/*
- * Teleport monster next to the player
+ * Teleport monster next to a grid near the given location
*/
-void teleport_to_player(int m_idx, int power)
+void teleport_monster_to(int m_idx, int ty, int tx, int power)
{
int ny, nx, oy, ox, d, i, min;
int attempts = 500;
/* Try several locations */
for (i = 0; i < 500; i++)
{
+ cave_type *c_ptr;
+
/* Pick a (possibly illegal) location */
while (1)
{
- ny = rand_spread(py, dis);
- nx = rand_spread(px, dis);
- d = distance(py, px, ny, nx);
+ ny = rand_spread(ty, dis);
+ nx = rand_spread(tx, dis);
+ d = distance(ty, tx, ny, nx);
if ((d >= min) && (d <= dis)) break;
}
/* Require "empty" floor space */
if (!cave_empty_bold(ny, nx)) continue;
+ c_ptr = &cave[ny][nx];
+
/* Hack -- no teleport onto glyph of warding */
- if (is_glyph_grid(&cave[ny][nx])) continue;
- if (is_explosive_rune_grid(&cave[ny][nx])) continue;
+ if (is_glyph_grid(c_ptr)) continue;
+ if (is_explosive_rune_grid(c_ptr)) continue;
/* ...nor onto the Pattern */
- if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
- (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
+ if ((c_ptr->feat >= FEAT_PATTERN_START) &&
+ (c_ptr->feat <= FEAT_PATTERN_XTRA2)) continue;
/* No teleporting into vaults and such */
- /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
+ /* if (c_ptr->info & (CAVE_ICKY)) continue; */
/* This grid looks good */
look = FALSE;
* totally unkillable suckers...
*/
if ((r_ptr->flags6 & RF6_TPORT) &&
- !(r_ptr->flags3 & RF3_RES_TELE))
+ !(r_ptr->flagsr & RFR_RES_TELE))
{
- if (!m_ptr->csleep) teleport_to_player(tmp_m_idx, r_ptr->level);
+ if (!m_ptr->csleep) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level);
}
}
}
{
if (cave_naked_bold(y, x) || (((cave[y][x].feat == FEAT_DEEP_LAVA) || (cave[y][x].feat == FEAT_DEEP_WATER)) && !cave[y][x].m_idx)) break;
}
- else if (cave_empty_bold(y, x) || ((y == py) && (x == px))) break;
+ else if (cave_empty_bold(y, x) || player_bold(y, x)) break;
/* Occasionally advance the distance */
if (++ctr > (4 * dis * dis + 4 * dis + 1))
/*
* Teleport the player one level up or down (random when legal)
+ * Note: If m_idx <= 0, target is player.
*/
-void teleport_player_level(void)
+void teleport_level(int m_idx)
{
- bool go_up;
+ bool go_up;
+ char m_name[160];
+ bool see_m = TRUE;
+
+ if (m_idx <= 0) /* To player */
+ {
+#ifdef JP
+ strcpy(m_name, "¤¢¤Ê¤¿");
+#else
+ strcpy(m_name, "you");
+#endif
+ }
+ else /* To monster */
+ {
+ monster_type *m_ptr = &m_list[m_idx];
+
+ /* Get the monster name (or "it") */
+ monster_desc(m_name, m_ptr, 0);
- /* No effect in arena or quest */
- if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
- ((quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) && (dun_level > 1) && ironman_downward))
+ see_m = m_ptr->ml;
+ }
+
+ /* No effect in some case */
+ if (TELE_LEVEL_IS_INEFF(m_idx))
{
#ifdef JP
-msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
+ if (see_m) msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
#else
- msg_print("There is no effect.");
+ if (see_m) msg_print("There is no effect.");
#endif
return;
}
- if (p_ptr->anti_tele)
+ if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
{
#ifdef JP
-msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
+ msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
#else
msg_print("A mysterious force prevents you from teleporting!");
#endif
-
return;
}
if (randint0(100) < 50) go_up = TRUE;
else go_up = FALSE;
- if (p_ptr->wizard)
+ if ((m_idx <= 0) && p_ptr->wizard)
{
if (get_check("Force to go up? ")) go_up = TRUE;
else if (get_check("Force to go down? ")) go_up = FALSE;
}
/* Down only */
- if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
+ if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
+ if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
#else
- msg_print("You sink through the floor.");
+ if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
#endif
- if (!dun_level)
+ if (m_idx <= 0) /* To player */
{
- dungeon_type = p_ptr->recall_dungeon;
- p_ptr->oldpy = py;
- p_ptr->oldpx = px;
- }
+ if (!dun_level)
+ {
+ dungeon_type = p_ptr->recall_dungeon;
+ p_ptr->oldpy = py;
+ p_ptr->oldpx = px;
+ }
- if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
- if (autosave_l) do_cmd_save_game(TRUE);
+ if (autosave_l) do_cmd_save_game(TRUE);
- if (!dun_level)
- {
- dun_level = d_info[dungeon_type].mindepth;
- prepare_change_floor_mode(CFM_RAND_PLACE | CFM_CLEAR_ALL);
- }
- else
- {
- prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- }
+ if (!dun_level)
+ {
+ dun_level = d_info[dungeon_type].mindepth;
+ prepare_change_floor_mode(CFM_RAND_PLACE | CFM_CLEAR_ALL);
+ }
+ else
+ {
+ prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ }
- /* Leaving */
- p_ptr->leaving = TRUE;
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
