3 /* Purpose: Object commands */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 * This file includes code for eating food, drinking potions,
18 * reading scrolls, aiming wands, using staffs, zapping rods,
19 * and activating artifacts.
21 * In all cases, if the player becomes "aware" of the item's use
22 * by testing it, mark it as "aware" and reward some experience
23 * based on the object's level, always rounding up. If the player
24 * remains "unaware", mark that object "kind" as "tried".
26 * This code now correctly handles the unstacking of wands, staffs,
27 * and rods. Note the overly paranoid warning about potential pack
28 * overflow, which allows the player to use and drop a stacked item.
30 * In all "unstacking" scenarios, the "used" object is "carried" as if
31 * the player had just picked it up. In particular, this means that if
32 * the use of an item induces pack overflow, that item will be dropped.
34 * For simplicity, these routines induce a full "pack reorganization"
35 * which not only combines similar items, but also reorganizes various
36 * items to obey the current "sorting" method. This may require about
37 * 400 item comparisons, but only occasionally.
39 * There may be a BIG problem with any "effect" that can cause "changes"
40 * to the inventory. For example, a "scroll of recharging" can cause
41 * a wand/staff to "disappear", moving the inventory up. Luckily, the
42 * scrolls all appear BEFORE the staffs/wands, so this is not a problem.
43 * But, for example, a "staff of recharging" could cause MAJOR problems.
44 * In such a case, it will be best to either (1) "postpone" the effect
45 * until the end of the function, or (2) "change" the effect, say, into
46 * giving a staff "negative" charges, or "turning a staff into a stick".
47 * It seems as though a "rod of recharging" might in fact cause problems.
48 * The basic problem is that the act of recharging (and destroying) an
49 * item causes the inducer of that action to "move", causing "o_ptr" to
50 * no longer point at the correct item, with horrifying results.
52 * Note that food/potions/scrolls no longer use bit-flags for effects,
53 * but instead use the "sval" (which is also used to sort the objects).
57 static void do_cmd_eat_food_aux(int item)
62 /* Get the item (in the pack) */
65 o_ptr = &inventory[item];
68 /* Get the item (on the floor) */
71 o_ptr = &o_list[0 - item];
80 /* Identity not known yet */
84 lev = get_object_level(o_ptr);
86 if (o_ptr->tval == TV_FOOD)
88 /* Analyze the food */
93 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
95 if (set_poisoned(p_ptr->poisoned + randint0(10) + 10))
103 case SV_FOOD_BLINDNESS:
105 if (!p_ptr->resist_blind)
107 if (set_blind(p_ptr->blind + randint0(200) + 200))
115 case SV_FOOD_PARANOIA:
117 if (!p_ptr->resist_fear)
119 if (set_afraid(p_ptr->afraid + randint0(10) + 10))
127 case SV_FOOD_CONFUSION:
129 if (!p_ptr->resist_conf)
131 if (set_confused(p_ptr->confused + randint0(10) + 10))
139 case SV_FOOD_HALLUCINATION:
141 if (!p_ptr->resist_chaos)
143 if (set_image(p_ptr->image + randint0(250) + 250))
151 case SV_FOOD_PARALYSIS:
153 if (!p_ptr->free_act)
155 if (set_paralyzed(p_ptr->paralyzed + randint0(10) + 10))
163 case SV_FOOD_WEAKNESS:
166 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
168 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
171 (void)do_dec_stat(A_STR);
176 case SV_FOOD_SICKNESS:
179 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
181 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
184 (void)do_dec_stat(A_CON);
189 case SV_FOOD_STUPIDITY:
192 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
194 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
197 (void)do_dec_stat(A_INT);
202 case SV_FOOD_NAIVETY:
205 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
207 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
210 (void)do_dec_stat(A_WIS);
215 case SV_FOOD_UNHEALTH:
218 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
220 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
223 (void)do_dec_stat(A_CON);
228 case SV_FOOD_DISEASE:
231 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
233 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
236 (void)do_dec_stat(A_STR);
241 case SV_FOOD_CURE_POISON:
243 if (set_poisoned(0)) ident = TRUE;
247 case SV_FOOD_CURE_BLINDNESS:
249 if (set_blind(0)) ident = TRUE;
253 case SV_FOOD_CURE_PARANOIA:
255 if (set_afraid(0)) ident = TRUE;
259 case SV_FOOD_CURE_CONFUSION:
261 if (set_confused(0)) ident = TRUE;
265 case SV_FOOD_CURE_SERIOUS:
267 if (hp_player(damroll(4, 8))) ident = TRUE;
271 case SV_FOOD_RESTORE_STR:
273 if (do_res_stat(A_STR)) ident = TRUE;
277 case SV_FOOD_RESTORE_CON:
279 if (do_res_stat(A_CON)) ident = TRUE;
283 case SV_FOOD_RESTORING:
285 if (do_res_stat(A_STR)) ident = TRUE;
286 if (do_res_stat(A_INT)) ident = TRUE;
287 if (do_res_stat(A_WIS)) ident = TRUE;
288 if (do_res_stat(A_DEX)) ident = TRUE;
289 if (do_res_stat(A_CON)) ident = TRUE;
290 if (do_res_stat(A_CHR)) ident = TRUE;
296 /* ¤½¤ì¤¾¤ì¤Î¿©¤Ùʪ¤Î´¶ÁÛ¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
297 case SV_FOOD_BISCUIT:
299 msg_print("´Å¤¯¤Æ¥µ¥¯¥µ¥¯¤·¤Æ¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
306 msg_print("»õ¤´¤¿¤¨¤¬¤¢¤Ã¤Æ¤ª¤¤¤·¤¤¡£");
311 case SV_FOOD_SLIME_MOLD:
313 msg_print("¤³¤ì¤Ï¤Ê¤ó¤È¤â·ÁÍƤ·¤¬¤¿¤¤Ì£¤À¡£");
320 msg_print("¤³¤ì¤Ï¤ª¤¤¤·¤¤¡£");
326 case SV_FOOD_BISCUIT:
328 case SV_FOOD_SLIME_MOLD:
330 msg_print("That tastes good.");
337 case SV_FOOD_WAYBREAD:
340 msg_print("¤³¤ì¤Ï¤Ò¤¸¤ç¤¦¤ËÈþÌ£¤À¡£");
342 msg_print("That tastes good.");
345 (void)set_poisoned(0);
346 (void)hp_player(damroll(4, 8));
352 case SV_FOOD_PINT_OF_ALE:
354 msg_print("¤Î¤É¤´¤·Á֤䤫¤À¡£");
359 case SV_FOOD_PINT_OF_WINE:
361 msg_print("That tastes good.");
366 case SV_FOOD_PINT_OF_ALE:
367 case SV_FOOD_PINT_OF_WINE:
369 msg_print("That tastes good.");
378 /* Combine / Reorder the pack (later) */
379 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
381 if (!(object_aware_p(o_ptr)))
383 chg_virtue(V_KNOWLEDGE, -1);
384 chg_virtue(V_PATIENCE, -1);
385 chg_virtue(V_CHANCE, 1);
388 /* We have tried it */
391 /* The player is now aware of the object */
392 if (ident && !object_aware_p(o_ptr))
395 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
399 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
402 /* Food can feed the player */
403 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
405 /* Reduced nutritional benefit */
406 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
408 msg_print("¤¢¤Ê¤¿¤Î¤è¤¦¤Ê¼Ô¤Ë¤È¤Ã¤Æ¿©ÎȤʤɶϤ«¤Ê±ÉÍܤˤ·¤«¤Ê¤é¤Ê¤¤¡£");
410 msg_print("Mere victuals hold scant sustenance for a being such as yourself.");
413 if (p_ptr->food < PY_FOOD_ALERT) /* Hungry */
415 msg_print("¤¢¤Ê¤¿¤Îµ²¤¨¤Ï¿·Á¯¤Ê·ì¤Ë¤è¤Ã¤Æ¤Î¤ßËþ¤¿¤µ¤ì¤ë¡ª");
417 msg_print("Your hunger can only be satisfied with fresh blood!");
421 else if (p_ptr->prace == RACE_SKELETON)
423 if (!((o_ptr->sval == SV_FOOD_WAYBREAD) ||
424 (o_ptr->sval < SV_FOOD_BISCUIT)))
427 object_type *q_ptr = &forge;
430 msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
432 msg_print("The food falls through your jaws!");
436 /* Create the item */
437 object_prep(q_ptr, lookup_kind(o_ptr->tval, o_ptr->sval));
439 /* Drop the object from heaven */
440 (void)drop_near(q_ptr, -1, py, px);
445 msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¡¢¾Ã¤¨¤¿¡ª");
447 msg_print("The food falls through your jaws and vanishes!");
452 else if ((p_ptr->prace == RACE_GOLEM) ||
453 (p_ptr->prace == RACE_ZOMBIE) ||
454 (p_ptr->prace == RACE_ENT) ||
455 (p_ptr->prace == RACE_DEMON) ||
456 (p_ptr->prace == RACE_ANDROID) ||
457 (p_ptr->prace == RACE_SPECTRE) ||
458 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
461 msg_print("À¸¼Ô¤Î¿©Êª¤Ï¤¢¤Ê¤¿¤Ë¤È¤Ã¤Æ¤Û¤È¤ó¤É±ÉÍܤˤʤé¤Ê¤¤¡£");
463 msg_print("The food of mortals is poor sustenance for you.");
466 set_food(p_ptr->food + ((o_ptr->pval) / 20));
470 (void)set_food(p_ptr->food + o_ptr->pval);
473 /* Destroy a food in the pack */
476 inven_item_increase(item, -1);
477 inven_item_describe(item);
478 inven_item_optimize(item);
481 /* Destroy a food on the floor */
484 floor_item_increase(0 - item, -1);
485 floor_item_describe(0 - item);
486 floor_item_optimize(0 - item);
492 * Hook to determine if an object is eatable
494 static bool item_tester_hook_eatable(object_type *o_ptr)
496 /* if ((o_ptr->tval==TV_FOOD) || ((o_ptr->tval==TV_CORPSE) && o_ptr->sval)) return (TRUE); */
497 if (o_ptr->tval==TV_FOOD) return (TRUE);
505 * Eat some food (from the pack or floor)
507 void do_cmd_eat_food(void)
513 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
515 set_action(ACTION_NONE);
518 /* Restrict choices to food */
519 item_tester_hook = item_tester_hook_eatable;
523 q = "¤É¤ì¤ò¿©¤Ù¤Þ¤¹¤«? ";
524 s = "¿©¤Ùʪ¤¬¤Ê¤¤¡£";
526 q = "Eat which item? ";
527 s = "You have nothing to eat.";
530 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
533 do_cmd_eat_food_aux(item);
538 * Quaff a potion (from the pack or the floor)
540 static void do_cmd_quaff_potion_aux(int item)
553 if (flush_failure) flush();
555 msg_print("ÉÓ¤«¤é¿å¤¬Î®¤ì½Ð¤Æ¤³¤Ê¤¤¡ª");
557 msg_print("The potion doesn't flow out from a bottle.");
564 if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
569 /* Get the item (in the pack) */
572 o_ptr = &inventory[item];
575 /* Get the item (on the floor) */
578 o_ptr = &o_list[0 - item];
581 /* Get local object */
584 /* Obtain a local object */
585 object_copy(q_ptr, o_ptr);
590 /* Reduce and describe inventory */
593 inven_item_increase(item, -1);
594 inven_item_describe(item);
595 inven_item_optimize(item);
598 /* Reduce and describe floor item */
601 floor_item_increase(0 - item, -1);
602 floor_item_describe(0 - item);
603 floor_item_optimize(0 - item);
610 /* Not identified yet */
614 lev = get_object_level(q_ptr);
616 /* Analyze the potion */
620 /* °û¤ß¤´¤¿¤¨¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
621 case SV_POTION_WATER:
623 msg_print("¸ý¤ÎÃ椬¤µ¤Ã¤Ñ¤ê¤·¤¿¡£");
624 msg_print("¤Î¤É¤Î³é¤¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
628 case SV_POTION_APPLE_JUICE:
630 msg_print("´Å¤¯¤Æ¥µ¥Ã¥Ñ¥ê¤È¤·¤Æ¤¤¤Æ¡¢¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
631 msg_print("¤Î¤É¤Î³é¤¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
635 case SV_POTION_SLIME_MOLD:
637 msg_print("¤Ê¤ó¤È¤âÉÔµ¤Ì£¤ÊÌ£¤À¡£");
638 msg_print("¤Î¤É¤Î³é¤¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
643 case SV_POTION_WATER:
644 case SV_POTION_APPLE_JUICE:
645 case SV_POTION_SLIME_MOLD:
647 msg_print("You feel less thirsty.");
654 case SV_POTION_SLOWNESS:
656 if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;
660 case SV_POTION_SALT_WATER:
663 msg_print("¤¦¤§¡ª»×¤ï¤ºÅǤ¤¤Æ¤·¤Þ¤Ã¤¿¡£");
665 msg_print("The potion makes you vomit!");
668 (void)set_food(PY_FOOD_STARVE - 1);
669 (void)set_poisoned(0);
670 (void)set_paralyzed(p_ptr->paralyzed + 4);
675 case SV_POTION_POISON:
677 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
679 if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))
687 case SV_POTION_BLINDNESS:
689 if (!p_ptr->resist_blind)
691 if (set_blind(p_ptr->blind + randint0(100) + 100))
699 case SV_POTION_CONFUSION: /* Booze */
701 if (p_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
702 else if (!p_ptr->resist_conf) p_ptr->special_attack |= ATTACK_SUIKEN;
703 if (!p_ptr->resist_conf)
705 if (set_confused(randint0(20) + 15))
711 if (!p_ptr->resist_chaos)
715 if (set_image(p_ptr->image + randint0(150) + 150))
720 if (one_in_(13) && (p_ptr->pclass != CLASS_MONK))
723 if (one_in_(3)) lose_all_info();
725 teleport_player(100);
728 msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
729 msg_print("²¿¤â»×¤¤½Ð¤»¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ØÍ褿¤Î¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
731 msg_print("You wake up somewhere with a sore head...");
732 msg_print("You can't remember a thing, or how you got here!");
740 case SV_POTION_SLEEP:
742 if (!p_ptr->free_act)
745 msg_print("¤¢¤Ê¤¿¤Ï̲¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
747 msg_print("You fall asleep.");
751 if (ironman_nightmare)
754 msg_print("¶²¤í¤·¤¤¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤Ç¤¤¿¡£");
756 msg_print("A horrible vision enters your mind.");
760 /* Pick a nightmare */
