#include "angband.h"
-#ifdef MACINTOSH
+#if defined(MACINTOSH) || defined(MACH_O_CARBON)
#ifdef verify
#undef verify
#endif
}
-/*
- * Determine the "Activation" (if any) for an artifact
- * Return a string, or NULL for "no activation"
- */
-cptr item_activation(object_type *o_ptr)
-{
- u32b flgs[TR_FLAG_SIZE];
-
- /* Extract the flags */
- object_flags(o_ptr, flgs);
-
- /* Require activation ability */
-#ifdef JP
-if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
-#else
- if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
-#endif
-
-
-
- /*
- * We need to deduce somehow that it is a random artifact -- one
- * problem: It could be a random artifact which has NOT YET received
- * a name. Thus we eliminate other possibilities instead of checking
- * for art_name
- */
-
- if (!object_is_fixed_artifact(o_ptr) &&
- !object_is_ego(o_ptr) &&
- !(o_ptr->xtra1) &&
- (o_ptr->xtra2))
- {
- switch (o_ptr->xtra2)
- {
- case ACT_SUNLIGHT:
- {
-#ifdef JP
-return "ÂÀÍÛ¸÷Àþ : 10 ¥¿¡¼¥óËè";
-#else
- return "beam of sunlight every 10 turns";
-#endif
-
- }
- case ACT_BO_MISS_1:
- {
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
- return "magic missile (2d6) every 2 turns";
-#endif
-
- }
- case ACT_BA_POIS_1:
- {
-#ifdef JP
-return "°½±À (12), Ⱦ·Â 3 , 4+d4 ¥¿¡¼¥óËè";
-#else
- return "stinking cloud (12), rad. 3, every 4+d4 turns";
-#endif
-
- }
- case ACT_BO_ELEC_1:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 5+d5 turns";
-#endif
-
- }
- case ACT_BO_ACID_1:
- {
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
- return "acid bolt (5d8) every 6+d6 turns";
-#endif
-
- }
- case ACT_BO_COLD_1:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
-
- }
- case ACT_BO_FIRE_1:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
-
- }
- case ACT_BA_COLD_1:
- {
-#ifdef JP
-return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (48) : 400 ¥¿¡¼¥óËè";
-#else
- return "ball of cold (48) every 400 turns";
-#endif
-
- }
- case ACT_BA_FIRE_1:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 400 ¥¿¡¼¥óËè";
-#else
- return "ball of fire (72) every 400 turns";
-#endif
-
- }
- case ACT_DRAIN_1:
- {
-#ifdef JP
-return "¥Ò¥Ã¥È¥Ý¥¤¥ó¥ÈµÛ¼ý (100) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "drain life (100) every 100+d100 turns";
-#endif
-
- }
- case ACT_BA_COLD_2:
- {
-#ifdef JP
-return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) : 300 ¥¿¡¼¥óËè";
-#else
- return "ball of cold (100) every 300 turns";
-#endif
-
- }
- case ACT_BA_ELEC_2:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 500 ¥¿¡¼¥óËè";
-#else
- return "ball of lightning (100) every 500 turns";
-#endif
-
- }
- case ACT_DRAIN_2:
- {
-#ifdef JP
-return "¥Ò¥Ã¥È¥Ý¥¤¥ó¥ÈµÛ¼ý(120) : 400 ¥¿¡¼¥óËè";
-#else
- return "drain life (120) every 400 turns";
-#endif
-
- }
- case ACT_VAMPIRE_1:
- {
-#ifdef JP
-return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè";
-#else
- return "vampiric drain (3*50) every 400 turns";
-#endif
-
- }
- case ACT_BO_MISS_2:
- {
-#ifdef JP
-return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
-#else
- return "arrows (150) every 90+d90 turns";
-#endif
-
- }
- case ACT_BA_FIRE_2:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (120) : 225+d225 ¥¿¡¼¥óËè";
-#else
- return "fire ball (120) every 225+d225 turns";
-#endif
-
- }
- case ACT_BA_COLD_3:
- {
-#ifdef JP
-return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (200) : 325+d325 ¥¿¡¼¥óËè";
-#else
- return "ball of cold (200) every 325+d325 turns";
-#endif
-
- }
- case ACT_BA_ELEC_3:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (250) : 425+d425 ¥¿¡¼¥óËè";
-#else
- return "ball of lightning (250) every 425+d425 turns";
-#endif
-
- }
- case ACT_WHIRLWIND:
- {
-#ifdef JP
-return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè";
-#else
- return "whirlwind attack every 250 turns";
-#endif
-
- }
- case ACT_VAMPIRE_2:
- {
-#ifdef JP
-return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè";
-#else
- return "vampiric drain (3*100) every 400 turns";
-#endif
-
- }
- case ACT_CALL_CHAOS:
- {
-#ifdef JP
-return "call chaos : 350 ¥¿¡¼¥óËè"; /*nuke me*/
-#else
- return "call chaos every 350 turns";
-#endif
-
- }
- case ACT_ROCKET:
- {
-#ifdef JP
-return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè";
-#else
- return "launch rocket (120+level) every 400 turns";
-#endif
-
- }
- case ACT_DISP_EVIL:
- {
-#ifdef JP
-return "¼Ù°Â໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
-#else
- return "dispel evil (level*5) every 300+d300 turns";
-#endif
-
- }
- case ACT_BA_MISS_3:
- {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
-#else
- return "elemental breath (300) every 500 turns";
-#endif
-
- }
- case ACT_DISP_GOOD:
- {
-#ifdef JP
-return "Á±ÎÉÂ໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
-#else
- return "dispel good (level*5) every 300+d300 turns";
-#endif
-
- }
- case ACT_CONFUSE:
- {
-#ifdef JP
-return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
-#else
- return "confuse monster every 15 turns";
-#endif
-
- }
- case ACT_SLEEP:
- {
-#ifdef JP
-return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè";
-#else
- return "sleep nearby monsters every 55 turns";
-#endif
-
- }
- case ACT_QUAKE:
- {
-#ifdef JP
-return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè";
-#else
- return "earthquake (rad 10) every 50 turns";
-#endif
-
- }
- case ACT_TERROR:
- {
-#ifdef JP
-return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
-#else
- return "terror every 3 * (level+10) turns";
-#endif
-
- }
- case ACT_TELE_AWAY:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
- return "teleport away every 200 turns";
-#endif
-
- }
- case ACT_BANISH_EVIL:
- {
-#ifdef JP
-return "¼Ù°¾ÃÌÇ : 250+d250 ¥¿¡¼¥óËè";
-#else
- return "banish evil every 250+d250 turns";
-#endif
-
- }
- case ACT_GENOCIDE:
- {
-#ifdef JP
-return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
-#else
- return "genocide every 500 turns";
-#endif
-
- }
- case ACT_MASS_GENO:
- {
-#ifdef JP
-return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
-#else
- return "mass genocide every 1000 turns";
-#endif
-
- }
- case ACT_CHARM_ANIMAL:
- {
-#ifdef JP
-return "ưʪ̥λ : 300 ¥¿¡¼¥óËè";
-#else
- return "charm animal every 300 turns";
-#endif
-
- }
- case ACT_CHARM_UNDEAD:
- {
-#ifdef JP
-return "ÉԻཾ° : 333 ¥¿¡¼¥óËè";
-#else
- return "enslave undead every 333 turns";
-#endif
-
- }
- case ACT_CHARM_OTHER:
- {
-#ifdef JP
-return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 400 ¥¿¡¼¥óËè";
-#else
- return "charm monster every 400 turns";
-#endif
-
- }
- case ACT_CHARM_ANIMALS:
- {
-#ifdef JP
-return "ưʪͧÏ : 500 ¥¿¡¼¥óËè";
-#else
- return "animal friendship every 500 turns";
-#endif
-
- }
- case ACT_CHARM_OTHERS:
- {
-#ifdef JP
-return "¼þÊÕ̥λ : 750 ¥¿¡¼¥óËè";
-#else
- return "mass charm every 750 turns";
-#endif
-
- }
- case ACT_SUMMON_ANIMAL:
- {
-#ifdef JP
-return "ưʪ¾¤´ : 200+d300 ¥¿¡¼¥óËè";
-#else
- return "summon animal every 200+d300 turns";
