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[Refactor] #40466 Moved set_food() from player-effects.c/h to digestion-processor.c/h
[hengband/hengband.git] / src / spell / spells3.c
index f1079b8..6fa94b9 100644 (file)
 #include "autopick/autopick.h"
 #include "cmd-action/cmd-attack.h"
 #include "cmd-action/cmd-spell.h"
-#include "cmd-io/cmd-dump.h"
 #include "cmd-building/cmd-building.h"
-#include "combat/snipe.h"
+#include "cmd-io/cmd-dump.h"
+#include "core/asking-player.h"
+#include "core/speed-table.h"
 #include "core/stuff-handler.h"
 #include "dungeon/dungeon.h"
 #include "dungeon/quest.h"
 #include "floor/floor-save.h"
 #include "floor/floor-town.h"
 #include "floor/wild.h"
+#include "game-option/auto-destruction-options.h"
+#include "game-option/birth-options.h"
+#include "game-option/disturbance-options.h"
+#include "game-option/input-options.h"
+#include "game-option/play-record-options.h"
 #include "grid/grid.h"
 #include "inventory/inventory-object.h"
 #include "inventory/player-inventory.h"
-#include "io/files-util.h"
+#include "io/input-key-acceptor.h"
+#include "io/input-key-requester.h"
 #include "io/targeting.h"
 #include "io/write-diary.h"
+#include "lore/lore-calculator.h"
 #include "market/building-util.h"
-#include "mind/mind.h"
 #include "mind/mind-force-trainer.h"
-#include "monster/creature.h"
-#include "monster/monster-process.h"
+#include "mind/mind-sniper.h"
+#include "mind/mind.h"
+#include "monster-floor/monster-generator.h"
+#include "monster-floor/monster-remover.h"
+#include "monster-floor/monster-summon.h"
+#include "monster-floor/place-monster-types.h"
+#include "monster-race/monster-race.h"
+#include "monster-race/race-flags1.h"
+#include "monster-race/race-flags7.h"
+#include "monster/monster-describer.h"
+#include "monster/monster-flag-types.h"
+#include "monster/monster-info.h"
+#include "monster/monster-list.h"
+#include "monster/monster-processor.h"
 #include "monster/monster-status.h"
-#include "mspell/monster-spell.h"
+#include "monster/monster-update.h"
+#include "monster/monster-util.h"
 #include "object-enchant/artifact.h"
 #include "object-enchant/item-feeling.h"
-#include "object/item-use-flags.h"
-#include "perception/object-perception.h"
 #include "object-enchant/object-boost.h"
 #include "object-enchant/object-ego.h"
+#include "object-enchant/special-object-flags.h"
+#include "object-enchant/tr-types.h"
+#include "object-enchant/trc-types.h"
+#include "object-hook/hook-enchant.h"
+#include "object-hook/hook-expendable.h"
+#include "object-hook/hook-magic.h"
+#include "object-hook/hook-perception.h"
+#include "object-hook/hook-weapon.h"
+#include "object/item-tester-hooker.h"
+#include "object/item-use-flags.h"
 #include "object/object-flavor.h"
 #include "object/object-generator.h"
-#include "object/object-hook.h"
+#include "object/object-info.h"
 #include "object/object-kind.h"
 #include "object/object-mark-types.h"
 #include "object/object-value.h"
-#include "object-enchant/special-object-flags.h"
-#include "object-enchant/tr-types.h"
-#include "object-enchant/trc-types.h"
+#include "perception/identification.h"
+#include "perception/object-perception.h"
 #include "player/avatar.h"
+#include "player/digestion-processor.h"
 #include "player/player-class.h"
 #include "player/player-damage.h"
 #include "player/player-effects.h"
 #include "player/player-move.h"
-#include "player/player-personalities-table.h"
+#include "player/player-personalities-types.h"
 #include "player/player-skill.h"
 #include "player/player-status.h"
-#include "spell/process-effect.h"
+#include "realm/realm-names-table.h"
 #include "spell-kind/earthquake.h"
 #include "spell-kind/spells-floor.h"
 #include "spell-kind/spells-launcher.h"
 #include "spell-kind/spells-sight.h"
 #include "spell-kind/spells-teleport.h"
+#include "spell/process-effect.h"
+#include "spell/spell-types.h"
 #include "spell/spells-execution.h"
 #include "spell/spells-summon.h"
-#include "spell/spells-type.h"
 #include "spell/technic-info-table.h"
+#include "status/bad-status-setter.h"
+#include "term/screen-processor.h"
 #include "term/term-color-types.h"
-#include "util/util.h"
-#include "view/display-main-window.h"
+#include "util/bit-flags-calculator.h"
+#include "util/int-char-converter.h"
+#include "view/display-messages.h"
 #include "world/world.h"
 
-// todo コピペ感が強くなったので関数化
-static bool update_player(player_type *caster_ptr);
-static bool redraw_player(player_type *caster_ptr);
-
-/*!
- * @brief プレイヤーの帰還発動及び中止処理 /
- * Recall the player to town or dungeon
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param turns 発動までのターン数
- * @return 常にTRUEを返す
- */
-bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
-{
-       /*
-        * TODO: Recall the player to the last
-        * visited town when in the wilderness
-        */
-       if (creature_ptr->current_floor_ptr->inside_arena || ironman_downward)
-       {
-               msg_print(_("何も起こらなかった。", "Nothing happens."));
-               return TRUE;
-       }
-
-       bool is_special_floor = creature_ptr->current_floor_ptr->dun_level > 0;
-       is_special_floor &= max_dlv[creature_ptr->dungeon_idx] > creature_ptr->current_floor_ptr->dun_level;
-       is_special_floor &= !creature_ptr->current_floor_ptr->inside_quest;
-       is_special_floor &= !creature_ptr->word_recall;
-       if (is_special_floor)
-       {
-               if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? ")))
-               {
-                       max_dlv[creature_ptr->dungeon_idx] = creature_ptr->current_floor_ptr->dun_level;
-                       if (record_maxdepth)
-                               exe_write_diary(creature_ptr, DIARY_TRUMP, creature_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
-               }
-
-       }
-
-       if (creature_ptr->word_recall)
-       {
-               creature_ptr->word_recall = 0;
-               msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
-               creature_ptr->redraw |= (PR_STATUS);
-               return TRUE;
-       }
-       
-       if (!creature_ptr->current_floor_ptr->dun_level)
-       {
-               DUNGEON_IDX select_dungeon;
-               select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
-               if (!select_dungeon) return FALSE;
-               creature_ptr->recall_dungeon = select_dungeon;
-       }
-
-       creature_ptr->word_recall = turns;
-       msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
-       creature_ptr->redraw |= (PR_STATUS);
-       return TRUE;
-}
-
-
-bool free_level_recall(player_type *creature_ptr)
-{
-       DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
-       if (!select_dungeon) return FALSE;
-
-       DEPTH max_depth = d_info[select_dungeon].maxdepth;
-       if (select_dungeon == DUNGEON_ANGBAND)
-       {
-               if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
-               else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
-       }
-
-       QUANTITY amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
-               d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
-       if (amt <= 0)
-       {
-               return FALSE;
-       }
-
-       creature_ptr->word_recall = 1;
-       creature_ptr->recall_dungeon = select_dungeon;
-       max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
-       if (record_maxdepth)
-               exe_write_diary(creature_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
-
-       msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
-
-       creature_ptr->redraw |= PR_STATUS;
-       return TRUE;
-}
-
-
-/*!
