/* File: cmd6.c */
-/* Purpose: Object commands */
-
/*
- * 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: Object commands */
+
#include "angband.h"
int ident, lev;
object_type *o_ptr;
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
+
/* Get the item (in the pack) */
if (item >= 0)
{
ident = FALSE;
/* Object level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
if (o_ptr->tval == TV_FOOD)
{
{
case SV_FOOD_POISON:
{
- if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
{
if (set_poisoned(p_ptr->poisoned + randint0(10) + 10))
{
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_KNOWLEDGE, -1);
chg_virtue(V_PATIENCE, -1);
if (o_ptr->tval == TV_FOOD) object_tried(o_ptr);
/* The player is now aware of the object */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
#endif
}
- else if ((p_ptr->prace == RACE_SKELETON ||
- p_ptr->prace == RACE_GOLEM ||
- p_ptr->prace == RACE_ZOMBIE ||
- p_ptr->prace == RACE_SPECTRE) &&
+ else if ((prace_is_(RACE_SKELETON) ||
+ prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) ||
+ prace_is_(RACE_SPECTRE)) &&
(o_ptr->tval == TV_STAFF || o_ptr->tval == TV_WAND))
{
cptr staff;
#else
msg_format("The %s has no charges left.", staff);
#endif
+
+ o_ptr->ident |= (IDENT_EMPTY);
+
+ /* Combine / Reorder the pack (later) */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->window |= (PW_INVEN);
+
return;
}
floor_item_charges(0 - item);
}
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
/* Don't eat a staff/wand itself */
return;
}
- else if ((p_ptr->prace == RACE_DEMON ||
+ else if ((prace_is_(RACE_DEMON) ||
(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) &&
(o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_CORPSE &&
- strchr("pht", r_info[o_ptr->pval].d_char)))
+ my_strchr("pht", r_info[o_ptr->pval].d_char)))
{
/* Drain vitality of humanoids */
char o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
msg_format("%s¤Ïdz¤¨¾å¤ê³¥¤Ë¤Ê¤Ã¤¿¡£ÀºÎϤòµÛ¼ý¤·¤¿µ¤¤¬¤¹¤ë¡£", o_name);
#endif
(void)set_food(PY_FOOD_MAX - 1);
}
- else if (p_ptr->prace == RACE_SKELETON)
+ else if (prace_is_(RACE_SKELETON))
{
#if 0
if (o_ptr->tval == TV_SKELETON ||
}
}
- else if ((p_ptr->prace == RACE_GOLEM) ||
- (p_ptr->prace == RACE_ZOMBIE) ||
- (p_ptr->prace == RACE_ENT) ||
- (p_ptr->prace == RACE_DEMON) ||
- (p_ptr->prace == RACE_ANDROID) ||
- (p_ptr->prace == RACE_SPECTRE) ||
+ else if (prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) ||
+ prace_is_(RACE_ENT) ||
+ prace_is_(RACE_DEMON) ||
+ prace_is_(RACE_ANDROID) ||
+ prace_is_(RACE_SPECTRE) ||
(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
{
#ifdef JP
set_food(p_ptr->food + ((o_ptr->pval) / 20));
}
+ else if (o_ptr->tval == TV_FOOD && o_ptr->sval == SV_FOOD_WAYBREAD)
+ {
+ /* Waybread is always fully satisfying. */
+ set_food(MAX(p_ptr->food, PY_FOOD_MAX - 1));
+ }
else
{
+ /* Food can feed the player */
(void)set_food(p_ptr->food + o_ptr->pval);
}
if (o_ptr->tval==TV_FOOD) return TRUE;
#if 0
- if (p_ptr->prace == RACE_SKELETON)
+ if (prace_is_(RACE_SKELETON))
{
if (o_ptr->tval == TV_SKELETON ||
(o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON))
else
#endif
- if (p_ptr->prace == RACE_SKELETON ||
- p_ptr->prace == RACE_GOLEM ||
- p_ptr->prace == RACE_ZOMBIE ||
- p_ptr->prace == RACE_SPECTRE)
+ if (prace_is_(RACE_SKELETON) ||
+ prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) ||
+ prace_is_(RACE_SPECTRE))
{
if (o_ptr->tval == TV_STAFF || o_ptr->tval == TV_WAND)
return TRUE;
}
- else if ((p_ptr->prace == RACE_DEMON) ||
+ else if (prace_is_(RACE_DEMON) ||
(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON))
{
if (o_ptr->tval == TV_CORPSE &&
o_ptr->sval == SV_CORPSE &&
- strchr("pht", r_info[o_ptr->pval].d_char))
+ my_strchr("pht", r_info[o_ptr->pval].d_char))
return TRUE;
}
static void do_cmd_quaff_potion_aux(int item)
{
int ident, lev;
- object_type *o_ptr;
+ object_type *o_ptr;
object_type forge;
object_type *q_ptr;
return;
}
- if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any())
{
- stop_singing();
+ if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();
}
/* Get the item (in the pack) */
ident = FALSE;
/* Object level */
- lev = get_object_level(q_ptr);
+ lev = k_info[q_ptr->k_idx].level;
/* Analyze the potion */
if (q_ptr->tval == TV_POTION)
msg_print("The potion makes you vomit!");
#endif
- (void)set_food(PY_FOOD_STARVE - 1);
+ if (!(prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) ||
+ prace_is_(RACE_DEMON) ||
+ prace_is_(RACE_ANDROID) ||
+ prace_is_(RACE_SPECTRE) ||
+ (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))
+ {
+ /* Only living creatures get thirsty */
+ (void)set_food(PY_FOOD_STARVE - 1);
+ }
+
(void)set_poisoned(0);
(void)set_paralyzed(p_ptr->paralyzed + 4);
ident = TRUE;
break;
case SV_POTION_POISON:
- if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
{
if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))
{
ident = TRUE;
if (one_in_(3)) lose_all_info();
else wiz_dark();
- teleport_player(100);
+ (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
wiz_dark();
#ifdef JP
-msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
-msg_print("²¿¤â»×¤¤½Ð¤»¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ØÍ褿¤Î¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
+ msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
+ msg_print("²¿¤â»×¤¤½Ð¤»¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ØÍ褿¤Î¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
#else
msg_print("You wake up somewhere with a sore head...");
msg_print("You can't remember a thing, or how you got here!");
#ifdef JP
msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
#else
- msg_print("Your feel your head clear.");
+ msg_print("You feel your head clear.");
#endif
p_ptr->window |= (PW_PLAYER);
ident = TRUE;
#ifdef JP
msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
#else
- msg_print("Your feel your head clear.");
+ msg_print("You feel your head clear.");
#endif
p_ptr->redraw |= (PR_MANA);
chg_virtue(V_KNOWLEDGE, 1);
chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE, FALSE);
+ wiz_lite(FALSE);
ident = TRUE;
break;
chg_virtue(V_KNOWLEDGE, 1);
chg_virtue(V_ENLIGHTEN, 2);
msg_print(NULL);
- wiz_lite(TRUE, FALSE);
+ wiz_lite(FALSE);
(void)do_inc_stat(A_INT);
(void)do_inc_stat(A_WIS);
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
}
}
- if (p_ptr->prace == RACE_SKELETON)
+ if (prace_is_(RACE_SKELETON))
{
#ifdef JP
msg_print("±ÕÂΤΰìÉô¤Ï¤¢¤Ê¤¿¤Î¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(q_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(q_ptr);
/* An identification was made */
- if (ident && !object_aware_p(q_ptr))
+ if (ident && !object_is_aware(q_ptr))
{
object_aware(q_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
switch (p_ptr->prace)
{
case RACE_VAMPIRE:
- (void)set_food(p_ptr->food + (o_ptr->pval / 10));
+ (void)set_food(p_ptr->food + (q_ptr->pval / 10));
break;
case RACE_SKELETON:
/* Do nothing */
case RACE_ZOMBIE:
case RACE_DEMON:
case RACE_SPECTRE:
- set_food(p_ptr->food + ((o_ptr->pval) / 20));
+ set_food(p_ptr->food + ((q_ptr->pval) / 20));
break;
case RACE_ANDROID:
- if (o_ptr->tval == TV_FLASK)
+ if (q_ptr->tval == TV_FLASK)
{
#ifdef JP
msg_print("¥ª¥¤¥ë¤òÊäµë¤·¤¿¡£");
}
else
{
- set_food(p_ptr->food + ((o_ptr->pval) / 20));
+ set_food(p_ptr->food + ((q_ptr->pval) / 20));
}
break;
case RACE_ENT:
#else
msg_print("You are moistened.");
#endif
- set_food(MIN(p_ptr->food + o_ptr->pval + 1000, PY_FOOD_MAX - 1));
+ set_food(MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
break;
default:
- (void)set_food(p_ptr->food + o_ptr->pval);
+ (void)set_food(p_ptr->food + q_ptr->pval);
break;
}
break;
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
- set_food(p_ptr->food + ((o_ptr->pval) / 20));
+ set_food(p_ptr->food + ((q_ptr->pval) / 20));
break;
case MIMIC_VAMPIRE:
- (void)set_food(p_ptr->food + (o_ptr->pval / 10));
+ (void)set_food(p_ptr->food + (q_ptr->pval / 10));
break;
default:
- (void)set_food(p_ptr->food + o_ptr->pval);
+ (void)set_food(p_ptr->food + q_ptr->pval);
break;
}
}
{
if (o_ptr->tval == TV_POTION) return TRUE;
- if (p_ptr->prace == RACE_ANDROID)
+ if (prace_is_(RACE_ANDROID))
{
if (o_ptr->tval == TV_FLASK && o_ptr->sval == SV_FLASK_OIL)
return TRUE;
return;
}
- if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
- {
- stop_singing();
- }
+ if (music_singing_any()) stop_singing();
+
+ /* Hex */
+ if (hex_spelling_any() && ((p_ptr->lev < 35) || hex_spell_fully())) stop_hex_spell_all();
/* Not identified yet */
ident = FALSE;
/* Object level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Assume the scroll will get used up */
used_up = TRUE;
case SV_SCROLL_CURSE_WEAPON:
{
- if (curse_weapon(FALSE, INVEN_RARM)) ident = TRUE;
+ k = 0;
+ if (buki_motteruka(INVEN_RARM))
+ {
+ k = INVEN_RARM;
+ if (buki_motteruka(INVEN_LARM) && one_in_(2)) k = INVEN_LARM;
+ }
+ else if (buki_motteruka(INVEN_LARM)) k = INVEN_LARM;
+ if (k && curse_weapon(FALSE, k)) ident = TRUE;
break;
}
case SV_SCROLL_PHASE_DOOR:
{
- teleport_player(10);
+ teleport_player(10, 0L);
ident = TRUE;
break;
}
case SV_SCROLL_TELEPORT:
{
- teleport_player(100);
+ teleport_player(100, 0L);
ident = TRUE;
break;
}
case SV_SCROLL_TELEPORT_LEVEL:
{
- (void)teleport_player_level();
+ (void)teleport_level(0);
ident = TRUE;
break;
}
case SV_SCROLL_STAR_DESTRUCTION:
{
- if (destroy_area(py, px, 13+randint0(5), TRUE))
+ if (destroy_area(py, px, 13 + randint0(5), FALSE))
ident = TRUE;
else
#ifdef JP
case SV_SCROLL_SPELL:
{
- 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;
+ 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) ||
+ (p_ptr->pclass == CLASS_SNIPER)) break;
p_ptr->add_spells++;
p_ptr->update |= (PU_SPELLS);
ident = TRUE;
{
fire_ball(GF_FIRE, 0, 666, 4);
/* Note: "Double" damage since it is centered on the player ... */
- if (!(p_ptr->oppose_fire || p_ptr->resist_fire || p_ptr->immune_fire))
+ if (!(IS_OPPOSE_FIRE() || p_ptr->resist_fire || p_ptr->immune_fire))
#ifdef JP
take_hit(DAMAGE_NOESCAPE, 50+randint1(50), "±ê¤Î´¬Êª", -1);
#else
case SV_SCROLL_ICE:
{
fire_ball(GF_ICE, 0, 777, 4);
- if (!(p_ptr->oppose_cold || p_ptr->resist_cold || p_ptr->immune_cold))
+ if (!(IS_OPPOSE_COLD() || p_ptr->resist_cold || p_ptr->immune_cold))
#ifdef JP
take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ¤Î´¬Êª", -1);
#else
case SV_SCROLL_RUMOR:
{
- errr err = 0;
-
- switch (randint1(20))
- {
- case 1:
-#ifdef JP
-err = get_rnd_line("chainswd_j.txt", 0, Rumor);
-#else
- err = get_rnd_line("chainswd.txt", 0, Rumor);
-#endif
-
- break;
- case 2:
-#ifdef JP
-err = get_rnd_line("error_j.txt", 0, Rumor);
-#else
- err = get_rnd_line("error.txt", 0, Rumor);
-#endif
-
- break;
- case 3:
- case 4:
- case 5:
-#ifdef JP
-err = get_rnd_line("death_j.txt", 0, Rumor);
-#else
- err = get_rnd_line("death.txt", 0, Rumor);
-#endif
-
- break;
- default:
-#ifdef JP
-err = get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10);
-#else
- err = get_rnd_line("rumors.txt", 0, Rumor);
-#endif
-
- break;
- }
-
- /* An error occured */
-#ifdef JP
-if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
-#else
- if (err) strcpy(Rumor, "Some rumors are wrong.");
-#endif
-
-
#ifdef JP
-msg_print("´¬Êª¤Ë¤Ï¥á¥Ã¥»¡¼¥¸¤¬½ñ¤«¤ì¤Æ¤¤¤ë:");
+ msg_print("´¬Êª¤Ë¤Ï¥á¥Ã¥»¡¼¥¸¤¬½ñ¤«¤ì¤Æ¤¤¤ë:");
#else
msg_print("There is message on the scroll. It says:");
#endif
msg_print(NULL);
- msg_format("%s", Rumor);
+ display_rumor(TRUE);
msg_print(NULL);
#ifdef JP
-msg_print("´¬Êª¤Ï±ì¤òΩ¤Æ¤Æ¾Ã¤¨µî¤Ã¤¿¡ª");
+ msg_print("´¬Êª¤Ï±ì¤òΩ¤Æ¤Æ¾Ã¤¨µî¤Ã¤¿¡ª");
#else
msg_print("The scroll disappears in a puff of smoke!");
#endif
#endif
used_up = FALSE;
}
- else if (o_ptr->tval==TV_PARCHEMENT)
+ else if (o_ptr->tval==TV_PARCHMENT)
{
cptr q;
char o_name[MAX_NLEN];
q=format("book-%d_jp.txt",o_ptr->sval);
/* Display object description */
- object_desc(o_name, o_ptr, TRUE, 0);
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
/* Build the filename */
path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, q);
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* An identification was made */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
*/
static bool item_tester_hook_readable(object_type *o_ptr)
{
- if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHEMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);
+ if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);
/* Assume not */
return (FALSE);
}
/* Read the scroll */
- do_cmd_read_scroll_aux(item, object_aware_p(o_ptr));
+ do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));
}
case SV_STAFF_TELEPORTATION:
{
- teleport_player(100);
+ teleport_player(100, 0L);
ident = TRUE;
break;
}
}
for (k = 0; k < num; k++)
{
- attempts = 1000;
+ attempts = 1000;
- while(attempts--)
+ while (attempts--)
{
scatter(&y, &x, py, px, 4, 0);
- if (!cave_floor_bold(y, x)) continue;
+ if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
- if ((y != py) || (x != px)) break;
+ if (!player_bold(y, x)) break;
}
project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
#ifdef JP
msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
#else
- msg_print("Your feel your head clear.");
+ msg_print("You feel your head clear.");
#endif
p_ptr->redraw |= (PR_MANA);
case SV_STAFF_DESTRUCTION:
{
- if (destroy_area(py, px, 13+randint0(5), TRUE))
+ if (destroy_area(py, px, 13 + randint0(5), FALSE))
ident = TRUE;
break;
#else
msg_print("Nothing happen.");
#endif
- if (p_ptr->prace == RACE_SKELETON || p_ptr->prace == RACE_GOLEM ||
- p_ptr->prace == RACE_ZOMBIE || p_ptr->prace == RACE_SPECTRE)
+ if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
#ifdef JP
msg_print("¤â¤Ã¤¿¤¤¤Ê¤¤»ö¤ò¤·¤¿¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£¿©¤Ùʪ¤ÏÂçÀڤˤ·¤Ê¤¯¤Æ¤Ï¡£");
#else
energy_use = 100;
/* Extract the item level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
if (lev > 50) lev = 50 + (lev - 50)/2;
/* Base chance of success */
/* Sound */
sound(SOUND_ZAP);
- ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_aware_p(o_ptr));
+ ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_is_aware(o_ptr));
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* An identification was made */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
/* Allow direction to be cancelled for free */
- if (object_aware_p(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
+ if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
|| o_ptr->sval == SV_WAND_HASTE_MONSTER))
target_pet = TRUE;
if (!get_aim_dir(&dir))
energy_use = 100;
/* Get the level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
if (lev > 50) lev = 50 + (lev - 50)/2;
/* Base chance of success */
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* Apply identification */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
{
int ident = FALSE;
+ /* Unused */
+ (void)magic;
+
/* Analyze the rod */
switch (sval)
{
/* Get a direction (unless KNOWN not to need it) */
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)) ||
- !object_aware_p(o_ptr))
+ !object_is_aware(o_ptr))
{
/* Get a direction, allow cancel */
if (!get_aim_dir(&dir)) return;
energy_use = 100;
/* Extract the item level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Base chance of success */
chance = p_ptr->skill_dev;
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* Successfully determined the object function */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
u32b flgs[TR_FLAG_SIZE];
/* Not known */
- if (!object_known_p(o_ptr)) return (FALSE);
+ if (!object_is_known(o_ptr)) return (FALSE);
/* Extract the flags */
object_flags(o_ptr, flgs);
monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
+ /* Unused */
+ (void)v;
+
if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
energy_use = 100;
/* Extract the item level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Hack -- use artifact level instead */
- if (artifact_p(o_ptr)) lev = a_info[o_ptr->name1].level;
+ if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
else if (o_ptr->art_name)
{
switch (o_ptr->xtra2)
break;
case ACT_BA_COLD_1:
case ACT_BA_FIRE_1:
+ case ACT_BA_FIRE_2:
case ACT_TERROR:
case ACT_PROT_EVIL:
case ACT_ID_PLAIN:
case ACT_DRAIN_2:
case ACT_VAMPIRE_1:
case ACT_BO_MISS_2:
- case ACT_BA_FIRE_2:
+ case ACT_BA_FIRE_3:
case ACT_WHIRLWIND:
case ACT_CHARM_ANIMAL:
case ACT_SUMMON_ANIMAL:
/* Sound */
sound(SOUND_ZAP);
+ if (o_ptr->name1)
+ {
+ if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
+ }
- if (o_ptr->art_name && o_ptr->xtra2)
+ if (object_is_artifact(o_ptr) && o_ptr->xtra2)
{
(void)activate_random_artifact(o_ptr);
}
/* Artifacts */
- else if (o_ptr->name1)
+ else if (object_is_fixed_artifact(o_ptr))
{
/* Choose effect */
switch (o_ptr->name1)
{
- case ART_GALADRIEL:
- {
-#ifdef JP
- msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
-#else
- msg_print("The phial wells with clear light...");
-#endif
+ default:
+ break;
+ }
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
- break;
- }
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
- case ART_ELENDIL:
- {
-#ifdef JP
- msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("The star shines brightly...");
-#endif
+ /* Done */
+ return;
+ }
- map_area(DETECT_RAD_MAP);
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
+ if (object_is_smith(o_ptr))
+ {
+ switch (o_ptr->xtra3-1)
+ {
+ case ESSENCE_TMP_RES_ACID:
+ (void)set_oppose_acid(randint1(20) + 20, FALSE);
+ o_ptr->timeout = randint0(50) + 50;
+ return;
- case ART_JUDGE:
- {
-#ifdef JP
-msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
-#else
- msg_print("The Jewel flashes bright red!");
-#endif
+ case ESSENCE_TMP_RES_ELEC:
+ (void)set_oppose_elec(randint1(20) + 20, FALSE);
+ o_ptr->timeout = randint0(50) + 50;
+ return;
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE, FALSE);
-#ifdef JP
-msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
-take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
-#else
- msg_print("The Jewel drains your vitality...");
- take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
-#endif
+ case ESSENCE_TMP_RES_FIRE:
+ (void)set_oppose_fire(randint1(20) + 20, FALSE);
+ o_ptr->timeout = randint0(50) + 50;
+ return;
+
+ case ESSENCE_TMP_RES_COLD:
+ (void)set_oppose_cold(randint1(20) + 20, FALSE);
+ o_ptr->timeout = randint0(50) + 50;
+ return;
+
+ case TR_IMPACT:
+ earthquake(py, px, 5);
+ o_ptr->timeout = 100 + randint1(100);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Done */
+ return;
+ }
+ }
+
+
+ if (o_ptr->name2 == EGO_TRUMP)
+ {
+ teleport_player(100, 0L);
+ o_ptr->timeout = 50 + randint1(50);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Done */
+ return;
+ }
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
+ if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
+ {
+ if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
+ {
#ifdef JP
-if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
+ msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
#else
- if (get_check("Activate recall? "))
+ msg_print("It has no fuel.");
#endif
+ energy_use = 0;
+ return;
+ }
+ lite_area(damroll(2, 15), 3);
+ o_ptr->timeout = randint0(10) + 10;
- {
- (void)word_of_recall();
- }
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
- o_ptr->timeout = randint0(20) + 20;
- break;
- }
+ return;
+ }
+
+
+ if (o_ptr->name2 == EGO_EARTHQUAKES)
+ {
+ earthquake(py, px, 5);
+ o_ptr->timeout = 100 + randint1(100);
- case ART_CARLAMMAS:
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Done */
+ return;
+ }
+
+
+ if (o_ptr->name2 == EGO_JUMP)
+ {
+ teleport_player(10, 0L);
+ o_ptr->timeout = 10 + randint1(10);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Done */
+ return;
+ }
+
+
+ /* Hack -- Dragon Scale Mail can be activated as well */
+ if (o_ptr->tval == TV_DRAG_ARMOR)
+ {
+ /* Get a direction for breathing (or abort) */
+ if (!get_aim_dir(&dir)) return;
+
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
+
+ /* Branch on the sub-type */
+ switch (o_ptr->sval)
+ {
+ case SV_DRAGON_BLUE:
{
#ifdef JP
- msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
+ msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- msg_print("The amulet lets out a shrill wail...");
+ msg_print("You breathe lightning.");
#endif
- k = 3 * p_ptr->lev;
- (void)set_protevil(randint1(25) + k, FALSE);
- o_ptr->timeout = randint0(225) + 225;
+ fire_ball(GF_ELEC, dir, 100, -2);
+ o_ptr->timeout = randint0(150) + 150;
break;
}
- case ART_INGWE:
+ case SV_DRAGON_WHITE:
{
#ifdef JP
- msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
+ msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- msg_print("The amulet floods the area with goodness...");
+ msg_print("You breathe frost.");
#endif
- dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(200) + 200;
+ fire_ball(GF_COLD, dir, 110, -2);
+ o_ptr->timeout = randint0(150) + 150;
break;
}
- case ART_YATA:
+ case SV_DRAGON_BLACK:
{
#ifdef JP
- msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
+ msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- msg_print("The mirror floods the area with goodness...");