761 get_mon_num_prep(get_nightmare, NULL);
763 /* Have some nightmares */
764 have_nightmare(get_mon_num(MAX_DEPTH));
766 /* Remove the monster restriction */
767 get_mon_num_prep(NULL, NULL);
769 if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))
777 case SV_POTION_LOSE_MEMORIES:
779 if (!p_ptr->hold_life && (p_ptr->exp > 0))
782 msg_print("²áµî¤Îµ²±¤¬Çö¤ì¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£");
784 msg_print("You feel your memories fade.");
786 chg_virtue(V_KNOWLEDGE, -5);
788 lose_exp(p_ptr->exp / 4);
794 case SV_POTION_RUINATION:
797 msg_print("¿È¤â¿´¤â¼å¤Ã¤Æ¤¤Æ¡¢Àºµ¤¤¬È´¤±¤Æ¤¤¤¯¤è¤¦¤À¡£");
798 take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "ÇËÌǤÎÌô", -1);
800 msg_print("Your nerves and muscles feel weak and lifeless!");
801 take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "a potion of Ruination", -1);
804 (void)dec_stat(A_DEX, 25, TRUE);
805 (void)dec_stat(A_WIS, 25, TRUE);
806 (void)dec_stat(A_CON, 25, TRUE);
807 (void)dec_stat(A_STR, 25, TRUE);
808 (void)dec_stat(A_CHR, 25, TRUE);
809 (void)dec_stat(A_INT, 25, TRUE);
814 case SV_POTION_DEC_STR:
816 if (do_dec_stat(A_STR)) ident = TRUE;
820 case SV_POTION_DEC_INT:
822 if (do_dec_stat(A_INT)) ident = TRUE;
826 case SV_POTION_DEC_WIS:
828 if (do_dec_stat(A_WIS)) ident = TRUE;
832 case SV_POTION_DEC_DEX:
834 if (do_dec_stat(A_DEX)) ident = TRUE;
838 case SV_POTION_DEC_CON:
840 if (do_dec_stat(A_CON)) ident = TRUE;
844 case SV_POTION_DEC_CHR:
846 if (do_dec_stat(A_CHR)) ident = TRUE;
850 case SV_POTION_DETONATIONS:
853 msg_print("ÂΤÎÃæ¤Ç·ã¤·¤¤Çúȯ¤¬µ¯¤¤¿¡ª");
854 take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "Çúȯ¤ÎÌô", -1);
856 msg_print("Massive explosions rupture your body!");
857 take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "a potion of Detonation", -1);
860 (void)set_stun(p_ptr->stun + 75);
861 (void)set_cut(p_ptr->cut + 5000);
866 case SV_POTION_DEATH:
868 chg_virtue(V_VITALITY, -1);
869 chg_virtue(V_UNLIFE, 5);
871 msg_print("»à¤Îͽ´¶¤¬ÂÎÃæ¤ò¶î¤±¤á¤°¤Ã¤¿¡£");
872 take_hit(DAMAGE_LOSELIFE, 5000, "»à¤ÎÌô", -1);
874 msg_print("A feeling of Death flows through your body.");
875 take_hit(DAMAGE_LOSELIFE, 5000, "a potion of Death", -1);
882 case SV_POTION_INFRAVISION:
884 if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))
891 case SV_POTION_DETECT_INVIS:
893 if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))
900 case SV_POTION_SLOW_POISON:
902 if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;
906 case SV_POTION_CURE_POISON:
908 if (set_poisoned(0)) ident = TRUE;
912 case SV_POTION_BOLDNESS:
914 if (set_afraid(0)) ident = TRUE;
918 case SV_POTION_SPEED:
922 if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;
926 (void)set_fast(p_ptr->fast + 5, FALSE);
931 case SV_POTION_RESIST_HEAT:
933 if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))
940 case SV_POTION_RESIST_COLD:
942 if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))
949 case SV_POTION_HEROISM:
951 if (set_afraid(0)) ident = TRUE;
952 if (set_hero(p_ptr->hero + randint1(25) + 25, FALSE)) ident = TRUE;
953 if (hp_player(10)) ident = TRUE;
957 case SV_POTION_BESERK_STRENGTH:
959 if (set_afraid(0)) ident = TRUE;
960 if (set_shero(p_ptr->shero + randint1(25) + 25, FALSE)) ident = TRUE;
961 if (hp_player(30)) ident = TRUE;
965 case SV_POTION_CURE_LIGHT:
967 if (hp_player(damroll(2, 8))) ident = TRUE;
968 if (set_blind(0)) ident = TRUE;
969 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
970 if (set_shero(0,TRUE)) ident = TRUE;
974 case SV_POTION_CURE_SERIOUS:
976 if (hp_player(damroll(4, 8))) ident = TRUE;
977 if (set_blind(0)) ident = TRUE;
978 if (set_confused(0)) ident = TRUE;
979 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
980 if (set_shero(0,TRUE)) ident = TRUE;
984 case SV_POTION_CURE_CRITICAL:
986 if (hp_player(damroll(6, 8))) ident = TRUE;
987 if (set_blind(0)) ident = TRUE;
988 if (set_confused(0)) ident = TRUE;
989 if (set_poisoned(0)) ident = TRUE;
990 if (set_stun(0)) ident = TRUE;
991 if (set_cut(0)) ident = TRUE;
992 if (set_shero(0,TRUE)) ident = TRUE;
996 case SV_POTION_HEALING:
998 if (hp_player(300)) ident = TRUE;
999 if (set_blind(0)) ident = TRUE;
1000 if (set_confused(0)) ident = TRUE;
1001 if (set_poisoned(0)) ident = TRUE;
1002 if (set_stun(0)) ident = TRUE;
1003 if (set_cut(0)) ident = TRUE;
1004 if (set_shero(0,TRUE)) ident = TRUE;
1008 case SV_POTION_STAR_HEALING:
1010 if (hp_player(1200)) ident = TRUE;
1011 if (set_blind(0)) ident = TRUE;
1012 if (set_confused(0)) ident = TRUE;
1013 if (set_poisoned(0)) ident = TRUE;
1014 if (set_stun(0)) ident = TRUE;
1015 if (set_cut(0)) ident = TRUE;
1016 if (set_shero(0,TRUE)) ident = TRUE;
1020 case SV_POTION_LIFE:
1022 chg_virtue(V_VITALITY, 1);
1023 chg_virtue(V_UNLIFE, -5);
1025 msg_print("ÂÎÃæ¤ËÀ¸Ì¿ÎϤ¬Ëþ¤Á¤¢¤Õ¤ì¤Æ¤¤¿¡ª");
1027 msg_print("You feel life flow through your body!");
1031 (void)set_poisoned(0);
1033 (void)set_confused(0);
1037 (void)do_res_stat(A_STR);
1038 (void)do_res_stat(A_CON);
1039 (void)do_res_stat(A_DEX);
1040 (void)do_res_stat(A_WIS);
1041 (void)do_res_stat(A_INT);
1042 (void)do_res_stat(A_CHR);
1043 (void)set_shero(0,TRUE);
1050 case SV_POTION_RESTORE_MANA:
1052 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1055 for (i = 0; i < EATER_EXT*2; i++)
1057 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
1058 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
1060 for (; i < EATER_EXT*3; i++)
1062 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
1063 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
1064 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
1067 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
1069 msg_print("Your feel your head clear.");
1071 p_ptr->window |= (PW_PLAYER);
1074 else if (p_ptr->csp < p_ptr->msp)
1076 p_ptr->csp = p_ptr->msp;
1077 p_ptr->csp_frac = 0;
1079 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
1081 msg_print("Your feel your head clear.");
1084 p_ptr->redraw |= (PR_MANA);
1085 p_ptr->window |= (PW_PLAYER);
1086 p_ptr->window |= (PW_SPELL);
1089 if (set_shero(0,TRUE)) ident = TRUE;
1093 case SV_POTION_RESTORE_EXP:
1095 if (restore_level()) ident = TRUE;
1099 case SV_POTION_RES_STR:
1101 if (do_res_stat(A_STR)) ident = TRUE;
1105 case SV_POTION_RES_INT:
1107 if (do_res_stat(A_INT)) ident = TRUE;
1111 case SV_POTION_RES_WIS:
1113 if (do_res_stat(A_WIS)) ident = TRUE;
1117 case SV_POTION_RES_DEX:
1119 if (do_res_stat(A_DEX)) ident = TRUE;
1123 case SV_POTION_RES_CON:
1125 if (do_res_stat(A_CON)) ident = TRUE;
1129 case SV_POTION_RES_CHR:
1131 if (do_res_stat(A_CHR)) ident = TRUE;
1135 case SV_POTION_INC_STR:
1137 if (do_inc_stat(A_STR)) ident = TRUE;
1141 case SV_POTION_INC_INT:
1143 if (do_inc_stat(A_INT)) ident = TRUE;
1147 case SV_POTION_INC_WIS:
1149 if (do_inc_stat(A_WIS)) ident = TRUE;
1153 case SV_POTION_INC_DEX:
1155 if (do_inc_stat(A_DEX)) ident = TRUE;
1159 case SV_POTION_INC_CON:
1161 if (do_inc_stat(A_CON)) ident = TRUE;
1165 case SV_POTION_INC_CHR:
1167 if (do_inc_stat(A_CHR)) ident = TRUE;
1171 case SV_POTION_AUGMENTATION:
1173 if (do_inc_stat(A_STR)) ident = TRUE;
1174 if (do_inc_stat(A_INT)) ident = TRUE;
1175 if (do_inc_stat(A_WIS)) ident = TRUE;
1176 if (do_inc_stat(A_DEX)) ident = TRUE;
1177 if (do_inc_stat(A_CON)) ident = TRUE;
1178 if (do_inc_stat(A_CHR)) ident = TRUE;
1182 case SV_POTION_ENLIGHTENMENT:
1185 msg_print("¼«Ê¬¤ÎÃÖ¤«¤ì¤Æ¤¤¤ë¾õ¶·¤¬Ç¾Î¢¤ËÉ⤫¤ó¤Ç¤¤¿...");
1187 msg_print("An image of your surroundings forms in your mind...");
1190 chg_virtue(V_KNOWLEDGE, 1);
1191 chg_virtue(V_ENLIGHTEN, 1);
1192 wiz_lite(FALSE, FALSE);
1197 case SV_POTION_STAR_ENLIGHTENMENT:
1200 msg_print("¹¹¤Ê¤ë·¼Ìؤò´¶¤¸¤¿...");
1202 msg_print("You begin to feel more enlightened...");
1205 chg_virtue(V_KNOWLEDGE, 1);
1206 chg_virtue(V_ENLIGHTEN, 2);
1208 wiz_lite(TRUE, FALSE);
1209 (void)do_inc_stat(A_INT);
1210 (void)do_inc_stat(A_WIS);
1211 (void)detect_traps(DETECT_RAD_DEFAULT);
1212 (void)detect_doors(DETECT_RAD_DEFAULT);
1213 (void)detect_stairs(DETECT_RAD_DEFAULT);
1214 (void)detect_treasure(DETECT_RAD_DEFAULT);
1215 (void)detect_objects_gold(DETECT_RAD_DEFAULT);
1216 (void)detect_objects_normal(DETECT_RAD_DEFAULT);
1223 case SV_POTION_SELF_KNOWLEDGE:
1226 msg_print("¼«Ê¬¼«¿È¤Î¤³¤È¤¬¾¯¤·¤Ïʬ¤«¤Ã¤¿µ¤¤¬¤¹¤ë...");
1228 msg_print("You begin to know yourself a little better...");
1237 case SV_POTION_EXPERIENCE:
1239 if (p_ptr->prace == RACE_ANDROID) break;
1240 chg_virtue(V_ENLIGHTEN, 1);
1241 if (p_ptr->exp < PY_MAX_EXP)
1243 s32b ee = (p_ptr->exp / 2) + 10;
1244 if (ee > 100000L) ee = 100000L;
1246 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1248 msg_print("You feel more experienced.");
1257 case SV_POTION_RESISTANCE:
1259 (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);
1260 (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);
1261 (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);
1262 (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);
1263 (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);
1268 case SV_POTION_CURING:
1270 if (hp_player(50)) ident = TRUE;
1271 if (set_blind(0)) ident = TRUE;
1272 if (set_poisoned(0)) ident = TRUE;
1273 if (set_confused(0)) ident = TRUE;
1274 if (set_stun(0)) ident = TRUE;
1275 if (set_cut(0)) ident = TRUE;
1276 if (set_image(0)) ident = TRUE;
1280 case SV_POTION_INVULNERABILITY:
1282 (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);
1287 case SV_POTION_NEW_LIFE:
1289 do_cmd_rerate(FALSE);
1291 p_ptr->update |= PU_BONUS;
1292 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
1294 chg_virtue(V_CHANCE, -5);
1296 msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
1298 msg_print("You are cured of all mutations.");
1301 p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
1302 p_ptr->update |= PU_BONUS;
1304 mutant_regenerate_mod = calc_mutant_regenerate_mod();
1310 case SV_POTION_NEO_TSUYOSHI:
1313 (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);
1318 case SV_POTION_TSUYOSHI:
1321 msg_print("¡Ö¥ª¥¯¥ì·»¤µ¤ó¡ª¡×");
1323 msg_print("Brother OKURE!");
1326 p_ptr->tsuyoshi = 1;
1327 (void)set_tsuyoshi(0, TRUE);
1328 if (!p_ptr->resist_chaos)
1330 (void)set_image(50 + randint1(50));
1336 case SV_POTION_POLYMORPH:
1338 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
1340 chg_virtue(V_CHANCE, -5);
1342 msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
1344 msg_print("You are cured of all mutations.");
1347 p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
1348 p_ptr->update |= PU_BONUS;
1357 if(gain_random_mutation(0)) ident = TRUE;
1359 else if (lose_mutation(0)) ident = TRUE;
1360 } while(!ident || one_in_(2));
1366 if (p_ptr->prace == RACE_SKELETON)
1369 msg_print("±ÕÂΤΰìÉô¤Ï¤¢¤Ê¤¿¤Î¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
1371 msg_print("Some of the fluid falls through your jaws!");
1374 (void)potion_smash_effect(0, py, px, q_ptr->k_idx);
1377 /* Combine / Reorder the pack (later) */
1378 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1380 if (!(object_aware_p(o_ptr)))
1382 chg_virtue(V_PATIENCE, -1);
1383 chg_virtue(V_CHANCE, 1);
1384 chg_virtue(V_KNOWLEDGE, -1);
1387 /* The item has been tried */
1388 object_tried(q_ptr);
1390 /* An identification was made */
1391 if (ident && !object_aware_p(q_ptr))
1393 object_aware(q_ptr);
1394 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
1398 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1400 /* Potions can feed the player */
1401 switch (p_ptr->mimic_form)
1404 switch (p_ptr->prace)
1407 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
1418 set_food(p_ptr->food + ((o_ptr->pval) / 20));
1421 (void)set_food(p_ptr->food + o_ptr->pval);
1426 case MIMIC_DEMON_LORD:
1427 set_food(p_ptr->food + ((o_ptr->pval) / 20));
1430 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
1433 (void)set_food(p_ptr->food + o_ptr->pval);
1439 void do_cmd_quaff_potion(void)
1444 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1446 set_action(ACTION_NONE);
1449 /* Restrict choices to potions */
1450 item_tester_tval = TV_POTION;
1454 q = "¤É¤ÎÌô¤ò°û¤ß¤Þ¤¹¤«? ";
1455 s = "°û¤á¤ëÌô¤¬¤Ê¤¤¡£";
1457 q = "Quaff which potion? ";
1458 s = "You have no potions to quaff.";
1461 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
1463 /* Quaff the potion */
1464 do_cmd_quaff_potion_aux(item);
1469 * Read a scroll (from the pack or floor).