- * @brief フロア・リセット処理
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @return リセット処理が実際に行われたらTRUEを返す
- */
-bool reset_recall(player_type *caster_ptr)
-{
-       int select_dungeon, dummy = 0;
-       char ppp[80];
-       char tmp_val[160];
-
-       select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
-       if (ironman_downward)
-       {
-               msg_print(_("何も起こらなかった。", "Nothing happens."));
-               return TRUE;
-       }
-
-       if (!select_dungeon) return FALSE;
-       sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
-               (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
-       sprintf(tmp_val, "%d", (int)MAX(caster_ptr->current_floor_ptr->dun_level, 1));
-
-       if (!get_string(ppp, tmp_val, 10))
-       {
-               return FALSE;
-       }
-
-       dummy = atoi(tmp_val);
-       if (dummy < 1) dummy = 1;
-       if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
-       if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
-
-       max_dlv[select_dungeon] = dummy;
-
-       if (record_maxdepth)
-               exe_write_diary(caster_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
-#ifdef JP
-       msg_format("%sの帰還レベルを %d 階にセット。", d_name + d_info[select_dungeon].name, dummy, dummy * 50);
-#else
-       msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
-#endif
-       return TRUE;
-}
-
-
 /*!
  * @brief プレイヤーの装備劣化処理 /
  * Apply disenchantment to the player's stuff
@@ -226,255 +119,101 @@ bool reset_recall(player_type *caster_ptr)
  */
 bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode)
 {
-       int t = 0;
-       switch (randint1(8))
-       {
-               case 1: t = INVEN_RARM; break;
-               case 2: t = INVEN_LARM; break;
-               case 3: t = INVEN_BOW; break;
-               case 4: t = INVEN_BODY; break;
-               case 5: t = INVEN_OUTER; break;
-               case 6: t = INVEN_HEAD; break;
-               case 7: t = INVEN_HANDS; break;
-               case 8: t = INVEN_FEET; break;
-       }
-
-       object_type *o_ptr;
-       o_ptr = &target_ptr->inventory_list[t];
-       if (!o_ptr->k_idx) return FALSE;
-
-       if (!object_is_weapon_armour_ammo(o_ptr))
-               return FALSE;
-
-       if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
-       {
-               return FALSE;
-       }
-
-       GAME_TEXT o_name[MAX_NLEN];
-       object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-       if (object_is_artifact(o_ptr) && (randint0(100) < 71))
-       {
+    int t = 0;
+    switch (randint1(8)) {
+    case 1:
+        t = INVEN_RARM;
+        break;
+    case 2:
+        t = INVEN_LARM;
+        break;
+    case 3:
+        t = INVEN_BOW;
+        break;
+    case 4:
+        t = INVEN_BODY;
+        break;
+    case 5:
+        t = INVEN_OUTER;
+        break;
+    case 6:
+        t = INVEN_HEAD;
+        break;
+    case 7:
+        t = INVEN_HANDS;
+        break;
+    case 8:
+        t = INVEN_FEET;
+        break;
+    }
+
+    object_type *o_ptr;
+    o_ptr = &target_ptr->inventory_list[t];
+    if (!o_ptr->k_idx)
+        return FALSE;
+
+    if (!object_is_weapon_armour_ammo(target_ptr, o_ptr))
+        return FALSE;
+
+    if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1)) {
+        return FALSE;
+    }
+
+    GAME_TEXT o_name[MAX_NLEN];
+    object_desc(target_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+    if (object_is_artifact(o_ptr) && (randint0(100) < 71)) {
 #ifdef JP
-               msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
+        msg_format("%s(%c)は劣化を跳ね返した!", o_name, index_to_label(t));
 #else
-               msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
-                       ((o_ptr->number != 1) ? "" : "s"));
+        msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t), ((o_ptr->number != 1) ? "" : "s"));
 #endif
-               return TRUE;
-       }
-       
-       int to_h = o_ptr->to_h;
-       int to_d = o_ptr->to_d;
-       int to_a = o_ptr->to_a;
-       int pval = o_ptr->pval;
-
-       if (o_ptr->to_h > 0) o_ptr->to_h--;
-       if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
-
-       if (o_ptr->to_d > 0) o_ptr->to_d--;
-       if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
-
-       if (o_ptr->to_a > 0) o_ptr->to_a--;
-       if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
-
-       if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
-
-       bool is_actually_disenchanted = to_h != o_ptr->to_h;
-       is_actually_disenchanted |= to_d != o_ptr->to_d;
-       is_actually_disenchanted |= to_a != o_ptr->to_a;
-       is_actually_disenchanted |= pval != o_ptr->pval;
-       if (!is_actually_disenchanted) return TRUE;
+        return TRUE;
+    }
+
+    int to_h = o_ptr->to_h;
+    int to_d = o_ptr->to_d;
+    int to_a = o_ptr->to_a;
+    int pval = o_ptr->pval;
+
+    if (o_ptr->to_h > 0)
+        o_ptr->to_h--;
+    if ((o_ptr->to_h > 5) && (randint0(100) < 20))
+        o_ptr->to_h--;
+
+    if (o_ptr->to_d > 0)
+        o_ptr->to_d--;
+    if ((o_ptr->to_d > 5) && (randint0(100) < 20))
+        o_ptr->to_d--;
+
+    if (o_ptr->to_a > 0)
+        o_ptr->to_a--;
+    if ((o_ptr->to_a > 5) && (randint0(100) < 20))
+        o_ptr->to_a--;
+
+    if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01))
+        o_ptr->pval--;
+
+    bool is_actually_disenchanted = to_h != o_ptr->to_h;
+    is_actually_disenchanted |= to_d != o_ptr->to_d;
+    is_actually_disenchanted |= to_a != o_ptr->to_a;
+    is_actually_disenchanted |= pval != o_ptr->pval;
+    if (!is_actually_disenchanted)
+        return TRUE;
 
 #ifdef JP
-       msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
+    msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t));
 #else
-       msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
-               ((o_ptr->number != 1) ? "were" : "was"));
+    msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t), ((o_ptr->number != 1) ? "were" : "was"));
 #endif
-       chg_virtue(target_ptr, V_HARMONY, 1);
-       chg_virtue(target_ptr, V_ENCHANT, -2);
-       target_ptr->update |= (PU_BONUS);
-       target_ptr->window |= (PW_EQUIP | PW_PLAYER);
-
-       calc_android_exp(target_ptr);
-       return TRUE;
-}
-
-
-/*!