+ msg_print("You breathe acid.");
#endif
- dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(200) + 200;
+ fire_ball(GF_ACID, dir, 130, -2);
+ o_ptr->timeout = randint0(150) + 150;
break;
}
- case ART_FRAKIR:
+ case SV_DRAGON_GREEN:
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
+ msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- msg_print("You order Frakir to strangle your opponent.");
+ msg_print("You breathe poison gas.");
#endif
- if (!get_aim_dir(&dir)) return;
- if (drain_life(dir, 100))
- o_ptr->timeout = randint0(100) + 100;
+ fire_ball(GF_POIS, dir, 150, -2);
+ o_ptr->timeout = randint0(180) + 180;
break;
}
- case ART_TULKAS:
+ case SV_DRAGON_RED:
{
#ifdef JP
- msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
+ msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- msg_print("The ring glows brightly...");
+ msg_print("You breathe fire.");
#endif
- (void)set_fast(randint1(75) + 75, FALSE);
- o_ptr->timeout = randint0(150) + 150;
+ fire_ball(GF_FIRE, dir, 200, -2);
+ o_ptr->timeout = randint0(200) + 200;
break;
}
- case ART_NARYA:
+ case SV_DRAGON_MULTIHUED:
{
+ chance = randint0(5);
#ifdef JP
- msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
+ msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
+ ((chance == 1) ? "°ðºÊ" :
+ ((chance == 2) ? "Î䵤" :
+ ((chance == 3) ? "»À" :
+ ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
#else
- msg_print("The ring glows deep red...");
+ msg_format("You breathe %s.",
+ ((chance == 1) ? "lightning" :
+ ((chance == 2) ? "frost" :
+ ((chance == 3) ? "acid" :
+ ((chance == 4) ? "poison gas" : "fire")))));
#endif
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 300, 3);
- o_ptr->timeout = randint0(225) + 225;
+ fire_ball(((chance == 1) ? GF_ELEC :
+ ((chance == 2) ? GF_COLD :
+ ((chance == 3) ? GF_ACID :
+ ((chance == 4) ? GF_POIS : GF_FIRE)))),
+ dir, 250, -2);
+ o_ptr->timeout = randint0(200) + 200;
break;
}
- case ART_NENYA:
+ case SV_DRAGON_BRONZE:
{
#ifdef JP
- msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
+ msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- msg_print("The ring glows bright white...");
+ msg_print("You breathe confusion.");
#endif
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 400, 3);
- o_ptr->timeout = randint0(325) + 325;
+ fire_ball(GF_CONFUSION, dir, 120, -2);
+ o_ptr->timeout = randint0(180) + 180;
break;
}
- case ART_VILYA:
- case ART_GOURYU:
+ case SV_DRAGON_GOLD:
{
#ifdef JP
- msg_format("%s¤Ï¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_VILYA ? "»ØÎØ" : "¥½¡¼¥É");
+ msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- msg_format("The %s glows deep blue...", o_ptr->name1 == ART_VILYA ? "ring" : "sword");
+ msg_print("You breathe sound.");
#endif
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ELEC, dir, 500, 3);
- o_ptr->timeout = randint0(425) + 425;
+ fire_ball(GF_SOUND, dir, 130, -2);
+ o_ptr->timeout = randint0(180) + 180;
break;
}
- case ART_POWER:
- case ART_AHO:
+ case SV_DRAGON_CHAOS:
{
+ chance = randint0(2);
#ifdef JP
- msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
+ msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
+ ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
#else
- msg_print("The ring glows intensely black...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- ring_of_power(dir);
- o_ptr->timeout = randint0(450) + 450;
- break;
- }
-
- case ART_RAZORBACK:
- {
- int num = damroll(5, 3);
- int y, x;
- int attempts;
-
-#ifdef JP
- msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your armor is surrounded by lightning...");
-#endif
-
-
- for (k = 0; k < num; k++)
- {
- attempts = 1000;
-
- while(attempts--)
- {
- scatter(&y, &x, py, px, 4, 0);
-
- if (!cave_floor_bold(y, x)) continue;
-
- if ((y != py) || (x != px)) break;
- }
-
- project(0, 3, y, x, 150, GF_ELEC,
- (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
- }
-
- o_ptr->timeout = 1000;
- break;
- }
-
- case ART_BLADETURNER:
- {
- if (!get_aim_dir(&dir)) return;
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe the elements.");
-#endif
-
- fire_ball(GF_MISSILE, dir, 300, 4);
-#ifdef JP
- msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your armor glows many colours...");
-#endif
-
- (void)set_afraid(0);
- (void)set_hero(randint1(50) + 50, FALSE);
- (void)hp_player(10);
- (void)set_blessed(randint1(50) + 50, FALSE);
- (void)set_oppose_acid(randint1(50) + 50, FALSE);
- (void)set_oppose_elec(randint1(50) + 50, FALSE);
- (void)set_oppose_fire(randint1(50) + 50, FALSE);
- (void)set_oppose_cold(randint1(50) + 50, FALSE);
- (void)set_oppose_pois(randint1(50) + 50, FALSE);
- o_ptr->timeout = 400;
- break;
- }
-
- case ART_SOULKEEPER:
- {
-#ifdef JP
- msg_print("³»¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
- msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
-#else
- msg_print("Your armor glows a bright white...");
- msg_print("You feel much better...");
-#endif
-
- (void)hp_player(1000);
- (void)set_cut(0);
- o_ptr->timeout = 888;
- break;
- }
-
- case ART_LOHENGRIN:
- {
-#ifdef JP
-msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
-#else
- msg_print("A heavenly choir sings...");
-#endif
-
- (void)set_poisoned(0);
- (void)set_cut(0);
- (void)set_stun(0);
- (void)set_confused(0);
- (void)set_blind(0);
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(777);
- o_ptr->timeout = 300;
- break;
- }
-
- case ART_JULIAN:
- {
-#ifdef JP
- msg_print("³»¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your armor glows deep blue...");
-#endif
-
- (void)symbol_genocide(200, TRUE);
- o_ptr->timeout = 500;
- break;
- }
-
- case ART_CASPANION:
- {
-#ifdef JP
- msg_print("³»¤¬ÀÖ¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your armor glows bright red...");
-#endif
-
- destroy_doors_touch();
- o_ptr->timeout = 10;
- break;
- }
-
- case ART_DOR:
- case ART_TERROR:
- case ART_STONEMASK:
- {
- turn_monsters(40 + p_ptr->lev);
- o_ptr->timeout = 3 * (p_ptr->lev + 10);
-
- break;
- }
-
- case ART_HOLHENNETH:
- {
-#ifdef JP
- msg_print("¥Ø¥ë¥á¥Ã¥È¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
- msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
-#else
- msg_print("Your helm glows bright white...");
- msg_print("An image forms in your mind...");
-#endif
-
- detect_all(DETECT_RAD_DEFAULT);
- o_ptr->timeout = randint0(55) + 55;
- break;
- }
-
- case ART_AMBER:
- {
-#ifdef JP
- msg_print("²¦´§¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
- msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
-#else
- msg_print("Your crown glows deep blue...");
- msg_print("You feel a warm tingling inside...");
-#endif
-
- (void)hp_player(700);
- (void)set_cut(0);
- o_ptr->timeout = 250;
- break;
- }
-
- case ART_COLLUIN:
- case ART_SEIRYU:
- {
-#ifdef JP
- msg_format("%s¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_COLLUIN ? "¥¯¥í¡¼¥¯" : "³»");
-#else
- msg_format("Your %s glows many colours...", o_ptr->name1 == ART_COLLUIN ? "cloak" : "armor");