1471 * Certain scrolls can be "aborted" without losing the scroll. These
1472 * include scrolls with no effects but recharge or identify, which are
1473 * cancelled before use. XXX Reading them still takes a turn, though.
1475 static void do_cmd_read_scroll_aux(int item)
1477 int k, used_up, ident, lev;
1482 /* Get the item (in the pack) */
1485 o_ptr = &inventory[item];
1488 /* Get the item (on the floor) */
1491 o_ptr = &o_list[0 - item];
1500 if (flush_failure) flush();
1502 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
1504 msg_print("Nothing happen.");
1511 if (p_ptr->pclass == CLASS_BERSERKER)
1514 msg_print("´¬Êª¤Ê¤ó¤ÆÆɤá¤Ê¤¤¡£");
1516 msg_print("You cannot read.");
1521 if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
1526 /* Not identified yet */
1530 lev = get_object_level(o_ptr);
1532 /* Assume the scroll will get used up */
1535 if (o_ptr->tval == TV_SCROLL)
1537 /* Analyze the scroll */
1538 switch (o_ptr->sval)
1540 case SV_SCROLL_DARKNESS:
1542 if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
1544 (void)set_blind(p_ptr->blind + 3 + randint1(5));
1546 if (unlite_area(10, 3)) ident = TRUE;
1550 case SV_SCROLL_AGGRAVATE_MONSTER:
1553 msg_print("¥«¥ó¹â¤¯¤¦¤Ê¤ëÍͤʲ»¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
1555 msg_print("There is a high pitched humming noise.");
1558 aggravate_monsters(0);
1563 case SV_SCROLL_CURSE_ARMOR:
1565 if (curse_armor()) ident = TRUE;
1569 case SV_SCROLL_CURSE_WEAPON:
1571 if (curse_weapon(FALSE, INVEN_RARM)) ident = TRUE;
1575 case SV_SCROLL_SUMMON_MONSTER:
1577 for (k = 0; k < randint1(3); k++)
1579 if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
1587 case SV_SCROLL_SUMMON_UNDEAD:
1589 for (k = 0; k < randint1(3); k++)
1591 if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
1599 case SV_SCROLL_SUMMON_PET:
1601 if (summon_specific(-1, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET)))
1608 case SV_SCROLL_SUMMON_KIN:
1610 if (summon_kin_player(p_ptr->lev, py, px, (PM_FORCE_PET | PM_ALLOW_GROUP)))
1617 case SV_SCROLL_TRAP_CREATION:
1619 if (trap_creation(py, px)) ident = TRUE;
1623 case SV_SCROLL_PHASE_DOOR:
1625 teleport_player(10);
1630 case SV_SCROLL_TELEPORT:
1632 teleport_player(100);
1637 case SV_SCROLL_TELEPORT_LEVEL:
1639 (void)teleport_player_level();
1644 case SV_SCROLL_WORD_OF_RECALL:
1646 if (!word_of_recall()) used_up = FALSE;
1651 case SV_SCROLL_IDENTIFY:
1654 if (!ident_spell(FALSE, TRUE)) used_up = FALSE;
1658 case SV_SCROLL_STAR_IDENTIFY:
1661 if (!identify_fully(FALSE, TRUE)) used_up = FALSE;
1665 case SV_SCROLL_REMOVE_CURSE:
1670 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1672 msg_print("You feel as if someone is watching over you.");
1680 case SV_SCROLL_STAR_REMOVE_CURSE:
1682 if (remove_all_curse())
1685 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1687 msg_print("You feel as if someone is watching over you.");
1694 case SV_SCROLL_ENCHANT_ARMOR:
1697 if (!enchant_spell(0, 0, 1)) used_up = FALSE;
1701 case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
1703 if (!enchant_spell(1, 0, 0)) used_up = FALSE;
1708 case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
1710 if (!enchant_spell(0, 1, 0)) used_up = FALSE;
1715 case SV_SCROLL_STAR_ENCHANT_ARMOR:
1717 if (!enchant_spell(0, 0, randint1(3) + 2)) used_up = FALSE;
1722 case SV_SCROLL_STAR_ENCHANT_WEAPON:
1724 if (!enchant_spell(randint1(3), randint1(3), 0)) used_up = FALSE;
1729 case SV_SCROLL_RECHARGING:
1731 if (!recharge(130)) used_up = FALSE;
1736 case SV_SCROLL_MUNDANITY:
1739 if (!mundane_spell(FALSE)) used_up = FALSE;
1743 case SV_SCROLL_LIGHT:
1745 if (lite_area(damroll(2, 8), 2)) ident = TRUE;
1749 case SV_SCROLL_MAPPING:
1751 map_area(DETECT_RAD_MAP);
1756 case SV_SCROLL_DETECT_GOLD:
1758 if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
1759 if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
1763 case SV_SCROLL_DETECT_ITEM:
1765 if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
1769 case SV_SCROLL_DETECT_TRAP:
1771 if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
1775 case SV_SCROLL_DETECT_DOOR:
1777 if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
1778 if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
1782 case SV_SCROLL_DETECT_INVIS:
1784 if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
1788 case SV_SCROLL_SATISFY_HUNGER:
1790 if (set_food(PY_FOOD_MAX - 1)) ident = TRUE;
1794 case SV_SCROLL_BLESSING:
1796 if (set_blessed(p_ptr->blessed + randint1(12) + 6, FALSE)) ident = TRUE;
1800 case SV_SCROLL_HOLY_CHANT:
1802 if (set_blessed(p_ptr->blessed + randint1(24) + 12, FALSE)) ident = TRUE;
1806 case SV_SCROLL_HOLY_PRAYER:
1808 if (set_blessed(p_ptr->blessed + randint1(48) + 24, FALSE)) ident = TRUE;
1812 case SV_SCROLL_MONSTER_CONFUSION:
1814 if (!(p_ptr->special_attack & ATTACK_CONFUSE))
1817 msg_print("¼ê¤¬µ±¤»Ï¤á¤¿¡£");
1819 msg_print("Your hands begin to glow.");
1822 p_ptr->special_attack |= ATTACK_CONFUSE;
1823 p_ptr->redraw |= (PR_STATUS);
1829 case SV_SCROLL_PROTECTION_FROM_EVIL:
1832 if (set_protevil(p_ptr->protevil + randint1(25) + k, FALSE)) ident = TRUE;
1836 case SV_SCROLL_RUNE_OF_PROTECTION:
1843 case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
1845 if (destroy_doors_touch()) ident = TRUE;
1849 case SV_SCROLL_STAR_DESTRUCTION:
1851 if (destroy_area(py, px, 13+randint0(5), TRUE))
1855 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿...");
1857 msg_print("The dungeon trembles...");
1864 case SV_SCROLL_DISPEL_UNDEAD:
1866 if (dispel_undead(80)) ident = TRUE;
1870 case SV_SCROLL_SPELL:
1872 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_IMITATOR) || (p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_MAGIC_EATER) || (p_ptr->pclass == CLASS_RED_MAGE) || (p_ptr->pclass == CLASS_SAMURAI) || (p_ptr->pclass == CLASS_BLUE_MAGE) || (p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BERSERKER) || (p_ptr->pclass == CLASS_SMITH) || (p_ptr->pclass == CLASS_MIRROR_MASTER) || (p_ptr->pclass == CLASS_NINJA)) break;
1873 p_ptr->add_spells++;
1874 p_ptr->update |= (PU_SPELLS);
1879 case SV_SCROLL_GENOCIDE:
1881 (void)symbol_genocide(300, TRUE);
1886 case SV_SCROLL_MASS_GENOCIDE:
1888 (void)mass_genocide(300, TRUE);
1893 case SV_SCROLL_ACQUIREMENT:
1895 acquirement(py, px, 1, TRUE, FALSE);
1900 case SV_SCROLL_STAR_ACQUIREMENT:
1902 acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
1907 /* New Hengband scrolls */
1908 case SV_SCROLL_FIRE:
1910 fire_ball(GF_FIRE, 0, 666, 4);
1911 /* Note: "Double" damage since it is centered on the player ... */
1912 if (!(p_ptr->oppose_fire || p_ptr->resist_fire || p_ptr->immune_fire))
1914 take_hit(DAMAGE_NOESCAPE, 50+randint1(50), "±ê¤Î´¬Êª", -1);
1916 take_hit(DAMAGE_NOESCAPE, 50 + randint1(50), "a Scroll of Fire", -1);
1926 fire_ball(GF_ICE, 0, 777, 4);
1927 if (!(p_ptr->oppose_cold || p_ptr->resist_cold || p_ptr->immune_cold))
1929 take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ¤Î´¬Êª", -1);
1931 take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), "a Scroll of Ice", -1);
1938 case SV_SCROLL_CHAOS:
1940 fire_ball(GF_CHAOS, 0, 1000, 4);
1941 if (!p_ptr->resist_chaos)
1943 take_hit(DAMAGE_NOESCAPE, 111+randint1(111), "¥í¥°¥ë¥¹¤Î´¬Êª", -1);
1945 take_hit(DAMAGE_NOESCAPE, 111 + randint1(111), "a Scroll of Logrus", -1);
1952 case SV_SCROLL_RUMOR:
1956 switch (randint1(20))
1960 err = get_rnd_line("chainswd_j.txt", 0, Rumor);
1962 err = get_rnd_line("chainswd.txt", 0, Rumor);
1968 err = get_rnd_line("error_j.txt", 0, Rumor);
1970 err = get_rnd_line("error.txt", 0, Rumor);
1978 err = get_rnd_line("death_j.txt", 0, Rumor);
1980 err = get_rnd_line("death.txt", 0, Rumor);
1986 err = get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10);
1988 err = get_rnd_line("rumors.txt", 0, Rumor);
1994 /* An error occured */
1996 if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
1998 if (err) strcpy(Rumor, "Some rumors are wrong.");
2003 msg_print("´¬Êª¤Ë¤Ï¥á¥Ã¥»¡¼¥¸¤¬½ñ¤«¤ì¤Æ¤¤¤ë:");
2005 msg_print("There is message on the scroll. It says:");
2009 msg_format("%s", Rumor);
2012 msg_print("´¬Êª¤Ï±ì¤òΩ¤Æ¤Æ¾Ã¤¨µî¤Ã¤¿¡ª");
2014 msg_print("The scroll disappears in a puff of smoke!");
2021 case SV_SCROLL_ARTIFACT:
2024 if (!artifact_scroll()) used_up = FALSE;
2028 case SV_SCROLL_RESET_RECALL:
2031 if (!reset_recall()) used_up = FALSE;
2036 else if (o_ptr->name1 == ART_GHB)
2039 msg_print("»ä¤Ï¶ìÏ«¤·¤Æ¡Ø¥°¥ì¡¼¥¿¡¼¡¦¥Ø¥ë=¥Ó¡¼¥¹¥È¡Ù¤òÅݤ·¤¿¡£");
2040 msg_print("¤·¤«¤·¼ê¤ËÆþ¤Ã¤¿¤Î¤Ï¤³¤Î¤¤¿¤Ê¤¤£Ô¥·¥ã¥Ä¤À¤±¤À¤Ã¤¿¡£");
2042 msg_print("I had a very hard time to kill the Greater hell-beast, ");
2043 msg_print("but all I got was this lousy t-shirt!");
2047 else if (o_ptr->name1 == ART_POWER)
2050 msg_print("¡Ö°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÅý¤Ù¡¢");
2052 msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤ò¸«¤Ä¤±¡¢");
2054 msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÊá¤é¤¨¤Æ");
2056 msg_print("°Å°Ç¤ÎÃæ¤Ë·Ò¤®¤È¤á¤ë¡£¡×");
2058 msg_print("'One Ring to rule them all, ");
2060 msg_print("One Ring to find them, ");
2062 msg_print("One Ring to bring them all ");
2064 msg_print("and in the darkness bind them.'");
2068 else if (o_ptr->tval==TV_PARCHEMENT)
2071 char o_name[MAX_NLEN];
2077 q=format("book-%d_jp.txt",o_ptr->sval);
2079 /* Display object description */
2080 object_desc(o_name, o_ptr, TRUE, 0);
2082 /* Build the filename */
2083 path_build(buf, 1024, ANGBAND_DIR_FILE, q);
2085 /* Peruse the help file */
2086 (void)show_file(TRUE, buf, o_name, 0, 0);
2095 /* Combine / Reorder the pack (later) */
2096 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2098 if (!(object_aware_p(o_ptr)))
2100 chg_virtue(V_PATIENCE, -1);
2101 chg_virtue(V_CHANCE, 1);
2102 chg_virtue(V_KNOWLEDGE, -1);
2105 /* The item was tried */
2106 object_tried(o_ptr);
2108 /* An identification was made */
2109 if (ident && !object_aware_p(o_ptr))
2111 object_aware(o_ptr);
2112 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2116 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2119 /* Hack -- allow certain scrolls to be "preserved" */
2125 sound(SOUND_SCROLL);
2127 /* Destroy a scroll in the pack */
2130 inven_item_increase(item, -1);
2131 inven_item_describe(item);
2132 inven_item_optimize(item);
2135 /* Destroy a scroll on the floor */
2138 floor_item_increase(0 - item, -1);
2139 floor_item_describe(0 - item);
2140 floor_item_optimize(0 - item);
2143 /* Delayed optimization */
2144 optimize_inventry_auto_destroy();
2149 * Hook to determine if an object is readable
2151 static bool item_tester_hook_readable(object_type *o_ptr)
2153 if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHEMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);
2160 void do_cmd_read_scroll(void)
2165 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2167 set_action(ACTION_NONE);
2170 /* Check some conditions */
2174 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
2176 msg_print("You can't see anything.");
2184 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
2186 msg_print("You have no light to read by.");
2191 if (p_ptr->confused)
2194 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡£");
2196 msg_print("You are too confused!");
2203 /* Restrict choices to scrolls */
2204 item_tester_hook = item_tester_hook_readable;
2208 q = "¤É¤Î´¬Êª¤òÆɤߤޤ¹¤«? ";
2209 s = "Æɤá¤ë´¬Êª¤¬¤Ê¤¤¡£";
2211 q = "Read which scroll? ";
2212 s = "You have no scrolls to read.";
2215 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2217 /* Read the scroll */
2218 do_cmd_read_scroll_aux(item);
2222 static int staff_effect(int sval, bool *use_charge, bool magic)
2227 /* Analyze the staff */
2230 case SV_STAFF_DARKNESS:
2232 if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
2234 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
2236 if (unlite_area(10, 3)) ident = TRUE;
2240 case SV_STAFF_SLOWNESS:
2242 if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
2246 case SV_STAFF_HASTE_MONSTERS:
2248 if (speed_monsters()) ident = TRUE;
2252 case SV_STAFF_SUMMONING:
2254 for (k = 0; k < randint1(4); k++)
2256 if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2264 case SV_STAFF_TELEPORTATION:
2266 teleport_player(100);
2271 case SV_STAFF_IDENTIFY:
2273 if (!ident_spell(FALSE, TRUE)) *use_charge = FALSE;
2278 case SV_STAFF_REMOVE_CURSE:
2285 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
2287 msg_print("You feel as if someone is watching over you.");
2290 else if (!p_ptr->blind)
2293 msg_print("¾ó¤Ï°ì½Ö¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
2295 msg_print("The staff glows blue for a moment...");
2304 case SV_STAFF_STARLITE:
2306 int num = damroll(5, 3);
2310 if (!p_ptr->blind && !magic)
2313 msg_print("¾ó¤ÎÀ褬ÌÀ¤ë¤¯µ±¤¤¤¿...");
2315 msg_print("The end of the staff glows brightly...");
2319 for (k = 0; k < num; k++)
2325 scatter(&y, &x, py, px, 4, 0);
2327 if (!cave_floor_bold(y, x)) continue;
2329 if ((y != py) || (x != px)) break;
2332 project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2333 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
2341 if (lite_area(damroll(2, 8), 2)) ident = TRUE;
2345 case SV_STAFF_MAPPING:
2347 map_area(DETECT_RAD_MAP);
2352 case SV_STAFF_DETECT_GOLD:
2354 if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
2355 if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
2359 case SV_STAFF_DETECT_ITEM:
2361 if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
2365 case SV_STAFF_DETECT_TRAP:
2367 if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
2371 case SV_STAFF_DETECT_DOOR:
2373 if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
2374 if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
2378 case SV_STAFF_DETECT_INVIS:
2380 if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
2384 case SV_STAFF_DETECT_EVIL:
2386 if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE;
2390 case SV_STAFF_CURE_LIGHT:
2392 if (hp_player(damroll(2, 8))) ident = TRUE;
2393 if (set_shero(0,TRUE)) ident = TRUE;
2397 case SV_STAFF_CURING:
2399 if (set_blind(0)) ident = TRUE;
2400 if (set_poisoned(0)) ident = TRUE;
2401 if (set_confused(0)) ident = TRUE;
2402 if (set_stun(0)) ident = TRUE;
2403 if (set_cut(0)) ident = TRUE;
2404 if (set_image(0)) ident = TRUE;
2405 if (set_shero(0,TRUE)) ident = TRUE;
2409 case SV_STAFF_HEALING:
2411 if (hp_player(300)) ident = TRUE;
2412 if (set_stun(0)) ident = TRUE;
2413 if (set_cut(0)) ident = TRUE;
2414 if (set_shero(0,TRUE)) ident = TRUE;
2418 case SV_STAFF_THE_MAGI:
2420 if (do_res_stat(A_INT)) ident = TRUE;
2421 if (p_ptr->csp < p_ptr->msp)
2423 p_ptr->csp = p_ptr->msp;
2424 p_ptr->csp_frac = 0;
2427 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
2429 msg_print("Your feel your head clear.");
2432 p_ptr->redraw |= (PR_MANA);
2433 p_ptr->window |= (PW_PLAYER);
2434 p_ptr->window |= (PW_SPELL);
2436 if (set_shero(0,TRUE)) ident = TRUE;
2440 case SV_STAFF_SLEEP_MONSTERS:
2442 if (sleep_monsters()) ident = TRUE;
2446 case SV_STAFF_SLOW_MONSTERS:
2448 if (slow_monsters()) ident = TRUE;
2452 case SV_STAFF_SPEED:
2454 if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
2458 case SV_STAFF_PROBING:
2465 case SV_STAFF_DISPEL_EVIL:
2467 if (dispel_evil(80)) ident = TRUE;
2471 case SV_STAFF_POWER:
2473 if (dispel_monsters(150)) ident = TRUE;
2477 case SV_STAFF_HOLINESS:
2479 if (dispel_evil(150)) ident = TRUE;
2481 if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
2482 if (set_poisoned(0)) ident = TRUE;
2483 if (set_afraid(0)) ident = TRUE;
2484 if (hp_player(50)) ident = TRUE;
2485 if (set_stun(0)) ident = TRUE;
2486 if (set_cut(0)) ident = TRUE;
2490 case SV_STAFF_GENOCIDE:
2492 (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE);
2497 case SV_STAFF_EARTHQUAKES:
2499 if (earthquake(py, px, 10))
2503 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡£");
2505 msg_print("The dungeon trembles.");
2512 case SV_STAFF_DESTRUCTION:
2514 if (destroy_area(py, px, 13+randint0(5), TRUE))
2520 case SV_STAFF_ANIMATE_DEAD:
2522 if (animate_dead(0, py, px))
2528 case SV_STAFF_MSTORM:
2531 msg_print("¶¯ÎϤÊËâÎϤ¬Å¨¤ò°ú¤Îö¤¤¤¿¡ª");
2533 msg_print("Mighty magics rend your enemies!");
2535 project(0, 5, py, px,
2536 (randint1(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID | PROJECT_NO_REF, -1);
2537 if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
2540 (void)take_hit(DAMAGE_NOESCAPE, 50, "¥³¥ó¥È¥í¡¼¥ë¤·Æñ¤¤¶¯ÎϤÊËâÎϤβòÊü", -1);
2542 (void)take_hit(DAMAGE_NOESCAPE, 50, "unleashing magics too mighty to control", -1);
2554 * Use a staff. -RAK-
2556 * One charge of one staff disappears.
2558 * Hack -- staffs of identify can be "cancelled".
2560 static void do_cmd_use_staff_aux(int item)
2562 int ident, chance, lev;
2566 /* Hack -- let staffs of identify get aborted */
2567 bool use_charge = TRUE;
2570 /* Get the item (in the pack) */
2573 o_ptr = &inventory[item];
2576 /* Get the item (on the floor) */
2579 o_ptr = &o_list[0 - item];
2583 /* Mega-Hack -- refuse to use a pile from the ground */
2584 if ((item < 0) && (o_ptr->number > 1))
2587 msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
2589 msg_print("You must first pick up the staffs.");
2599 /* Extract the item level */
2600 lev = get_object_level(o_ptr);
2601 if (lev > 50) lev = 50 + (lev - 50)/2;
2603 /* Base chance of success */
2604 chance = p_ptr->skill_dev;
2606 /* Confusion hurts skill */
2607 if (p_ptr->confused) chance = chance / 2;
2609 /* Hight level objects are harder */
2610 chance = chance - lev;
2612 /* Give everyone a (slight) chance */
2613 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
2615 chance = USE_DEVICE;
2620 if (flush_failure) flush();
2622 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
2624 msg_print("Nothing happen. Maybe this staff is freezing too.");
2631 /* Roll for usage */
2632 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
2634 if (flush_failure) flush();
2636 msg_print("¾ó¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
2638 msg_print("You failed to use the staff properly.");
2645 /* Notice empty staffs */
2646 if (o_ptr->pval <= 0)
2648 if (flush_failure) flush();
2650 msg_print("¤³¤Î¾ó¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
2652 msg_print("The staff has no charges left.");
2655 o_ptr->ident |= (IDENT_EMPTY);
2657 /* Combine / Reorder the pack (later) */
2658 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2659 p_ptr->window |= (PW_INVEN);
2668 ident = staff_effect(o_ptr->sval, &use_charge, FALSE);
2670 if (!(object_aware_p(o_ptr)))
2672 chg_virtue(V_PATIENCE, -1);
2673 chg_virtue(V_CHANCE, 1);
2674 chg_virtue(V_KNOWLEDGE, -1);
2677 /* Combine / Reorder the pack (later) */
2678 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2680 /* Tried the item */
2681 object_tried(o_ptr);
2683 /* An identification was made */
2684 if (ident && !object_aware_p(o_ptr))
2686 object_aware(o_ptr);
2687 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2691 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2694 /* Hack -- some uses are "free" */
2695 if (!use_charge) return;
2698 /* Use a single charge */
2701 /* XXX Hack -- unstack if necessary */
2702 if ((item >= 0) && (o_ptr->number > 1))
2707 /* Get local object */
2710 /* Obtain a local object */
2711 object_copy(q_ptr, o_ptr);
2713 /* Modify quantity */
2716 /* Restore the charges */
2719 /* Unstack the used item */
2721 p_ptr->total_weight -= q_ptr->weight;
2722 item = inven_carry(q_ptr);
2726 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
2728 msg_print("You unstack your staff.");
2733 /* Describe charges in the pack */
2736 inven_item_charges(item);
2739 /* Describe charges on the floor */
2742 floor_item_charges(0 - item);
2745 /* Delayed optimization */
2746 optimize_inventry_auto_destroy();
2750 void do_cmd_use_staff(void)
2755 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2757 set_action(ACTION_NONE);
2760 /* Restrict choices to wands */
2761 item_tester_tval = TV_STAFF;
2765 q = "¤É¤Î¾ó¤ò»È¤¤¤Þ¤¹¤«? ";
2766 s = "»È¤¨¤ë¾ó¤¬¤Ê¤¤¡£";
2768 q = "Use which staff? ";
2769 s = "You have no staff to use.";
2772 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2774 do_cmd_use_staff_aux(item);
2778 static int wand_effect(int sval, int dir, bool magic)
2782 /* XXX Hack -- Wand of wonder can do anything before it */
2783 if (sval == SV_WAND_WONDER)
2785 int vir = virtue_number(V_CHANCE);
2786 sval = randint0(SV_WAND_WONDER);
2790 if (p_ptr->virtues[vir - 1] > 0)
2792 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
2793 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
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;
2801 if (sval < SV_WAND_TELEPORT_AWAY)
2802 chg_virtue(V_CHANCE, 1);
2805 /* Analyze the wand */
2808 case SV_WAND_HEAL_MONSTER:
2810 if (heal_monster(dir, damroll(10, 10))) ident = TRUE;
2814 case SV_WAND_HASTE_MONSTER:
2816 if (speed_monster(dir)) ident = TRUE;
2820 case SV_WAND_CLONE_MONSTER:
2822 if (clone_monster(dir)) ident = TRUE;
2826 case SV_WAND_TELEPORT_AWAY:
2828 if (teleport_monster(dir)) ident = TRUE;
2832 case SV_WAND_DISARMING:
2834 if (disarm_trap(dir)) ident = TRUE;
2838 case SV_WAND_TRAP_DOOR_DEST:
2840 if (destroy_door(dir)) ident = TRUE;
2844 case SV_WAND_STONE_TO_MUD:
2846 if (wall_to_mud(dir)) ident = TRUE;
2853 msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2855 msg_print("A line of blue shimmering light appears.");
2858 (void)lite_line(dir);
2863 case SV_WAND_SLEEP_MONSTER:
2865 if (sleep_monster(dir)) ident = TRUE;
2869 case SV_WAND_SLOW_MONSTER:
2871 if (slow_monster(dir)) ident = TRUE;
2875 case SV_WAND_CONFUSE_MONSTER:
2877 if (confuse_monster(dir, p_ptr->lev)) ident = TRUE;
2881 case SV_WAND_FEAR_MONSTER:
2883 if (fear_monster(dir, p_ptr->lev)) ident = TRUE;
2887 case SV_WAND_DRAIN_LIFE:
2889 if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE;
2893 case SV_WAND_POLYMORPH:
2895 if (poly_monster(dir)) ident = TRUE;
2899 case SV_WAND_STINKING_CLOUD:
2901 fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2);
2906 case SV_WAND_MAGIC_MISSILE:
2908 fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6));
2913 case SV_WAND_ACID_BOLT:
2915 fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
2920 case SV_WAND_CHARM_MONSTER:
2922 if (charm_monster(dir, MAX(20, p_ptr->lev)))
2927 case SV_WAND_FIRE_BOLT:
2929 fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
2934 case SV_WAND_COLD_BOLT:
2936 fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
2941 case SV_WAND_ACID_BALL:
2943 fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2);
2948 case SV_WAND_ELEC_BALL:
2950 fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2);
2955 case SV_WAND_FIRE_BALL:
2957 fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2);
2962 case SV_WAND_COLD_BALL:
2964 fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2);
2969 case SV_WAND_WONDER:
2972 msg_print("¤ª¤Ã¤È¡¢Ææ¤ÎËâË¡ËÀ¤ò»ÏÆ°¤µ¤»¤¿¡£");
2974 msg_print("Oops. Wand of wonder activated.");
2980 case SV_WAND_DRAGON_FIRE:
2982 fire_ball(GF_FIRE, dir, 200, -3);
2987 case SV_WAND_DRAGON_COLD:
2989 fire_ball(GF_COLD, dir, 180, -3);
2994 case SV_WAND_DRAGON_BREATH:
2996 switch (randint1(5))
3000 fire_ball(GF_ACID, dir, 240, -3);
3006 fire_ball(GF_ELEC, dir, 210, -3);
3012 fire_ball(GF_FIRE, dir, 240, -3);
3018 fire_ball(GF_COLD, dir, 210, -3);
3024 fire_ball(GF_POIS, dir, 180, -3);
3033 case SV_WAND_DISINTEGRATE:
3035 fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(p_ptr->lev * 2), 2);
3040 case SV_WAND_ROCKETS:
3043 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
3045 msg_print("You launch a rocket!");
3048 fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2);
3053 case SV_WAND_STRIKING:
3055 fire_bolt(GF_METEOR, dir, damroll(15 + p_ptr->lev / 3, 13));
3060 case SV_WAND_GENOCIDE:
3062 fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0);
3072 * Aim a wand (from the pack or floor).
3074 * Use a single charge from a single item.
3075 * Handle "unstacking" in a logical manner.
3077 * For simplicity, you cannot use a stack of items from the
3078 * ground. This would require too much nasty code.
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.
3085 * All wands can be "cancelled" at the "Direction?" prompt for free.
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.
