                 default:
4711 #ifdef JP
4712 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
4713 #else
4714                                         if (get_check("Leave this level? "))
4715 #endif
4716
4717                                         {
4718                                                 if (autosave_l) do_cmd_save_game(TRUE);
4719
4720                                                 /* Leaving */
4721                                                 p_ptr->leaving = TRUE;
4722                                         }
4723                                 }
4724                                 o_ptr->timeout = 35;
4725                                 break;
4726                         }
4727
4728                         case ART_KAMUI:
4729                         {
4730                                 teleport_player(222);
4731                                 o_ptr->timeout = 25;
4732                                 break;
4733                         }
4734
4735                         case ART_RINGIL:
4736                         {
4737 #ifdef JP
4738                                 msg_print("¥½¡¼¥É¤¬ÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
4739 #else
4740                                 msg_print("Your sword glows an intense blue...");
4741 #endif
4742
4743                                 if (!get_aim_dir(&dir)) return;
4744                                 fire_ball(GF_COLD, dir, 100, 2);
4745                                 o_ptr->timeout = 200;
4746                                 break;
4747                         }
4748
4749                         case ART_DAWN:
4750                         {
4751 #ifdef JP
4752 msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£");
4753 #else
4754                                 msg_print("You summon the Legion of the Dawn.");
4755 #endif
4756
4757                                 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
4758                                 o_ptr->timeout = 500 + randint1(500);
4759                                 break;
4760                         }
4761
4762                         case ART_ANDURIL:
4763                         {
4764 #ifdef JP
4765                                 msg_print("¥½¡¼¥É¤¬ÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
4766 #else
4767                                 msg_print("Your sword glows an intense red...");
4768 #endif
4769
4770                                 if (!get_aim_dir(&dir)) return;
4771                                 fire_ball(GF_FIRE, dir, 72, 2);
4772                                 o_ptr->timeout = 400;
4773                                 break;
4774                         }
4775
4776                         case ART_THEODEN:
4777                         {
4778 #ifdef JP
4779                                  msg_print("¥¢¥Ã¥¯¥¹¤Î¿Ï¤¬¹õ¤¯µ±¤¤¤¿...");
4780 #else
4781                                 msg_print("Your axe blade glows black...");
4782 #endif
4783
4784                                 if (!get_aim_dir(&dir)) return;
4785                                 drain_life(dir, 120);
4786                                 o_ptr->timeout = 400;
4787                                 break;
4788                         }
4789
4790                         case ART_RUNESPEAR:
4791                         {
4792 #ifdef JP
4793 msg_print("¤¢¤Ê¤¿¤ÎÁä¤ÏÅŵ¤¤Ç¥¹¥Ñ¡¼¥¯¤·¤Æ¤¤¤ë...");
4794 #else
4795                                 msg_print("Your spear crackles with electricity...");
4796 #endif
4797
4798                                 if (!get_aim_dir(&dir)) return;
4799                                 fire_ball(GF_ELEC, dir, 100, 3);
4800                                 o_ptr->timeout = 200;
4801                                 break;
4802                         }
4803
4804                         case ART_AEGLOS:
4805                         {
4806 #ifdef JP
4807                                 msg_print("¥¹¥Ô¥¢¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4808 #else
4809                                 msg_print("Your spear glows a bright white...");
4810 #endif
4811
4812                                 if (!get_aim_dir(&dir)) return;
4813                                 fire_ball(GF_COLD, dir, 100, 3);
4814                                 o_ptr->timeout = 200;
4815                                 break;
4816                         }
4817
4818                         case ART_DESTINY:
4819                         {
4820 #ifdef JP
4821                                 msg_print("¥¹¥Ô¥¢¤¬¸ÝÆ°¤·¤¿...");
4822 #else
4823                                 msg_print("Your spear pulsates...");
4824 #endif
4825
4826                                 if (!get_aim_dir(&dir)) return;
4827                                 wall_to_mud(dir);
4828                                 o_ptr->timeout = 5;
4829                                 break;
4830                         }
4831
4832                         case ART_NAIN:
4833                         {
4834 #ifdef JP
4835                                 msg_print("¤Ä¤ë¤Ï¤·¤¬¸ÝÆ°¤·¤¿...");
4836 #else
4837                                 msg_print("Your mattock pulsates...");
4838 #endif
4839
4840                                 if (!get_aim_dir(&dir)) return;
4841                                 wall_to_mud(dir);
4842                                 o_ptr->timeout = 2;
4843                                 break;
4844                         }
4845
4846                         case ART_EONWE:
4847                         {
4848 #ifdef JP
4849                                 msg_print("¥¢¥Ã¥¯¥¹¤«¤é¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4850 #else
4851                                 msg_print("Your axe lets out a long, shrill note...");
4852 #endif
4853
4854                                 (void)mass_genocide(200, TRUE);
4855                                 o_ptr->timeout = 1000;
4856                                 break;
4857                         }
4858
4859                         case ART_LOTHARANG:
4860                         {
4861 #ifdef JP
4862                                 msg_print("¥Ð¥È¥ë¡¦¥¢¥Ã¥¯¥¹¤¬¿¼»ç¤Î¸÷¤òÊü¼Í¤·¤¿...");
4863 #else
4864                                 msg_print("Your battle axe radiates deep purple...");
4865 #endif
4866
4867                                 hp_player(damroll(4, 8));
4868                                 (void)set_cut((p_ptr->cut / 2) - 50);
4869                                 o_ptr->timeout = randint0(3) + 3;
4870                                 break;
4871                         }
4872
4873                         case ART_ULMO:
4874                         {
4875 #ifdef JP
4876                                 msg_print("¥È¥é¥¤¥Ç¥ó¥È¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4877 #else
4878                                 msg_print("Your trident glows deep red...");
4879 #endif
4880
4881                                 if (!get_aim_dir(&dir)) return;
4882                                 teleport_monster(dir);
4883                                 o_ptr->timeout = 150;
4884                                 break;
4885                         }
4886
4887                         case ART_AVAVIR:
4888                         {
4889 #ifdef JP
4890                                 msg_print("Âç³ù¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4891 #else
4892                                 msg_print("Your scythe glows soft white...");
4893 #endif
4894                                 if (!word_of_recall()) return;
4895                                 o_ptr->timeout = 200;
4896                                 break;
4897                         }
4898
4899                         case ART_MAGATAMA:
4900                         {
4901 #ifdef JP
4902                                 msg_print("¸û¶Ì¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4903 #else
4904                                 msg_print("Your scythe glows soft white...");
4905 #endif
4906                                 if (!word_of_recall()) return;
4907                                 o_ptr->timeout = 200;
4908                                 break;
4909                         }
4910
4911                         case ART_TOTILA:
4912                         {
4913 #ifdef JP
4914                                 msg_print("¥Õ¥ì¥¤¥ë¤¬ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤¿...");
4915 #else
4916                                 msg_print("Your flail glows in scintillating colours...");
4917 #endif
4918
4919                                 if (!get_aim_dir(&dir)) return;
4920                                 confuse_monster(dir, 20);
4921                                 o_ptr->timeout = 15;
4922                                 break;
4923                         }
4924
4925                         case ART_FIRESTAR:
4926                         {
4927 #ifdef JP
4928                                 msg_print("¥â¡¼¥Ë¥ó¥°¥¹¥¿¡¼¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...");
4929 #else
4930                                 msg_print("Your morning star rages in fire...");
4931 #endif
4932
4933                                 if (!get_aim_dir(&dir)) return;
4934                                 fire_ball(GF_FIRE, dir, 72, 3);
4935                                 o_ptr->timeout = 100;
4936                                 break;
4937                         }
4938
4939                         case ART_GOTHMOG:
4940                         {
4941 #ifdef JP
4942                                 msg_print("¥à¥Á¤¬¿¼¤¤ÀÖ¿§¤Ëµ±¤¤¤¿...");
4943 #else
4944                                 msg_print("Your whip glows deep red...");
4945 #endif
4946
4947                                 if (!get_aim_dir(&dir)) return;
4948                                 fire_ball(GF_FIRE, dir, 120, 3);
4949                                 o_ptr->timeout = 15;
4950                                 break;
4951                         }
4952
4953                         case ART_TARATOL:
4954                         {
4955 #ifdef JP
4956                                 msg_print("¥á¥¤¥¹¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4957 #else
4958                                 msg_print("Your mace glows bright green...");
4959 #endif
4960
4961                                 (void)set_fast(randint1(20) + 20, FALSE);
4962                                 o_ptr->timeout = randint0(100) + 100;
4963                                 break;
4964                         }
4965
4966                         case ART_ERIRIL:
4967                         {
4968 #ifdef JP
4969                                 msg_print("¥¯¥©¡¼¥¿¡¼¥¹¥¿¥Ã¥Õ¤¬²«¿§¤¯µ±¤¤¤¿...");
4970 #else
4971                                 msg_print("Your quarterstaff glows yellow...");
4972 #endif
4973
4974                                 if (!ident_spell(FALSE, FALSE)) return;
4975                                 o_ptr->timeout = 10;
4976                                 break;
4977                         }
4978
4979                         case ART_GANDALF:
4980                         {
4981 #ifdef JP
4982                                 msg_print("¾ó¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
4983 #else
4984                                 msg_print("Your quarterstaff glows brightly...");
4985 #endif
4986
4987                                 detect_all(DETECT_RAD_DEFAULT);
4988                                 probing();
4989                                 identify_fully(FALSE, TRUE);
4990                                 o_ptr->timeout = 1000;
4991                                 break;
4992                         }
4993
4994                         case ART_TURMIL:
4995                         {
4996 #ifdef JP
4997                                 msg_print("¥Ï¥ó¥Þ¡¼¤¬Çò¤¯µ±¤¤¤¿...");
