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Extend features of tiling. (separation of Cell size and Tile size / add offset position.)
[hengband/hengband.git] / src / cmd6.c
index cca50aa..efb4d51 100644 (file)
@@ -1,19 +1,17 @@
-/* File: cmd6.c */
-
-/*
+/*!
+ * @file cmd6.c
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Î¥¢¥¤¥Æ¥à¤Ë´Ø¤¹¤ë¥³¥Þ¥ó¥É¤Î¼ÂÁõ2 / Spell/Prayer commands
+ * @date 2014/01/27
+ * @author
+ * <pre>
  * 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.  Other copyrights may also apply.
- */
-
-/* Purpose: Object commands */
-
-#include "angband.h"
-
-
-/*
+ * 2014 Deskull rearranged comment for Doxygen.\n
+ * </pre>
+ * @details
+ * <pre>
  * This file includes code for eating food, drinking potions,
  * reading scrolls, aiming wands, using staffs, zapping rods,
  * and activating artifacts.
  *
  * Note that food/potions/scrolls no longer use bit-flags for effects,
  * but instead use the "sval" (which is also used to sort the objects).
+ * </pre>
  */
 
+#include "angband.h"
+
 
+/*!
+ * @brief ¿©ÎÁ¤ò¿©¤Ù¤ë¥³¥Þ¥ó¥É¤Î¥µ¥Ö¥ë¡¼¥Á¥ó
+ * @param item ¿©¤Ù¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î½ê»ýÉÊID
+ * @return ¤Ê¤·
+ */
 static void do_cmd_eat_food_aux(int item)
 {
        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)
        {
@@ -81,7 +90,7 @@ static void do_cmd_eat_food_aux(int item)
        ident = FALSE;
 
        /* Object level */
-       lev = get_object_level(o_ptr);
+       lev = k_info[o_ptr->k_idx].level;
 
        if (o_ptr->tval == TV_FOOD)
        {
@@ -378,7 +387,7 @@ static void do_cmd_eat_food_aux(int item)
        /* 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);
@@ -389,7 +398,7 @@ static void do_cmd_eat_food_aux(int item)
        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);
@@ -517,18 +526,21 @@ msg_print("
                        floor_item_charges(0 - item);
                }
 
+               /* Window stuff */
+               p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
                /* Don't eat a staff/wand itself */
                return;
        }
        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);
@@ -627,8 +639,11 @@ msg_print("
 }
 
 
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò¥×¥ì¥¤¥ä¡¼¤¬¿©¤Ù¤ë¤³¤È¤¬¤Ç¤­¤ë¤«¤òȽÄꤹ¤ë /
  * Hook to determine if an object is eatable
+ * @param o_ptr È½Äꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¿©¤Ù¤ë¤³¤È¤¬²Äǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
  */
 static bool item_tester_hook_eatable(object_type *o_ptr)
 {
@@ -657,7 +672,7 @@ static bool item_tester_hook_eatable(object_type *o_ptr)
        {
                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;
        }
 
@@ -666,8 +681,10 @@ static bool item_tester_hook_eatable(object_type *o_ptr)
 }
 
 
-/*
+/*!
+ * @brief ¿©ÎÁ¤ò¿©¤Ù¤ë¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
  * Eat some food (from the pack or floor)
+ * @return ¤Ê¤·
  */
 void do_cmd_eat_food(void)
 {
@@ -699,13 +716,16 @@ void do_cmd_eat_food(void)
 }
 
 
-/*
+/*!
+ * @brief Ìô¤ò°û¤à¥³¥Þ¥ó¥É¤Î¥µ¥Ö¥ë¡¼¥Á¥ó /
  * Quaff a potion (from the pack or the floor)
+ * @param item °û¤àÌô¥ª¥Ö¥¸¥§¥¯¥È¤Î½ê»ýÉÊID
+ * @return ¤Ê¤·
  */
 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;
 
@@ -726,9 +746,10 @@ static void do_cmd_quaff_potion_aux(int item)
                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) */
@@ -776,7 +797,7 @@ static void do_cmd_quaff_potion_aux(int item)
        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)
@@ -884,11 +905,11 @@ static void do_cmd_quaff_potion_aux(int item)
                                        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!");
@@ -934,7 +955,7 @@ msg_print("
                        break;
 
                case SV_POTION_LOSE_MEMORIES:
-                       if (!p_ptr->hold_life && (p_ptr->exp > 0))
+                       if (!p_ptr->hold_exp && (p_ptr->exp > 0))
                        {
 #ifdef JP
                                msg_print("²áµî¤Îµ­²±¤¬Çö¤ì¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£");
@@ -1433,7 +1454,7 @@ msg_print("
        /* 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);
@@ -1444,7 +1465,7 @@ msg_print("
        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);
@@ -1460,7 +1481,7 @@ msg_print("
                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 */
@@ -1469,10 +1490,10 @@ msg_print("
                        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¤·¤¿¡£");
@@ -1483,7 +1504,7 @@ msg_print("
                                }
                                else
                                {
-                                       set_food(p_ptr->food + ((o_ptr->pval) / 20));
+                                       set_food(p_ptr->food + ((q_ptr->pval) / 20));
                                }
                                break;
                        case RACE_ENT:
@@ -1492,29 +1513,32 @@ msg_print("
 #else
                                msg_print("You are moistened.");
 #endif
-                               set_food(MIN(p_ptr->food + o_ptr->pval + MAX(0, o_ptr->pval * 10) + 2000, 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;
        }
 }
 
 
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò¥×¥ì¥¤¥ä¡¼¤¬°û¤à¤³¤È¤¬¤Ç¤­¤ë¤«¤òȽÄꤹ¤ë /
  * Hook to determine if an object can be quaffed
+ * @param o_ptr È½Äꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return °û¤à¤³¤È¤¬²Äǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
  */
 static bool item_tester_hook_quaff(object_type *o_ptr)
 {
@@ -1525,13 +1549,14 @@ static bool item_tester_hook_quaff(object_type *o_ptr)
                if (o_ptr->tval == TV_FLASK && o_ptr->sval == SV_FLASK_OIL)
                        return TRUE;
        }
-
        return FALSE;
 }
 
 
-/*
+/*!
+ * @brief Ìô¤ò°û¤à¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
  * Quaff some potion (from the pack or floor)
+ * @return ¤Ê¤·
  */
 void do_cmd_quaff_potion(void)
 {
@@ -1562,18 +1587,23 @@ void do_cmd_quaff_potion(void)
 }
 
 
-/*
+/*!
+ * @brief ´¬Êª¤òÆɤॳ¥Þ¥ó¥É¤Î¥µ¥Ö¥ë¡¼¥Á¥ó
  * Read a scroll (from the pack or floor).
- *
+ * @param item Æɤ४¥Ö¥¸¥§¥¯¥È¤Î½ê»ýÉÊID
+ * @param known È½ÌÀºÑ¤Ê¤é¤ÐTRUE
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
  * Certain scrolls can be "aborted" without losing the scroll.  These
  * include scrolls with no effects but recharge or identify, which are
  * cancelled before use.  XXX Reading them still takes a turn, though.
+ * </pre>
  */
 static void do_cmd_read_scroll_aux(int item, bool known)
 {
        int         k, used_up, ident, lev;
        object_type *o_ptr;
-       char        Rumor[1024];
 
 
        /* Get the item (in the pack) */
@@ -1615,16 +1645,16 @@ static void do_cmd_read_scroll_aux(int item, bool known)
                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;
@@ -1665,7 +1695,14 @@ static void do_cmd_read_scroll_aux(int item, bool known)
 
                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;
                }
 
@@ -1719,14 +1756,14 @@ static void do_cmd_read_scroll_aux(int item, bool known)
 
                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;
                }
@@ -1966,7 +2003,21 @@ msg_print("
 
                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;
@@ -1989,14 +2040,14 @@ msg_print("
 
                case SV_SCROLL_ACQUIREMENT:
                {
-                       acquirement(py, px, 1, TRUE, FALSE);
+                       acquirement(py, px, 1, TRUE, FALSE, FALSE);
                        ident = TRUE;
                        break;
                }
 
                case SV_SCROLL_STAR_ACQUIREMENT:
                {
-                       acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
+                       acquirement(py, px, randint1(2) + 1, TRUE, FALSE, FALSE);
                        ident = TRUE;
                        break;
                }
@@ -2048,65 +2099,17 @@ take_hit(DAMAGE_NOESCAPE, 111+randint1(111), "
 
