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[hengband/hengband.git] / src / cmd6.c
1 /* File: cmd6.c */
2
3 /* Purpose: Object commands */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15
16 /*
17  * This file includes code for eating food, drinking potions,
18  * reading scrolls, aiming wands, using staffs, zapping rods,
19  * and activating artifacts.
20  *
21  * In all cases, if the player becomes "aware" of the item's use
22  * by testing it, mark it as "aware" and reward some experience
23  * based on the object's level, always rounding up.  If the player
24  * remains "unaware", mark that object "kind" as "tried".
25  *
26  * This code now correctly handles the unstacking of wands, staffs,
27  * and rods.  Note the overly paranoid warning about potential pack
28  * overflow, which allows the player to use and drop a stacked item.
29  *
30  * In all "unstacking" scenarios, the "used" object is "carried" as if
31  * the player had just picked it up.  In particular, this means that if
32  * the use of an item induces pack overflow, that item will be dropped.
33  *
34  * For simplicity, these routines induce a full "pack reorganization"
35  * which not only combines similar items, but also reorganizes various
36  * items to obey the current "sorting" method.  This may require about
37  * 400 item comparisons, but only occasionally.
38  *
39  * There may be a BIG problem with any "effect" that can cause "changes"
40  * to the inventory.  For example, a "scroll of recharging" can cause
41  * a wand/staff to "disappear", moving the inventory up.  Luckily, the
42  * scrolls all appear BEFORE the staffs/wands, so this is not a problem.
43  * But, for example, a "staff of recharging" could cause MAJOR problems.
44  * In such a case, it will be best to either (1) "postpone" the effect
45  * until the end of the function, or (2) "change" the effect, say, into
46  * giving a staff "negative" charges, or "turning a staff into a stick".
47  * It seems as though a "rod of recharging" might in fact cause problems.
48  * The basic problem is that the act of recharging (and destroying) an
49  * item causes the inducer of that action to "move", causing "o_ptr" to
50  * no longer point at the correct item, with horrifying results.
51  *
52  * Note that food/potions/scrolls no longer use bit-flags for effects,
53  * but instead use the "sval" (which is also used to sort the objects).
54  */
55
56
57 static void do_cmd_eat_food_aux(int item)
58 {
59         int ident, lev;
60         object_type *o_ptr;
61
62         /* Get the item (in the pack) */
63         if (item >= 0)
64         {
65                 o_ptr = &inventory[item];
66         }
67
68         /* Get the item (on the floor) */
69         else
70         {
71                 o_ptr = &o_list[0 - item];
72         }
73
74         /* Sound */
75         sound(SOUND_EAT);
76
77         /* Take a turn */
78         energy_use = 100;
79
80         /* Identity not known yet */
81         ident = FALSE;
82
83         /* Object level */
84         lev = get_object_level(o_ptr);
85
86         if (o_ptr->tval == TV_FOOD)
87         {
88                 /* Analyze the food */
89                 switch (o_ptr->sval)
90                 {
91                         case SV_FOOD_POISON:
92                         {
93                                 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
94                                 {
95                                         if (set_poisoned(p_ptr->poisoned + randint0(10) + 10))
96                                         {
97                                                 ident = TRUE;
98                                         }
99                                 }
100                                 break;
101                         }
102
103                         case SV_FOOD_BLINDNESS:
104                         {
105                                 if (!p_ptr->resist_blind)
106                                 {
107                                         if (set_blind(p_ptr->blind + randint0(200) + 200))
108                                         {
109                                                 ident = TRUE;
110                                         }
111                                 }
112                                 break;
113                         }
114
115                         case SV_FOOD_PARANOIA:
116                         {
117                                 if (!p_ptr->resist_fear)
118                                 {
119                                         if (set_afraid(p_ptr->afraid + randint0(10) + 10))
120                                         {
121                                                 ident = TRUE;
122                                         }
123                                 }
124                                 break;
125                         }
126
127                         case SV_FOOD_CONFUSION:
128                         {
129                                 if (!p_ptr->resist_conf)
130                                 {
131                                         if (set_confused(p_ptr->confused + randint0(10) + 10))
132                                         {
133                                                 ident = TRUE;
134                                         }
135                                 }
136                                 break;
137                         }
138
139                         case SV_FOOD_HALLUCINATION:
140                         {
141                                 if (!p_ptr->resist_chaos)
142                                 {
143                                         if (set_image(p_ptr->image + randint0(250) + 250))
144                                         {
145                                                 ident = TRUE;
146                                         }
147                                 }
148                                 break;
149                         }
150
151                         case SV_FOOD_PARALYSIS:
152                         {
153                                 if (!p_ptr->free_act)
154                                 {
155                                         if (set_paralyzed(p_ptr->paralyzed + randint0(10) + 10))
156                                         {
157                                                 ident = TRUE;
158                                         }
159                                 }
160                                 break;
161                         }
162
163                         case SV_FOOD_WEAKNESS:
164                         {
165 #ifdef JP
166                                 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
167 #else
168                                 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
169 #endif
170
171                                 (void)do_dec_stat(A_STR);
172                                 ident = TRUE;
173                                 break;
174                         }
175
176                         case SV_FOOD_SICKNESS:
177                         {
178 #ifdef JP
179                                 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
180 #else
181                                 take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
182 #endif
183
184                                 (void)do_dec_stat(A_CON);
185                                 ident = TRUE;
186                                 break;
187                         }
188
189                         case SV_FOOD_STUPIDITY:
190                         {
191 #ifdef JP
192                                 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
193 #else
194                                 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
195 #endif
196
197                                 (void)do_dec_stat(A_INT);
198                                 ident = TRUE;
199                                 break;
200                         }
201
202                         case SV_FOOD_NAIVETY:
203                         {
204 #ifdef JP
205                                 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
206 #else
207                                 take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
208 #endif
209
210                                 (void)do_dec_stat(A_WIS);
211                                 ident = TRUE;
212                                 break;
213                         }
214
215                         case SV_FOOD_UNHEALTH:
216                         {
217 #ifdef JP
218                                 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
219 #else
220                                 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
221 #endif
222
223                                 (void)do_dec_stat(A_CON);
224                                 ident = TRUE;
225                                 break;
226                         }
227
228                         case SV_FOOD_DISEASE:
229                         {
230 #ifdef JP
231                                 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
232 #else
233                                 take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
234 #endif
235
236                                 (void)do_dec_stat(A_STR);
237                                 ident = TRUE;
238                                 break;
239                         }
240
241                         case SV_FOOD_CURE_POISON:
242                         {
243                                 if (set_poisoned(0)) ident = TRUE;
244                                 break;
245                         }
246
247                         case SV_FOOD_CURE_BLINDNESS:
248                         {
249                                 if (set_blind(0)) ident = TRUE;
250                                 break;
251                         }
252
253                         case SV_FOOD_CURE_PARANOIA:
254                         {
255                                 if (set_afraid(0)) ident = TRUE;
256                                 break;
257                         }
258
259                         case SV_FOOD_CURE_CONFUSION:
260                         {
261                                 if (set_confused(0)) ident = TRUE;
262                                 break;
263                         }
264
265                         case SV_FOOD_CURE_SERIOUS:
266                         {
267                                 if (hp_player(damroll(4, 8))) ident = TRUE;
268                                 break;
269                         }
270
271                         case SV_FOOD_RESTORE_STR:
272                         {
273                                 if (do_res_stat(A_STR)) ident = TRUE;
274                                 break;
275                         }
276
277                         case SV_FOOD_RESTORE_CON:
278                         {
279                                 if (do_res_stat(A_CON)) ident = TRUE;
280                                 break;
281                         }
282
283                         case SV_FOOD_RESTORING:
284                         {
285                                 if (do_res_stat(A_STR)) ident = TRUE;
286                                 if (do_res_stat(A_INT)) ident = TRUE;
287                                 if (do_res_stat(A_WIS)) ident = TRUE;
288                                 if (do_res_stat(A_DEX)) ident = TRUE;
289                                 if (do_res_stat(A_CON)) ident = TRUE;
290                                 if (do_res_stat(A_CHR)) ident = TRUE;
291                                 break;
292                         }
293
294
295 #ifdef JP
296                         /* ¤½¤ì¤¾¤ì¤Î¿©¤Ùʪ¤Î´¶ÁÛ¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
297                         case SV_FOOD_BISCUIT:
298                         {
299                                 msg_print("´Å¤¯¤Æ¥µ¥¯¥µ¥¯¤·¤Æ¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
300                                 ident = TRUE;
301                                 break;
302                         }
303
304                         case SV_FOOD_JERKY:
305                         {
306                                 msg_print("»õ¤´¤¿¤¨¤¬¤¢¤Ã¤Æ¤ª¤¤¤·¤¤¡£");
307                                 ident = TRUE;
308                                 break;
309                         }
310
311                         case SV_FOOD_SLIME_MOLD:
312                         {
313                                 msg_print("¤³¤ì¤Ï¤Ê¤ó¤È¤â·ÁÍƤ·¤¬¤¿¤¤Ì£¤À¡£");
314                                 ident = TRUE;
315                                 break;
316                         }
317
318                         case SV_FOOD_RATION:
319                         {
320                                 msg_print("¤³¤ì¤Ï¤ª¤¤¤·¤¤¡£");
321                                 ident = TRUE;
322                                 break;
323                         }
324 #else
325                         case SV_FOOD_RATION:
326                         case SV_FOOD_BISCUIT:
327                         case SV_FOOD_JERKY:
328                         case SV_FOOD_SLIME_MOLD:
329                         {
330                                 msg_print("That tastes good.");
331                                 ident = TRUE;
332                                 break;
333                         }
334 #endif
335
336
337                         case SV_FOOD_WAYBREAD:
338                         {
339 #ifdef JP
340                                 msg_print("¤³¤ì¤Ï¤Ò¤¸¤ç¤¦¤ËÈþÌ£¤À¡£");
341 #else
342                                 msg_print("That tastes good.");
343 #endif
344
345                                 (void)set_poisoned(0);
346                                 (void)hp_player(damroll(4, 8));
347                                 ident = TRUE;
348                                 break;
349                         }
350
351 #ifdef JP
352                         case SV_FOOD_PINT_OF_ALE:
353                         {
354                                 msg_print("¤Î¤É¤´¤·Á֤䤫¤À¡£");
355                                 ident = TRUE;
356                                 break;
357                         }
358
359                         case SV_FOOD_PINT_OF_WINE:
360                         {
361                                 msg_print("That tastes good.");
362                                 ident = TRUE;
363                                 break;
364                         }
365 #else
366                         case SV_FOOD_PINT_OF_ALE:
367                         case SV_FOOD_PINT_OF_WINE:
368                         {
369                                 msg_print("That tastes good.");
370                                 ident = TRUE;
371                                 break;
372                         }
373 #endif
374
375                 }
376         }
377
378         /* Combine / Reorder the pack (later) */
379         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
380
381         if (!(object_aware_p(o_ptr)))
382         {
383                 chg_virtue(V_KNOWLEDGE, -1);
384                 chg_virtue(V_PATIENCE, -1);
385                 chg_virtue(V_CHANCE, 1);
386         }
387
388         /* We have tried it */
389         object_tried(o_ptr);
390
391         /* The player is now aware of the object */
392         if (ident && !object_aware_p(o_ptr))
393         {
394                 object_aware(o_ptr);
395                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
396         }
397
398         /* Window stuff */
399         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
400
401
402         /* Food can feed the player */
403         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
404         {
405                 /* Reduced nutritional benefit */
406                 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
407 #ifdef JP
408 msg_print("¤¢¤Ê¤¿¤Î¤è¤¦¤Ê¼Ô¤Ë¤È¤Ã¤Æ¿©ÎȤʤɶϤ«¤Ê±ÉÍܤˤ·¤«¤Ê¤é¤Ê¤¤¡£");
409 #else
410                 msg_print("Mere victuals hold scant sustenance for a being such as yourself.");
411 #endif
412
413                 if (p_ptr->food < PY_FOOD_ALERT)   /* Hungry */
414 #ifdef JP
415 msg_print("¤¢¤Ê¤¿¤Îµ²¤¨¤Ï¿·Á¯¤Ê·ì¤Ë¤è¤Ã¤Æ¤Î¤ßËþ¤¿¤µ¤ì¤ë¡ª");
416 #else
417                         msg_print("Your hunger can only be satisfied with fresh blood!");
418 #endif
419
420         }
421         else if (p_ptr->prace == RACE_SKELETON)
422         {
423                 if (!((o_ptr->sval == SV_FOOD_WAYBREAD) ||
424                       (o_ptr->sval < SV_FOOD_BISCUIT)))
425                 {
426                         object_type forge;
427                         object_type *q_ptr = &forge;
428
429 #ifdef JP
430 msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
431 #else
432                         msg_print("The food falls through your jaws!");
433 #endif
434
435
436                         /* Create the item */
437                         object_prep(q_ptr, lookup_kind(o_ptr->tval, o_ptr->sval));
438
439                         /* Drop the object from heaven */
440                         (void)drop_near(q_ptr, -1, py, px);
441                 }
442                 else
443                 {
444 #ifdef JP
445 msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¡¢¾Ã¤¨¤¿¡ª");
446 #else
447                         msg_print("The food falls through your jaws and vanishes!");
448 #endif
449
450                 }
451         }
452         else if ((p_ptr->prace == RACE_GOLEM) ||
453                  (p_ptr->prace == RACE_ZOMBIE) ||
454                  (p_ptr->prace == RACE_ENT) ||
455                  (p_ptr->prace == RACE_DEMON) ||
456                  (p_ptr->prace == RACE_ANDROID) ||
457                  (p_ptr->prace == RACE_SPECTRE) ||
458                  (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
459         {
460 #ifdef JP
461 msg_print("À¸¼Ô¤Î¿©Êª¤Ï¤¢¤Ê¤¿¤Ë¤È¤Ã¤Æ¤Û¤È¤ó¤É±ÉÍܤˤʤé¤Ê¤¤¡£");
462 #else
463                 msg_print("The food of mortals is poor sustenance for you.");
464 #endif
465
466                 set_food(p_ptr->food + ((o_ptr->pval) / 20));
467         }
468         else
469         {
470                 (void)set_food(p_ptr->food + o_ptr->pval);
471         }
472
473         /* Destroy a food in the pack */
474         if (item >= 0)
475         {
476                 inven_item_increase(item, -1);
477                 inven_item_describe(item);
478                 inven_item_optimize(item);
479         }
480
481         /* Destroy a food on the floor */
482         else
483         {
484                 floor_item_increase(0 - item, -1);
485                 floor_item_describe(0 - item);
486                 floor_item_optimize(0 - item);
487         }
488 }
489
490
491 /*
492  * Hook to determine if an object is eatable
493  */
494 static bool item_tester_hook_eatable(object_type *o_ptr)
495 {
496 /*      if ((o_ptr->tval==TV_FOOD) || ((o_ptr->tval==TV_CORPSE) && o_ptr->sval)) return (TRUE); */
497         if (o_ptr->tval==TV_FOOD) return (TRUE);
498
499         /* Assume not */
500         return (FALSE);
501 }
502
503
504 /*
505  * Eat some food (from the pack or floor)
506  */
507 void do_cmd_eat_food(void)
508 {
509         int         item;
510         cptr        q, s;
511
512
513         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
514         {
515                 set_action(ACTION_NONE);
516         }
517
518         /* Restrict choices to food */
519         item_tester_hook = item_tester_hook_eatable;
520
521         /* Get an item */
522 #ifdef JP
523         q = "¤É¤ì¤ò¿©¤Ù¤Þ¤¹¤«? ";
524         s = "¿©¤Ùʪ¤¬¤Ê¤¤¡£";
525 #else
526         q = "Eat which item? ";
527         s = "You have nothing to eat.";
528 #endif
529
530         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
531
532         /* Eat the object */
533         do_cmd_eat_food_aux(item);
534 }
535
536
537 /*
538  * Quaff a potion (from the pack or the floor)
539  */
540 static void do_cmd_quaff_potion_aux(int item)
541 {
542         int         ident, lev;
543         object_type     *o_ptr;
544         object_type forge;
545         object_type *q_ptr;
546
547
548         /* Take a turn */
549         energy_use = 100;
550
551         if (world_player)
552         {
553                 if (flush_failure) flush();
554 #ifdef JP
555                 msg_print("ÉÓ¤«¤é¿å¤¬Î®¤ì½Ð¤Æ¤³¤Ê¤¤¡ª");
556 #else
557                 msg_print("The potion doesn't flow out from a bottle.");
558 #endif
559
560                 sound(SOUND_FAIL);
561                 return;
562         }
563
564         if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
565         {
566                 stop_singing();
567         }
568
569         /* Get the item (in the pack) */
570         if (item >= 0)
571         {
572                 o_ptr = &inventory[item];
573         }
574
575         /* Get the item (on the floor) */
576         else
577         {
578                 o_ptr = &o_list[0 - item];
579         }
580
581         /* Get local object */
582         q_ptr = &forge;
583
584         /* Obtain a local object */
585         object_copy(q_ptr, o_ptr);
586
587         /* Single object */
588         q_ptr->number = 1;
589
590         /* Reduce and describe inventory */
591         if (item >= 0)
592         {
593                 inven_item_increase(item, -1);
594                 inven_item_describe(item);
595                 inven_item_optimize(item);
596         }
597
598         /* Reduce and describe floor item */
599         else
600         {
601                 floor_item_increase(0 - item, -1);
602                 floor_item_describe(0 - item);
603                 floor_item_optimize(0 - item);
604         }
605
606         /* Sound */
607         sound(SOUND_QUAFF);
608
609
610         /* Not identified yet */
611         ident = FALSE;
612
613         /* Object level */
614         lev = get_object_level(q_ptr);
615
616         /* Analyze the potion */
617         switch (q_ptr->sval)
618         {
619 #ifdef JP
620                 /* °û¤ß¤´¤¿¤¨¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
621                 case SV_POTION_WATER:
622                 {
623                         msg_print("¸ý¤ÎÃ椬¤µ¤Ã¤Ñ¤ê¤·¤¿¡£");
624                         msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
625                         ident = TRUE;
626                         break;
627                 }
628                 case SV_POTION_APPLE_JUICE:
629                 {
630                         msg_print("´Å¤¯¤Æ¥µ¥Ã¥Ñ¥ê¤È¤·¤Æ¤¤¤Æ¡¢¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
631                         msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
632                         ident = TRUE;
633                         break;
634                 }
635                 case SV_POTION_SLIME_MOLD:
636                 {
637                         msg_print("¤Ê¤ó¤È¤âÉÔµ¤Ì£¤ÊÌ£¤À¡£");
638                         msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
639                         ident = TRUE;
640                         break;
641                 }
642 #else
643                 case SV_POTION_WATER:
644                 case SV_POTION_APPLE_JUICE:
645                 case SV_POTION_SLIME_MOLD:
646                 {
647                         msg_print("You feel less thirsty.");
648                         ident = TRUE;
649                         break;
650                 }
651 #endif
652
653
654                 case SV_POTION_SLOWNESS:
655                 {
656                         if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;
657                         break;
658                 }
659
660                 case SV_POTION_SALT_WATER:
661                 {
662 #ifdef JP
663                         msg_print("¤¦¤§¡ª»×¤ï¤ºÅǤ¤¤Æ¤·¤Þ¤Ã¤¿¡£");
664 #else
665                         msg_print("The potion makes you vomit!");
666 #endif
667
668                         (void)set_food(PY_FOOD_STARVE - 1);
669                         (void)set_poisoned(0);
670                         (void)set_paralyzed(p_ptr->paralyzed + 4);
671                         ident = TRUE;
672                         break;
673                 }
674
675                 case SV_POTION_POISON:
676                 {
677                         if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
678                         {
679                                 if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))
680                                 {
681                                         ident = TRUE;
682                                 }
683                         }
684                         break;
685                 }
686
687                 case SV_POTION_BLINDNESS:
688                 {
689                         if (!p_ptr->resist_blind)
690                         {
691                                 if (set_blind(p_ptr->blind + randint0(100) + 100))
692                                 {
693                                         ident = TRUE;
694                                 }
695                         }
696                         break;
697                 }
698
699                 case SV_POTION_CONFUSION: /* Booze */
700                 {
701                         if (p_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
702                         else if (!p_ptr->resist_conf) p_ptr->special_attack |= ATTACK_SUIKEN;
703                         if (!p_ptr->resist_conf)
704                         {
705                                 if (set_confused(randint0(20) + 15))
706                                 {
707                                         ident = TRUE;
708                                 }
709                         }
710
711                         if (!p_ptr->resist_chaos)
712                         {
713                                 if (one_in_(2))
714                                 {
715                                         if (set_image(p_ptr->image + randint0(150) + 150))
716                                         {
717                                                 ident = TRUE;
718                                         }
719                                 }
720                                 if (one_in_(13) && (p_ptr->pclass != CLASS_MONK))
721                                 {
722                                         ident = TRUE;
723                                         if (one_in_(3)) lose_all_info();
724                                         else wiz_dark();
725                                         teleport_player(100);
726                                         wiz_dark();
727 #ifdef JP
728 msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
729 msg_print("²¿¤â»×¤¤½Ð¤»¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ØÍ褿¤Î¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
730 #else
731                                         msg_print("You wake up somewhere with a sore head...");
732                                         msg_print("You can't remember a thing, or how you got here!");
733 #endif
734
735                                 }
736                         }
737                         break;
738                 }
739
740                 case SV_POTION_SLEEP:
741                 {
742                         if (!p_ptr->free_act)
743                         {
744 #ifdef JP
745                 msg_print("¤¢¤Ê¤¿¤Ï̲¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
746 #else
747                 msg_print("You fall asleep.");
748 #endif
749
750
751                                 if (ironman_nightmare)
752                                 {
753 #ifdef JP
754 msg_print("¶²¤í¤·¤¤¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤Ç¤­¤¿¡£");
755 #else
756                                         msg_print("A horrible vision enters your mind.");
757 #endif
758
759
760                                         /* Pick a nightmare */
761                                         get_mon_num_prep(get_nightmare, NULL);
762
763                                         /* Have some nightmares */
764                                         have_nightmare(get_mon_num(MAX_DEPTH));
765
766                                         /* Remove the monster restriction */
767                                         get_mon_num_prep(NULL, NULL);
768                                 }
769                                 if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))
770                                 {
771                                         ident = TRUE;
772                                 }
773                         }
774                         break;
775                 }
776
777                 case SV_POTION_LOSE_MEMORIES:
778                 {
779                         if (!p_ptr->hold_life && (p_ptr->exp > 0))
780                         {
781 #ifdef JP
782                                 msg_print("²áµî¤Îµ­²±¤¬Çö¤ì¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£");
783 #else
784                                 msg_print("You feel your memories fade.");
785 #endif
786                                 chg_virtue(V_KNOWLEDGE, -5);
787
788                                 lose_exp(p_ptr->exp / 4);
789                                 ident = TRUE;
790                         }
791                         break;
792                 }
793
794                 case SV_POTION_RUINATION:
795                 {
796 #ifdef JP
797                         msg_print("¿È¤â¿´¤â¼å¤Ã¤Æ¤­¤Æ¡¢Àºµ¤¤¬È´¤±¤Æ¤¤¤¯¤è¤¦¤À¡£");
798                         take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "ÇËÌǤÎÌô", -1);
799 #else
800                         msg_print("Your nerves and muscles feel weak and lifeless!");
801                         take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "a potion of Ruination", -1);
802 #endif
803
804                         (void)dec_stat(A_DEX, 25, TRUE);
805                         (void)dec_stat(A_WIS, 25, TRUE);
806                         (void)dec_stat(A_CON, 25, TRUE);
807                         (void)dec_stat(A_STR, 25, TRUE);
808                         (void)dec_stat(A_CHR, 25, TRUE);
809                         (void)dec_stat(A_INT, 25, TRUE);
810                         ident = TRUE;
811                         break;
812                 }
813
814                 case SV_POTION_DEC_STR:
815                 {
816                         if (do_dec_stat(A_STR)) ident = TRUE;
817                         break;
818                 }
819
820                 case SV_POTION_DEC_INT:
821                 {
822                         if (do_dec_stat(A_INT)) ident = TRUE;
823                         break;
824                 }
825
826                 case SV_POTION_DEC_WIS:
827                 {
828                         if (do_dec_stat(A_WIS)) ident = TRUE;
829                         break;
830                 }
831
832                 case SV_POTION_DEC_DEX:
833                 {
834                         if (do_dec_stat(A_DEX)) ident = TRUE;
835                         break;
836                 }
837
838                 case SV_POTION_DEC_CON:
839                 {
840                         if (do_dec_stat(A_CON)) ident = TRUE;
841                         break;
842                 }
843
844                 case SV_POTION_DEC_CHR:
845                 {
846                         if (do_dec_stat(A_CHR)) ident = TRUE;
847                         break;
848                 }
849
850                 case SV_POTION_DETONATIONS:
851                 {
852 #ifdef JP
853                         msg_print("ÂΤÎÃæ¤Ç·ã¤·¤¤Çúȯ¤¬µ¯¤­¤¿¡ª");
854                         take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "Çúȯ¤ÎÌô", -1);
855 #else
856                         msg_print("Massive explosions rupture your body!");