- * @brief 虚無招来によるフロア中の全壁除去処理 /
- * Vanish all walls in this floor
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @params caster_ptr 術者の参照ポインタ
- * @return 実際に処理が反映された場合TRUE
- */
-bool vanish_dungeon(player_type *caster_ptr)
-{
-       bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
-       is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
-       if (is_special_floor) return FALSE;
-
-       grid_type *g_ptr;
-       feature_type *f_ptr;
-       monster_type *m_ptr;
-       GAME_TEXT m_name[MAX_NLEN];
-       for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
-       {
-               for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
-               {
-                       g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
-
-                       f_ptr = &f_info[g_ptr->feat];
-                       g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-                       m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-                       if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
-                       {
-                               (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
-                               if (m_ptr->ml)
-                               {
-                                       monster_desc(caster_ptr, m_name, m_ptr, 0);
-                                       msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
-                               }
-                       }
-
-                       if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
-               }
-       }
-
-       for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
-       {
-               g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
-               f_ptr = &f_info[g_ptr->mimic];
-               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
-               {
-                       g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
-                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
-               }
-
-               g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
-               f_ptr = &f_info[g_ptr->mimic];
-               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
-               {
-                       g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
-                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
-               }
-       }
-
-       /* Special boundary walls -- Left and right */
-       for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
-       {
-               g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
-               f_ptr = &f_info[g_ptr->mimic];
-               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
-               {
-                       g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
-                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
-               }
-
-               g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
-               f_ptr = &f_info[g_ptr->mimic];
-               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
-               {
-                       g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
-                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
-               }
-       }
-
-       caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-       caster_ptr->redraw |= (PR_MAP);
-       caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-       return TRUE;
-}
-
-
-/*!
- * @brief 虚無招来処理 /
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @return なし
- * @details
- * Sorry, it becomes not (void)...
- */
-void call_the_void(player_type *caster_ptr)
-{
-       grid_type *g_ptr;
-       bool do_call = TRUE;
-       for (int i = 0; i < 9; i++)
-       {
-               g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
-
-               if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
-               {
-                       if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
-                           !permanent_wall(&f_info[g_ptr->feat]))
-                       {
-                               do_call = FALSE;
-                               break;
-                       }
-               }
-       }
-
-       if (do_call)
-       {
-               for (int i = 1; i < 10; i++)
-               {
-                       if (i - 5) fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
-               }
-
-               for (int i = 1; i < 10; i++)
-               {
-                       if (i - 5) fire_ball(caster_ptr, GF_MANA, i, 175, 3);
-               }
-
-               for (int i = 1; i < 10; i++)
-               {
-                       if (i - 5) fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
-               }
-
-               return;
-       }
-
-       bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
-       is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
-       if (is_special_fllor)
-       {
-               msg_print(_("地面が揺れた。", "The ground trembles."));
-               return;
-       }
+    chg_virtue(target_ptr, V_HARMONY, 1);
+    chg_virtue(target_ptr, V_ENCHANT, -2);
+    target_ptr->update |= (PU_BONUS);
+    target_ptr->window |= (PW_EQUIP | PW_PLAYER);
 
-#ifdef JP
-       msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
-               ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
-#else
-       msg_format("You %s the %s too close to a wall!",
-               ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
-               ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
-#endif
-       msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
-
-       if (one_in_(666))
-       {
-               if (!vanish_dungeon(caster_ptr)) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon becomes quiet for a moment."));
-               take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
-               return;
-       }
-
-       if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
-                       msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
-       else
-               msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
-       take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
+    calc_android_exp(target_ptr);
+    return TRUE;
 }
 
-
 /*!
  * @brief アイテム引き寄せ処理 /
  * Fetch an item (teleport it right underneath the caster)
@@ -486,96 +225,83 @@ void call_the_void(player_type *caster_ptr)
  */
 void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
 {
-       grid_type *g_ptr;
-       object_type *o_ptr;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx)
-       {
-               msg_print(_("自分の足の下にある物は取れません。", "You can't fetch when you're already standing on something."));
-               return;
-       }
-
-       POSITION ty, tx;
-       if (dir == 5 && target_okay(caster_ptr))
-       {
-               tx = target_col;
-               ty = target_row;
-
-               if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE)
-               {
-                       msg_print(_("そんなに遠くにある物は取れません!", "You can't fetch something that far away!"));
-                       return;
-               }
-
-               g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
-               if (!g_ptr->o_idx)
-               {
-                       msg_print(_("そこには何もありません。", "There is no object at this place."));
-                       return;
-               }
-
-               if (g_ptr->info & CAVE_ICKY)
-               {
-                       msg_print(_("アイテムがコントロールを外れて落ちた。", "The item slips from your control."));
-                       return;
-               }
-
-               if (require_los)
-               {
-                       if (!player_has_los_bold(caster_ptr, ty, tx))
-                       {
-                               msg_print(_("そこはあなたの視界に入っていません。", "You have no direct line of sight to that location."));
-                               return;
-                       }
-                       else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx))
-                       {
-                               msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
-                               return;
-                       }
-               }
-       }
-       else
-       {
-               ty = caster_ptr->y; 
-               tx = caster_ptr->x;
-               bool is_first_loop = TRUE;
-               g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
-               while (is_first_loop || !g_ptr->o_idx)
-               {
-                       is_first_loop = FALSE;
-                       ty += ddy[dir];
-                       tx += ddx[dir];
-                       g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
-
-                       if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > MAX_RANGE) ||
-                               !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT)) return;
-               }
-       }
-
-       o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
-       if (o_ptr->weight > wgt)
-       {
-               msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
-               return;
-       }
-
-       OBJECT_IDX i = g_ptr->o_idx;
-       g_ptr->o_idx = o_ptr->next_o_idx;
-       caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
-
-       o_ptr->next_o_idx = 0;
-       o_ptr->iy = caster_ptr->y;
-       o_ptr->ix = caster_ptr->x;
-
-       object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
-       msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
-
-       note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
-       caster_ptr->redraw |= PR_MAP;
+    grid_type *g_ptr;
+    object_type *o_ptr;
+    GAME_TEXT o_name[MAX_NLEN];
+
+    if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx) {
+        msg_print(_("自分の足の下にある物は取れません。", "You can't fetch when you're already standing on something."));
+        return;
+    }
+
+    POSITION ty, tx;
+    if (dir == 5 && target_okay(caster_ptr)) {
+        tx = target_col;
+        ty = target_row;
+
+        if (distance(caster_ptr->y, caster_ptr->x, ty, tx) > get_max_range(caster_ptr)) {
+            msg_print(_("そんなに遠くにある物は取れません!", "You can't fetch something that far away!"));
+            return;
+        }
+
+        g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
+        if (!g_ptr->o_idx) {
+            msg_print(_("そこには何もありません。", "There is no object at this place."));
+            return;
+        }
+
+        if (g_ptr->info & CAVE_ICKY) {
+            msg_print(_("アイテムがコントロールを外れて落ちた。", "The item slips from your control."));
+            return;
+        }
+
+        if (require_los) {
+            if (!player_has_los_bold(caster_ptr, ty, tx)) {
+                msg_print(_("そこはあなたの視界に入っていません。", "You have no direct line of sight to that location."));
+                return;
+            } else if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, ty, tx)) {
+                msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
+                return;
+            }
+        }
+    } else {
+        ty = caster_ptr->y;
+        tx = caster_ptr->x;
+        bool is_first_loop = TRUE;
+        g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
+        while (is_first_loop || !g_ptr->o_idx) {
+            is_first_loop = FALSE;
+            ty += ddy[dir];
+            tx += ddx[dir];
+            g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
+
+            if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > get_max_range(caster_ptr))
+                || !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT))
+                return;
+        }
+    }
+
+    o_ptr = &caster_ptr->current_floor_ptr->o_list[g_ptr->o_idx];
+    if (o_ptr->weight > wgt) {
+        msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
+        return;
+    }
+
+    OBJECT_IDX i = g_ptr->o_idx;
+    g_ptr->o_idx = o_ptr->next_o_idx;
+    caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].o_idx = i; /* 'move' it */
+
+    o_ptr->next_o_idx = 0;
+    o_ptr->iy = caster_ptr->y;
+    o_ptr->ix = caster_ptr->x;
+
+    object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
+    msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
+
+    note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
+    caster_ptr->redraw |= PR_MAP;
 }
 
-
 /*!