-#endif
-
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- (void)set_oppose_pois(randint1(20) + 20, FALSE);
- o_ptr->timeout = 111;
- break;
- }
-
- case ART_HOLCOLLETH:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your cloak glows deep blue...");
-#endif
-
- sleep_monsters_touch();
- o_ptr->timeout = 55;
- break;
- }
-
- case ART_THINGOL:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬²«¿§¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your cloak glows bright yellow...");
-#endif
-
- recharge(130);
- o_ptr->timeout = 70;
- break;
- }
-
- case ART_COLANNON:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬ÊÕ¤ê¤Î¶õ´Ö¤ò¤æ¤¬¤Þ¤»¤¿...");
-#else
- msg_print("Your cloak twists space around you...");
-#endif
-
- teleport_player(100);
- o_ptr->timeout = 45;
- break;
- }
-
- case ART_LUTHIEN:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your cloak glows a deep red...");
-#endif
-
- restore_level();
- o_ptr->timeout = 450;
- break;
- }
-
- case ART_CAMMITHRIM:
- {
-#ifdef JP
- msg_print("¥°¥í¡¼¥Ö¤¬âÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your gloves glow extremely brightly...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- o_ptr->timeout = 2;
- break;
- }
-
- case ART_PAURHACH:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in fire...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
- break;
- }
-
- case ART_PAURNIMMEN:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in frost...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
- break;
- }
-
- case ART_PAURAEGEN:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in sparks...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
- break;
- }
-
- case ART_PAURNEN:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬»À¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in acid...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ACID, dir, damroll(5, 8));
- o_ptr->timeout = randint0(6) + 6;
- break;
- }
-
- case ART_FINGOLFIN:
- {
-#ifdef JP
- msg_print("¥»¥¹¥¿¥¹¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
- msg_print("Your cesti grows magical spikes...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ARROW, dir, 150);
- o_ptr->timeout = randint0(90) + 90;
- break;
- }
-
- case ART_FEANOR:
- {
-#ifdef JP
- msg_print("¥Ö¡¼¥Ä¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your boots glow bright green...");
-#endif
-
- (void)set_fast(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_FLORA:
- {
-#ifdef JP
- msg_print("¥Ö¡¼¥Ä¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your boots glow deep blue...");
-#endif
-
- (void)set_afraid(0);
- (void)set_poisoned(0);
- o_ptr->timeout = 5;
- break;
- }
-
- case ART_NARTHANC:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in fire...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
- break;
- }
-
- case ART_NIMTHANC:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in frost...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
- break;
- }
-
- case ART_DETHANC:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in sparks...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
- break;
- }
-
- case ART_RILIA:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬¿¼¤¤Îп§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
-#else
- msg_print("Your dagger throbs deep green...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_POIS, dir, 12, 3);
- o_ptr->timeout = randint0(4) + 4;
- break;
- }
-
- case ART_NUMAHOKO:
- {
-#ifdef JP
- msg_print("Ì·¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
-#else
- msg_print("Your dagger throbs deep blue...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_WATER, dir, 200, 3);
- o_ptr->timeout = 250;
- break;
- }
-
- case ART_FIONA:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in frost...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 48, 2);
- o_ptr->timeout = randint0(5) + 5;
- break;
- }
-
- case ART_KUSANAGI:
- case ART_WEREWINDLE:
- {
- switch (randint1(13))
- {
- case 1: case 2: case 3: case 4: case 5:
- teleport_player(10);
- break;
- case 6: case 7: case 8: case 9: case 10:
- teleport_player(222);
- break;
- case 11: case 12:
- (void)stair_creation();
- break;
- default:
-#ifdef JP
-if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Leave this level? "))
-#endif
-
- {
- if (autosave_l) do_cmd_save_game(TRUE);
-
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
- }
- o_ptr->timeout = 35;
- break;
- }
-
- case ART_KAMUI:
- {
- teleport_player(222);
- o_ptr->timeout = 25;
- break;
- }
-
- case ART_RINGIL:
- {
-#ifdef JP
- msg_print("¥½¡¼¥É¤¬ÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your sword glows an intense blue...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 100, 2);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_DAWN:
- {
-#ifdef JP
-msg_print("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon the Legion of the Dawn.");
-#endif
-
- (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 500 + randint1(500);
- break;
- }
-
- case ART_ANDURIL:
- {
-#ifdef JP
- msg_print("¥½¡¼¥É¤¬ÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your sword glows an intense red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 72, 2);
- o_ptr->timeout = 400;
- break;
- }
-
- case ART_THEODEN:
- {
-#ifdef JP
- msg_print("¥¢¥Ã¥¯¥¹¤Î¿Ï¤¬¹õ¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your axe blade glows black...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- drain_life(dir, 120);
- o_ptr->timeout = 400;
- break;
- }
-
- case ART_RUNESPEAR:
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÎÁä¤ÏÅŵ¤¤Ç¥¹¥Ñ¡¼¥¯¤·¤Æ¤¤¤ë...");
-#else
- msg_print("Your spear crackles with electricity...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ELEC, dir, 100, 3);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_AEGLOS:
- {
-#ifdef JP
- msg_print("¥¹¥Ô¥¢¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your spear glows a bright white...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 100, 3);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_DESTINY:
- {
-#ifdef JP
- msg_print("¥¹¥Ô¥¢¤¬¸ÝÆ°¤·¤¿...");
-#else
- msg_print("Your spear pulsates...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- wall_to_mud(dir);
- o_ptr->timeout = 5;
- break;
- }
-
- case ART_NAIN:
- {
-#ifdef JP
- msg_print("¤Ä¤ë¤Ï¤·¤¬¸ÝÆ°¤·¤¿...");
-#else
- msg_print("Your mattock pulsates...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- wall_to_mud(dir);
- o_ptr->timeout = 2;
- break;
- }
-
- case ART_EONWE:
- {
-#ifdef JP
- msg_print("¥¢¥Ã¥¯¥¹¤«¤é¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("Your axe lets out a long, shrill note...");
-#endif
-
- (void)mass_genocide(200, TRUE);
- o_ptr->timeout = 1000;
- break;
- }
-
- case ART_LOTHARANG:
- {
-#ifdef JP
- msg_print("¥Ð¥È¥ë¡¦¥¢¥Ã¥¯¥¹¤¬¿¼»ç¤Î¸÷¤òÊü¼Í¤·¤¿...");
-#else
- msg_print("Your battle axe radiates deep purple...");
-#endif
-
- hp_player(damroll(4, 8));
- (void)set_cut((p_ptr->cut / 2) - 50);