-#endif
-
- }
- case ACT_SUMMON_PHANTOM:
- {
-#ifdef JP
-return "»È¤¤Î´ : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "summon phantasmal servant every 200+d200 turns";
-#endif
-
- }
- case ACT_SUMMON_ELEMENTAL:
- {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥¿¥ë¾¤´ : 750 ¥¿¡¼¥óËè";
-#else
- return "summon elemental every 750 turns";
-#endif
-
- }
- case ACT_SUMMON_DEMON:
- {
-#ifdef JP
-return "°Ë⾤´ : 666+d333 ¥¿¡¼¥óËè";
-#else
- return "summon demon every 666+d333 turns";
-#endif
-
- }
- case ACT_SUMMON_UNDEAD:
- {
-#ifdef JP
-return "ÉԻྤ´ : 666+d333 ¥¿¡¼¥óËè";
-#else
- return "summon undead every 666+d333 turns";
-#endif
-
- }
- case ACT_CURE_LW:
- {
-#ifdef JP
-return "ͦµ¤²óÉü & 30 hp ²óÉü : 10 ¥¿¡¼¥óËè";
-#else
- return "remove fear & heal 30 hp every 10 turns";
-#endif
-
- }
- case ACT_CURE_MW:
- {
-#ifdef JP
-return "4d8 hp & ½ý²óÉü : 3+d3 ¥¿¡¼¥óËè";
-#else
- return "heal 4d8 & wounds every 3+d3 turns";
-#endif
-
- }
- case ACT_CURE_POISON:
- {
-#ifdef JP
-return "ͦµ¤²óÉü/ÆǾä· : 5 ¥¿¡¼¥óËè";
-#else
- return "remove fear and cure poison every 5 turns";
-#endif
-
- }
- case ACT_REST_LIFE:
- {
-#ifdef JP
-return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
-#else
- return "restore life levels every 450 turns";
-#endif
-
- }
- case ACT_REST_ALL:
- {
-#ifdef JP
-return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃͲóÉü : 750 ¥¿¡¼¥óËè";
-#else
- return "restore stats and life levels every 750 turns";
-#endif
-
- }
- case ACT_CURE_700:
- {
-#ifdef JP
-return "700 hp ²óÉü : 250 ¥¿¡¼¥óËè";
-#else
- return "heal 700 hit points every 250 turns";
-#endif
-
- }
- case ACT_CURE_1000:
- {
-#ifdef JP
-return "1000 hp ²óÉü : 888 ¥¿¡¼¥óËè";
-#else
- return "heal 1000 hit points every 888 turns";
-#endif
-
- }
- case ACT_ESP:
- {
-#ifdef JP
-return "°ì»þŪ¤Ê ESP (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
-#else
- return "temporary ESP (dur 25+d30) every 200 turns";
-#endif
-
- }
- case ACT_BERSERK:
- {
-#ifdef JP
-return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "heroism and blessed (dur 50+d50) every 100+d100 turns";
-#endif
-
- }
- case ACT_PROT_EVIL:
- {
-#ifdef JP
-return "Âмٰ·ë³¦ (´ü´Ö level*3 + d25) : 225+d225 ¥¿¡¼¥óËè";
-#else
- return "protect evil (dur level*3 + d25) every 225+d225 turns";
-#endif
-
- }
- case ACT_RESIST_ALL:
- {
-#ifdef JP
-return "±êÎä»ÀÅÅÆǤؤÎÂÑÀ (´ü´Ö 40+d40) : 200 ¥¿¡¼¥óËè";
-#else
- return "resist elements (dur 40+d40) every 200 turns";
-#endif
-
- }
- case ACT_SPEED:
- {
-#ifdef JP
-return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
-#else
- return "speed (dur 20+d20) every 250 turns";
-#endif
-
- }
- case ACT_XTRA_SPEED:
- {
-#ifdef JP
-return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "speed (dur 75+d75) every 200+d200 turns";
-#endif
-
- }
- case ACT_WRAITH:
- {
-#ifdef JP
-return "¥ì¥¤¥¹²½ (level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè";
-#else
- return "wraith form (level/2 + d(level/2)) every 1000 turns";
-#endif
-
- }
- case ACT_INVULN:
- {
-#ifdef JP
-return "̵Ũ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
-#else
- return "invulnerability (dur 8+d8) every 1000 turns";
-#endif
-
- }
- case ACT_LIGHT:
- {
-#ifdef JP
-return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "light area (dam 2d15) every 10+d10 turns";
-#endif
-
- }
- case ACT_MAP_LIGHT:
- {
-#ifdef JP
-return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) & ¼þÊÕ¥Þ¥Ã¥× : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "light (dam 2d15) & map area every 50+d50 turns";
-#endif
-
- }
- case ACT_DETECT_ALL:
- {
-#ifdef JP
-return "Á´´¶ÃÎ : 55+d55 ¥¿¡¼¥óËè";
-#else
- return "detection every 55+d55 turns";
-#endif
-
- }
- case ACT_DETECT_XTRA:
- {
-#ifdef JP
-return "Á´´¶ÃΡ¢Ãµº÷¡¢*´ÕÄê* : 1000 ¥¿¡¼¥óËè";
-#else
- return "detection, probing and identify true every 1000 turns";
-#endif
-
- }
- case ACT_ID_FULL:
- {
-#ifdef JP
-return "*´ÕÄê* : 750 ¥¿¡¼¥óËè";
-#else
- return "identify true every 750 turns";
-#endif
-
- }
- case ACT_ID_PLAIN:
- {
-#ifdef JP
-return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-#else
- return "identify spell every 10 turns";
-#endif
-
- }
- case ACT_RUNE_EXPLO:
- {
-#ifdef JP
-return "Çúȯ¥ë¡¼¥ó : 200 ¥¿¡¼¥óËè";
-#else
- return "explosive rune every 200 turns";
-#endif
-
- }
- case ACT_RUNE_PROT:
- {
-#ifdef JP
-return "¼é¤ê¤Î¥ë¡¼¥ó : 400 ¥¿¡¼¥óËè";
-#else
- return "rune of protection every 400 turns";
-#endif
-
- }
- case ACT_SATIATE:
- {
-#ifdef JP
-return "¶õÊ¢½¼Â : 200 ¥¿¡¼¥óËè";
-#else
- return "satisfy hunger every 200 turns";
-#endif
-
- }
- case ACT_DEST_DOOR:
- {
-#ifdef JP
-return "¥É¥¢Ç˲õ : 10 ¥¿¡¼¥óËè";
-#else
- return "destroy doors every 10 turns";
-#endif
-
- }
- case ACT_STONE_MUD:
- {
-#ifdef JP
-return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
-#else
- return "stone to mud every 5 turns";
-#endif
-
- }
- case ACT_RECHARGE:
- {
-#ifdef JP
-return "ºÆ½¼Å¶ : 70 ¥¿¡¼¥óËè";
-#else
- return "recharging every 70 turns";
-#endif
-
- }
- case ACT_ALCHEMY:
- {
-#ifdef JP
-return "Ï£¶â½Ñ : 500 ¥¿¡¼¥óËè";
-#else
- return "alchemy every 500 turns";
-#endif
-
- }
- case ACT_DIM_DOOR:
- {
-#ifdef JP
-return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
-#else
- return "dimension door every 100 turns";
-#endif
-
- }
- case ACT_TELEPORT:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 45 ¥¿¡¼¥óËè";
-#else
- return "teleport (range 100) every 45 turns";
-#endif
-
- }
- case ACT_RECALL:
- {
-#ifdef JP
-return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
-#else
- return "word of recall every 200 turns";
-#endif
-
- }
- default:
- {
-#ifdef JP
-return "̤ÄêµÁ";
-#else
- return "something undefined";
-#endif
-
- }
- }
- }
-
- /* Some artifacts can be activated */
- switch (o_ptr->name1)
- {
- case ART_NARTHANC:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
-
- }
- case ART_NIMTHANC:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
-
- }
- case ART_DETHANC:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 6+d6 turns";
-#endif
-
- }
- case ART_RILIA:
- {
-#ifdef JP
-return "°½±À(12) : 4+d4 ¥¿¡¼¥óËè";
-#else
- return "stinking cloud (12) every 4+d4 turns";
-#endif
-
- }
- case ART_FIONA:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "frost ball (48) every 5+d5 turns";
-#endif
-
- }
- case ART_FLORA:
- {
-#ifdef JP
-return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
-#else
- return "remove fear and cure poison every 5 turns";
-#endif
-
- }
- case ART_RINGIL:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100) : 200 ¥¿¡¼¥óËè";
-#else
- return "frost ball (100) every 200 turns";
-#endif
-
- }
- case ART_DAWN:
- {
-#ifdef JP
-return "¶Ç¤Î»ÕÃľ¤´ : 500+d500 ¥¿¡¼¥óËè";
-#else
- return "summon the Legion of the Dawn every 500+d500 turns";
-#endif
-
- }
- case ART_ANDURIL:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 400 ¥¿¡¼¥óËè";
-#else
- return "fire ball (72) every 400 turns";
-#endif
-