4998 #else
4999                                 msg_print("Your hammer glows white...");
5000 #endif
5001
5002                                 if (!get_aim_dir(&dir)) return;
5003                                 drain_life(dir, 90);
5004                                 o_ptr->timeout = 70;
5005                                 break;
5006                         }
5007
5008                         case ART_BRAND:
5009                         {
5010 #ifdef JP
5011                                 msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
5012 #else
5013                                 msg_print("Your crossbow glows deep red...");
5014 #endif
5015
5016                                 (void)brand_bolts();
5017                                 o_ptr->timeout = 999;
5018                                 break;
5019                         }
5020                         case ART_CRIMSON:
5021                         {
5022                                 int num = 1;
5023                                 int i;
5024                                 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
5025                                 int tx, ty;
5026 #ifdef JP
5027                                 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
5028 #else
5029                                 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
5030 #endif
5031
5032                                 if (!get_aim_dir(&dir)) return;
5033
5034                                 /* Use the given direction */
5035                                 tx = px + 99 * ddx[dir];
5036                                 ty = py + 99 * ddy[dir];
5037
5038                                 /* Hack -- Use an actual "target" */
5039                                 if ((dir == 5) && target_okay())
5040                                 {
5041                                         tx = target_col;
5042                                         ty = target_row;
5043                                 }
5044
5045                                 if (p_ptr->pclass == CLASS_ARCHER)
5046                                 {
5047                                         /* Extra shot at level 10 */
5048                                         if (p_ptr->lev >= 10) num++;
5049
5050                                         /* Extra shot at level 30 */
5051                                         if (p_ptr->lev >= 30) num++;
5052
5053                                         /* Extra shot at level 45 */
5054                                         if (p_ptr->lev >= 45) num++;
5055                                 }
5056
5057                                 for (i = 0; i < num; i++)
5058                                         project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
5059                                 o_ptr->timeout = 15;
5060                                 break;
5061                         }
5062                         case ART_PALANTIR:
5063                         {
5064                                 monster_type *m_ptr;
5065                                 monster_race *r_ptr;
5066                                 int i;
5067
5068 #ifdef JP
5069                                 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
5070 #else
5071                                 msg_print("Some strange places show up in your mind. And you see ...");
5072 #endif
5073
5074                                 /* Process the monsters (backwards) */
5075                                 for (i = m_max - 1; i >= 1; i--)
5076                                 {
5077                                         /* Access the monster */
5078                                         m_ptr = &m_list[i];
5079
5080                                         /* Ignore "dead" monsters */
5081                                         if (!m_ptr->r_idx) continue;
5082
5083                                         r_ptr = &r_info[m_ptr->r_idx];
5084
5085                                         if(r_ptr->flags1 & RF1_UNIQUE)
5086                                         {
5087 #ifdef JP
5088                                                 msg_format("%s¡¥ ",r_name + r_ptr->name);
5089 #else
5090                                                 msg_format("%s. ",r_name + r_ptr->name);
5091 #endif
5092                                         }
5093                                 }
5094                                 o_ptr->timeout = 200;
5095                                 break;
5096                         }
5097
5098                         case ART_STONE_LORE:
5099                         {
5100 #ifdef JP
5101                                 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
5102 #else
5103                                 msg_print("The stone reveals hidden mysteries...");
5104 #endif
5105                                 if (!ident_spell(FALSE, FALSE)) return;
5106
5107                                 if (mp_ptr->spell_book)
5108                                 {
5109                                         /* Sufficient mana */
5110                                         if (20 <= p_ptr->csp)
5111                                         {
5112                                                 /* Use some mana */
5113                                                 p_ptr->csp -= 20;
5114                                         }
5115
5116                                         /* Over-exert the player */
5117                                         else
5118                                         {
5119                                                 int oops = 20 - p_ptr->csp;
5120
5121                                                 /* No mana left */
5122                                                 p_ptr->csp = 0;
5123                                                 p_ptr->csp_frac = 0;
5124
5125                                                 /* Message */
5126 #ifdef JP
5127                                                 msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
5128 #else
5129                                                 msg_print("You are too weak to control the stone!");
5130 #endif
5131
5132                                                 /* Hack -- Bypass free action */
5133                                                 (void)set_paralyzed(p_ptr->paralyzed +
5134                                                         randint1(5 * oops + 1));
5135
5136                                                 /* Confusing. */
5137                                                 (void)set_confused(p_ptr->confused +
5138                                                         randint1(5 * oops + 1));
5139                                         }
5140
5141                                         /* Redraw mana */
5142                                         p_ptr->redraw |= (PR_MANA);
5143                                 }
5144
5145 #ifdef JP
5146                                 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
5147 #else
5148                                 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
5149 #endif
5150
5151                                 /* Confusing. */
5152                                 if (one_in_(5)) (void)set_confused(p_ptr->confused +
5153                                         randint1(10));
5154
5155                                 /* Exercise a little care... */
5156                                 if (one_in_(20))
5157 #ifdef JP
5158                                         take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
5159 #else
5160                                         take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
5161 #endif
5162                                 o_ptr->timeout = 0;
5163                                 break;
5164                         }
5165
5166                         case ART_BOROMIR:
5167                         {
5168                                 msg_print("You wind a mighty blast; your enemies tremble!");
5169                                 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
5170                                 o_ptr->timeout = randint0(40) + 40;
5171                                 break;
5172                         }
5173                         case ART_FARAMIR:
5174                         {
5175 #ifdef JP
5176                                 msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
5177 #else
5178                                 msg_print("You exterminate small life.");
5179 #endif
5180                                 (void)dispel_monsters(4);
5181                                 o_ptr->timeout = randint0(55) + 55;
5182                                 break;
5183                         }
5184
5185                         case ART_HIMRING:
5186                         {
5187 #ifdef JP
5188                                 msg_print("Æߤ¤²»¤¬ÊÕ¤ê¤òÊñ¤ß¤³¤ó¤À¡£");
5189 #else
5190                                 msg_print("A shrill wailing sound surrounds you.");
5191 #endif
5192                                 (void)set_protevil(randint1(25) + p_ptr->lev, FALSE);
5193                                 o_ptr->timeout = randint0(200) + 200;
5194                                 break;
5195                         }
5196
5197                         case ART_ICANUS:
5198                         {
5199
5200 #ifdef JP
5201                                 msg_print("¥í¡¼¥Ö¤¬½ã¿è¤ÊËâÎϤǿ̤¨¤¿¡£");
5202 #else
5203                                 msg_print("The robe pulsates with raw mana...");
5204 #endif
5205                                 if (!get_aim_dir(&dir)) return;
5206                                 fire_bolt(GF_MANA, dir, 120);
5207                                 o_ptr->timeout = randint0(120) + 120;
5208                                 break;
5209                         }
5210                         case ART_HURIN:
5211                         {
5212                                 (void)set_fast(randint1(50) + 50, FALSE);
5213                                 hp_player(10);
5214                                 set_afraid(0);
5215                                 set_hero(randint1(50) + 50, FALSE);
5216                                 o_ptr->timeout = randint0(200) + 100;
5217                                 break;
5218                         }
5219                         case ART_GIL_GALAD:
5220                         {
5221 #ifdef JP
5222                                 msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥");
5223 #else
5224                                 msg_print("Your shield gleams with blinding light...");
5225 #endif
5226                                 fire_ball(GF_LITE, 0, 300, 6);
5227                                 confuse_monsters(3 * p_ptr->lev / 2);
5228                                 o_ptr->timeout = 250;
5229                                 break;
5230                         }
5231                         case ART_YENDOR:
5232                         {
5233 #ifdef JP
5234                                 msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥");
5235 #else
5236                                 msg_print("Your card gleams with blinding light...");
5237 #endif
5238                                 if (!recharge(1000)) return;
5239                                 o_ptr->timeout = 200;
5240                                 break;
5241                         }
5242                         case ART_MURAMASA:
5243                         {
5244 #ifdef JP
5245                                 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
5246 #else
5247                                 if (get_check("Are you sure?!"))