                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
@@ -2128,6 +2131,20 @@ msg_print("
                        if (!reset_recall()) used_up = FALSE;
                        break;
                }
+
+               case SV_SCROLL_AMUSEMENT:
+               {
+                       ident = TRUE;
+                       amusement(py, px, 1, FALSE);
+                       break;
+               }
+
+               case SV_SCROLL_STAR_AMUSEMENT:
+               {
+                       ident = TRUE;
+                       amusement(py, px,  randint1(2) + 1, FALSE);
+                       break;
+               }
        }
        }
        else if (o_ptr->name1 == ART_GHB)
@@ -2174,7 +2191,7 @@ msg_print("
                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);
@@ -2192,7 +2209,7 @@ msg_print("
        /* 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);
@@ -2203,7 +2220,7 @@ msg_print("
        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);
@@ -2238,9 +2255,11 @@ msg_print("
        }
 }
 
-
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò¥×¥ì¥¤¥ä¡¼¤¬Æɤळ¤È¤¬¤Ç¤­¤ë¤«¤òȽÄꤹ¤ë /
  * Hook to determine if an object is readable
+ * @param o_ptr È½Äꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return Æɤळ¤È¤¬²Äǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
  */
 static bool item_tester_hook_readable(object_type *o_ptr)
 {
@@ -2250,7 +2269,11 @@ static bool item_tester_hook_readable(object_type *o_ptr)
        return (FALSE);
 }
 
-
+/*!
+ * @brief Æɤॳ¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
+ * Eat some food (from the pack or floor)
+ * @return ¤Ê¤·
+ */
 void do_cmd_read_scroll(void)
 {
        object_type *o_ptr;
@@ -2322,14 +2345,24 @@ void do_cmd_read_scroll(void)
        }
 
        /* 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));
 }
 
-
-static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
+/*!
+ * @brief ¾ó¤Î¸ú²Ì¤òȯư¤¹¤ë
+ * @param sval ¥ª¥Ö¥¸¥§¥¯¥È¤Îsval
+ * @param use_charge »ÈÍѲó¿ô¤ò¾ÃÈñ¤·¤¿¤«¤É¤¦¤«¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param powerful ¶¯ÎÏȯư¾å¤Î½èÍý¤Ê¤é¤ÐTRUE
+ * @param magic ËâÆ»¶ñ½Ñ¾å¤Î½èÍý¤Ê¤é¤ÐTRUE
+ * @param known È½ÌÀºÑ¤Ê¤é¤ÐTRUE
+ * @return È¯Æ°¤Ë¤è¤ê¸ú²ÌÆâÍƤ¬³ÎÄꤷ¤¿¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
+ */
+static int staff_effect(int sval, bool *use_charge, bool powerful, bool magic, bool known)
 {
        int k;
        int ident = FALSE;
+       int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+       int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
 
        /* Analyze the staff */
        switch (sval)
@@ -2340,7 +2373,7 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
                        {
                                if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
                        }
-                       if (unlite_area(10, 3)) ident = TRUE;
+                       if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
                        break;
                }
 
@@ -2358,7 +2391,8 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_SUMMONING:
                {
-                       for (k = 0; k < randint1(4); k++)
+                       const int times = randint1(powerful ? 8 : 4);
+                       for (k = 0; k < times; k++)
                        {
                                if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
                                {
@@ -2370,21 +2404,26 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_TELEPORTATION:
                {
-                       teleport_player(100);
+                       teleport_player((powerful ? 150 : 100), 0L);
                        ident = TRUE;
                        break;
                }
 
                case SV_STAFF_IDENTIFY:
                {
-                       if (!ident_spell(FALSE)) *use_charge = FALSE;
+                       if (powerful) {
+                               if (!identify_fully(FALSE)) *use_charge = FALSE;
+                       } else {
+                               if (!ident_spell(FALSE)) *use_charge = FALSE;
+                       }
                        ident = TRUE;
                        break;
                }
 
                case SV_STAFF_REMOVE_CURSE:
                {
-                       if (remove_curse())
+                       bool result = powerful ? remove_all_curse() : remove_curse();
+                       if (result)
                        {
                                if (magic)
                                {
@@ -2431,12 +2470,12 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
                                {
                                        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 (!player_bold(y, x)) break;
                                }
 
-                               project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
+                               project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,
                                                  (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
                        }
                        ident = TRUE;
@@ -2445,58 +2484,63 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_LITE:
                {
-                       if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+                       if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_MAPPING:
                {
-                       map_area(DETECT_RAD_MAP);
+                       map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
                        ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_GOLD:
                {
-                       if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_treasure(detect_rad)) ident = TRUE;
+                       if (detect_objects_gold(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_ITEM:
                {
-                       if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_objects_normal(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_TRAP:
                {
-                       if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE;
+                       if (detect_traps(detect_rad, known)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_DOOR:
                {
-                       if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_doors(detect_rad)) ident = TRUE;
+                       if (detect_stairs(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_INVIS:
                {
-                       if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_monsters_invis(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_EVIL:
                {
-                       if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_monsters_evil(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_CURE_LIGHT:
                {
-                       if (hp_player(damroll(2, 8))) ident = TRUE;
+                       if (hp_player(damroll((powerful ? 4 : 2), 8))) ident = TRUE;
+                       if (powerful) {
+                               if (set_blind(0)) ident = TRUE;
+                               if (set_poisoned(0)) ident = TRUE;
+                               if (set_cut(p_ptr->cut - 10)) ident = TRUE;
+                       }
                        if (set_shero(0,TRUE)) ident = TRUE;
                        break;
                }
@@ -2515,7 +2559,7 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_HEALING:
                {
-                       if (hp_player(300)) ident = TRUE;
+                       if (hp_player(powerful ? 500 : 300)) ident = TRUE;
                        if (set_stun(0)) ident = TRUE;
                        if (set_cut(0)) ident = TRUE;
                        if (set_shero(0,TRUE)) ident = TRUE;
@@ -2546,19 +2590,19 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_SLEEP_MONSTERS:
                {
-                       if (sleep_monsters()) ident = TRUE;
+                       if (sleep_monsters(lev)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_SLOW_MONSTERS:
                {
-                       if (slow_monsters()) ident = TRUE;
+                       if (slow_monsters(lev)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_SPEED:
                {
-                       if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
+                       if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
                        break;
                }
 
@@ -2571,20 +2615,20 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_DISPEL_EVIL:
                {
-                       if (dispel_evil(80)) ident = TRUE;
+                       if (dispel_evil(powerful ? 120 : 80)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_POWER:
                {
-                       if (dispel_monsters(150)) ident = TRUE;
+                       if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_HOLINESS:
                {
-                       if (dispel_evil(150)) ident = TRUE;
-                       k = 3 * p_ptr->lev;
+                       if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
+                       k = 3 * lev;
                        if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
                        if (set_poisoned(0)) ident = TRUE;
                        if (set_afraid(0)) ident = TRUE;
@@ -2596,14 +2640,14 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_GENOCIDE:
                {
-                       (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE);
+                       (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);
                        ident = TRUE;
                        break;
                }
 
                case SV_STAFF_EARTHQUAKES:
                {
-                       if (earthquake(py, px, 10))
+                       if (earthquake(py, px, (powerful ? 15 : 10)))
                                ident = TRUE;
                        else
 #ifdef JP
@@ -2618,7 +2662,7 @@ msg_print("
 
                case SV_STAFF_DESTRUCTION:
                {
-                       if (destroy_area(py, px, 13 + randint0(5), FALSE))
+                       if (destroy_area(py, px, (powerful ? 18 : 13) + randint0(5), FALSE))
                                ident = TRUE;
 
                        break;
@@ -2639,8 +2683,8 @@ msg_print("
 #else
                        msg_print("Mighty magics rend your enemies!");
 #endif
-                       project(0, 5, py, px,
-                               (randint1(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+                       project(0, (powerful ? 7 : 5), py, px,
+                               (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
                        if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
                        {
 #ifdef JP
@@ -2674,11 +2718,13 @@ msg_print("
        return ident;
 }
 
-/*
+/*!
+ * @brief ¾ó¤ò»È¤¦¥³¥Þ¥ó¥É¤Î¥µ¥Ö¥ë¡¼¥Á¥ó / 
  * Use a staff.                        -RAK-
- *
+ * @param item »È¤¦¥ª¥Ö¥¸¥§¥¯¥È¤Î½ê»ýÉÊID
+ * @return ¤Ê¤·
+ * @details
  * One charge of one staff disappears.
- *
  * Hack -- staffs of identify can be "cancelled".
  */
 static void do_cmd_use_staff_aux(int item)
@@ -2721,7 +2767,7 @@ static void do_cmd_use_staff_aux(int item)
        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 */
@@ -2789,9 +2835,9 @@ static void do_cmd_use_staff_aux(int item)
        /* 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, 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);
@@ -2805,7 +2851,7 @@ static void do_cmd_use_staff_aux(int item)
        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);
@@ -2867,7 +2913,10 @@ static void do_cmd_use_staff_aux(int item)
        }
 }
 