- }
- case ART_FIRESTAR:
- {
-#ifdef JP
-return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 100 ¥¿¡¼¥óËè";
-#else
- return "large fire ball (72) every 100 turns";
-#endif
-
- }
- case ART_GOTHMOG:
- {
-#ifdef JP
-return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120) : 15 ¥¿¡¼¥óËè";
-#else
- return "large fire ball (120) every 15 turns";
-#endif
-
- }
- case ART_FEANOR:
- {
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 200 ¥¿¡¼¥óËè";
-#else
- return "haste self (20+d20 turns) every 200 turns";
-#endif
-
- }
- case ART_THEODEN:
- {
-#ifdef JP
-return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
-#else
- return "drain life (120) every 400 turns";
-#endif
-
- }
- case ART_TURMIL:
- {
-#ifdef JP
-return "À¸Ì¿Îϵۼý(90) : 70 ¥¿¡¼¥óËè";
-#else
- return "drain life (90) every 70 turns";
-#endif
-
- }
- case ART_CASPANION:
- {
-#ifdef JP
-return "¥É¥¢/¥È¥é¥Ã¥×Ê´ºÕ : 10 ¥¿¡¼¥óËè";
-#else
- return "door and trap destruction every 10 turns";
-#endif
-
- }
- case ART_AVAVIR:
- case ART_MAGATAMA:
- {
-#ifdef JP
-return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
-#else
- return "word of recall every 200 turns";
-#endif
-
- }
- case ART_TARATOL:
- {
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "haste self (20+d20 turns) every 100+d100 turns";
-#endif
-
- }
- case ART_ERIRIL:
- {
-#ifdef JP
-return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-#else
- return "identify every 10 turns";
-#endif
-
- }
- case ART_GANDALF:
- {
-#ifdef JP
-return "Ä´ºº¡¢Á´´¶ÃΡ¢Á´´ÕÄê : 100 ¥¿¡¼¥óËè";
-#else
- return "probing, detection and full id every 100 turns";
-#endif
-
- }
- case ART_EONWE:
- {
-#ifdef JP
-return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
-#else
- return "mass genocide every 1000 turns";
-#endif
-
- }
- case ART_LOTHARANG:
- {
-#ifdef JP
-return "½ý¤Î¼£Ìþ(4d7) : 3+d3 ¥¿¡¼¥óËè";
-#else
- return "cure wounds (4d7) every 3+d3 turns";
-#endif
-
- }
- case ART_BRAND:
- {
-#ifdef JP
-return "¿ÏÀè¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È : 999 ¥¿¡¼¥óËè";
-#else
- return "fire branding of bolts every 999 turns";
-#endif
-
- }
- case ART_CRIMSON:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡ª : 15 ¥¿¡¼¥óËè";
-#else
- return "fire! every 15 turns";
-#endif
-
- }
- case ART_KUSANAGI:
- case ART_WEREWINDLE:
- {
-#ifdef JP
-return "ƨÁö : 35 ¥¿¡¼¥óËè";
-#else
- return "a getaway every 35 turns";
-#endif
-
- }
- case ART_KAMUI:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 25 ¥¿¡¼¥óËè";
-#else
- return "a teleport every 25 turns";
-#endif
-
- }
- case ART_RUNESPEAR:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
-#else
- return "lightning ball (100) every 200 turns";
-#endif
-
- }
- case ART_AEGLOS:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
-#else
- return "Frost ball (100) every 200 turns";
-#endif
-
- }
- case ART_DESTINY:
- {
-#ifdef JP
-return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
-#else
- return "stone to mud every 5 turns";
-#endif
-
- }
- case ART_NAIN:
- {
-#ifdef JP
-return "´äÀÐÍϲò : 2 ¥¿¡¼¥óËè";
-#else
- return "stone to mud every 2 turns";
-#endif
-
- }
- case ART_SOULKEEPER:
- {
-#ifdef JP
-return "ÂÎÎϲóÉü(1000) : 888 ¥¿¡¼¥óËè";
-#else
- return "heal (1000) every 888 turns";
-#endif
-
- }
- case ART_LOHENGRIN:
- {
-#ifdef JP
-return ("²óÉü (777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè");
-#else
- return ("heal (777), curing and heroism every 300 turns");
-#endif
-
- }
- case ART_JULIAN:
- {
-#ifdef JP
-return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
-#else
- return "genocide every 500 turns";
-#endif
-
- }
- case ART_LUTHIEN:
- {
-#ifdef JP
-return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
-#else
- return "restore life levels every 450 turns";
-#endif
-
- }
- case ART_ULMO:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
- return "teleport away every 150 turns";
-#endif
-
- }
- case ART_COLLUIN:
- case ART_SEIRYU:
- {
-#ifdef JP
-return "Á´ÂÑÀ(20+d20¥¿¡¼¥ó) : 111 ¥¿¡¼¥óËè";
-#else
- return "resistance (20+d20 turns) every 111 turns";
-#endif
-
- }
- case ART_HOLCOLLETH:
- {
-#ifdef JP
-return "¥¹¥ê¡¼¥×(II) : 55 ¥¿¡¼¥óËè";
-#else
- return "Sleep II every 55 turns";
-#endif
-
- }
- case ART_THINGOL:
- {
-#ifdef JP
-return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
-#else
- return "recharge item I every 70 turns";
-#endif
-
- }
- case ART_COLANNON:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 45 ¥¿¡¼¥óËè";
-#else
- return "teleport every 45 turns";
-#endif
-
- }
- case ART_TOTILA:
- {
-#ifdef JP
-return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
-#else
- return "confuse monster every 15 turns";
-#endif
-
- }
- case ART_CAMMITHRIM:
- {
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
- return "magic missile (2d6) every 2 turns";
-#endif
-
- }
- case ART_PAURHACH:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
-
- }
- case ART_PAURNIMMEN:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
-
- }
- case ART_PAURAEGEN:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 5+d5 turns";
-#endif
-
- }
- case ART_PAURNEN:
- {
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
- return "acid bolt (5d8) every 6+d6 turns";
-#endif
-
- }
- case ART_FINGOLFIN:
- {
-#ifdef JP
-return "ËâË¡¤ÎÌð(150) : 90+d90 ¥¿¡¼¥óËè";
-#else
- return "a magical arrow (150) every 90+d90 turns";
-#endif
-
- }
- case ART_HOLHENNETH:
- {
-#ifdef JP
-return "Á´´¶ÃÎ : 55+d55 ¥¿¡¼¥óËè";
-#else
- return "detection every 55+d55 turns";
-#endif
-
- }
- case ART_AMBER:
- {
-#ifdef JP
-return "ÂÎÎϲóÉü(700) : 250 ¥¿¡¼¥óËè";
-#else
- return "heal (700) every 250 turns";
-#endif
-
- }
- case ART_RAZORBACK:
- {
-#ifdef JP
-return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë(150) : 1000 ¥¿¡¼¥óËè";
-#else
- return "star ball (150) every 1000 turns";
-#endif
-
- }
- case ART_BLADETURNER:
- {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ";
-#else
- return "breathe elements (300), hero, bless, and resistance";
-#endif
-
- }
- case ART_GALADRIEL:
- {
-#ifdef JP
-return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "illumination every 10+d10 turns";
-#endif
-
- }
- case ART_ELENDIL:
- {
-#ifdef JP
-return "ËâË¡¤ÎÃϿޤȸ÷ : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "magic mapping and light every 50+d50 turns";
-#endif
-
- }
- case ART_JUDGE:
- {
-#ifdef JP
-return "ÂÎÎϤȰú¤Âؤ¨¤ËÀéΤ´ã¤Èµ¢´Ô : 20+d20 ¥¿¡¼¥óËè";
-#else
- return "clairvoyance and recall, draining you every 20+d20 turns";
-#endif
-
- }
- case ART_INGWE:
- case ART_YATA:
- {
-#ifdef JP
-return "¼Ù°Â໶(x5) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "dispel evil (x5) every 200+d200 turns";
-#endif
-
- }
- case ART_FUNDIN:
- {
-#ifdef JP
-return "¼Ù°Â໶(x5) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "dispel evil (x5) every 100+d100 turns";
-#endif
-
- }
- case ART_CARLAMMAS:
- case ART_HERMIT:
- {
-#ifdef JP
-return "Âмٰ·ë³¦ : 225+d225 ¥¿¡¼¥óËè";
-#else