5248 #endif
5249                                 {
5250 #ifdef JP
5251                                         msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
5252 #else
5253                                         msg_print("The Muramasa pulsates...");
5254 #endif
5255                                         do_inc_stat(A_STR);
5256                                         if (one_in_(2))
5257                                         {
5258 #ifdef JP
5259                                                 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
5260 #else
5261                                                 msg_print("The Muramasa is destroyed!");
5262 #endif
5263                                                 curse_weapon(TRUE, item);
5264                                         }
5265                                 }
5266                                 break;
5267                         }
5268                         case ART_FLY_STONE:
5269                         {
5270 #ifdef JP
5271                                 msg_print("ÀФ¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
5272 #else
5273                                 msg_print("Your stone glows pale...");
5274 #endif
5275
5276                                 if (!get_aim_dir(&dir)) return;
5277                                 fire_ball(GF_MANA, dir, 400, 4);
5278                                 o_ptr->timeout = randint0(250) + 250;
5279                                 break;
5280                         }
5281                         case ART_TAIKOBO:
5282                         {
5283                                 int x, y;
5284
5285                                 if (!get_rep_dir2(&dir)) return;
5286                                 y = py+ddy[dir];
5287                                 x = px+ddx[dir];
5288                                 tsuri_dir = dir;
5289                                 if (!(cave[y][x].feat == FEAT_DEEP_WATER) && !(cave[y][x].feat == FEAT_SHAL_WATER))
5290                                 {
5291 #ifdef JP
5292                                         msg_print("¤½¤³¤ÏΦÃϤÀ¡£");
5293 #else
5294                                         msg_print("There is no fishing place.");
5295 #endif
5296                                         return;
5297                                 }
5298                                 else if (cave[y][x].m_idx)
5299                                 {
5300                                         char m_name[80];
5301                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5302 #ifdef JP
5303                                         msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
5304 #else
5305                                         msg_format("%^s is stand in your way.", m_name);
5306 #endif
5307                                         energy_use = 0;
5308                                         return;
5309                                 }
5310                                 set_action(ACTION_FISH);
5311                                 p_ptr->redraw |= (PR_STATE);
5312                                 break;
5313                         }
5314                         case ART_JONES:
5315                         {
5316                                 if (!get_aim_dir(&dir)) return;
5317 #ifdef JP
5318                                 msg_print("¥à¥Á¤ò¿­¤Ð¤·¤¿¡£");
5319 #else
5320                                 msg_print("You stretched your wip.");
5321 #endif
5322
5323                                 fetch(dir, 500, TRUE);
5324                                 o_ptr->timeout = randint0(25) + 25;
5325                                 break;
5326                         }
5327                         case ART_ARRYU:
5328                         {
5329                                 u32b mode = PM_ALLOW_GROUP;
5330                                 bool pet = !one_in_(5);
5331                                 if (pet) mode |= PM_FORCE_PET;
5332                                 else mode |= PM_NO_PET;
5333
5334                                 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
5335                                 {
5336
5337                                         if (pet)
5338 #ifdef JP
5339                                                 msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5340 #else
5341                                         msg_print("A group of hounds appear as your servant.");
5342 #endif
5343
5344                                         else
5345 #ifdef JP
5346                                                 msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
5347 #else
5348                                                 msg_print("A group of hounds appear as your enemy!");
5349 #endif
5350
5351                                 }
5352
5353                                 o_ptr->timeout = 300 + randint1(150);
5354                                 break;
5355                         }
5356
5357                         case ART_GAEBOLG:
5358                         {
5359 #ifdef JP
5360                                 msg_print("¥¹¥Ô¥¢¤ÏâÁ¤·¤¯µ±¤¤¤¿...");
5361 #else
5362                                 msg_print("Your spear grows brightly...");
5363 #endif
5364
5365                                 if (!get_aim_dir(&dir)) return;
5366                                 fire_ball(GF_LITE, dir, 200, 3);
5367                                 o_ptr->timeout = randint0(200) + 200;
5368                                 break;
5369                         }
5370
5371                         case ART_INROU:
5372                         {
5373                                 int count = 0, i;
5374                                 monster_type *m_ptr;
5375 #ifndef JP
5376                                 cptr kakusan = "";
5377 #endif
5378
5379                                 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
5380                                 {
5381 #ifdef JP
5382                                         msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5383 #else
5384                                         msg_print("Suke-san apperars.");
5385                                         kakusan = "Suke-san";
5386 #endif
5387                                         count++;
5388                                 }
5389                                 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
5390                                 {
5391 #ifdef JP
5392                                         msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5393 #else
5394                                         msg_print("Kaku-san appears.");
5395                                         kakusan = "Kaku-san";
5396 #endif
5397                                         count++;
5398                                 }
5399                                 if (!count)
5400                                 {
5401                                         for (i = m_max - 1; i > 0; i--)
5402                                         {
5403                                                 m_ptr = &m_list[i];
5404                                                 if (!m_ptr->r_idx) continue;
5405                                                 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
5406                                                 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
5407                                                 count++;
5408                                                 break;
5409                                         }
5410                                 }
5411
5412                                 if (count)
5413                                 {
5414 #ifdef JP
5415                                         msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
5416 #else
5417                                         msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
5418 #endif
5419
5420                                         sukekaku = TRUE;
5421                                         stun_monsters(120);
5422                                         confuse_monsters(120);
5423                                         turn_monsters(120);
5424                                         stasis_monsters(120);
5425                                         sukekaku = FALSE;
5426                                 }
5427                                 else
5428                                 {
5429 #ifdef JP
5430                                         msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
5431 #else
5432                                         msg_print("Nothing happen.");
5433 #endif
5434                                 }
5435                                 o_ptr->timeout = randint0(150) + 150;
5436                                 break;
5437                         }
5438
5439                         case ART_HYOUSIGI:
5440                         {
5441 #ifdef JP
5442                                 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
5443 #else
5444                                 msg_print("You beat Your wooden clappers.");
5445 #endif
5446                                 aggravate_monsters(0);
5447                                 break;
5448                         }
5449
5450                         case ART_MATOI:
5451                         case ART_AEGISFANG:
5452                         {
5453                                 set_hero(randint1(25)+25, FALSE);
5454                                 hp_player(10);
5455                                 o_ptr->timeout = randint0(30) + 30;
5456                                 break;
5457                         }
5458
5459                         case ART_EARENDIL:
5460                         {
5461                                 (void)set_poisoned(0);
5462                                 (void)set_confused(0);
5463                                 (void)set_blind(0);
5464                                 (void)set_stun(0);
5465                                 (void)set_cut(0);
5466                                 (void)set_image(0);
5467
5468                                 o_ptr->timeout = 100;
5469                                 break;
5470                         }
5471
5472                         case ART_BOLISHOI:
5473                         {
5474                                 if (!get_aim_dir(&dir)) return;
5475                                 (void)charm_animal(dir, p_ptr->lev);
5476
5477                                 o_ptr->timeout = 200;
5478                                 break;
5479                         }
5480
5481                         case ART_ARUNRUTH:
5482                         {
5483 #ifdef JP
5484                                 msg_print("¥½¡¼¥É¤¬Ã¸¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
5485 #else
5486                                 msg_print("Your sword glows a pale blue...");
5487 #endif
5488                                 if (!get_aim_dir(&dir)) return;
5489                                 fire_bolt(GF_COLD, dir, damroll(12, 8));
5490                                 o_ptr->timeout = 50;
5491                                 break;
5492                         }
5493                         case ART_BLOOD:
5494                         {
5495                                 int dummy, i;
5496 #ifdef JP
5497                                 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
5498 #else
5499                                 msg_print("Your scythe glows brightly!");
5500 #endif
5501                                 for (i = 0; i < TR_FLAG_SIZE; i++)
5502                                         o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
5503
5504                                 dummy = randint1(2)+randint1(2);
5505                                 for (i = 0; i < dummy; i++)
5506                                 {
5507                                         int flag = randint0(19);
5508                                         if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
5509                                         else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
5510                                 }
5511                                 dummy = randint1(2);
5512                                 for (i = 0; i < dummy; i++)
5513                                         one_resistance(o_ptr);
5514                                 dummy = 2;
5515                                 for (i = 0; i < dummy; i++)
5516                                 {
5517                                         int tmp = randint0(11);
5518                                         if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
5519                                         else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
5520                                 }
5521                                 o_ptr->timeout = 3333;
5522                                 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
5523                                 p_ptr->update |= (PU_BONUS | PU_HP);
5524                                 break;
5525                         }
5526                         case ART_KESHO:
5527                         {
5528 #ifdef JP
5529                                 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
5530 #else
5531                                 msg_print("You stamp. (as if you are in a ring.)");
5532 #endif
5533                                 (void)set_hero(randint1(20) + 20, FALSE);
5534                                 dispel_evil(p_ptr->lev * 3);
5535                                 o_ptr->timeout = 100 + randint1(100);
5536                                 break;
5537                         }
5538                         case ART_MOOK:
5539                         {
5540 #ifdef JP
5541                                 msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿...");
5542 #else