- o_ptr->timeout = randint0(3) + 3;
- break;
- }
-
- case ART_ULMO:
- {
-#ifdef JP
- msg_print("¥È¥é¥¤¥Ç¥ó¥È¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your trident glows deep red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- teleport_monster(dir);
- o_ptr->timeout = 150;
- break;
- }
-
- case ART_AVAVIR:
- {
-#ifdef JP
- msg_print("Âç³ù¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows soft white...");
-#endif
- if (!word_of_recall()) return;
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_MAGATAMA:
- {
-#ifdef JP
- msg_print("¸û¶Ì¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows soft white...");
-#endif
- if (!word_of_recall()) return;
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_TOTILA:
- {
-#ifdef JP
- msg_print("¥Õ¥ì¥¤¥ë¤¬ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤¿...");
-#else
- msg_print("Your flail glows in scintillating colours...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- confuse_monster(dir, 20);
- o_ptr->timeout = 15;
- break;
- }
-
- case ART_FIRESTAR:
- {
-#ifdef JP
- msg_print("¥â¡¼¥Ë¥ó¥°¥¹¥¿¡¼¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...");
-#else
- msg_print("Your morning star rages in fire...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 72, 3);
- o_ptr->timeout = 100;
- break;
- }
-
- case ART_GOTHMOG:
- {
-#ifdef JP
- msg_print("¥à¥Á¤¬¿¼¤¤ÀÖ¿§¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your whip glows deep red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 120, 3);
- o_ptr->timeout = 15;
- break;
- }
-
- case ART_TARATOL:
- {
-#ifdef JP
- msg_print("¥á¥¤¥¹¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your mace glows bright green...");
-#endif
-
- (void)set_fast(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(100) + 100;
- break;
- }
-
- case ART_ERIRIL:
- {
-#ifdef JP
- msg_print("¥¯¥©¡¼¥¿¡¼¥¹¥¿¥Ã¥Õ¤¬²«¿§¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your quarterstaff glows yellow...");
-#endif
-
- if (!ident_spell(FALSE)) return;
- o_ptr->timeout = 10;
- break;
- }
-
- case ART_GANDALF:
- {
-#ifdef JP
- msg_print("¾ó¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your quarterstaff glows brightly...");
-#endif
-
- detect_all(DETECT_RAD_DEFAULT);
- probing();
- identify_fully(FALSE);
- o_ptr->timeout = 1000;
- break;
- }
-
- case ART_TURMIL:
- {
-#ifdef JP
- msg_print("¥Ï¥ó¥Þ¡¼¤¬Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your hammer glows white...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- drain_life(dir, 90);
- o_ptr->timeout = 70;
- break;
- }
-
- case ART_BRAND:
- {
-#ifdef JP
- msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your crossbow glows deep red...");
-#endif
-
- (void)brand_bolts();
- o_ptr->timeout = 999;
- break;
- }
- case ART_CRIMSON:
- {
- int num = 1;
- int i;
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- int tx, ty;
-#ifdef JP
- msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
-#else
- msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
-#endif
-
- if (!get_aim_dir(&dir)) return;
-
- /* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- if (p_ptr->pclass == CLASS_ARCHER)
- {
- /* Extra shot at level 10 */
- if (p_ptr->lev >= 10) num++;
-
- /* Extra shot at level 30 */
- if (p_ptr->lev >= 30) num++;
-
- /* Extra shot at level 45 */
- if (p_ptr->lev >= 45) num++;
- }
-
- for (i = 0; i < num; i++)
- project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
- o_ptr->timeout = 15;
- break;
- }
- case ART_PALANTIR:
- {
- monster_type *m_ptr;
- monster_race *r_ptr;
- int i;
-
-#ifdef JP
- msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
-#else
- msg_print("Some strange places show up in your mind. And you see ...");
-#endif
-
- /* Process the monsters (backwards) */
- for (i = m_max - 1; i >= 1; i--)
- {
- /* Access the monster */
- m_ptr = &m_list[i];
-
- /* Ignore "dead" monsters */
- if (!m_ptr->r_idx) continue;
-
- r_ptr = &r_info[m_ptr->r_idx];
-
- if(r_ptr->flags1 & RF1_UNIQUE)
- {
-#ifdef JP
- msg_format("%s¡¥ ",r_name + r_ptr->name);
-#else
- msg_format("%s. ",r_name + r_ptr->name);
-#endif
- }
- }
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_STONE_LORE:
- {
-#ifdef JP
- msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
-#else
- msg_print("The stone reveals hidden mysteries...");
-#endif
- if (!ident_spell(FALSE)) return;
-
- if (mp_ptr->spell_book)
- {
- /* Sufficient mana */
- if (20 <= p_ptr->csp)
- {
- /* Use some mana */
- p_ptr->csp -= 20;
- }
-
- /* Over-exert the player */
- else
- {
- int oops = 20 - p_ptr->csp;
-
- /* No mana left */
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
-
- /* Message */
-#ifdef JP
- msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("You are too weak to control the stone!");
-#endif
-
- /* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr->paralyzed +
- randint1(5 * oops + 1));
-
- /* Confusing. */
- (void)set_confused(p_ptr->confused +
- randint1(5 * oops + 1));
- }
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
- }
-
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
-#endif
-
- /* Confusing. */
- if (one_in_(5)) (void)set_confused(p_ptr->confused +
- randint1(10));
-
- /* Exercise a little care... */
- if (one_in_(20))
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
-#endif
- o_ptr->timeout = 0;
- break;
- }
-
- case ART_BOROMIR:
- {
- msg_print("You wind a mighty blast; your enemies tremble!");
- (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
- o_ptr->timeout = randint0(40) + 40;
- break;
- }
- case ART_FARAMIR:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
-#else
- msg_print("You exterminate small life.");
-#endif
- (void)dispel_monsters(4);
- o_ptr->timeout = randint0(55) + 55;
- break;
- }
-
- case ART_HIMRING:
- {
-#ifdef JP
- msg_print("Æߤ¤²»¤¬ÊÕ¤ê¤òÊñ¤ß¤³¤ó¤À¡£");
-#else
- msg_print("A shrill wailing sound surrounds you.");
-#endif
- (void)set_protevil(randint1(25) + p_ptr->lev, FALSE);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case ART_ICANUS:
- {
-
-#ifdef JP
- msg_print("¥í¡¼¥Ö¤¬½ã¿è¤ÊËâÎϤǿ̤¨¤¿¡£");
-#else
- msg_print("The robe pulsates with raw mana...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MANA, dir, 120);
- o_ptr->timeout = randint0(120) + 120;
- break;
- }
- case ART_HURIN:
- {
- (void)set_fast(randint1(50) + 50, FALSE);
- hp_player(10);
- set_afraid(0);
- set_hero(randint1(50) + 50, FALSE);
- o_ptr->timeout = randint0(200) + 100;
- break;
- }
- case ART_GIL_GALAD:
- {
-#ifdef JP
- msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your shield gleams with blinding light...");
-#endif
- fire_ball(GF_LITE, 0, 300, 6);
- confuse_monsters(3 * p_ptr->lev / 2);
- o_ptr->timeout = 250;
- break;
- }
- case ART_YENDOR:
- {
-#ifdef JP
- msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your card gleams with blinding light...");
-#endif
- if (!recharge(1000)) return;
- o_ptr->timeout = 200;
- break;
- }
- case ART_MURAMASA:
- {
-#ifdef JP
- if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Are you sure?!"))
