OSDN Git Service

warning除去。
[hengband/hengband.git] / src / cmd2.c
index da064dc..067784f 100644 (file)
@@ -1,15 +1,15 @@
 /* File: cmd2.c */
 
-/* Purpose: Movement commands (part 2) */
-
 /*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
  *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies.  Other copyrights may also apply.
  */
 
+/* Purpose: Movement commands (part 2) */
+
 #include "angband.h"
 
 
@@ -35,15 +35,14 @@ void do_cmd_go_up(void)
        {
                /* Success */
 #ifdef JP
-       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-               msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
-       else
-               msg_print("¾å¤Î³¬¤ËÅФä¿¡£");
+               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+                       msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+               else
+                       msg_print("¾å¤Î³¬¤ËÅФä¿¡£");
 #else
                msg_print("You enter the up staircase.");
 #endif
 
-
                leave_quest_check();
 
                p_ptr->inside_quest = c_ptr->special;
@@ -66,127 +65,121 @@ void do_cmd_go_up(void)
 
                p_ptr->oldpx = 0;
                p_ptr->oldpy = 0;
+
+               /* End the command */
+               return;
        }
-       /* Normal up stairs */
-       else if ((c_ptr->feat == FEAT_LESS) || (c_ptr->feat == FEAT_LESS_LESS))
+
+       /* Normal up stairs? */
+       if (c_ptr->feat != FEAT_LESS && c_ptr->feat != FEAT_LESS_LESS)
        {
-               if (!dun_level)
-               {
-                       go_up = TRUE;
-               }
-               else
-               {
-                       if (confirm_stairs)
-                       {
 #ifdef JP
-if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
+               msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
 #else
-                               if (get_check("Really leave the level? "))
+               msg_print("I see no up staircase here.");
 #endif
 
-                                       go_up = TRUE;
-                       }
-                       else
-                       {
-                               go_up = TRUE;
-                       }
-               }
+               return;
+       }
+
+       if (!dun_level)
+       {
+               go_up = TRUE;
+       }
+       else
+       {
+               quest_type *q_ptr = &quest[p_ptr->inside_quest];
 
-               if (go_up)
+               /* Confirm leaving from once only quest */
+               if (confirm_quest && p_ptr->inside_quest &&
+                   (q_ptr->type == QUEST_TYPE_RANDOM ||
+                    (q_ptr->flags & QUEST_FLAG_ONCE &&
+                     q_ptr->status != QUEST_STATUS_COMPLETED)))
                {
+#ifdef JP
+                       msg_print("¤³¤Î³¬¤ò°ìÅÙµî¤ë¤ÈÆóÅÙ¤ÈÌá¤Ã¤ÆÍè¤é¤ì¤Þ¤»¤ó¡£");
+                       if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) go_up = TRUE;
+#else
+                       msg_print("You can't come back here once you leave this floor.");
+                       if (get_check("Really leave this floor? ")) go_up = TRUE;
+#endif
+               }
+               else
+               {
+                       go_up = TRUE;
+               }
+       }
 
-                       /* Hack -- take a turn */
-                       energy_use = 100;
+       /* Cancel the command */
+       if (!go_up) return;
 
-                       if (autosave_l) do_cmd_save_game(TRUE);
+       /* Hack -- take a turn */
+       energy_use = 100;
 
-                       if (p_ptr->inside_quest)
-                       {
-                               if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
+       if (autosave_l) do_cmd_save_game(TRUE);
 
-                               leave_quest_check();
+       if (p_ptr->inside_quest)
+       {
+               leave_quest_check();
 
-                               p_ptr->inside_quest = c_ptr->special;
-                       }
+               if (quest[leaving_quest].type != QUEST_TYPE_RANDOM)
+               {
+                       p_ptr->inside_quest = c_ptr->special;
+                       dun_level = 0;
+               }
+               else
+               {
+                       p_ptr->inside_quest = 0;
+               }
 
-                       /* New depth */
-                       if (c_ptr->feat == FEAT_LESS_LESS)
-                       {
-                               /* Create a way back */
-                               create_down_stair = 2;
+               up_num = 0;
+       }
+       else
+       {
+               /* New depth */
+               if (c_ptr->feat == FEAT_LESS_LESS)
+               {
+                       /* Create a way back */
+                       prepare_change_floor_mode(CFM_UP | CFM_SHAFT);
 
-                               up_num += 2;
-                       }
-                       else
-                       {
-                               /* Create a way back */
-                               create_down_stair = 1;
+                       up_num = 2;
+               }
+               else
+               {
+                       /* Create a way back */
+                       prepare_change_floor_mode(CFM_UP);
 