5543                                 msg_print("Your cloak grows white.");
5544 #endif
5545                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
5546                                 o_ptr->timeout = 40 + randint1(40);
5547                                 break;
5548                         }
5549                         case ART_HERMIT:
5550                         {
5551 #ifdef JP
5552                                 msg_print("¥à¥Á¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
5553 #else
5554                                 msg_print("The whip lets out a shrill wail...");
5555 #endif
5556
5557                                 k = 3 * p_ptr->lev;
5558                                 (void)set_protevil(randint1(25) + k, FALSE);
5559                                 o_ptr->timeout = randint0(225) + 225;
5560                                 break;
5561                         }
5562                         case ART_JIZO:
5563                         {
5564                                 u32b mode = PM_ALLOW_GROUP;
5565                                 bool pet = !one_in_(5);
5566                                 if (pet) mode |= PM_FORCE_PET;
5567
5568                                 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
5569                                 {
5570                                         if (pet)
5571 #ifdef JP
5572                                                 msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5573 #else
5574                                         msg_print("A group of octopuses appear as your servant.");
5575 #endif
5576
5577                                         else
5578 #ifdef JP
5579                                                 msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
5580 #else
5581                                                 msg_print("A group of octopuses appear as your enemy!");
5582 #endif
5583
5584                                 }
5585
5586                                 o_ptr->timeout = 300 + randint1(150);
5587                                 break;
5588                         }
5589
5590                         case ART_FUNDIN:
5591                         {
5592 #ifdef JP
5593                                 msg_print("Å´µå¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
5594 #else
5595                                 msg_print("The iron ball floods the area with goodness...");
5596 #endif
5597
5598                                 dispel_evil(p_ptr->lev * 5);
5599                                 o_ptr->timeout = randint0(100) + 100;
5600                                 break;
5601                         }
5602
5603                         case ART_NIGHT:
5604                         {
5605 #ifdef JP
5606                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
5607 #else
5608                                 msg_print("Your amulet is coverd in pitch-darkness...");
5609 #endif
5610                                 if (!get_aim_dir(&dir)) return;
5611                                 fire_ball(GF_DARK, dir, 250, 4);
5612                                 o_ptr->timeout = randint0(150) + 150;
5613                                 break;
5614                         }
5615                 }
5616
5617                 /* Window stuff */
5618                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5619
5620                 /* Done */
5621                 return;
5622         }
5623
5624         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_ACID))
5625         {
5626                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
5627                 o_ptr->timeout = randint0(50) + 50;
5628                 return;
5629         }
5630
5631         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_ELEC))
5632         {
5633                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
5634                 o_ptr->timeout = randint0(50) + 50;
5635                 return;
5636         }
5637
5638         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_FIRE))
5639         {
5640                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
5641                 o_ptr->timeout = randint0(50) + 50;
5642                 return;
5643         }
5644
5645         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_COLD))
5646         {
5647                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
5648                 o_ptr->timeout = randint0(50) + 50;
5649                 return;
5650         }
5651
5652         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_EARTHQUAKE))
5653         {
5654                 earthquake(py, px, 5);
5655                 o_ptr->timeout = 100 + randint1(100);
5656
5657                 /* Window stuff */
5658                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5659
5660                 /* Done */
5661                 return;
5662         }
5663
5664
5665         else if (o_ptr->name2 == EGO_TRUMP)
5666         {
5667                 teleport_player(100);
5668                 o_ptr->timeout = 50 + randint1(50);
5669
5670                 /* Window stuff */
5671                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5672
5673                 /* Done */
5674                 return;
5675         }
5676
5677
5678         else if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
5679         {
5680                 if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
5681                 {
5682 #ifdef JP
5683                         msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
5684 #else
5685                         msg_print("It has no fuel.");
5686 #endif
5687                         energy_use = 0;
5688                         return;
5689                 }
5690                 lite_area(damroll(2, 15), 3);
5691                 o_ptr->timeout = randint0(10) + 10;
5692
5693                 /* Window stuff */
5694                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5695
5696                 return;
5697         }
5698
5699
5700         else if (o_ptr->name2 == EGO_EARTHQUAKES)
5701         {
5702                 earthquake(py, px, 5);
5703                 o_ptr->timeout = 100 + randint1(100);
5704
5705                 /* Window stuff */
5706                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5707
5708                 /* Done */
5709                 return;
5710         }
5711
5712
5713         else if (o_ptr->name2 == EGO_JUMP)
5714         {
5715                 teleport_player(10);
5716                 o_ptr->timeout = 10 + randint1(10);
5717
5718                 /* Window stuff */
5719                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5720
5721                 /* Done */
5722                 return;
5723         }
5724
5725
5726         /* Hack -- Dragon Scale Mail can be activated as well */
5727         else if (o_ptr->tval == TV_DRAG_ARMOR)
5728         {
5729                 /* Get a direction for breathing (or abort) */
5730                 if (!get_aim_dir(&dir)) return;
5731
5732                 /* Branch on the sub-type */
5733                 switch (o_ptr->sval)
5734                 {
5735                         case SV_DRAGON_BLUE:
5736                         {
5737 #ifdef JP
5738                                 msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5739 #else
5740                                 msg_print("You breathe lightning.");
5741 #endif
5742
5743                                 fire_ball(GF_ELEC, dir, 100, -2);
5744                                 o_ptr->timeout = randint0(150) + 150;
5745                                 break;
5746                         }
5747
5748                         case SV_DRAGON_WHITE:
5749                         {
5750 #ifdef JP
5751                                 msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5752 #else
5753                                 msg_print("You breathe frost.");
5754 #endif
5755
5756                                 fire_ball(GF_COLD, dir, 110, -2);
5757                                 o_ptr->timeout = randint0(150) + 150;
5758                                 break;
5759                         }
5760
5761                         case SV_DRAGON_BLACK:
5762                         {
5763 #ifdef JP
5764                                 msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5765 #else
5766                                 msg_print("You breathe acid.");
5767 #endif
5768
5769                                 fire_ball(GF_ACID, dir, 130, -2);
5770                                 o_ptr->timeout = randint0(150) + 150;
5771                                 break;
5772                         }
5773
5774                         case SV_DRAGON_GREEN:
5775                         {
5776 #ifdef JP
5777                                 msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5778 #else
5779                                 msg_print("You breathe poison gas.");
5780 #endif
5781
5782                                 fire_ball(GF_POIS, dir, 150, -2);
5783                                 o_ptr->timeout = randint0(180) + 180;
5784                                 break;
5785                         }
5786
5787                         case SV_DRAGON_RED:
5788                         {
5789 #ifdef JP
5790                                 msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5791 #else
5792                                 msg_print("You breathe fire.");
5793 #endif
5794
5795                                 fire_ball(GF_FIRE, dir, 200, -2);
5796                                 o_ptr->timeout = randint0(200) + 200;
5797                                 break;
5798                         }
5799
5800                         case SV_DRAGON_MULTIHUED:
5801                         {
5802                                 chance = randint0(5);
5803 #ifdef JP
5804                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5805                                            ((chance == 1) ? "°ðºÊ" :
5806                                             ((chance == 2) ? "Î䵤" :
5807                                              ((chance == 3) ? "»À" :
5808                                               ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
5809 #else
5810                                 msg_format("You breathe %s.",
5811                                            ((chance == 1) ? "lightning" :
5812                                             ((chance == 2) ? "frost" :
5813                                              ((chance == 3) ? "acid" :
5814                                               ((chance == 4) ? "poison gas" : "fire")))));
5815 #endif
5816
5817                                 fire_ball(((chance == 1) ? GF_ELEC :
5818                                            ((chance == 2) ? GF_COLD :
5819                                             ((chance == 3) ? GF_ACID :
5820                                              ((chance == 4) ? GF_POIS : GF_FIRE)))),
5821                                           dir, 250, -2);
5822                                 o_ptr->timeout = randint0(200) + 200;
5823                                 break;
5824                         }
5825
5826                         case SV_DRAGON_BRONZE:
5827                         {
5828 #ifdef JP
5829                                 msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5830 #else
5831                                 msg_print("You breathe confusion.");
5832 #endif
5833
5834                                 fire_ball(GF_CONFUSION, dir, 120, -2);
5835                                 o_ptr->timeout = randint0(180) + 180;
5836                                 break;
5837                         }
5838
5839                         case SV_DRAGON_GOLD:
5840                         {
5841 #ifdef JP
5842                                 msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5843 #else
5844                                 msg_print("You breathe sound.");
5845 #endif
5846
5847                                 fire_ball(GF_SOUND, dir, 130, -2);
5848                                 o_ptr->timeout = randint0(180) + 180;
5849                                 break;
5850                         }
5851
5852                         case SV_DRAGON_CHAOS:
5853                         {
5854                                 chance = randint0(2);
5855 #ifdef JP
5856                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5857                                            ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
5858 #else
5859                                 msg_format("You breathe %s.",
5860                                            ((chance == 1 ? "chaos" : "disenchantment")));
5861 #endif
5862
5863                                 fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
5864                                           dir, 220, -2);
5865                                 o_ptr->timeout = randint0(200) + 200;
5866                                 break;
5867                         }
5868
5869                         case SV_DRAGON_LAW:
5870                         {
5871                                 chance = randint0(2);
5872 #ifdef JP
5873                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5874                                            ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
5875 #else
5876                                 msg_format("You breathe %s.",
5877                                            ((chance == 1 ? "sound" : "shards")));
5878 #endif
5879
5880                                 fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
5881                                           dir, 230, -2);
5882                                 o_ptr->timeout = randint0(200) + 200;
5883                                 break;
5884                         }
5885
5886                         case SV_DRAGON_BALANCE:
5887                         {
5888                                 chance = randint0(4);
5889 #ifdef JP
5890                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿",
5891                                            ((chance == 1) ? "¥«¥ª¥¹" :
5892                                             ((chance == 2) ? "Îô²½" :
5893                                              ((chance == 3) ? "¹ì²»" : "ÇËÊÒ"))));
5894 #else
5895                                 msg_format("You breathe %s.",
5896                                            ((chance == 1) ? "chaos" :
5897                                             ((chance == 2) ? "disenchantment" :
5898                                              ((chance == 3) ? "sound" : "shards"))));
5899 #endif
5900
5901                                 fire_ball(((chance == 1) ? GF_CHAOS :
5902                                            ((chance == 2) ? GF_DISENCHANT :
5903                                             ((chance == 3) ? GF_SOUND : GF_SHARDS))),
5904                                           dir, 250, -2);
5905                                 o_ptr->timeout = randint0(200) + 200;
5906                                 break;
5907                         }
5908
5909                         case SV_DRAGON_SHINING:
5910                         {
5911                                 chance = randint0(2);
5912 #ifdef JP
5913                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5914                                            ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
5915 #else
5916                                 msg_format("You breathe %s.",
5917                                            ((chance == 0 ? "light" : "darkness")));
5918 #endif
5919
5920                                 fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
5921                                 o_ptr->timeout = randint0(200) + 200;
5922                                 break;
5923                         }
5924
5925                         case SV_DRAGON_POWER:
5926                         {
5927 #ifdef JP
5928 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5929 #else
5930                                 msg_print("You breathe the elements.");
5931 #endif
5932
5933                                 fire_ball(GF_MISSILE, dir, 300, -3);
5934                                 o_ptr->timeout = randint0(200) + 200;
5935                                 break;
5936                         }
5937                 }
5938
5939                 /* Window stuff */
5940                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5941
5942                 /* Success */
5943                 return;
5944         }
5945
5946         else if (o_ptr->tval == TV_RING)
5947         {
5948                 if (o_ptr->name2)
5949                 {
5950                         bool success = TRUE;
5951
5952                         switch (o_ptr->name2)
5953                         {
5954                         case EGO_RING_HERO:
5955                                 (void)set_afraid(0);
5956                                 (void)set_hero(randint1(25) + 25, FALSE);
5957                                 (void)hp_player(10);
5958                                 o_ptr->timeout = randint1(100)+100;
5959                                 break;
5960                         case EGO_RING_MAGIC_MIS:
5961                                 if (!get_aim_dir(&dir)) return;
5962                                 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
5963                                 o_ptr->timeout = 2;
5964                                 break;
5965                         case EGO_RING_FIRE_BOLT:
5966                                 if (!get_aim_dir(&dir)) return;
5967                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
5968                                 o_ptr->timeout = randint0(8) + 8;
5969                                 break;
5970                         case EGO_RING_COLD_BOLT:
5971                                 if (!get_aim_dir(&dir)) return;
5972                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
5973                                 o_ptr->timeout = randint0(7) + 7;
5974                                 break;
5975                         case EGO_RING_ELEC_BOLT:
5976                                 if (!get_aim_dir(&dir)) return;
5977                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
5978                                 o_ptr->timeout = randint0(5) + 5;
5979                                 break;
5980                         case EGO_RING_ACID_BOLT:
5981                                 if (!get_aim_dir(&dir)) return;
5982                                 fire_bolt(GF_FIRE, dir, damroll(5, 8));
5983                                 o_ptr->timeout = randint0(6) + 6;
5984                                 break;
5985                         case EGO_RING_MANA_BOLT:
5986                                 if (!get_aim_dir(&dir)) return;
5987                                 fire_bolt(GF_MANA, dir, 120);
5988                                 o_ptr->timeout = randint0(120)+120;
5989                                 break;
5990                         case EGO_RING_FIRE_BALL:
5991                                 if (!get_aim_dir(&dir)) return;
5992                                 fire_ball(GF_FIRE, dir, 100, 2);
5993                                 o_ptr->timeout = randint0(80) + 80;
5994                                 break;
5995                         case EGO_RING_COLD_BALL:
5996                                 if (!get_aim_dir(&dir)) return;
5997                                 fire_ball(GF_COLD, dir, 100, 2);
5998                                 o_ptr->timeout = randint0(80) + 80;
5999                                 break;
6000                         case EGO_RING_ELEC_BALL:
6001                                 if (!get_aim_dir(&dir)) return;
6002                                 fire_ball(GF_ELEC, dir, 100, 2);
6003                                 o_ptr->timeout = randint0(80) + 80;
6004                                 break;
6005                         case EGO_RING_ACID_BALL:
6006                                 if (!get_aim_dir(&dir)) return;
6007                                 fire_ball(GF_ACID, dir, 100, 2);
6008                                 o_ptr->timeout = randint0(80) + 80;
6009                                 break;
6010                         case EGO_RING_MANA_BALL:
6011                                 if (!get_aim_dir(&dir)) return;
6012                                 fire_ball(GF_MANA, dir, 250, 2);
6013                                 o_ptr->timeout = 300;
6014                                 break;
6015                         case EGO_RING_DRAGON_F:
6016                                 if (!get_aim_dir(&dir)) return;
6017                                 fire_ball(GF_FIRE, dir, 200, -2);
6018                                 if (o_ptr->sval == SV_RING_FLAMES)
6019                                 {
6020                                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
6021                                         o_ptr->timeout = 200;
6022                                 }
6023                                 else o_ptr->timeout = 250;
6024                                 break;
6025                         case EGO_RING_DRAGON_C:
6026                                 if (!get_aim_dir(&dir)) return;
6027                                 fire_ball(GF_COLD, dir, 200, -2);
6028                                 if (o_ptr->sval == SV_RING_ICE)
6029                                 {
6030                                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
6031                                         o_ptr->timeout = 200;
6032                                 }
6033                                 else o_ptr->timeout = 250;
6034                                 break;
6035                         case EGO_RING_M_DETECT:
6036                                 (void)detect_monsters_invis(255);
6037                                 (void)detect_monsters_normal(255);
6038                                 o_ptr->timeout = 150;
6039                                 break;
6040                         case EGO_RING_D_SPEED:
6041                                 (void)set_fast(randint1(30) + 15, FALSE);
6042                                 o_ptr->timeout = 100;
6043                                 break;
6044                         case EGO_RING_BERSERKER:
6045                                 (void)set_shero(randint1(25) + 25, FALSE);
6046                                 o_ptr->timeout = randint0(75)+75;
6047                                 break;
6048                         case EGO_RING_TELE_AWAY:
6049                                 if (!get_aim_dir(&dir)) return;
6050                                 teleport_monster(dir);
6051                                 o_ptr->timeout = 150;
6052                                 break;
6053                         case EGO_RING_TRUE:
6054                         {
6055                                 int v = randint1(25)+25;
6056                                 (void)set_afraid(0);
6057                                 (void)set_hero(v, FALSE);
6058                                 (void)hp_player(10);
6059                                 (void)set_blessed(v, FALSE);
6060                                 (void)set_oppose_acid(v, FALSE);
6061                                 (void)set_oppose_elec(v, FALSE);
6062                                 (void)set_oppose_fire(v, FALSE);
6063                                 (void)set_oppose_cold(v, FALSE);
6064                                 (void)set_oppose_pois(v, FALSE);
6065                                 (void)set_ultimate_res(v, FALSE);
6066                                 o_ptr->timeout = 777;
6067                                 break;
6068                         }
6069                         default:
6070                                 success = FALSE;
6071                                 break;
6072                         }
6073                         if (success) return;
6074                 }
6075
6076                 /* Get a direction for breathing (or abort) */
6077                 if (!get_aim_dir(&dir)) return;
6078
6079                 switch (o_ptr->sval)
6080                 {
6081                         case SV_RING_ACID:
6082                         {
6083                                 fire_ball(GF_ACID, dir, 100, 2);
6084                                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
6085                                 o_ptr->timeout = randint0(50) + 50;
6086                                 break;
6087                         }
6088
6089                         case SV_RING_ICE:
6090                         {
6091                                 fire_ball(GF_COLD, dir, 100, 2);
6092                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6093                                 o_ptr->timeout = randint0(50) + 50;
6094                                 break;
6095                         }
6096
6097                         case SV_RING_FLAMES:
6098                         {
6099                                 fire_ball(GF_FIRE, dir, 100, 2);
6100                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6101                                 o_ptr->timeout = randint0(50) + 50;
6102                                 break;
6103                         }
6104
6105                         case SV_RING_ELEC:
6106                         {
6107                                 fire_ball(GF_ELEC, dir, 100, 2);
6108                                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
6109                                 o_ptr->timeout = randint0(50) + 50;
6110                                 break;
6111                         }
6112                 }
6113
6114                 /* Window stuff */
6115                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
6116
6117                 /* Success */
6118                 return;
6119         }
6120
6121         else if (o_ptr->tval == TV_AMULET)
6122         {
6123                 if (o_ptr->name2)
6124                 {
6125                         switch (o_ptr->name2)
6126                         {
6127                         case EGO_AMU_IDENT:
6128                                 if (!ident_spell(FALSE, FALSE)) return;
6129                                 o_ptr->timeout = 10;
6130                                 break;
6131                         case EGO_AMU_CHARM:
6132                                 if (!get_aim_dir(&dir)) return;
6133                                 charm_monster(dir, MAX(20, p_ptr->lev));
6134                                 o_ptr->timeout = 200;
6135                                 break;
6136                         case EGO_AMU_JUMP:
6137                                 teleport_player(10);
6138                                 o_ptr->timeout = randint0(10) + 10;
6139                                 break;
6140                         case EGO_AMU_TELEPORT:
6141                                 teleport_player(100);
6142                                 o_ptr->timeout = randint0(50) + 50;
6143                                 break;
6144                         case EGO_AMU_D_DOOR:
6145                                 (void)dimension_door();
6146                                 o_ptr->timeout = 200;
6147                                 break;
6148                         case EGO_AMU_RES_FIRE_:
6149                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6150                                 o_ptr->timeout = randint0(50) + 50;
6151                                 break;
6152                         case EGO_AMU_RES_COLD_:
6153                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6154                                 o_ptr->timeout = randint0(50) + 50;
6155                                 break;