  * @brief 現実変容処理
  * @param caster_ptr プレーヤーへの参照ポインタ
@@ -583,117 +309,24 @@ void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
  */
 void reserve_alter_reality(player_type *caster_ptr)
 {
-       if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward)
-       {
-               msg_print(_("何も起こらなかった。", "Nothing happens."));
-               return;
-       }
-
-       if (caster_ptr->alter_reality)
-       {
-               caster_ptr->alter_reality = 0;
-               msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
-               caster_ptr->redraw |= PR_STATUS;
-               return;
-       }
-
-       TIME_EFFECT turns = randint0(21) + 15;
-       caster_ptr->alter_reality = turns;
-       msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
-       caster_ptr->redraw |= PR_STATUS;
+    if (caster_ptr->current_floor_ptr->inside_arena || ironman_downward) {
+        msg_print(_("何も起こらなかった。", "Nothing happens."));
+        return;
+    }
+
+    if (caster_ptr->alter_reality) {
+        caster_ptr->alter_reality = 0;
+        msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
+        caster_ptr->redraw |= PR_STATUS;
+        return;
+    }
+
+    TIME_EFFECT turns = randint0(21) + 15;
+    caster_ptr->alter_reality = turns;
+    msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
+    caster_ptr->redraw |= PR_STATUS;
 }
 
-
-/*!
- * @brief 全所持アイテム鑑定処理 /
- * Identify everything being carried.
- * Done by a potion of "self knowledge".
- * @param target_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-void identify_pack(player_type *target_ptr)
-{
-       for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++)
-       {
-               object_type *o_ptr = &target_ptr->inventory_list[i];
-               if (!o_ptr->k_idx) continue;
-
-               identify_item(target_ptr, o_ptr);
-               autopick_alter_item(target_ptr, i, FALSE);
-       }
-}
-
-
-/*!
- * @brief 装備の解呪処理 /
- * Removes curses from items in inventory
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param all 軽い呪いまでの解除ならば0
- * @return 解呪されたアイテムの数
- * @details
- * <pre>
- * Note that Items which are "Perma-Cursed" (The One Ring,
- * The Crown of Morgoth) can NEVER be uncursed.
- *
- * Note that if "all" is FALSE, then Items which are
- * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
- * will not be uncursed.
- * </pre>
- */
-static int remove_curse_aux(player_type *creature_ptr, int all)
-{
-       int cnt = 0;
-       for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
-       {
-               object_type *o_ptr = &creature_ptr->inventory_list[i];
-               if (!o_ptr->k_idx) continue;
-               if (!object_is_cursed(o_ptr)) continue;
-               if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
-               if (o_ptr->curse_flags & TRC_PERMA_CURSE)
-               {
-                       o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
-                       continue;
-               }
-
-               o_ptr->curse_flags = 0L;
-               o_ptr->ident |= (IDENT_SENSE);
-               o_ptr->feeling = FEEL_NONE;
-
-               creature_ptr->update |= (PU_BONUS);
-               creature_ptr->window |= (PW_EQUIP);
-               cnt++;
-       }
-
-       if (cnt)
-               msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
-       
-       return cnt;
-}
-
-
-/*!
- * @brief 装備の軽い呪い解呪処理 /
- * Remove most curses
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @return 解呪に成功した装備数
- */
-int remove_curse(player_type *caster_ptr)
-{
-       return remove_curse_aux(caster_ptr, FALSE);
-}
-
-
-/*!
- * @brief 装備の重い呪い解呪処理 /
- * Remove all curses
- * @return 解呪に成功した装備数
- */
-int remove_all_curse(player_type *caster_ptr)
-{
-       return remove_curse_aux(caster_ptr, TRUE);
-}
-
-
 /*!
  * @brief アイテムの価値に応じた錬金術処理 /
  * Turns an object into gold, gain some of its value in a shop
@@ -702,68 +335,68 @@ int remove_all_curse(player_type *caster_ptr)
  */
 bool alchemy(player_type *caster_ptr)
 {
-       bool force = FALSE;
-       if (command_arg > 0) force = TRUE;
-
-       concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
-       concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
-       if (!o_ptr) return FALSE;
-
-       int amt = 1;
-       if (o_ptr->number > 1)
-       {
-               amt = get_quantity(NULL, o_ptr->number);
-               if (amt <= 0) return FALSE;
-       }
-
-       ITEM_NUMBER old_number = o_ptr->number;
-       o_ptr->number = amt;
-       GAME_TEXT o_name[MAX_NLEN];
-       object_desc(caster_ptr, o_name, o_ptr, 0);
-       o_ptr->number = old_number;
-
-       if (!force)
-       {
-               if (confirm_destroy || (object_value(o_ptr) > 0))
-               {
-                       char out_val[MAX_NLEN + 40];
-                       sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
-                       if (!get_check(out_val)) return FALSE;
-               }
-       }
-
-       if (!can_player_destroy_object(o_ptr))
-       {
-               msg_format(_("%sを金に変えることに失敗した。", "You fail to turn %s to gold!"), o_name);
-               return FALSE;
-       }
-
-       PRICE price = object_value_real(o_ptr);
-       if (price <= 0)
-       {
-               msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
-               vary_item(caster_ptr, item, -amt);
-               return TRUE;
-       }
-       
-       price /= 3;
-
-       if (amt > 1) price *= amt;
-
-       if (price > 30000) price = 30000;
-       msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
-
-       caster_ptr->au += price;
-       caster_ptr->redraw |= PR_GOLD;
-       caster_ptr->window |= PW_PLAYER;
-       vary_item(caster_ptr, item, -amt);
-       return TRUE;
+    bool force = FALSE;
+    if (command_arg > 0)
+        force = TRUE;
+
+    concptr q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
+    concptr s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
+    OBJECT_IDX item;
+    object_type *o_ptr;
+    o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
+    if (!o_ptr)
+        return FALSE;
+
+    int amt = 1;
+    if (o_ptr->number > 1) {
+        amt = get_quantity(NULL, o_ptr->number);
+        if (amt <= 0)
+            return FALSE;
+    }
+
+    ITEM_NUMBER old_number = o_ptr->number;
+    o_ptr->number = amt;
+    GAME_TEXT o_name[MAX_NLEN];
+    object_desc(caster_ptr, o_name, o_ptr, 0);
+    o_ptr->number = old_number;
+
+    if (!force) {
+        if (confirm_destroy || (object_value(caster_ptr, o_ptr) > 0)) {
+            char out_val[MAX_NLEN + 40];
+            sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
+            if (!get_check(out_val))
+                return FALSE;
+        }
+    }
+
+    if (!can_player_destroy_object(caster_ptr, o_ptr)) {
+        msg_format(_("%sを金に変えることに失敗した。", "You fail to turn %s to gold!"), o_name);
+        return FALSE;
+    }
+
+    PRICE price = object_value_real(caster_ptr, o_ptr);
+    if (price <= 0) {
+        msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
+        vary_item(caster_ptr, item, -amt);
+        return TRUE;
+    }
+
+    price /= 3;
+
+    if (amt > 1)
+        price *= amt;
+
+    if (price > 30000)
+        price = 30000;
+    msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
+
+    caster_ptr->au += price;
+    caster_ptr->redraw |= PR_GOLD;
+    caster_ptr->window |= PW_PLAYER;
+    vary_item(caster_ptr, item, -amt);
+    return TRUE;
 }
 
-
 /*!