857                         take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "a potion of Detonation", -1);
858 #endif
859
860                         (void)set_stun(p_ptr->stun + 75);
861                         (void)set_cut(p_ptr->cut + 5000);
862                         ident = TRUE;
863                         break;
864                 }
865
866                 case SV_POTION_DEATH:
867                 {
868                         chg_virtue(V_VITALITY, -1);
869                         chg_virtue(V_UNLIFE, 5);
870 #ifdef JP
871                         msg_print("»à¤Îͽ´¶¤¬ÂÎÃæ¤ò¶î¤±¤á¤°¤Ã¤¿¡£");
872                         take_hit(DAMAGE_LOSELIFE, 5000, "»à¤ÎÌô", -1);
873 #else
874                         msg_print("A feeling of Death flows through your body.");
875                         take_hit(DAMAGE_LOSELIFE, 5000, "a potion of Death", -1);
876 #endif
877
878                         ident = TRUE;
879                         break;
880                 }
881
882                 case SV_POTION_INFRAVISION:
883                 {
884                         if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))
885                         {
886                                 ident = TRUE;
887                         }
888                         break;
889                 }
890
891                 case SV_POTION_DETECT_INVIS:
892                 {
893                         if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))
894                         {
895                                 ident = TRUE;
896                         }
897                         break;
898                 }
899
900                 case SV_POTION_SLOW_POISON:
901                 {
902                         if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;
903                         break;
904                 }
905
906                 case SV_POTION_CURE_POISON:
907                 {
908                         if (set_poisoned(0)) ident = TRUE;
909                         break;
910                 }
911
912                 case SV_POTION_BOLDNESS:
913                 {
914                         if (set_afraid(0)) ident = TRUE;
915                         break;
916                 }
917
918                 case SV_POTION_SPEED:
919                 {
920                         if (!p_ptr->fast)
921                         {
922                                 if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;
923                         }
924                         else
925                         {
926                                 (void)set_fast(p_ptr->fast + 5, FALSE);
927                         }
928                         break;
929                 }
930
931                 case SV_POTION_RESIST_HEAT:
932                 {
933                         if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))
934                         {
935                                 ident = TRUE;
936                         }
937                         break;
938                 }
939
940                 case SV_POTION_RESIST_COLD:
941                 {
942                         if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))
943                         {
944                                 ident = TRUE;
945                         }
946                         break;
947                 }
948
949                 case SV_POTION_HEROISM:
950                 {
951                         if (set_afraid(0)) ident = TRUE;
952                         if (set_hero(p_ptr->hero + randint1(25) + 25, FALSE)) ident = TRUE;
953                         if (hp_player(10)) ident = TRUE;
954                         break;
955                 }
956
957                 case SV_POTION_BESERK_STRENGTH:
958                 {
959                         if (set_afraid(0)) ident = TRUE;
960                         if (set_shero(p_ptr->shero + randint1(25) + 25, FALSE)) ident = TRUE;
961                         if (hp_player(30)) ident = TRUE;
962                         break;
963                 }
964
965                 case SV_POTION_CURE_LIGHT:
966                 {
967                         if (hp_player(damroll(2, 8))) ident = TRUE;
968                         if (set_blind(0)) ident = TRUE;
969                         if (set_cut(p_ptr->cut - 10)) ident = TRUE;
970                         if (set_shero(0,TRUE)) ident = TRUE;
971                         break;
972                 }
973
974                 case SV_POTION_CURE_SERIOUS:
975                 {
976                         if (hp_player(damroll(4, 8))) ident = TRUE;
977                         if (set_blind(0)) ident = TRUE;
978                         if (set_confused(0)) ident = TRUE;
979                         if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
980                         if (set_shero(0,TRUE)) ident = TRUE;
981                         break;
982                 }
983
984                 case SV_POTION_CURE_CRITICAL:
985                 {
986                         if (hp_player(damroll(6, 8))) ident = TRUE;
987                         if (set_blind(0)) ident = TRUE;
988                         if (set_confused(0)) ident = TRUE;
989                         if (set_poisoned(0)) ident = TRUE;
990                         if (set_stun(0)) ident = TRUE;
991                         if (set_cut(0)) ident = TRUE;
992                         if (set_shero(0,TRUE)) ident = TRUE;
993                         break;
994                 }
995
996                 case SV_POTION_HEALING:
997                 {
998                         if (hp_player(300)) ident = TRUE;
999                         if (set_blind(0)) ident = TRUE;
1000                         if (set_confused(0)) ident = TRUE;
1001                         if (set_poisoned(0)) ident = TRUE;
1002                         if (set_stun(0)) ident = TRUE;
1003                         if (set_cut(0)) ident = TRUE;
1004                         if (set_shero(0,TRUE)) ident = TRUE;
1005                         break;
1006                 }
1007
1008                 case SV_POTION_STAR_HEALING:
1009                 {
1010                         if (hp_player(1200)) ident = TRUE;
1011                         if (set_blind(0)) ident = TRUE;
1012                         if (set_confused(0)) ident = TRUE;
1013                         if (set_poisoned(0)) ident = TRUE;
1014                         if (set_stun(0)) ident = TRUE;
1015                         if (set_cut(0)) ident = TRUE;
1016                         if (set_shero(0,TRUE)) ident = TRUE;
1017                         break;
1018                 }
1019
1020                 case SV_POTION_LIFE:
1021                 {
1022                         chg_virtue(V_VITALITY, 1);
1023                         chg_virtue(V_UNLIFE, -5);
1024 #ifdef JP
1025                         msg_print("ÂÎÃæ¤ËÀ¸Ì¿ÎϤ¬Ëþ¤Á¤¢¤Õ¤ì¤Æ¤­¤¿¡ª");
1026 #else
1027                         msg_print("You feel life flow through your body!");
1028 #endif
1029
1030                         restore_level();
1031                         (void)set_poisoned(0);
1032                         (void)set_blind(0);
1033                         (void)set_confused(0);
1034                         (void)set_image(0);
1035                         (void)set_stun(0);
1036                         (void)set_cut(0);
1037                         (void)do_res_stat(A_STR);
1038                         (void)do_res_stat(A_CON);
1039                         (void)do_res_stat(A_DEX);
1040                         (void)do_res_stat(A_WIS);
1041                         (void)do_res_stat(A_INT);
1042                         (void)do_res_stat(A_CHR);
1043                         (void)set_shero(0,TRUE);
1044                         update_stuff();
1045                         hp_player(5000);
1046                         ident = TRUE;
1047                         break;
1048                 }
1049
1050                 case SV_POTION_RESTORE_MANA:
1051                 {
1052                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1053                         {
1054                                 int i;
1055                                 for (i = 0; i < EATER_EXT*2; i++)
1056                                 {
1057                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
1058                                         if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
1059                                 }
1060                                 for (; i < EATER_EXT*3; i++)
1061                                 {
1062                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
1063                                         p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
1064                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
1065                                 }
1066 #ifdef JP
1067                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
1068 #else
1069                                 msg_print("Your feel your head clear.");
1070 #endif
1071                                 p_ptr->window |= (PW_PLAYER);
1072                                 ident = TRUE;
1073                         }
1074                         else if (p_ptr->csp < p_ptr->msp)
1075                         {
1076                                 p_ptr->csp = p_ptr->msp;
1077                                 p_ptr->csp_frac = 0;
1078 #ifdef JP
1079                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
1080 #else
1081                                 msg_print("Your feel your head clear.");
1082 #endif
1083
1084                                 p_ptr->redraw |= (PR_MANA);
1085                                 p_ptr->window |= (PW_PLAYER);
1086                                 p_ptr->window |= (PW_SPELL);
1087                                 ident = TRUE;
1088                         }
1089                         if (set_shero(0,TRUE)) ident = TRUE;
1090                         break;
1091                 }
1092
1093                 case SV_POTION_RESTORE_EXP:
1094                 {
1095                         if (restore_level()) ident = TRUE;
1096                         break;
1097                 }
1098
1099                 case SV_POTION_RES_STR:
1100                 {
1101                         if (do_res_stat(A_STR)) ident = TRUE;
1102                         break;
1103                 }
1104
1105                 case SV_POTION_RES_INT:
1106                 {
1107                         if (do_res_stat(A_INT)) ident = TRUE;
1108                         break;
1109                 }
1110
1111                 case SV_POTION_RES_WIS:
1112                 {
1113                         if (do_res_stat(A_WIS)) ident = TRUE;
1114                         break;
1115                 }
1116
1117                 case SV_POTION_RES_DEX:
1118                 {
1119                         if (do_res_stat(A_DEX)) ident = TRUE;
1120                         break;
1121                 }
1122
1123                 case SV_POTION_RES_CON:
1124                 {
1125                         if (do_res_stat(A_CON)) ident = TRUE;
1126                         break;
1127                 }
1128
1129                 case SV_POTION_RES_CHR:
1130                 {
1131                         if (do_res_stat(A_CHR)) ident = TRUE;
1132                         break;
1133                 }
1134
1135                 case SV_POTION_INC_STR:
1136                 {
1137                         if (do_inc_stat(A_STR)) ident = TRUE;
1138                         break;
1139                 }
1140
1141                 case SV_POTION_INC_INT:
1142                 {
1143                         if (do_inc_stat(A_INT)) ident = TRUE;
1144                         break;
1145                 }
1146
1147                 case SV_POTION_INC_WIS:
1148                 {
1149                         if (do_inc_stat(A_WIS)) ident = TRUE;
1150                         break;
1151                 }
1152
1153                 case SV_POTION_INC_DEX:
1154                 {
1155                         if (do_inc_stat(A_DEX)) ident = TRUE;
1156                         break;
1157                 }
1158
1159                 case SV_POTION_INC_CON:
1160                 {
1161                         if (do_inc_stat(A_CON)) ident = TRUE;
1162                         break;
1163                 }
1164
1165                 case SV_POTION_INC_CHR:
1166                 {
1167                         if (do_inc_stat(A_CHR)) ident = TRUE;
1168                         break;
1169                 }
1170
1171                 case SV_POTION_AUGMENTATION:
1172                 {
1173                         if (do_inc_stat(A_STR)) ident = TRUE;
1174                         if (do_inc_stat(A_INT)) ident = TRUE;
1175                         if (do_inc_stat(A_WIS)) ident = TRUE;
1176                         if (do_inc_stat(A_DEX)) ident = TRUE;
1177                         if (do_inc_stat(A_CON)) ident = TRUE;
1178                         if (do_inc_stat(A_CHR)) ident = TRUE;
1179                         break;
1180                 }
1181
1182                 case SV_POTION_ENLIGHTENMENT:
1183                 {
1184 #ifdef JP
1185                         msg_print("¼«Ê¬¤ÎÃÖ¤«¤ì¤Æ¤¤¤ë¾õ¶·¤¬Ç¾Î¢¤ËÉ⤫¤ó¤Ç¤­¤¿...");
1186 #else
1187                         msg_print("An image of your surroundings forms in your mind...");
1188 #endif
1189
1190                         chg_virtue(V_KNOWLEDGE, 1);
1191                         chg_virtue(V_ENLIGHTEN, 1);
1192                         wiz_lite(FALSE, FALSE);
1193                         ident = TRUE;
1194                         break;
1195                 }
1196
1197                 case SV_POTION_STAR_ENLIGHTENMENT:
1198                 {
1199 #ifdef JP
1200                         msg_print("¹¹¤Ê¤ë·¼Ìؤò´¶¤¸¤¿...");
1201 #else
1202                         msg_print("You begin to feel more enlightened...");
1203 #endif
1204
1205                         chg_virtue(V_KNOWLEDGE, 1);
1206                         chg_virtue(V_ENLIGHTEN, 2);
1207                         msg_print(NULL);
1208                         wiz_lite(TRUE, FALSE);
1209                         (void)do_inc_stat(A_INT);
1210                         (void)do_inc_stat(A_WIS);
1211                         (void)detect_traps(DETECT_RAD_DEFAULT);
1212                         (void)detect_doors(DETECT_RAD_DEFAULT);
1213                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1214                         (void)detect_treasure(DETECT_RAD_DEFAULT);
1215                         (void)detect_objects_gold(DETECT_RAD_DEFAULT);
1216                         (void)detect_objects_normal(DETECT_RAD_DEFAULT);
1217                         identify_pack();
1218                         self_knowledge();
1219                         ident = TRUE;
1220                         break;
1221                 }
1222
1223                 case SV_POTION_SELF_KNOWLEDGE:
1224                 {
1225 #ifdef JP
1226                         msg_print("¼«Ê¬¼«¿È¤Î¤³¤È¤¬¾¯¤·¤Ïʬ¤«¤Ã¤¿µ¤¤¬¤¹¤ë...");
1227 #else
1228                         msg_print("You begin to know yourself a little better...");
1229 #endif
1230
1231                         msg_print(NULL);
1232                         self_knowledge();
1233                         ident = TRUE;
1234                         break;
1235                 }
1236
1237                 case SV_POTION_EXPERIENCE:
1238                 {
1239                         if (p_ptr->prace == RACE_ANDROID) break;
1240                         chg_virtue(V_ENLIGHTEN, 1);
1241                         if (p_ptr->exp < PY_MAX_EXP)
1242                         {
1243                                 s32b ee = (p_ptr->exp / 2) + 10;
1244                                 if (ee > 100000L) ee = 100000L;
1245 #ifdef JP
1246                                 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1247 #else
1248                                 msg_print("You feel more experienced.");
1249 #endif
1250
1251                                 gain_exp(ee);
1252                                 ident = TRUE;
1253                         }
1254                         break;
1255                 }
1256
1257                 case SV_POTION_RESISTANCE:
1258                 {
1259                         (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);
1260                         (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);
1261                         (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);
1262                         (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);
1263                         (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);
1264                         ident = TRUE;
1265                         break;
1266                 }
1267
1268                 case SV_POTION_CURING:
1269                 {
1270                         if (hp_player(50)) ident = TRUE;
1271                         if (set_blind(0)) ident = TRUE;
1272                         if (set_poisoned(0)) ident = TRUE;
1273                         if (set_confused(0)) ident = TRUE;
1274                         if (set_stun(0)) ident = TRUE;
1275                         if (set_cut(0)) ident = TRUE;
1276                         if (set_image(0)) ident = TRUE;
1277                         break;
1278                 }
1279
1280                 case SV_POTION_INVULNERABILITY:
1281                 {
1282                         (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);
1283                         ident = TRUE;
1284                         break;
1285                 }
1286
1287                 case SV_POTION_NEW_LIFE:
1288                 {
1289                         do_cmd_rerate(FALSE);
1290                         get_max_stats();
1291                         p_ptr->update |= PU_BONUS;
1292                         if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
1293                         {
1294                                 chg_virtue(V_CHANCE, -5);
1295 #ifdef JP
1296 msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
1297 #else
1298                                 msg_print("You are cured of all mutations.");
1299 #endif
1300
1301                                 p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
1302                                 p_ptr->update |= PU_BONUS;
1303                                 handle_stuff();
1304                                 mutant_regenerate_mod = calc_mutant_regenerate_mod();
1305                         }
1306                         ident = TRUE;
1307                         break;
1308                 }
1309
1310                 case SV_POTION_NEO_TSUYOSHI:
1311                 {
1312                         (void)set_image(0);
1313                         (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);
1314                         ident = TRUE;
1315                         break;
1316                 }
1317
1318                 case SV_POTION_TSUYOSHI:
1319                 {
1320 #ifdef JP
1321 msg_print("¡Ö¥ª¥¯¥ì·»¤µ¤ó¡ª¡×");
1322 #else
1323                         msg_print("Brother OKURE!");
1324 #endif
1325                         msg_print(NULL);
1326                         p_ptr->tsuyoshi = 1;
1327                         (void)set_tsuyoshi(0, TRUE);
1328                         if (!p_ptr->resist_chaos)
1329                         {
1330                                 (void)set_image(50 + randint1(50));
1331                         }
1332                         ident = TRUE;
1333                         break;
1334                 }
1335                 
1336                 case SV_POTION_POLYMORPH:
1337                 {
1338                         if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
1339                         {
1340                                 chg_virtue(V_CHANCE, -5);
1341 #ifdef JP
1342 msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
1343 #else
1344                                 msg_print("You are cured of all mutations.");
1345 #endif
1346
1347                                 p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
1348                                 p_ptr->update |= PU_BONUS;
1349                                 handle_stuff();
1350                         }
1351                         else
1352                         {
1353                                 do
1354                                 {
1355                                         if (one_in_(2))
1356                                         {
1357                                                 if(gain_random_mutation(0)) ident = TRUE;
1358                                         }
1359                                         else if (lose_mutation(0)) ident = TRUE;
1360                                 } while(!ident || one_in_(2));
1361                         }
1362                         break;
1363                 }
1364         }
1365
1366         if (p_ptr->prace == RACE_SKELETON)
1367         {
1368 #ifdef JP
1369 msg_print("±ÕÂΤΰìÉô¤Ï¤¢¤Ê¤¿¤Î¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
1370 #else
1371                 msg_print("Some of the fluid falls through your jaws!");
1372 #endif
1373
1374                 (void)potion_smash_effect(0, py, px, q_ptr->k_idx);
1375         }
1376
1377         /* Combine / Reorder the pack (later) */
1378         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1379
1380         if (!(object_aware_p(o_ptr)))
1381         {
1382                 chg_virtue(V_PATIENCE, -1);
1383                 chg_virtue(V_CHANCE, 1);
1384                 chg_virtue(V_KNOWLEDGE, -1);
1385         }
1386
1387         /* The item has been tried */
1388         object_tried(q_ptr);
1389
1390         /* An identification was made */
1391         if (ident && !object_aware_p(q_ptr))
1392         {
1393                 object_aware(q_ptr);
1394                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
1395         }
1396
1397         /* Window stuff */
1398         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1399
1400         /* Potions can feed the player */
1401         switch (p_ptr->mimic_form)
1402         {
1403         case MIMIC_NONE:
1404                 switch (p_ptr->prace)
1405                 {
1406                         case RACE_VAMPIRE:
1407                                 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
1408                                 break;
1409                         case RACE_SKELETON:
1410                                 /* Do nothing */
1411                                 break;
1412                         case RACE_GOLEM:
1413                         case RACE_ZOMBIE:
1414                         case RACE_ENT:
1415                         case RACE_DEMON:
1416                         case RACE_SPECTRE:
1417                         case RACE_ANDROID:
1418                                 set_food(p_ptr->food + ((o_ptr->pval) / 20));
1419                                 break;
1420                         default:
1421                                 (void)set_food(p_ptr->food + o_ptr->pval);
1422                                 break;
1423                 }
1424                 break;
1425         case MIMIC_DEMON:
1426         case MIMIC_DEMON_LORD:
1427                 set_food(p_ptr->food + ((o_ptr->pval) / 20));
1428                 break;
1429         case MIMIC_VAMPIRE:
1430                 (void)set_food(p_ptr->food + (o_ptr->pval / 10));
1431                 break;
1432         default:
1433                 (void)set_food(p_ptr->food + o_ptr->pval);
1434                 break;
1435         }
1436 }
1437
1438
1439 void do_cmd_quaff_potion(void)
1440 {
1441         int  item;
1442         cptr q, s;
1443
1444         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1445         {
1446                 set_action(ACTION_NONE);
1447         }
1448
1449         /* Restrict choices to potions */
1450         item_tester_tval = TV_POTION;
1451
1452         /* Get an item */
1453 #ifdef JP
1454         q = "¤É¤ÎÌô¤ò°û¤ß¤Þ¤¹¤«? ";
1455         s = "°û¤á¤ëÌô¤¬¤Ê¤¤¡£";
1456 #else
1457         q = "Quaff which potion? ";
1458         s = "You have no potions to quaff.";
1459 #endif
1460
1461         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
1462
1463         /* Quaff the potion */
1464         do_cmd_quaff_potion_aux(item);
1465 }
1466
1467
1468 /*
1469  * Read a scroll (from the pack or floor).
1470  *
1471  * Certain scrolls can be "aborted" without losing the scroll.  These
1472  * include scrolls with no effects but recharge or identify, which are
1473  * cancelled before use.  XXX Reading them still takes a turn, though.
1474  */
1475 static void do_cmd_read_scroll_aux(int item)
1476 {
1477         int         k, used_up, ident, lev;
1478         object_type *o_ptr;
1479         char        Rumor[1024];
1480
1481
1482         /* Get the item (in the pack) */
1483         if (item >= 0)
1484         {
1485                 o_ptr = &inventory[item];
1486         }
1487
1488         /* Get the item (on the floor) */
1489         else
1490         {
1491                 o_ptr = &o_list[0 - item];
1492         }
1493
1494
1495         /* Take a turn */
1496         energy_use = 100;
1497
1498         if (world_player)
1499         {
1500                 if (flush_failure) flush();
1501 #ifdef JP
1502                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
1503 #else
1504                 msg_print("Nothing happen.");
1505 #endif
1506
1507                 sound(SOUND_FAIL);
1508                 return;
1509         }
1510
1511         if (p_ptr->pclass == CLASS_BERSERKER)
1512         {
1513 #ifdef JP
1514                 msg_print("´¬Êª¤Ê¤ó¤ÆÆɤá¤Ê¤¤¡£");
1515 #else
1516                 msg_print("You cannot read.");
1517 #endif
1518                 return;
1519         }
1520
1521         if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
1522         {
1523                 stop_singing();
1524         }
1525
1526         /* Not identified yet */
1527         ident = FALSE;
1528
1529         /* Object level */
1530         lev = get_object_level(o_ptr);
1531
1532         /* Assume the scroll will get used up */
1533         used_up = TRUE;
1534
1535         if (o_ptr->tval == TV_SCROLL)
1536         {
1537         /* Analyze the scroll */
1538         switch (o_ptr->sval)
1539         {
1540                 case SV_SCROLL_DARKNESS:
1541                 {
1542                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
1543                         {
1544                                 (void)set_blind(p_ptr->blind + 3 + randint1(5));
1545                         }
1546                         if (unlite_area(10, 3)) ident = TRUE;
1547                         break;
1548                 }
1549
1550                 case SV_SCROLL_AGGRAVATE_MONSTER:
1551                 {
1552 #ifdef JP
1553                         msg_print("¥«¥ó¹â¤¯¤¦¤Ê¤ëÍͤʲ»¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
1554 #else
1555                         msg_print("There is a high pitched humming noise.");
1556 #endif
1557
1558                         aggravate_monsters(0);
1559                         ident = TRUE;
1560                         break;
1561                 }
1562
1563                 case SV_SCROLL_CURSE_ARMOR:
1564                 {
1565                         if (curse_armor()) ident = TRUE;
1566                         break;
1567                 }
1568
1569                 case SV_SCROLL_CURSE_WEAPON:
1570                 {
1571                         if (curse_weapon(FALSE, INVEN_RARM)) ident = TRUE;
1572                         break;
1573                 }
1574
1575                 case SV_SCROLL_SUMMON_MONSTER:
1576                 {
1577                         for (k = 0; k < randint1(3); k++)
1578                         {
1579                                 if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
1580                                 {
1581                                         ident = TRUE;
1582                                 }
1583                         }
1584                         break;
1585                 }
1586
1587                 case SV_SCROLL_SUMMON_UNDEAD:
1588                 {
1589                         for (k = 0; k < randint1(3); k++)
1590                         {
1591                                 if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
1592                                 {
1593                                         ident = TRUE;
1594                                 }
1595                         }
1596                         break;
1597                 }
1598
1599                 case SV_SCROLL_SUMMON_PET:
1600                 {
1601                         if (summon_specific(-1, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET)))
1602                         {
1603                                 ident = TRUE;
1604                         }
1605                         break;
1606                 }
1607
1608                 case SV_SCROLL_SUMMON_KIN:
1609                 {
1610                         if (summon_kin_player(p_ptr->lev, py, px, (PM_FORCE_PET | PM_ALLOW_GROUP)))
1611                         {
1612                                 ident = TRUE;
1613                         }
1614                         break;
1615                 }
1616
1617                 case SV_SCROLL_TRAP_CREATION:
1618                 {
1619                         if (trap_creation(py, px)) ident = TRUE;
1620                         break;
1621                 }
1622
1623                 case SV_SCROLL_PHASE_DOOR:
1624                 {
1625                         teleport_player(10);
1626                         ident = TRUE;
1627                         break;
1628                 }
1629
1630                 case SV_SCROLL_TELEPORT:
1631                 {
1632                         teleport_player(100);
1633                         ident = TRUE;
1634                         break;
1635                 }
1636
1637                 case SV_SCROLL_TELEPORT_LEVEL:
1638                 {
1639                         (void)teleport_player_level();
1640                         ident = TRUE;
1641                         break;
1642                 }
1643
1644                 case SV_SCROLL_WORD_OF_RECALL:
1645                 {
1646                         if (!word_of_recall()) used_up = FALSE;
1647                         ident = TRUE;
1648                         break;
1649                 }
1650
1651                 case SV_SCROLL_IDENTIFY:
1652                 {
1653                         ident = TRUE;
1654                         if (!ident_spell(FALSE, TRUE)) used_up = FALSE;
1655                         break;
1656                 }
1657
1658                 case SV_SCROLL_STAR_IDENTIFY:
1659                 {
1660                         ident = TRUE;
1661                         if (!identify_fully(FALSE, TRUE)) used_up = FALSE;
1662                         break;
1663                 }
1664
1665                 case SV_SCROLL_REMOVE_CURSE:
1666                 {
1667                         if (remove_curse())
1668                         {
1669 #ifdef JP
1670                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1671 #else
1672                                 msg_print("You feel as if someone is watching over you.");
1673 #endif
1674
1675                                 ident = TRUE;
1676                         }
1677                         break;
1678                 }
1679
1680                 case SV_SCROLL_STAR_REMOVE_CURSE:
1681                 {
1682                         if (remove_all_curse())
1683                         {
1684 #ifdef JP