3091 static void do_cmd_aim_wand_aux(int item)
3093 int lev, ident, chance, dir;
3095 bool old_target_pet = target_pet;
3097 /* Get the item (in the pack) */
3100 o_ptr = &inventory[item];
3103 /* Get the item (on the floor) */
3106 o_ptr = &o_list[0 - item];
3109 /* Mega-Hack -- refuse to aim a pile from the ground */
3110 if ((item < 0) && (o_ptr->number > 1))
3113 msg_print("¤Þ¤º¤ÏËâË¡ËÀ¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3115 msg_print("You must first pick up the wands.");
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))
3126 if (!get_aim_dir(&dir))
3128 target_pet = old_target_pet;
3131 target_pet = old_target_pet;
3137 lev = get_object_level(o_ptr);
3138 if (lev > 50) lev = 50 + (lev - 50)/2;
3140 /* Base chance of success */
3141 chance = p_ptr->skill_dev;
3143 /* Confusion hurts skill */
3144 if (p_ptr->confused) chance = chance / 2;
3146 /* Hight level objects are harder */
3147 chance = chance - lev;
3149 /* Give everyone a (slight) chance */
3150 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
3152 chance = USE_DEVICE;
3157 if (flush_failure) flush();
3159 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3161 msg_print("Nothing happen. Maybe this wand is freezing too.");
3168 /* Roll for usage */
3169 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
3171 if (flush_failure) flush();
3173 msg_print("ËâË¡ËÀ¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
3175 msg_print("You failed to use the wand properly.");
3182 /* The wand is already empty! */
3183 if (o_ptr->pval <= 0)
3185 if (flush_failure) flush();
3187 msg_print("¤³¤ÎËâË¡ËÀ¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
3189 msg_print("The wand has no charges left.");
3192 o_ptr->ident |= (IDENT_EMPTY);
3194 /* Combine / Reorder the pack (later) */
3195 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3196 p_ptr->window |= (PW_INVEN);
3204 ident = wand_effect(o_ptr->sval, dir, FALSE);
3206 /* Combine / Reorder the pack (later) */
3207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3209 if (!(object_aware_p(o_ptr)))
3211 chg_virtue(V_PATIENCE, -1);
3212 chg_virtue(V_CHANCE, 1);
3213 chg_virtue(V_KNOWLEDGE, -1);
3216 /* Mark it as tried */
3217 object_tried(o_ptr);
3219 /* Apply identification */
3220 if (ident && !object_aware_p(o_ptr))
3222 object_aware(o_ptr);
3223 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3227 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3230 /* Use a single charge */
3233 /* Describe the charges in the pack */
3236 inven_item_charges(item);
3239 /* Describe the charges on the floor */
3242 floor_item_charges(0 - item);
3247 void do_cmd_aim_wand(void)
3252 /* Restrict choices to wands */
3253 item_tester_tval = TV_WAND;
3255 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3257 set_action(ACTION_NONE);
3262 q = "¤É¤ÎËâË¡ËÀ¤ÇÁÀ¤¤¤Þ¤¹¤«? ";
3263 s = "»È¤¨¤ëËâË¡ËÀ¤¬¤Ê¤¤¡£";
3265 q = "Aim which wand? ";
3266 s = "You have no wand to aim.";
3269 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3272 do_cmd_aim_wand_aux(item);
3276 static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
3280 /* Analyze the rod */
3283 case SV_ROD_DETECT_TRAP:
3285 if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
3289 case SV_ROD_DETECT_DOOR:
3291 if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
3292 if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
3296 case SV_ROD_IDENTIFY:
3299 if (!ident_spell(FALSE, FALSE)) *use_charge = FALSE;
3305 if (!word_of_recall()) *use_charge = FALSE;
3310 case SV_ROD_ILLUMINATION:
3312 if (lite_area(damroll(2, 8), 2)) ident = TRUE;
3316 case SV_ROD_MAPPING:
3318 map_area(DETECT_RAD_MAP);
3323 case SV_ROD_DETECTION:
3325 detect_all(DETECT_RAD_DEFAULT);
3330 case SV_ROD_PROBING:
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;
3349 case SV_ROD_HEALING:
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;
3358 case SV_ROD_RESTORATION:
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;
3372 if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
3376 case SV_ROD_PESTICIDE:
3378 if (dispel_monsters(4)) ident = TRUE;
3382 case SV_ROD_TELEPORT_AWAY:
3384 if (teleport_monster(dir)) ident = TRUE;
3388 case SV_ROD_DISARMING:
3390 if (disarm_trap(dir)) ident = TRUE;
3397 msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
3399 msg_print("A line of blue shimmering light appears.");
3402 (void)lite_line(dir);
3407 case SV_ROD_SLEEP_MONSTER:
3409 if (sleep_monster(dir)) ident = TRUE;
3413 case SV_ROD_SLOW_MONSTER:
3415 if (slow_monster(dir)) ident = TRUE;
3419 case SV_ROD_DRAIN_LIFE:
3421 if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE;
3425 case SV_ROD_POLYMORPH:
3427 if (poly_monster(dir)) ident = TRUE;
3431 case SV_ROD_ACID_BOLT:
3433 fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
3438 case SV_ROD_ELEC_BOLT:
3440 fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8));
3445 case SV_ROD_FIRE_BOLT:
3447 fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
3452 case SV_ROD_COLD_BOLT:
3454 fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
3459 case SV_ROD_ACID_BALL:
3461 fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2);
3466 case SV_ROD_ELEC_BALL:
3468 fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2);
3473 case SV_ROD_FIRE_BALL:
3475 fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2);
3480 case SV_ROD_COLD_BALL:
3482 fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2);
3494 case SV_ROD_STONE_TO_MUD:
3496 if (wall_to_mud(dir)) ident = TRUE;
3500 case SV_ROD_AGGRAVATE:
3502 aggravate_monsters(0);
3511 * Activate (zap) a Rod
3513 * Unstack fully charged rods as needed.
3515 * Hack -- rods of perception/genocide can be "cancelled"
3516 * All rods can be cancelled at the "Direction?" prompt
3518 * pvals are defined for each rod in k_info. -LM-
3520 static void do_cmd_zap_rod_aux(int item)
3522 int ident, chance, dir, lev, fail;
3526 /* Hack -- let perception get aborted */
3527 bool use_charge = TRUE;
3531 /* Get the item (in the pack) */
3534 o_ptr = &inventory[item];
3537 /* Get the item (on the floor) */
3540 o_ptr = &o_list[0 - item];
3544 /* Mega-Hack -- refuse to zap a pile from the ground */
3545 if ((item < 0) && (o_ptr->number > 1))
3548 msg_print("¤Þ¤º¤Ï¥í¥Ã¥É¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3550 msg_print("You must first pick up the rods.");
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))
3561 /* Get a direction, allow cancel */
3562 if (!get_aim_dir(&dir)) return;
3569 /* Extract the item level */
3570 lev = get_object_level(o_ptr);
3572 /* Base chance of success */
3573 chance = p_ptr->skill_dev;
3575 /* Confusion hurts skill */
3576 if (p_ptr->confused) chance = chance / 2;
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;
3586 if (flush_failure) flush();
3588 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3590 msg_print("Nothing happen. Maybe this rod is freezing too.");
3597 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
3598 else if (chance > fail)
3600 if (randint0(chance*2) < fail) success = FALSE;
3601 else success = TRUE;
3605 if (randint0(fail*2) < chance) success = TRUE;
3606 else success = FALSE;
3609 /* Roll for usage */
3612 if (flush_failure) flush();
3614 msg_print("¤¦¤Þ¤¯¥í¥Ã¥É¤ò»È¤¨¤Ê¤«¤Ã¤¿¡£");
3616 msg_print("You failed to use the rod properly.");
3623 k_ptr = &k_info[o_ptr->k_idx];
3625 /* A single rod is still charging */
3626 if ((o_ptr->number == 1) && (o_ptr->timeout))
3628 if (flush_failure) flush();
3630 msg_print("¤³¤Î¥í¥Ã¥É¤Ï¤Þ¤ÀËâÎϤò½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
3632 msg_print("The rod is still charging.");
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)))
3640 if (flush_failure) flush();
3642 msg_print("¤½¤Î¥í¥Ã¥É¤Ï¤Þ¤À½¼Å¶Ãæ¤Ç¤¹¡£");
3644 msg_print("The rods are all still charging.");
3653 ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE);
3655 /* Increase the timeout by the rod kind's pval. -LM- */
3656 if (use_charge) o_ptr->timeout += k_ptr->pval;
3658 /* Combine / Reorder the pack (later) */
3659 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3661 if (!(object_aware_p(o_ptr)))
3663 chg_virtue(V_PATIENCE, -1);
3664 chg_virtue(V_CHANCE, 1);
3665 chg_virtue(V_KNOWLEDGE, -1);
3668 /* Tried the object */
3669 object_tried(o_ptr);
3671 /* Successfully determined the object function */
3672 if (ident && !object_aware_p(o_ptr))
3674 object_aware(o_ptr);
3675 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3679 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3683 void do_cmd_zap_rod(void)
3688 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3690 set_action(ACTION_NONE);
3693 /* Restrict choices to rods */
3694 item_tester_tval = TV_ROD;
3698 q = "¤É¤Î¥í¥Ã¥É¤ò¿¶¤ê¤Þ¤¹¤«? ";
3699 s = "»È¤¨¤ë¥í¥Ã¥É¤¬¤Ê¤¤¡£";
3701 q = "Zap which rod? ";
3702 s = "You have no rod to zap.";
3705 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3708 do_cmd_zap_rod_aux(item);
3713 * Hook to determine if an object is activatable
3715 static bool item_tester_hook_activate(object_type *o_ptr)
3717 u32b flgs[TR_FLAG_SIZE];
3720 if (!object_known_p(o_ptr)) return (FALSE);
3722 /* Extract the flags */
3723 object_flags(o_ptr, flgs);
3725 /* Check activation flag */
3726 if (have_flag(flgs, TR_ACTIVATE)) return (TRUE);
3728 if ((o_ptr->tval > TV_CAPTURE) && o_ptr->xtra3)
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:
3745 * Hack -- activate the ring of power
3747 void ring_of_power(int dir)
3749 /* Pick a random effect */
3750 switch (randint1(10))
3757 msg_print("¤¢¤Ê¤¿¤Ï°À¤Î¥ª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3759 msg_print("You are surrounded by a malignant aura.");
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);
3772 /* Lose some experience (permanently) */
3773 p_ptr->exp -= (p_ptr->exp / 4);
3774 p_ptr->max_exp -= (p_ptr->exp / 4);
3784 msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3786 msg_print("You are surrounded by a powerful aura.");
3790 /* Dispel monsters */
3791 dispel_monsters(1000);
3801 fire_ball(GF_MANA, dir, 600, 3);
3812 fire_bolt(GF_MANA, dir, 500);
3820 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
3822 u16b *who = (u16b*)(u);
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];
3832 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
3833 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
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;
3838 if (r_ptr1->level > r_ptr2->level) return TRUE;
3839 if (r_ptr2->level > r_ptr1->level) return FALSE;
3841 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
3842 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
3848 * Activate a wielded object. Wielded objects never stack.
3849 * And even if they did, activatable objects never stack.
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".
3854 * Note that it always takes a turn to activate an artifact, even if
3855 * the user hits "escape" at the "direction" prompt.
3857 static void do_cmd_activate_aux(int item)
3859 int k, dir, lev, chance, fail;
3864 /* Get the item (in the pack) */
3867 o_ptr = &inventory[item];
3870 /* Get the item (on the floor) */
3873 o_ptr = &o_list[0 - item];
3879 /* Extract the item level */
3880 lev = get_object_level(o_ptr);
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)
3886 switch (o_ptr->xtra2)
3894 case ACT_CURE_POISON:
3914 case ACT_RESIST_ALL:
3915 case ACT_DETECT_ALL:
3928 case ACT_BANISH_EVIL:
3936 case ACT_CHARM_ANIMAL:
3937 case ACT_SUMMON_ANIMAL:
3940 case ACT_XTRA_SPEED:
3941 case ACT_DETECT_XTRA:
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:
3957 case ACT_CHARM_ANIMALS:
3958 case ACT_CHARM_OTHERS:
3965 case ACT_CALL_CHAOS:
3970 case ACT_SUMMON_UNDEAD:
3971 case ACT_SUMMON_DEMON:
3982 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
3984 /* Base chance of success */
3985 chance = p_ptr->skill_dev;
3987 /* Confusion hurts skill */
3988 if (p_ptr->confused) chance = chance / 2;
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;
3998 if (flush_failure) flush();
4000 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
4002 msg_print("It shows no reaction.");
4009 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
4010 else if (chance > fail)
4012 if (randint0(chance*2) < fail) success = FALSE;
4013 else success = TRUE;
4017 if (randint0(fail*2) < chance) success = TRUE;
4018 else success = FALSE;
4021 /* Roll for usage */
4024 if (flush_failure) flush();
4026 msg_print("¤¦¤Þ¤¯»ÏÆ°¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤Ê¤«¤Ã¤¿¡£");
4028 msg_print("You failed to activate it properly.");
4035 /* Check the recharge */
4039 msg_print("¤½¤ì¤ÏÈù¤«¤Ë²»¤òΩ¤Æ¡¢µ±¤¡¢¾Ã¤¨¤¿...");
4041 msg_print("It whines, glows and fades...");
4048 /* Activate the artifact */
4050 msg_print("»ÏÆ°¤µ¤»¤¿...");
4052 msg_print("You activate it...");
4060 if (o_ptr->art_name && o_ptr->xtra2)
4062 (void)activate_random_artifact(o_ptr);
4065 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4072 else if (o_ptr->name1)
4075 switch (o_ptr->name1)
4080 msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
4082 msg_print("The phial wells with clear light...");
4085 lite_area(damroll(2, 15), 3);
4086 o_ptr->timeout = randint0(10) + 10;
4093 msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
4095 msg_print("The star shines brightly...");
4098 map_area(DETECT_RAD_MAP);
4099 lite_area(damroll(2, 15), 3);
4100 o_ptr->timeout = randint0(50) + 50;
4107 msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
4109 msg_print("The Jewel flashes bright red!");
4112 chg_virtue(V_KNOWLEDGE, 1);
4113 chg_virtue(V_ENLIGHTEN, 1);
4114 wiz_lite(FALSE, FALSE);
4116 msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
4117 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
4119 msg_print("The Jewel drains your vitality...");
4120 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
4123 (void)detect_traps(DETECT_RAD_DEFAULT);
4124 (void)detect_doors(DETECT_RAD_DEFAULT);
4125 (void)detect_stairs(DETECT_RAD_DEFAULT);
4128 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
4130 if (get_check("Activate recall? "))
4134 (void)word_of_recall();
4137 o_ptr->timeout = randint0(20) + 20;
4144 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4146 msg_print("The amulet lets out a shrill wail...");
4150 (void)set_protevil(randint1(25) + k, FALSE);
4151 o_ptr->timeout = randint0(225) + 225;
4158 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4160 msg_print("The amulet floods the area with goodness...");
4163 dispel_evil(p_ptr->lev * 5);
4164 o_ptr->timeout = randint0(200) + 200;
4171 msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4173 msg_print("The mirror floods the area with goodness...");
4176 dispel_evil(p_ptr->lev * 5);
4177 o_ptr->timeout = randint0(200) + 200;
4184 msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
4186 msg_print("You order Frakir to strangle your opponent.");
4189 if (!get_aim_dir(&dir)) return;
4190 if (drain_life(dir, 100))
4191 o_ptr->timeout = randint0(100) + 100;
4198 msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
4200 msg_print("The ring glows brightly...");
4203 (void)set_fast(randint1(75) + 75, FALSE);
4204 o_ptr->timeout = randint0(150) + 150;
4211 msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
4213 msg_print("The ring glows deep red...");
4216 if (!get_aim_dir(&dir)) return;
4217 fire_ball(GF_FIRE, dir, 300, 3);
4218 o_ptr->timeout = randint0(225) + 225;
4225 msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4227 msg_print("The ring glows bright white...");
4230 if (!get_aim_dir(&dir)) return;
4231 fire_ball(GF_COLD, dir, 400, 3);