-                               up_num += 1;
-                       }
-                       if (!c_ptr->special && dungeon_type && ((dun_level - up_num + 1) > d_info[dungeon_type].mindepth) && one_in_(13))
-                       {
-                               up_num++;
-#ifdef JP
-                               if (c_ptr->feat == FEAT_LESS_LESS) msg_print("Ť¤¹£Æ»¤ò¾å¤Ã¤¿¡£");
-                               else msg_print("Ť¤³¬Ãʤò¾å¤Ã¤¿¡£");
-#else
-                               msg_print("These were very long stairs.");
-#endif
-                               msg_print(NULL);
-                       }
-                       if (dun_level-up_num+1 == d_info[dungeon_type].mindepth) up_num = dun_level;
-#ifdef JP
-                       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿");
-#else
-                       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "go up the stairs to");
-#endif
-                       dun_level -= up_num;
+                       up_num = 1;
+               }
+
+               /* Get out from current dungeon */
+               if (dun_level - up_num < d_info[dungeon_type].mindepth)
+                       up_num = dun_level;
+       }
 
-                       /* Success */
 #ifdef JP
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
-                       else if (0 == dun_level)
-                               msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£");
-                       else
-                               msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
+       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿");
 #else
-                       if (0 == dun_level)
-                               msg_print("You go back to the surface.");
-                       else
-                               msg_print("You enter a maze of up staircases.");
+       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "climbed up the stairs to");
 #endif
 
-
-                       /* Leaving the dungeon to town */
-                       if (!dun_level && dungeon_type)
-                       {
-                               p_ptr->leaving_dungeon = TRUE;
-                               if (!vanilla_town && !lite_town)
-                               {
-                                       p_ptr->wilderness_y = d_info[dungeon_type].dy;
-                                       p_ptr->wilderness_x = d_info[dungeon_type].dx;
-                               }
-                               p_ptr->recall_dungeon = dungeon_type;
-                       }
-
-                       if (!dun_level) dungeon_type = 0;
-
-                       /* Leaving */
-                       p_ptr->leaving = TRUE;
-               }
-       }
-       else
-       {
+       /* Success */
 #ifdef JP
-               msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+               msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+       else if (up_num == dun_level)
+               msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£");
+       else
+               msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
 #else
-               msg_print("I see no up staircase here.");
+       if (up_num == dun_level)
+               msg_print("You go back to the surface.");
+       else
+               msg_print("You enter a maze of up staircases.");
 #endif
 
-               return;
-       }
+       /* Leaving */
+       p_ptr->leaving = TRUE;
 }
 
 
@@ -196,7 +189,6 @@ if (get_check("
 void do_cmd_go_down(void)
 {
        cave_type *c_ptr;
-       bool go_down = FALSE;
        bool fall_trap = FALSE;
        int down_num = 0;
 
@@ -280,116 +272,92 @@ void do_cmd_go_down(void)
                                if (!get_check("Do you really get in this dungeon? ")) return;
 #endif
                        }
-                       go_down = TRUE;
 
                        /* Save old player position */
                        p_ptr->oldpx = px;
                        p_ptr->oldpy = py;
                        dungeon_type = (byte)c_ptr->special;
                }
-               else
-               {
-                       if (confirm_stairs)
-                       {
-#ifdef JP
-if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
-#else
-                               if (get_check("Really leave the level? "))
-#endif
 
-                                       go_down = TRUE;
-                       }
-                       else
-                       {
-                               go_down = TRUE;
-                       }
-               }
+               /* Hack -- take a turn */
+               energy_use = 100;
 
-               if (go_down)
-               {
+               if (autosave_l) do_cmd_save_game(TRUE);
 
-                       /* Hack -- take a turn */
-                       energy_use = 100;
+               /* Go down */
+               if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
+               else down_num += 1;
 
-                       if (autosave_l) do_cmd_save_game(TRUE);
 