1685                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
1686 #else
1687                                 msg_print("You feel as if someone is watching over you.");
1688 #endif
1689                         }
1690                         ident = TRUE;
1691                         break;
1692                 }
1693
1694                 case SV_SCROLL_ENCHANT_ARMOR:
1695                 {
1696                         ident = TRUE;
1697                         if (!enchant_spell(0, 0, 1)) used_up = FALSE;
1698                         break;
1699                 }
1700
1701                 case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
1702                 {
1703                         if (!enchant_spell(1, 0, 0)) used_up = FALSE;
1704                         ident = TRUE;
1705                         break;
1706                 }
1707
1708                 case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
1709                 {
1710                         if (!enchant_spell(0, 1, 0)) used_up = FALSE;
1711                         ident = TRUE;
1712                         break;
1713                 }
1714
1715                 case SV_SCROLL_STAR_ENCHANT_ARMOR:
1716                 {
1717                         if (!enchant_spell(0, 0, randint1(3) + 2)) used_up = FALSE;
1718                         ident = TRUE;
1719                         break;
1720                 }
1721
1722                 case SV_SCROLL_STAR_ENCHANT_WEAPON:
1723                 {
1724                         if (!enchant_spell(randint1(3), randint1(3), 0)) used_up = FALSE;
1725                         ident = TRUE;
1726                         break;
1727                 }
1728
1729                 case SV_SCROLL_RECHARGING:
1730                 {
1731                         if (!recharge(130)) used_up = FALSE;
1732                         ident = TRUE;
1733                         break;
1734                 }
1735
1736                 case SV_SCROLL_MUNDANITY:
1737                 {
1738                         ident = TRUE;
1739                         if (!mundane_spell(FALSE)) used_up = FALSE;
1740                         break;
1741                 }
1742
1743                 case SV_SCROLL_LIGHT:
1744                 {
1745                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
1746                         break;
1747                 }
1748
1749                 case SV_SCROLL_MAPPING:
1750                 {
1751                         map_area(DETECT_RAD_MAP);
1752                         ident = TRUE;
1753                         break;
1754                 }
1755
1756                 case SV_SCROLL_DETECT_GOLD:
1757                 {
1758                         if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
1759                         if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
1760                         break;
1761                 }
1762
1763                 case SV_SCROLL_DETECT_ITEM:
1764                 {
1765                         if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
1766                         break;
1767                 }
1768
1769                 case SV_SCROLL_DETECT_TRAP:
1770                 {
1771                         if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
1772                         break;
1773                 }
1774
1775                 case SV_SCROLL_DETECT_DOOR:
1776                 {
1777                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
1778                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
1779                         break;
1780                 }
1781
1782                 case SV_SCROLL_DETECT_INVIS:
1783                 {
1784                         if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
1785                         break;
1786                 }
1787
1788                 case SV_SCROLL_SATISFY_HUNGER:
1789                 {
1790                         if (set_food(PY_FOOD_MAX - 1)) ident = TRUE;
1791                         break;
1792                 }
1793
1794                 case SV_SCROLL_BLESSING:
1795                 {
1796                         if (set_blessed(p_ptr->blessed + randint1(12) + 6, FALSE)) ident = TRUE;
1797                         break;
1798                 }
1799
1800                 case SV_SCROLL_HOLY_CHANT:
1801                 {
1802                         if (set_blessed(p_ptr->blessed + randint1(24) + 12, FALSE)) ident = TRUE;
1803                         break;
1804                 }
1805
1806                 case SV_SCROLL_HOLY_PRAYER:
1807                 {
1808                         if (set_blessed(p_ptr->blessed + randint1(48) + 24, FALSE)) ident = TRUE;
1809                         break;
1810                 }
1811
1812                 case SV_SCROLL_MONSTER_CONFUSION:
1813                 {
1814                         if (!(p_ptr->special_attack & ATTACK_CONFUSE))
1815                         {
1816 #ifdef JP
1817                                 msg_print("¼ê¤¬µ±¤­»Ï¤á¤¿¡£");
1818 #else
1819                                 msg_print("Your hands begin to glow.");
1820 #endif
1821
1822                                 p_ptr->special_attack |= ATTACK_CONFUSE;
1823                                 p_ptr->redraw |= (PR_STATUS);
1824                                 ident = TRUE;
1825                         }
1826                         break;
1827                 }
1828
1829                 case SV_SCROLL_PROTECTION_FROM_EVIL:
1830                 {
1831                         k = 3 * p_ptr->lev;
1832                         if (set_protevil(p_ptr->protevil + randint1(25) + k, FALSE)) ident = TRUE;
1833                         break;
1834                 }
1835
1836                 case SV_SCROLL_RUNE_OF_PROTECTION:
1837                 {
1838                         warding_glyph();
1839                         ident = TRUE;
1840                         break;
1841                 }
1842
1843                 case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
1844                 {
1845                         if (destroy_doors_touch()) ident = TRUE;
1846                         break;
1847                 }
1848
1849                 case SV_SCROLL_STAR_DESTRUCTION:
1850                 {
1851                         if (destroy_area(py, px, 13+randint0(5), TRUE))
1852                                 ident = TRUE;
1853                         else
1854 #ifdef JP
1855 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿...");
1856 #else
1857                                 msg_print("The dungeon trembles...");
1858 #endif
1859
1860
1861                         break;
1862                 }
1863
1864                 case SV_SCROLL_DISPEL_UNDEAD:
1865                 {
1866                         if (dispel_undead(80)) ident = TRUE;
1867                         break;
1868                 }
1869
1870                 case SV_SCROLL_SPELL:
1871                 {
1872                         if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_IMITATOR) || (p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_MAGIC_EATER) || (p_ptr->pclass == CLASS_RED_MAGE) || (p_ptr->pclass == CLASS_SAMURAI) || (p_ptr->pclass == CLASS_BLUE_MAGE) || (p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BERSERKER) || (p_ptr->pclass == CLASS_SMITH) || (p_ptr->pclass == CLASS_MIRROR_MASTER) || (p_ptr->pclass == CLASS_NINJA)) break;
1873                         p_ptr->add_spells++;
1874                         p_ptr->update |= (PU_SPELLS);
1875                         ident = TRUE;
1876                         break;
1877                 }
1878
1879                 case SV_SCROLL_GENOCIDE:
1880                 {
1881                         (void)symbol_genocide(300, TRUE);
1882                         ident = TRUE;
1883                         break;
1884                 }
1885
1886                 case SV_SCROLL_MASS_GENOCIDE:
1887                 {
1888                         (void)mass_genocide(300, TRUE);
1889                         ident = TRUE;
1890                         break;
1891                 }
1892
1893                 case SV_SCROLL_ACQUIREMENT:
1894                 {
1895                         acquirement(py, px, 1, TRUE, FALSE);
1896                         ident = TRUE;
1897                         break;
1898                 }
1899
1900                 case SV_SCROLL_STAR_ACQUIREMENT:
1901                 {
1902                         acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
1903                         ident = TRUE;
1904                         break;
1905                 }
1906
1907                 /* New Hengband scrolls */
1908                 case SV_SCROLL_FIRE:
1909                 {
1910                         fire_ball(GF_FIRE, 0, 666, 4);
1911                         /* Note: "Double" damage since it is centered on the player ... */
1912                         if (!(p_ptr->oppose_fire || p_ptr->resist_fire || p_ptr->immune_fire))
1913 #ifdef JP
1914 take_hit(DAMAGE_NOESCAPE, 50+randint1(50), "±ê¤Î´¬Êª", -1);
1915 #else
1916                                 take_hit(DAMAGE_NOESCAPE, 50 + randint1(50), "a Scroll of Fire", -1);
1917 #endif
1918
1919                         ident = TRUE;
1920                         break;
1921                 }
1922
1923
1924                 case SV_SCROLL_ICE:
1925                 {
1926                         fire_ball(GF_ICE, 0, 777, 4);
1927                         if (!(p_ptr->oppose_cold || p_ptr->resist_cold || p_ptr->immune_cold))
1928 #ifdef JP
1929 take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ¤Î´¬Êª", -1);
1930 #else
1931                                 take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), "a Scroll of Ice", -1);
1932 #endif
1933
1934                         ident = TRUE;
1935                         break;
1936                 }
1937
1938                 case SV_SCROLL_CHAOS:
1939                 {
1940                         fire_ball(GF_CHAOS, 0, 1000, 4);
1941                         if (!p_ptr->resist_chaos)
1942 #ifdef JP
1943 take_hit(DAMAGE_NOESCAPE, 111+randint1(111), "¥í¥°¥ë¥¹¤Î´¬Êª", -1);
1944 #else
1945                                 take_hit(DAMAGE_NOESCAPE, 111 + randint1(111), "a Scroll of Logrus", -1);
1946 #endif
1947
1948                         ident = TRUE;
1949                         break;
1950                 }
1951
1952                 case SV_SCROLL_RUMOR:
1953                 {
1954                         errr err = 0;
1955
1956                         switch (randint1(20))
1957                         {
1958                                 case 1:
1959 #ifdef JP
1960 err = get_rnd_line("chainswd_j.txt", 0, Rumor);
1961 #else
1962                                         err = get_rnd_line("chainswd.txt", 0, Rumor);
1963 #endif
1964
1965                                         break;
1966                                 case 2:
1967 #ifdef JP
1968 err = get_rnd_line("error_j.txt", 0, Rumor);
1969 #else
1970                                         err = get_rnd_line("error.txt", 0, Rumor);
1971 #endif
1972
1973                                         break;
1974                                 case 3:
1975                                 case 4:
1976                                 case 5:
1977 #ifdef JP
1978 err = get_rnd_line("death_j.txt", 0, Rumor);
1979 #else
1980                                         err = get_rnd_line("death.txt", 0, Rumor);
1981 #endif
1982
1983                                         break;
1984                                 default:
1985 #ifdef JP
1986 err = get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10);
1987 #else
1988                                         err = get_rnd_line("rumors.txt", 0, Rumor);
1989 #endif
1990
1991                                         break;
1992                         }
1993
1994                         /* An error occured */
1995 #ifdef JP
1996 if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
1997 #else
1998                         if (err) strcpy(Rumor, "Some rumors are wrong.");
1999 #endif
2000
2001
2002 #ifdef JP
2003 msg_print("´¬Êª¤Ë¤Ï¥á¥Ã¥»¡¼¥¸¤¬½ñ¤«¤ì¤Æ¤¤¤ë:");
2004 #else
2005                         msg_print("There is message on the scroll. It says:");
2006 #endif
2007
2008                         msg_print(NULL);
2009                         msg_format("%s", Rumor);
2010                         msg_print(NULL);
2011 #ifdef JP
2012 msg_print("´¬Êª¤Ï±ì¤òΩ¤Æ¤Æ¾Ã¤¨µî¤Ã¤¿¡ª");
2013 #else
2014                         msg_print("The scroll disappears in a puff of smoke!");
2015 #endif
2016
2017                         ident = TRUE;
2018                         break;
2019                 }
2020
2021                 case SV_SCROLL_ARTIFACT:
2022                 {
2023                         ident = TRUE;
2024                         if (!artifact_scroll()) used_up = FALSE;
2025                         break;
2026                 }
2027
2028                 case SV_SCROLL_RESET_RECALL:
2029                 {
2030                         ident = TRUE;
2031                         if (!reset_recall()) used_up = FALSE;
2032                         break;
2033                 }
2034         }
2035         }
2036         else if (o_ptr->name1 == ART_GHB)
2037         {
2038 #ifdef JP
2039                 msg_print("»ä¤Ï¶ìÏ«¤·¤Æ¡Ø¥°¥ì¡¼¥¿¡¼¡¦¥Ø¥ë=¥Ó¡¼¥¹¥È¡Ù¤òÅݤ·¤¿¡£");
2040                 msg_print("¤·¤«¤·¼ê¤ËÆþ¤Ã¤¿¤Î¤Ï¤³¤Î¤­¤¿¤Ê¤¤£Ô¥·¥ã¥Ä¤À¤±¤À¤Ã¤¿¡£");
2041 #else
2042                 msg_print("I had a very hard time to kill the Greater hell-beast, ");
2043                 msg_print("but all I got was this lousy t-shirt!");
2044 #endif
2045                 used_up = FALSE;
2046         }
2047         else if (o_ptr->name1 == ART_POWER)
2048         {
2049 #ifdef JP
2050                 msg_print("¡Ö°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÅý¤Ù¡¢");
2051                 msg_print(NULL);
2052                 msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤ò¸«¤Ä¤±¡¢");
2053                 msg_print(NULL);
2054                 msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÊá¤é¤¨¤Æ");
2055                 msg_print(NULL);
2056                 msg_print("°Å°Ç¤ÎÃæ¤Ë·Ò¤®¤È¤á¤ë¡£¡×");
2057 #else
2058                 msg_print("'One Ring to rule them all, ");
2059                 msg_print(NULL);
2060                 msg_print("One Ring to find them, ");
2061                 msg_print(NULL);
2062                 msg_print("One Ring to bring them all ");
2063                 msg_print(NULL);
2064                 msg_print("and in the darkness bind them.'");
2065 #endif
2066                 used_up = FALSE;
2067         }
2068         else if (o_ptr->tval==TV_PARCHEMENT)
2069         {
2070                 cptr q;
2071                 char o_name[MAX_NLEN];
2072                 char buf[1024];
2073
2074                 /* Save screen */
2075                 screen_save();
2076
2077                 q=format("book-%d_jp.txt",o_ptr->sval);
2078
2079                 /* Display object description */
2080                 object_desc(o_name, o_ptr, TRUE, 0);
2081
2082                 /* Build the filename */
2083                 path_build(buf, 1024, ANGBAND_DIR_FILE, q);
2084
2085                 /* Peruse the help file */
2086                 (void)show_file(TRUE, buf, o_name, 0, 0);
2087
2088                 /* Load screen */
2089                 screen_load();
2090
2091                 used_up=FALSE;
2092         }
2093
2094
2095         /* Combine / Reorder the pack (later) */
2096         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2097
2098         if (!(object_aware_p(o_ptr)))
2099         {
2100                 chg_virtue(V_PATIENCE, -1);
2101                 chg_virtue(V_CHANCE, 1);
2102                 chg_virtue(V_KNOWLEDGE, -1);
2103         }
2104
2105         /* The item was tried */
2106         object_tried(o_ptr);
2107
2108         /* An identification was made */
2109         if (ident && !object_aware_p(o_ptr))
2110         {
2111                 object_aware(o_ptr);
2112                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2113         }
2114
2115         /* Window stuff */
2116         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2117
2118
2119         /* Hack -- allow certain scrolls to be "preserved" */
2120         if (!used_up)
2121         {
2122                 return;
2123         }
2124
2125         sound(SOUND_SCROLL);
2126
2127         /* Destroy a scroll in the pack */
2128         if (item >= 0)
2129         {
2130                 inven_item_increase(item, -1);
2131                 inven_item_describe(item);
2132                 inven_item_optimize(item);
2133         }
2134
2135         /* Destroy a scroll on the floor */
2136         else
2137         {
2138                 floor_item_increase(0 - item, -1);
2139                 floor_item_describe(0 - item);
2140                 floor_item_optimize(0 - item);
2141         }
2142
2143         /* Delayed optimization */
2144         optimize_inventry_auto_destroy();
2145 }
2146
2147
2148 /*
2149  * Hook to determine if an object is readable
2150  */
2151 static bool item_tester_hook_readable(object_type *o_ptr)
2152 {
2153         if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHEMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);
2154
2155         /* Assume not */
2156         return (FALSE);
2157 }
2158
2159
2160 void do_cmd_read_scroll(void)
2161 {
2162         int  item;
2163         cptr q, s;
2164
2165         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2166         {
2167                 set_action(ACTION_NONE);
2168         }
2169
2170         /* Check some conditions */
2171         if (p_ptr->blind)
2172         {
2173 #ifdef JP
2174                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
2175 #else
2176                 msg_print("You can't see anything.");
2177 #endif
2178
2179                 return;
2180         }
2181         if (no_lite())
2182         {
2183 #ifdef JP
2184                 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
2185 #else
2186                 msg_print("You have no light to read by.");
2187 #endif
2188
2189                 return;
2190         }
2191         if (p_ptr->confused)
2192         {
2193 #ifdef JP
2194                 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡£");
2195 #else
2196                 msg_print("You are too confused!");
2197 #endif
2198
2199                 return;
2200         }
2201
2202
2203         /* Restrict choices to scrolls */
2204         item_tester_hook = item_tester_hook_readable;
2205
2206         /* Get an item */
2207 #ifdef JP
2208         q = "¤É¤Î´¬Êª¤òÆɤߤޤ¹¤«? ";
2209         s = "Æɤá¤ë´¬Êª¤¬¤Ê¤¤¡£";
2210 #else
2211         q = "Read which scroll? ";
2212         s = "You have no scrolls to read.";
2213 #endif
2214
2215         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2216
2217         /* Read the scroll */
2218         do_cmd_read_scroll_aux(item);
2219 }
2220
2221
2222 static int staff_effect(int sval, bool *use_charge, bool magic)
2223 {
2224         int k;
2225         int ident = FALSE;
2226
2227         /* Analyze the staff */
2228         switch (sval)
2229         {
2230                 case SV_STAFF_DARKNESS:
2231                 {
2232                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
2233                         {
2234                                 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
2235                         }
2236                         if (unlite_area(10, 3)) ident = TRUE;
2237                         break;
2238                 }
2239
2240                 case SV_STAFF_SLOWNESS:
2241                 {
2242                         if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
2243                         break;
2244                 }
2245
2246                 case SV_STAFF_HASTE_MONSTERS:
2247                 {
2248                         if (speed_monsters()) ident = TRUE;
2249                         break;
2250                 }
2251
2252                 case SV_STAFF_SUMMONING:
2253                 {
2254                         for (k = 0; k < randint1(4); k++)
2255                         {
2256                                 if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2257                                 {
2258                                         ident = TRUE;
2259                                 }
2260                         }
2261                         break;
2262                 }
2263
2264                 case SV_STAFF_TELEPORTATION:
2265                 {
2266                         teleport_player(100);
2267                         ident = TRUE;
2268                         break;
2269                 }
2270
2271                 case SV_STAFF_IDENTIFY:
2272                 {
2273                         if (!ident_spell(FALSE, TRUE)) *use_charge = FALSE;
2274                         ident = TRUE;
2275                         break;
2276                 }
2277
2278                 case SV_STAFF_REMOVE_CURSE:
2279                 {
2280                         if (remove_curse())
2281                         {
2282                                 if (magic)
2283                                 {
2284 #ifdef JP
2285                                         msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
2286 #else
2287                                         msg_print("You feel as if someone is watching over you.");
2288 #endif
2289                                 }
2290                                 else if (!p_ptr->blind)
2291                                 {
2292 #ifdef JP
2293                                         msg_print("¾ó¤Ï°ì½Ö¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
2294 #else
2295                                         msg_print("The staff glows blue for a moment...");
2296 #endif
2297
2298                                 }
2299                                 ident = TRUE;
2300                         }
2301                         break;
2302                 }
2303
2304                 case SV_STAFF_STARLITE:
2305                 {
2306                         int num = damroll(5, 3);
2307                         int y, x;
2308                         int attempts;
2309
2310                         if (!p_ptr->blind && !magic)
2311                         {
2312 #ifdef JP
2313                                 msg_print("¾ó¤ÎÀ褬ÌÀ¤ë¤¯µ±¤¤¤¿...");
2314 #else
2315                                 msg_print("The end of the staff glows brightly...");
2316 #endif
2317
2318                         }
2319                         for (k = 0; k < num; k++)
2320                         {
2321                 attempts = 1000;
2322
2323                                 while(attempts--)
2324                                 {
2325                                         scatter(&y, &x, py, px, 4, 0);
2326
2327                                         if (!cave_floor_bold(y, x)) continue;
2328
2329                                         if ((y != py) || (x != px)) break;
2330                                 }
2331
2332                                 project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
2333                                                   (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
2334                         }
2335                         ident = TRUE;
2336                         break;
2337                 }
2338
2339                 case SV_STAFF_LITE:
2340                 {
2341                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
2342                         break;
2343                 }
2344
2345                 case SV_STAFF_MAPPING:
2346                 {
2347                         map_area(DETECT_RAD_MAP);
2348                         ident = TRUE;
2349                         break;
2350                 }
2351
2352                 case SV_STAFF_DETECT_GOLD:
2353                 {
2354                         if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
2355                         if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
2356                         break;
2357                 }
2358
2359                 case SV_STAFF_DETECT_ITEM:
2360                 {
2361                         if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
2362                         break;
2363                 }
2364
2365                 case SV_STAFF_DETECT_TRAP:
2366                 {
2367                         if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
2368                         break;
2369                 }
2370
2371                 case SV_STAFF_DETECT_DOOR:
2372                 {
2373                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
2374                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
2375                         break;
2376                 }
2377
2378                 case SV_STAFF_DETECT_INVIS:
2379                 {
2380                         if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
2381                         break;
2382                 }
2383
2384                 case SV_STAFF_DETECT_EVIL:
2385                 {
2386                         if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE;
2387                         break;
2388                 }
2389
2390                 case SV_STAFF_CURE_LIGHT:
2391                 {
2392                         if (hp_player(damroll(2, 8))) ident = TRUE;
2393                         if (set_shero(0,TRUE)) ident = TRUE;
2394                         break;
2395                 }
2396
2397                 case SV_STAFF_CURING:
2398                 {
2399                         if (set_blind(0)) ident = TRUE;
2400                         if (set_poisoned(0)) ident = TRUE;
2401                         if (set_confused(0)) ident = TRUE;
2402                         if (set_stun(0)) ident = TRUE;
2403                         if (set_cut(0)) ident = TRUE;
2404                         if (set_image(0)) ident = TRUE;
2405                         if (set_shero(0,TRUE)) ident = TRUE;
2406                         break;
2407                 }
2408
2409                 case SV_STAFF_HEALING:
2410                 {
2411                         if (hp_player(300)) ident = TRUE;
2412                         if (set_stun(0)) ident = TRUE;
2413                         if (set_cut(0)) ident = TRUE;
2414                         if (set_shero(0,TRUE)) ident = TRUE;
2415                         break;
2416                 }
2417
2418                 case SV_STAFF_THE_MAGI:
2419                 {
2420                         if (do_res_stat(A_INT)) ident = TRUE;
2421                         if (p_ptr->csp < p_ptr->msp)
2422                         {
2423                                 p_ptr->csp = p_ptr->msp;
2424                                 p_ptr->csp_frac = 0;
2425                                 ident = TRUE;
2426 #ifdef JP
2427                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
2428 #else
2429                                 msg_print("Your feel your head clear.");
2430 #endif
2431
2432                                 p_ptr->redraw |= (PR_MANA);
2433                                 p_ptr->window |= (PW_PLAYER);
2434                                 p_ptr->window |= (PW_SPELL);
2435                         }
2436                         if (set_shero(0,TRUE)) ident = TRUE;
2437                         break;
2438                 }
2439
2440                 case SV_STAFF_SLEEP_MONSTERS:
2441                 {
2442                         if (sleep_monsters()) ident = TRUE;
2443                         break;
2444                 }
2445
2446                 case SV_STAFF_SLOW_MONSTERS:
2447                 {
2448                         if (slow_monsters()) ident = TRUE;
2449                         break;
2450                 }
2451
2452                 case SV_STAFF_SPEED:
2453                 {
2454                         if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
2455                         break;
2456                 }
2457
2458                 case SV_STAFF_PROBING:
2459                 {
2460                         probing();
2461                         ident = TRUE;
2462                         break;
2463                 }
2464
2465                 case SV_STAFF_DISPEL_EVIL:
2466                 {
2467                         if (dispel_evil(80)) ident = TRUE;
2468                         break;
2469                 }
2470
2471                 case SV_STAFF_POWER:
2472                 {
2473                         if (dispel_monsters(150)) ident = TRUE;
2474                         break;
2475                 }
2476
2477                 case SV_STAFF_HOLINESS:
2478                 {
2479                         if (dispel_evil(150)) ident = TRUE;
2480                         k = 3 * p_ptr->lev;
2481                         if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
2482                         if (set_poisoned(0)) ident = TRUE;
2483                         if (set_afraid(0)) ident = TRUE;
2484                         if (hp_player(50)) ident = TRUE;
2485                         if (set_stun(0)) ident = TRUE;
2486                         if (set_cut(0)) ident = TRUE;
2487                         break;
2488                 }
2489
2490                 case SV_STAFF_GENOCIDE:
2491                 {
2492                         (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE);
2493                         ident = TRUE;
2494                         break;
2495                 }
2496
2497                 case SV_STAFF_EARTHQUAKES:
2498                 {
2499                         if (earthquake(py, px, 10))
2500                                 ident = TRUE;
2501                         else
2502 #ifdef JP
2503 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡£");
2504 #else
2505                                 msg_print("The dungeon trembles.");
2506 #endif
2507
2508
2509                         break;
2510                 }
2511
2512                 case SV_STAFF_DESTRUCTION:
2513                 {
2514                         if (destroy_area(py, px, 13+randint0(5), TRUE))
2515                                 ident = TRUE;
2516
2517                         break;
2518                 }
2519
2520                 case SV_STAFF_ANIMATE_DEAD:
2521                 {
2522                         if (animate_dead(0, py, px))
2523                                 ident = TRUE;
2524
2525                         break;
2526                 }
2527
2528                 case SV_STAFF_MSTORM:
2529                 {
2530 #ifdef JP
2531                         msg_print("¶¯ÎϤÊËâÎϤ¬Å¨¤ò°ú¤­Îö¤¤¤¿¡ª");
2532 #else
2533                         msg_print("Mighty magics rend your enemies!");
2534 #endif
2535                         project(0, 5, py, px,
2536                                 (randint1(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID | PROJECT_NO_REF, -1);
2537                         if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
2538                         {
2539 #ifdef JP
2540                                 (void)take_hit(DAMAGE_NOESCAPE, 50, "¥³¥ó¥È¥í¡¼¥ë¤·Æñ¤¤¶¯ÎϤÊËâÎϤβòÊü", -1);
2541 #else
2542                                 (void)take_hit(DAMAGE_NOESCAPE, 50, "unleashing magics too mighty to control", -1);
2543 #endif
2544                         }
2545                         ident = TRUE;
2546
2547                         break;
2548                 }
2549         }
2550         return ident;
2551 }
2552
2553 /*
2554  * Use a staff.                 -RAK-
2555  *
2556  * One charge of one staff disappears.
2557  *
2558  * Hack -- staffs of identify can be "cancelled".