-
+/*!
+ * @brief ¾ó¤ò»È¤¦¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
+ * @return ¤Ê¤·
+ */
 void do_cmd_use_staff(void)
 {
        int  item;
@@ -2895,10 +2944,19 @@ void do_cmd_use_staff(void)
        do_cmd_use_staff_aux(item);
 }
 
-
-static int wand_effect(int sval, int dir, bool magic)
+/*!
+ * @brief ËâË¡ËÀ¤Î¸ú²Ì¤òȯư¤¹¤ë
+ * @param sval ¥ª¥Ö¥¸¥§¥¯¥È¤Îsval
+ * @param dir È¯Æ°¤ÎÊý¸þID
+ * @param powerful ¶¯ÎÏȯư¾å¤Î½èÍý¤Ê¤é¤ÐTRUE
+ * @param magic ËâÆ»¶ñ½Ñ¾å¤Î½èÍý¤Ê¤é¤ÐTRUE
+ * @return È¯Æ°¤Ë¤è¤ê¸ú²ÌÆâÍƤ¬³ÎÄꤷ¤¿¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
+ */
+static int wand_effect(int sval, int dir, bool powerful, bool magic)
 {
        int ident = FALSE;
+       int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+       int rad = powerful ? 3 : 2;
 
        /* XXX Hack -- Wand of wonder can do anything before it */
        if (sval == SV_WAND_WONDER)
@@ -2928,13 +2986,14 @@ static int wand_effect(int sval, int dir, bool magic)
        {
                case SV_WAND_HEAL_MONSTER:
                {
-                       if (heal_monster(dir, damroll(10, 10))) ident = TRUE;
+                       int dam = damroll((powerful ? 20 : 10), 10);
+                       if (heal_monster(dir, dam)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_HASTE_MONSTER:
                {
-                       if (speed_monster(dir)) ident = TRUE;
+                       if (speed_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
@@ -2946,143 +3005,148 @@ static int wand_effect(int sval, int dir, bool magic)
 
                case SV_WAND_TELEPORT_AWAY:
                {
-                       if (teleport_monster(dir)) ident = TRUE;
+                       int distance = MAX_SIGHT * (powerful ? 8 : 5);
+                       if (teleport_monster(dir, distance)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_DISARMING:
                {
                        if (disarm_trap(dir)) ident = TRUE;
+                       if (powerful && disarm_traps_touch()) ident = TRUE;
                        break;
                }
 
                case SV_WAND_TRAP_DOOR_DEST:
                {
                        if (destroy_door(dir)) ident = TRUE;
+                       if (powerful && destroy_doors_touch()) ident = TRUE;
                        break;
                }
 
                case SV_WAND_STONE_TO_MUD:
                {
-                       if (wall_to_mud(dir)) ident = TRUE;
+                       int dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+                       if (wall_to_mud(dir, dam)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_LITE:
                {
+                       int dam = damroll((powerful ? 12 : 6), 8);
 #ifdef JP
                        msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
 #else
                        msg_print("A line of blue shimmering light appears.");
 #endif
 
-                       (void)lite_line(dir);
+                       (void)lite_line(dir, dam);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_SLEEP_MONSTER:
                {
-                       if (sleep_monster(dir)) ident = TRUE;
+                       if (sleep_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_SLOW_MONSTER:
                {
-                       if (slow_monster(dir)) ident = TRUE;
+                       if (slow_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_CONFUSE_MONSTER:
                {
-                       if (confuse_monster(dir, p_ptr->lev)) ident = TRUE;
+                       if (confuse_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_FEAR_MONSTER:
                {
-                       if (fear_monster(dir, p_ptr->lev)) ident = TRUE;
+                       if (fear_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_DRAIN_LIFE:
                {
-                       if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE;
+                       if (drain_life(dir, 80 + lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_POLYMORPH:
                {
-                       if (poly_monster(dir)) ident = TRUE;
+                       if (poly_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_STINKING_CLOUD:
                {
-                       fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2);
+                       fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_MAGIC_MISSILE:
                {
-                       fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6));
+                       fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_ACID_BOLT:
                {
-                       fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
+                       fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_CHARM_MONSTER:
                {
-                       if (charm_monster(dir, MAX(20, p_ptr->lev)))
+                       if (charm_monster(dir, MAX(20, lev)))
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_FIRE_BOLT:
                {
-                       fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
+                       fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_COLD_BOLT:
                {
-                       fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
+                       fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_ACID_BALL:
                {
-                       fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2);
+                       fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_ELEC_BALL:
                {
-                       fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2);
+                       fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_FIRE_BALL:
                {
-                       fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2);
+                       fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_COLD_BALL:
                {
-                       fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2);
+                       fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
                        ident = TRUE;
                        break;
                }
@@ -3100,60 +3164,58 @@ static int wand_effect(int sval, int dir, bool magic)
 
                case SV_WAND_DRAGON_FIRE:
                {
-                       fire_ball(GF_FIRE, dir, 200, -3);
+                       fire_ball(GF_FIRE, dir, (powerful ? 300 : 200), -3);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_DRAGON_COLD:
                {
-                       fire_ball(GF_COLD, dir, 180, -3);
+                       fire_ball(GF_COLD, dir, (powerful ? 270 : 180), -3);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_DRAGON_BREATH:
                {
+                       int dam;
+                       int typ;
+
                        switch (randint1(5))
                        {
                                case 1:
-                               {
-                                       fire_ball(GF_ACID, dir, 240, -3);
+                                       dam = 240;
+                                       typ = GF_ACID;
                                        break;
-                               }
-
                                case 2:
-                               {
-                                       fire_ball(GF_ELEC, dir, 210, -3);
+                                       dam = 210;
+                                       typ = GF_ELEC;
                                        break;
-                               }
-
                                case 3:
-                               {
-                                       fire_ball(GF_FIRE, dir, 240, -3);
+                                       dam = 240;
+                                       typ = GF_FIRE;
                                        break;
-                               }
-
                                case 4:
-                               {
-                                       fire_ball(GF_COLD, dir, 210, -3);
+                                       dam = 210;
+                                       typ = GF_COLD;
                                        break;
-                               }
-
                                default:
-                               {
-                                       fire_ball(GF_POIS, dir, 180, -3);
+                                       dam = 180;
+                                       typ = GF_POIS;
                                        break;
-                               }
                        }
 
+                       if (powerful) dam = (dam * 3) / 2;
+
+                       fire_ball(typ, dir, dam, -3);
+
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_DISINTEGRATE:
                {
-                       fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(p_ptr->lev * 2), 2);
+                       fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
                        ident = TRUE;
                        break;
                }
@@ -3166,21 +3228,21 @@ msg_print("
                        msg_print("You launch a rocket!");
 #endif
 
-                       fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2);
+                       fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_STRIKING:
                {
-                       fire_bolt(GF_METEOR, dir, damroll(15 + p_ptr->lev / 3, 13));
+                       fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_GENOCIDE:
                {
-                       fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0);
+                       fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
                        ident = TRUE;
                        break;
                }
@@ -3188,26 +3250,26 @@ msg_print("
        return ident;
 }
 
-
-/*
+/*!
+ * @brief ËâË¡ËÀ¤ò»È¤¦¥³¥Þ¥ó¥É¤Î¥µ¥Ö¥ë¡¼¥Á¥ó / 
  * Aim a wand (from the pack or floor).
- *
+ * @param item »È¤¦¥ª¥Ö¥¸¥§¥¯¥È¤Î½ê»ýÉÊID
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
  * Use a single charge from a single item.
  * Handle "unstacking" in a logical manner.
- *
  * For simplicity, you cannot use a stack of items from the
  * ground.  This would require too much nasty code.
- *
  * There are no wands which can "destroy" themselves, in the inventory
  * or on the ground, so we can ignore this possibility.  Note that this
  * required giving "wand of wonder" the ability to ignore destruction
  * by electric balls.
- *
  * All wands can be "cancelled" at the "Direction?" prompt for free.
- *
  * Note that the basic "bolt" wands do slightly less damage than the
  * basic "bolt" rods, but the basic "ball" wands do the same damage
  * as the basic "ball" rods.
+ * </pre>
  */
 static void do_cmd_aim_wand_aux(int item)
 {
@@ -3241,7 +3303,7 @@ static void do_cmd_aim_wand_aux(int item)
 
 
        /* 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))
@@ -3255,7 +3317,7 @@ static void do_cmd_aim_wand_aux(int item)
        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 */
@@ -3322,12 +3384,12 @@ static void do_cmd_aim_wand_aux(int item)
        /* Sound */
        sound(SOUND_ZAP);
 