6156                         case EGO_AMU_RES_ELEC_:
6157                                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
6158                                 o_ptr->timeout = randint0(50) + 50;
6159                                 break;
6160                         case EGO_AMU_RES_ACID_:
6161                                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
6162                                 o_ptr->timeout = randint0(50) + 50;
6163                                 break;
6164                         case EGO_AMU_DETECTION:
6165                                 detect_all(DETECT_RAD_DEFAULT);
6166                                 o_ptr->timeout = randint0(55)+55;
6167                                 break;
6168                         }
6169                 }
6170                 return;
6171         }
6172
6173         else if (o_ptr->tval == TV_WHISTLE)
6174         {
6175 #if 0
6176                 if (cursed_p(o_ptr))
6177                 {
6178 #ifdef JP
6179                         msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤­ÅϤä¿¡£");
6180 #else
6181                         msg_print("You produce a shrill whistling sound.");
6182 #endif
6183                         aggravate_monsters(0);
6184                 }
6185                 else
6186 #endif
6187                 {
6188                         int pet_ctr, i;
6189                         u16b *who;
6190                         int max_pet = 0;
6191                         u16b dummy_why;
6192
6193                         /* Allocate the "who" array */
6194                         C_MAKE(who, max_m_idx, u16b);
6195
6196                         /* Process the monsters (backwards) */
6197                         for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
6198                         {
6199                                 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
6200                                   who[max_pet++] = pet_ctr;
6201                         }
6202
6203                         /* Select the sort method */
6204                         ang_sort_comp = ang_sort_comp_pet;
6205                         ang_sort_swap = ang_sort_swap_hook;
6206
6207                         ang_sort(who, &dummy_why, max_pet);
6208
6209                         /* Process the monsters (backwards) */
6210                         for (i = 0; i < max_pet; i++)
6211                         {
6212                                 pet_ctr = who[i];
6213                                 teleport_to_player(pet_ctr, 100);
6214                         }
6215
6216                         /* Free the "who" array */
6217                         C_KILL(who, max_m_idx, u16b);
6218                 }
6219                 o_ptr->timeout = 100+randint1(100);
6220                 return;
6221         }
6222         else if (o_ptr->tval == TV_CAPTURE)
6223         {
6224                 if(!o_ptr->pval)
6225                 {
6226                         bool old_target_pet = target_pet;
6227                         target_pet = TRUE;
6228                         if (!get_aim_dir(&dir))
6229                         {
6230                                 target_pet = old_target_pet;
6231                                 return;
6232                         }
6233                         target_pet = old_target_pet;
6234
6235                         if(fire_ball(GF_CAPTURE, dir, 0, 0))
6236                         {
6237                                 o_ptr->pval = cap_mon;
6238                                 o_ptr->xtra3 = cap_mspeed;
6239                                 o_ptr->xtra4 = cap_hp;
6240                                 o_ptr->xtra5 = cap_maxhp;
6241                                 if (cap_nickname)
6242                                 {
6243                                         cptr t;
6244                                         char *s;
6245                                         char buf[80] = "";
6246
6247                                         if (o_ptr->inscription)
6248                                                 strcpy(buf, quark_str(o_ptr->inscription));
6249                                         s = buf;
6250                                         for (s = buf;*s && (*s != '#'); s++)
6251                                         {
6252 #ifdef JP
6253                                                 if (iskanji(*s)) s++;
6254 #endif
6255                                         }
6256                                         *s = '#';
6257                                         s++;
6258 #ifdef JP
6259  /*nothing*/
6260 #else
6261                                         *s++ = '\'';
6262 #endif
6263                                         t = quark_str(cap_nickname);
6264                                         while (*t)
6265                                         {
6266                                                 *s = *t;
6267                                                 s++;
6268                                                 t++;
6269                                         }
6270 #ifdef JP
6271  /*nothing*/
6272 #else
6273                                         *s++ = '\'';
6274 #endif
6275                                         *s = '\0';
6276                                         o_ptr->inscription = quark_add(buf);
6277                                 }
6278                         }
6279                 }
6280                 else
6281                 {
6282                         bool success = FALSE;
6283                         if (!get_rep_dir2(&dir)) return;
6284                         if (cave_floor_bold(py+ddy[dir],px+ddx[dir]))
6285                         {
6286                                 if (place_monster_aux(0, py + ddy[dir], px + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
6287                                 {
6288                                         if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
6289                                         if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
6290                                         if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
6291                                         m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
6292                                         if (o_ptr->inscription)
6293                                         {
6294                                                 char buf[80];
6295                                                 cptr t;
6296 #ifndef JP
6297                                                 bool quote = FALSE;
6298 #endif
6299
6300                                                 t = quark_str(o_ptr->inscription);
6301                                                 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
6302                                                 {
6303 #ifdef JP
6304                                                         if (iskanji(*t)) t++;
6305 #endif
6306                                                 }
6307                                                 if (*t)
6308                                                 {
6309                                                         char *s = buf;
6310                                                         t++;
6311 #ifdef JP
6312                                                         /* nothing */
6313 #else
6314                                                         if (*t =='\'')
6315                                                         {
6316                                                                 t++;
6317                                                                 quote = TRUE;
6318                                                         }
6319 #endif
6320                                                         while(*t)
6321                                                         {
6322                                                                 *s = *t;
6323                                                                 t++;
6324                                                                 s++;
6325                                                         }
6326 #ifdef JP
6327                                                         /* nothing */
6328 #else
6329                                                         if (quote && *(s-1) =='\'')
6330                                                                 s--;
6331 #endif
6332                                                         *s = '\0';
6333                                                         m_list[hack_m_idx_ii].nickname = quark_add(buf);
6334                                                         t = quark_str(o_ptr->inscription);
6335                                                         s = buf;
6336                                                         while(*t && (*t != '#'))
6337                                                         {
6338                                                                 *s = *t;
6339                                                                 t++;
6340                                                                 s++;
6341                                                         }
6342                                                         *s = '\0';
6343                                                         o_ptr->inscription = quark_add(buf);
6344                                                 }
6345                                         }
6346                                         o_ptr->pval = 0;
6347                                         o_ptr->xtra3 = 0;
6348                                         o_ptr->xtra4 = 0;
6349                                         o_ptr->xtra5 = 0;
6350                                         success = TRUE;
6351                                 }
6352                         }
6353                         if (!success)
6354 #ifdef JP
6355                                 msg_print("¤ª¤Ã¤È¡¢²òÊü¤Ë¼ºÇÔ¤·¤¿¡£");
6356 #else
6357                                 msg_print("Oops.  You failed to release your pet.");
6358 #endif
6359                 }
6360                 return;
6361         }
6362
6363         /* Mistake */
6364 #ifdef JP
6365         msg_print("¤ª¤Ã¤È¡¢¤³¤Î¥¢¥¤¥Æ¥à¤Ï»ÏÆ°¤Ç¤­¤Ê¤¤¡£");
6366 #else
6367         msg_print("Oops.  That object cannot be activated.");
6368 #endif
6369
6370 }
6371
6372
6373 void do_cmd_activate(void)
6374 {
6375         int     item;
6376         cptr    q, s;
6377
6378
6379         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6380         {
6381                 set_action(ACTION_NONE);
6382         }
6383
6384         item_tester_no_ryoute = TRUE;
6385         /* Prepare the hook */
6386         item_tester_hook = item_tester_hook_activate;
6387
6388         /* Get an item */
6389 #ifdef JP
6390         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò»ÏÆ°¤µ¤»¤Þ¤¹¤«? ";
6391         s = "»ÏÆ°¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Ê¤¤¡£";
6392 #else
6393         q = "Activate which item? ";
6394         s = "You have nothing to activate.";
6395 #endif
6396
6397         if (!get_item(&item, q, s, (USE_EQUIP))) return;
6398
6399         /* Activate the item */
6400         do_cmd_activate_aux(item);
6401 }
6402
6403
6404 /*
6405  * Hook to determine if an object is useable
6406  */
6407 static bool item_tester_hook_use(object_type *o_ptr)
6408 {
6409         u32b flgs[TR_FLAG_SIZE];
6410
6411         /* Ammo */
6412         if (o_ptr->tval == p_ptr->tval_ammo)
6413                 return (TRUE);
6414
6415         /* Useable object */
6416         switch (o_ptr->tval)
6417         {
6418                 case TV_SPIKE:
6419                 case TV_STAFF:
6420                 case TV_WAND:
6421                 case TV_ROD:
6422                 case TV_SCROLL:
6423                 case TV_POTION:
6424                 case TV_FOOD:
6425                 {
6426                         return (TRUE);
6427                 }
6428
6429                 default:
6430                 {
6431                         int i;
6432
6433                         /* Not known */
6434                         if (!object_known_p(o_ptr)) return (FALSE);
6435
6436                         /* HACK - only items from the equipment can be activated */
6437                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6438                         {
6439                                 if (&inventory[i] == o_ptr)
6440                                 {
6441                                         /* Extract the flags */
6442                                         object_flags(o_ptr, flgs);
6443
6444                                         /* Check activation flag */
6445                                         if (have_flag(flgs, TR_ACTIVATE)) return (TRUE);
6446                                 }
6447                         }
6448                 }
6449         }
6450
6451         /* Assume not */
6452         return (FALSE);
6453 }
6454
6455
6456 /*
6457  * Use an item
6458  * XXX - Add actions for other item types
6459  */
6460 void do_cmd_use(void)
6461 {
6462         int         item;
6463         object_type *o_ptr;
6464         cptr        q, s;
6465
6466         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6467         {
6468                 set_action(ACTION_NONE);
6469         }
6470
6471         item_tester_no_ryoute = TRUE;
6472         /* Prepare the hook */
6473         item_tester_hook = item_tester_hook_use;
6474
6475         /* Get an item */
6476 #ifdef JP
6477 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
6478 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
6479 #else
6480         q = "Use which item? ";
6481         s = "You have nothing to use.";
6482 #endif
6483
6484         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return;
6485
6486         /* Get the item (in the pack) */