2559  */
2560 static void do_cmd_use_staff_aux(int item)
2561 {
2562         int         ident, chance, lev;
2563         object_type *o_ptr;
2564
2565
2566         /* Hack -- let staffs of identify get aborted */
2567         bool use_charge = TRUE;
2568
2569
2570         /* Get the item (in the pack) */
2571         if (item >= 0)
2572         {
2573                 o_ptr = &inventory[item];
2574         }
2575
2576         /* Get the item (on the floor) */
2577         else
2578         {
2579                 o_ptr = &o_list[0 - item];
2580         }
2581
2582
2583         /* Mega-Hack -- refuse to use a pile from the ground */
2584         if ((item < 0) && (o_ptr->number > 1))
2585         {
2586 #ifdef JP
2587                 msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
2588 #else
2589                 msg_print("You must first pick up the staffs.");
2590 #endif
2591
2592                 return;
2593         }
2594
2595
2596         /* Take a turn */
2597         energy_use = 100;
2598
2599         /* Extract the item level */
2600         lev = get_object_level(o_ptr);
2601         if (lev > 50) lev = 50 + (lev - 50)/2;
2602
2603         /* Base chance of success */
2604         chance = p_ptr->skill_dev;
2605
2606         /* Confusion hurts skill */
2607         if (p_ptr->confused) chance = chance / 2;
2608
2609         /* Hight level objects are harder */
2610         chance = chance - lev;
2611
2612         /* Give everyone a (slight) chance */
2613         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
2614         {
2615                 chance = USE_DEVICE;
2616         }
2617
2618         if (world_player)
2619         {
2620                 if (flush_failure) flush();
2621 #ifdef JP
2622                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
2623 #else
2624                 msg_print("Nothing happen. Maybe this staff is freezing too.");
2625 #endif
2626
2627                 sound(SOUND_FAIL);
2628                 return;
2629         }
2630
2631         /* Roll for usage */
2632         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
2633         {
2634                 if (flush_failure) flush();
2635 #ifdef JP
2636                 msg_print("¾ó¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
2637 #else
2638                 msg_print("You failed to use the staff properly.");
2639 #endif
2640
2641                 sound(SOUND_FAIL);
2642                 return;
2643         }
2644
2645         /* Notice empty staffs */
2646         if (o_ptr->pval <= 0)
2647         {
2648                 if (flush_failure) flush();
2649 #ifdef JP
2650                 msg_print("¤³¤Î¾ó¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
2651 #else
2652                 msg_print("The staff has no charges left.");
2653 #endif
2654
2655                 o_ptr->ident |= (IDENT_EMPTY);
2656
2657                 /* Combine / Reorder the pack (later) */
2658                 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2659
2660                 return;
2661         }
2662
2663
2664         /* Sound */
2665         sound(SOUND_ZAP);
2666
2667         ident = staff_effect(o_ptr->sval, &use_charge, FALSE);
2668
2669         if (!(object_aware_p(o_ptr)))
2670         {
2671                 chg_virtue(V_PATIENCE, -1);
2672                 chg_virtue(V_CHANCE, 1);
2673                 chg_virtue(V_KNOWLEDGE, -1);
2674         }
2675
2676         /* Combine / Reorder the pack (later) */
2677         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2678
2679         /* Tried the item */
2680         object_tried(o_ptr);
2681
2682         /* An identification was made */
2683         if (ident && !object_aware_p(o_ptr))
2684         {
2685                 object_aware(o_ptr);
2686                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
2687         }
2688
2689         /* Window stuff */
2690         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2691
2692
2693         /* Hack -- some uses are "free" */
2694         if (!use_charge) return;
2695
2696
2697         /* Use a single charge */
2698         o_ptr->pval--;
2699
2700         /* XXX Hack -- unstack if necessary */
2701         if ((item >= 0) && (o_ptr->number > 1))
2702         {
2703                 object_type forge;
2704                 object_type *q_ptr;
2705
2706                 /* Get local object */
2707                 q_ptr = &forge;
2708
2709                 /* Obtain a local object */
2710                 object_copy(q_ptr, o_ptr);
2711
2712                 /* Modify quantity */
2713                 q_ptr->number = 1;
2714
2715                 /* Restore the charges */
2716                 o_ptr->pval++;
2717
2718                 /* Unstack the used item */
2719                 o_ptr->number--;
2720                 p_ptr->total_weight -= q_ptr->weight;
2721                 item = inven_carry(q_ptr);
2722
2723                 /* Message */
2724 #ifdef JP
2725                 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
2726 #else
2727                 msg_print("You unstack your staff.");
2728 #endif
2729
2730         }
2731
2732         /* Describe charges in the pack */
2733         if (item >= 0)
2734         {
2735                 inven_item_charges(item);
2736         }
2737
2738         /* Describe charges on the floor */
2739         else
2740         {
2741                 floor_item_charges(0 - item);
2742         }
2743
2744         /* Delayed optimization */
2745         optimize_inventry_auto_destroy();
2746 }
2747
2748
2749 void do_cmd_use_staff(void)
2750 {
2751         int  item;
2752         cptr q, s;
2753
2754         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2755         {
2756                 set_action(ACTION_NONE);
2757         }
2758
2759         /* Restrict choices to wands */
2760         item_tester_tval = TV_STAFF;
2761
2762         /* Get an item */
2763 #ifdef JP
2764         q = "¤É¤Î¾ó¤ò»È¤¤¤Þ¤¹¤«? ";
2765         s = "»È¤¨¤ë¾ó¤¬¤Ê¤¤¡£";
2766 #else
2767         q = "Use which staff? ";
2768         s = "You have no staff to use.";
2769 #endif
2770
2771         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
2772
2773         do_cmd_use_staff_aux(item);
2774 }
2775
2776
2777 static int wand_effect(int sval, int dir, bool magic)
2778 {
2779         int ident = FALSE;
2780
2781         /* XXX Hack -- Wand of wonder can do anything before it */
2782         if (sval == SV_WAND_WONDER)
2783         {
2784                 int vir = virtue_number(V_CHANCE);
2785                 sval = randint0(SV_WAND_WONDER);
2786
2787                 if (vir)
2788                 {
2789                         if (p_ptr->virtues[vir - 1] > 0)
2790                         {
2791                                 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
2792                                 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
2793                         }
2794                         else
2795                         {
2796                                 while (randint1(300) < (0-p_ptr->virtues[vir - 1])) sval--;
2797                                 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
2798                         }
2799                 }
2800                 if (sval < SV_WAND_TELEPORT_AWAY)
2801                         chg_virtue(V_CHANCE, 1);
2802         }
2803
2804         /* Analyze the wand */
2805         switch (sval)
2806         {
2807                 case SV_WAND_HEAL_MONSTER:
2808                 {
2809                         if (heal_monster(dir, damroll(10, 10))) ident = TRUE;
2810                         break;
2811                 }
2812
2813                 case SV_WAND_HASTE_MONSTER:
2814                 {
2815                         if (speed_monster(dir)) ident = TRUE;
2816                         break;
2817                 }
2818
2819                 case SV_WAND_CLONE_MONSTER:
2820                 {
2821                         if (clone_monster(dir)) ident = TRUE;
2822                         break;
2823                 }
2824
2825                 case SV_WAND_TELEPORT_AWAY:
2826                 {
2827                         if (teleport_monster(dir)) ident = TRUE;
2828                         break;
2829                 }
2830
2831                 case SV_WAND_DISARMING:
2832                 {
2833                         if (disarm_trap(dir)) ident = TRUE;
2834                         break;
2835                 }
2836
2837                 case SV_WAND_TRAP_DOOR_DEST:
2838                 {
2839                         if (destroy_door(dir)) ident = TRUE;
2840                         break;
2841                 }
2842
2843                 case SV_WAND_STONE_TO_MUD:
2844                 {
2845                         if (wall_to_mud(dir)) ident = TRUE;
2846                         break;
2847                 }
2848
2849                 case SV_WAND_LITE:
2850                 {
2851 #ifdef JP
2852                         msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2853 #else
2854                         msg_print("A line of blue shimmering light appears.");
2855 #endif
2856
2857                         (void)lite_line(dir);
2858                         ident = TRUE;
2859                         break;
2860                 }
2861
2862                 case SV_WAND_SLEEP_MONSTER:
2863                 {
2864                         if (sleep_monster(dir)) ident = TRUE;
2865                         break;
2866                 }
2867
2868                 case SV_WAND_SLOW_MONSTER:
2869                 {
2870                         if (slow_monster(dir)) ident = TRUE;
2871                         break;
2872                 }
2873
2874                 case SV_WAND_CONFUSE_MONSTER:
2875                 {
2876                         if (confuse_monster(dir, p_ptr->lev)) ident = TRUE;
2877                         break;
2878                 }
2879
2880                 case SV_WAND_FEAR_MONSTER:
2881                 {
2882                         if (fear_monster(dir, p_ptr->lev)) ident = TRUE;
2883                         break;
2884                 }
2885
2886                 case SV_WAND_DRAIN_LIFE:
2887                 {
2888                         if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE;
2889                         break;
2890                 }
2891
2892                 case SV_WAND_POLYMORPH:
2893                 {
2894                         if (poly_monster(dir)) ident = TRUE;
2895                         break;
2896                 }
2897
2898                 case SV_WAND_STINKING_CLOUD:
2899                 {
2900                         fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2);
2901                         ident = TRUE;
2902                         break;
2903                 }
2904
2905                 case SV_WAND_MAGIC_MISSILE:
2906                 {
2907                         fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6));
2908                         ident = TRUE;
2909                         break;
2910                 }
2911
2912                 case SV_WAND_ACID_BOLT:
2913                 {
2914                         fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
2915                         ident = TRUE;
2916                         break;
2917                 }
2918
2919                 case SV_WAND_CHARM_MONSTER:
2920                 {
2921                         if (charm_monster(dir, MAX(20, p_ptr->lev)))
2922                         ident = TRUE;
2923                         break;
2924                 }
2925
2926                 case SV_WAND_FIRE_BOLT:
2927                 {
2928                         fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
2929                         ident = TRUE;
2930                         break;
2931                 }
2932
2933                 case SV_WAND_COLD_BOLT:
2934                 {
2935                         fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
2936                         ident = TRUE;
2937                         break;
2938                 }
2939
2940                 case SV_WAND_ACID_BALL:
2941                 {
2942                         fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2);
2943                         ident = TRUE;
2944                         break;
2945                 }
2946
2947                 case SV_WAND_ELEC_BALL:
2948                 {
2949                         fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2);
2950                         ident = TRUE;
2951                         break;
2952                 }
2953
2954                 case SV_WAND_FIRE_BALL:
2955                 {
2956                         fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2);
2957                         ident = TRUE;
2958                         break;
2959                 }
2960
2961                 case SV_WAND_COLD_BALL:
2962                 {
2963                         fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2);
2964                         ident = TRUE;
2965                         break;
2966                 }
2967
2968                 case SV_WAND_WONDER:
2969                 {
2970 #ifdef JP
2971                         msg_print("¤ª¤Ã¤È¡¢Ææ¤ÎËâË¡ËÀ¤ò»ÏÆ°¤µ¤»¤¿¡£");
2972 #else
2973                         msg_print("Oops.  Wand of wonder activated.");
2974 #endif
2975
2976                         break;
2977                 }
2978
2979                 case SV_WAND_DRAGON_FIRE:
2980                 {
2981                         fire_ball(GF_FIRE, dir, 200, -3);
2982                         ident = TRUE;
2983                         break;
2984                 }
2985
2986                 case SV_WAND_DRAGON_COLD:
2987                 {
2988                         fire_ball(GF_COLD, dir, 180, -3);
2989                         ident = TRUE;
2990                         break;
2991                 }
2992
2993                 case SV_WAND_DRAGON_BREATH:
2994                 {
2995                         switch (randint1(5))
2996                         {
2997                                 case 1:
2998                                 {
2999                                         fire_ball(GF_ACID, dir, 240, -3);
3000                                         break;
3001                                 }
3002
3003                                 case 2:
3004                                 {
3005                                         fire_ball(GF_ELEC, dir, 210, -3);
3006                                         break;
3007                                 }
3008
3009                                 case 3:
3010                                 {
3011                                         fire_ball(GF_FIRE, dir, 240, -3);
3012                                         break;
3013                                 }
3014
3015                                 case 4:
3016                                 {
3017                                         fire_ball(GF_COLD, dir, 210, -3);
3018                                         break;
3019                                 }
3020
3021                                 default:
3022                                 {
3023                                         fire_ball(GF_POIS, dir, 180, -3);
3024                                         break;
3025                                 }
3026                         }
3027
3028                         ident = TRUE;
3029                         break;
3030                 }
3031
3032                 case SV_WAND_DISINTEGRATE:
3033                 {
3034                         fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(p_ptr->lev * 2), 2);
3035                         ident = TRUE;
3036                         break;
3037                 }
3038
3039                 case SV_WAND_ROCKETS:
3040                 {
3041 #ifdef JP
3042 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
3043 #else
3044                         msg_print("You launch a rocket!");
3045 #endif
3046
3047                         fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2);
3048                         ident = TRUE;
3049                         break;
3050                 }
3051
3052                 case SV_WAND_STRIKING:
3053                 {
3054                         fire_bolt(GF_METEOR, dir, damroll(15 + p_ptr->lev / 3, 13));
3055                         ident = TRUE;
3056                         break;
3057                 }
3058
3059                 case SV_WAND_GENOCIDE:
3060                 {
3061                         fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0);
3062                         ident = TRUE;
3063                         break;
3064                 }
3065         }
3066         return ident;
3067 }
3068
3069
3070 /*
3071  * Aim a wand (from the pack or floor).
3072  *
3073  * Use a single charge from a single item.
3074  * Handle "unstacking" in a logical manner.
3075  *
3076  * For simplicity, you cannot use a stack of items from the
3077  * ground.  This would require too much nasty code.
3078  *
3079  * There are no wands which can "destroy" themselves, in the inventory
3080  * or on the ground, so we can ignore this possibility.  Note that this
3081  * required giving "wand of wonder" the ability to ignore destruction
3082  * by electric balls.
3083  *
3084  * All wands can be "cancelled" at the "Direction?" prompt for free.
3085  *
3086  * Note that the basic "bolt" wands do slightly less damage than the
3087  * basic "bolt" rods, but the basic "ball" wands do the same damage
3088  * as the basic "ball" rods.
3089  */
3090 static void do_cmd_aim_wand_aux(int item)
3091 {
3092         int         lev, ident, chance, dir;
3093         object_type *o_ptr;
3094         bool old_target_pet = target_pet;
3095
3096         /* Get the item (in the pack) */
3097         if (item >= 0)
3098         {
3099                 o_ptr = &inventory[item];
3100         }
3101
3102         /* Get the item (on the floor) */
3103         else
3104         {
3105                 o_ptr = &o_list[0 - item];
3106         }
3107
3108         /* Mega-Hack -- refuse to aim a pile from the ground */
3109         if ((item < 0) && (o_ptr->number > 1))
3110         {
3111 #ifdef JP
3112                 msg_print("¤Þ¤º¤ÏËâË¡ËÀ¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3113 #else
3114                 msg_print("You must first pick up the wands.");
3115 #endif
3116
3117                 return;
3118         }
3119
3120
3121         /* Allow direction to be cancelled for free */
3122         if (object_aware_p(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
3123                                       || o_ptr->sval == SV_WAND_HASTE_MONSTER))
3124                         target_pet = TRUE;
3125         if (!get_aim_dir(&dir))
3126         {
3127                 target_pet = old_target_pet;
3128                 return;
3129         }
3130         target_pet = old_target_pet;
3131
3132         /* Take a turn */
3133         energy_use = 100;
3134
3135         /* Get the level */
3136         lev = get_object_level(o_ptr);
3137         if (lev > 50) lev = 50 + (lev - 50)/2;
3138
3139         /* Base chance of success */
3140         chance = p_ptr->skill_dev;
3141
3142         /* Confusion hurts skill */
3143         if (p_ptr->confused) chance = chance / 2;
3144
3145         /* Hight level objects are harder */
3146         chance = chance - lev;
3147
3148         /* Give everyone a (slight) chance */
3149         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
3150         {
3151                 chance = USE_DEVICE;
3152         }
3153
3154         if (world_player)
3155         {
3156                 if (flush_failure) flush();
3157 #ifdef JP
3158                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3159 #else
3160                 msg_print("Nothing happen. Maybe this wand is freezing too.");
3161 #endif
3162
3163                 sound(SOUND_FAIL);
3164                 return;
3165         }
3166
3167         /* Roll for usage */
3168         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
3169         {
3170                 if (flush_failure) flush();
3171 #ifdef JP
3172                 msg_print("ËâË¡ËÀ¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
3173 #else
3174                 msg_print("You failed to use the wand properly.");
3175 #endif
3176
3177                 sound(SOUND_FAIL);
3178                 return;
3179         }
3180
3181         /* The wand is already empty! */
3182         if (o_ptr->pval <= 0)
3183         {
3184                 if (flush_failure) flush();
3185 #ifdef JP
3186                 msg_print("¤³¤ÎËâË¡ËÀ¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
3187 #else
3188                 msg_print("The wand has no charges left.");
3189 #endif
3190
3191                 o_ptr->ident |= (IDENT_EMPTY);
3192
3193                 /* Combine / Reorder the pack (later) */
3194                 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3195
3196                 return;
3197         }
3198
3199         /* Sound */
3200         sound(SOUND_ZAP);
3201
3202         ident = wand_effect(o_ptr->sval, dir, FALSE);
3203
3204         /* Combine / Reorder the pack (later) */
3205         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3206
3207         if (!(object_aware_p(o_ptr)))
3208         {
3209                 chg_virtue(V_PATIENCE, -1);
3210                 chg_virtue(V_CHANCE, 1);
3211                 chg_virtue(V_KNOWLEDGE, -1);
3212         }
3213
3214         /* Mark it as tried */
3215         object_tried(o_ptr);
3216
3217         /* Apply identification */
3218         if (ident && !object_aware_p(o_ptr))
3219         {
3220                 object_aware(o_ptr);
3221                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3222         }
3223
3224         /* Window stuff */
3225         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3226
3227
3228         /* Use a single charge */
3229         o_ptr->pval--;
3230
3231         /* Describe the charges in the pack */
3232         if (item >= 0)
3233         {
3234                 inven_item_charges(item);
3235         }
3236
3237         /* Describe the charges on the floor */
3238         else
3239         {
3240                 floor_item_charges(0 - item);
3241         }
3242 }
3243
3244
3245 void do_cmd_aim_wand(void)
3246 {
3247         int     item;
3248         cptr    q, s;
3249
3250         /* Restrict choices to wands */
3251         item_tester_tval = TV_WAND;
3252
3253         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3254         {
3255                 set_action(ACTION_NONE);
3256         }
3257
3258         /* Get an item */
3259 #ifdef JP
3260         q = "¤É¤ÎËâË¡ËÀ¤ÇÁÀ¤¤¤Þ¤¹¤«? ";
3261         s = "»È¤¨¤ëËâË¡ËÀ¤¬¤Ê¤¤¡£";
3262 #else
3263         q = "Aim which wand? ";
3264         s = "You have no wand to aim.";
3265 #endif
3266
3267         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3268
3269         /* Aim the wand */
3270         do_cmd_aim_wand_aux(item);
3271 }
3272
3273
3274 static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
3275 {
3276         int ident = FALSE;
3277
3278         /* Analyze the rod */
3279         switch (sval)
3280         {
3281                 case SV_ROD_DETECT_TRAP:
3282                 {
3283                         if (detect_traps(DETECT_RAD_DEFAULT)) ident = TRUE;
3284                         break;
3285                 }
3286
3287                 case SV_ROD_DETECT_DOOR:
3288                 {
3289                         if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
3290                         if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
3291                         break;
3292                 }
3293
3294                 case SV_ROD_IDENTIFY:
3295                 {
3296                         ident = TRUE;
3297                         if (!ident_spell(FALSE, FALSE)) *use_charge = FALSE;
3298                         break;
3299                 }
3300
3301                 case SV_ROD_RECALL:
3302                 {
3303                         if (!word_of_recall()) *use_charge = FALSE;
3304                         ident = TRUE;
3305                         break;
3306                 }
3307
3308                 case SV_ROD_ILLUMINATION:
3309                 {
3310                         if (lite_area(damroll(2, 8), 2)) ident = TRUE;
3311                         break;
3312                 }
3313
3314                 case SV_ROD_MAPPING:
3315                 {
3316                         map_area(DETECT_RAD_MAP);
3317                         ident = TRUE;
3318                         break;
3319                 }
3320
3321                 case SV_ROD_DETECTION:
3322                 {
3323                         detect_all(DETECT_RAD_DEFAULT);
3324                         ident = TRUE;
3325                         break;
3326                 }
3327
3328                 case SV_ROD_PROBING:
3329                 {
3330                         probing();
3331                         ident = TRUE;
3332                         break;
3333                 }
3334
3335                 case SV_ROD_CURING:
3336                 {
3337                         if (set_blind(0)) ident = TRUE;
3338                         if (set_poisoned(0)) ident = TRUE;
3339                         if (set_confused(0)) ident = TRUE;
3340                         if (set_stun(0)) ident = TRUE;
3341                         if (set_cut(0)) ident = TRUE;
3342                         if (set_image(0)) ident = TRUE;
3343                         if (set_shero(0,TRUE)) ident = TRUE;
3344                         break;
3345                 }
3346
3347                 case SV_ROD_HEALING:
3348                 {
3349                         if (hp_player(500)) ident = TRUE;
3350                         if (set_stun(0)) ident = TRUE;
3351                         if (set_cut(0)) ident = TRUE;
3352                         if (set_shero(0,TRUE)) ident = TRUE;
3353                         break;
3354                 }
3355
3356                 case SV_ROD_RESTORATION:
3357                 {
3358                         if (restore_level()) ident = TRUE;
3359                         if (do_res_stat(A_STR)) ident = TRUE;
3360                         if (do_res_stat(A_INT)) ident = TRUE;
3361                         if (do_res_stat(A_WIS)) ident = TRUE;
3362                         if (do_res_stat(A_DEX)) ident = TRUE;
3363                         if (do_res_stat(A_CON)) ident = TRUE;
3364                         if (do_res_stat(A_CHR)) ident = TRUE;
3365                         break;
3366                 }
3367
3368                 case SV_ROD_SPEED:
3369                 {
3370                         if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
3371                         break;
3372                 }
3373
3374                 case SV_ROD_PESTICIDE:
3375                 {
3376                         if (dispel_monsters(4)) ident = TRUE;
3377                         break;
3378                 }
3379
3380                 case SV_ROD_TELEPORT_AWAY:
3381                 {
3382                         if (teleport_monster(dir)) ident = TRUE;
3383                         break;
3384                 }
3385
3386                 case SV_ROD_DISARMING:
3387                 {
3388                         if (disarm_trap(dir)) ident = TRUE;
3389                         break;
3390                 }
3391
3392                 case SV_ROD_LITE:
3393                 {
3394 #ifdef JP
3395                         msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
3396 #else
3397                         msg_print("A line of blue shimmering light appears.");
3398 #endif
3399
3400                         (void)lite_line(dir);
3401                         ident = TRUE;
3402                         break;
3403                 }
3404
3405                 case SV_ROD_SLEEP_MONSTER:
3406                 {
3407                         if (sleep_monster(dir)) ident = TRUE;
3408                         break;
3409                 }
3410
3411                 case SV_ROD_SLOW_MONSTER:
3412                 {
3413                         if (slow_monster(dir)) ident = TRUE;
3414                         break;
3415                 }
3416
3417                 case SV_ROD_DRAIN_LIFE:
3418                 {
3419                         if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE;
3420                         break;
3421                 }
3422
3423                 case SV_ROD_POLYMORPH:
3424                 {
3425                         if (poly_monster(dir)) ident = TRUE;
3426                         break;
3427                 }
3428
3429                 case SV_ROD_ACID_BOLT:
3430                 {
3431                         fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
3432                         ident = TRUE;
3433                         break;
3434                 }
3435
3436                 case SV_ROD_ELEC_BOLT:
3437                 {
3438                         fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8));
3439                         ident = TRUE;
3440                         break;
3441                 }
3442
3443                 case SV_ROD_FIRE_BOLT:
3444                 {
3445                         fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
3446                         ident = TRUE;
3447                         break;
3448                 }
3449
3450                 case SV_ROD_COLD_BOLT:
3451                 {
3452                         fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
3453                         ident = TRUE;
3454                         break;
3455                 }
3456
3457                 case SV_ROD_ACID_BALL:
3458                 {
3459                         fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2);
3460                         ident = TRUE;
3461                         break;
3462                 }
3463
3464                 case SV_ROD_ELEC_BALL:
3465                 {
3466                         fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2);
3467                         ident = TRUE;
3468                         break;
3469                 }
3470
3471                 case SV_ROD_FIRE_BALL:
3472                 {
3473                         fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2);
3474                         ident = TRUE;
3475                         break;
3476                 }
3477
3478                 case SV_ROD_COLD_BALL:
3479                 {
3480                         fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2);
3481                         ident = TRUE;
3482                         break;
3483                 }
3484
3485                 case SV_ROD_HAVOC:
3486                 {
3487                         call_chaos();
3488                         ident = TRUE;
3489                         break;
3490                 }
3491
3492                 case SV_ROD_STONE_TO_MUD:
3493                 {
3494                         if (wall_to_mud(dir)) ident = TRUE;
3495                         break;
3496                 }
3497
3498                 case SV_ROD_AGGRAVATE:
3499                 {
3500                         aggravate_monsters(0);
3501                         ident = TRUE;
3502                         break;
3503                 }
3504         }
3505         return ident;
3506 }
3507
3508 /*
3509  * Activate (zap) a Rod
3510  *
3511  * Unstack fully charged rods as needed.
3512  *
3513  * Hack -- rods of perception/genocide can be "cancelled"
3514  * All rods can be cancelled at the "Direction?" prompt
3515  *
3516  * pvals are defined for each rod in k_info. -LM-
3517  */
3518 static void do_cmd_zap_rod_aux(int item)
3519 {
3520         int         ident, chance, dir, lev, fail;
3521         object_type *o_ptr;
3522         bool success;
3523
3524         /* Hack -- let perception get aborted */
3525         bool use_charge = TRUE;
3526
3527         object_kind *k_ptr;
3528
3529         /* Get the item (in the pack) */
3530         if (item >= 0)
3531         {
3532                 o_ptr = &inventory[item];
3533         }
3534
3535         /* Get the item (on the floor) */
3536         else
3537         {
3538                 o_ptr = &o_list[0 - item];
3539         }
3540
3541
3542         /* Mega-Hack -- refuse to zap a pile from the ground */
3543         if ((item < 0) && (o_ptr->number > 1))
3544         {
3545 #ifdef JP
3546                 msg_print("¤Þ¤º¤Ï¥í¥Ã¥É¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
3547 #else
3548                 msg_print("You must first pick up the rods.");
3549 #endif
3550
3551                 return;
3552         }
3553
3554
3555         /* Get a direction (unless KNOWN not to need it) */
3556         if (((o_ptr->sval >= SV_ROD_MIN_DIRECTION) && (o_ptr->sval != SV_ROD_HAVOC) && (o_ptr->sval != SV_ROD_AGGRAVATE) && (o_ptr->sval != SV_ROD_PESTICIDE)) ||
3557              !object_aware_p(o_ptr))
3558         {
3559                 /* Get a direction, allow cancel */
3560                 if (!get_aim_dir(&dir)) return;
3561         }
3562
3563
3564         /* Take a turn */
3565         energy_use = 100;
3566
3567         /* Extract the item level */
3568         lev = get_object_level(o_ptr);
3569
3570         /* Base chance of success */
3571         chance = p_ptr->skill_dev;
3572
3573         /* Confusion hurts skill */
3574         if (p_ptr->confused) chance = chance / 2;
3575
3576         fail = lev+5;
3577         if (chance > fail) fail -= (chance - fail)*2;
3578         else chance -= (fail - chance)*2;
3579         if (fail < USE_DEVICE) fail = USE_DEVICE;
3580         if (chance < USE_DEVICE) chance = USE_DEVICE;
3581
3582         if (world_player)
3583         {
3584                 if (flush_failure) flush();
3585 #ifdef JP
3586                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3587 #else
3588                 msg_print("Nothing happen. Maybe this rod is freezing too.");
3589 #endif
3590
3591                 sound(SOUND_FAIL);
3592                 return;
3593         }
3594
3595         if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
3596         else if (chance > fail)
3597         {
3598                 if (randint0(chance*2) < fail) success = FALSE;
3599                 else success = TRUE;
3600         }
3601         else
3602         {
3603                 if (randint0(fail*2) < chance) success = TRUE;
3604                 else success = FALSE;
3605         }
3606
3607         /* Roll for usage */
3608         if (!success)
3609         {
3610                 if (flush_failure) flush();
3611 #ifdef JP
3612                 msg_print("¤¦¤Þ¤¯¥í¥Ã¥É¤ò»È¤¨¤Ê¤«¤Ã¤¿¡£");
3613 #else
3614                 msg_print("You failed to use the rod properly.");
3615 #endif
3616
3617                 sound(SOUND_FAIL);
3618                 return;
3619         }
3620
3621         k_ptr = &k_info[o_ptr->k_idx];
3622
3623         /* A single rod is still charging */
3624         if ((o_ptr->number == 1) && (o_ptr->timeout))
3625         {
3626                 if (flush_failure) flush();
3627 #ifdef JP
3628                 msg_print("¤³¤Î¥í¥Ã¥É¤Ï¤Þ¤ÀËâÎϤò½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
3629 #else
3630                 msg_print("The rod is still charging.");
3631 #endif
3632
3633                 return;
3634         }
3635         /* A stack of rods lacks enough energy. */
3636         else if ((o_ptr->number > 1) && (o_ptr->timeout > k_ptr->pval * (o_ptr->number - 1)))
3637         {
3638                 if (flush_failure) flush();
3639 #ifdef JP
3640 msg_print("¤½¤Î¥í¥Ã¥É¤Ï¤Þ¤À½¼Å¶Ãæ¤Ç¤¹¡£");
3641 #else
3642                 msg_print("The rods are all still charging.");
3643 #endif
3644
3645                 return;
3646         }
3647
3648         /* Sound */
3649         sound(SOUND_ZAP);
3650
3651         ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE);
3652
3653         /* Increase the timeout by the rod kind's pval. -LM- */
3654         if (use_charge) o_ptr->timeout += k_ptr->pval;
3655
3656         /* Combine / Reorder the pack (later) */
3657         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3658
3659         if (!(object_aware_p(o_ptr)))
3660         {
3661                 chg_virtue(V_PATIENCE, -1);
3662                 chg_virtue(V_CHANCE, 1);
3663                 chg_virtue(V_KNOWLEDGE, -1);
3664         }
3665
3666         /* Tried the object */
3667         object_tried(o_ptr);
3668
3669         /* Successfully determined the object function */
3670         if (ident && !object_aware_p(o_ptr))
3671         {
3672                 object_aware(o_ptr);
3673                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
3674         }
3675
3676         /* Window stuff */
3677         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
3678 }
3679
3680
3681 void do_cmd_zap_rod(void)
3682 {
3683         int item;
3684         cptr q, s;
3685
3686         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
3687         {
3688                 set_action(ACTION_NONE);
3689         }
3690
3691         /* Restrict choices to rods */
3692         item_tester_tval = TV_ROD;
3693
3694         /* Get an item */
3695 #ifdef JP
3696         q = "¤É¤Î¥í¥Ã¥É¤ò¿¶¤ê¤Þ¤¹¤«? ";
3697         s = "»È¤¨¤ë¥í¥Ã¥É¤¬¤Ê¤¤¡£";
3698 #else
3699         q = "Zap which rod? ";
3700         s = "You have no rod to zap.";
3701 #endif
3702
3703         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3704
3705         /* Zap the rod */
3706         do_cmd_zap_rod_aux(item);
3707 }
3708
3709
3710 /*
3711  * Hook to determine if an object is activatable
3712  */
3713 static bool item_tester_hook_activate(object_type *o_ptr)
3714 {
3715         u32b f1, f2, f3;
3716
3717         /* Not known */
3718         if (!object_known_p(o_ptr)) return (FALSE);
3719
3720         /* Extract the flags */
3721         object_flags(o_ptr, &f1, &f2, &f3);
3722
3723         /* Check activation flag */
3724         if (f3 & (TR3_ACTIVATE)) return (TRUE);
3725
3726         if ((o_ptr->tval > TV_CAPTURE) && o_ptr->xtra3)
3727         {
3728                 switch(o_ptr->xtra3)
3729                 case ESSENCE_TMP_RES_ACID:
3730                 case ESSENCE_TMP_RES_ELEC:
3731                 case ESSENCE_TMP_RES_FIRE:
3732                 case ESSENCE_TMP_RES_COLD:
3733                 case ESSENCE_EARTHQUAKE:
3734                         return (TRUE);
3735         }
3736
3737         /* Assume not */
3738         return (FALSE);
3739 }
3740
3741
3742 /*
3743  * Hack -- activate the ring of power
3744  */
3745 void ring_of_power(int dir)
3746 {
3747         /* Pick a random effect */
3748         switch (randint1(10))
3749         {
3750                 case 1:
3751                 case 2:
3752                 {
3753                         /* Message */
3754 #ifdef JP
3755                         msg_print("¤¢¤Ê¤¿¤Ï°­À­¤Î¥ª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3756 #else
3757                         msg_print("You are surrounded by a malignant aura.");
3758 #endif
3759
3760                         sound(SOUND_EVIL);
3761
3762                         /* Decrease all stats (permanently) */
3763                         (void)dec_stat(A_STR, 50, TRUE);
3764                         (void)dec_stat(A_INT, 50, TRUE);
3765                         (void)dec_stat(A_WIS, 50, TRUE);
3766                         (void)dec_stat(A_DEX, 50, TRUE);
3767                         (void)dec_stat(A_CON, 50, TRUE);
3768                         (void)dec_stat(A_CHR, 50, TRUE);
3769
3770                         /* Lose some experience (permanently) */
3771                         p_ptr->exp -= (p_ptr->exp / 4);
3772                         p_ptr->max_exp -= (p_ptr->exp / 4);
3773                         check_experience();
3774
3775                         break;
3776                 }
3777
3778                 case 3:
3779                 {
3780                         /* Message */
3781 #ifdef JP
3782                         msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
3783 #else
3784                         msg_print("You are surrounded by a powerful aura.");
3785 #endif
3786
3787
3788                         /* Dispel monsters */
3789                         dispel_monsters(1000);
3790
3791                         break;
3792                 }
3793
3794                 case 4:
3795                 case 5:
3796                 case 6:
3797                 {
3798                         /* Mana Ball */
3799                         fire_ball(GF_MANA, dir, 600, 3);
3800
3801                         break;
3802                 }
3803
3804                 case 7:
3805                 case 8:
3806                 case 9:
3807                 case 10:
3808                 {
3809                         /* Mana Bolt */
3810                         fire_bolt(GF_MANA, dir, 500);
3811
3812                         break;
3813                 }
3814         }
3815 }
3816
3817
3818 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
3819 {
3820         u16b *who = (u16b*)(u);
3821
3822         int w1 = who[a];
3823         int w2 = who[b];
3824
3825         monster_type *m_ptr1 = &m_list[w1];
3826         monster_type *m_ptr2 = &m_list[w2];
3827         monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
3828         monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
3829
3830         if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
3831         if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
3832
3833         if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
3834         if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
3835
3836         if (r_ptr1->level > r_ptr2->level) return TRUE;
3837         if (r_ptr2->level > r_ptr1->level) return FALSE;
3838
3839         if (m_ptr1->hp > m_ptr2->hp) return TRUE;
3840         if (m_ptr2->hp > m_ptr1->hp) return FALSE;
3841         
3842         return w1 <= w2;
3843 }
3844
3845 /*
3846  * Activate a wielded object.  Wielded objects never stack.