4232 o_ptr->timeout = randint0(325) + 325;
4240 msg_format("%s¤Ï¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_VILYA ? "»ØÎØ" : "¥½¡¼¥É");
4242 msg_format("The %s glows deep blue...", o_ptr->name1 == ART_VILYA ? "ring" : "sword");
4245 if (!get_aim_dir(&dir)) return;
4246 fire_ball(GF_ELEC, dir, 500, 3);
4247 o_ptr->timeout = randint0(425) + 425;
4255 msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
4257 msg_print("The ring glows intensely black...");
4260 if (!get_aim_dir(&dir)) return;
4262 o_ptr->timeout = randint0(450) + 450;
4268 int num = damroll(5, 3);
4273 msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...");
4275 msg_print("Your armor is surrounded by lightning...");
4279 for (k = 0; k < num; k++)
4285 scatter(&y, &x, py, px, 4, 0);
4287 if (!cave_floor_bold(y, x)) continue;
4289 if ((y != py) || (x != px)) break;
4292 project(0, 3, y, x, 150, GF_ELEC,
4293 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
4296 o_ptr->timeout = 1000;
4300 case ART_BLADETURNER:
4302 if (!get_aim_dir(&dir)) return;
4304 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
4306 msg_print("You breathe the elements.");
4309 fire_ball(GF_MISSILE, dir, 300, 4);
4311 msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
4313 msg_print("Your armor glows many colours...");
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;
4329 case ART_SOULKEEPER:
4332 msg_print("³»¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4333 msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
4335 msg_print("Your armor glows a bright white...");
4336 msg_print("You feel much better...");
4339 (void)hp_player(1000);
4341 o_ptr->timeout = 888;
4348 msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
4350 msg_print("A heavenly choir sings...");
4353 (void)set_poisoned(0);
4356 (void)set_confused(0);
4358 (void)set_hero(randint1(25) + 25, FALSE);
4359 (void)hp_player(777);
4360 o_ptr->timeout = 300;
4367 msg_print("³»¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4369 msg_print("Your armor glows deep blue...");
4372 (void)symbol_genocide(200, TRUE);
4373 o_ptr->timeout = 500;
4380 msg_print("³»¤¬ÀÖ¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4382 msg_print("Your armor glows bright red...");
4385 destroy_doors_touch();
4386 o_ptr->timeout = 10;
4394 turn_monsters(40 + p_ptr->lev);
4395 o_ptr->timeout = 3 * (p_ptr->lev + 10);
4400 case ART_HOLHENNETH:
4403 msg_print("¥Ø¥ë¥á¥Ã¥È¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4404 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
4406 msg_print("Your helm glows bright white...");
4407 msg_print("An image forms in your mind...");
4410 detect_all(DETECT_RAD_DEFAULT);
4411 o_ptr->timeout = randint0(55) + 55;
4418 msg_print("²¦´§¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4419 msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
4421 msg_print("Your crown glows deep blue...");
4422 msg_print("You feel a warm tingling inside...");
4425 (void)hp_player(700);
4427 o_ptr->timeout = 250;
4435 msg_format("%s¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_COLLUIN ? "¥¯¥í¡¼¥¯" : "³»");
4437 msg_format("Your %s glows many colours...", o_ptr->name1 == ART_COLLUIN ? "cloak" : "armor");
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;
4449 case ART_HOLCOLLETH:
4452 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4454 msg_print("Your cloak glows deep blue...");
4457 sleep_monsters_touch();
4458 o_ptr->timeout = 55;
4465 msg_print("¥¯¥í¡¼¥¯¤¬²«¿§¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4467 msg_print("Your cloak glows bright yellow...");
4471 o_ptr->timeout = 70;
4478 msg_print("¥¯¥í¡¼¥¯¤¬ÊÕ¤ê¤Î¶õ´Ö¤ò¤æ¤¬¤Þ¤»¤¿...");
4480 msg_print("Your cloak twists space around you...");
4483 teleport_player(100);
4484 o_ptr->timeout = 45;
4491 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4493 msg_print("Your cloak glows a deep red...");
4497 o_ptr->timeout = 450;
4501 case ART_CAMMITHRIM:
4504 msg_print("¥°¥í¡¼¥Ö¤¬âÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4506 msg_print("Your gloves glow extremely brightly...");
4509 if (!get_aim_dir(&dir)) return;
4510 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
4518 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4520 msg_print("Your gauntlets are covered in fire...");
4523 if (!get_aim_dir(&dir)) return;
4524 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4525 o_ptr->timeout = randint0(8) + 8;
4529 case ART_PAURNIMMEN:
4532 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4534 msg_print("Your gauntlets are covered in frost...");
4537 if (!get_aim_dir(&dir)) return;
4538 fire_bolt(GF_COLD, dir, damroll(6, 8));
4539 o_ptr->timeout = randint0(7) + 7;
4546 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4548 msg_print("Your gauntlets are covered in sparks...");
4551 if (!get_aim_dir(&dir)) return;
4552 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4553 o_ptr->timeout = randint0(5) + 5;
4560 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬»À¤Ëʤ¤ï¤ì¤¿...");
4562 msg_print("Your gauntlets are covered in acid...");
4565 if (!get_aim_dir(&dir)) return;
4566 fire_bolt(GF_ACID, dir, damroll(5, 8));
4567 o_ptr->timeout = randint0(6) + 6;
4574 msg_print("¥»¥¹¥¿¥¹¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
4576 msg_print("Your cesti grows magical spikes...");
4579 if (!get_aim_dir(&dir)) return;
4580 fire_bolt(GF_ARROW, dir, 150);
4581 o_ptr->timeout = randint0(90) + 90;
4588 msg_print("¥Ö¡¼¥Ä¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4590 msg_print("Your boots glow bright green...");
4593 (void)set_fast(randint1(20) + 20, FALSE);
4594 o_ptr->timeout = 200;
4601 msg_print("¥Ö¡¼¥Ä¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4603 msg_print("Your boots glow deep blue...");
4606 (void)set_afraid(0);
4607 (void)set_poisoned(0);
4615 msg_print("¥À¥¬¡¼¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4617 msg_print("Your dagger is covered in fire...");
4620 if (!get_aim_dir(&dir)) return;
4621 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4622 o_ptr->timeout = randint0(8) + 8;
4629 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4631 msg_print("Your dagger is covered in frost...");
4634 if (!get_aim_dir(&dir)) return;
4635 fire_bolt(GF_COLD, dir, damroll(6, 8));
4636 o_ptr->timeout = randint0(7) + 7;
4643 msg_print("¥À¥¬¡¼¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4645 msg_print("Your dagger is covered in sparks...");
4648 if (!get_aim_dir(&dir)) return;
4649 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4650 o_ptr->timeout = randint0(5) + 5;
4657 msg_print("¥À¥¬¡¼¤¬¿¼¤¤Îп§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4659 msg_print("Your dagger throbs deep green...");
4662 if (!get_aim_dir(&dir)) return;
4663 fire_ball(GF_POIS, dir, 12, 3);
4664 o_ptr->timeout = randint0(4) + 4;
4671 msg_print("Ì·¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4673 msg_print("Your dagger throbs deep blue...");
4676 if (!get_aim_dir(&dir)) return;
4677 fire_ball(GF_WATER, dir, 200, 3);
4678 o_ptr->timeout = 250;
4685 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4687 msg_print("Your dagger is covered in frost...");
4690 if (!get_aim_dir(&dir)) return;
4691 fire_ball(GF_COLD, dir, 48, 2);
4692 o_ptr->timeout = randint0(5) + 5;
4697 case ART_WEREWINDLE:
4699 switch (randint1(13))
4701 case 1: case 2: case 3: case 4: case 5:
4702 teleport_player(10);
4704 case 6: case 7: case 8: case 9: case 10:
4705 teleport_player(222);
4708 (void)stair_creation();
4712 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
4714 if (get_check("Leave this level? "))
4718 if (autosave_l) do_cmd_save_game(TRUE);
4721 p_ptr->leaving = TRUE;
4724 o_ptr->timeout = 35;
4730 teleport_player(222);
4731 o_ptr->timeout = 25;
4738 msg_print("¥½¡¼¥É¤¬ÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
4740 msg_print("Your sword glows an intense blue...");
4743 if (!get_aim_dir(&dir)) return;
4744 fire_ball(GF_COLD, dir, 100, 2);
4745 o_ptr->timeout = 200;
4752 msg_print("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£");
4754 msg_print("You summon the Legion of the Dawn.");
4757 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
4758 o_ptr->timeout = 500 + randint1(500);
4765 msg_print("¥½¡¼¥É¤¬ÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
4767 msg_print("Your sword glows an intense red...");
4770 if (!get_aim_dir(&dir)) return;
4771 fire_ball(GF_FIRE, dir, 72, 2);
4772 o_ptr->timeout = 400;
4779 msg_print("¥¢¥Ã¥¯¥¹¤Î¿Ï¤¬¹õ¤¯µ±¤¤¤¿...");
4781 msg_print("Your axe blade glows black...");
4784 if (!get_aim_dir(&dir)) return;
4785 drain_life(dir, 120);
4786 o_ptr->timeout = 400;
4793 msg_print("¤¢¤Ê¤¿¤ÎÁä¤ÏÅŵ¤¤Ç¥¹¥Ñ¡¼¥¯¤·¤Æ¤¤¤ë...");
4795 msg_print("Your spear crackles with electricity...");
4798 if (!get_aim_dir(&dir)) return;
4799 fire_ball(GF_ELEC, dir, 100, 3);
4800 o_ptr->timeout = 200;
4807 msg_print("¥¹¥Ô¥¢¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4809 msg_print("Your spear glows a bright white...");
4812 if (!get_aim_dir(&dir)) return;
4813 fire_ball(GF_COLD, dir, 100, 3);
4814 o_ptr->timeout = 200;
4821 msg_print("¥¹¥Ô¥¢¤¬¸ÝÆ°¤·¤¿...");
4823 msg_print("Your spear pulsates...");
4826 if (!get_aim_dir(&dir)) return;
4835 msg_print("¤Ä¤ë¤Ï¤·¤¬¸ÝÆ°¤·¤¿...");
4837 msg_print("Your mattock pulsates...");
4840 if (!get_aim_dir(&dir)) return;
4849 msg_print("¥¢¥Ã¥¯¥¹¤«¤é¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4851 msg_print("Your axe lets out a long, shrill note...");
4854 (void)mass_genocide(200, TRUE);
4855 o_ptr->timeout = 1000;
4862 msg_print("¥Ð¥È¥ë¡¦¥¢¥Ã¥¯¥¹¤¬¿¼»ç¤Î¸÷¤òÊü¼Í¤·¤¿...");
4864 msg_print("Your battle axe radiates deep purple...");
4867 hp_player(damroll(4, 8));
4868 (void)set_cut((p_ptr->cut / 2) - 50);
4869 o_ptr->timeout = randint0(3) + 3;
4876 msg_print("¥È¥é¥¤¥Ç¥ó¥È¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4878 msg_print("Your trident glows deep red...");
4881 if (!get_aim_dir(&dir)) return;
4882 teleport_monster(dir);
4883 o_ptr->timeout = 150;
4890 msg_print("Âç³ù¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4892 msg_print("Your scythe glows soft white...");
4894 if (!word_of_recall()) return;
4895 o_ptr->timeout = 200;
4902 msg_print("¸û¶Ì¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4904 msg_print("Your scythe glows soft white...");
4906 if (!word_of_recall()) return;
4907 o_ptr->timeout = 200;
4914 msg_print("¥Õ¥ì¥¤¥ë¤¬ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤¿...");
4916 msg_print("Your flail glows in scintillating colours...");
4919 if (!get_aim_dir(&dir)) return;
4920 confuse_monster(dir, 20);
4921 o_ptr->timeout = 15;
4928 msg_print("¥â¡¼¥Ë¥ó¥°¥¹¥¿¡¼¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...");
4930 msg_print("Your morning star rages in fire...");
4933 if (!get_aim_dir(&dir)) return;
4934 fire_ball(GF_FIRE, dir, 72, 3);
4935 o_ptr->timeout = 100;
4942 msg_print("¥à¥Á¤¬¿¼¤¤ÀÖ¿§¤Ëµ±¤¤¤¿...");
4944 msg_print("Your whip glows deep red...");
4947 if (!get_aim_dir(&dir)) return;
4948 fire_ball(GF_FIRE, dir, 120, 3);
4949 o_ptr->timeout = 15;
4956 msg_print("¥á¥¤¥¹¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4958 msg_print("Your mace glows bright green...");
4961 (void)set_fast(randint1(20) + 20, FALSE);
4962 o_ptr->timeout = randint0(100) + 100;
4969 msg_print("¥¯¥©¡¼¥¿¡¼¥¹¥¿¥Ã¥Õ¤¬²«¿§¤¯µ±¤¤¤¿...");
4971 msg_print("Your quarterstaff glows yellow...");
4974 if (!ident_spell(FALSE, FALSE)) return;
4975 o_ptr->timeout = 10;
4982 msg_print("¾ó¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
4984 msg_print("Your quarterstaff glows brightly...");
4987 detect_all(DETECT_RAD_DEFAULT);
4989 identify_fully(FALSE, TRUE);
4990 o_ptr->timeout = 1000;
4997 msg_print("¥Ï¥ó¥Þ¡¼¤¬Çò¤¯µ±¤¤¤¿...");
4999 msg_print("Your hammer glows white...");
5002 if (!get_aim_dir(&dir)) return;
5003 drain_life(dir, 90);
5004 o_ptr->timeout = 70;
5011 msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
5013 msg_print("Your crossbow glows deep red...");
5016 (void)brand_bolts();
5017 o_ptr->timeout = 999;
5024 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
5027 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
5029 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
5032 if (!get_aim_dir(&dir)) return;
5034 /* Use the given direction */
5035 tx = px + 99 * ddx[dir];
5036 ty = py + 99 * ddy[dir];
5038 /* Hack -- Use an actual "target" */
5039 if ((dir == 5) && target_okay())
5045 if (p_ptr->pclass == CLASS_ARCHER)
5047 /* Extra shot at level 10 */
5048 if (p_ptr->lev >= 10) num++;
5050 /* Extra shot at level 30 */
5051 if (p_ptr->lev >= 30) num++;
5053 /* Extra shot at level 45 */
5054 if (p_ptr->lev >= 45) num++;
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;
5064 monster_type *m_ptr;
5065 monster_race *r_ptr;
5069 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
5071 msg_print("Some strange places show up in your mind. And you see ...");
5074 /* Process the monsters (backwards) */
5075 for (i = m_max - 1; i >= 1; i--)
5077 /* Access the monster */
5080 /* Ignore "dead" monsters */
5081 if (!m_ptr->r_idx) continue;
5083 r_ptr = &r_info[m_ptr->r_idx];
5085 if(r_ptr->flags1 & RF1_UNIQUE)
5088 msg_format("%s¡¥ ",r_name + r_ptr->name);
5090 msg_format("%s. ",r_name + r_ptr->name);
5094 o_ptr->timeout = 200;
5098 case ART_STONE_LORE:
5101 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
5103 msg_print("The stone reveals hidden mysteries...");
5105 if (!ident_spell(FALSE, FALSE)) return;
5107 if (mp_ptr->spell_book)
5109 /* Sufficient mana */
5110 if (20 <= p_ptr->csp)
5116 /* Over-exert the player */
5119 int oops = 20 - p_ptr->csp;
5123 p_ptr->csp_frac = 0;
5127 msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
5129 msg_print("You are too weak to control the stone!");
5132 /* Hack -- Bypass free action */
5133 (void)set_paralyzed(p_ptr->paralyzed +
5134 randint1(5 * oops + 1));
5137 (void)set_confused(p_ptr->confused +
5138 randint1(5 * oops + 1));
5142 p_ptr->redraw |= (PR_MANA);
5146 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
5148 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
5152 if (one_in_(5)) (void)set_confused(p_ptr->confused +
5155 /* Exercise a little care... */
5158 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
5160 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
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;
5176 msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
5178 msg_print("You exterminate small life.");
5180 (void)dispel_monsters(4);
5181 o_ptr->timeout = randint0(55) + 55;
5188 msg_print("Æߤ¤²»¤¬ÊÕ¤ê¤òÊñ¤ß¤³¤ó¤À¡£");
5190 msg_print("A shrill wailing sound surrounds you.");
5192 (void)set_protevil(randint1(25) + p_ptr->lev, FALSE);
5193 o_ptr->timeout = randint0(200) + 200;
5201 msg_print("¥í¡¼¥Ö¤¬½ã¿è¤ÊËâÎϤǿ̤¨¤¿¡£");
5203 msg_print("The robe pulsates with raw mana...");
5205 if (!get_aim_dir(&dir)) return;
5206 fire_bolt(GF_MANA, dir, 120);
5207 o_ptr->timeout = randint0(120) + 120;
5212 (void)set_fast(randint1(50) + 50, FALSE);
5215 set_hero(randint1(50) + 50, FALSE);
5216 o_ptr->timeout = randint0(200) + 100;
5222 msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥");
5224 msg_print("Your shield gleams with blinding light...");
5226 fire_ball(GF_LITE, 0, 300, 6);
5227 confuse_monsters(3 * p_ptr->lev / 2);
5228 o_ptr->timeout = 250;
5234 msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥");
5236 msg_print("Your card gleams with blinding light...");
5238 if (!recharge(1000)) return;
5239 o_ptr->timeout = 200;
5245 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
5247 if (get_check("Are you sure?!"))