6487         if (item >= 0)
6488         {
6489                 o_ptr = &inventory[item];
6490         }
6491         /* Get the item (on the floor) */
6492         else
6493         {
6494                 o_ptr = &o_list[0 - item];
6495         }
6496
6497         switch (o_ptr->tval)
6498         {
6499                 /* Spike a door */
6500                 case TV_SPIKE:
6501                 {
6502                         do_cmd_spike();
6503                         break;
6504                 }
6505
6506                 /* Eat some food */
6507                 case TV_FOOD:
6508                 {
6509                         do_cmd_eat_food_aux(item);
6510                         break;
6511                 }
6512
6513                 /* Aim a wand */
6514                 case TV_WAND:
6515                 {
6516                         do_cmd_aim_wand_aux(item);
6517                         break;
6518                 }
6519
6520                 /* Use a staff */
6521                 case TV_STAFF:
6522                 {
6523                         do_cmd_use_staff_aux(item);
6524                         break;
6525                 }
6526
6527                 /* Zap a rod */
6528                 case TV_ROD:
6529                 {
6530                         do_cmd_zap_rod_aux(item);
6531                         break;
6532                 }
6533
6534                 /* Quaff a potion */
6535                 case TV_POTION:
6536                 {
6537                         do_cmd_quaff_potion_aux(item);
6538                         break;
6539                 }
6540
6541                 /* Read a scroll */
6542                 case TV_SCROLL:
6543                 {
6544                         /* Check some conditions */
6545                         if (p_ptr->blind)
6546                         {
6547 #ifdef JP
6548 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
6549 #else
6550                                 msg_print("You can't see anything.");
6551 #endif
6552
6553                                 return;
6554                         }
6555                         if (no_lite())
6556                         {
6557 #ifdef JP
6558 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
6559 #else
6560                                 msg_print("You have no light to read by.");
6561 #endif
6562
6563                                 return;
6564                         }
6565                         if (p_ptr->confused)
6566                         {
6567 #ifdef JP
6568 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª");
6569 #else
6570                                 msg_print("You are too confused!");
6571 #endif
6572
6573                                 return;
6574                         }
6575
6576                   do_cmd_read_scroll_aux(item);
6577                   break;
6578                 }
6579
6580                 /* Fire ammo */
6581                 case TV_SHOT:
6582                 case TV_ARROW:
6583                 case TV_BOLT:
6584                 {
6585                         do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
6586                         break;
6587                 }
6588
6589                 /* Activate an artifact */
6590                 default:
6591                 {
6592                         do_cmd_activate_aux(item);
6593                         break;
6594                 }
6595         }
6596 }
6597
6598 static bool select_magic_eater(bool only_browse)
6599 {
6600         int ext=0;
6601         char choice;
6602         bool flag, redraw, request_list;
6603         int tval = 0;
6604         int             ask = TRUE, i = 0;
6605         char            out_val[160];
6606
6607         int menu_line = (use_menu ? 1 : 0);
6608
6609 #ifdef ALLOW_REPEAT
6610         int sn;
6611         if (repeat_pull(&sn))
6612         {
6613                 /* Verify the spell */
6614                 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))
6615                         return sn;
6616                 else if (sn < EATER_EXT*2 && !(p_ptr->magic_num1[sn] < EATER_CHARGE))
6617                         return sn;
6618         }
6619         
6620 #endif /* ALLOW_REPEAT */
6621
6622         for (i = 0; i < 108; i++)
6623         {
6624                 if (p_ptr->magic_num2[i]) break;
6625         }
6626         if (i == 108)
6627         {
6628 #ifdef JP
6629                 msg_print("ËâË¡¤ò³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6630 #else
6631                 msg_print("You don't have any magic!");
6632 #endif
6633                 return -1;
6634         }
6635
6636         if (use_menu)
6637         {
6638                 screen_save();
6639
6640                 while(!tval)
6641                 {
6642 #ifdef JP
6643                         prt(format(" %s ¾ó", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
6644                         prt(format(" %s ËâË¡ËÀ", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
6645                         prt(format(" %s ¥í¥Ã¥É", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
6646                         prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
6647 #else
6648                         prt(format(" %s staff", (menu_line == 1) ? "> " : "  "), 2, 14);
6649                         prt(format(" %s wand", (menu_line == 2) ? "> " : "  "), 3, 14);
6650                         prt(format(" %s rod", (menu_line == 3) ? "> " : "  "), 4, 14);
6651                         prt("Which type of magic do you usu?", 0, 0);
6652 #endif
6653                         choice = inkey();
6654                         switch(choice)
6655                         {
6656                         case ESCAPE:
6657                         case 'z':
6658                         case 'Z':
6659                                 screen_load();
6660                                 return -1;
6661                         case '2':
6662                         case 'j':
6663                         case 'J':
6664                                 menu_line++;
6665                                 break;
6666                         case '8':
6667                         case 'k':
6668                         case 'K':
6669                                 menu_line+= 2;
6670                                 break;
6671                         case '\r':
6672                         case 'x':
6673                         case 'X':
6674                                 ext = (menu_line-1)*EATER_EXT;
6675                                 if (menu_line == 1) tval = TV_STAFF;
6676                                 else if (menu_line == 2) tval = TV_WAND;
6677                                 else tval = TV_ROD;
6678                                 break;
6679                         }
6680                         if (menu_line > 3) menu_line -= 3;
6681                 }
6682                 screen_load();
6683         }
6684         else
6685         {
6686         while (TRUE)
6687         {
6688 #ifdef JP
6689                 if (!get_com("[A] ¾ó, [B] ËâË¡ËÀ, [C] ¥í¥Ã¥É:", &choice, TRUE))
6690 #else
6691                 if (!get_com("[A] staff, [B] wand, [C] rod:", &choice, TRUE))
6692 #endif
6693                 {
6694                         return -1;
6695                 }
6696                 if (choice == 'A' || choice == 'a')
6697                 {
6698                         ext = 0;
6699                         tval = TV_STAFF;
6700                         break;
6701                 }
6702                 if (choice == 'B' || choice == 'b')
6703                 {
6704                         ext = EATER_EXT;
6705                         tval = TV_WAND;
6706                         break;
6707                 }
6708                 if (choice == 'C' || choice == 'c')
6709                 {
6710                         ext = EATER_EXT*2;
6711                         tval = TV_ROD;
6712                         break;
6713                 }
6714         }
6715         }
6716         for (i = ext; i < ext + EATER_EXT; i++)
6717         {
6718                 if (p_ptr->magic_num2[i])
6719                 {
6720                         if (use_menu) menu_line = i-ext+1;
6721                         break;
6722                 }
6723         }
6724         if (i == ext+EATER_EXT)
6725         {
6726 #ifdef JP
6727                 msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6728 #else
6729                 msg_print("You don't have that type of magic!");
6730 #endif
6731                 return -1;
6732         }
6733
6734         /* Nothing chosen yet */
6735         flag = FALSE;
6736
6737         /* No redraw yet */
6738         redraw = FALSE;
6739
6740         /* Build a prompt */
6741 #ifdef JP
6742 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
6743 #else
6744         (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? ");
6745 #endif
6746         
6747         /* Save the screen */
6748         screen_save();
6749
6750         request_list = always_show_list;
6751
6752         /* Get a spell from the user */
6753         while (!flag)
6754         {
6755                 /* Show the list */
6756                 if (request_list || use_menu)
6757                 {
6758                         byte y, x = 0;
6759                         int ctr, chance;
6760                         int k_idx;
6761                         char dummy[80];
6762                         int x1, y1, level;
6763                         byte col;
6764
6765                         strcpy(dummy, "");
6766
6767                         for (y = 1; y < 20; y++)
6768                                 prt("", y, x);
6769
6770                         y = 1;
6771
6772                         /* Print header(s) */
6773 #ifdef JP
6774                         prt(format("                           %s ¼ºÎ¨                           %s ¼ºÎ¨", (tval == TV_ROD ? "  ¾õÂÖ  " : "»ÈÍѲó¿ô"), (tval == TV_ROD ? "  ¾õÂÖ  " : "»ÈÍѲó¿ô")), y++, x);
6775 #else
6776                         prt(format("                           %s Fail                           %s Fail", (tval == TV_ROD ? "  Stat  " : " Charges"), (tval == TV_ROD ? "  Stat  " : " Charges")), y++, x);
6777 #endif
6778
6779                         /* Print list */
6780                         for (ctr = 0; ctr < EATER_EXT; ctr++)
6781                         {
6782                                 if (!p_ptr->magic_num2[ctr+ext]) continue;
6783
6784                                 k_idx = lookup_kind(tval, ctr);
6785
6786                                 if (use_menu)
6787                                 {
6788                                         if (ctr == (menu_line-1))
6789 #ifdef JP
6790                                                 strcpy(dummy, "¡Õ");
6791 #else
6792                                         strcpy(dummy, "> ");
6793 #endif
6794                                         else strcpy(dummy, "  ");
6795                                                 
6796                                 }
6797                                 /* letter/number for power selection */
6798                                 else
6799                                 {
6800                                         char letter;
6801                                         if (ctr < 26)
6802                                                 letter = I2A(ctr);
6803                                         else
6804                                                 letter = '0' + ctr - 26;
6805                                         sprintf(dummy, "%c)",letter);
6806                                 }
6807                                 x1 = ((ctr < EATER_EXT/2) ? x : x + 40);
6808                                 y1 = ((ctr < EATER_EXT/2) ? y + ctr : y + ctr - EATER_EXT/2);
6809                                 level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
6810                                 chance = level * 4 / 5 + 20;
6811                                 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
6812                                 level /= 2;
6813                                 if (p_ptr->lev > level)
6814                                 {
6815                                         chance -= 3 * (p_ptr->lev - level);
6816                                 }
6817                                 chance += p_ptr->to_m_chance;
6818                                 if (p_ptr->heavy_spell) chance += 20;
6819                                 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
6820                                 else if (p_ptr->easy_spell) chance-=3;
6821                                 else if (p_ptr->dec_mana) chance-=2;
6822                                 chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
6823                                 /* Stunning makes spells harder */
6824                                 if (p_ptr->stun > 50) chance += 25;
6825                                 else if (p_ptr->stun) chance += 15;
6826
6827                                 if (chance > 95) chance = 95;
6828
6829                                 if(p_ptr->dec_mana) chance--;
6830                                 if (p_ptr->heavy_spell) chance += 5;
6831
6832                                 col = TERM_WHITE;
6833
6834                                 if (k_idx)
6835                                 {
6836                                         if (tval == TV_ROD)
6837                                         {
6838                                                 strcat(dummy, format(
6839 #ifdef JP
6840                                                                " %-22.22s ½¼Å¶:%2d/%2d%3d%%",
6841 #else
6842                                                                " %-22.22s   (%2d/%2d) %3d%%",
6843 #endif
6844                                                                k_name + k_info[k_idx].name, 
6845                                                                p_ptr->magic_num1[ctr+ext] ? 