3847  * And even if they did, activatable objects never stack.
3848  *
3849  * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
3850  * But one could, for example, easily make an activatable "Ring of Plasma".
3851  *
3852  * Note that it always takes a turn to activate an artifact, even if
3853  * the user hits "escape" at the "direction" prompt.
3854  */
3855 static void do_cmd_activate_aux(int item)
3856 {
3857         int         k, dir, lev, chance, fail;
3858         object_type *o_ptr;
3859         bool success;
3860
3861
3862         /* Get the item (in the pack) */
3863         if (item >= 0)
3864         {
3865                 o_ptr = &inventory[item];
3866         }
3867
3868         /* Get the item (on the floor) */
3869         else
3870         {
3871                 o_ptr = &o_list[0 - item];
3872         }
3873
3874         /* Take a turn */
3875         energy_use = 100;
3876
3877         /* Extract the item level */
3878         lev = get_object_level(o_ptr);
3879
3880         /* Hack -- use artifact level instead */
3881         if (artifact_p(o_ptr)) lev = a_info[o_ptr->name1].level;
3882         else if (o_ptr->art_name)
3883         {
3884                 switch (o_ptr->xtra2)
3885                 {
3886                         case ACT_SUNLIGHT:
3887                         case ACT_BO_MISS_1:
3888                         case ACT_BA_POIS_1:
3889                         case ACT_CONFUSE:
3890                         case ACT_SLEEP:
3891                         case ACT_CURE_LW:
3892                         case ACT_CURE_POISON:
3893                         case ACT_BERSERK:
3894                         case ACT_LIGHT:
3895                         case ACT_DEST_DOOR:
3896                         case ACT_TELEPORT:
3897                                 lev = 10;
3898                                 break;
3899                         case ACT_BO_ELEC_1:
3900                         case ACT_BO_ACID_1:
3901                         case ACT_BO_COLD_1:
3902                         case ACT_BO_FIRE_1:
3903                         case ACT_MAP_LIGHT:
3904                         case ACT_STONE_MUD:
3905                         case ACT_CURE_MW:
3906                         case ACT_QUAKE:
3907                                 lev = 20;
3908                                 break;
3909                         case ACT_DRAIN_1:
3910                         case ACT_TELE_AWAY:
3911                         case ACT_ESP:
3912                         case ACT_RESIST_ALL:
3913                         case ACT_DETECT_ALL:
3914                         case ACT_RECALL:
3915                         case ACT_SATIATE:
3916                         case ACT_RECHARGE:
3917                                 lev = 30;
3918                                 break;
3919                         case ACT_BA_COLD_1:
3920                         case ACT_BA_FIRE_1:
3921                         case ACT_TERROR:
3922                         case ACT_PROT_EVIL:
3923                         case ACT_ID_PLAIN:
3924                         case ACT_REST_LIFE:
3925                         case ACT_SPEED:
3926                         case ACT_BANISH_EVIL:
3927                                 lev = 40;
3928                                 break;
3929                         case ACT_DRAIN_2:
3930                         case ACT_VAMPIRE_1:
3931                         case ACT_BO_MISS_2:
3932                         case ACT_BA_FIRE_2:
3933                         case ACT_WHIRLWIND:
3934                         case ACT_CHARM_ANIMAL:
3935                         case ACT_SUMMON_ANIMAL:
3936                         case ACT_DISP_EVIL:
3937                         case ACT_DISP_GOOD:
3938                         case ACT_XTRA_SPEED:
3939                         case ACT_DETECT_XTRA:
3940                         case ACT_ID_FULL:
3941                                 lev = 50;
3942                                 break;
3943                         case ACT_VAMPIRE_2:
3944                         case ACT_BA_COLD_3:
3945                         case ACT_BA_ELEC_3:
3946                         case ACT_GENOCIDE:
3947                         case ACT_CHARM_UNDEAD:
3948                         case ACT_CHARM_OTHER:
3949                         case ACT_SUMMON_PHANTOM:
3950                         case ACT_SUMMON_ELEMENTAL:
3951                         case ACT_RUNE_EXPLO:
3952                                 lev = 60;
3953                                 break;
3954                         case ACT_MASS_GENO:
3955                         case ACT_CHARM_ANIMALS:
3956                         case ACT_CHARM_OTHERS:
3957                         case ACT_CURE_700:
3958                         case ACT_RUNE_PROT:
3959                         case ACT_ALCHEMY:
3960                         case ACT_REST_ALL:
3961                                 lev = 70;
3962                                 break;
3963                         case ACT_CALL_CHAOS:
3964                         case ACT_ROCKET:
3965                         case ACT_BA_MISS_3:
3966                         case ACT_CURE_1000:
3967                         case ACT_DIM_DOOR:
3968                         case ACT_SUMMON_UNDEAD:
3969                         case ACT_SUMMON_DEMON:
3970                                 lev = 80;
3971                                 break;
3972                         case ACT_WRAITH:
3973                         case ACT_INVULN:
3974                                 lev = 100;
3975                                 break;
3976                         default:
3977                                 lev = 0;
3978                 }
3979         }
3980         else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
3981
3982         /* Base chance of success */
3983         chance = p_ptr->skill_dev;
3984
3985         /* Confusion hurts skill */
3986         if (p_ptr->confused) chance = chance / 2;
3987
3988         fail = lev+5;
3989         if (chance > fail) fail -= (chance - fail)*2;
3990         else chance -= (fail - chance)*2;
3991         if (fail < USE_DEVICE) fail = USE_DEVICE;
3992         if (chance < USE_DEVICE) chance = USE_DEVICE;
3993
3994         if (world_player)
3995         {
3996                 if (flush_failure) flush();
3997 #ifdef JP
3998                 msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
3999 #else
4000                 msg_print("It shows no reaction.");
4001 #endif
4002
4003                 sound(SOUND_FAIL);
4004                 return;
4005         }
4006
4007         if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
4008         else if (chance > fail)
4009         {
4010                 if (randint0(chance*2) < fail) success = FALSE;
4011                 else success = TRUE;
4012         }
4013         else
4014         {
4015                 if (randint0(fail*2) < chance) success = TRUE;
4016                 else success = FALSE;
4017         }
4018
4019         /* Roll for usage */
4020         if (!success)
4021         {
4022                 if (flush_failure) flush();
4023 #ifdef JP
4024                 msg_print("¤¦¤Þ¤¯»ÏÆ°¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
4025 #else
4026                 msg_print("You failed to activate it properly.");
4027 #endif
4028
4029                 sound(SOUND_FAIL);
4030                 return;
4031         }
4032
4033         /* Check the recharge */
4034         if (o_ptr->timeout)
4035         {
4036 #ifdef JP
4037                 msg_print("¤½¤ì¤ÏÈù¤«¤Ë²»¤òΩ¤Æ¡¢µ±¤­¡¢¾Ã¤¨¤¿...");
4038 #else
4039                 msg_print("It whines, glows and fades...");
4040 #endif
4041
4042                 return;
4043         }
4044
4045
4046         /* Activate the artifact */
4047 #ifdef JP
4048         msg_print("»ÏÆ°¤µ¤»¤¿...");
4049 #else
4050         msg_print("You activate it...");
4051 #endif
4052
4053
4054         /* Sound */
4055         sound(SOUND_ZAP);
4056
4057
4058         if (o_ptr->art_name && o_ptr->xtra2)
4059         {
4060                 (void)activate_random_artifact(o_ptr);
4061
4062                 /* Window stuff */
4063                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4064
4065                 /* Success */
4066                 return;
4067         }
4068
4069         /* Artifacts */
4070         else if (o_ptr->name1)
4071         {
4072                 /* Choose effect */
4073                 switch (o_ptr->name1)
4074                 {
4075                         case ART_GALADRIEL:
4076                         {
4077 #ifdef JP
4078                                 msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
4079 #else
4080                                 msg_print("The phial wells with clear light...");
4081 #endif
4082
4083                                 lite_area(damroll(2, 15), 3);
4084                                 o_ptr->timeout = randint0(10) + 10;
4085                                 break;
4086                         }
4087
4088                         case ART_ELENDIL:
4089                         {
4090 #ifdef JP
4091                                 msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
4092 #else
4093                                 msg_print("The star shines brightly...");
4094 #endif
4095
4096                                 map_area(DETECT_RAD_MAP);
4097                                 lite_area(damroll(2, 15), 3);
4098                                 o_ptr->timeout = randint0(50) + 50;
4099                                 break;
4100                         }
4101
4102                         case ART_JUDGE:
4103                         {
4104 #ifdef JP
4105 msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
4106 #else
4107                                 msg_print("The Jewel flashes bright red!");
4108 #endif
4109
4110                                 chg_virtue(V_KNOWLEDGE, 1);
4111                                 chg_virtue(V_ENLIGHTEN, 1);
4112                                 wiz_lite(FALSE, FALSE);
4113 #ifdef JP
4114 msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
4115 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
4116 #else
4117                                 msg_print("The Jewel drains your vitality...");
4118                                 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
4119 #endif
4120
4121                                 (void)detect_traps(DETECT_RAD_DEFAULT);
4122                                 (void)detect_doors(DETECT_RAD_DEFAULT);
4123                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
4124
4125 #ifdef JP
4126 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
4127 #else
4128                                 if (get_check("Activate recall? "))
4129 #endif
4130
4131                                 {
4132                                         (void)word_of_recall();
4133                                 }
4134
4135                                 o_ptr->timeout = randint0(20) + 20;
4136                                 break;
4137                         }
4138
4139                         case ART_CARLAMMAS:
4140                         {
4141 #ifdef JP
4142                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4143 #else
4144                                 msg_print("The amulet lets out a shrill wail...");
4145 #endif
4146
4147                                 k = 3 * p_ptr->lev;
4148                                 (void)set_protevil(randint1(25) + k, FALSE);
4149                                 o_ptr->timeout = randint0(225) + 225;
4150                                 break;
4151                         }
4152
4153                         case ART_INGWE:
4154                         {
4155 #ifdef JP
4156                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4157 #else
4158                                 msg_print("The amulet floods the area with goodness...");
4159 #endif
4160
4161                                 dispel_evil(p_ptr->lev * 5);
4162                                 o_ptr->timeout = randint0(200) + 200;
4163                                 break;
4164                         }
4165
4166                         case ART_YATA:
4167                         {
4168 #ifdef JP
4169                                 msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
4170 #else
4171                                 msg_print("The mirror floods the area with goodness...");
4172 #endif
4173
4174                                 dispel_evil(p_ptr->lev * 5);
4175                                 o_ptr->timeout = randint0(200) + 200;
4176                                 break;
4177                         }
4178
4179                         case ART_FRAKIR:
4180                         {
4181 #ifdef JP
4182 msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥­¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
4183 #else
4184                                 msg_print("You order Frakir to strangle your opponent.");
4185 #endif
4186
4187                                 if (!get_aim_dir(&dir)) return;
4188                                 if (drain_life(dir, 100))
4189                                 o_ptr->timeout = randint0(100) + 100;
4190                                 break;
4191                         }
4192
4193                         case ART_TULKAS:
4194                         {
4195 #ifdef JP
4196                                 msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
4197 #else
4198                                 msg_print("The ring glows brightly...");
4199 #endif
4200
4201                                 (void)set_fast(randint1(75) + 75, FALSE);
4202                                 o_ptr->timeout = randint0(150) + 150;
4203                                 break;
4204                         }
4205
4206                         case ART_NARYA:
4207                         {
4208 #ifdef JP
4209                                 msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
4210 #else
4211                                 msg_print("The ring glows deep red...");
4212 #endif
4213
4214                                 if (!get_aim_dir(&dir)) return;
4215                                 fire_ball(GF_FIRE, dir, 300, 3);
4216                                 o_ptr->timeout = randint0(225) + 225;
4217                                 break;
4218                         }
4219
4220                         case ART_NENYA:
4221                         {
4222 #ifdef JP
4223                                 msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4224 #else
4225                                 msg_print("The ring glows bright white...");
4226 #endif
4227
4228                                 if (!get_aim_dir(&dir)) return;
4229                                 fire_ball(GF_COLD, dir, 400, 3);
4230                                 o_ptr->timeout = randint0(325) + 325;
4231                                 break;
4232                         }
4233
4234                         case ART_VILYA:
4235                         case ART_GOURYU:
4236                         {
4237 #ifdef JP
4238                                 msg_format("%s¤Ï¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_VILYA ? "»ØÎØ" : "¥½¡¼¥É");
4239 #else
4240                                 msg_format("The %s glows deep blue...", o_ptr->name1 == ART_VILYA ? "ring" : "sword");
4241 #endif
4242
4243                                 if (!get_aim_dir(&dir)) return;
4244                                 fire_ball(GF_ELEC, dir, 500, 3);
4245                                 o_ptr->timeout = randint0(425) + 425;
4246                                 break;
4247                         }
4248
4249                         case ART_POWER:
4250                         case ART_AHO:
4251                         {
4252 #ifdef JP
4253                                 msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
4254 #else
4255                                 msg_print("The ring glows intensely black...");
4256 #endif
4257
4258                                 if (!get_aim_dir(&dir)) return;
4259                                 ring_of_power(dir);
4260                                 o_ptr->timeout = randint0(450) + 450;
4261                                 break;
4262                         }
4263
4264                         case ART_RAZORBACK:
4265                         {
4266                                 int num = damroll(5, 3);
4267                                 int y, x;
4268                                 int attempts;
4269
4270 #ifdef JP
4271                                 msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...");
4272 #else
4273                                 msg_print("Your armor is surrounded by lightning...");
4274 #endif
4275
4276
4277                                 for (k = 0; k < num; k++)
4278                                 {
4279                 attempts = 1000;
4280
4281                                         while(attempts--)
4282                                         {
4283                                                 scatter(&y, &x, py, px, 4, 0);
4284
4285                                                 if (!cave_floor_bold(y, x)) continue;
4286
4287                                                 if ((y != py) || (x != px)) break;
4288                                         }
4289
4290                                         project(0, 3, y, x, 150, GF_ELEC,
4291                                                           (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
4292                                 }
4293
4294                                 o_ptr->timeout = 1000;
4295                                 break;
4296                         }
4297
4298                         case ART_BLADETURNER:
4299                         {
4300                                 if (!get_aim_dir(&dir)) return;
4301 #ifdef JP
4302                                 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
4303 #else
4304                                 msg_print("You breathe the elements.");
4305 #endif
4306
4307                                 fire_ball(GF_MISSILE, dir, 300, 4);
4308 #ifdef JP
4309                                 msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
4310 #else
4311                                 msg_print("Your armor glows many colours...");
4312 #endif
4313
4314                                 (void)set_afraid(0);
4315                                 (void)set_hero(randint1(50) + 50, FALSE);
4316                                 (void)hp_player(10);
4317                                 (void)set_blessed(randint1(50) + 50, FALSE);
4318                                 (void)set_oppose_acid(randint1(50) + 50, FALSE);
4319                                 (void)set_oppose_elec(randint1(50) + 50, FALSE);
4320                                 (void)set_oppose_fire(randint1(50) + 50, FALSE);
4321                                 (void)set_oppose_cold(randint1(50) + 50, FALSE);
4322                                 (void)set_oppose_pois(randint1(50) + 50, FALSE);
4323                                 o_ptr->timeout = 400;
4324                                 break;
4325                         }
4326
4327                         case ART_SOULKEEPER:
4328                         {
4329 #ifdef JP
4330                                 msg_print("³»¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4331                                 msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
4332 #else
4333                                 msg_print("Your armor glows a bright white...");
4334                                 msg_print("You feel much better...");
4335 #endif
4336
4337                                 (void)hp_player(1000);
4338                                 (void)set_cut(0);
4339                                 o_ptr->timeout = 888;
4340                                 break;
4341                         }
4342
4343                         case ART_LOHENGRIN:
4344                         {
4345 #ifdef JP
4346 msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
4347 #else
4348                                 msg_print("A heavenly choir sings...");
4349 #endif
4350
4351                                 (void)set_poisoned(0);
4352                                 (void)set_cut(0);
4353                                 (void)set_stun(0);
4354                                 (void)set_confused(0);
4355                                 (void)set_blind(0);
4356                                 (void)set_hero(randint1(25) + 25, FALSE);
4357                                 (void)hp_player(777);
4358                                 o_ptr->timeout = 300;
4359                                 break;
4360                         }
4361
4362                         case ART_JULIAN:
4363                         {
4364 #ifdef JP
4365                                 msg_print("³»¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4366 #else
4367                                 msg_print("Your armor glows deep blue...");
4368 #endif
4369
4370                                 (void)symbol_genocide(200, TRUE);
4371                                 o_ptr->timeout = 500;
4372                                 break;
4373                         }
4374
4375                         case ART_CASPANION:
4376                         {
4377 #ifdef JP
4378                                 msg_print("³»¤¬ÀÖ¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4379 #else
4380                                 msg_print("Your armor glows bright red...");
4381 #endif
4382
4383                                 destroy_doors_touch();
4384                                 o_ptr->timeout = 10;
4385                                 break;
4386                         }
4387
4388                         case ART_DOR:
4389                         case ART_TERROR:
4390                         case ART_STONEMASK:
4391                         {
4392                                 turn_monsters(40 + p_ptr->lev);
4393                                 o_ptr->timeout = 3 * (p_ptr->lev + 10);
4394
4395                                 break;
4396                         }
4397
4398                         case ART_HOLHENNETH:
4399                         {
4400 #ifdef JP
4401                                 msg_print("¥Ø¥ë¥á¥Ã¥È¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4402                                 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
4403 #else
4404                                 msg_print("Your helm glows bright white...");
4405                                 msg_print("An image forms in your mind...");
4406 #endif
4407
4408                                 detect_all(DETECT_RAD_DEFAULT);
4409                                 o_ptr->timeout = randint0(55) + 55;
4410                                 break;
4411                         }
4412
4413                         case ART_AMBER:
4414                         {
4415 #ifdef JP
4416                                 msg_print("²¦´§¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4417                                 msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
4418 #else
4419                                 msg_print("Your crown glows deep blue...");
4420                                 msg_print("You feel a warm tingling inside...");
4421 #endif
4422
4423                                 (void)hp_player(700);
4424                                 (void)set_cut(0);
4425                                 o_ptr->timeout = 250;
4426                                 break;
4427                         }
4428
4429                         case ART_COLLUIN:
4430                         case ART_SEIRYU:
4431                         {
4432 #ifdef JP
4433                                 msg_format("%s¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_COLLUIN ? "¥¯¥í¡¼¥¯" : "³»");
4434 #else
4435                                 msg_format("Your %s glows many colours...", o_ptr->name1 == ART_COLLUIN ? "cloak" : "armor");
4436 #endif
4437
4438                                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
4439                                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
4440                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
4441                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
4442                                 (void)set_oppose_pois(randint1(20) + 20, FALSE);
4443                                 o_ptr->timeout = 111;
4444                                 break;
4445                         }
4446
4447                         case ART_HOLCOLLETH:
4448                         {
4449 #ifdef JP
4450                                 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4451 #else
4452                                 msg_print("Your cloak glows deep blue...");
4453 #endif
4454
4455                                 sleep_monsters_touch();
4456                                 o_ptr->timeout = 55;
4457                                 break;
4458                         }
4459
4460                         case ART_THINGOL:
4461                         {
4462 #ifdef JP
4463                                 msg_print("¥¯¥í¡¼¥¯¤¬²«¿§¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4464 #else
4465                                 msg_print("Your cloak glows bright yellow...");
4466 #endif
4467
4468                                 recharge(130);
4469                                 o_ptr->timeout = 70;
4470                                 break;
4471                         }
4472
4473                         case ART_COLANNON:
4474                         {
4475 #ifdef JP
4476                                 msg_print("¥¯¥í¡¼¥¯¤¬ÊÕ¤ê¤Î¶õ´Ö¤ò¤æ¤¬¤Þ¤»¤¿...");
4477 #else
4478                                 msg_print("Your cloak twists space around you...");
4479 #endif
4480
4481                                 teleport_player(100);
4482                                 o_ptr->timeout = 45;
4483                                 break;
4484                         }
4485
4486                         case ART_LUTHIEN:
4487                         {
4488 #ifdef JP
4489                                 msg_print("¥¯¥í¡¼¥¯¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4490 #else
4491                                 msg_print("Your cloak glows a deep red...");
4492 #endif
4493
4494                                 restore_level();
4495                                 o_ptr->timeout = 450;
4496                                 break;
4497                         }
4498
4499                         case ART_CAMMITHRIM:
4500                         {
4501 #ifdef JP
4502                                 msg_print("¥°¥í¡¼¥Ö¤¬âÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4503 #else
4504                                 msg_print("Your gloves glow extremely brightly...");
4505 #endif
4506
4507                                 if (!get_aim_dir(&dir)) return;
4508                                 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
4509                                 o_ptr->timeout = 2;
4510                                 break;
4511                         }
4512
4513                         case ART_PAURHACH:
4514                         {
4515 #ifdef JP
4516                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4517 #else
4518                                 msg_print("Your gauntlets are covered in fire...");
4519 #endif
4520
4521                                 if (!get_aim_dir(&dir)) return;
4522                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4523                                 o_ptr->timeout = randint0(8) + 8;
4524                                 break;
4525                         }
4526
4527                         case ART_PAURNIMMEN:
4528                         {
4529 #ifdef JP
4530                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4531 #else
4532                                 msg_print("Your gauntlets are covered in frost...");
4533 #endif
4534
4535                                 if (!get_aim_dir(&dir)) return;
4536                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
4537                                 o_ptr->timeout = randint0(7) + 7;
4538                                 break;
4539                         }
4540
4541                         case ART_PAURAEGEN:
4542                         {
4543 #ifdef JP
4544                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4545 #else
4546                                 msg_print("Your gauntlets are covered in sparks...");
4547 #endif
4548
4549                                 if (!get_aim_dir(&dir)) return;
4550                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4551                                 o_ptr->timeout = randint0(5) + 5;
4552                                 break;
4553                         }
4554
4555                         case ART_PAURNEN:
4556                         {
4557 #ifdef JP
4558                                 msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬»À¤Ëʤ¤ï¤ì¤¿...");
4559 #else
4560                                 msg_print("Your gauntlets are covered in acid...");
4561 #endif
4562
4563                                 if (!get_aim_dir(&dir)) return;
4564                                 fire_bolt(GF_ACID, dir, damroll(5, 8));
4565                                 o_ptr->timeout = randint0(6) + 6;
4566                                 break;