5251 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
5253 msg_print("The Muramasa pulsates...");
5259 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
5261 msg_print("The Muramasa is destroyed!");
5263 curse_weapon(TRUE, item);
5271 msg_print("ÀФ¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
5273 msg_print("Your stone glows pale...");
5276 if (!get_aim_dir(&dir)) return;
5277 fire_ball(GF_MANA, dir, 400, 4);
5278 o_ptr->timeout = randint0(250) + 250;
5285 if (!get_rep_dir2(&dir)) return;
5289 if (!(cave[y][x].feat == FEAT_DEEP_WATER) && !(cave[y][x].feat == FEAT_SHAL_WATER))
5292 msg_print("¤½¤³¤ÏΦÃϤÀ¡£");
5294 msg_print("There is no fishing place.");
5298 else if (cave[y][x].m_idx)
5301 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5303 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
5305 msg_format("%^s is stand in your way.", m_name);
5310 set_action(ACTION_FISH);
5311 p_ptr->redraw |= (PR_STATE);
5316 if (!get_aim_dir(&dir)) return;
5318 msg_print("¥à¥Á¤ò¿¤Ð¤·¤¿¡£");
5320 msg_print("You stretched your wip.");
5323 fetch(dir, 500, TRUE);
5324 o_ptr->timeout = randint0(25) + 25;
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;
5334 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
5339 msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5341 msg_print("A group of hounds appear as your servant.");
5346 msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
5348 msg_print("A group of hounds appear as your enemy!");
5353 o_ptr->timeout = 300 + randint1(150);
5360 msg_print("¥¹¥Ô¥¢¤ÏâÁ¤·¤¯µ±¤¤¤¿...");
5362 msg_print("Your spear grows brightly...");
5365 if (!get_aim_dir(&dir)) return;
5366 fire_ball(GF_LITE, dir, 200, 3);
5367 o_ptr->timeout = randint0(200) + 200;
5374 monster_type *m_ptr;
5379 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
5382 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5384 msg_print("Suke-san apperars.");
5385 kakusan = "Suke-san";
5389 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
5392 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5394 msg_print("Kaku-san appears.");
5395 kakusan = "Kaku-san";
5401 for (i = m_max - 1; i > 0; 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;
5415 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
5417 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
5422 confuse_monsters(120);
5424 stasis_monsters(120);
5430 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
5432 msg_print("Nothing happen.");
5435 o_ptr->timeout = randint0(150) + 150;
5442 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
5444 msg_print("You beat Your wooden clappers.");
5446 aggravate_monsters(0);
5453 set_hero(randint1(25)+25, FALSE);
5455 o_ptr->timeout = randint0(30) + 30;
5461 (void)set_poisoned(0);
5462 (void)set_confused(0);
5468 o_ptr->timeout = 100;
5474 if (!get_aim_dir(&dir)) return;
5475 (void)charm_animal(dir, p_ptr->lev);
5477 o_ptr->timeout = 200;
5484 msg_print("¥½¡¼¥É¤¬Ã¸¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
5486 msg_print("Your sword glows a pale blue...");
5488 if (!get_aim_dir(&dir)) return;
5489 fire_bolt(GF_COLD, dir, damroll(12, 8));
5490 o_ptr->timeout = 50;
5497 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
5499 msg_print("Your scythe glows brightly!");
5501 for (i = 0; i < TR_FLAG_SIZE; i++)
5502 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
5504 dummy = randint1(2)+randint1(2);
5505 for (i = 0; i < dummy; i++)
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);
5511 dummy = randint1(2);
5512 for (i = 0; i < dummy; i++)
5513 one_resistance(o_ptr);
5515 for (i = 0; i < dummy; i++)
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);
5521 o_ptr->timeout = 3333;
5522 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
5523 p_ptr->update |= (PU_BONUS | PU_HP);
5529 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
5531 msg_print("You stamp. (as if you are in a ring.)");
5533 (void)set_hero(randint1(20) + 20, FALSE);
5534 dispel_evil(p_ptr->lev * 3);
5535 o_ptr->timeout = 100 + randint1(100);
5541 msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿...");
5543 msg_print("Your cloak grows white.");
5545 (void)set_oppose_cold(randint1(20) + 20, FALSE);
5546 o_ptr->timeout = 40 + randint1(40);
5552 msg_print("¥à¥Á¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
5554 msg_print("The whip lets out a shrill wail...");
5558 (void)set_protevil(randint1(25) + k, FALSE);
5559 o_ptr->timeout = randint0(225) + 225;
5564 u32b mode = PM_ALLOW_GROUP;
5565 bool pet = !one_in_(5);
5566 if (pet) mode |= PM_FORCE_PET;
5568 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
5572 msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5574 msg_print("A group of octopuses appear as your servant.");
5579 msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
5581 msg_print("A group of octopuses appear as your enemy!");
5586 o_ptr->timeout = 300 + randint1(150);
5593 msg_print("Å´µå¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
5595 msg_print("The iron ball floods the area with goodness...");
5598 dispel_evil(p_ptr->lev * 5);
5599 o_ptr->timeout = randint0(100) + 100;
5606 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
5608 msg_print("Your amulet is coverd in pitch-darkness...");
5610 if (!get_aim_dir(&dir)) return;
5611 fire_ball(GF_DARK, dir, 250, 4);
5612 o_ptr->timeout = randint0(150) + 150;
5618 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5624 else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_ACID))
5626 (void)set_oppose_acid(randint1(20) + 20, FALSE);
5627 o_ptr->timeout = randint0(50) + 50;
5631 else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_ELEC))
5633 (void)set_oppose_elec(randint1(20) + 20, FALSE);
5634 o_ptr->timeout = randint0(50) + 50;
5638 else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_FIRE))
5640 (void)set_oppose_fire(randint1(20) + 20, FALSE);
5641 o_ptr->timeout = randint0(50) + 50;
5645 else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_COLD))
5647 (void)set_oppose_cold(randint1(20) + 20, FALSE);
5648 o_ptr->timeout = randint0(50) + 50;
5652 else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_EARTHQUAKE))
5654 earthquake(py, px, 5);
5655 o_ptr->timeout = 100 + randint1(100);
5658 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5665 else if (o_ptr->name2 == EGO_TRUMP)
5667 teleport_player(100);
5668 o_ptr->timeout = 50 + randint1(50);
5671 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5678 else if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
5680 if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
5683 msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
5685 msg_print("It has no fuel.");
5690 lite_area(damroll(2, 15), 3);
5691 o_ptr->timeout = randint0(10) + 10;
5694 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5700 else if (o_ptr->name2 == EGO_EARTHQUAKES)
5702 earthquake(py, px, 5);
5703 o_ptr->timeout = 100 + randint1(100);
5706 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5713 else if (o_ptr->name2 == EGO_JUMP)
5715 teleport_player(10);
5716 o_ptr->timeout = 10 + randint1(10);
5719 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5726 /* Hack -- Dragon Scale Mail can be activated as well */
5727 else if (o_ptr->tval == TV_DRAG_ARMOR)
5729 /* Get a direction for breathing (or abort) */
5730 if (!get_aim_dir(&dir)) return;
5732 /* Branch on the sub-type */
5733 switch (o_ptr->sval)
5735 case SV_DRAGON_BLUE:
5738 msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5740 msg_print("You breathe lightning.");
5743 fire_ball(GF_ELEC, dir, 100, -2);
5744 o_ptr->timeout = randint0(150) + 150;
5748 case SV_DRAGON_WHITE:
5751 msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5753 msg_print("You breathe frost.");
5756 fire_ball(GF_COLD, dir, 110, -2);
5757 o_ptr->timeout = randint0(150) + 150;
5761 case SV_DRAGON_BLACK:
5764 msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5766 msg_print("You breathe acid.");
5769 fire_ball(GF_ACID, dir, 130, -2);
5770 o_ptr->timeout = randint0(150) + 150;
5774 case SV_DRAGON_GREEN:
5777 msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5779 msg_print("You breathe poison gas.");
5782 fire_ball(GF_POIS, dir, 150, -2);
5783 o_ptr->timeout = randint0(180) + 180;
5790 msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5792 msg_print("You breathe fire.");
5795 fire_ball(GF_FIRE, dir, 200, -2);
5796 o_ptr->timeout = randint0(200) + 200;
5800 case SV_DRAGON_MULTIHUED:
5802 chance = randint0(5);
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")))));
5810 msg_format("You breathe %s.",
5811 ((chance == 1) ? "lightning" :
5812 ((chance == 2) ? "frost" :
5813 ((chance == 3) ? "acid" :
5814 ((chance == 4) ? "poison gas" : "fire")))));
5817 fire_ball(((chance == 1) ? GF_ELEC :
5818 ((chance == 2) ? GF_COLD :
5819 ((chance == 3) ? GF_ACID :
5820 ((chance == 4) ? GF_POIS : GF_FIRE)))),
5822 o_ptr->timeout = randint0(200) + 200;
5826 case SV_DRAGON_BRONZE:
5829 msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5831 msg_print("You breathe confusion.");
5834 fire_ball(GF_CONFUSION, dir, 120, -2);
5835 o_ptr->timeout = randint0(180) + 180;
5839 case SV_DRAGON_GOLD:
5842 msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5844 msg_print("You breathe sound.");
5847 fire_ball(GF_SOUND, dir, 130, -2);
5848 o_ptr->timeout = randint0(180) + 180;
5852 case SV_DRAGON_CHAOS:
5854 chance = randint0(2);
5856 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5857 ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
5859 msg_format("You breathe %s.",
5860 ((chance == 1 ? "chaos" : "disenchantment")));
5863 fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
5865 o_ptr->timeout = randint0(200) + 200;
5871 chance = randint0(2);
5873 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5874 ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
5876 msg_format("You breathe %s.",
5877 ((chance == 1 ? "sound" : "shards")));
5880 fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
5882 o_ptr->timeout = randint0(200) + 200;
5886 case SV_DRAGON_BALANCE:
5888 chance = randint0(4);
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"))));
5895 msg_format("You breathe %s.",
5896 ((chance == 1) ? "chaos" :
5897 ((chance == 2) ? "disenchantment" :
5898 ((chance == 3) ? "sound" : "shards"))));
5901 fire_ball(((chance == 1) ? GF_CHAOS :
5902 ((chance == 2) ? GF_DISENCHANT :
5903 ((chance == 3) ? GF_SOUND : GF_SHARDS))),
5905 o_ptr->timeout = randint0(200) + 200;
5909 case SV_DRAGON_SHINING:
5911 chance = randint0(2);
5913 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5914 ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
5916 msg_format("You breathe %s.",
5917 ((chance == 0 ? "light" : "darkness")));
5920 fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
5921 o_ptr->timeout = randint0(200) + 200;
5925 case SV_DRAGON_POWER:
5928 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5930 msg_print("You breathe the elements.");
5933 fire_ball(GF_MISSILE, dir, 300, -3);
5934 o_ptr->timeout = randint0(200) + 200;
5940 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5946 else if (o_ptr->tval == TV_RING)
5950 bool success = TRUE;
5952 switch (o_ptr->name2)
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;
5960 case EGO_RING_MAGIC_MIS:
5961 if (!get_aim_dir(&dir)) return;
5962 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
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;
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;
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;
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;
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;
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;
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;
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;
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;
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;
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)
6020 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6021 o_ptr->timeout = 200;
6023 else o_ptr->timeout = 250;
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)
6030 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6031 o_ptr->timeout = 200;
6033 else o_ptr->timeout = 250;
6035 case EGO_RING_M_DETECT:
6036 (void)detect_monsters_invis(255);
6037 (void)detect_monsters_normal(255);
6038 o_ptr->timeout = 150;
6040 case EGO_RING_D_SPEED:
6041 (void)set_fast(randint1(30) + 15, FALSE);
6042 o_ptr->timeout = 100;
6044 case EGO_RING_BERSERKER:
6045 (void)set_shero(randint1(25) + 25, FALSE);
6046 o_ptr->timeout = randint0(75)+75;
6048 case EGO_RING_TELE_AWAY:
6049 if (!get_aim_dir(&dir)) return;
6050 teleport_monster(dir);
6051 o_ptr->timeout = 150;
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;
6073 if (success) return;
6076 /* Get a direction for breathing (or abort) */
6077 if (!get_aim_dir(&dir)) return;
6079 switch (o_ptr->sval)