-                       /* Go down */
-                       if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
-                       else down_num += 1;
-                       if (!quest_number(dun_level+down_num) && (dun_level < d_info[dungeon_type].maxdepth - 1 - down_num) && one_in_(13) && !fall_trap && dun_level && !ironman_downward)
-                       {
-                               down_num++;
+               if (!dun_level)
+               {
+                       /* Enter the dungeon just now */
+                       p_ptr->enter_dungeon = TRUE;
+                       down_num = d_info[c_ptr->special].mindepth;
+               }
+
+               if (record_stair)
+               {
 #ifdef JP
-                               if (c_ptr->feat == FEAT_MORE_MORE) msg_print("Ť¤¹£Æ»¤ò²¼¤ê¤¿¡£");
-                               else msg_print("Ť¤³¬Ãʤò²¼¤ê¤¿¡£");
+                       if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
+                       else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
 #else
-                               msg_print("These were very long stairs.");
+                       if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fell through a trap door");
+                       else do_cmd_write_nikki(NIKKI_STAIR, down_num, "climbed down the stairs to");
 #endif
-                               msg_print(NULL);
-                       }
-                       else if (!dun_level) down_num = d_info[c_ptr->special].mindepth;
-                       if (record_stair)
-                       {
+               }
+
+               if (fall_trap)
+               {
 #ifdef JP
-                               if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
-                               else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
+                       msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
 #else
-                               if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fall from trap door");
-                               else do_cmd_write_nikki(NIKKI_STAIR, down_num, "go down the stairs to");
+                       msg_print("You deliberately jump through the trap door.");
 #endif
-                       }
-
-                       if (fall_trap)
+               }
+               else
+               {
+                       /* Success */
+                       if(c_ptr->feat == FEAT_ENTRANCE)
                        {
-                               dun_level += down_num;
 #ifdef JP
-                               msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
+                               msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
 #else
-                               msg_print("You deliberately jump through the trap door.");
+                               msg_format("You entered %s.", d_text + d_info[dungeon_type].text);
 #endif
                        }
                        else
                        {
-                               /* Success */
-                               if(c_ptr->feat == FEAT_ENTRANCE)
-                               {
-                                       dun_level = d_info[c_ptr->special].mindepth;
 #ifdef JP
-                                       msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
-#else
-                                       msg_format("You entered %s.", d_text + d_info[dungeon_type].text);
-#endif
-                               }
+                               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+                                       msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
                                else
-                               {
-                                       dun_level += down_num;
-#ifdef JP
-                                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                               msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
-                                       else
-                                               msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
+                                       msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
 #else
-                                       msg_print("You enter a maze of down staircases.");
+                               msg_print("You enter a maze of down staircases.");
 #endif
-                               }
                        }
+               }
 
 
-                       /* Leaving */
-                       p_ptr->leaving = TRUE;
+               /* Leaving */
+               p_ptr->leaving = TRUE;
 
-                       if (!fall_trap)
+               if (fall_trap)
+               {
+                       prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+               }
+               else
+               {
+                       if (c_ptr->feat == FEAT_MORE_MORE)
                        {
-                               if (c_ptr->feat == FEAT_MORE_MORE)
-                               {
-                                       /* Create a way back */
-                                       create_up_stair = 2;
-                               }
-                               else
-                               {
-                                       /* Create a way back */
-                                       create_up_stair = 1;
-                               }
+                               /* Create a way back */
+                               prepare_change_floor_mode(CFM_DOWN | CFM_SHAFT);
+                       }
+                       else
+                       {
+                               /* Create a way back */
+                               prepare_change_floor_mode(CFM_DOWN);
                        }
                }
        }
@@ -472,7 +440,7 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
        int number;
 
        bool small;
-       bool great = FALSE;
+       u32b mode = AM_GOOD;
 
        object_type forge;
        object_type *q_ptr;
@@ -490,7 +458,7 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
        {
                number = 5;
                small = FALSE;
-               great = TRUE;
+               mode |= AM_GREAT;
                object_level = o_ptr->xtra3;
        }
        else
@@ -525,7 +493,7 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
                else
                {
                        /* Make a good object */
-                       if (!make_object(q_ptr, TRUE, great)) continue;
+                       if (!make_object(q_ptr, mode)) continue;
                }
 
                /* If chest scatters its contents, pick any floor square. */
@@ -623,7 +591,7 @@ static void chest_trap(int y, int x, s16b o_idx)
                msg_print("A puff of green gas surrounds you!");
 #endif
 
-               if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+               if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
                {
                        (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
                }
@@ -1577,17 +1545,6 @@ static bool do_cmd_tunnel_aux(int y, int x)
 