  * @brief アーティファクト生成の巻物処理 /
  * @param caster_ptr プレーヤーへの参照ポインタ
@@ -771,201 +404,84 @@ bool alchemy(player_type *caster_ptr)
  */
 bool artifact_scroll(player_type *caster_ptr)
 {
-       item_tester_hook = item_tester_hook_nameless_weapon_armour;
-
-       concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
-       concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
-       object_type *o_ptr;
-       OBJECT_IDX item;
-       o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
-       if (!o_ptr) return FALSE;
-
-       GAME_TEXT o_name[MAX_NLEN];
-       object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+    item_tester_hook = item_tester_hook_nameless_weapon_armour;
+
+    concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
+    concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
+    object_type *o_ptr;
+    OBJECT_IDX item;
+    o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+    if (!o_ptr)
+        return FALSE;
+
+    GAME_TEXT o_name[MAX_NLEN];
+    object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 #ifdef JP
-       msg_format("%s は眩い光を発した!",o_name);
+    msg_format("%s は眩い光を発した!", o_name);
 #else
-       msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
+    msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
 #endif
 
-       bool okay = FALSE;
-       if (object_is_artifact(o_ptr))
-       {
+    bool okay = FALSE;
+    if (object_is_artifact(o_ptr)) {
 #ifdef JP
-               msg_format("%sは既に伝説のアイテムです!", o_name  );
+        msg_format("%sは既に伝説のアイテムです!", o_name);
 #else
-               msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
+        msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
 #endif
-               okay = FALSE;
-       }
-       else if (object_is_ego(o_ptr))
-       {
+        okay = FALSE;
+    } else if (object_is_ego(o_ptr)) {
 #ifdef JP
-               msg_format("%sは既に名のあるアイテムです!", o_name );
+        msg_format("%sは既に名のあるアイテムです!", o_name);
 #else
-               msg_format("The %s %s already %s!",
-                   o_name, ((o_ptr->number > 1) ? "are" : "is"),
-                   ((o_ptr->number > 1) ? "ego items" : "an ego item"));
+        msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "ego items" : "an ego item"));
 #endif
-               okay = FALSE;
-       }
-       else if (o_ptr->xtra3)
-       {
+        okay = FALSE;
+    } else if (o_ptr->xtra3) {
 #ifdef JP
-               msg_format("%sは既に強化されています!", o_name );
+        msg_format("%sは既に強化されています!", o_name);
 #else
-               msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
-                   ((o_ptr->number > 1) ? "customized items" : "a customized item"));
+        msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "customized items" : "a customized item"));
 #endif
-       }
-       else
-       {
-               if (o_ptr->number > 1)
-               {
-                       msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
+    } else {
+        if (o_ptr->number > 1) {
+            msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
 #ifdef JP
-                       msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
+            msg_format("%d 個の%sが壊れた!", (o_ptr->number) - 1, o_name);
 #else
-                       msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
+            msg_format("%d of your %s %s destroyed!", (o_ptr->number) - 1, o_name, (o_ptr->number > 2 ? "were" : "was"));
 #endif
 
-                       if (item >= 0)
-                       {
-                               inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
-                       }
-                       else
-                       {
-                               floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
-                       }
-               }
-               
-               okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
-       }
-
-       if (!okay)
-       {
-               if (flush_failure) flush();
-               msg_print(_("強化に失敗した。", "The enchantment failed."));
-               if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
-               calc_android_exp(caster_ptr);
-               return TRUE;
-       }
-
-       if (record_rand_art)
-       {
-               object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
-               exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
-       }
-
-       chg_virtue(caster_ptr, V_ENCHANT, 1);
-       calc_android_exp(caster_ptr);
-       return TRUE;
-}
-
-
-/*!
- * @brief アイテム鑑定処理 /
- * Identify an object
- * @param owner_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
- * @return 実際に鑑定できたらTRUEを返す
- */
-bool identify_item(player_type *owner_ptr, object_type *o_ptr)
-{
-       GAME_TEXT o_name[MAX_NLEN];
-       object_desc(owner_ptr, o_name, o_ptr, 0);
-
-       bool old_known = FALSE;
-       if (o_ptr->ident & IDENT_KNOWN)
-               old_known = TRUE;
-
-       if (!object_is_fully_known(o_ptr))
-       {
-               if (object_is_artifact(o_ptr) || one_in_(5))
-                       chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
-       }
-
-       object_aware(owner_ptr, o_ptr);
-       object_known(o_ptr);
-       o_ptr->marked |= OM_TOUCHED;
-
-       owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
-       owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
-       strcpy(record_o_name, o_name);
-       record_turn = current_world_ptr->game_turn;
-
-       object_desc(owner_ptr, o_name, o_ptr, OD_NAME_ONLY);
-
-       if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
-               exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
-       if(record_rand_art && !old_known && o_ptr->art_name)
-               exe_write_diary(owner_ptr, DIARY_ART, 0, o_name);
-
-       return old_known;
+            if (item >= 0) {
+                inven_item_increase(caster_ptr, item, 1 - (o_ptr->number));
+            } else {
+                floor_item_increase(caster_ptr->current_floor_ptr, 0 - item, 1 - (o_ptr->number));
+            }
+        }
+
+        okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
+    }
+
+    if (!okay) {
+        if (flush_failure)
+            flush();
+        msg_print(_("強化に失敗した。", "The enchantment failed."));
+        if (one_in_(3))
+            chg_virtue(caster_ptr, V_ENCHANT, -1);
+        calc_android_exp(caster_ptr);
+        return TRUE;
+    }
+
+    if (record_rand_art) {
+        object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
+        exe_write_diary(caster_ptr, DIARY_ART_SCROLL, 0, o_name);
+    }
+
+    chg_virtue(caster_ptr, V_ENCHANT, 1);
+    calc_android_exp(caster_ptr);
+    return TRUE;
 }
 
-
-/*!