6846                                                                (p_ptr->magic_num1[ctr+ext] - 1) / (EATER_ROD_CHARGE * k_info[k_idx].pval) +1 : 0, 
6847                                                                p_ptr->magic_num2[ctr+ext], chance));
6848                                                 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;
6849                                         }
6850                                         else
6851                                         {
6852                                                 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));
6853                                                 if (p_ptr->magic_num1[ctr+ext] < EATER_CHARGE) col = TERM_RED;
6854                                         }
6855                                 }
6856                                 else
6857                                         strcpy(dummy, "");
6858                                 c_prt(col, dummy, y1, x1);
6859                         }
6860                 }
6861
6862                 if(!get_com(out_val, &choice, FALSE)) break; 
6863
6864                 if (use_menu && choice != ' ')
6865                 {
6866                         switch(choice)
6867                         {
6868                                 case '0':
6869                                 {
6870                                         screen_load();
6871                                         return (FALSE);
6872                                         break;
6873                                 }
6874
6875                                 case '8':
6876                                 case 'k':
6877                                 case 'K':
6878                                 {
6879                                         do
6880                                         {
6881                                                 menu_line += EATER_EXT - 1;
6882                                                 if (menu_line > EATER_EXT) menu_line -= EATER_EXT;
6883                                         } while(!p_ptr->magic_num2[menu_line+ext-1]);
6884                                         break;
6885                                 }
6886
6887                                 case '2':
6888                                 case 'j':
6889                                 case 'J':
6890                                 {
6891                                         do
6892                                         {
6893                                                 menu_line++;
6894                                                 if (menu_line > EATER_EXT) menu_line -= EATER_EXT;
6895                                         } while(!p_ptr->magic_num2[menu_line+ext-1]);
6896                                         break;
6897                                 }
6898
6899                                 case '4':
6900                                 case 'h':
6901                                 case 'H':
6902                                 case '6':
6903                                 case 'l':
6904                                 case 'L':
6905                                 {
6906                                         bool reverse = FALSE;
6907                                         if ((choice == '4') || (choice == 'h') || (choice == 'H')) reverse = TRUE;
6908                                         if (menu_line > EATER_EXT/2)
6909                                         {
6910                                                 menu_line -= EATER_EXT/2;
6911                                                 reverse = TRUE;
6912                                         }
6913                                         else menu_line+=EATER_EXT/2;
6914                                         while(!p_ptr->magic_num2[menu_line+ext-1])
6915                                         {
6916                                                 if (reverse)
6917                                                 {
6918                                                         menu_line--;
6919                                                         if (menu_line < 2) reverse = FALSE;
6920                                                 }
6921                                                 else
6922                                                 {
6923                                                         menu_line++;
6924                                                         if (menu_line > EATER_EXT-1) reverse = TRUE;
6925                                                 }
6926                                         }
6927                                         break;
6928                                 }
6929
6930                                 case 'x':
6931                                 case 'X':
6932                                 case '\r':
6933                                 {
6934                                         i = menu_line - 1;
6935                                         ask = FALSE;
6936                                         break;
6937                                 }
6938                         }
6939                 }
6940
6941                 /* Request redraw */
6942                 if (use_menu && ask) continue;
6943
6944                 /* Request redraw */
6945                 if (!use_menu && ((choice == ' ') || (choice == '*') || (choice == '?')))
6946                 {
6947                         /* Hide the list */
6948                         if (request_list)
6949                         {
6950                                 /* Hide list */
6951                                 request_list = FALSE;
6952                                 
6953                                 /* Restore the screen */
6954                                 screen_load();
6955                                 screen_save();
6956                         }
6957                         else
6958                                 request_list = TRUE;
6959
6960                         /* Redo asking */
6961                         continue;
6962                 }
6963
6964                 if (!use_menu)
6965                 {
6966                         if (isalpha(choice))
6967                         {
6968                                 /* Note verify */
6969                                 ask = (isupper(choice));
6970
6971                                 /* Lowercase */
6972                                 if (ask) choice = tolower(choice);
6973
6974                                 /* Extract request */
6975                                 i = (islower(choice) ? A2I(choice) : -1);
6976                         }
6977                         else
6978                         {
6979                                 ask = FALSE; /* Can't uppercase digits */
6980
6981                                 i = choice - '0' + 26;
6982                         }
6983                 }
6984
6985                 /* Totally Illegal */
6986                 if ((i < 0) || (i > EATER_EXT) || !p_ptr->magic_num2[i+ext])
6987                 {
6988                         bell();
6989                         continue;
6990                 }
6991
6992                 if (!only_browse)
6993                 {
6994                         /* Verify it */
6995                         if (ask)
6996                         {
6997                                 char tmp_val[160];
6998
6999                                 /* Prompt */
7000 #ifdef JP
7001                                 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", k_name + k_info[lookup_kind(tval ,i)].name);
7002 #else
7003                                 (void) strnfmt(tmp_val, 78, "Use %s?", k_name + k_info[lookup_kind(tval ,i)].name);
7004 #endif
7005
7006                                 /* Belay that order */
7007                                 if (!get_check(tmp_val)) continue;
7008                         }
7009                         if (tval == TV_ROD)
7010                         {
7011                                 if (p_ptr->magic_num1[ext+i]  > k_info[lookup_kind(tval, i)].pval * (p_ptr->magic_num2[ext+i] - 1) * EATER_ROD_CHARGE)
7012                                 {
7013 #ifdef JP
7014                                         msg_print("¤½¤ÎËâË¡¤Ï¤Þ¤À½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
7015 #else
7016                                         msg_print("The magic are still charging.");
7017 #endif
7018                                         msg_print(NULL);
7019                                         if (use_menu) ask = TRUE;
7020                                         continue;
7021                                 }
7022                         }
7023                         else
7024                         {
7025                                 if (p_ptr->magic_num1[ext+i] < EATER_CHARGE)
7026                                 {
7027 #ifdef JP
7028                                         msg_print("¤½¤ÎËâË¡¤Ï»ÈÍѲó¿ô¤¬ÀÚ¤ì¤Æ¤¤¤ë¡£");
7029 #else
7030                                         msg_print("The magic has no charges left.");
7031 #endif
7032                                         msg_print(NULL);
7033                                         if (use_menu) ask = TRUE;
7034                                         continue;
7035                                 }
7036                         }
7037                 }
7038
7039                 /* Browse */
7040                 else
7041                 {
7042                         int line, j;
7043                         char temp[70 * 20];
7044
7045                         /* Clear lines, position cursor  (really should use strlen here) */
7046                         Term_erase(7, 23, 255);
7047                         Term_erase(7, 22, 255);
7048                         Term_erase(7, 21, 255);
7049                         Term_erase(7, 20, 255);
7050
7051                         roff_to_buf(k_text + k_info[lookup_kind(tval, i)].text, 62, temp);
7052                         for (j = 0, line = 21; temp[j]; j += 1 + strlen(&temp[j]))
7053                         {
7054                                 prt(&temp[j], line, 10);
7055                                 line++;
7056                         }
7057         
7058 #ifdef JP
7059                         prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£",0,0);
7060 #else
7061                         prt("Hit any key.",0,0);
7062 #endif
7063                         (void)inkey();
7064                         continue;
7065                 }
7066
7067                 /* Stop the loop */
7068                 flag = TRUE;
7069         }
7070
7071         /* Restore the screen */
7072         screen_load();
7073
7074         if (!flag) return -1;
7075
7076 #ifdef ALLOW_REPEAT
7077         repeat_push(ext+i);
7078 #endif /* ALLOW_REPEAT */
7079         return ext+i;
7080 }
7081
7082
7083 /*
7084  *  Use eaten rod, wand or staff
7085  */
7086 void do_cmd_magic_eater(bool only_browse)
7087 {
7088         int item, dir, chance, level, k_idx, tval, sval;
7089         bool use_charge = TRUE;
7090
7091         /* Not when confused */
7092         if (!only_browse && p_ptr->confused)
7093         {
7094 #ifdef JP
7095 msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
7096 #else
7097                 msg_print("You are too confused!");
7098 #endif
7099
7100                 return;
7101         }
7102
7103         item = select_magic_eater(only_browse);
7104         if (item == -1)
7105         {
7106                 energy_use = 0;
7107                 return;
7108         }
7109         if (item >= EATER_EXT*2) {tval = TV_ROD;sval = item - EATER_EXT*2;}
7110         else if (item >= EATER_EXT) {tval = TV_WAND;sval = item - EATER_EXT;}
7111         else {tval = TV_STAFF;sval = item;}
7112         k_idx = lookup_kind(tval, sval);
7113
7114         level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
7115         chance = level * 4 / 5 + 20;
7116         chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
7117         level /= 2;
7118         if (p_ptr->lev > level)
7119         {
7120                 chance -= 3 * (p_ptr->lev - level);
7121         }
7122         chance += p_ptr->to_m_chance;
7123         if (p_ptr->heavy_spell) chance += 20;
7124         if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
7125         else if (p_ptr->easy_spell) chance-=3;
7126         else if (p_ptr->dec_mana) chance-=2;
7127         chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
7128         /* Stunning makes spells harder */
7129         if (p_ptr->stun > 50) chance += 25;
7130         else if (p_ptr->stun) chance += 15;
7131
7132         if (chance > 95) chance = 95;
7133
7134         if(p_ptr->dec_mana) chance--;
7135         if (p_ptr->heavy_spell) chance += 5;
7136
7137         if (randint0(100) < chance)
7138         {
7139                 if (flush_failure) flush();
7140
7141 #ifdef JP
7142 msg_print("¼öʸ¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡ª");
7143 #else
7144                 msg_format("You failed to get the magic off!");
7145 #endif
7146
7147                 sound(SOUND_FAIL);
7148                 if (randint1(100) >= chance)
7149                         chg_virtue(V_CHANCE,-1);
7150                 energy_use = 100;
7151
7152                 return;
7153         }
7154         else
7155         {
7156                 if (tval == TV_ROD)
7157                 {
7158                         if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE))
7159                                 if (!get_aim_dir(&dir)) return;
7160                         rod_effect(sval, dir, &use_charge, TRUE);
7161                         if (!use_charge) return;
7162                 }
7163                 else if (tval == TV_WAND)
7164                 {
7165                         if (!get_aim_dir(&dir)) return;
7166                         wand_effect(sval, dir, TRUE);
7167                 }
7168                 else
7169                 {
7170                         staff_effect(sval, &use_charge, TRUE);
7171                         if (!use_charge) return;
7172
7173                         /* Delayed optimization */
7174                         optimize_inventry_auto_destroy();
7175                 }
7176                 if (randint1(100) < chance)
7177                         chg_virtue(V_CHANCE,1);
7178         }
7179         energy_use = 100;
7180         if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE;
7181         else p_ptr->magic_num1[item] -= EATER_CHARGE;
7182 }