-       ident = wand_effect(o_ptr->sval, dir, FALSE);
+       ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
 
        /* 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);
@@ -3338,7 +3400,7 @@ static void do_cmd_aim_wand_aux(int item)
        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);
@@ -3364,7 +3426,10 @@ static void do_cmd_aim_wand_aux(int item)
        }
 }
 
-
+/*!
+ * @brief ËâË¡ËÀ¤ò»È¤¦¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
+ * @return ¤Ê¤·
+ */
 void do_cmd_aim_wand(void)
 {
        int     item;
@@ -3393,10 +3458,21 @@ void do_cmd_aim_wand(void)
        do_cmd_aim_wand_aux(item);
 }
 
-
-static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
+/*!
+ * @brief ¥í¥Ã¥É¤Î¸ú²Ì¤òȯư¤¹¤ë
+ * @param sval ¥ª¥Ö¥¸¥§¥¯¥È¤Îsval
+ * @param dir È¯Æ°ÌÜɸ¤ÎÊý¸þID
+ * @param use_charge ¥Á¥ã¡¼¥¸¤ò¾ÃÈñ¤·¤¿¤«¤É¤¦¤«¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param powerful ¶¯ÎÏȯư¾å¤Î½èÍý¤Ê¤é¤ÐTRUE
+ * @param magic ËâÆ»¶ñ½Ñ¾å¤Î½èÍý¤Ê¤é¤ÐTRUE
+ * @return È¯Æ°¤Ë¤è¤ê¸ú²ÌÆâÍƤ¬³ÎÄꤷ¤¿¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
+ */
+static int rod_effect(int sval, int dir, bool *use_charge, bool powerful, bool magic)
 {
        int ident = FALSE;
+       int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+       int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
+       int rad = powerful ? 3 : 2;
 
        /* Unused */
        (void)magic;
@@ -3406,20 +3482,24 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
        {
                case SV_ROD_DETECT_TRAP:
                {
-                       if (detect_traps(DETECT_RAD_DEFAULT, (bool)(dir ? FALSE : TRUE))) ident = TRUE;
+                       if (detect_traps(detect_rad, (bool)(dir ? FALSE : TRUE))) ident = TRUE;
                        break;
                }
 
                case SV_ROD_DETECT_DOOR:
                {
-                       if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_doors(detect_rad)) ident = TRUE;
+                       if (detect_stairs(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_IDENTIFY:
                {
-                       if (!ident_spell(FALSE)) *use_charge = FALSE;
+                       if (powerful) {
+                               if (!identify_fully(FALSE)) *use_charge = FALSE;
+                       } else {
+                               if (!ident_spell(FALSE)) *use_charge = FALSE;
+                       }
                        ident = TRUE;
                        break;
                }
@@ -3433,20 +3513,20 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
 
                case SV_ROD_ILLUMINATION:
                {
-                       if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+                       if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
                        break;
                }
 
                case SV_ROD_MAPPING:
                {
-                       map_area(DETECT_RAD_MAP);
+                       map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_DETECTION:
                {
-                       detect_all(DETECT_RAD_DEFAULT);
+                       detect_all(detect_rad);
                        ident = TRUE;
                        break;
                }
@@ -3472,7 +3552,7 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
 
                case SV_ROD_HEALING:
                {
-                       if (hp_player(500)) ident = TRUE;
+                       if (hp_player(powerful ? 750 : 500)) ident = TRUE;
                        if (set_stun(0)) ident = TRUE;
                        if (set_cut(0)) ident = TRUE;
                        if (set_shero(0,TRUE)) ident = TRUE;
@@ -3493,117 +3573,120 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
 
                case SV_ROD_SPEED:
                {
-                       if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
+                       if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_PESTICIDE:
                {
-                       if (dispel_monsters(4)) ident = TRUE;
+                       if (dispel_monsters(powerful ? 8 : 4)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_TELEPORT_AWAY:
                {
-                       if (teleport_monster(dir)) ident = TRUE;
+                       int distance = MAX_SIGHT * (powerful ? 8 : 5);
+                       if (teleport_monster(dir, distance)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_DISARMING:
                {
                        if (disarm_trap(dir)) ident = TRUE;
+                       if (powerful && disarm_traps_touch()) ident = TRUE;
                        break;
                }
 
                case SV_ROD_LITE:
                {
+                       int dam = damroll((powerful ? 12 : 6), 8);
 #ifdef JP
                        msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
 #else
                        msg_print("A line of blue shimmering light appears.");
 #endif
 
-                       (void)lite_line(dir);
+                       (void)lite_line(dir, dam);
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_SLEEP_MONSTER:
                {
-                       if (sleep_monster(dir)) ident = TRUE;
+                       if (sleep_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_SLOW_MONSTER:
                {
-                       if (slow_monster(dir)) ident = TRUE;
+                       if (slow_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_DRAIN_LIFE:
                {
-                       if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE;
+                       if (drain_life(dir, 70 + 3 * lev / 2)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_POLYMORPH:
                {
-                       if (poly_monster(dir)) ident = TRUE;
+                       if (poly_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_ACID_BOLT:
                {
-                       fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
+                       fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + lev / 7, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_ELEC_BOLT:
                {
-                       fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8));
+                       fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + lev / 9, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_FIRE_BOLT:
                {
-                       fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
+                       fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + lev / 6, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_COLD_BOLT:
                {
-                       fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
+                       fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + lev / 8, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_ACID_BALL:
                {
-                       fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2);
+                       fire_ball(GF_ACID, dir, 60 + lev, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_ELEC_BALL:
                {
-                       fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2);
+                       fire_ball(GF_ELEC, dir, 40 + lev, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_FIRE_BALL:
                {
-                       fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2);
+                       fire_ball(GF_FIRE, dir, 70 + lev, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_COLD_BALL:
                {
-                       fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2);
+                       fire_ball(GF_COLD, dir, 50 + lev, rad);
                        ident = TRUE;
                        break;
                }
@@ -3617,7 +3700,8 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
 
                case SV_ROD_STONE_TO_MUD:
                {
-                       if (wall_to_mud(dir)) ident = TRUE;
+                       int dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+                       if (wall_to_mud(dir, dam)) ident = TRUE;
                        break;
                }
 
@@ -3631,15 +3715,18 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
        return ident;
 }
 
-/*
+/*!
+ * @brief ËâË¡ËÀ¤ò»È¤¦¥³¥Þ¥ó¥É¤Î¥µ¥Ö¥ë¡¼¥Á¥ó / 
  * Activate (zap) a Rod
- *
+ * @param item »È¤¦¥ª¥Ö¥¸¥§¥¯¥È¤Î½ê»ýÉÊID
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
  * Unstack fully charged rods as needed.
- *
  * Hack -- rods of perception/genocide can be "cancelled"
  * All rods can be cancelled at the "Direction?" prompt
- *
  * pvals are defined for each rod in k_info. -LM-
+ * </pre>
  */
 static void do_cmd_zap_rod_aux(int item)
 {
@@ -3681,7 +3768,7 @@ static void do_cmd_zap_rod_aux(int item)
 
        /* 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;
@@ -3692,7 +3779,7 @@ static void do_cmd_zap_rod_aux(int item)
        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;
@@ -3775,7 +3862,7 @@ msg_print("
        /* Sound */
        sound(SOUND_ZAP);
 
-       ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE);
+       ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE, FALSE);
 
        /* Increase the timeout by the rod kind's pval. -LM- */
        if (use_charge) o_ptr->timeout += k_ptr->pval;
@@ -3783,7 +3870,7 @@ msg_print("
        /* 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);
@@ -3794,7 +3881,7 @@ msg_print("
        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);
@@ -3804,7 +3891,10 @@ msg_print("
        p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
 }
 
-
+/*!
+ * @brief ¥í¥Ã¥É¤ò»È¤¦¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
+ * @return ¤Ê¤·
+ */
 void do_cmd_zap_rod(void)
 {
        int item;
@@ -3833,16 +3923,18 @@ void do_cmd_zap_rod(void)
        do_cmd_zap_rod_aux(item);
 }
 
-
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò¥×¥ì¥¤¥ä¡¼¤¬ËâÆ»¶ñ¤È¤·¤Æȯư¤Ç¤­¤ë¤«¤òȽÄꤹ¤ë /
  * Hook to determine if an object is activatable
+ * @param o_ptr È½Äꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ËâÆ»¶ñ¤È¤·¤Æȯư²Äǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
  */
 static bool item_tester_hook_activate(object_type *o_ptr)
 {
        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);
@@ -3854,9 +3946,11 @@ static bool item_tester_hook_activate(object_type *o_ptr)
        return (FALSE);
 }
 