- * @brief アイテム鑑定のメインルーチン処理 /
- * Identify an object in the inventory (or on the floor)
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param only_equip 装備品のみを対象とするならばTRUEを返す
- * @return 実際に鑑定を行ったならばTRUEを返す
- * @details
- * This routine does *not* automatically combine objects.
- * Returns TRUE if something was identified, else FALSE.
- */
-bool ident_spell(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
-{
-       if (only_equip)
-               item_tester_hook = item_tester_hook_identify_weapon_armour;
-       else
-               item_tester_hook = item_tester_hook_identify;
-
-       concptr q;
-       if (can_get_item(caster_ptr, item_tester_tval))
-       {
-               q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
-       }
-       else
-       {
-               if (only_equip)
-                       item_tester_hook = object_is_weapon_armour_ammo;
-               else
-                       item_tester_hook = NULL;
-
-               q = _("すべて鑑定済みです。 ", "All items are identified. ");
-       }
-
-       concptr s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
-       if (!o_ptr) return FALSE;
-
-       bool old_known = identify_item(caster_ptr, o_ptr);
-
-       GAME_TEXT o_name[MAX_NLEN];
-       object_desc(caster_ptr, o_name, o_ptr, 0);
-       if (item >= INVEN_RARM)
-       {
-               msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
-       }
-       else if (item >= 0)
-       {
-               msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
-       }
-       else
-       {
-               msg_format(_("床上: %s。", "On the ground: %s."), o_name);
-       }
-
-       autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
-       return TRUE;
-}
-
-
 /*!
  * @brief アイテム凡庸化のメインルーチン処理 /
  * Identify an object in the inventory (or on the floor)
@@ -981,103 +497,40 @@ bool ident_spell(player_type *caster_ptr, bool only_equip, tval_type item_tester
  */
 bool mundane_spell(player_type *owner_ptr, bool only_equip)
 {
-       if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
-
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       concptr q = _("どれを使いますか?", "Use which item? ");
-       concptr s = _("使えるものがありません。", "You have nothing you can use.");
-
-       o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
-       if (!o_ptr) return FALSE;
-
-       msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
-       POSITION iy = o_ptr->iy;
-       POSITION ix = o_ptr->ix;
-       OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
-       byte marked = o_ptr->marked;
-       WEIGHT weight = o_ptr->number * o_ptr->weight;
-       u16b inscription = o_ptr->inscription;
-
-       object_prep(o_ptr, o_ptr->k_idx);
-
-       o_ptr->iy = iy;
-       o_ptr->ix = ix;
-       o_ptr->next_o_idx = next_o_idx;
-       o_ptr->marked = marked;
-       o_ptr->inscription = inscription;
-       if (item >= 0) owner_ptr->total_weight += (o_ptr->weight - weight);
-
-       calc_android_exp(owner_ptr);
-       return TRUE;
+    if (only_equip)
+        item_tester_hook = object_is_weapon_armour_ammo;
+
+    OBJECT_IDX item;
+    object_type *o_ptr;
+    concptr q = _("どれを使いますか?", "Use which item? ");
+    concptr s = _("使えるものがありません。", "You have nothing you can use.");
+
+    o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+    if (!o_ptr)
+        return FALSE;
+
+    msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
+    POSITION iy = o_ptr->iy;
+    POSITION ix = o_ptr->ix;
+    OBJECT_IDX next_o_idx = o_ptr->next_o_idx;
+    byte marked = o_ptr->marked;
+    WEIGHT weight = o_ptr->number * o_ptr->weight;
+    u16b inscription = o_ptr->inscription;
+
+    object_prep(owner_ptr, o_ptr, o_ptr->k_idx);
+
+    o_ptr->iy = iy;
+    o_ptr->ix = ix;
+    o_ptr->next_o_idx = next_o_idx;
+    o_ptr->marked = marked;
+    o_ptr->inscription = inscription;
+    if (item >= 0)
+        owner_ptr->total_weight += (o_ptr->weight - weight);
+
+    calc_android_exp(owner_ptr);
+    return TRUE;
 }
 
-
-/*!
- * @brief アイテム*鑑定*のメインルーチン処理 /
- * Identify an object in the inventory (or on the floor)
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param only_equip 装備品のみを対象とするならばTRUEを返す
- * @return 実際に鑑定を行ったならばTRUEを返す
- * @details
- * Fully "identify" an object in the inventory -BEN-
- * This routine returns TRUE if an item was identified.
- */
-bool identify_fully(player_type *caster_ptr, bool only_equip, tval_type item_tester_tval)
-{
-       if (only_equip)
-               item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
-       else
-               item_tester_hook = item_tester_hook_identify_fully;
-
-       concptr q;
-       if (can_get_item(caster_ptr, item_tester_tval))
-       {
-               q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
-       }
-       else
-       {
-               if (only_equip)
-                       item_tester_hook = object_is_weapon_armour_ammo;
-               else
-                       item_tester_hook = NULL;
-
-               q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
-       }
-
-       concptr s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
-
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
-       if (!o_ptr) return FALSE;
-
-       bool old_known = identify_item(caster_ptr, o_ptr);
-
-       o_ptr->ident |= (IDENT_FULL_KNOWN);
-       handle_stuff(caster_ptr);
-
-       GAME_TEXT o_name[MAX_NLEN];
-       object_desc(caster_ptr, o_name, o_ptr, 0);
-       if (item >= INVEN_RARM)
-       {
-               msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(caster_ptr, item), o_name, index_to_label(item));
-       }
-       else if (item >= 0)
-       {
-               msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
-       }
-       else
-       {
-               msg_format(_("床上: %s。", "On the ground: %s."), o_name);
-       }
-
-       (void)screen_object(caster_ptr, o_ptr, 0L);
-       autopick_alter_item(caster_ptr, item, (bool)(destroy_identify && !old_known));
-       return TRUE;
-}
-
-
 /*!
  * @brief 魔力充填処理 /
  * Recharge a wand/staff/rod from the pack or on the floor.