- return "protection from evil every 225+d225 turns";
-#endif
-
- }
- case ART_FRAKIR:
- {
-#ifdef JP
-return "Ã⩹¶·â(100) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "a strangling attack (100) every 100+d100 turns";
-#endif
-
- }
- case ART_TULKAS:
- {
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(75+d75¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "haste self (75+d75 turns) every 150+d150 turns";
-#endif
-
- }
- case ART_NARYA:
- {
-#ifdef JP
-return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300) : 225+d225 ¥¿¡¼¥óËè";
-#else
- return "large fire ball (300) every 225+d225 turns";
-#endif
-
- }
- case ART_NENYA:
- {
-#ifdef JP
-return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400) : 325+d325 ¥¿¡¼¥óËè";
-#else
- return "large frost ball (400) every 325+d325 turns";
-#endif
-
- }
- case ART_VILYA:
- case ART_GOURYU:
- {
-#ifdef JP
-return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500) : 425+d425 ¥¿¡¼¥óËè";
-#else
- return "large lightning ball (500) every 425+d425 turns";
-#endif
-
- }
- case ART_POWER:
- case ART_AHO:
- {
-#ifdef JP
-return "¿®¤¸Æñ¤¤¤³¤È : 450+d450 ¥¿¡¼¥óËè";
-#else
- return "bizarre things every 450+d450 turns";
-#endif
-
- }
- case ART_DOR: case ART_TERROR: case ART_STONEMASK:
- {
-#ifdef JP
- return "Á´Êý¸þ¤Ø¤Î¶²Éݤθ÷Àþ : 3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè";
-#else
- return "rays of fear in every direction every 3*(level+10) turns";
-#endif
-
- }
- case ART_PALANTIR:
- {
-#ifdef JP
-return "¤³¤Î³¬¤Ë¤¤¤ë¥æ¥Ë¡¼¥¯¥â¥ó¥¹¥¿¡¼¤òɽ¼¨ : 200¥¿¡¼¥óËè";
-#else
- return "list of the uniques on the level every 200 turns";
-#endif
- }
- case ART_STONE_LORE:
- {
-#ifdef JP
-return "´í¸±¤òȼ¤¦´ÕÄê : ¤¤¤Ä¤Ç¤â";
-#else
- return "perilous identify every turn";
-#endif
- }
- case ART_FARAMIR:
- {
-#ifdef JP
-return "³²Ãî¤Î¶î½ü : 55+d55¥¿¡¼¥óËè";
-#else
- return "dispel small life every 55+d55 turns";
-#endif
- }
- case ART_BOROMIR:
- {
-#ifdef JP
-return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè";
-#else
- return "frighten monsters every 40+d40 turns";
-#endif
- }
- case ART_HIMRING:
- {
-#ifdef JP
-return "Âмٰ·ë³¦ : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "protection from evil every 200 + d200 turns";
-#endif
- }
- case ART_ICANUS:
- {
-#ifdef JP
-return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
-#else
- return "a mana bolt (120) every 120+d120 turns";
-#endif
- }
- case ART_HURIN:
- {
-#ifdef JP
-return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
-#else
- return "hero and +10 to speed (50) every 100+200d turns";
-#endif
- }
- case ART_GIL_GALAD:
- {
-#ifdef JP
-return "âÁ¤·¤¤¸÷ : 250 ¥¿¡¼¥óËè";
-#else
- return "blinding light every 250 turns";
-#endif
- }
- case ART_YENDOR:
- {
-#ifdef JP
-return "ËâÎϽ¼Å¶ : 200 ¥¿¡¼¥óËè";
-#else
- return "Recharge item every 200 turns";
-#endif
- }
- case ART_MURAMASA:
- {
-#ifdef JP
-return "ÏÓÎϤξ徺 : ³ÎΨ50%¤Ç²õ¤ì¤ë¡£";
-#else
- return "Increase STR (destroyed 50%)";
-#endif
- }
- case ART_FLY_STONE:
- {
-#ifdef JP
-return "ËâÎϤÎÍò(400) : 250+d250¥¿¡¼¥óËè";
-#else
- return "a mana storm every 250+d250 turns";
-#endif
- }
- case ART_JONES:
- {
-#ifdef JP
-return "ʪÂΤò°ú¤´ó¤»¤ë(½ÅÎÌ25kg¤Þ¤Ç) : 25+d25¥¿¡¼¥óËè";
-#else
- return "a telekinesis (500 lb) every 25+d25 turns";
-#endif
- }
- case ART_ARRYU:
- {
-#ifdef JP
-return "¥Ï¥¦¥ó¥É¾¤´ : 300+d150¥¿¡¼¥óËè";
-#else
- return "summon hound every 300+d150 turns";
-#endif
- }
- case ART_GAEBOLG:
- {
-#ifdef JP
-return "µðÂ祹¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "large star ball (200) every 200+d200 turns";
-#endif
-
- }
- case ART_INROU:
- {
-#ifdef JP
-return "Îã¤Î¥¢¥ì : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "reveal your identity every 150+d150 turns";
-#endif
-
- }
- case ART_HYOUSIGI:
- {
-#ifdef JP
-return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
-#else
- return "beat wooden clappers every turn";
-#endif
-
- }
- case ART_MATOI:
- case ART_AEGISFANG:
- {
-#ifdef JP
-return "»Îµ¤¹âÍÈ : 30+d30¥¿¡¼¥óËè";
-#else
- return "heroism every 30+d30 turns";
-#endif
-
- }
-
- case ART_EARENDIL:
- {
-#ifdef JP
-return "Ìþ¤· : 100¥¿¡¼¥óËè";
-#else
- return "curing every 100 turns";
-#endif
-
- }
-
- case ART_BOLISHOI:
- {
-#ifdef JP
-return "ưʪ̥λ : 200¥¿¡¼¥óËè";
-#else
- return "charm animal every 200 turns";
-#endif
-
- }
- case ART_ARUNRUTH:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(12d8) : 50 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (12d8) every 50 turns";
-#endif
-
- }
- case ART_BLOOD:
- {
-#ifdef JP
-return "°ÀÊѹ¹ : 3333 ¥¿¡¼¥óËè";
-#else
- return "change zokusei every 3333 turns";
-#endif
-
- }
- case ART_NUMAHOKO:
- {
-#ifdef JP
-return "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 250 ¥¿¡¼¥óËè";
-#else
- return "water ball (200) every 250 turns";
-#endif
-
- }
- case ART_KESHO:
- {
-#ifdef JP
-return "»Í¸ÔƧ¤ß : 100+d100¥¿¡¼¥óËè";
-#else
- return "shiko every 100+d100 turns";
-#endif
-
- }
- case ART_MOOK:
- {
-#ifdef JP
-return "Î䵤¤ÎÂÑÀ : 40+d40¥¿¡¼¥óËè";
-#else
- return "resist cold every 40+d40 turns";
-#endif
-
- }
- case ART_JIZO:
- {
-#ifdef JP
-return "Âý¤ÎÂç·²¾¤´ : 300+d150¥¿¡¼¥óËè";
-#else
- return "summon octopus every 300+d150 turns";
-#endif
- }
- case ART_NIGHT:
- case ART_HELL:
- {
-#ifdef JP
-return "°Å¹õ¤ÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "darkness storm (250) every 150+d150 turns";
-#endif
+static cptr item_activation_dragon_breath(object_type *o_ptr)
+{
+ static char desc[256];
+ u32b flgs[4]; /* for resistance flags */
+ int i, n = 0;
- }
- case ART_SACRED_KNIGHTS:
- {
-#ifdef JP
-return "*²ò¼ö*¤ÈÄ´ºº: ¤¤¤Ä¤Ç¤â";
-#else
- return "Dispel Curse and Probing every turn";
-#endif
+ object_flags(o_ptr, flgs);
+ strcpy(desc, _("", "breath "));
- }
- case ART_CHARMED:
+ for (i = 0; dragonbreath_info[i].flag != 0; i++)
+ {
+ if (have_flag(flgs, dragonbreath_info[i].flag))
{
-#ifdef JP
-return "ËâÎÏÉü³è: 777 ¥¿¡¼¥óËè";
-#else
- return "Restore Mana every 777 turns";
-#endif
-
+ if (n > 0) strcat(desc, _("¡¢", ", "));
+ strcat(desc, dragonbreath_info[i].name);
+ n++;
}
}
+ strcat(desc, _("¤Î¥Ö¥ì¥¹(250)", ""));
- if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_TSURIZAO))
- {
-#ifdef JP
-return "Äà¤ê¤ò¤¹¤ë : ¤¤¤Ä¤Ç¤â";
-#else
- return "fishing : every time";
-#endif
-
- }
-
- if (object_is_smith(o_ptr))
- {
- switch (o_ptr->xtra3 - 1)
- {
- case ESSENCE_TMP_RES_ACID:
-#ifdef JP
- return "»À¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist acid every 50+d50 turns";
-#endif
-
- case ESSENCE_TMP_RES_ELEC:
-#ifdef JP
- return "ÅÅ·â¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist elec every 50+d50 turns";
-#endif
-
- case ESSENCE_TMP_RES_FIRE:
-#ifdef JP
- return "²Ð¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist fire every 50+d50 turns";
-#endif
-
- case ESSENCE_TMP_RES_COLD:
-#ifdef JP
- return "Î䵤¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist cold every 50+d50 turns";
