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