-#endif
- {
-#ifdef JP
- msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
-#else
- msg_print("The Muramasa pulsates...");
-#endif
- do_inc_stat(A_STR);
- if (one_in_(2))
- {
-#ifdef JP
- msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
-#else
- msg_print("The Muramasa is destroyed!");
-#endif
- curse_weapon(TRUE, item);
- }
- }
- break;
- }
- case ART_FLY_STONE:
- {
-#ifdef JP
- msg_print("ÀФ¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your stone glows pale...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_MANA, dir, 400, 4);
- o_ptr->timeout = randint0(250) + 250;
- break;
- }
- case ART_TAIKOBO:
- {
- int x, y;
-
- if (!get_rep_dir2(&dir)) return;
- y = py+ddy[dir];
- x = px+ddx[dir];
- tsuri_dir = dir;
- if (!(cave[y][x].feat == FEAT_DEEP_WATER) && !(cave[y][x].feat == FEAT_SHAL_WATER))
- {
-#ifdef JP
- msg_print("¤½¤³¤ÏΦÃϤÀ¡£");
-#else
- msg_print("There is no fishing place.");
-#endif
- return;
- }
- else if (cave[y][x].m_idx)
- {
- char m_name[80];
- monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
- msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
-#else
- msg_format("%^s is stand in your way.", m_name);
-#endif
- energy_use = 0;
- return;
- }
- set_action(ACTION_FISH);
- p_ptr->redraw |= (PR_STATE);
- break;
- }
- case ART_JONES:
- {
- if (!get_aim_dir(&dir)) return;
-#ifdef JP
- msg_print("¥à¥Á¤ò¿¤Ð¤·¤¿¡£");
-#else
- msg_print("You stretched your wip.");
-#endif
-
- fetch(dir, 500, TRUE);
- o_ptr->timeout = randint0(25) + 25;
- break;
- }
- case ART_ARRYU:
- {
- u32b mode = PM_ALLOW_GROUP;
- bool pet = !one_in_(5);
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
-
- if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
- {
-
- if (pet)
-#ifdef JP
- msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
- msg_print("A group of hounds appear as your servant.");
-#endif
-
- else
-#ifdef JP
- msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
-#else
- msg_print("A group of hounds appear as your enemy!");
-#endif
-
- }
-
- o_ptr->timeout = 300 + randint1(150);
- break;
- }
-
- case ART_GAEBOLG:
- {
-#ifdef JP
- msg_print("¥¹¥Ô¥¢¤ÏâÁ¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your spear grows brightly...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_LITE, dir, 200, 3);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case ART_INROU:
- {
- int count = 0, i;
- monster_type *m_ptr;
-#ifndef JP
- cptr kakusan = "";
-#endif
-
- if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
- {
-#ifdef JP
- msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("Suke-san apperars.");
- kakusan = "Suke-san";
-#endif
- count++;
- }
- if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
- {
-#ifdef JP
- msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("Kaku-san appears.");
- kakusan = "Kaku-san";
-#endif
- count++;
- }
- if (!count)
- {
- for (i = m_max - 1; i > 0; i--)
- {
- m_ptr = &m_list[i];
- if (!m_ptr->r_idx) continue;
- if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
- if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
- count++;
- break;
- }
- }
-
- if (count)
- {
-#ifdef JP
- msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
-#else
- msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
-#endif
-
- sukekaku = TRUE;
- stun_monsters(120);
- confuse_monsters(120);
- turn_monsters(120);
- stasis_monsters(120);
- sukekaku = FALSE;
- }
- else
- {
-#ifdef JP
- msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing happen.");
-#endif
- }
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case ART_HYOUSIGI:
- {
-#ifdef JP
- msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
-#else
- msg_print("You beat Your wooden clappers.");
-#endif
- aggravate_monsters(0);
- break;
- }
-
- case ART_MATOI:
- case ART_AEGISFANG:
- {
- set_hero(randint1(25)+25, FALSE);
- hp_player(10);
- o_ptr->timeout = randint0(30) + 30;
- break;
- }
-
- case ART_EARENDIL:
- {
- (void)set_poisoned(0);
- (void)set_confused(0);
- (void)set_blind(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_image(0);
-
- o_ptr->timeout = 100;
- break;
- }
-
- case ART_BOLISHOI:
- {
- if (!get_aim_dir(&dir)) return;
- (void)charm_animal(dir, p_ptr->lev);
-
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_ARUNRUTH:
- {
-#ifdef JP
- msg_print("¥½¡¼¥É¤¬Ã¸¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your sword glows a pale blue...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(12, 8));
- o_ptr->timeout = 50;
- break;
- }
- case ART_BLOOD:
- {
- int dummy, i;
-#ifdef JP
- msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows brightly!");
-#endif
- for (i = 0; i < TR_FLAG_SIZE; i++)
- o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
-
- dummy = randint1(2)+randint1(2);
- for (i = 0; i < dummy; i++)
- {
- int flag = randint0(19);
- if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
- }
- dummy = randint1(2);
- for (i = 0; i < dummy; i++)
- one_resistance(o_ptr);
- dummy = 2;
- for (i = 0; i < dummy; i++)
- {
- int tmp = randint0(11);
- if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
- else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
- }
- o_ptr->timeout = 3333;
- if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
- p_ptr->update |= (PU_BONUS | PU_HP);
- break;
- }
- case ART_KESHO:
- {
-#ifdef JP
- msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
-#else
- msg_print("You stamp. (as if you are in a ring.)");
-#endif
- (void)set_hero(randint1(20) + 20, FALSE);
- dispel_evil(p_ptr->lev * 3);
- o_ptr->timeout = 100 + randint1(100);
- break;
- }
- case ART_MOOK:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your cloak grows white.");
-#endif
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
- break;
- }
- case ART_HERMIT:
- {
-#ifdef JP
- msg_print("¥à¥Á¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("The whip lets out a shrill wail...");
-#endif
-
- k = 3 * p_ptr->lev;
- (void)set_protevil(randint1(25) + k, FALSE);
- o_ptr->timeout = randint0(225) + 225;
- break;
- }
- case ART_JIZO:
- {
- u32b mode = PM_ALLOW_GROUP;
- bool pet = !one_in_(5);
- if (pet) mode |= PM_FORCE_PET;
-
- if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
- {
- if (pet)
-#ifdef JP
- msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
- msg_print("A group of octopuses appear as your servant.");
-#endif
-
- else
-#ifdef JP
- msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
-#else
- msg_print("A group of octopuses appear as your enemy!");
-#endif
-
- }
-
- o_ptr->timeout = 300 + randint1(150);
- break;
- }
-
- case ART_FUNDIN:
- {
-#ifdef JP
- msg_print("Å´µå¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
- msg_print("The iron ball floods the area with goodness...");
-#endif
-
- dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(100) + 100;
- break;
- }
-
- case ART_NIGHT:
- {
-#ifdef JP
- msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your amulet is coverd in pitch-darkness...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_DARK, dir, 250, 4);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
- }
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
- else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3))
- {
- switch (o_ptr->xtra3-1)
- {
- case ESSENCE_TMP_RES_ACID:
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_ELEC:
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_FIRE:
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_COLD:
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case TR_IMPACT:
- earthquake(py, px, 5);