-#endif
+ return (desc);
+}
- case TR_IMPACT:
-#ifdef JP
- return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "earthquake every 100+d100 turns";
-#endif
- }
- }
+static cptr item_activation_aux(object_type *o_ptr)
+{
+ static char activation_detail[256];
+ cptr desc;
+ char timeout[32];
+ int constant, dice;
+ const activation_type* act_ptr = find_activation_info(o_ptr);
- if (o_ptr->name2 == EGO_TRUMP)
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "teleport every 50+d50 turns";
-#endif
+ if (!act_ptr) return _("̤ÄêµÁ", "something undefined");
- }
+ desc = act_ptr->desc;
- if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
- {
-#ifdef JP
-return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "illumination every 10+d10 turns";
-#endif
+ /* Overwrite description if it is special */
+ switch (o_ptr->xtra2) {
+ case ACT_BR_FIRE:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ desc = _("²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ", "breath of fire (200) and resist fire");
+ break;
+ case ACT_BR_COLD:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ desc = _("Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ", "breath of cold (200) and resist cold");
+ break;
+ case ACT_BR_DRAGON:
+ desc = item_activation_dragon_breath(o_ptr);
+ break;
+ case ACT_AGGRAVATE:
+ if (o_ptr->name1 == ART_HYOUSIGI)
+ desc = _("Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹", "beat wooden clappers");
+ break;
+ case ACT_RESIST_ACID:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
+ desc = _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ", "ball of acid (100) and resist acid");
+ break;
+ case ACT_RESIST_FIRE:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ desc = _("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ", "ball of fire (100) and resist fire");
+ break;
+ case ACT_RESIST_COLD:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ desc = _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ", "ball of cold (100) and resist cold");
+ break;
+ case ACT_RESIST_ELEC:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
+ desc = _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ", "ball of elec (100) and resist elec");
+ break;
}
- else if (o_ptr->name2 == EGO_EARTHQUAKES)
- {
-#ifdef JP
-return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "earthquake every 100+d100 turns";
-#endif
-
+ /* Timeout description */
+ constant = act_ptr->timeout.constant;
+ dice = act_ptr->timeout.dice;
+ if (constant == 0 && dice == 0) {
+ /* We can activate it every turn */
+ strcpy(timeout, _("¤¤¤Ä¤Ç¤â", "every turn"));
+ } else if (constant < 0) {
+ /* Activations that have special timeout */
+ switch (o_ptr->xtra2) {
+ case ACT_BR_FIRE:
+ sprintf(timeout, _("%d ¥¿¡¼¥óËè", "every %d turns"),
+ ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
+ break;
+ case ACT_BR_COLD:
+ sprintf(timeout, _("%d ¥¿¡¼¥óËè", "every %d turns"),
+ ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
+ break;
+ case ACT_TERROR:
+ strcpy(timeout, _("3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè", "every 3 * (level+10) turns"));
+ break;
+ case ACT_MURAMASA:
+ strcpy(timeout, _("³ÎΨ50%¤Ç²õ¤ì¤ë", "(destroyed 50%)"));
+ break;
+ default:
+ strcpy(timeout, "undefined");
+ break;
+ }
+ } else {
+ /* Normal timeout activations */
+ char constant_str[16], dice_str[16];
+ sprintf(constant_str, "%d", constant);
+ sprintf(dice_str, "d%d", dice);
+ sprintf(timeout, _("%s%s%s ¥¿¡¼¥óËè", "every %s%s%s turns"),
+ (constant > 0) ? constant_str : "",
+ (constant > 0 && dice > 0) ? "+" : "",
+ (dice > 0) ? dice_str : "");
}
- else if (o_ptr->name2 == EGO_JUMP)
- {
-#ifdef JP
-return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "blink every 10+d10 turns";
-#endif
-
- }
+ /* Build detail activate description */
+ sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
- if (o_ptr->tval == TV_RING)
- {
- if (object_is_ego(o_ptr))
- {
- switch (o_ptr->name2)
- {
- case EGO_RING_HERO:
-#ifdef JP
-return "»Îµ¤¹âÍÈ : 100+d100¥¿¡¼¥óËè";
-#else
- return "heroism every 100+d100 turns";
-#endif
- case EGO_RING_MAGIC_MIS:
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
- return "magic missile (2d6) every 2 turns";
-#endif
- case EGO_RING_FIRE_BOLT:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
- case EGO_RING_COLD_BOLT:
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
- case EGO_RING_ELEC_BOLT:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 5+d5 turns";
-#endif
- case EGO_RING_ACID_BOLT:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
- return "acid bolt (5d8) every 6+d6 turns";
-#endif
- case EGO_RING_MANA_BOLT:
-#ifdef JP
-return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
-#else
- return "a mana bolt (120) every 120+d120 turns";
-#endif
- case EGO_RING_FIRE_BALL:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "fire ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_COLD_BALL:
-#ifdef JP
-return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "cold ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_ELEC_BALL:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "elec ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_ACID_BALL:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "acid ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_MANA_BALL:
-#ifdef JP
-return "ËâÎϤÎÍò (250) : 300 ¥¿¡¼¥óËè";
-#else
- return "mana storm (250) every 300 turns";
-#endif
- case EGO_RING_DRAGON_F:
- if (o_ptr->sval == SV_RING_FLAMES)
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ : 200 ¥¿¡¼¥óËè";
-#else
- return "breath of fire (200) and resist fire every 200 turns";
-#endif
- else
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
-#else
- return "fire breath (200) every 250 turns";
-#endif
- case EGO_RING_DRAGON_C:
- if (o_ptr->sval == SV_RING_ICE)
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ : 200 ¥¿¡¼¥óËè";
-#else
- return "breath of cold (200) and resist cold every 200 turns";
-#endif
- else
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
-#else
- return "cold breath (200) every 250 turns";
-#endif
- case EGO_RING_M_DETECT:
-#ifdef JP
-return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃÎ : 150 ¥¿¡¼¥óËè";
-#else
- return "detect all monsters every 150 turns";
-#endif
- case EGO_RING_D_SPEED:
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(15+d30¥¿¡¼¥ó) : 100 ¥¿¡¼¥óËè";
-#else
- return "haste self (15+d30 turns) every 100 turns";
-#endif
- case EGO_RING_BERSERKER:
-#ifdef JP
-return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
-#else
- return "berserk (25+d25 turns) every 75+d75 turns";
-#endif
- case EGO_RING_TELE_AWAY:
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
- return "teleport away every 150 turns";
-#endif
- case EGO_RING_TRUE:
-#ifdef JP
-return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ : 777 ¥¿¡¼¥óËè";
-#else
- return "hero, bless, and ultimate resistance every 777 turns";