}
/* Up only */
else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
+ if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
#else
- msg_print("You rise up through the ceiling.");
+ if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
#endif
- if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
+ if (m_idx <= 0) /* To player */
+ {
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
- if (autosave_l) do_cmd_save_game(TRUE);
+ if (autosave_l) do_cmd_save_game(TRUE);
- prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- leave_quest_check();
+ leave_quest_check();
- /* Leaving */
- p_ptr->inside_quest = 0;
- p_ptr->leaving = TRUE;
+ /* Leaving */
+ p_ptr->inside_quest = 0;
+ p_ptr->leaving = TRUE;
+ }
}
else if (go_up)
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
+ if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
#else
- msg_print("You rise up through the ceiling.");
+ if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
#endif
- if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
+ if (m_idx <= 0) /* To player */
+ {
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
- if (autosave_l) do_cmd_save_game(TRUE);
+ if (autosave_l) do_cmd_save_game(TRUE);
- prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- /* Leaving */
- p_ptr->leaving = TRUE;
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
}
else
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
+ if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
#else
- msg_print("You sink through the floor.");
+ if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
#endif
- /* Never reach this code on the surface */
- /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
+ if (m_idx <= 0) /* To player */
+ {
+ /* Never reach this code on the surface */
+ /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
+
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+
+ if (autosave_l) do_cmd_save_game(TRUE);
+
+ prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
+ }
- if (autosave_l) do_cmd_save_game(TRUE);
+ /* Monster level teleportation is simple deleting now */
+ if (m_idx > 0)
+ {
+ monster_type *m_ptr = &m_list[m_idx];
- prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ /* Check for quest completion */
+ check_quest_completion(m_ptr);
- /* Leaving */
- p_ptr->leaving = TRUE;
+ delete_monster_idx(m_idx);
}
/* Sound */
}
/* Teleport Level */
- teleport_player_level();
+ teleport_level(0);
break;
}
}
+/*
+ * Determine if a "feature" is a "vanishable"
+ * Non-permanent walls, trees, mountains, or doors
+ */
+#define vanishable_feat(F) \
+ ((!feat_floor(F) && (((F) < FEAT_PERM_EXTRA) || ((F) > FEAT_PERM_SOLID))) || \
+ ((F) == FEAT_OPEN) || ((F) == FEAT_BROKEN))
+
+/*
+ * Vanish all walls in this floor
+ */
+static bool vanish_dungeon(void)
+{
+ int y, x;
+ cave_type *c_ptr;
+ monster_type *m_ptr;
+ char m_name[80];
+ byte feat;
+
+ /* Prevent vasishing of quest levels and town */
+ if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
+ {
+ return FALSE;
+ }
+
+ /* Scan all normal grids */
+ for (y = 1; y < cur_hgt - 1; y++)
+ {
+ for (x = 1; x < cur_wid - 1; x++)
+ {
+ c_ptr = &cave[y][x];
+
+ /* Seeing true feature code (ignore mimic) */
+ feat = c_ptr->feat;
+
+ /* Lose room and vault */
+ c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Awake monster */
+ if (c_ptr->m_idx)
+ {
+ m_ptr = &m_list[c_ptr->m_idx];
+
+ /* Reset sleep counter */
+ m_ptr->csleep = 0;
+
+ if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
+ /* Notice the "waking up" */
+ if (m_ptr->ml)
+ {
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+#else
+ msg_format("%^s wakes up.", m_name);
+#endif
+
+ /* Redraw the health bar */
+ if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+ }
+
+ /* Process all walls, doors and patterns */
+ if (vanishable_feat(feat) || pattern_tile(y, x))
+ {
+ /* Create floor */
+ cave_set_feat(y, x, floor_type[randint0(100)]);
+ }
+ }
+ }
+
+ /* Special boundary walls -- Top and bottom */
+ for (x = 0; x < cur_wid; x++)
+ {
+ c_ptr = &cave[0][x];
+
+ /* Lose room and vault */
+ c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = f_info[floor_type[randint0(100)]].mimic;
+
+ c_ptr = &cave[cur_hgt - 1][x];
+
+ /* Lose room and vault */
+ c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = f_info[floor_type[randint0(100)]].mimic;
+ }
+
+ /* Special boundary walls -- Left and right */
+ for (y = 1; y < (cur_hgt - 1); y++)
+ {
+ c_ptr = &cave[y][0];
+
+ /* Lose room and vault */
+ c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = f_info[floor_type[randint0(100)]].mimic;
+
+ c_ptr = &cave[y][cur_wid - 1];
+
+ /* Lose room and vault */
+ c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = f_info[floor_type[randint0(100)]].mimic;