-
-/*
+/*!
+ * @brief ¡Ø°ì¤Ä¤Î»ØÎء٤θú²Ì½èÍý /
  * Hack -- activate the ring of power
+ * @param dir È¯Æ°¤ÎÊý¸þID
+ * @return ¤Ê¤·
  */
 void ring_of_power(int dir)
 {
@@ -3930,7 +4024,14 @@ void ring_of_power(int dir)
        }
 }
 
-
+/*!
+ * @brief ¥Ú¥Ã¥ÈÆþ¤ê¥â¥ó¥¹¥¿¡¼¥Ü¡¼¥ë¤ò¥½¡¼¥È¤¹¤ë¤¿¤á¤ÎÈæ³Ó´Ø¿ô
+ * @param u ½ê»ýÉÊÇÛÎó¤Î»²¾È¥Ý¥¤¥ó¥¿
+ * @param v Ì¤»ÈÍÑ
+ * @param a ½ê»ýÉÊID1
+ * @param b ½ê»ýÉÊID2
+ * @return 1¤ÎÊý¤¬Âç¤Ç¤¢¤ì¤ÐTRUE
+ */
 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
 {
        u16b *who = (u16b*)(u);
@@ -3961,19 +4062,24 @@ static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
        return w1 <= w2;
 }
 
-/*
+
+/*!
+ * @brief ÁõÈ÷¤òȯư¤¹¤ë¥³¥Þ¥ó¥É¤Î¥µ¥Ö¥ë¡¼¥Á¥ó /
  * Activate a wielded object.  Wielded objects never stack.
  * And even if they did, activatable objects never stack.
- *
+ * @param item È¯Æ°¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î½ê»ýÉÊID
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
  * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
  * But one could, for example, easily make an activatable "Ring of Plasma".
- *
  * Note that it always takes a turn to activate an artifact, even if
  * the user hits "escape" at the "direction" prompt.
+ * </pre>
  */
 static void do_cmd_activate_aux(int item)
 {
-       int         k, dir, lev, chance, fail;
+       int         dir, lev, chance, fail;
        object_type *o_ptr;
        bool success;
 
@@ -3994,106 +4100,15 @@ static void do_cmd_activate_aux(int item)
        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;
-       else if (o_ptr->art_name)
+       if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
+       else if (object_is_random_artifact(o_ptr))
        {
-               switch (o_ptr->xtra2)
-               {
-                       case ACT_SUNLIGHT:
-                       case ACT_BO_MISS_1:
-                       case ACT_BA_POIS_1:
-                       case ACT_CONFUSE:
-                       case ACT_SLEEP:
-                       case ACT_CURE_LW:
-                       case ACT_CURE_POISON:
-                       case ACT_BERSERK:
-                       case ACT_LIGHT:
-                       case ACT_DEST_DOOR:
-                       case ACT_TELEPORT:
-                               lev = 10;
-                               break;
-                       case ACT_BO_ELEC_1:
-                       case ACT_BO_ACID_1:
-                       case ACT_BO_COLD_1:
-                       case ACT_BO_FIRE_1:
-                       case ACT_MAP_LIGHT:
-                       case ACT_STONE_MUD:
-                       case ACT_CURE_MW:
-                       case ACT_QUAKE:
-                               lev = 20;
-                               break;
-                       case ACT_DRAIN_1:
-                       case ACT_TELE_AWAY:
-                       case ACT_ESP:
-                       case ACT_RESIST_ALL:
-                       case ACT_DETECT_ALL:
-                       case ACT_RECALL:
-                       case ACT_SATIATE:
-                       case ACT_RECHARGE:
-                               lev = 30;
-                               break;
-                       case ACT_BA_COLD_1:
-                       case ACT_BA_FIRE_1:
-                       case ACT_TERROR:
-                       case ACT_PROT_EVIL:
-                       case ACT_ID_PLAIN:
-                       case ACT_REST_LIFE:
-                       case ACT_SPEED:
-                       case ACT_BANISH_EVIL:
-                               lev = 40;
-                               break;
-                       case ACT_DRAIN_2:
-                       case ACT_VAMPIRE_1:
-                       case ACT_BO_MISS_2:
-                       case ACT_BA_FIRE_2:
-                       case ACT_WHIRLWIND:
-                       case ACT_CHARM_ANIMAL:
-                       case ACT_SUMMON_ANIMAL:
-                       case ACT_DISP_EVIL:
-                       case ACT_DISP_GOOD:
-                       case ACT_XTRA_SPEED:
-                       case ACT_DETECT_XTRA:
-                       case ACT_ID_FULL:
-                               lev = 50;
-                               break;
-                       case ACT_VAMPIRE_2:
-                       case ACT_BA_COLD_3:
-                       case ACT_BA_ELEC_3:
-                       case ACT_GENOCIDE:
-                       case ACT_CHARM_UNDEAD:
-                       case ACT_CHARM_OTHER:
-                       case ACT_SUMMON_PHANTOM:
-                       case ACT_SUMMON_ELEMENTAL:
-                       case ACT_RUNE_EXPLO:
-                               lev = 60;
-                               break;
-                       case ACT_MASS_GENO:
-                       case ACT_CHARM_ANIMALS:
-                       case ACT_CHARM_OTHERS:
-                       case ACT_CURE_700:
-                       case ACT_RUNE_PROT:
-                       case ACT_ALCHEMY:
-                       case ACT_REST_ALL:
-                               lev = 70;
-                               break;
-                       case ACT_CALL_CHAOS:
-                       case ACT_ROCKET:
-                       case ACT_BA_MISS_3:
-                       case ACT_CURE_1000:
-                       case ACT_DIM_DOOR:
-                       case ACT_SUMMON_UNDEAD:
-                       case ACT_SUMMON_DEMON:
-                               lev = 80;
-                               break;
-                       case ACT_WRAITH:
-                       case ACT_INVULN:
-                               lev = 100;
-                               break;
-                       default:
-                               lev = 0;
+               const activation_type* const act_ptr = find_activation_info(o_ptr);
+               if (act_ptr) {
+                       lev = act_ptr->level;
                }
        }
        else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
@@ -4118,7 +4133,6 @@ static void do_cmd_activate_aux(int item)
 #else
                msg_print("It shows no reaction.");
 #endif
-
                sound(SOUND_FAIL);
                return;
        }
@@ -4144,7 +4158,6 @@ static void do_cmd_activate_aux(int item)
 #else
                msg_print("You failed to activate it properly.");
 #endif
-
                sound(SOUND_FAIL);
                return;
        }
@@ -4157,10 +4170,21 @@ static void do_cmd_activate_aux(int item)
 #else
                msg_print("It whines, glows and fades...");
 #endif
-
                return;
        }
 
+       /* Some lights need enough fuel for activation */
+       if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
+               ((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;
+       }
 
        /* Activate the artifact */
 #ifdef JP
@@ -4173,8 +4197,8 @@ static void do_cmd_activate_aux(int item)
        /* Sound */
        sound(SOUND_ZAP);
 
-
-       if (o_ptr->art_name && o_ptr->xtra2)
+       /* Activate object */
+       if (activation_index(o_ptr))
        {
                (void)activate_random_artifact(o_ptr);
 
@@ -4185,2280 +4209,111 @@ static void do_cmd_activate_aux(int item)
                return;
        }
 
-       /* Artifacts */
-       else if (o_ptr->name1)
+       /* Special items */
+       else if (o_ptr->tval == TV_WHISTLE)
        {
-               /* Choose effect */
-               switch (o_ptr->name1)
+               if (music_singing_any()) stop_singing();
+               if (hex_spelling_any()) stop_hex_spell_all();
+
+#if 0
+               if (object_is_cursed(o_ptr))
                {
-                       case ART_GALADRIEL:
-                       {
 #ifdef JP
-                               msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
+                       msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤­ÅϤä¿¡£");
 #else
-                               msg_print("The phial wells with clear light...");
+                       msg_print("You produce a shrill whistling sound.");
+#endif
+                       aggravate_monsters(0);
+               }
+               else
 #endif
+               {
+                       int pet_ctr, i;
+                       u16b *who;
+                       int max_pet = 0;
+                       u16b dummy_why;
 
-                               lite_area(damroll(2, 15), 3);
-                               o_ptr->timeout = randint0(10) + 10;
-                               break;
+                       /* Allocate the "who" array */
+                       C_MAKE(who, max_m_idx, u16b);
+
+                       /* Process the monsters (backwards) */
+                       for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
+                       {
+                               if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
+                                 who[max_pet++] = pet_ctr;
                        }
 