-#endif
- }
- }
- switch (o_ptr->sval)
- {
- case SV_RING_FLAMES:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "ball of fire (100) and resist fire every 50+d50 turns";
-#endif
+ return activation_detail;
+}
- case SV_RING_ICE:
-#ifdef JP
-return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "ball of cold (100) and resist cold every 50+d50 turns";
-#endif
+/*
+ * Determine the "Activation" (if any) for an artifact
+ * Return a string, or NULL for "no activation"
+ */
+cptr item_activation(object_type *o_ptr)
+{
+ u32b flgs[TR_FLAG_SIZE];
- case SV_RING_ACID:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "ball of acid (100) and resist acid every 50+d50 turns";
-#endif
+ /* Extract the flags */
+ object_flags(o_ptr, flgs);
- case SV_RING_ELEC:
+ /* Require activation ability */
#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ : 50+d50 ¥¿¡¼¥óËè";
+ if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
#else
- return "ball of elec (100) and resist elec every 50+d50 turns";
+ if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
#endif
- default:
- return NULL;
- }
- }
+ /*
+ * We need to deduce somehow that it is a random artifact -- one
+ * problem: It could be a random artifact which has NOT YET received
+ * a name. Thus we eliminate other possibilities instead of checking
+ * for art_name
+ */
- if (o_ptr->tval == TV_AMULET)
+ /* Give priority to weaponsmith's essential activations */
+ if (object_is_smith(o_ptr))
{
- if (object_is_ego(o_ptr))
+ switch (o_ptr->xtra3 - 1)
{
- switch (o_ptr->name2)
- {
- case EGO_AMU_IDENT:
-#ifdef JP
- return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-#else
- return "identify every 10 turns";
-#endif
- case EGO_AMU_CHARM:
-#ifdef JP
- return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 200 ¥¿¡¼¥óËè";
-#else
- return "charm monster every 200 turns";
-#endif
- case EGO_AMU_JUMP:
-#ifdef JP
- return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "blink every 10+d10 turns";
-#endif
- case EGO_AMU_TELEPORT:
-#ifdef JP
- return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "teleport every 50+d50 turns";
-#endif
- case EGO_AMU_D_DOOR:
-#ifdef JP
- return "¼¡¸µ¤ÎÈâ : 200 ¥¿¡¼¥óËè";
-#else
- return "dimension door every 200 turns";
-#endif
- case EGO_AMU_RES_FIRE_:
+ case ESSENCE_TMP_RES_ACID:
#ifdef JP
- return "²Ð±ê¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
+ return "»À¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
#else
- return "resist fire every 50+d50 turns";
+ return "resist acid every 50+d50 turns";
#endif
- case EGO_AMU_RES_COLD_:
+ case ESSENCE_TMP_RES_ELEC:
#ifdef JP
- return "Î䵤¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
+ return "ÅÅ·â¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
#else
- return "resist cold every 50+d50 turns";
+ return "resist elec every 50+d50 turns";
#endif
- case EGO_AMU_RES_ELEC_:
+ case ESSENCE_TMP_RES_FIRE:
#ifdef JP
- return "ÅÅ·â¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
+ return "²Ð¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
#else
- return "resist elec every 50+d50 turns";
+ return "resist fire every 50+d50 turns";
#endif
- case EGO_AMU_RES_ACID_:
+ case ESSENCE_TMP_RES_COLD:
#ifdef JP
- return "»À¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
+ return "Î䵤¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
#else
- return "resist acid every 50+d50 turns";
+ return "resist cold every 50+d50 turns";
#endif
- case EGO_AMU_DETECTION:
+ case TR_IMPACT:
#ifdef JP
- return "Á´´¶ÃÎ : 55+d55¥¿¡¼¥óËè";
+ return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
#else
- return "detect all floor every 55+d55 turns";
+ return "earthquake every 100+d100 turns";
#endif
- }
}
}
+ /* Paranoia - Set activation index for older save data */
+ if (object_is_fixed_artifact(o_ptr))
+ {
+ if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
+ }
+ else if (object_is_ego(o_ptr))
+ {
+ if (!o_ptr->xtra2) o_ptr->xtra2 = e_info[o_ptr->name2].act_idx;
+ }
+ else
+ {
+ if (!o_ptr->xtra2) o_ptr->xtra2 = k_info[o_ptr->k_idx].act_idx;
+ }
+
+ /* Get an explain of an activation */
+ /* if ((object_is_artifact(o_ptr) || object_is_ego(o_ptr)) && (o_ptr->xtra2)) */
+ if (o_ptr->xtra2)
+ {
+ return item_activation_aux(o_ptr);
+ }
+
+ /* Special items */
if (o_ptr->tval == TV_WHISTLE)
{
#ifdef JP
#endif
}
- /* Require dragon scale mail */
-#ifdef JP
-if (o_ptr->tval != TV_DRAG_ARMOR) return ("´ñ̯¤Ê¸÷");
-#else
- if (o_ptr->tval != TV_DRAG_ARMOR) return ("a strange glow");
-#endif
-
-
- /* Branch on the sub-type */
- switch (o_ptr->sval)
- {
- case SV_DRAGON_BLUE:
- {
-#ifdef JP
-return "°ðºÊ¤Î¥Ö¥ì¥¹(100) : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "breathe lightning (100) every 150+d150 turns";
-#endif
-
- }
- case SV_DRAGON_WHITE:
- {
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹(110) : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "breathe frost (110) every 150+d150 turns";
-#endif
-
- }
- case SV_DRAGON_BLACK:
- {
-#ifdef JP
-return "»À¤Î¥Ö¥ì¥¹(130) : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "breathe acid (130) every 150+d150 turns";
-#endif
-
- }
- case SV_DRAGON_GREEN:
- {
-#ifdef JP
-return "ÆǤΥ¬¥¹¤Î¥Ö¥ì¥¹(150) : 180+d180 ¥¿¡¼¥óËè";
-#else
- return "breathe poison gas (150) every 180+d180 turns";
-#endif
-
- }
- case SV_DRAGON_RED:
- {
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe fire (200) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_MULTIHUED:
- {
-#ifdef JP
-return "Ëü¿§¤Î¥Ö¥ì¥¹(250) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe multi-hued (250) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_BRONZE:
- {
-#ifdef JP
-return "º®Íð¤Î¥Ö¥ì¥¹(120) : 180+d180 ¥¿¡¼¥óËè";
-#else
- return "breathe confusion (120) every 180+d180 turns";
-#endif
-
- }
- case SV_DRAGON_GOLD:
- {
-#ifdef JP
-return "¹ì²»¤Î¥Ö¥ì¥¹(130) : 180+d180 ¥¿¡¼¥óËè";
-#else
- return "breathe sound (130) every 180+d180 turns";
-#endif
-
- }
- case SV_DRAGON_CHAOS:
- {
-#ifdef JP
-return "¥«¥ª¥¹/Îô²½¤Î¥Ö¥ì¥¹(220) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe chaos/disenchant (220) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_LAW:
- {
-#ifdef JP
-return "¹ì²»/ÇËÊҤΥ֥쥹(230) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe sound/shards (230) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_BALANCE:
- {
-#ifdef JP
-return "¥Ð¥é¥ó¥¹¤Î¥Ö¥ì¥¹ (250) 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe balance (250) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_SHINING:
- {
-#ifdef JP
-return "Á®¸÷/°Å¹õ¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe light/darkness (200) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_POWER:
- {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe the elements (300) every 200+d200 turns";
-#endif
-
- }
- }
-
/* Oops */
#ifdef JP
-return "¶õµ¤¤Î©";
+ return "²¿¤âµ¯¤¤Ê¤¤";
#else
- return "breathe air";
+ return "Nothing";