4567                         }
4568
4569                         case ART_FINGOLFIN:
4570                         {
4571 #ifdef JP
4572                                 msg_print("¥»¥¹¥¿¥¹¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
4573 #else
4574                                 msg_print("Your cesti grows magical spikes...");
4575 #endif
4576
4577                                 if (!get_aim_dir(&dir)) return;
4578                                 fire_bolt(GF_ARROW, dir, 150);
4579                                 o_ptr->timeout = randint0(90) + 90;
4580                                 break;
4581                         }
4582
4583                         case ART_FEANOR:
4584                         {
4585 #ifdef JP
4586                                 msg_print("¥Ö¡¼¥Ä¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4587 #else
4588                                 msg_print("Your boots glow bright green...");
4589 #endif
4590
4591                                 (void)set_fast(randint1(20) + 20, FALSE);
4592                                 o_ptr->timeout = 200;
4593                                 break;
4594                         }
4595
4596                         case ART_FLORA:
4597                         {
4598 #ifdef JP
4599                                 msg_print("¥Ö¡¼¥Ä¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
4600 #else
4601                                 msg_print("Your boots glow deep blue...");
4602 #endif
4603
4604                                 (void)set_afraid(0);
4605                                 (void)set_poisoned(0);
4606                                 o_ptr->timeout = 5;
4607                                 break;
4608                         }
4609
4610                         case ART_NARTHANC:
4611                         {
4612 #ifdef JP
4613                                 msg_print("¥À¥¬¡¼¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
4614 #else
4615                                 msg_print("Your dagger is covered in fire...");
4616 #endif
4617
4618                                 if (!get_aim_dir(&dir)) return;
4619                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
4620                                 o_ptr->timeout = randint0(8) + 8;
4621                                 break;
4622                         }
4623
4624                         case ART_NIMTHANC:
4625                         {
4626 #ifdef JP
4627                                 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4628 #else
4629                                 msg_print("Your dagger is covered in frost...");
4630 #endif
4631
4632                                 if (!get_aim_dir(&dir)) return;
4633                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
4634                                 o_ptr->timeout = randint0(7) + 7;
4635                                 break;
4636                         }
4637
4638                         case ART_DETHANC:
4639                         {
4640 #ifdef JP
4641                                 msg_print("¥À¥¬¡¼¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
4642 #else
4643                                 msg_print("Your dagger is covered in sparks...");
4644 #endif
4645
4646                                 if (!get_aim_dir(&dir)) return;
4647                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
4648                                 o_ptr->timeout = randint0(5) + 5;
4649                                 break;
4650                         }
4651
4652                         case ART_RILIA:
4653                         {
4654 #ifdef JP
4655                                 msg_print("¥À¥¬¡¼¤¬¿¼¤¤Îп§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4656 #else
4657                                 msg_print("Your dagger throbs deep green...");
4658 #endif
4659
4660                                 if (!get_aim_dir(&dir)) return;
4661                                 fire_ball(GF_POIS, dir, 12, 3);
4662                                 o_ptr->timeout = randint0(4) + 4;
4663                                 break;
4664                         }
4665
4666                         case ART_NUMAHOKO:
4667                         {
4668 #ifdef JP
4669                                 msg_print("Ì·¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
4670 #else
4671                                 msg_print("Your dagger throbs deep blue...");
4672 #endif
4673
4674                                 if (!get_aim_dir(&dir)) return;
4675                                 fire_ball(GF_WATER, dir, 200, 3);
4676                                 o_ptr->timeout = 250;
4677                                 break;
4678                         }
4679
4680                         case ART_FIONA:
4681                         {
4682 #ifdef JP
4683                                 msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
4684 #else
4685                                 msg_print("Your dagger is covered in frost...");
4686 #endif
4687
4688                                 if (!get_aim_dir(&dir)) return;
4689                                 fire_ball(GF_COLD, dir, 48, 2);
4690                                 o_ptr->timeout = randint0(5) + 5;
4691                                 break;
4692                         }
4693
4694                         case ART_KUSANAGI:
4695                         case ART_WEREWINDLE:
4696                         {
4697                                 switch (randint1(13))
4698                                 {
4699                                 case 1: case 2: case 3: case 4: case 5:
4700                                         teleport_player(10);
4701                                         break;
4702                                 case 6: case 7: case 8: case 9: case 10:
4703                                         teleport_player(222);
4704                                         break;
4705                                 case 11: case 12:
4706                                         (void)stair_creation();
4707                                         break;
4708                                 default:
4709 #ifdef JP
4710 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
4711 #else
4712                                         if (get_check("Leave this level? "))
4713 #endif
4714
4715                                         {
4716                                                 if (autosave_l) do_cmd_save_game(TRUE);
4717
4718                                                 /* Leaving */
4719                                                 p_ptr->leaving = TRUE;
4720                                         }
4721                                 }
4722                                 o_ptr->timeout = 35;
4723                                 break;
4724                         }
4725
4726                         case ART_KAMUI:
4727                         {
4728                                 teleport_player(222);
4729                                 o_ptr->timeout = 25;
4730                                 break;
4731                         }
4732
4733                         case ART_RINGIL:
4734                         {
4735 #ifdef JP
4736                                 msg_print("¥½¡¼¥É¤¬ÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
4737 #else
4738                                 msg_print("Your sword glows an intense blue...");
4739 #endif
4740
4741                                 if (!get_aim_dir(&dir)) return;
4742                                 fire_ball(GF_COLD, dir, 100, 2);
4743                                 o_ptr->timeout = 200;
4744                                 break;
4745                         }
4746
4747                         case ART_DAWN:
4748                         {
4749 #ifdef JP
4750 msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£");
4751 #else
4752                                 msg_print("You summon the Legion of the Dawn.");
4753 #endif
4754
4755                                 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
4756                                 o_ptr->timeout = 500 + randint1(500);
4757                                 break;
4758                         }
4759
4760                         case ART_ANDURIL:
4761                         {
4762 #ifdef JP
4763                                 msg_print("¥½¡¼¥É¤¬ÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
4764 #else
4765                                 msg_print("Your sword glows an intense red...");
4766 #endif
4767
4768                                 if (!get_aim_dir(&dir)) return;
4769                                 fire_ball(GF_FIRE, dir, 72, 2);
4770                                 o_ptr->timeout = 400;
4771                                 break;
4772                         }
4773
4774                         case ART_THEODEN:
4775                         {
4776 #ifdef JP
4777                                  msg_print("¥¢¥Ã¥¯¥¹¤Î¿Ï¤¬¹õ¤¯µ±¤¤¤¿...");
4778 #else
4779                                 msg_print("Your axe blade glows black...");
4780 #endif
4781
4782                                 if (!get_aim_dir(&dir)) return;
4783                                 drain_life(dir, 120);
4784                                 o_ptr->timeout = 400;
4785                                 break;
4786                         }
4787
4788                         case ART_RUNESPEAR:
4789                         {
4790 #ifdef JP
4791 msg_print("¤¢¤Ê¤¿¤ÎÁä¤ÏÅŵ¤¤Ç¥¹¥Ñ¡¼¥¯¤·¤Æ¤¤¤ë...");
4792 #else
4793                                 msg_print("Your spear crackles with electricity...");
4794 #endif
4795
4796                                 if (!get_aim_dir(&dir)) return;
4797                                 fire_ball(GF_ELEC, dir, 100, 3);
4798                                 o_ptr->timeout = 200;
4799                                 break;
4800                         }
4801
4802                         case ART_AEGLOS:
4803                         {
4804 #ifdef JP
4805                                 msg_print("¥¹¥Ô¥¢¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
4806 #else
4807                                 msg_print("Your spear glows a bright white...");
4808 #endif
4809
4810                                 if (!get_aim_dir(&dir)) return;
4811                                 fire_ball(GF_COLD, dir, 100, 3);
4812                                 o_ptr->timeout = 200;
4813                                 break;
4814                         }
4815
4816                         case ART_DESTINY:
4817                         {
4818 #ifdef JP
4819                                 msg_print("¥¹¥Ô¥¢¤¬¸ÝÆ°¤·¤¿...");
4820 #else
4821                                 msg_print("Your spear pulsates...");
4822 #endif
4823
4824                                 if (!get_aim_dir(&dir)) return;
4825                                 wall_to_mud(dir);
4826                                 o_ptr->timeout = 5;
4827                                 break;
4828                         }
4829
4830                         case ART_NAIN:
4831                         {
4832 #ifdef JP
4833                                 msg_print("¤Ä¤ë¤Ï¤·¤¬¸ÝÆ°¤·¤¿...");
4834 #else
4835                                 msg_print("Your mattock pulsates...");
4836 #endif
4837
4838                                 if (!get_aim_dir(&dir)) return;
4839                                 wall_to_mud(dir);
4840                                 o_ptr->timeout = 2;
4841                                 break;
4842                         }
4843
4844                         case ART_EONWE:
4845                         {
4846 #ifdef JP
4847                                 msg_print("¥¢¥Ã¥¯¥¹¤«¤é¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
4848 #else
4849                                 msg_print("Your axe lets out a long, shrill note...");
4850 #endif
4851
4852                                 (void)mass_genocide(200, TRUE);
4853                                 o_ptr->timeout = 1000;
4854                                 break;
4855                         }
4856
4857                         case ART_LOTHARANG:
4858                         {
4859 #ifdef JP
4860                                 msg_print("¥Ð¥È¥ë¡¦¥¢¥Ã¥¯¥¹¤¬¿¼»ç¤Î¸÷¤òÊü¼Í¤·¤¿...");
4861 #else
4862                                 msg_print("Your battle axe radiates deep purple...");
4863 #endif
4864
4865                                 hp_player(damroll(4, 8));
4866                                 (void)set_cut((p_ptr->cut / 2) - 50);
4867                                 o_ptr->timeout = randint0(3) + 3;
4868                                 break;
4869                         }
4870
4871                         case ART_ULMO:
4872                         {
4873 #ifdef JP
4874                                 msg_print("¥È¥é¥¤¥Ç¥ó¥È¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
4875 #else
4876                                 msg_print("Your trident glows deep red...");
4877 #endif
4878
4879                                 if (!get_aim_dir(&dir)) return;
4880                                 teleport_monster(dir);
4881                                 o_ptr->timeout = 150;
4882                                 break;
4883                         }
4884
4885                         case ART_AVAVIR:
4886                         {
4887 #ifdef JP
4888                                 msg_print("Âç³ù¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4889 #else
4890                                 msg_print("Your scythe glows soft white...");
4891 #endif
4892                                 if (!word_of_recall()) return;
4893                                 o_ptr->timeout = 200;
4894                                 break;
4895                         }
4896
4897                         case ART_MAGATAMA:
4898                         {
4899 #ifdef JP
4900                                 msg_print("¸û¶Ì¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
4901 #else
4902                                 msg_print("Your scythe glows soft white...");
4903 #endif
4904                                 if (!word_of_recall()) return;
4905                                 o_ptr->timeout = 200;
4906                                 break;
4907                         }
4908
4909                         case ART_TOTILA:
4910                         {
4911 #ifdef JP
4912                                 msg_print("¥Õ¥ì¥¤¥ë¤¬ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤¿...");
4913 #else
4914                                 msg_print("Your flail glows in scintillating colours...");
4915 #endif
4916
4917                                 if (!get_aim_dir(&dir)) return;
4918                                 confuse_monster(dir, 20);
4919                                 o_ptr->timeout = 15;
4920                                 break;
4921                         }
4922
4923                         case ART_FIRESTAR:
4924                         {
4925 #ifdef JP
4926                                 msg_print("¥â¡¼¥Ë¥ó¥°¥¹¥¿¡¼¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...");
4927 #else
4928                                 msg_print("Your morning star rages in fire...");
4929 #endif
4930
4931                                 if (!get_aim_dir(&dir)) return;
4932                                 fire_ball(GF_FIRE, dir, 72, 3);
4933                                 o_ptr->timeout = 100;
4934                                 break;
4935                         }
4936
4937                         case ART_GOTHMOG:
4938                         {
4939 #ifdef JP
4940                                 msg_print("¥à¥Á¤¬¿¼¤¤ÀÖ¿§¤Ëµ±¤¤¤¿...");
4941 #else
4942                                 msg_print("Your whip glows deep red...");
4943 #endif
4944
4945                                 if (!get_aim_dir(&dir)) return;
4946                                 fire_ball(GF_FIRE, dir, 120, 3);
4947                                 o_ptr->timeout = 15;
4948                                 break;
4949                         }
4950
4951                         case ART_TARATOL:
4952                         {
4953 #ifdef JP
4954                                 msg_print("¥á¥¤¥¹¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
4955 #else
4956                                 msg_print("Your mace glows bright green...");
4957 #endif
4958
4959                                 (void)set_fast(randint1(20) + 20, FALSE);
4960                                 o_ptr->timeout = randint0(100) + 100;
4961                                 break;
4962                         }
4963
4964                         case ART_ERIRIL:
4965                         {
4966 #ifdef JP
4967                                 msg_print("¥¯¥©¡¼¥¿¡¼¥¹¥¿¥Ã¥Õ¤¬²«¿§¤¯µ±¤¤¤¿...");
4968 #else
4969                                 msg_print("Your quarterstaff glows yellow...");
4970 #endif
4971
4972                                 if (!ident_spell(FALSE, FALSE)) return;
4973                                 o_ptr->timeout = 10;
4974                                 break;
4975                         }
4976
4977                         case ART_GANDALF:
4978                         {
4979 #ifdef JP
4980                                 msg_print("¾ó¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
4981 #else
4982                                 msg_print("Your quarterstaff glows brightly...");
4983 #endif
4984
4985                                 detect_all(DETECT_RAD_DEFAULT);
4986                                 probing();
4987                                 identify_fully(FALSE, TRUE);
4988                                 o_ptr->timeout = 1000;
4989                                 break;
4990                         }
4991
4992                         case ART_TURMIL:
4993                         {
4994 #ifdef JP
4995                                 msg_print("¥Ï¥ó¥Þ¡¼¤¬Çò¤¯µ±¤¤¤¿...");
4996 #else
4997                                 msg_print("Your hammer glows white...");
4998 #endif
4999
5000                                 if (!get_aim_dir(&dir)) return;
5001                                 drain_life(dir, 90);
5002                                 o_ptr->timeout = 70;
5003                                 break;
5004                         }
5005
5006                         case ART_BRAND:
5007                         {
5008 #ifdef JP
5009                                 msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
5010 #else
5011                                 msg_print("Your crossbow glows deep red...");
5012 #endif
5013
5014                                 (void)brand_bolts();
5015                                 o_ptr->timeout = 999;
5016                                 break;
5017                         }
5018                         case ART_CRIMSON:
5019                         {
5020                                 int num = 1;
5021                                 int i;
5022                                 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
5023                                 int tx, ty;
5024 #ifdef JP
5025                                 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
5026 #else
5027                                 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
5028 #endif
5029
5030                                 if (!get_aim_dir(&dir)) return;
5031
5032                                 /* Use the given direction */
5033                                 tx = px + 99 * ddx[dir];
5034                                 ty = py + 99 * ddy[dir];
5035
5036                                 /* Hack -- Use an actual "target" */
5037                                 if ((dir == 5) && target_okay())
5038                                 {
5039                                         tx = target_col;
5040                                         ty = target_row;
5041                                 }
5042
5043                                 if (p_ptr->pclass == CLASS_ARCHER)
5044                                 {
5045                                         /* Extra shot at level 10 */
5046                                         if (p_ptr->lev >= 10) num++;
5047
5048                                         /* Extra shot at level 30 */
5049                                         if (p_ptr->lev >= 30) num++;
5050
5051                                         /* Extra shot at level 45 */
5052                                         if (p_ptr->lev >= 45) num++;
5053                                 }
5054
5055                                 for (i = 0; i < num; i++)
5056                                         project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
5057                                 o_ptr->timeout = 15;
5058                                 break;
5059                         }
5060                         case ART_PALANTIR:
5061                         {
5062                                 monster_type *m_ptr;
5063                                 monster_race *r_ptr;
5064                                 int i;
5065
5066 #ifdef JP
5067                                 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
5068 #else
5069                                 msg_print("Some strange places show up in your mind. And you see ...");
5070 #endif
5071
5072                                 /* Process the monsters (backwards) */
5073                                 for (i = m_max - 1; i >= 1; i--)
5074                                 {
5075                                         /* Access the monster */
5076                                         m_ptr = &m_list[i];
5077
5078                                         /* Ignore "dead" monsters */
5079                                         if (!m_ptr->r_idx) continue;
5080
5081                                         r_ptr = &r_info[m_ptr->r_idx];
5082
5083                                         if(r_ptr->flags1 & RF1_UNIQUE)
5084                                         {
5085 #ifdef JP
5086                                                 msg_format("%s¡¥ ",r_name + r_ptr->name);
5087 #else
5088                                                 msg_format("%s. ",r_name + r_ptr->name);
5089 #endif
5090                                         }
5091                                 }
5092                                 o_ptr->timeout = 200;
5093                                 break;
5094                         }
5095
5096                         case ART_STONE_LORE:
5097                         {
5098 #ifdef JP
5099                                 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
5100 #else
5101                                 msg_print("The stone reveals hidden mysteries...");
5102 #endif
5103                                 if (!ident_spell(FALSE, FALSE)) return;
5104
5105                                 if (mp_ptr->spell_book)
5106                                 {
5107                                         /* Sufficient mana */
5108                                         if (20 <= p_ptr->csp)
5109                                         {
5110                                                 /* Use some mana */
5111                                                 p_ptr->csp -= 20;
5112                                         }
5113
5114                                         /* Over-exert the player */
5115                                         else
5116                                         {
5117                                                 int oops = 20 - p_ptr->csp;
5118
5119                                                 /* No mana left */
5120                                                 p_ptr->csp = 0;
5121                                                 p_ptr->csp_frac = 0;
5122
5123                                                 /* Message */
5124 #ifdef JP
5125                                                 msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
5126 #else
5127                                                 msg_print("You are too weak to control the stone!");
5128 #endif
5129
5130                                                 /* Hack -- Bypass free action */
5131                                                 (void)set_paralyzed(p_ptr->paralyzed +
5132                                                         randint1(5 * oops + 1));
5133
5134                                                 /* Confusing. */
5135                                                 (void)set_confused(p_ptr->confused +
5136                                                         randint1(5 * oops + 1));
5137                                         }
5138
5139                                         /* Redraw mana */
5140                                         p_ptr->redraw |= (PR_MANA);
5141                                 }
5142
5143 #ifdef JP
5144                                 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
5145 #else
5146                                 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
5147 #endif
5148
5149                                 /* Confusing. */
5150                                 if (one_in_(5)) (void)set_confused(p_ptr->confused +
5151                                         randint1(10));
5152
5153                                 /* Exercise a little care... */
5154                                 if (one_in_(20))
5155 #ifdef JP
5156                                         take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
5157 #else
5158                                         take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
5159 #endif
5160                                 o_ptr->timeout = 0;
5161                                 break;
5162                         }
5163
5164                         case ART_BOROMIR:
5165                         {
5166                                 msg_print("You wind a mighty blast; your enemies tremble!");
5167                                 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
5168                                 o_ptr->timeout = randint0(40) + 40;
5169                                 break;
5170                         }
5171                         case ART_FARAMIR:
5172                         {
5173 #ifdef JP
5174                                 msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
5175 #else
5176                                 msg_print("You exterminate small life.");
5177 #endif
5178                                 (void)dispel_monsters(4);
5179                                 o_ptr->timeout = randint0(55) + 55;
5180                                 break;
5181                         }
5182
5183                         case ART_HIMRING:
5184                         {
5185 #ifdef JP
5186                                 msg_print("Æߤ¤²»¤¬ÊÕ¤ê¤òÊñ¤ß¤³¤ó¤À¡£");
5187 #else
5188                                 msg_print("A shrill wailing sound surrounds you.");
5189 #endif
5190                                 (void)set_protevil(randint1(25) + p_ptr->lev, FALSE);
5191                                 o_ptr->timeout = randint0(200) + 200;
5192                                 break;
5193                         }
5194
5195                         case ART_ICANUS:
5196                         {
5197
5198 #ifdef JP
5199                                 msg_print("¥í¡¼¥Ö¤¬½ã¿è¤ÊËâÎϤǿ̤¨¤¿¡£");
5200 #else
5201                                 msg_print("The robe pulsates with raw mana...");
5202 #endif
5203                                 if (!get_aim_dir(&dir)) return;
5204                                 fire_bolt(GF_MANA, dir, 120);
5205                                 o_ptr->timeout = randint0(120) + 120;
5206                                 break;
5207                         }
5208                         case ART_HURIN:
5209                         {
5210                                 (void)set_fast(randint1(50) + 50, FALSE);
5211                                 hp_player(10);
5212                                 set_afraid(0);
5213                                 set_hero(randint1(50) + 50, FALSE);
5214                                 o_ptr->timeout = randint0(200) + 100;
5215                                 break;
5216                         }
5217                         case ART_GIL_GALAD:
5218                         {
5219 #ifdef JP
5220                                 msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥");
5221 #else
5222                                 msg_print("Your shield gleams with blinding light...");
5223 #endif
5224                                 fire_ball(GF_LITE, 0, 300, 6);
5225                                 confuse_monsters(3 * p_ptr->lev / 2);
5226                                 o_ptr->timeout = 250;
5227                                 break;
5228                         }
5229                         case ART_YENDOR:
5230                         {
5231 #ifdef JP
5232                                 msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥");
5233 #else
5234                                 msg_print("Your card gleams with blinding light...");
5235 #endif
5236                                 if (!recharge(1000)) return;
5237                                 o_ptr->timeout = 200;
5238                                 break;
5239                         }
5240                         case ART_MURAMASA:
5241                         {
5242 #ifdef JP
5243                                 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
5244 #else
5245                                 if (get_check("Are you sure?!"))