@@ -1101,178 +554,166 @@ bool identify_fully(player_type *caster_ptr, bool only_equip, tval_type item_tes
  */
 bool recharge(player_type *caster_ptr, int power)
 {
-       item_tester_hook = item_tester_hook_recharge;
-       concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
-       concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
-
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
-       if (!o_ptr) return FALSE;
-
-       object_kind *k_ptr;
-       k_ptr = &k_info[o_ptr->k_idx];
-       DEPTH lev = k_info[o_ptr->k_idx].level;
-
-       TIME_EFFECT recharge_amount;
-       int recharge_strength;
-       bool is_recharge_successful = TRUE;
-       if (o_ptr->tval == TV_ROD)
-       {
-               recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
-               if (one_in_(recharge_strength))
-               {
-                       is_recharge_successful = FALSE;
-               }
-               else
-               {
-                       recharge_amount = (power * damroll(3, 2));
-                       if (o_ptr->timeout > recharge_amount)
-                               o_ptr->timeout -= recharge_amount;
-                       else
-                               o_ptr->timeout = 0;
-               }
-       }
-       else
-       {
-               if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
-                       recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
-               else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
-
-               if (recharge_strength < 0) recharge_strength = 0;
-
-               if (one_in_(recharge_strength))
-               {
-                       is_recharge_successful = FALSE;
-               }
-               else
-               {
-                       recharge_amount = randint1(1 + k_ptr->pval / 2);
-                       if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
-                       {
-                               recharge_amount +=
-                                       (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
-                               if (recharge_amount < 1) recharge_amount = 1;
-                               if (recharge_amount > 12) recharge_amount = 12;
-                       }
-
-                       if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
-                       {
-                               recharge_amount /= (TIME_EFFECT)o_ptr->number;
-                               if (recharge_amount < 1) recharge_amount = 1;
-                       }
-
-                       o_ptr->pval += recharge_amount;
-                       o_ptr->ident &= ~(IDENT_KNOWN);
-                       o_ptr->ident &= ~(IDENT_EMPTY);
-               }
-       }
-       
-       if (!is_recharge_successful)
-       {
-               return update_player(caster_ptr);
-       }
-
-       byte fail_type = 1;
-       GAME_TEXT o_name[MAX_NLEN];
-       if (object_is_fixed_artifact(o_ptr))
-       {
-               object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
-               msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
-               if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
-                       o_ptr->timeout = (o_ptr->timeout + 100) * 2;
-               else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
-                       o_ptr->pval = 0;
-               return update_player(caster_ptr);
-       }
-       
-       object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-       if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE)
-       {
-               /* 10% chance to blow up one rod, otherwise draining. */
-               if (o_ptr->tval == TV_ROD)
-               {
-                       if (one_in_(10)) fail_type = 2;
-                       else fail_type = 1;
-               }
-               /* 75% chance to blow up one wand, otherwise draining. */
-               else if (o_ptr->tval == TV_WAND)
-               {
-                       if (!one_in_(3)) fail_type = 2;
-                       else fail_type = 1;
-               }
-               /* 50% chance to blow up one staff, otherwise no effect. */
-               else if (o_ptr->tval == TV_STAFF)
-               {
-                       if (one_in_(2)) fail_type = 2;
-                       else fail_type = 0;
-               }
-       }
-       else
-       {
-               /* 33% chance to blow up one rod, otherwise draining. */
-               if (o_ptr->tval == TV_ROD)
-               {
-                       if (one_in_(3)) fail_type = 2;
-                       else fail_type = 1;
-               }
-               /* 20% chance of the entire stack, else destroy one wand. */
-               else if (o_ptr->tval == TV_WAND)
-               {
-                       if (one_in_(5)) fail_type = 3;
-                       else fail_type = 2;
-               }
-               /* Blow up one staff. */
-               else if (o_ptr->tval == TV_STAFF)
-               {
-                       fail_type = 2;
-               }
-       }
-
-       if (fail_type == 1)
-       {
-               if (o_ptr->tval == TV_ROD)
-               {
-                       msg_print(_("魔力が逆噴射して、ロッドからさらに魔力を吸い取ってしまった!", "The recharge backfires, draining the rod further!"));
-
-                       if (o_ptr->timeout < 10000)
-                               o_ptr->timeout = (o_ptr->timeout + 100) * 2;
-               }
-               else if (o_ptr->tval == TV_WAND)
-               {
-                       msg_format(_("%sは破損を免れたが、魔力が全て失われた。", "You save your %s from destruction, but all charges are lost."), o_name);
-                       o_ptr->pval = 0;
-               }
-       }
-
-       if (fail_type == 2)
-       {
-               if (o_ptr->number > 1)
-                       msg_format(_("乱暴な魔法のために%sが一本壊れた!", "Wild magic consumes one of your %s!"), o_name);
-               else
-                       msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
-
-               if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
-               if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
-
-               vary_item(caster_ptr, item, -1);
-       }
-
-       if (fail_type == 3)
-       {
-               if (o_ptr->number > 1)
-                       msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
-               else
-                       msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
-
-               vary_item(caster_ptr, item, -999);
-       }
-
-       return update_player(caster_ptr);
+    item_tester_hook = item_tester_hook_recharge;
+    concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
+    concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
+
+    OBJECT_IDX item;
+    object_type *o_ptr;
+    o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
+    if (!o_ptr)
+        return FALSE;
+
+    object_kind *k_ptr;
+    k_ptr = &k_info[o_ptr->k_idx];
+    DEPTH lev = k_info[o_ptr->k_idx].level;
+
+    TIME_EFFECT recharge_amount;
+    int recharge_strength;
+    bool is_recharge_successful = TRUE;
+    if (o_ptr->tval == TV_ROD) {
+        recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
+        if (one_in_(recharge_strength)) {
+            is_recharge_successful = FALSE;
+        } else {
+            recharge_amount = (power * damroll(3, 2));
+            if (o_ptr->timeout > recharge_amount)
+                o_ptr->timeout -= recharge_amount;
+            else
+                o_ptr->timeout = 0;
+        }
+    } else {
+        if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
+            recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
+        else
+            recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
+
+        if (recharge_strength < 0)
+            recharge_strength = 0;
+
+        if (one_in_(recharge_strength)) {
+            is_recharge_successful = FALSE;
+        } else {
+            recharge_amount = randint1(1 + k_ptr->pval / 2);
+            if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1)) {
+                recharge_amount += (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
+                if (recharge_amount < 1)
+                    recharge_amount = 1;
+                if (recharge_amount > 12)
+                    recharge_amount = 12;
+            }
+
+            if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1)) {
+                recharge_amount /= (TIME_EFFECT)o_ptr->number;
+                if (recharge_amount < 1)
+                    recharge_amount = 1;
+            }
+
+            o_ptr->pval += recharge_amount;
+            o_ptr->ident &= ~(IDENT_KNOWN);
+            o_ptr->ident &= ~(IDENT_EMPTY);
+        }
+    }
+
+    if (!is_recharge_successful) {
+        return update_player(caster_ptr);
+    }
+
+    byte fail_type = 1;
+    GAME_TEXT o_name[MAX_NLEN];