+ }
+
+ /* Mega-Hack -- Forget the view and lite */
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
+
+ /* Update stuff */
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+ /* Update the monsters */
+ p_ptr->update |= (PU_MONSTERS);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ return TRUE;
+}
+
+
void call_the_(void)
{
int i;
if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
}
}
+
+ /* Prevent destruction of quest levels and town */
+ else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
+ {
+#ifdef JP
+ msg_print("ÃÏÌ̤¬Íɤ줿¡£");
+#else
+ msg_print("The ground trembles.");
+#endif
+ }
+
else
{
#ifdef JP
msg_print("There is a loud explosion!");
#endif
-
- if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11)))
+ if (one_in_(666))
+ {
#ifdef JP
- msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
+ if (!vanish_dungeon()) msg_print("¥À¥ó¥¸¥ç¥ó¤Ï°ì½ÖÀŤޤêÊ֤ä¿¡£");
#else
- msg_print("The dungeon collapses...");
+ if (!vanish_dungeon()) msg_print("The dungeon silences a moment.");
#endif
-
+ }
else
+ {
+ if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
#ifdef JP
- msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
+ msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
#else
- msg_print("The dungeon trembles.");
+ msg_print("The dungeon collapses...");
#endif
+ else
+#ifdef JP
+ msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
+#else
+ msg_print("The dungeon trembles.");
+#endif
+ }
#ifdef JP
take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
#else
take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
#endif
-
}
}
/* Create a glyph */
cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = FEAT_GLYPH;
+ cave[py][px].mimic = f_info[FEAT_GLYPH].mimic;
/* Notice */
note_spot(py, px);
/* Create a mirror */
cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = FEAT_MIRROR;
+ cave[py][px].mimic = f_info[FEAT_MIRROR].mimic;
/* Turn on the light */
cave[py][px].info |= CAVE_GLOW;
/* Create a glyph */
cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = FEAT_MINOR_GLYPH;
+ cave[py][px].mimic = f_info[FEAT_MINOR_GLYPH].mimic;
/* Notice */
note_spot(py, px);
*/
static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
{
- if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
- return FALSE;
-
switch (o_ptr->tval)
{
case TV_SWORD:
case TV_HELM:
case TV_BOOTS:
case TV_GLOVES:
- {
- return (TRUE);
- }
+ if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
+ {
+ if (object_known_p(o_ptr)) return FALSE;
+ }
+ return TRUE;
}
- return (FALSE);
+ return FALSE;
}
/* Get an item */
#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
-s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
+ q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
+ s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
#else
q = "Enchant which item? ";
s = "You have nothing to enchant.";
/* Describe */
#ifdef JP
-msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
+ msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
#else
msg_format("%s %s radiate%s a blinding light!",
((item >= 0) ? "Your" : "The"), o_name,
if (o_ptr->name1 || o_ptr->art_name)
{
#ifdef JP
-msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
- o_name );
+ msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
#else
msg_format("The %s %s already %s!",
o_name, ((o_ptr->number > 1) ? "are" : "is"),
else if (o_ptr->name2)
{
#ifdef JP
-msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
- o_name );
+ msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
#else
msg_format("The %s %s already %s!",
o_name, ((o_ptr->number > 1) ? "are" : "is"),
else if (o_ptr->xtra3)
{
#ifdef JP
-msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
- o_name );
+ msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª", o_name );
#else
msg_format("The %s %s already %s!",
o_name, ((o_ptr->number > 1) ? "are" : "is"),
- ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
+ ((o_ptr->number > 1) ? "customized items" : "a customized item"));
#endif
}
if (o_ptr->number > 1)
{
#ifdef JP
-msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
-msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
+ msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
+ msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
#else
msg_print("Not enough enough energy to enchant more than one object!");
msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
/* Message */
#ifdef JP
-msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
+ msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
#else
msg_print("The enchantment failed.");
#endif
p_ptr->csp = p_ptr->msp;
}
+ /* Redraw mana and hp */
+ p_ptr->redraw |= (PR_MANA);
+
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
p_ptr->window |= (PW_INVEN);