5246 #endif
5247                                 {
5248 #ifdef JP
5249                                         msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
5250 #else
5251                                         msg_print("The Muramasa pulsates...");
5252 #endif
5253                                         do_inc_stat(A_STR);
5254                                         if (one_in_(2))
5255                                         {
5256 #ifdef JP
5257                                                 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
5258 #else
5259                                                 msg_print("The Muramasa is destroyed!");
5260 #endif
5261                                                 curse_weapon(TRUE, item);
5262                                         }
5263                                 }
5264                                 break;
5265                         }
5266                         case ART_FLY_STONE:
5267                         {
5268 #ifdef JP
5269                                 msg_print("ÀФ¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
5270 #else
5271                                 msg_print("Your stone glows pale...");
5272 #endif
5273
5274                                 if (!get_aim_dir(&dir)) return;
5275                                 fire_ball(GF_MANA, dir, 400, 4);
5276                                 o_ptr->timeout = randint0(250) + 250;
5277                                 break;
5278                         }
5279                         case ART_TAIKOBO:
5280                         {
5281                                 int x, y;
5282
5283                                 if (!get_rep_dir2(&dir)) return;
5284                                 y = py+ddy[dir];
5285                                 x = px+ddx[dir];
5286                                 tsuri_dir = dir;
5287                                 if (!(cave[y][x].feat == FEAT_DEEP_WATER) && !(cave[y][x].feat == FEAT_SHAL_WATER))
5288                                 {
5289 #ifdef JP
5290                                         msg_print("¤½¤³¤ÏΦÃϤÀ¡£");
5291 #else
5292                                         msg_print("There is no fishing place.");
5293 #endif
5294                                         return;
5295                                 }
5296                                 else if (cave[y][x].m_idx)
5297                                 {
5298                                         char m_name[80];
5299                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5300 #ifdef JP
5301                                         msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
5302 #else
5303                                         msg_format("%^s is stand in your way.", m_name);
5304 #endif
5305                                         energy_use = 0;
5306                                         return;
5307                                 }
5308                                 set_action(ACTION_FISH);
5309                                 p_ptr->redraw |= (PR_STATE);
5310                                 break;
5311                         }
5312                         case ART_JONES:
5313                         {
5314                                 if (!get_aim_dir(&dir)) return;
5315 #ifdef JP
5316                                 msg_print("¥à¥Á¤ò¿­¤Ð¤·¤¿¡£");
5317 #else
5318                                 msg_print("You stretched your wip.");
5319 #endif
5320
5321                                 fetch(dir, 500, TRUE);
5322                                 o_ptr->timeout = randint0(25) + 25;
5323                                 break;
5324                         }
5325                         case ART_ARRYU:
5326                         {
5327                                 u32b mode = PM_ALLOW_GROUP;
5328                                 bool pet = !one_in_(5);
5329                                 if (pet) mode |= PM_FORCE_PET;
5330                                 else mode |= PM_NO_PET;
5331
5332                                 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
5333                                 {
5334
5335                                         if (pet)
5336 #ifdef JP
5337                                                 msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5338 #else
5339                                         msg_print("A group of hounds appear as your servant.");
5340 #endif
5341
5342                                         else
5343 #ifdef JP
5344                                                 msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
5345 #else
5346                                                 msg_print("A group of hounds appear as your enemy!");
5347 #endif
5348
5349                                 }
5350
5351                                 o_ptr->timeout = 300 + randint1(150);
5352                                 break;
5353                         }
5354
5355                         case ART_GAEBOLG:
5356                         {
5357 #ifdef JP
5358                                 msg_print("¥¹¥Ô¥¢¤ÏâÁ¤·¤¯µ±¤¤¤¿...");
5359 #else
5360                                 msg_print("Your spear grows brightly...");
5361 #endif
5362
5363                                 if (!get_aim_dir(&dir)) return;
5364                                 fire_ball(GF_LITE, dir, 200, 3);
5365                                 o_ptr->timeout = randint0(200) + 200;
5366                                 break;
5367                         }
5368
5369                         case ART_INROU:
5370                         {
5371                                 int count = 0, i;
5372                                 monster_type *m_ptr;
5373 #ifndef JP
5374                                 cptr kakusan = "";
5375 #endif
5376
5377                                 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
5378                                 {
5379 #ifdef JP
5380                                         msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5381 #else
5382                                         msg_print("Suke-san apperars.");
5383                                         kakusan = "Suke-san";
5384 #endif
5385                                         count++;
5386                                 }
5387                                 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
5388                                 {
5389 #ifdef JP
5390                                         msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
5391 #else
5392                                         msg_print("Kaku-san appears.");
5393                                         kakusan = "Kaku-san";
5394 #endif
5395                                         count++;
5396                                 }
5397                                 if (!count)
5398                                 {
5399                                         for (i = m_max - 1; i > 0; i--)
5400                                         {
5401                                                 m_ptr = &m_list[i];
5402                                                 if (!m_ptr->r_idx) continue;
5403                                                 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
5404                                                 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
5405                                                 count++;
5406                                                 break;
5407                                         }
5408                                 }
5409
5410                                 if (count)
5411                                 {
5412 #ifdef JP
5413                                         msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
5414 #else
5415                                         msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
5416 #endif
5417
5418                                         sukekaku = TRUE;
5419                                         stun_monsters(120);
5420                                         confuse_monsters(120);
5421                                         turn_monsters(120);
5422                                         stasis_monsters(120);
5423                                         sukekaku = FALSE;
5424                                 }
5425                                 else
5426                                 {
5427 #ifdef JP
5428                                         msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
5429 #else
5430                                         msg_print("Nothing happen.");
5431 #endif
5432                                 }
5433                                 o_ptr->timeout = randint0(150) + 150;
5434                                 break;
5435                         }
5436
5437                         case ART_HYOUSIGI:
5438                         {
5439 #ifdef JP
5440                                 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
5441 #else
5442                                 msg_print("You beat Your wooden clappers.");
5443 #endif
5444                                 aggravate_monsters(0);
5445                                 break;
5446                         }
5447
5448                         case ART_MATOI:
5449                         case ART_AEGISFANG:
5450                         {
5451                                 set_hero(randint1(25)+25, FALSE);
5452                                 hp_player(10);
5453                                 o_ptr->timeout = randint0(30) + 30;
5454                                 break;
5455                         }
5456
5457                         case ART_EARENDIL:
5458                         {
5459                                 (void)set_poisoned(0);
5460                                 (void)set_confused(0);
5461                                 (void)set_blind(0);
5462                                 (void)set_stun(0);
5463                                 (void)set_cut(0);
5464                                 (void)set_image(0);
5465
5466                                 o_ptr->timeout = 100;
5467                                 break;
5468                         }
5469
5470                         case ART_BOLISHOI:
5471                         {
5472                                 if (!get_aim_dir(&dir)) return;
5473                                 (void)charm_animal(dir, p_ptr->lev);
5474
5475                                 o_ptr->timeout = 200;
5476                                 break;
5477                         }
5478
5479                         case ART_ARUNRUTH:
5480                         {
5481 #ifdef JP
5482                                 msg_print("¥½¡¼¥É¤¬Ã¸¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
5483 #else
5484                                 msg_print("Your sword glows a pale blue...");
5485 #endif
5486                                 if (!get_aim_dir(&dir)) return;
5487                                 fire_bolt(GF_COLD, dir, damroll(12, 8));
5488                                 o_ptr->timeout = 50;
5489                                 break;
5490                         }
5491                         case ART_BLOOD:
5492                         {
5493                                 int dummy, i;
5494 #ifdef JP
5495                                 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
5496 #else
5497                                 msg_print("Your scythe glows brightly!");
5498 #endif
5499                                 o_ptr->art_flags1 = a_info[ART_BLOOD].flags1;
5500                                 o_ptr->art_flags2 = a_info[ART_BLOOD].flags2;
5501                                 dummy = randint1(2)+randint1(2);
5502                                 for (i = 0; i < dummy; i++)
5503                                 {
5504                                         int flag = randint0(19);
5505                                         if (flag == 18) o_ptr->art_flags3 |= TR3_SLAY_HUMAN;
5506                                         else o_ptr->art_flags1 |= (TR1_CHAOTIC << flag);
5507                                 }
5508                                 dummy = randint1(2);
5509                                 for (i = 0; i < dummy; i++)
5510                                         one_resistance(o_ptr);
5511                                 dummy = 2;
5512                                 for (i = 0; i < dummy; i++)
5513                                 {
5514                                         int tmp = randint0(11);
5515                                         if (tmp < 6) o_ptr->art_flags1 |= (TR1_STR << tmp);
5516                                         else o_ptr->art_flags1 |= (TR1_STEALTH << (tmp - 6));
5517                                 }
5518                                 o_ptr->timeout = 3333;
5519                                 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
5520                                 p_ptr->update |= (PU_BONUS | PU_HP);
5521                                 break;
5522                         }
5523                         case ART_KESHO:
5524                         {
5525 #ifdef JP
5526                                 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
5527 #else
5528                                 msg_print("You stamp. (as if you are in a ring.)");
5529 #endif
5530                                 (void)set_hero(randint1(20) + 20, FALSE);
5531                                 dispel_evil(p_ptr->lev * 3);
5532                                 o_ptr->timeout = 100 + randint1(100);
5533                                 break;
5534                         }
5535                         case ART_MOOK:
5536                         {
5537 #ifdef JP
5538                                 msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿...");
5539 #else
5540                                 msg_print("Your cloak grows white.");
5541 #endif
5542                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
5543                                 o_ptr->timeout = 40 + randint1(40);
5544                                 break;
5545                         }
5546                         case ART_HERMIT:
5547                         {
5548 #ifdef JP
5549                                 msg_print("¥à¥Á¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
5550 #else
5551                                 msg_print("The whip lets out a shrill wail...");
5552 #endif
5553
5554                                 k = 3 * p_ptr->lev;
5555                                 (void)set_protevil(randint1(25) + k, FALSE);
5556                                 o_ptr->timeout = randint0(225) + 225;
5557                                 break;
5558                         }
5559                         case ART_JIZO:
5560                         {
5561                                 u32b mode = PM_ALLOW_GROUP;
5562                                 bool pet = !one_in_(5);
5563                                 if (pet) mode |= PM_FORCE_PET;
5564
5565                                 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
5566                                 {
5567                                         if (pet)
5568 #ifdef JP
5569                                                 msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
5570 #else
5571                                         msg_print("A group of octopuses appear as your servant.");
5572 #endif
5573
5574                                         else
5575 #ifdef JP
5576                                                 msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
5577 #else
5578                                                 msg_print("A group of octopuses appear as your enemy!");
5579 #endif
5580
5581                                 }
5582
5583                                 o_ptr->timeout = 300 + randint1(150);
5584                                 break;
5585                         }
5586
5587                         case ART_FUNDIN:
5588                         {
5589 #ifdef JP
5590                                 msg_print("Å´µå¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
5591 #else
5592                                 msg_print("The iron ball floods the area with goodness...");
5593 #endif
5594
5595                                 dispel_evil(p_ptr->lev * 5);
5596                                 o_ptr->timeout = randint0(100) + 100;
5597                                 break;
5598                         }
5599
5600                         case ART_NIGHT:
5601                         {
5602 #ifdef JP
5603                                 msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
5604 #else
5605                                 msg_print("Your amulet is coverd in pitch-darkness...");
5606 #endif
5607                                 if (!get_aim_dir(&dir)) return;
5608                                 fire_ball(GF_DARK, dir, 250, 4);
5609                                 o_ptr->timeout = randint0(150) + 150;
5610                                 break;
5611                         }
5612                 }
5613
5614                 /* Window stuff */
5615                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5616
5617                 /* Done */
5618                 return;
5619         }
5620
5621         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_ACID))
5622         {
5623                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
5624                 o_ptr->timeout = randint0(50) + 50;
5625                 return;
5626         }
5627
5628         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_ELEC))
5629         {
5630                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
5631                 o_ptr->timeout = randint0(50) + 50;
5632                 return;
5633         }
5634
5635         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_FIRE))
5636         {
5637                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
5638                 o_ptr->timeout = randint0(50) + 50;
5639                 return;
5640         }
5641
5642         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_TMP_RES_COLD))
5643         {
5644                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
5645                 o_ptr->timeout = randint0(50) + 50;
5646                 return;
5647         }
5648
5649         else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3 == ESSENCE_EARTHQUAKE))
5650         {
5651                 earthquake(py, px, 5);
5652                 o_ptr->timeout = 100 + randint1(100);
5653
5654                 /* Window stuff */
5655                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5656
5657                 /* Done */
5658                 return;
5659         }
5660
5661
5662         else if (o_ptr->name2 == EGO_TRUMP)
5663         {
5664                 teleport_player(100);
5665                 o_ptr->timeout = 50 + randint1(50);
5666
5667                 /* Window stuff */
5668                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5669
5670                 /* Done */
5671                 return;
5672         }
5673
5674
5675         else if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
5676         {
5677                 if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
5678                 {
5679 #ifdef JP
5680                         msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
5681 #else
5682                         msg_print("It has no fuel.");
5683 #endif
5684                         energy_use = 0;
5685                         return;
5686                 }
5687                 lite_area(damroll(2, 15), 3);
5688                 o_ptr->timeout = randint0(10) + 10;
5689
5690                 /* Window stuff */
5691                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5692
5693                 return;
5694         }
5695
5696
5697         else if (o_ptr->name2 == EGO_EARTHQUAKES)
5698         {
5699                 earthquake(py, px, 5);
5700                 o_ptr->timeout = 100 + randint1(100);
5701
5702                 /* Window stuff */
5703                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5704
5705                 /* Done */
5706                 return;
5707         }
5708
5709
5710         else if (o_ptr->name2 == EGO_JUMP)
5711         {
5712                 teleport_player(10);
5713                 o_ptr->timeout = 10 + randint1(10);
5714
5715                 /* Window stuff */
5716                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5717
5718                 /* Done */
5719                 return;
5720         }
5721
5722
5723         /* Hack -- Dragon Scale Mail can be activated as well */
5724         else if (o_ptr->tval == TV_DRAG_ARMOR)
5725         {
5726                 /* Get a direction for breathing (or abort) */
5727                 if (!get_aim_dir(&dir)) return;
5728
5729                 /* Branch on the sub-type */
5730                 switch (o_ptr->sval)
5731                 {
5732                         case SV_DRAGON_BLUE:
5733                         {
5734 #ifdef JP
5735                                 msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5736 #else
5737                                 msg_print("You breathe lightning.");
5738 #endif
5739
5740                                 fire_ball(GF_ELEC, dir, 100, -2);
5741                                 o_ptr->timeout = randint0(150) + 150;
5742                                 break;
5743                         }
5744
5745                         case SV_DRAGON_WHITE:
5746                         {
5747 #ifdef JP
5748                                 msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5749 #else
5750                                 msg_print("You breathe frost.");
5751 #endif
5752
5753                                 fire_ball(GF_COLD, dir, 110, -2);
5754                                 o_ptr->timeout = randint0(150) + 150;
5755                                 break;
5756                         }
5757
5758                         case SV_DRAGON_BLACK:
5759                         {
5760 #ifdef JP
5761                                 msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5762 #else
5763                                 msg_print("You breathe acid.");
5764 #endif
5765
5766                                 fire_ball(GF_ACID, dir, 130, -2);
5767                                 o_ptr->timeout = randint0(150) + 150;
5768                                 break;
5769                         }
5770
5771                         case SV_DRAGON_GREEN:
5772                         {
5773 #ifdef JP
5774                                 msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5775 #else
5776                                 msg_print("You breathe poison gas.");
5777 #endif
5778
5779                                 fire_ball(GF_POIS, dir, 150, -2);
5780                                 o_ptr->timeout = randint0(180) + 180;
5781                                 break;
5782                         }
5783
5784                         case SV_DRAGON_RED:
5785                         {
5786 #ifdef JP
5787                                 msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5788 #else
5789                                 msg_print("You breathe fire.");
5790 #endif
5791
5792                                 fire_ball(GF_FIRE, dir, 200, -2);
5793                                 o_ptr->timeout = randint0(200) + 200;
5794                                 break;
5795                         }
5796
5797                         case SV_DRAGON_MULTIHUED:
5798                         {
5799                                 chance = randint0(5);
5800 #ifdef JP
5801                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5802                                            ((chance == 1) ? "°ðºÊ" :
5803                                             ((chance == 2) ? "Î䵤" :
5804                                              ((chance == 3) ? "»À" :
5805                                               ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
5806 #else
5807                                 msg_format("You breathe %s.",
5808                                            ((chance == 1) ? "lightning" :
5809                                             ((chance == 2) ? "frost" :
5810                                              ((chance == 3) ? "acid" :
5811                                               ((chance == 4) ? "poison gas" : "fire")))));
5812 #endif
5813
5814                                 fire_ball(((chance == 1) ? GF_ELEC :
5815                                            ((chance == 2) ? GF_COLD :
5816                                             ((chance == 3) ? GF_ACID :
5817                                              ((chance == 4) ? GF_POIS : GF_FIRE)))),
5818                                           dir, 250, -2);
5819                                 o_ptr->timeout = randint0(200) + 200;
5820                                 break;
5821                         }
5822
5823                         case SV_DRAGON_BRONZE:
5824                         {
5825 #ifdef JP
5826                                 msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5827 #else
5828                                 msg_print("You breathe confusion.");
5829 #endif
5830
5831                                 fire_ball(GF_CONFUSION, dir, 120, -2);
5832                                 o_ptr->timeout = randint0(180) + 180;
5833                                 break;
5834                         }
5835
5836                         case SV_DRAGON_GOLD:
5837                         {
5838 #ifdef JP
5839                                 msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5840 #else
5841                                 msg_print("You breathe sound.");
5842 #endif
5843
5844                                 fire_ball(GF_SOUND, dir, 130, -2);
5845                                 o_ptr->timeout = randint0(180) + 180;
5846                                 break;
5847                         }
5848
5849                         case SV_DRAGON_CHAOS:
5850                         {
5851                                 chance = randint0(2);
5852 #ifdef JP
5853                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5854                                            ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
5855 #else
5856                                 msg_format("You breathe %s.",
5857                                            ((chance == 1 ? "chaos" : "disenchantment")));
5858 #endif
5859
5860                                 fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
5861                                           dir, 220, -2);
5862                                 o_ptr->timeout = randint0(200) + 200;
5863                                 break;
5864                         }
5865
5866                         case SV_DRAGON_LAW:
5867                         {
5868                                 chance = randint0(2);
5869 #ifdef JP
5870                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5871                                            ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
5872 #else
5873                                 msg_format("You breathe %s.",
5874                                            ((chance == 1 ? "sound" : "shards")));
5875 #endif
5876
5877                                 fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
5878                                           dir, 230, -2);
5879                                 o_ptr->timeout = randint0(200) + 200;
5880                                 break;
5881                         }
5882
5883                         case SV_DRAGON_BALANCE:
5884                         {
5885                                 chance = randint0(4);
5886 #ifdef JP
5887                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿",
5888                                            ((chance == 1) ? "¥«¥ª¥¹" :
5889                                             ((chance == 2) ? "Îô²½" :
5890                                              ((chance == 3) ? "¹ì²»" : "ÇËÊÒ"))));
5891 #else
5892                                 msg_format("You breathe %s.",
5893                                            ((chance == 1) ? "chaos" :
5894                                             ((chance == 2) ? "disenchantment" :
5895                                              ((chance == 3) ? "sound" : "shards"))));
5896 #endif
5897
5898                                 fire_ball(((chance == 1) ? GF_CHAOS :
5899                                            ((chance == 2) ? GF_DISENCHANT :
5900                                             ((chance == 3) ? GF_SOUND : GF_SHARDS))),
5901                                           dir, 250, -2);
5902                                 o_ptr->timeout = randint0(200) + 200;
5903                                 break;
5904                         }
5905
5906                         case SV_DRAGON_SHINING:
5907                         {
5908                                 chance = randint0(2);
5909 #ifdef JP
5910                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
5911                                            ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
5912 #else
5913                                 msg_format("You breathe %s.",
5914                                            ((chance == 0 ? "light" : "darkness")));
5915 #endif
5916
5917                                 fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
5918                                 o_ptr->timeout = randint0(200) + 200;
5919                                 break;
5920                         }
5921
5922                         case SV_DRAGON_POWER:
5923                         {
5924 #ifdef JP
5925 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
5926 #else
5927                                 msg_print("You breathe the elements.");
5928 #endif
5929
5930                                 fire_ball(GF_MISSILE, dir, 300, -3);
5931                                 o_ptr->timeout = randint0(200) + 200;
5932                                 break;
5933                         }
5934                 }
5935
5936                 /* Window stuff */
5937                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5938
5939                 /* Success */
5940                 return;
5941         }
5942
5943         else if (o_ptr->tval == TV_RING)
5944         {
5945                 if (o_ptr->name2)
5946                 {
5947                         bool success = TRUE;
5948
5949                         switch (o_ptr->name2)
5950                         {
5951                         case EGO_RING_HERO:
5952                                 (void)set_afraid(0);
5953                                 (void)set_hero(randint1(25) + 25, FALSE);
5954                                 (void)hp_player(10);
5955                                 o_ptr->timeout = randint1(100)+100;
5956                                 break;
5957                         case EGO_RING_MAGIC_MIS:
5958                                 if (!get_aim_dir(&dir)) return;
5959                                 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
5960                                 o_ptr->timeout = 2;
5961                                 break;
5962                         case EGO_RING_FIRE_BOLT:
5963                                 if (!get_aim_dir(&dir)) return;
5964                                 fire_bolt(GF_FIRE, dir, damroll(9, 8));
5965                                 o_ptr->timeout = randint0(8) + 8;
5966                                 break;
5967                         case EGO_RING_COLD_BOLT:
5968                                 if (!get_aim_dir(&dir)) return;
5969                                 fire_bolt(GF_COLD, dir, damroll(6, 8));
5970                                 o_ptr->timeout = randint0(7) + 7;
5971                                 break;
5972                         case EGO_RING_ELEC_BOLT:
5973                                 if (!get_aim_dir(&dir)) return;
5974                                 fire_bolt(GF_ELEC, dir, damroll(4, 8));
5975                                 o_ptr->timeout = randint0(5) + 5;
5976                                 break;
5977                         case EGO_RING_ACID_BOLT:
5978                                 if (!get_aim_dir(&dir)) return;
5979                                 fire_bolt(GF_FIRE, dir, damroll(5, 8));
5980                                 o_ptr->timeout = randint0(6) + 6;
5981                                 break;
5982                         case EGO_RING_MANA_BOLT:
5983                                 if (!get_aim_dir(&dir)) return;
5984                                 fire_bolt(GF_MANA, dir, 120);
5985                                 o_ptr->timeout = randint0(120)+120;
5986                                 break;
5987                         case EGO_RING_FIRE_BALL:
5988                                 if (!get_aim_dir(&dir)) return;
5989                                 fire_ball(GF_FIRE, dir, 100, 2);
5990                                 o_ptr->timeout = randint0(80) + 80;
5991                                 break;
5992                         case EGO_RING_COLD_BALL:
5993                                 if (!get_aim_dir(&dir)) return;
5994                                 fire_ball(GF_COLD, dir, 100, 2);
5995                                 o_ptr->timeout = randint0(80) + 80;
5996                                 break;
5997                         case EGO_RING_ELEC_BALL:
5998                                 if (!get_aim_dir(&dir)) return;
5999                                 fire_ball(GF_ELEC, dir, 100, 2);
6000                                 o_ptr->timeout = randint0(80) + 80;
6001                                 break;
6002                         case EGO_RING_ACID_BALL:
6003                                 if (!get_aim_dir(&dir)) return;
6004                                 fire_ball(GF_ACID, dir, 100, 2);
6005                                 o_ptr->timeout = randint0(80) + 80;
6006                                 break;
6007                         case EGO_RING_MANA_BALL:
6008                                 if (!get_aim_dir(&dir)) return;
6009                                 fire_ball(GF_MANA, dir, 250, 2);
6010                                 o_ptr->timeout = 300;
6011                                 break;
6012                         case EGO_RING_DRAGON_F:
6013                                 if (!get_aim_dir(&dir)) return;
6014                                 fire_ball(GF_FIRE, dir, 200, -2);
6015                                 if (o_ptr->sval == SV_RING_FLAMES)
6016                                 {
6017                                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
6018                                         o_ptr->timeout = 200;
6019                                 }
6020                                 else o_ptr->timeout = 250;
6021                                 break;
6022                         case EGO_RING_DRAGON_C:
6023                                 if (!get_aim_dir(&dir)) return;
6024                                 fire_ball(GF_COLD, dir, 200, -2);
6025                                 if (o_ptr->sval == SV_RING_ICE)
6026                                 {
6027                                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
6028                                         o_ptr->timeout = 200;
6029                                 }
6030                                 else o_ptr->timeout = 250;
6031                                 break;
6032                         case EGO_RING_M_DETECT:
6033                                 (void)detect_monsters_invis(255);
6034                                 (void)detect_monsters_normal(255);
6035                                 o_ptr->timeout = 150;
6036                                 break;
6037                         case EGO_RING_D_SPEED:
6038                                 (void)set_fast(randint1(30) + 15, FALSE);
6039                                 o_ptr->timeout = 100;
6040                                 break;
6041                         case EGO_RING_BERSERKER:
6042                                 (void)set_shero(randint1(25) + 25, FALSE);
6043                                 o_ptr->timeout = randint0(75)+75;
6044                                 break;
6045                         case EGO_RING_TELE_AWAY:
6046                                 if (!get_aim_dir(&dir)) return;
6047                                 teleport_monster(dir);
6048                                 o_ptr->timeout = 150;
6049                                 break;
6050                         case EGO_RING_TRUE:
6051                         {
6052                                 int v = randint1(25)+25;
6053                                 (void)set_afraid(0);
6054                                 (void)set_hero(v, FALSE);
6055                                 (void)hp_player(10);
6056                                 (void)set_blessed(v, FALSE);
6057                                 (void)set_oppose_acid(v, FALSE);
6058                                 (void)set_oppose_elec(v, FALSE);
6059                                 (void)set_oppose_fire(v, FALSE);
6060                                 (void)set_oppose_cold(v, FALSE);
6061                                 (void)set_oppose_pois(v, FALSE);
6062                                 (void)set_ultimate_res(v, FALSE);
6063                                 o_ptr->timeout = 777;
6064                                 break;
6065                         }
6066                         default:
6067                                 success = FALSE;
6068                                 break;
6069                         }
6070                         if (success) return;
6071                 }
6072
6073                 /* Get a direction for breathing (or abort) */
6074                 if (!get_aim_dir(&dir)) return;
6075
6076                 switch (o_ptr->sval)
6077                 {
6078                         case SV_RING_ACID:
6079                         {
6080                                 fire_ball(GF_ACID, dir, 100, 2);
6081                                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
6082                                 o_ptr->timeout = randint0(50) + 50;
6083                                 break;
6084                         }
6085
6086                         case SV_RING_ICE:
6087                         {
6088                                 fire_ball(GF_COLD, dir, 100, 2);
6089                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6090                                 o_ptr->timeout = randint0(50) + 50;
6091                                 break;
6092                         }
6093
6094                         case SV_RING_FLAMES:
6095                         {
6096                                 fire_ball(GF_FIRE, dir, 100, 2);
6097                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6098                                 o_ptr->timeout = randint0(50) + 50;
6099                                 break;
6100                         }
6101
6102                         case SV_RING_ELEC:
6103                         {
6104                                 fire_ball(GF_ELEC, dir, 100, 2);
6105                                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
6106                                 o_ptr->timeout = randint0(50) + 50;
6107                                 break;
6108                         }
6109                 }
6110
6111                 /* Window stuff */
6112                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
6113
6114                 /* Success */
6115                 return;
6116         }
6117
6118         else if (o_ptr->tval == TV_AMULET)
6119         {
6120                 if (o_ptr->name2)
6121                 {
6122                         switch (o_ptr->name2)
6123                         {
6124                         case EGO_AMU_IDENT:
6125                                 if (!ident_spell(FALSE, FALSE)) return;
6126                                 o_ptr->timeout = 10;
6127                                 break;
6128                         case EGO_AMU_CHARM:
6129                                 if (!get_aim_dir(&dir)) return;
6130                                 charm_monster(dir, MAX(20, p_ptr->lev));
6131                                 o_ptr->timeout = 200;
6132                                 break;
6133                         case EGO_AMU_JUMP:
6134                                 teleport_player(10);
6135                                 o_ptr->timeout = randint0(10) + 10;
6136                                 break;
6137                         case EGO_AMU_TELEPORT:
6138                                 teleport_player(100);
6139                                 o_ptr->timeout = randint0(50) + 50;
6140                                 break;
6141                         case EGO_AMU_D_DOOR:
6142                                 (void)dimension_door();
6143                                 o_ptr->timeout = 200;
6144                                 break;
6145                         case EGO_AMU_RES_FIRE_:
6146                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
6147                                 o_ptr->timeout = randint0(50) + 50;
6148                                 break;
6149                         case EGO_AMU_RES_COLD_:
6150                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
6151                                 o_ptr->timeout = randint0(50) + 50;
6152                                 break;
6153                         case EGO_AMU_RES_ELEC_:
6154                                 (void)set_oppose_elec(randint1(20) + 20, FALSE);
6155                                 o_ptr->timeout = randint0(50) + 50;
6156                                 break;
6157                         case EGO_AMU_RES_ACID_:
6158                                 (void)set_oppose_acid(randint1(20) + 20, FALSE);
6159                                 o_ptr->timeout = randint0(50) + 50;
6160                                 break;
6161                         case EGO_AMU_DETECTION:
6162                                 detect_all(DETECT_RAD_DEFAULT);
6163                                 o_ptr->timeout = randint0(55)+55;
6164                                 break;
6165                         }
6166                 }
6167                 return;
6168         }
6169
6170         else if (o_ptr->tval == TV_WHISTLE)
6171         {
6172 #if 0
6173                 if (cursed_p(o_ptr))
6174                 {
6175 #ifdef JP
6176                         msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤­ÅϤä¿¡£");
6177 #else
6178                         msg_print("You produce a shrill whistling sound.");
6179 #endif
6180                         aggravate_monsters(0);
6181                 }
6182                 else
6183 #endif
6184                 {
6185                         int pet_ctr, i;
6186                         u16b *who;
6187                         int max_pet = 0;
6188                         u16b dummy_why;
6189
6190                         /* Allocate the "who" array */
6191                         C_MAKE(who, max_m_idx, u16b);
6192
6193                         /* Process the monsters (backwards) */
6194                         for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
6195                         {
6196                                 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
6197                                   who[max_pet++] = pet_ctr;
6198                         }
6199
6200                         /* Select the sort method */
6201                         ang_sort_comp = ang_sort_comp_pet;
6202                         ang_sort_swap = ang_sort_swap_hook;
6203
6204                         ang_sort(who, &dummy_why, max_pet);
6205
6206                         /* Process the monsters (backwards) */
6207                         for (i = 0; i < max_pet; i++)
6208                         {
6209                                 pet_ctr = who[i];
6210                                 teleport_to_player(pet_ctr, 100);
6211                         }
6212
6213                         /* Free the "who" array */
6214                         C_KILL(who, max_m_idx, u16b);
6215                 }
6216                 o_ptr->timeout = 100+randint1(100);
6217                 return;
6218         }
6219         else if (o_ptr->tval == TV_CAPTURE)
6220         {
6221                 if(!o_ptr->pval)
6222                 {
6223                         bool old_target_pet = target_pet;
6224                         target_pet = TRUE;
6225                         if (!get_aim_dir(&dir))
6226                         {
6227                                 target_pet = old_target_pet;
6228                                 return;
6229                         }
6230                         target_pet = old_target_pet;
6231
6232                         if(fire_ball(GF_CAPTURE, dir, 0, 0))
6233                         {
6234                                 o_ptr->pval = cap_mon;
6235                                 o_ptr->xtra3 = cap_mspeed;
6236                                 o_ptr->xtra4 = cap_hp;
6237                                 o_ptr->xtra5 = cap_maxhp;
6238                                 if (cap_nickname)
6239                                 {
6240                                         cptr t;
6241                                         char *s;
6242                                         char buf[80] = "";
6243
6244                                         if (o_ptr->inscription)
6245                                                 strcpy(buf, quark_str(o_ptr->inscription));
6246                                         s = buf;
6247                                         for (s = buf;*s && (*s != '#'); s++)
6248                                         {
6249 #ifdef JP
6250                                                 if (iskanji(*s)) s++;
6251 #endif
6252                                         }
6253                                         *s = '#';
6254                                         s++;
6255 #ifdef JP
6256  /*nothing*/
6257 #else
6258                                         *s++ = '\'';
6259 #endif
6260                                         t = quark_str(cap_nickname);
6261                                         while (*t)
6262                                         {
6263                                                 *s = *t;
6264                                                 s++;
6265                                                 t++;
6266                                         }
6267 #ifdef JP
6268  /*nothing*/
6269 #else
6270                                         *s++ = '\'';
6271 #endif
6272                                         *s = '\0';
6273                                         o_ptr->inscription = quark_add(buf);
6274                                 }
6275                         }
6276                 }
6277                 else
6278                 {
6279                         bool success = FALSE;
6280                         if (!get_rep_dir2(&dir)) return;
6281                         if (cave_floor_bold(py+ddy[dir],px+ddx[dir]))
6282                         {
6283                                 if (place_monster_aux(0, py + ddy[dir], px + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
6284                                 {
6285                                         if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
6286                                         if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
6287                                         if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
6288                                         m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
6289                                         if (o_ptr->inscription)
6290                                         {
6291                                                 char buf[80];
6292                                                 cptr t;
6293 #ifndef JP
6294                                                 bool quote = FALSE;
6295 #endif
6296
6297                                                 t = quark_str(o_ptr->inscription);
6298                                                 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
6299                                                 {
6300 #ifdef JP
6301                                                         if (iskanji(*t)) t++;
6302 #endif
6303                                                 }
6304                                                 if (*t)
6305                                                 {
6306                                                         char *s = buf;
6307                                                         t++;
6308 #ifdef JP
6309                                                         /* nothing */
6310 #else
6311                                                         if (*t =='\'')
6312                                                         {
6313                                                                 t++;
6314                                                                 quote = TRUE;
6315                                                         }
6316 #endif
6317                                                         while(*t)
6318                                                         {
6319                                                                 *s = *t;
6320                                                                 t++;
6321                                                                 s++;
6322                                                         }
6323 #ifdef JP
6324                                                         /* nothing */
6325 #else
6326                                                         if (quote && *(s-1) =='\'')
6327                                                                 s--;
6328 #endif
6329                                                         *s = '\0';
6330                                                         m_list[hack_m_idx_ii].nickname = quark_add(buf);
6331                                                         t = quark_str(o_ptr->inscription);
6332                                                         s = buf;
6333                                                         while(*t && (*t != '#'))
6334                                                         {
6335                                                                 *s = *t;
6336                                                                 t++;
6337                                                                 s++;
6338                                                         }
6339                                                         *s = '\0';
6340                                                         o_ptr->inscription = quark_add(buf);
6341                                                 }
6342                                         }
6343                                         o_ptr->pval = 0;
6344                                         o_ptr->xtra3 = 0;
6345                                         o_ptr->xtra4 = 0;
6346                                         o_ptr->xtra5 = 0;
6347                                         success = TRUE;
6348                                 }
6349                         }
6350                         if (!success)
6351 #ifdef JP
6352                                 msg_print("¤ª¤Ã¤È¡¢²òÊü¤Ë¼ºÇÔ¤·¤¿¡£");
6353 #else
6354                                 msg_print("Oops.  You failed to release your pet.");
6355 #endif
6356                 }
6357                 return;
6358         }
6359
6360         /* Mistake */
6361 #ifdef JP
6362         msg_print("¤ª¤Ã¤È¡¢¤³¤Î¥¢¥¤¥Æ¥à¤Ï»ÏÆ°¤Ç¤­¤Ê¤¤¡£");
6363 #else
6364         msg_print("Oops.  That object cannot be activated.");
6365 #endif
6366
6367 }
6368
6369
6370 void do_cmd_activate(void)
6371 {
6372         int     item;
6373         cptr    q, s;
6374
6375
6376         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6377         {
6378                 set_action(ACTION_NONE);
6379         }
6380
6381         item_tester_no_ryoute = TRUE;
6382         /* Prepare the hook */
6383         item_tester_hook = item_tester_hook_activate;
6384
6385         /* Get an item */
6386 #ifdef JP
6387         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò»ÏÆ°¤µ¤»¤Þ¤¹¤«? ";
6388         s = "»ÏÆ°¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Ê¤¤¡£";
6389 #else
6390         q = "Activate which item? ";
6391         s = "You have nothing to activate.";
6392 #endif
6393
6394         if (!get_item(&item, q, s, (USE_EQUIP))) return;
6395
6396         /* Activate the item */
6397         do_cmd_activate_aux(item);
6398 }
6399
6400
6401 /*
6402  * Hook to determine if an object is useable
6403  */
6404 static bool item_tester_hook_use(object_type *o_ptr)
6405 {
6406         u32b f1, f2, f3;
6407
6408         /* Ammo */
6409         if (o_ptr->tval == p_ptr->tval_ammo)
6410                 return (TRUE);
6411
6412         /* Useable object */
6413         switch (o_ptr->tval)
6414         {
6415                 case TV_SPIKE:
6416                 case TV_STAFF:
6417                 case TV_WAND:
6418                 case TV_ROD:
6419                 case TV_SCROLL:
6420                 case TV_POTION:
6421                 case TV_FOOD:
6422                 {
6423                         return (TRUE);
6424                 }
6425
6426                 default:
6427                 {
6428                         int i;
6429
6430                         /* Not known */
6431                         if (!object_known_p(o_ptr)) return (FALSE);
6432
6433                         /* HACK - only items from the equipment can be activated */
6434                         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6435                         {
6436                                 if (&inventory[i] == o_ptr)
6437                                 {
6438                                         /* Extract the flags */
6439                                         object_flags(o_ptr, &f1, &f2, &f3);
6440
6441                                         /* Check activation flag */
6442                                         if (f3 & TR3_ACTIVATE) return (TRUE);
6443                                 }
6444                         }
6445                 }
6446         }
6447
6448         /* Assume not */
6449         return (FALSE);
6450 }
6451
6452
6453 /*
6454  * Use an item
6455  * XXX - Add actions for other item types
6456  */
6457 void do_cmd_use(void)
6458 {
6459         int         item;
6460         object_type *o_ptr;
6461         cptr        q, s;
6462
6463         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
6464         {
6465                 set_action(ACTION_NONE);
6466         }
6467
6468         item_tester_no_ryoute = TRUE;
6469         /* Prepare the hook */
6470         item_tester_hook = item_tester_hook_use;
6471
6472         /* Get an item */
6473 #ifdef JP
6474 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
6475 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
6476 #else
6477         q = "Use which item? ";
6478         s = "You have nothing to use.";
6479 #endif
6480
6481         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return;
6482
6483         /* Get the item (in the pack) */
6484         if (item >= 0)
6485         {
6486                 o_ptr = &inventory[item];
6487         }
6488         /* Get the item (on the floor) */
6489         else
6490         {
6491                 o_ptr = &o_list[0 - item];
6492         }
6493
6494         switch (o_ptr->tval)
6495         {
6496                 /* Spike a door */
6497                 case TV_SPIKE:
6498                 {
6499                         do_cmd_spike();
6500                         break;
6501                 }
6502
6503                 /* Eat some food */
6504                 case TV_FOOD:
6505                 {
6506                         do_cmd_eat_food_aux(item);
6507                         break;
6508                 }
6509
6510                 /* Aim a wand */
6511                 case TV_WAND:
6512                 {
6513                         do_cmd_aim_wand_aux(item);
6514                         break;
6515                 }
6516
6517                 /* Use a staff */
6518                 case TV_STAFF:
6519                 {
6520                         do_cmd_use_staff_aux(item);
6521                         break;
6522                 }
6523
6524                 /* Zap a rod */
6525                 case TV_ROD:
6526                 {
6527                         do_cmd_zap_rod_aux(item);
6528                         break;
6529                 }
6530
6531                 /* Quaff a potion */
6532                 case TV_POTION:
6533                 {
6534                         do_cmd_quaff_potion_aux(item);
6535                         break;
6536                 }
6537
6538                 /* Read a scroll */
6539                 case TV_SCROLL:
6540                 {
6541                         /* Check some conditions */
6542                         if (p_ptr->blind)
6543                         {
6544 #ifdef JP
6545 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
6546 #else
6547                                 msg_print("You can't see anything.");
6548 #endif
6549
6550                                 return;
6551                         }
6552                         if (no_lite())
6553                         {
6554 #ifdef JP
6555 msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
6556 #else
6557                                 msg_print("You have no light to read by.");
6558 #endif
6559
6560                                 return;
6561                         }
6562                         if (p_ptr->confused)
6563                         {
6564 #ifdef JP
6565 msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª");
6566 #else
6567                                 msg_print("You are too confused!");
6568 #endif
6569
6570                                 return;
6571                         }
6572
6573                   do_cmd_read_scroll_aux(item);
6574                   break;
6575                 }
6576
6577                 /* Fire ammo */
6578                 case TV_SHOT:
6579                 case TV_ARROW:
6580                 case TV_BOLT:
6581                 {
6582                         do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
6583                         break;
6584                 }
6585
6586                 /* Activate an artifact */
6587                 default:
6588                 {
6589                         do_cmd_activate_aux(item);
6590                         break;
6591                 }
6592         }
6593 }
6594
6595 static bool select_magic_eater(bool only_browse)
6596 {
6597         int ext=0;
6598         char choice;
6599         bool flag, redraw, request_list;
6600         int tval = 0;
6601         int             ask = TRUE, i = 0;
6602         char            out_val[160];
6603
6604         int menu_line = (use_menu ? 1 : 0);
6605
6606 #ifdef ALLOW_REPEAT
6607         int sn;
6608         if (repeat_pull(&sn))
6609         {
6610                 /* Verify the spell */
6611                 if (sn >= EATER_EXT*2 && !(p_ptr->magic_num1[sn] > k_info[lookup_kind(TV_ROD, sn-EATER_EXT*2)].pval * (p_ptr->magic_num2[sn] - 1) * EATER_ROD_CHARGE))
6612                         return sn;
6613                 else if (sn < EATER_EXT*2 && !(p_ptr->magic_num1[sn] < EATER_CHARGE))
6614                         return sn;
6615         }
6616         
6617 #endif /* ALLOW_REPEAT */
6618
6619         for (i = 0; i < 108; i++)
6620         {
6621                 if (p_ptr->magic_num2[i]) break;
6622         }
6623         if (i == 108)
6624         {
6625 #ifdef JP
6626                 msg_print("ËâË¡¤ò³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6627 #else
6628                 msg_print("You don't have any magic!");
6629 #endif
6630                 return -1;
6631         }
6632
6633         if (use_menu)
6634         {
6635                 screen_save();
6636
6637                 while(!tval)
6638                 {
6639 #ifdef JP
6640                         prt(format(" %s ¾ó", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
6641                         prt(format(" %s ËâË¡ËÀ", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
6642                         prt(format(" %s ¥í¥Ã¥É", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
6643                         prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
6644 #else
6645                         prt(format(" %s staff", (menu_line == 1) ? "> " : "  "), 2, 14);
6646                         prt(format(" %s wand", (menu_line == 2) ? "> " : "  "), 3, 14);
6647                         prt(format(" %s rod", (menu_line == 3) ? "> " : "  "), 4, 14);
6648                         prt("Which type of magic do you usu?", 0, 0);
6649 #endif
6650                         choice = inkey();
6651                         switch(choice)
6652                         {
6653                         case ESCAPE:
6654                         case 'z':
6655                         case 'Z':
6656                                 screen_load();
6657                                 return -1;
6658                         case '2':
6659                         case 'j':
6660                         case 'J':
6661                                 menu_line++;
6662                                 break;
6663                         case '8':
6664                         case 'k':
6665                         case 'K':
6666                                 menu_line+= 2;
6667                                 break;
6668                         case '\r':
6669                         case 'x':
6670                         case 'X':
6671                                 ext = (menu_line-1)*EATER_EXT;
6672                                 if (menu_line == 1) tval = TV_STAFF;
6673                                 else if (menu_line == 2) tval = TV_WAND;
6674                                 else tval = TV_ROD;
6675                                 break;
6676                         }
6677                         if (menu_line > 3) menu_line -= 3;
6678                 }
6679                 screen_load();
6680         }
6681         else
6682         {
6683         while (TRUE)
6684         {
6685 #ifdef JP
6686                 if (!get_com("[A] ¾ó, [B] ËâË¡ËÀ, [C] ¥í¥Ã¥É:", &choice, TRUE))
6687 #else
6688                 if (!get_com("[A] staff, [B] wand, [C] rod:", &choice, TRUE))
6689 #endif
6690                 {
6691                         return -1;
6692                 }
6693                 if (choice == 'A' || choice == 'a')
6694                 {
6695                         ext = 0;
6696                         tval = TV_STAFF;
6697                         break;
6698                 }
6699                 if (choice == 'B' || choice == 'b')
6700                 {
6701                         ext = EATER_EXT;
6702                         tval = TV_WAND;
6703                         break;
6704                 }
6705                 if (choice == 'C' || choice == 'c')
6706                 {
6707                         ext = EATER_EXT*2;
6708                         tval = TV_ROD;
6709                         break;
6710                 }
6711         }
6712         }
6713         for (i = ext; i < ext + EATER_EXT; i++)
6714         {
6715                 if (p_ptr->magic_num2[i])
6716                 {
6717                         if (use_menu) menu_line = i-ext+1;
6718                         break;
6719                 }
6720         }
6721         if (i == ext+EATER_EXT)
6722         {
6723 #ifdef JP
6724                 msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
6725 #else
6726                 msg_print("You don't have that type of magic!");
6727 #endif
6728                 return -1;
6729         }
6730
6731         /* Nothing chosen yet */
6732         flag = FALSE;
6733
6734         /* No redraw yet */
6735         redraw = FALSE;
6736
6737         /* Build a prompt */
6738 #ifdef JP
6739 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
6740 #else
6741         (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? ");
6742 #endif
6743         
6744         /* Save the screen */
6745         screen_save();
6746
6747         request_list = always_show_list;
6748
6749         /* Get a spell from the user */
6750         while (!flag)
6751         {
6752                 /* Show the list */
6753                 if (request_list || use_menu)
6754                 {
6755                         byte y, x = 0;
6756                         int ctr, chance;
6757                         int k_idx;
6758                         char dummy[80];
6759                         int x1, y1, level;
6760                         byte col;
6761
6762                         strcpy(dummy, "");
6763
6764                         for (y = 1; y < 20; y++)
6765                                 prt("", y, x);
6766
6767                         y = 1;
6768
6769                         /* Print header(s) */
6770 #ifdef JP
6771                         prt(format("                           %s ¼ºÎ¨                           %s ¼ºÎ¨", (tval == TV_ROD ? "  ¾õÂÖ  " : "»ÈÍѲó¿ô"), (tval == TV_ROD ? "  ¾õÂÖ  " : "»ÈÍѲó¿ô")), y++, x);
6772 #else
6773                         prt(format("                           %s Fail                           %s Fail", (tval == TV_ROD ? "  Stat  " : " Charges"), (tval == TV_ROD ? "  Stat  " : " Charges")), y++, x);
6774 #endif
6775
6776                         /* Print list */
6777                         for (ctr = 0; ctr < EATER_EXT; ctr++)
6778                         {
6779                                 if (!p_ptr->magic_num2[ctr+ext]) continue;
6780
6781                                 k_idx = lookup_kind(tval, ctr);
6782
6783                                 if (use_menu)
6784                                 {
6785                                         if (ctr == (menu_line-1))
6786 #ifdef JP
6787                                                 strcpy(dummy, "¡Õ");
6788 #else
6789                                         strcpy(dummy, "> ");
6790 #endif
6791                                         else strcpy(dummy, "  ");
6792                                                 
6793                                 }
6794                                 /* letter/number for power selection */
6795                                 else
6796                                 {
6797                                         char letter;
6798                                         if (ctr < 26)
6799                                                 letter = I2A(ctr);
6800                                         else
6801                                                 letter = '0' + ctr - 26;
6802                                         sprintf(dummy, "%c)",letter);
6803                                 }
6804                                 x1 = ((ctr < EATER_EXT/2) ? x : x + 40);
6805                                 y1 = ((ctr < EATER_EXT/2) ? y + ctr : y + ctr - EATER_EXT/2);
6806                                 level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
6807                                 chance = level * 4 / 5 + 20;
6808                                 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
6809                                 level /= 2;
6810                                 if (p_ptr->lev > level)
6811                                 {
6812                                         chance -= 3 * (p_ptr->lev - level);
6813                                 }
6814                                 chance += p_ptr->to_m_chance;
6815                                 if (p_ptr->heavy_spell) chance += 20;
6816                                 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
6817                                 else if (p_ptr->easy_spell) chance-=3;
6818                                 else if (p_ptr->dec_mana) chance-=2;
6819                                 chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
6820                                 /* Stunning makes spells harder */
6821                                 if (p_ptr->stun > 50) chance += 25;
6822                                 else if (p_ptr->stun) chance += 15;
6823
6824                                 if (chance > 95) chance = 95;
6825
6826                                 if(p_ptr->dec_mana) chance--;
6827                                 if (p_ptr->heavy_spell) chance += 5;
6828
6829                                 col = TERM_WHITE;
6830
6831                                 if (k_idx)
6832                                 {
6833                                         if (tval == TV_ROD)
6834                                         {
6835                                                 strcat(dummy, format(
6836 #ifdef JP
6837                                                                " %-22.22s ½¼Å¶:%2d/%2d%3d%%",
6838 #else
6839                                                                " %-22.22s   (%2d/%2d) %3d%%",
6840 #endif
6841                                                                k_name + k_info[k_idx].name, 
6842                                                                p_ptr->magic_num1[ctr+ext] ? 
6843                                                                (p_ptr->magic_num1[ctr+ext] - 1) / (EATER_ROD_CHARGE * k_info[k_idx].pval) +1 : 0, 
6844                                                                p_ptr->magic_num2[ctr+ext], chance));
6845                                                 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;
6846                                         }
6847                                         else
6848                                         {
6849                                                 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));
6850                                                 if (p_ptr->magic_num1[ctr+ext] < EATER_CHARGE) col = TERM_RED;
6851                                         }
6852                                 }
6853                                 else
6854                                         strcpy(dummy, "");
6855                                 c_prt(col, dummy, y1, x1);
6856                         }
6857                 }
6858
6859                 if(!get_com(out_val, &choice, FALSE)) break; 
6860
6861                 if (use_menu && choice != ' ')
6862                 {
6863                         switch(choice)
6864                         {
6865                                 case '0':
6866                                 {
6867                                         screen_load();
6868                                         return (FALSE);
6869                                         break;
6870                                 }
6871
6872                                 case '8':
6873                                 case 'k':
6874                                 case 'K':
6875                                 {
6876                                         do
6877                                         {
6878                                                 menu_line += EATER_EXT - 1;
6879                                                 if (menu_line > EATER_EXT) menu_line -= EATER_EXT;
6880                                         } while(!p_ptr->magic_num2[menu_line+ext-1]);
6881                                         break;
6882                                 }
6883
6884                                 case '2':
6885                                 case 'j':
6886                                 case 'J':
6887                                 {
6888                                         do
6889                                         {
6890                                                 menu_line++;
6891                                                 if (menu_line > EATER_EXT) menu_line -= EATER_EXT;
6892                                         } while(!p_ptr->magic_num2[menu_line+ext-1]);
6893                                         break;
6894                                 }
6895
6896                                 case '4':
6897                                 case 'h':
6898                                 case 'H':
6899                                 case '6':
6900                                 case 'l':
6901                                 case 'L':
6902                                 {
6903                                         bool reverse = FALSE;
6904                                         if ((choice == '4') || (choice == 'h') || (choice == 'H')) reverse = TRUE;
6905                                         if (menu_line > EATER_EXT/2)
6906                                         {
6907                                                 menu_line -= EATER_EXT/2;
6908                                                 reverse = TRUE;
6909                                         }
6910                                         else menu_line+=EATER_EXT/2;
6911                                         while(!p_ptr->magic_num2[menu_line+ext-1])
6912                                         {
6913                                                 if (reverse)
6914                                                 {
6915                                                         menu_line--;
6916                                                         if (menu_line < 2) reverse = FALSE;
6917                                                 }
6918                                                 else
6919                                                 {
6920                                                         menu_line++;
6921                                                         if (menu_line > EATER_EXT-1) reverse = TRUE;
6922                                                 }
6923                                         }
6924                                         break;
6925                                 }
6926
6927                                 case 'x':
6928                                 case 'X':
6929                                 case '\r':
6930                                 {
6931                                         i = menu_line - 1;
6932                                         ask = FALSE;
6933                                         break;
6934                                 }
6935                         }
6936                 }
6937
6938                 /* Request redraw */
6939                 if (use_menu && ask) continue;
6940
6941                 /* Request redraw */
6942                 if (!use_menu && ((choice == ' ') || (choice == '*') || (choice == '?')))
6943                 {
6944                         /* Hide the list */
6945                         if (request_list)
6946                         {
6947                                 /* Hide list */
6948                                 request_list = FALSE;
6949                                 
6950                                 /* Restore the screen */
6951                                 screen_load();
6952                                 screen_save();
6953                         }
6954                         else
6955                                 request_list = TRUE;
6956
6957                         /* Redo asking */
6958                         continue;
6959                 }
6960
6961                 if (!use_menu)
6962                 {
6963                         if (isalpha(choice))
6964                         {
6965                                 /* Note verify */
6966                                 ask = (isupper(choice));
6967
6968                                 /* Lowercase */
6969                                 if (ask) choice = tolower(choice);
6970
6971                                 /* Extract request */
6972                                 i = (islower(choice) ? A2I(choice) : -1);
6973                         }
6974                         else
6975                         {
6976                                 ask = FALSE; /* Can't uppercase digits */
6977
6978                                 i = choice - '0' + 26;
6979                         }
6980                 }
6981
6982                 /* Totally Illegal */
6983                 if ((i < 0) || (i > EATER_EXT) || !p_ptr->magic_num2[i+ext])
6984                 {
6985                         bell();
6986                         continue;
6987                 }
6988
6989                 if (!only_browse)
6990                 {
6991                         /* Verify it */
6992                         if (ask)
6993                         {
6994                                 char tmp_val[160];
6995
6996                                 /* Prompt */
6997 #ifdef JP
6998                                 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", k_name + k_info[lookup_kind(tval ,i)].name);
6999 #else
7000                                 (void) strnfmt(tmp_val, 78, "Use %s?", k_name + k_info[lookup_kind(tval ,i)].name);
7001 #endif
7002
7003                                 /* Belay that order */
7004                                 if (!get_check(tmp_val)) continue;
7005                         }
7006                         if (tval == TV_ROD)
7007                         {
7008                                 if (p_ptr->magic_num1[ext+i]  > k_info[lookup_kind(tval, i)].pval * (p_ptr->magic_num2[ext+i] - 1) * EATER_ROD_CHARGE)
7009                                 {
7010 #ifdef JP
7011                                         msg_print("¤½¤ÎËâË¡¤Ï¤Þ¤À½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
7012 #else
7013                                         msg_print("The magic are still charging.");
7014 #endif
7015                                         msg_print(NULL);
7016                                         if (use_menu) ask = TRUE;
7017                                         continue;
7018                                 }
7019                         }
7020                         else
7021                         {
7022                                 if (p_ptr->magic_num1[ext+i] < EATER_CHARGE)
7023                                 {
7024 #ifdef JP
7025                                         msg_print("¤½¤ÎËâË¡¤Ï»ÈÍѲó¿ô¤¬ÀÚ¤ì¤Æ¤¤¤ë¡£");
7026 #else
7027                                         msg_print("The magic has no charges left.");
7028 #endif
7029                                         msg_print(NULL);
7030                                         if (use_menu) ask = TRUE;
7031                                         continue;
7032                                 }
7033                         }
7034                 }
7035
7036                 /* Browse */
7037                 else
7038                 {
7039                         int line, j;
7040                         char temp[70 * 20];
7041
7042                         /* Clear lines, position cursor  (really should use strlen here) */
7043                         Term_erase(7, 23, 255);
7044                         Term_erase(7, 22, 255);
7045                         Term_erase(7, 21, 255);
7046                         Term_erase(7, 20, 255);
7047
7048                         roff_to_buf(k_text + k_info[lookup_kind(tval, i)].text, 62, temp);
7049                         for (j = 0, line = 21; temp[j]; j += 1 + strlen(&temp[j]))
7050                         {
7051                                 prt(&temp[j], line, 10);
7052                                 line++;
7053                         }
7054         
7055 #ifdef JP
7056                         prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£",0,0);
7057 #else
7058                         prt("Hit any key.",0,0);
7059 #endif
7060                         (void)inkey();
7061                         continue;
7062                 }
7063
7064                 /* Stop the loop */
7065                 flag = TRUE;
7066         }
7067
7068         /* Restore the screen */
7069         screen_load();
7070
7071         if (!flag) return -1;
7072
7073 #ifdef ALLOW_REPEAT
7074         repeat_push(ext+i);
7075 #endif /* ALLOW_REPEAT */
7076         return ext+i;
7077 }
7078
7079
7080 /*
7081  *  Use eaten rod, wand or staff
7082  */
7083 void do_cmd_magic_eater(bool only_browse)
7084 {
7085         int item, dir, chance, level, k_idx, tval, sval;
7086         bool use_charge = TRUE;
7087
7088         /* Not when confused */
7089         if (!only_browse && p_ptr->confused)
7090         {
7091 #ifdef JP
7092 msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
7093 #else
7094                 msg_print("You are too confused!");
7095 #endif
7096
7097                 return;
7098         }
7099
7100         item = select_magic_eater(only_browse);
7101         if (item == -1)
7102         {
7103                 energy_use = 0;
7104                 return;
7105         }
7106         if (item >= EATER_EXT*2) {tval = TV_ROD;sval = item - EATER_EXT*2;}
7107         else if (item >= EATER_EXT) {tval = TV_WAND;sval = item - EATER_EXT;}
7108         else {tval = TV_STAFF;sval = item;}
7109         k_idx = lookup_kind(tval, sval);
7110
7111         level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
7112         chance = level * 4 / 5 + 20;
7113         chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
7114         level /= 2;
7115         if (p_ptr->lev > level)
7116         {
7117                 chance -= 3 * (p_ptr->lev - level);
7118         }
7119         chance += p_ptr->to_m_chance;
7120         if (p_ptr->heavy_spell) chance += 20;
7121         if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
7122         else if (p_ptr->easy_spell) chance-=3;
7123         else if (p_ptr->dec_mana) chance-=2;
7124         chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
7125         /* Stunning makes spells harder */
7126         if (p_ptr->stun > 50) chance += 25;
7127         else if (p_ptr->stun) chance += 15;
7128
7129         if (chance > 95) chance = 95;
7130
7131         if(p_ptr->dec_mana) chance--;
7132         if (p_ptr->heavy_spell) chance += 5;
7133
7134         if (randint0(100) < chance)
7135         {
7136                 if (flush_failure) flush();
7137
7138 #ifdef JP
7139 msg_print("¼öʸ¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡ª");
7140 #else
7141                 msg_format("You failed to get the magic off!");
7142 #endif
7143
7144                 sound(SOUND_FAIL);
7145                 if (randint1(100) >= chance)
7146                         chg_virtue(V_CHANCE,-1);
7147                 energy_use = 100;
7148
7149                 return;
7150         }
7151         else
7152         {
7153                 if (tval == TV_ROD)
7154                 {
7155                         if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE))
7156                                 if (!get_aim_dir(&dir)) return;
7157                         rod_effect(sval, dir, &use_charge, TRUE);
7158                         if (!use_charge) return;
7159                 }
7160                 else if (tval == TV_WAND)
7161                 {
7162                         if (!get_aim_dir(&dir)) return;
7163                         wand_effect(sval, dir, TRUE);
7164                 }
7165                 else
7166                 {
7167                         staff_effect(sval, &use_charge, TRUE);
7168                         if (!use_charge) return;
7169
7170                         /* Delayed optimization */
7171                         optimize_inventry_auto_destroy();
7172                 }
7173                 if (randint1(100) < chance)
7174                         chg_virtue(V_CHANCE,1);
7175         }
7176         energy_use = 100;
7177         if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE;
7178         else p_ptr->magic_num1[item] -= EATER_CHARGE;
7179 }