6083 fire_ball(GF_ACID, dir, 100, 2);
6084 (void)set_oppose_acid(randint1(20) + 20, FALSE);
6085 o_ptr->timeout = randint0(50) + 50;
6091 fire_ball(GF_COLD, dir, 100, 2);
6092 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6093 o_ptr->timeout = randint0(50) + 50;
6097 case SV_RING_FLAMES:
6099 fire_ball(GF_FIRE, dir, 100, 2);
6100 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6101 o_ptr->timeout = randint0(50) + 50;
6107 fire_ball(GF_ELEC, dir, 100, 2);
6108 (void)set_oppose_elec(randint1(20) + 20, FALSE);
6109 o_ptr->timeout = randint0(50) + 50;
6115 p_ptr->window |= (PW_INVEN | PW_EQUIP);
6121 else if (o_ptr->tval == TV_AMULET)
6125 switch (o_ptr->name2)
6128 if (!ident_spell(FALSE, FALSE)) return;
6129 o_ptr->timeout = 10;
6132 if (!get_aim_dir(&dir)) return;
6133 charm_monster(dir, MAX(20, p_ptr->lev));
6134 o_ptr->timeout = 200;
6137 teleport_player(10);
6138 o_ptr->timeout = randint0(10) + 10;
6140 case EGO_AMU_TELEPORT:
6141 teleport_player(100);
6142 o_ptr->timeout = randint0(50) + 50;
6144 case EGO_AMU_D_DOOR:
6145 (void)dimension_door();
6146 o_ptr->timeout = 200;
6148 case EGO_AMU_RES_FIRE_:
6149 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6150 o_ptr->timeout = randint0(50) + 50;
6152 case EGO_AMU_RES_COLD_:
6153 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6154 o_ptr->timeout = randint0(50) + 50;
6156 case EGO_AMU_RES_ELEC_:
6157 (void)set_oppose_elec(randint1(20) + 20, FALSE);
6158 o_ptr->timeout = randint0(50) + 50;
6160 case EGO_AMU_RES_ACID_:
6161 (void)set_oppose_acid(randint1(20) + 20, FALSE);
6162 o_ptr->timeout = randint0(50) + 50;
6164 case EGO_AMU_DETECTION:
6165 detect_all(DETECT_RAD_DEFAULT);
6166 o_ptr->timeout = randint0(55)+55;
6173 else if (o_ptr->tval == TV_WHISTLE)
6176 if (cursed_p(o_ptr))
6179 msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤ÅϤä¿¡£");
6181 msg_print("You produce a shrill whistling sound.");
6183 aggravate_monsters(0);
6193 /* Allocate the "who" array */
6194 C_MAKE(who, max_m_idx, u16b);
6196 /* Process the monsters (backwards) */
6197 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
6199 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
6200 who[max_pet++] = pet_ctr;
6203 /* Select the sort method */
6204 ang_sort_comp = ang_sort_comp_pet;
6205 ang_sort_swap = ang_sort_swap_hook;
6207 ang_sort(who, &dummy_why, max_pet);
6209 /* Process the monsters (backwards) */
6210 for (i = 0; i < max_pet; i++)
6213 teleport_to_player(pet_ctr, 100);
6216 /* Free the "who" array */
6217 C_KILL(who, max_m_idx, u16b);
6219 o_ptr->timeout = 100+randint1(100);
6222 else if (o_ptr->tval == TV_CAPTURE)
6226 bool old_target_pet = target_pet;
6228 if (!get_aim_dir(&dir))
6230 target_pet = old_target_pet;
6233 target_pet = old_target_pet;
6235 if(fire_ball(GF_CAPTURE, dir, 0, 0))
6237 o_ptr->pval = cap_mon;
6238 o_ptr->xtra3 = cap_mspeed;
6239 o_ptr->xtra4 = cap_hp;
6240 o_ptr->xtra5 = cap_maxhp;
6247 if (o_ptr->inscription)
6248 strcpy(buf, quark_str(o_ptr->inscription));
6250 for (s = buf;*s && (*s != '#'); s++)
6253 if (iskanji(*s)) s++;
6263 t = quark_str(cap_nickname);
6276 o_ptr->inscription = quark_add(buf);
6282 bool success = FALSE;
6283 if (!get_rep_dir2(&dir)) return;
6284 if (cave_floor_bold(py+ddy[dir],px+ddx[dir]))
6286 if (place_monster_aux(0, py + ddy[dir], px + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
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)
6300 t = quark_str(o_ptr->inscription);
6301 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
6304 if (iskanji(*t)) t++;
6329 if (quote && *(s-1) =='\'')
6333 m_list[hack_m_idx_ii].nickname = quark_add(buf);
6334 t = quark_str(o_ptr->inscription);
6336 while(*t && (*t != '#'))
6343 o_ptr->inscription = quark_add(buf);
6355 msg_print("¤ª¤Ã¤È¡¢²òÊü¤Ë¼ºÇÔ¤·¤¿¡£");
6357 msg_print("Oops. You failed to release your pet.");
6365 msg_print("¤ª¤Ã¤È¡¢¤³¤Î¥¢¥¤¥Æ¥à¤Ï»ÏÆ°¤Ç¤¤Ê¤¤¡£");
6367 msg_print("Oops. That object cannot be activated.");
6373 void do_cmd_activate(void)
6379 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6381 set_action(ACTION_NONE);
6384 item_tester_no_ryoute = TRUE;
6385 /* Prepare the hook */
6386 item_tester_hook = item_tester_hook_activate;
6390 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò»ÏÆ°¤µ¤»¤Þ¤¹¤«? ";
6391 s = "»ÏÆ°¤Ç¤¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Ê¤¤¡£";
6393 q = "Activate which item? ";
6394 s = "You have nothing to activate.";
6397 if (!get_item(&item, q, s, (USE_EQUIP))) return;
6399 /* Activate the item */
6400 do_cmd_activate_aux(item);
6405 * Hook to determine if an object is useable
6407 static bool item_tester_hook_use(object_type *o_ptr)
6409 u32b flgs[TR_FLAG_SIZE];
6412 if (o_ptr->tval == p_ptr->tval_ammo)
6415 /* Useable object */
6416 switch (o_ptr->tval)
6434 if (!object_known_p(o_ptr)) return (FALSE);
6436 /* HACK - only items from the equipment can be activated */
6437 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6439 if (&inventory[i] == o_ptr)
6441 /* Extract the flags */
6442 object_flags(o_ptr, flgs);
6444 /* Check activation flag */
6445 if (have_flag(flgs, TR_ACTIVATE)) return (TRUE);
6458 * XXX - Add actions for other item types
6460 void do_cmd_use(void)
6466 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6468 set_action(ACTION_NONE);
6471 item_tester_no_ryoute = TRUE;
6472 /* Prepare the hook */
6473 item_tester_hook = item_tester_hook_use;
6477 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
6478 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
6480 q = "Use which item? ";
6481 s = "You have nothing to use.";
6484 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return;
6486 /* Get the item (in the pack) */
6489 o_ptr = &inventory[item];
6491 /* Get the item (on the floor) */
6494 o_ptr = &o_list[0 - item];
6497 switch (o_ptr->tval)
6509 do_cmd_eat_food_aux(item);
6516 do_cmd_aim_wand_aux(item);
6523 do_cmd_use_staff_aux(item);
6530 do_cmd_zap_rod_aux(item);
6534 /* Quaff a potion */
6537 do_cmd_quaff_potion_aux(item);
6544 /* Check some conditions */
6548 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
6550 msg_print("You can't see anything.");
6558 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
6560 msg_print("You have no light to read by.");
6565 if (p_ptr->confused)
6568 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª");
6570 msg_print("You are too confused!");
6576 do_cmd_read_scroll_aux(item);
6585 do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
6589 /* Activate an artifact */
6592 do_cmd_activate_aux(item);
6598 static bool select_magic_eater(bool only_browse)
6602 bool flag, redraw, request_list;
6604 int ask = TRUE, i = 0;
6607 int menu_line = (use_menu ? 1 : 0);
6611 if (repeat_pull(&sn))
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))
6616 else if (sn < EATER_EXT*2 && !(p_ptr->magic_num1[sn] < EATER_CHARGE))
6620 #endif /* ALLOW_REPEAT */
6622 for (i = 0; i < 108; i++)
6624 if (p_ptr->magic_num2[i]) break;
6629 msg_print("ËâË¡¤ò³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6631 msg_print("You don't have any magic!");
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);
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);
6674 ext = (menu_line-1)*EATER_EXT;
6675 if (menu_line == 1) tval = TV_STAFF;
6676 else if (menu_line == 2) tval = TV_WAND;
6680 if (menu_line > 3) menu_line -= 3;
6689 if (!get_com("[A] ¾ó, [B] ËâË¡ËÀ, [C] ¥í¥Ã¥É:", &choice, TRUE))
6691 if (!get_com("[A] staff, [B] wand, [C] rod:", &choice, TRUE))
6696 if (choice == 'A' || choice == 'a')
6702 if (choice == 'B' || choice == 'b')
6708 if (choice == 'C' || choice == 'c')
6716 for (i = ext; i < ext + EATER_EXT; i++)
6718 if (p_ptr->magic_num2[i])
6720 if (use_menu) menu_line = i-ext+1;
6724 if (i == ext+EATER_EXT)
6727 msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6729 msg_print("You don't have that type of magic!");
6734 /* Nothing chosen yet */
6740 /* Build a prompt */
6742 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
6744 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? ");
6747 /* Save the screen */
6750 request_list = always_show_list;
6752 /* Get a spell from the user */
6756 if (request_list || use_menu)
6767 for (y = 1; y < 20; y++)
6772 /* Print header(s) */
6774 prt(format(" %s ¼ºÎ¨ %s ¼ºÎ¨", (tval == TV_ROD ? " ¾õÂÖ " : "»ÈÍѲó¿ô"), (tval == TV_ROD ? " ¾õÂÖ " : "»ÈÍѲó¿ô")), y++, x);
6776 prt(format(" %s Fail %s Fail", (tval == TV_ROD ? " Stat " : " Charges"), (tval == TV_ROD ? " Stat " : " Charges")), y++, x);
6780 for (ctr = 0; ctr < EATER_EXT; ctr++)
6782 if (!p_ptr->magic_num2[ctr+ext]) continue;
6784 k_idx = lookup_kind(tval, ctr);
6788 if (ctr == (menu_line-1))
6790 strcpy(dummy, "¡Õ");
6792 strcpy(dummy, "> ");
6794 else strcpy(dummy, " ");
6797 /* letter/number for power selection */
6804 letter = '0' + ctr - 26;
6805 sprintf(dummy, "%c)",letter);
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);
6813 if (p_ptr->lev > level)
6815 chance -= 3 * (p_ptr->lev - level);
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;
6827 if (chance > 95) chance = 95;
6829 if(p_ptr->dec_mana) chance--;
6830 if (p_ptr->heavy_spell) chance += 5;
6838 strcat(dummy, format(
6840 " %-22.22s ½¼Å¶:%2d/%2d%3d%%",
6842 " %-22.22s (%2d/%2d) %3d%%",
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;
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;
6858 c_prt(col, dummy, y1, x1);
6862 if(!get_com(out_val, &choice, FALSE)) break;
6864 if (use_menu && choice != ' ')
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]);
6894 if (menu_line > EATER_EXT) menu_line -= EATER_EXT;
6895 } while(!p_ptr->magic_num2[menu_line+ext-1]);
6906 bool reverse = FALSE;
6907 if ((choice == '4') || (choice == 'h') || (choice == 'H')) reverse = TRUE;
6908 if (menu_line > EATER_EXT/2)
6910 menu_line -= EATER_EXT/2;
6913 else menu_line+=EATER_EXT/2;
6914 while(!p_ptr->magic_num2[menu_line+ext-1])
6919 if (menu_line < 2) reverse = FALSE;
6924 if (menu_line > EATER_EXT-1) reverse = TRUE;
6941 /* Request redraw */
6942 if (use_menu && ask) continue;
6944 /* Request redraw */
6945 if (!use_menu && ((choice == ' ') || (choice == '*') || (choice == '?')))
6951 request_list = FALSE;
6953 /* Restore the screen */
6958 request_list = TRUE;
6966 if (isalpha(choice))
6969 ask = (isupper(choice));
6972 if (ask) choice = tolower(choice);
6974 /* Extract request */
6975 i = (islower(choice) ? A2I(choice) : -1);
6979 ask = FALSE; /* Can't uppercase digits */
6981 i = choice - '0' + 26;
6985 /* Totally Illegal */
6986 if ((i < 0) || (i > EATER_EXT) || !p_ptr->magic_num2[i+ext])
7001 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", k_name + k_info[lookup_kind(tval ,i)].name);
7003 (void) strnfmt(tmp_val, 78, "Use %s?", k_name + k_info[lookup_kind(tval ,i)].name);
7006 /* Belay that order */
7007 if (!get_check(tmp_val)) continue;
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)
7014 msg_print("¤½¤ÎËâË¡¤Ï¤Þ¤À½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
7016 msg_print("The magic are still charging.");
7019 if (use_menu) ask = TRUE;
7025 if (p_ptr->magic_num1[ext+i] < EATER_CHARGE)
7028 msg_print("¤½¤ÎËâË¡¤Ï»ÈÍѲó¿ô¤¬ÀÚ¤ì¤Æ¤¤¤ë¡£");
7030 msg_print("The magic has no charges left.");
7033 if (use_menu) ask = TRUE;
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);
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]))
7054 prt(&temp[j], line, 10);
7059 prt("²¿¤«¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£",0,0);
7061 prt("Hit any key.",0,0);
7071 /* Restore the screen */
7074 if (!flag) return -1;
7078 #endif /* ALLOW_REPEAT */
7084 * Use eaten rod, wand or staff
7086 void do_cmd_magic_eater(bool only_browse)
7088 int item, dir, chance, level, k_idx, tval, sval;
7089 bool use_charge = TRUE;
7091 /* Not when confused */
7092 if (!only_browse && p_ptr->confused)
7095 msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
7097 msg_print("You are too confused!");
7103 item = select_magic_eater(only_browse);
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);
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);
7118 if (p_ptr->lev > level)
7120 chance -= 3 * (p_ptr->lev - level);
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;
7132 if (chance > 95) chance = 95;
7134 if(p_ptr->dec_mana) chance--;
7135 if (p_ptr->heavy_spell) chance += 5;
7137 if (randint0(100) < chance)
7139 if (flush_failure) flush();
7142 msg_print("¼öʸ¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡ª");
7144 msg_format("You failed to get the magic off!");
7148 if (randint1(100) >= chance)
7149 chg_virtue(V_CHANCE,-1);
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;
7163 else if (tval == TV_WAND)
7165 if (!get_aim_dir(&dir)) return;
7166 wand_effect(sval, dir, TRUE);
7170 staff_effect(sval, &use_charge, TRUE);
7171 if (!use_charge) return;
7173 /* Delayed optimization */
7174 optimize_inventry_auto_destroy();
7176 if (randint1(100) < chance)
7177 chg_virtue(V_CHANCE,1);
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;