-                       case ART_ELENDIL:
+                       /* Select the sort method */
+                       ang_sort_comp = ang_sort_comp_pet;
+                       ang_sort_swap = ang_sort_swap_hook;
+
+                       ang_sort(who, &dummy_why, max_pet);
+
+                       /* Process the monsters (backwards) */
+                       for (i = 0; i < max_pet; i++)
                        {
-#ifdef JP
-                               msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("The star shines brightly...");
-#endif
+                               pet_ctr = who[i];
+                               teleport_monster_to(pet_ctr, py, px, 100, TELEPORT_PASSIVE);
+                       }
 
-                               map_area(DETECT_RAD_MAP);
-                               lite_area(damroll(2, 15), 3);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
+                       /* Free the "who" array */
+                       C_KILL(who, max_m_idx, u16b);
+               }
+               o_ptr->timeout = 100+randint1(100);
+               return;
+       }
+       else if (o_ptr->tval == TV_CAPTURE)
+       {
+               if(!o_ptr->pval)
+               {
+                       bool old_target_pet = target_pet;
+                       target_pet = TRUE;
+                       if (!get_aim_dir(&dir))
+                       {
+                               target_pet = old_target_pet;
+                               return;
                        }
+                       target_pet = old_target_pet;
 
-                       case ART_JUDGE:
+                       if(fire_ball(GF_CAPTURE, dir, 0, 0))
                        {
+                               o_ptr->pval = cap_mon;
+                               o_ptr->xtra3 = cap_mspeed;
+                               o_ptr->xtra4 = cap_hp;
+                               o_ptr->xtra5 = cap_maxhp;
+                               if (cap_nickname)
+                               {
+                                       cptr t;
+                                       char *s;
+                                       char buf[80] = "";
+
+                                       if (o_ptr->inscription)
+                                               strcpy(buf, quark_str(o_ptr->inscription));
+                                       s = buf;
+                                       for (s = buf;*s && (*s != '#'); s++)
+                                       {
 #ifdef JP
-msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
-#else
-                               msg_print("The Jewel flashes bright red!");
+                                               if (iskanji(*s)) s++;
 #endif
-
-                               chg_virtue(V_KNOWLEDGE, 1);
-                               chg_virtue(V_ENLIGHTEN, 1);
-                               wiz_lite(FALSE);
+                                       }
+                                       *s = '#';
+                                       s++;
 #ifdef JP
-msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
-take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
+ /*nothing*/
 #else
-                               msg_print("The Jewel drains your vitality...");
-                               take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
+                                       *s++ = '\'';
 #endif
-
-                               (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
-                               (void)detect_doors(DETECT_RAD_DEFAULT);
-                               (void)detect_stairs(DETECT_RAD_DEFAULT);
-
+                                       t = quark_str(cap_nickname);
+                                       while (*t)
+                                       {
+                                               *s = *t;
+                                               s++;
+                                               t++;
+                                       }
 #ifdef JP
-if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
+ /*nothing*/
 #else
-                               if (get_check("Activate recall? "))
-#endif
-
-                               {
-                                       (void)word_of_recall();
-                               }
-
-                               o_ptr->timeout = randint0(20) + 20;
-                               break;
-                       }
-
-                       case ART_CARLAMMAS:
-                       {
-#ifdef JP
-                               msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
-                               msg_print("The amulet 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_INGWE:
-                       {
-#ifdef JP
-                               msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
-                               msg_print("The amulet floods the area with goodness...");
-#endif
-
-                               dispel_evil(p_ptr->lev * 5);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case ART_YATA:
-                       {
-#ifdef JP
-                               msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
-                               msg_print("The mirror floods the area with goodness...");
-#endif
-
-                               dispel_evil(p_ptr->lev * 5);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case ART_FRAKIR:
-                       {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥­¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
-#else
-                               msg_print("You order Frakir to strangle your opponent.");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               if (drain_life(dir, 100))
-                               o_ptr->timeout = randint0(100) + 100;
-                               break;
-                       }
-
-                       case ART_TULKAS:
-                       {
-#ifdef JP
-                               msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("The ring glows brightly...");
-#endif
-
-                               (void)set_fast(randint1(75) + 75, FALSE);
-                               o_ptr->timeout = randint0(150) + 150;
-                               break;
-                       }
-
-                       case ART_NARYA:
-                       {
-#ifdef JP
-                               msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("The ring glows deep red...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_FIRE, dir, 300, 3);
-                               o_ptr->timeout = randint0(225) + 225;
-                               break;
-                       }
-
-                       case ART_NENYA:
-                       {
-#ifdef JP
-                               msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("The ring glows bright white...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_COLD, dir, 400, 3);
-                               o_ptr->timeout = randint0(325) + 325;
-                               break;
-                       }
-
-                       case ART_VILYA:
-                       case ART_GOURYU:
-                       {
-#ifdef JP
-                               msg_format("%s¤Ï¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_VILYA ? "»ØÎØ" : "¥½¡¼¥É");
-#else
-                               msg_format("The %s glows deep blue...", o_ptr->name1 == ART_VILYA ? "ring" : "sword");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_ELEC, dir, 500, 3);
-                               o_ptr->timeout = randint0(425) + 425;
-                               break;
-                       }
-
-                       case ART_POWER:
-                       case ART_AHO:
-                       {
-#ifdef JP
-                               msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
-#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 (!player_bold(y, x)) 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 = 100;
-                               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;
-                       }
-                       case ART_HELL:
-                       {
-#ifdef JP
-                               msg_print("¼óÎؤ¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your collar harness 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;
-                       }
-                       case ART_SACRED_KNIGHTS:
-                       {
-#ifdef JP
-                               msg_print("¼ó¾þ¤ê¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...");
-#else
-                               msg_print("Your amulet exhibits the truth...");
-#endif
-                               if (remove_all_curse())
-                               {
-#ifdef JP
-                                       msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
-                                       msg_print("You feel as if someone is watching over you.");
-#endif
-                               }
-                               (void)probing();
-                               break;
-                       }
-                       case ART_CHARMED:
-                       {
-#ifdef JP
-                               msg_print("¥Ú¥ó¥À¥ó¥È¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
-#else
-                               msg_print("Your pendant glows pale...");
-#endif
-                               if (p_ptr->pclass == CLASS_MAGIC_EATER)
-                               {
-                                       int i;
-                                       for (i = 0; i < EATER_EXT*2; i++)
-                                       {
-                                               p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
-                                               if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
-                                       }
-                                       for (; i < EATER_EXT*3; i++)
-                                       {
-                                               int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
-                                               p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
-                                               if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
-                                       }
-#ifdef JP
-                                       msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
-#else
-                                       msg_print("You feel your head clear.");
-#endif
-                                       p_ptr->window |= (PW_PLAYER);
-                               }
-                               else if (p_ptr->csp < p_ptr->msp)
-                               {
-                                       p_ptr->csp = p_ptr->msp;
-                                       p_ptr->csp_frac = 0;
-#ifdef JP
-                                       msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
-#else
-                                       msg_print("You feel your head clear.");
-#endif
-
-                                       p_ptr->redraw |= (PR_MANA);
-                                       p_ptr->window |= (PW_PLAYER);
-                                       p_ptr->window |= (PW_SPELL);
-                               }
-                               o_ptr->timeout = 777;
-                               break;
-                       }
-               }
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Done */
-               return;
-       }
-
-       if (item_tester_hook_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 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;
-               }
-       }
-
-
-       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;
-       }
-
-
-       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;
-       }
-
-
-       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;
-       }
-
-
-       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 */
-       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")));
-#endif
-
-                               fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
-                                         dir, 220, -2);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case SV_DRAGON_LAW:
-                       {
-                               chance = randint0(2);
-#ifdef JP
-                               msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
-                                          ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
-#else
-                               msg_format("You breathe %s.",
-                                          ((chance == 1 ? "sound" : "shards")));
-#endif
-
-                               fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
-                                         dir, 230, -2);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case SV_DRAGON_BALANCE:
-                       {
-                               chance = randint0(4);
-#ifdef JP
-                               msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿",
-                                          ((chance == 1) ? "¥«¥ª¥¹" :
-                                           ((chance == 2) ? "Îô²½" :
-                                            ((chance == 3) ? "¹ì²»" : "ÇËÊÒ"))));
-#else
-                               msg_format("You breathe %s.",
-                                          ((chance == 1) ? "chaos" :
-                                           ((chance == 2) ? "disenchantment" :
-                                            ((chance == 3) ? "sound" : "shards"))));
-#endif
-
-                               fire_ball(((chance == 1) ? GF_CHAOS :
-                                          ((chance == 2) ? GF_DISENCHANT :
-                                           ((chance == 3) ? GF_SOUND : GF_SHARDS))),
-                                         dir, 250, -2);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case SV_DRAGON_SHINING:
-                       {
-                               chance = randint0(2);
-#ifdef JP
-                               msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