#endif
-
}
/*
* Describe a "fully identified" item
*/
-bool screen_object(object_type *o_ptr, bool real)
+bool screen_object(object_type *o_ptr, u32b mode)
{
int i = 0, j, k;
u32b flgs[TR_FLAG_SIZE];
+ char temp[70 * 20];
cptr info[128];
char o_name[MAX_NLEN];
int wid, hgt;
/* Extract the description */
{
- char temp[70 * 20];
-
roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
- (k_text + k_info[lookup_kind(o_ptr->tval, o_ptr->sval)].text),
+ (k_text + k_info[o_ptr->k_idx].text),
77 - 15, temp, sizeof(temp));
for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
{ info[i] = &temp[j]; i++;}
info[i++] = "It provides no light.";
#endif
- if (o_ptr->sval == SV_LITE_FEANOR ||
- o_ptr->sval == SV_LITE_LANTERN)
+ if (o_ptr->sval == SV_LITE_FEANOR)
+ {
+#ifdef JP
+ info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-3)¡£";
+#else
+ info[i++] = "It decreases radius of light source by 3.";
+#endif
+ }
+ else if (o_ptr->sval == SV_LITE_LANTERN)
{
#ifdef JP
- info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-2)¡£";
+ info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-2)¡£";
#else
info[i++] = "It decreases radius of light source by 2.";
#endif
else
{
#ifdef JP
- info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
+ info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
#else
info[i++] = "It decreases radius of light source by 1.";
#endif
if (have_flag(flgs, TR_STR))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏÏÓÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤ÏÏÓÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your strength.";
#endif
if (have_flag(flgs, TR_INT))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏÃÎǽ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤ÏÃÎǽ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your intelligence.";
#endif
if (have_flag(flgs, TR_WIS))
{
#ifdef JP
-info[i++] = "¤½¤ì¤Ï¸¤µ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤Ï¸¤µ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your wisdom.";
#endif
if (have_flag(flgs, TR_DEX))
{
#ifdef JP
-info[i++] = "¤½¤ì¤Ï´ïÍѤµ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤Ï´ïÍѤµ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your dexterity.";
#endif
if (have_flag(flgs, TR_CON))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏÂѵ×ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤ÏÂѵ×ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your constitution.";
#endif
if (have_flag(flgs, TR_CHR))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏÌ¥ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤ÏÌ¥ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your charisma.";
#endif
if (have_flag(flgs, TR_MAGIC_MASTERY))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏËâË¡Æ»¶ñ»ÈÍÑǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤ÏËâË¡Æ»¶ñ»ÈÍÑǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your ability to use magic devices.";
#endif
if (have_flag(flgs, TR_STEALTH))
{
#ifdef JP
-info[i++] = "¤½¤ì¤Ï±£Ì©¹ÔưǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤Ï±£Ì©¹ÔưǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your stealth.";
#endif
if (have_flag(flgs, TR_SEARCH))
{
#ifdef JP
-info[i++] = "¤½¤ì¤Ïõº÷ǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤Ïõº÷ǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your searching.";
#endif
if (have_flag(flgs, TR_INFRA))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏÀÖ³°Àþ»ëÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤ÏÀÖ³°Àþ»ëÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your infravision.";
#endif
if (have_flag(flgs, TR_TUNNEL))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏºÎ·¡Ç½ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤ÏºÎ·¡Ç½ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your ability to tunnel.";
#endif
if (have_flag(flgs, TR_SPEED))
{
#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥¹¥Ô¡¼¥É¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤Ï¥¹¥Ô¡¼¥É¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your speed.";
#endif
if (have_flag(flgs, TR_BLOWS))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏÂÇ·â²ó¿ô¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
+info[i++] = "¤½¤ì¤ÏÂÇ·â²ó¿ô¤Ë±Æ¶Á¤òµÚ¤Ü¤¹¡£";
#else
info[i++] = "It affects your attack speed.";
#endif
if (have_flag(flgs, TR_BRAND_ACID))
{
#ifdef JP
-info[i++] = "¤½¤ì¤Ï»À¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë";
+info[i++] = "¤½¤ì¤Ï»À¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
#else
info[i++] = "It does extra damage from acid.";
#endif
if (have_flag(flgs, TR_BRAND_ELEC))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë";
+info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
#else
info[i++] = "It does extra damage from electricity.";
#endif
if (have_flag(flgs, TR_BRAND_FIRE))
{
#ifdef JP
-info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë";
+info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
#else
info[i++] = "It does extra damage from fire.";
#endif
if (have_flag(flgs, TR_BRAND_COLD))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏÎ䵤¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë";
+info[i++] = "¤½¤ì¤ÏÎ䵤¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë¡£";
#else
info[i++] = "It does extra damage from frost.";
#endif
#endif
}
- if (o_ptr->curse_flags & TRC_ADD_L_CURSE)
+ if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
{
#ifdef JP
info[i++] = "¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£";
#endif
}
- if (o_ptr->curse_flags & TRC_ADD_H_CURSE)
+ if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
{
#ifdef JP
info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£";
}
/* Describe about this kind of object instead of THIS fake object */
- if (!real)
+ if (mode & SCROBJ_FAKE_OBJECT)
{
switch (o_ptr->tval)
{
}
}
+ if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
+
/* No relevant informations */
if (i <= trivial_info) return (FALSE);
Term_get_size(&wid, &hgt);
/* Display Item name */
- if (real)
+ if (!(mode & SCROBJ_FAKE_OBJECT))
object_desc(o_name, o_ptr, 0);
else
object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
monster_race *r_ptr = &r_info[o_ptr->pval];
int namelen = strlen(r_name + r_ptr->name);
prt(format("%s: '", r_name + r_ptr->name), 1, 15);
- c_prt(r_ptr->d_attr, format("%c", r_ptr->d_char), 1, 18+namelen);
- prt("'", 1, 19+namelen);
+ Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0);
+ prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
}
else
#ifdef JP
if (!o_ptr->k_idx) return (FALSE);
/* Hack -- ignore "gold" */
- if (o_ptr->tval == TV_GOLD) return (FALSE);
+ if (o_ptr->tval == TV_GOLD)
+ {
+ /* See xtra2.c */
+ extern bool show_gold_on_floor;
+
+ if (!show_gold_on_floor) return (FALSE);
+ }
/* Check the tval */
if (item_tester_tval)
Term_erase(3+n, i, 255);
/* Display the weight if needed */
- if (show_weights && o_ptr->weight)