        }
 
-       /* No tunnelling through mountains */
-       else if (feat == FEAT_MOUNTAIN)
-       {
-#ifdef JP
-               msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
-#else
-               msg_print("You can't tunnel through that!");
-#endif
-
-       }
-
        /* Map border (mimiccing Permanent wall) */
        else if ((c_ptr->feat >= FEAT_PERM_EXTRA &&
                  c_ptr->feat <= FEAT_PERM_SOLID) ||
@@ -1767,7 +1724,7 @@ static bool do_cmd_tunnel_aux(int y, int x)
                        if (randint0(100) < (15 - dun_level/2))
                        {
                                /* Create a simple object */
-                               place_object(y, x, FALSE, FALSE);
+                               place_object(y, x, 0L);
 
                                /* Observe new object */
                                if (player_can_see_bold(y, x))
@@ -3201,12 +3158,13 @@ void do_cmd_rest(void)
        
        /* Why are you sleeping when there's no need?  WAKE UP!*/
        if ((p_ptr->chp == p_ptr->mhp) &&
-               (p_ptr->csp == p_ptr->msp) &&
-               !p_ptr->blind && !p_ptr->confused &&
-               !p_ptr->poisoned && !p_ptr->afraid &&
-               !p_ptr->stun && !p_ptr->cut &&
-               !p_ptr->slow && !p_ptr->paralyzed &&
-               !p_ptr->image && !p_ptr->word_recall)
+           (p_ptr->csp == p_ptr->msp) &&
+           !p_ptr->blind && !p_ptr->confused &&
+           !p_ptr->poisoned && !p_ptr->afraid &&
+           !p_ptr->stun && !p_ptr->cut &&
+           !p_ptr->slow && !p_ptr->paralyzed &&
+           !p_ptr->image && !p_ptr->word_recall &&
+           !p_ptr->alter_reality)
                        chg_virtue(V_DILIGENCE, -1);
 
        /* Save the rest code */
@@ -3694,9 +3652,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
        /* Actually "fire" the object */
        bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
        if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
-               chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval])/400 + bonus) * BTH_PLUS_ADJ);
+               chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
        else
-               chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval]-4000)/200 + bonus) * BTH_PLUS_ADJ);
+               chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
 
        energy_use = bow_energy(j_ptr->sval);
        tmul = bow_tmul(j_ptr->sval);
@@ -3726,7 +3684,6 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
 
                return;
        }
-       project_length = 0; /* reset to default */
 
        /* Get local object */
        q_ptr = &forge;
@@ -3776,6 +3733,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                ty = target_row;
        }
 
+       project_length = 0; /* reset to default */
 
        /* Hack -- Handle stuff */
        handle_stuff();
@@ -3852,9 +3810,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                                if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
                                {
                                        int amount = 0;
-                                       if (now_exp < 4000) amount = 80;
-                                       else if (now_exp <  6000) amount = 25;
-                                       else if ((now_exp < 7000) && (p_ptr->lev > 19)) amount = 10;
+                                       if (now_exp < SPELL_EXP_BEGINNER) amount = 80;
+                                       else if (now_exp < SPELL_EXP_SKILLED) amount = 25;
+                                       else if ((now_exp < SPELL_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
                                        else if (p_ptr->lev > 34) amount = 2;
                                        p_ptr->weapon_exp[0][j_ptr->sval] += amount;
                                        p_ptr->update |= (PU_BONUS);
@@ -3863,9 +3821,11 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
 
                        if (p_ptr->riding)
                        {
-                               if (p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING] && ((p_ptr->skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_list[p_ptr->riding].r_idx].level) && one_in_(2))
+                               if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
+                                       && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
+                                       && one_in_(2))
                                {
-                                       p_ptr->skill_exp[GINOU_RIDING]+=1;
+                                       p_ptr->skill_exp[GINOU_RIDING] += 1;
                                        p_ptr->update |= (PU_BONUS);
                                }
                        }
@@ -4322,8 +4282,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                /* Get a direction (or cancel) */
                if (!get_aim_dir(&dir)) return FALSE;
 
-               project_length = 0;  /* reset to default */
-
                /* Predict the "target" location */
                tx = px + 99 * ddx[dir];
                ty = py + 99 * ddy[dir];
@@ -4334,6 +4292,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        tx = target_col;
                        ty = target_row;
                }
+
+               project_length = 0;  /* reset to default */
        }
 
        if ((q_ptr->name1 == ART_MJOLLNIR) ||
@@ -4348,7 +4308,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        inven_item_describe(item);
                inven_item_optimize(item);
        }
-       
+
        /* Reduce and describe floor item */
        else
        {
@@ -4360,7 +4320,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                equiped_item = TRUE;
                p_ptr->redraw |= (PR_EQUIPPY);
        }
-       
+
        /* Take a turn */
        energy_use = 100;