-                                          ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
-#else
-                               msg_format("You breathe %s.",
-                                          ((chance == 0 ? "light" : "darkness")));
-#endif
-
-                               fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case SV_DRAGON_POWER:
-                       {
-#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, -3);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-               }
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Success */
-               return;
-       }
-
-       else if (o_ptr->tval == TV_RING)
-       {
-               if (o_ptr->name2)
-               {
-                       bool success = TRUE;
-
-                       switch (o_ptr->name2)
-                       {
-                       case EGO_RING_HERO:
-                               (void)set_afraid(0);
-                               (void)set_hero(randint1(25) + 25, FALSE);
-                               (void)hp_player(10);
-                               o_ptr->timeout = randint1(100)+100;
-                               break;
-                       case EGO_RING_MAGIC_MIS:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_MISSILE, dir, damroll(2, 6));
-                               o_ptr->timeout = 2;
-                               break;
-                       case EGO_RING_FIRE_BOLT:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_FIRE, dir, damroll(9, 8));
-                               o_ptr->timeout = randint0(8) + 8;
-                               break;
-                       case EGO_RING_COLD_BOLT:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_COLD, dir, damroll(6, 8));
-                               o_ptr->timeout = randint0(7) + 7;
-                               break;
-                       case EGO_RING_ELEC_BOLT:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_ELEC, dir, damroll(4, 8));
-                               o_ptr->timeout = randint0(5) + 5;
-                               break;
-                       case EGO_RING_ACID_BOLT:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_FIRE, dir, damroll(5, 8));
-                               o_ptr->timeout = randint0(6) + 6;
-                               break;
-                       case EGO_RING_MANA_BOLT:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_MANA, dir, 120);
-                               o_ptr->timeout = randint0(120)+120;
-                               break;
-                       case EGO_RING_FIRE_BALL:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_FIRE, dir, 100, 2);
-                               o_ptr->timeout = randint0(80) + 80;
-                               break;
-                       case EGO_RING_COLD_BALL:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_COLD, dir, 100, 2);
-                               o_ptr->timeout = randint0(80) + 80;
-                               break;
-                       case EGO_RING_ELEC_BALL:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_ELEC, dir, 100, 2);
-                               o_ptr->timeout = randint0(80) + 80;
-                               break;
-                       case EGO_RING_ACID_BALL:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_ACID, dir, 100, 2);
-                               o_ptr->timeout = randint0(80) + 80;
-                               break;
-                       case EGO_RING_MANA_BALL:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_MANA, dir, 250, 2);
-                               o_ptr->timeout = 300;
-                               break;
-                       case EGO_RING_DRAGON_F:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_FIRE, dir, 200, -2);
-                               if (o_ptr->sval == SV_RING_FLAMES)
-                               {
-                                       (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                                       o_ptr->timeout = 200;
-                               }
-                               else o_ptr->timeout = 250;
-                               break;
-                       case EGO_RING_DRAGON_C:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_COLD, dir, 200, -2);
-                               if (o_ptr->sval == SV_RING_ICE)
-                               {
-                                       (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                                       o_ptr->timeout = 200;
-                               }
-                               else o_ptr->timeout = 250;
-                               break;
-                       case EGO_RING_M_DETECT:
-                               (void)detect_monsters_invis(255);
-                               (void)detect_monsters_normal(255);
-                               o_ptr->timeout = 150;
-                               break;
-                       case EGO_RING_D_SPEED:
-                               (void)set_fast(randint1(30) + 15, FALSE);
-                               o_ptr->timeout = 100;
-                               break;
-                       case EGO_RING_BERSERKER:
-                               (void)set_shero(randint1(25) + 25, FALSE);
-                               o_ptr->timeout = randint0(75)+75;
-                               break;
-                       case EGO_RING_TELE_AWAY:
-                               if (!get_aim_dir(&dir)) return;
-                               teleport_monster(dir);
-                               o_ptr->timeout = 150;
-                               break;
-                       case EGO_RING_TRUE:
-                       {
-                               int v = randint1(25)+25;
-                               (void)set_afraid(0);
-                               (void)set_hero(v, FALSE);
-                               (void)hp_player(10);
-                               (void)set_blessed(v, FALSE);
-                               (void)set_oppose_acid(v, FALSE);
-                               (void)set_oppose_elec(v, FALSE);
-                               (void)set_oppose_fire(v, FALSE);
-                               (void)set_oppose_cold(v, FALSE);
-                               (void)set_oppose_pois(v, FALSE);
-                               (void)set_ultimate_res(v, FALSE);
-                               o_ptr->timeout = 777;
-                               break;
-                       }
-                       default:
-                               success = FALSE;
-                               break;
-                       }
-                       if (success) return;
-               }
-
-               /* Get a direction for breathing (or abort) */
-               if (!get_aim_dir(&dir)) return;
-
-               switch (o_ptr->sval)
-               {
-                       case SV_RING_ACID:
-                       {
-                               fire_ball(GF_ACID, dir, 100, 2);
-                               (void)set_oppose_acid(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       }
-
-                       case SV_RING_ICE:
-                       {
-                               fire_ball(GF_COLD, dir, 100, 2);
-                               (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       }
-
-                       case SV_RING_FLAMES:
-                       {
-                               fire_ball(GF_FIRE, dir, 100, 2);
-                               (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       }
-
-                       case SV_RING_ELEC:
-                       {
-                               fire_ball(GF_ELEC, dir, 100, 2);
-                               (void)set_oppose_elec(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       }
-               }
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Success */
-               return;
-       }
-
-       else if (o_ptr->tval == TV_AMULET)
-       {
-               if (o_ptr->name2)
-               {
-                       switch (o_ptr->name2)
-                       {
-                       case EGO_AMU_IDENT:
-                               if (!ident_spell(FALSE)) return;
-                               o_ptr->timeout = 10;
-                               break;
-                       case EGO_AMU_CHARM:
-                               if (!get_aim_dir(&dir)) return;
-                               charm_monster(dir, MAX(20, p_ptr->lev));
-                               o_ptr->timeout = 200;
-                               break;
-                       case EGO_AMU_JUMP:
-                               teleport_player(10);
-                               o_ptr->timeout = randint0(10) + 10;
-                               break;
-                       case EGO_AMU_TELEPORT:
-                               teleport_player(100);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       case EGO_AMU_D_DOOR:
-                               (void)dimension_door();
-                               o_ptr->timeout = 200;
-                               break;
-                       case EGO_AMU_RES_FIRE_:
-                               (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       case EGO_AMU_RES_COLD_:
-                               (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       case EGO_AMU_RES_ELEC_:
-                               (void)set_oppose_elec(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       case EGO_AMU_RES_ACID_:
-                               (void)set_oppose_acid(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       case EGO_AMU_DETECTION:
-                               detect_all(DETECT_RAD_DEFAULT);
-                               o_ptr->timeout = randint0(55)+55;
-                               break;
-                       }
-               }
-               return;
-       }
-
-       else if (o_ptr->tval == TV_WHISTLE)
-       {
-#if 0
-               if (cursed_p(o_ptr))
-               {
-#ifdef JP
-                       msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤­ÅϤä¿¡£");
-#else
-                       msg_print("You produce a shrill whistling sound.");
-#endif
-                       aggravate_monsters(0);
-               }
-               else
-#endif
-               {
-                       int pet_ctr, i;
-                       u16b *who;
-                       int max_pet = 0;
-                       u16b dummy_why;
-
-                       /* Allocate the "who" array */
-                       C_MAKE(who, max_m_idx, u16b);
-
-                       /* Process the monsters (backwards) */
-                       for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
-                       {
-                               if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
-                                 who[max_pet++] = pet_ctr;
-                       }
-
-                       /* Select the sort method */
-                       ang_sort_comp = ang_sort_comp_pet;
-                       ang_sort_swap = ang_sort_swap_hook;
-
-                       ang_sort(who, &dummy_why, max_pet);
-
-                       /* Process the monsters (backwards) */
-                       for (i = 0; i < max_pet; i++)
-                       {
-                               pet_ctr = who[i];
-                               teleport_monster_to(pet_ctr, py, px, 100);
-                       }
-
-                       /* Free the "who" array */
-                       C_KILL(who, max_m_idx, u16b);
-               }
-               o_ptr->timeout = 100+randint1(100);
-               return;
-       }
-       else if (o_ptr->tval == TV_CAPTURE)
-       {
-               if(!o_ptr->pval)
-               {
-                       bool old_target_pet = target_pet;
-                       target_pet = TRUE;
-                       if (!get_aim_dir(&dir))
-                       {
-                               target_pet = old_target_pet;
-                               return;
-                       }
-                       target_pet = old_target_pet;
-
-                       if(fire_ball(GF_CAPTURE, dir, 0, 0))
-                       {
-                               o_ptr->pval = cap_mon;
-                               o_ptr->xtra3 = cap_mspeed;
-                               o_ptr->xtra4 = cap_hp;
-                               o_ptr->xtra5 = cap_maxhp;
-                               if (cap_nickname)
-                               {
-                                       cptr t;
-                                       char *s;
-                                       char buf[80] = "";
-
-                                       if (o_ptr->inscription)
-                                               strcpy(buf, quark_str(o_ptr->inscription));
-                                       s = buf;
-                                       for (s = buf;*s && (*s != '#'); s++)
-                                       {
-#ifdef JP
-                                               if (iskanji(*s)) s++;
-#endif
-                                       }
-                                       *s = '#';
-                                       s++;
-#ifdef JP
- /*nothing*/
-#else
-                                       *s++ = '\'';
-#endif
-                                       t = quark_str(cap_nickname);
-                                       while (*t)
-                                       {
-                                               *s = *t;
-                                               s++;
-                                               t++;
-                                       }
-#ifdef JP
- /*nothing*/
-#else
-                                       *s++ = '\'';
+                                       *s++ = '\'';
 #endif
                                        *s = '\0';
                                        o_ptr->inscription = quark_add(buf);
@@ -6469,7 +4324,7 @@ msg_print("
                {
                        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)))
                                {
@@ -6557,7 +4412,10 @@ msg_print("
 