- o_ptr->timeout = 100 + randint1(100);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
- }
-
-
- else if (o_ptr->name2 == EGO_TRUMP)
- {
- teleport_player(100);
- o_ptr->timeout = 50 + randint1(50);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- else if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
- {
- if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
- {
-#ifdef JP
- msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
-#else
- msg_print("It has no fuel.");
-#endif
- energy_use = 0;
- return;
- }
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- return;
- }
-
-
- else if (o_ptr->name2 == EGO_EARTHQUAKES)
- {
- earthquake(py, px, 5);
- o_ptr->timeout = 100 + randint1(100);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- else if (o_ptr->name2 == EGO_JUMP)
- {
- teleport_player(10);
- o_ptr->timeout = 10 + randint1(10);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- /* Hack -- Dragon Scale Mail can be activated as well */
- else if (o_ptr->tval == TV_DRAG_ARMOR)
- {
- /* Get a direction for breathing (or abort) */
- if (!get_aim_dir(&dir)) return;
-
- /* Branch on the sub-type */
- switch (o_ptr->sval)
- {
- case SV_DRAGON_BLUE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe lightning.");
-#endif
-
- fire_ball(GF_ELEC, dir, 100, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_WHITE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe frost.");
-#endif
-
- fire_ball(GF_COLD, dir, 110, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_BLACK:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe acid.");
-#endif
-
- fire_ball(GF_ACID, dir, 130, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_GREEN:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe poison gas.");
-#endif
-
- fire_ball(GF_POIS, dir, 150, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_RED:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe fire.");
-#endif
-
- fire_ball(GF_FIRE, dir, 200, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_MULTIHUED:
- {
- chance = randint0(5);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1) ? "°ðºÊ" :
- ((chance == 2) ? "Î䵤" :
- ((chance == 3) ? "»À" :
- ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
-#else
- msg_format("You breathe %s.",
- ((chance == 1) ? "lightning" :
- ((chance == 2) ? "frost" :
- ((chance == 3) ? "acid" :
- ((chance == 4) ? "poison gas" : "fire")))));
-#endif
-
- fire_ball(((chance == 1) ? GF_ELEC :
- ((chance == 2) ? GF_COLD :
- ((chance == 3) ? GF_ACID :
- ((chance == 4) ? GF_POIS : GF_FIRE)))),
- dir, 250, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_BRONZE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe confusion.");
-#endif
-
- fire_ball(GF_CONFUSION, dir, 120, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_GOLD:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe sound.");
-#endif
-
- fire_ball(GF_SOUND, dir, 130, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_CHAOS:
- {
- chance = randint0(2);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
-#else
- msg_format("You breathe %s.",
- ((chance == 1 ? "chaos" : "disenchantment")));
+ msg_format("You breathe %s.",
+ ((chance == 1 ? "chaos" : "disenchantment")));
#endif
fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
else if (o_ptr->tval == TV_RING)
{
- if (o_ptr->name2)
+ if (object_is_ego(o_ptr))
{
bool success = TRUE;
break;
case EGO_RING_ACID_BOLT:
if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_FIRE, dir, damroll(5, 8));
+ fire_bolt(GF_ACID, dir, damroll(5, 8));
o_ptr->timeout = randint0(6) + 6;
break;
case EGO_RING_MANA_BOLT:
o_ptr->timeout = 100;
break;
case EGO_RING_BERSERKER:
+ (void)set_afraid(0);
(void)set_shero(randint1(25) + 25, FALSE);
o_ptr->timeout = randint0(75)+75;
break;
else if (o_ptr->tval == TV_AMULET)
{
- if (o_ptr->name2)
+ if (object_is_ego(o_ptr))
{
switch (o_ptr->name2)
{
o_ptr->timeout = 200;
break;
case EGO_AMU_JUMP:
- teleport_player(10);
+ teleport_player(10, 0L);
o_ptr->timeout = randint0(10) + 10;
break;
case EGO_AMU_TELEPORT:
- teleport_player(100);
+ teleport_player(100, 0L);
o_ptr->timeout = randint0(50) + 50;
break;
case EGO_AMU_D_DOOR:
else if (o_ptr->tval == TV_WHISTLE)
{
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
+
#if 0
- if (cursed_p(o_ptr))
+ if (object_is_cursed(o_ptr))
{
#ifdef JP
msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤ÅϤä¿¡£");
for (i = 0; i < max_pet; i++)
{
pet_ctr = who[i];
- teleport_to_player(pet_ctr, 100);
+ teleport_monster_to(pet_ctr, py, px, 100, TELEPORT_PASSIVE);
}
/* Free the "who" array */
{
bool success = FALSE;
if (!get_rep_dir2(&dir)) return;
- if (cave_floor_bold(py+ddy[dir],px+ddx[dir]))
+ if (monster_can_enter(py + ddy[dir], px + ddx[dir], &r_info[o_ptr->pval], 0))
{
if (place_monster_aux(0, py + ddy[dir], px + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
{
int i;
/* Not known */
- if (!object_known_p(o_ptr)) return (FALSE);
+ if (!object_is_known(o_ptr)) return (FALSE);
/* HACK - only items from the equipment can be activated */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
}
}
-static bool select_magic_eater(bool only_browse)
+static int select_magic_eater(bool only_browse)
{
int ext=0;
char choice;
- bool flag, redraw, request_list;
+ bool flag, request_list;
int tval = 0;
int ask = TRUE, i = 0;
char out_val[160];
prt(format(" %s staff", (menu_line == 1) ? "> " : " "), 2, 14);
prt(format(" %s wand", (menu_line == 2) ? "> " : " "), 3, 14);
prt(format(" %s rod", (menu_line == 3) ? "> " : " "), 4, 14);
- prt("Which type of magic do you usu?", 0, 0);
+ prt("Which type of magic do you use?", 0, 0);
#endif
choice = inkey();
switch(choice)
/* Nothing chosen yet */
flag = FALSE;
- /* No redraw yet */
- redraw = FALSE;
-
/* Build a prompt */
#ifdef JP
(void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
{
chance -= 3 * (p_ptr->lev - level);
}
- chance += p_ptr->to_m_chance;
- if (p_ptr->heavy_spell) chance += 20;
- if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
- else if (p_ptr->easy_spell) chance-=3;
- else if (p_ptr->dec_mana) chance-=2;
+ chance = mod_spell_chance_1(chance);
chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
/* Stunning makes spells harder */
if (p_ptr->stun > 50) chance += 25;
if (chance > 95) chance = 95;
- if(p_ptr->dec_mana) chance--;
- if (p_ptr->heavy_spell) chance += 5;
+ chance = mod_spell_chance_2(chance);
col = TERM_WHITE;
}
}
- if(!get_com(out_val, &choice, FALSE)) break;
+ if (!get_com(out_val, &choice, FALSE)) break;
if (use_menu && choice != ' ')
{
- switch(choice)
+ switch (choice)
{
case '0':
{
screen_load();
- return (FALSE);
- break;
+ return 0;
}
case '8':
Term_erase(7, 21, 255);
Term_erase(7, 20, 255);
- roff_to_buf(k_text + k_info[lookup_kind(tval, i)].text, 62, temp);
+ roff_to_buf(k_text + k_info[lookup_kind(tval, i)].text, 62, temp, sizeof(temp));
for (j = 0, line = 21; temp[j]; j += 1 + strlen(&temp[j]))
{
prt(&temp[j], line, 10);
{
chance -= 3 * (p_ptr->lev - level);
}
- chance += p_ptr->to_m_chance;
- if (p_ptr->heavy_spell) chance += 20;
- if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
- else if (p_ptr->easy_spell) chance-=3;
- else if (p_ptr->dec_mana) chance-=2;
+ chance = mod_spell_chance_1(chance);
chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
/* Stunning makes spells harder */
if (p_ptr->stun > 50) chance += 25;
if (chance > 95) chance = 95;
- if(p_ptr->dec_mana) chance--;
- if (p_ptr->heavy_spell) chance += 5;
+ chance = mod_spell_chance_2(chance);
if (randint0(100) < chance)
{