+ if (show_weights)
{
int wgt = o_ptr->weight * o_ptr->number;
#ifdef JP
Term_erase(3+n, i - INVEN_RARM, 255);
/* Display the weight (if needed) */
- if (show_weights && o_ptr->weight)
+ if (show_weights)
{
int wgt = o_ptr->weight * o_ptr->number;
#ifdef JP
int max_inven = 0;
int max_equip = 0;
+#ifdef ALLOW_REPEAT
+
+ static char prev_tag = '\0';
+ char cur_tag = '\0';
+
+#endif /* ALLOW_REPEAT */
+
#ifdef ALLOW_EASY_FLOOR /* TNB */
if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
#endif /* ALLOW_EASY_FLOOR -- TNB */
+ /* Extract args */
+ if (mode & USE_EQUIP) equip = TRUE;
+ if (mode & USE_INVEN) inven = TRUE;
+ if (mode & USE_FLOOR) floor = TRUE;
+
#ifdef ALLOW_REPEAT
/* Get the item index */
if (repeat_pull(cp))
{
/* the_force */
- if (*cp == INVEN_FORCE)
+ if (select_the_force && (*cp == INVEN_FORCE))
{
item_tester_tval = 0;
item_tester_hook = NULL;
}
/* Floor item? */
- else if (*cp < 0)
+ else if (floor && (*cp < 0))
{
object_type *o_ptr;
/* Validate the item */
if (item_tester_okay(o_ptr))
{
- /* Forget the item_tester_tval restriction */
+ /* Forget restrictions */
item_tester_tval = 0;
-
- /* Forget the item_tester_hook restriction */
item_tester_hook = NULL;
-
command_cmd = 0; /* Hack -- command_cmd is no longer effective */
/* Success */
- return (TRUE);
+ return TRUE;
}
}
- /* Verify the item */
- else if (get_item_okay(*cp))
+ else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
+ (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
{
- /* Forget the item_tester_tval restriction */
- item_tester_tval = 0;
+ if (prev_tag && command_cmd)
+ {
+ /* Look up the tag and validate the item */
+ if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
+ else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
+ else if (!get_item_okay(k)) /* Reject */;
+ else
+ {
+ /* Accept that choice */
+ (*cp) = k;
- /* Forget the item_tester_hook restriction */
- item_tester_hook = NULL;
+ /* Forget restrictions */
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+ /* Success */
+ return TRUE;
+ }
- /* Success */
- return (TRUE);
+ prev_tag = '\0'; /* prev_tag is no longer effective */
+ }
+
+ /* Verify the item */
+ else if (get_item_okay(*cp))
+ {
+ /* Forget restrictions */
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+
+ /* Success */
+ return TRUE;
+ }
}
}
#endif /* ALLOW_REPEAT */
- /* Extract args */
- if (mode & (USE_EQUIP)) equip = TRUE;
- if (mode & (USE_INVEN)) inven = TRUE;
- if (mode & (USE_FLOOR)) floor = TRUE;
-
/* Paranoia XXX XXX XXX */
msg_print(NULL);
(*cp) = k;
item = TRUE;
done = TRUE;
+#ifdef ALLOW_REPEAT
+ cur_tag = which;
+#endif /* ALLOW_REPEAT */
break;
}
(*cp) = k;
item = TRUE;
done = TRUE;
+#ifdef ALLOW_REPEAT
+ cur_tag = which;
+#endif /* ALLOW_REPEAT */
break;
}
{
#ifdef ALLOW_REPEAT
repeat_push(*cp);
+ if (command_cmd) prev_tag = cur_tag;
#endif /* ALLOW_REPEAT */
command_cmd = 0; /* Hack -- command_cmd is no longer effective */
int wid, hgt;
char floor_label[52 + 1];
+ bool dont_need_to_show_weights = TRUE;
+
/* Get size */
Term_get_size(&wid, &hgt);
/* Be sure to account for the weight */
if (show_weights) l += 9;
+ if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
+
/* Maintain the maximum length */
if (l > len) len = l;
k++;
}
+ if (show_weights && dont_need_to_show_weights) len -= 9;
+
/* Save width */
*min_width = len;
c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
/* Display the weight if needed */
- if (show_weights)
+ if (show_weights && (o_ptr->tval != TV_GOLD))
{
int wgt = o_ptr->weight * o_ptr->number;
#ifdef JP
bool oops = FALSE;
- bool equip = FALSE;
- bool inven = FALSE;
- bool floor = FALSE;
+ /* Extract args */
+ bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
+ bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
+ bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
bool allow_equip = FALSE;
bool allow_inven = FALSE;
#ifdef ALLOW_REPEAT
+ static char prev_tag = '\0';
+ char cur_tag = '\0';
+
/* Get the item index */
if (repeat_pull(cp))
{
/* the_force */
- if (*cp == INVEN_FORCE)
+ if (select_the_force && (*cp == INVEN_FORCE))
{
item_tester_tval = 0;
item_tester_hook = NULL;
}
/* Floor item? */
- else if (*cp < 0)
+ else if (floor && (*cp < 0))
{
- object_type *o_ptr;
+ if (prev_tag && command_cmd)
+ {
+ /* Scan all objects in the grid */
+ floor_num = scan_floor(floor_list, py, px, 0x03);
- /* Special index */
- k = 0 - (*cp);
+ /* Look up the tag */
+ if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
+ {
+ /* Accept that choice */
+ (*cp) = 0 - floor_list[k];
- /* Acquire object */
- o_ptr = &o_list[k];
+ /* Forget restrictions */
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+
+ /* Success */
+ return TRUE;
+ }
+
+ prev_tag = '\0'; /* prev_tag is no longer effective */
+ }
/* Validate the item */
- if (item_tester_okay(o_ptr))
+ else if (item_tester_okay(&o_list[0 - (*cp)]))
{
- /* Forget the item_tester_tval restriction */
+ /* Forget restrictions */
item_tester_tval = 0;
-
- /* Forget the item_tester_hook restriction */
item_tester_hook = NULL;
-
command_cmd = 0; /* Hack -- command_cmd is no longer effective */
/* Success */
- return (TRUE);
+ return TRUE;
}
}
- /* Verify the item */
- else if (get_item_okay(*cp))
+ else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
+ (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
{
- /* Forget the item_tester_tval restriction */
- item_tester_tval = 0;
+ if (prev_tag && command_cmd)
+ {
+ /* Look up the tag and validate the item */
+ if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
+ else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
+ else if (!get_item_okay(k)) /* Reject */;
+ else
+ {
+ /* Accept that choice */
+ (*cp) = k;
- /* Forget the item_tester_hook restriction */
- item_tester_hook = NULL;
+ /* Forget restrictions */
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+ /* Success */
+ return TRUE;
+ }
- /* Success */
- return (TRUE);
+ prev_tag = '\0'; /* prev_tag is no longer effective */
+ }
+
+ /* Verify the item */
+ else if (get_item_okay(*cp))
+ {
+ /* Forget restrictions */
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+
+ /* Success */
+ return TRUE;
+ }
}
}
#endif /* ALLOW_REPEAT */
- /* Extract args */
- if (mode & (USE_EQUIP)) equip = TRUE;
- if (mode & (USE_INVEN)) inven = TRUE;
- if (mode & (USE_FLOOR)) floor = TRUE;
-
/* Paranoia XXX XXX XXX */
msg_print(NULL);
(*cp) = k;
item = TRUE;
done = TRUE;
+#ifdef ALLOW_REPEAT
+ cur_tag = which;
+#endif /* ALLOW_REPEAT */
break;
}
(*cp) = k;
item = TRUE;
done = TRUE;
+#ifdef ALLOW_REPEAT
+ cur_tag = which;
+#endif /* ALLOW_REPEAT */
break;
}
}
(*cp) = k;
item = TRUE;
done = TRUE;
+#ifdef ALLOW_REPEAT
+ cur_tag = which;
+#endif /* ALLOW_REPEAT */
break;
}
}
{
#ifdef ALLOW_REPEAT
repeat_push(*cp);
+ if (command_cmd) prev_tag = cur_tag;
#endif /* ALLOW_REPEAT */
command_cmd = 0; /* Hack -- command_cmd is no longer effective */