 }
 
-
+/*!
+ * @brief ÁõÈ÷¤òȯư¤¹¤ë¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
+ * @return ¤Ê¤·
+ */
 void do_cmd_activate(void)
 {
        int     item;
@@ -6589,8 +4447,11 @@ void do_cmd_activate(void)
 }
 
 
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò¥×¥ì¥¤¥ä¡¼¤¬´Ê°×»ÈÍÑ¥³¥Þ¥ó¥É¤ÇÍøÍѤǤ­¤ë¤«¤òȽÄꤹ¤ë /
  * Hook to determine if an object is useable
+ * @param o_ptr È½Äꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ÍøÍѲÄǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
  */
 static bool item_tester_hook_use(object_type *o_ptr)
 {
@@ -6619,7 +4480,7 @@ static bool item_tester_hook_use(object_type *o_ptr)
                        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++)
@@ -6641,8 +4502,11 @@ static bool item_tester_hook_use(object_type *o_ptr)
 }
 
 
-/*
+/*!
+ * @brief ¥¢¥¤¥Æ¥à¤òÈÆÍÑŪ¤Ë¡Ö»È¤¦¡×¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
  * Use an item
+ * @return ¤Ê¤·
+ * @details
  * XXX - Add actions for other item types
  */
 void do_cmd_use(void)
@@ -6783,6 +4647,11 @@ msg_print("
        }
 }
 
+/*!
+ * @brief ËâÆ»¶ñ½Ñ»Õ¤Î¼è¤ê¹þ¤ó¤ÀËâÎÏ°ìÍ÷¤«¤éÁªÂò/±ÜÍ÷¤¹¤ë /
+ * @param only_browse ±ÜÍ÷¤¹¤ë¤À¤±¤Ê¤é¤ÐTRUE
+ * @return ÁªÂò¤·¤¿ËâÎϤÎID¡¢¥­¥ã¥ó¥»¥ë¤Ê¤é¤Ð-1¤òÊÖ¤¹
+ */
 static int select_magic_eater(bool only_browse)
 {
        int ext=0;
@@ -6831,13 +4700,15 @@ static int select_magic_eater(bool only_browse)
                        prt(format(" %s ¾ó", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
                        prt(format(" %s ËâË¡ËÀ", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
                        prt(format(" %s ¥í¥Ã¥É", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
-                       prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
 #else
                        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);
 #endif
+
+                       if (only_browse) prt(_("¤É¤Î¼ïÎà¤ÎËâË¡¤ò¸«¤Þ¤¹¤«¡©", "Which type of magic do you browse?"), 0, 0);
+                       else prt(_("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", "Which type of magic do you use?"), 0, 0);
+
                        choice = inkey();
                        switch(choice)
                        {
@@ -6923,11 +4794,10 @@ static int select_magic_eater(bool only_browse)
        flag = FALSE;
 
        /* Build a prompt */
-#ifdef JP
-(void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
-#else
-       (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? ");
-#endif
+       if (only_browse) strnfmt(out_val, 78, _("('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò¸«¤Þ¤¹¤«¡©",
+                                                                                       "(*=List, ESC=exit) Browse which power? "));
+       else strnfmt(out_val, 78, _("('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©",
+                                                               "(*=List, ESC=exit) Use which power? "));
        
        /* Save the screen */
        screen_save();
@@ -6999,11 +4869,7 @@ static int select_magic_eater(bool only_browse)
                                {
                                        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;
@@ -7011,8 +4877,7 @@ static int select_magic_eater(bool only_browse)
 
                                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;
 
@@ -7238,13 +5103,7 @@ static int select_magic_eater(bool only_browse)
                                prt(&temp[j], line, 10);
                                line++;
                        }
-       
-#ifdef JP
-                       prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£",0,0);
-#else
-                       prt("Hit any key.",0,0);
-#endif
-                       (void)inkey();
+
                        continue;
                }
 
@@ -7264,10 +5123,14 @@ static int select_magic_eater(bool only_browse)
 }
 
 
-/*
- *  Use eaten rod, wand or staff
+/*!
+ * @brief ¼è¤ê¹þ¤ó¤ÀËâÎϤòÍøÍѤ¹¤ë¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
+ * Use eaten rod, wand or staff
+ * @param only_browse ±ÜÍ÷¤¹¤ë¤À¤±¤Ê¤é¤ÐTRUE
+ * @param powerful ¶¯ÎÏȯưÃæ¤Î½èÍý¤Ê¤é¤ÐTRUE
+ * @return ¼ÂºÝ¤Ë¥³¥Þ¥ó¥É¤ò¼Â¹Ô¤·¤¿¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
  */
-void do_cmd_magic_eater(bool only_browse)
+bool do_cmd_magic_eater(bool only_browse, bool powerful)
 {
        int item, chance, level, k_idx, tval, sval;
        bool use_charge = TRUE;
@@ -7281,14 +5144,14 @@ msg_print("
                msg_print("You are too confused!");
 #endif
 
-               return;
+               return FALSE;
        }
 
        item = select_magic_eater(only_browse);
        if (item == -1)
        {
                energy_use = 0;
-               return;
+               return FALSE;
        }
        if (item >= EATER_EXT*2) {tval = TV_ROD;sval = item - EATER_EXT*2;}
        else if (item >= EATER_EXT) {tval = TV_WAND;sval = item - EATER_EXT;}
@@ -7303,11 +5166,7 @@ msg_print("
        {
                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;
@@ -7315,8 +5174,7 @@ msg_print("
 
        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)
        {
@@ -7333,7 +5191,7 @@ msg_print("
                        chg_virtue(V_CHANCE,-1);
                energy_use = 100;
 
-               return;
+               return TRUE;
        }
        else
        {
@@ -7342,19 +5200,19 @@ msg_print("
                if (tval == TV_ROD)
                {
                        if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE))
-                               if (!get_aim_dir(&dir)) return;
-                       rod_effect(sval, dir, &use_charge, TRUE);
-                       if (!use_charge) return;
+                               if (!get_aim_dir(&dir)) return FALSE;
+                       rod_effect(sval, dir, &use_charge, powerful, TRUE);
+                       if (!use_charge) return FALSE;
                }
                else if (tval == TV_WAND)
                {
-                       if (!get_aim_dir(&dir)) return;
-                       wand_effect(sval, dir, TRUE);
+                       if (!get_aim_dir(&dir)) return FALSE;
+                       wand_effect(sval, dir, powerful, TRUE);
                }
                else
                {
-                       staff_effect(sval, &use_charge, TRUE, TRUE);
-                       if (!use_charge) return;
+                       staff_effect(sval, &use_charge, powerful, TRUE, TRUE);
+                       if (!use_charge) return FALSE;
                }
                if (randint1(100) < chance)
                        chg_virtue(V_CHANCE,1);
@@ -7362,4 +5220,6 @@ msg_print("
        energy_use = 100;
        if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE;
        else p_ptr->magic_num1[item] -= EATER_CHARGE;
+
+        return TRUE;
 }