+    if (object_is_fixed_artifact(o_ptr)) {
+        object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
+        msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
+        if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
+            o_ptr->timeout = (o_ptr->timeout + 100) * 2;
+        else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
+            o_ptr->pval = 0;
+        return update_player(caster_ptr);
+    }
+
+    object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+    if (IS_WIZARD_CLASS(caster_ptr) || caster_ptr->pclass == CLASS_MAGIC_EATER || caster_ptr->pclass == CLASS_BLUE_MAGE) {
+        /* 10% chance to blow up one rod, otherwise draining. */
+        if (o_ptr->tval == TV_ROD) {
+            if (one_in_(10))
+                fail_type = 2;
+            else
+                fail_type = 1;
+        }
+        /* 75% chance to blow up one wand, otherwise draining. */
+        else if (o_ptr->tval == TV_WAND) {
+            if (!one_in_(3))
+                fail_type = 2;
+            else
+                fail_type = 1;
+        }
+        /* 50% chance to blow up one staff, otherwise no effect. */
+        else if (o_ptr->tval == TV_STAFF) {
+            if (one_in_(2))
+                fail_type = 2;
+            else
+                fail_type = 0;
+        }
+    } else {
+        /* 33% chance to blow up one rod, otherwise draining. */
+        if (o_ptr->tval == TV_ROD) {
+            if (one_in_(3))
+                fail_type = 2;
+            else
+                fail_type = 1;
+        }
+        /* 20% chance of the entire stack, else destroy one wand. */
+        else if (o_ptr->tval == TV_WAND) {
+            if (one_in_(5))
+                fail_type = 3;
+            else
+                fail_type = 2;
+        }
+        /* Blow up one staff. */
+        else if (o_ptr->tval == TV_STAFF) {
+            fail_type = 2;
+        }
+    }
+
+    if (fail_type == 1) {
+        if (o_ptr->tval == TV_ROD) {
+            msg_print(_("魔力が逆噴射して、ロッドからさらに魔力を吸い取ってしまった!", "The recharge backfires, draining the rod further!"));
+
+            if (o_ptr->timeout < 10000)
+                o_ptr->timeout = (o_ptr->timeout + 100) * 2;
+        } else if (o_ptr->tval == TV_WAND) {
+            msg_format(_("%sは破損を免れたが、魔力が全て失われた。", "You save your %s from destruction, but all charges are lost."), o_name);
+            o_ptr->pval = 0;
+        }
+    }
+
+    if (fail_type == 2) {
+        if (o_ptr->number > 1)
+            msg_format(_("乱暴な魔法のために%sが一本壊れた!", "Wild magic consumes one of your %s!"), o_name);
+        else
+            msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
+
+        if (o_ptr->tval == TV_ROD)
+            o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
+        if (o_ptr->tval == TV_WAND)
+            o_ptr->pval = 0;
+
+        vary_item(caster_ptr, item, -1);
+    }
+
+    if (fail_type == 3) {
+        if (o_ptr->number > 1)
+            msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
+        else
+            msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
+
+        vary_item(caster_ptr, item, -999);
+    }
+
+    return update_player(caster_ptr);
 }
 
-
 /*!
  * @brief クリーチャー全既知呪文を表示する /
  * Hack -- Display all known spells in a window
@@ -1284,483 +725,145 @@ bool recharge(player_type *caster_ptr, int power)
  */
 void display_spell_list(player_type *caster_ptr)
 {
-       TERM_LEN y, x;
-       int m[9];
-       const magic_type *s_ptr;
-       GAME_TEXT name[MAX_NLEN];
-       char out_val[160];
-
-       clear_from(0);
-
-       if (caster_ptr->pclass == CLASS_SORCERER) return;
-       if (caster_ptr->pclass == CLASS_RED_MAGE) return;
-       if (caster_ptr->pclass == CLASS_SNIPER)
-       {
-               display_snipe_list(caster_ptr);
-               return;
-       }
-
-       if ((caster_ptr->pclass == CLASS_MINDCRAFTER) ||
-           (caster_ptr->pclass == CLASS_BERSERKER) ||
-           (caster_ptr->pclass == CLASS_NINJA) ||
-           (caster_ptr->pclass == CLASS_MIRROR_MASTER) ||
-           (caster_ptr->pclass == CLASS_FORCETRAINER))
-       {
-               PERCENTAGE minfail = 0;
-               PLAYER_LEVEL plev = caster_ptr->lev;
-               PERCENTAGE chance = 0;
-               mind_type spell;
-               char comment[80];
-               char psi_desc[80];
-               int use_mind;
-               bool use_hp = FALSE;
-
-               y = 1;
-               x = 1;
-
-               prt("", y, x);
-               put_str(_("名前", "Name"), y, x + 5);
-               put_str(_("Lv   MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
-
-               switch(caster_ptr->pclass)
-               {
-               case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
-               case CLASS_FORCETRAINER:          use_mind = MIND_KI;break;
-               case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
-               case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
-               case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
-               default:                use_mind = 0;break;
-               }
-
-               for (int i = 0; i < MAX_MIND_POWERS; i++)
-               {
-                       byte a = TERM_WHITE;
-                       spell = mind_powers[use_mind].info[i];
-                       if (spell.min_lev > plev) break;
-
-                       chance = spell.fail;
-                       chance -= 3 * (caster_ptr->lev - spell.min_lev);
-                       chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
-                       if (!use_hp)
-                       {
-                               if (spell.mana_cost > caster_ptr->csp)
-                               {
-                                       chance += 5 * (spell.mana_cost - caster_ptr->csp);
-                                       a = TERM_ORANGE;
-                               }
-                       }
-                       else
-                       {
-                               if (spell.mana_cost > caster_ptr->chp)
-                               {
-                                       chance += 100;
-                                       a = TERM_RED;
-                               }
-                       }
-
-                       minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
-                       if (chance < minfail) chance = minfail;
-
-                       if (caster_ptr->stun > 50) chance += 25;
-                       else if (caster_ptr->stun) chance += 15;
-
-                       if (chance > 95) chance = 95;
-
-                       mindcraft_info(caster_ptr, comment, use_mind, i);
-                       sprintf(psi_desc, "  %c) %-30s%2d %4d %3d%%%s",
-                           I2A(i), spell.name,
-                           spell.min_lev, spell.mana_cost, chance, comment);
-
-                       Term_putstr(x, y + i + 1, -1, a, psi_desc);
-               }
-
-               return;
-       }
-
-       if (REALM_NONE == caster_ptr->realm1) return;
-
-       for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
-       {
-               m[j] = 0;
-               y = (j < 3) ? 0 : (m[j - 3] + 2);
-               x = 27 * (j % 3);
-               int n = 0;
-               for (int i = 0; i < 32; i++)
-               {
-                       byte a = TERM_WHITE;
-
-                       if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2))
-                       {
-                               s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
-                       }
-                       else
-                       {
-                               s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
-                       }
-
-                       strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
-
-                       if (s_ptr->slevel >= 99)
-                       {
-                               strcpy(name, _("(判読不能)", "(illegible)"));
-                               a = TERM_L_DARK;
-                       }
-                       else if ((j < 1) ?
-                               ((caster_ptr->spell_forgotten1 & (1L << i))) :
-                               ((caster_ptr->spell_forgotten2 & (1L << (i % 32)))))
-                       {
-                               a = TERM_ORANGE;
-                       }
-                       else if (!((j < 1) ?
-                               (caster_ptr->spell_learned1 & (1L << i)) :
-                               (caster_ptr->spell_learned2 & (1L << (i % 32)))))
-                       {
-                               a = TERM_RED;
-                       }
-                       else if (!((j < 1) ?
-                               (caster_ptr->spell_worked1 & (1L << i)) :
-                               (caster_ptr->spell_worked2 & (1L << (i % 32)))))
-                       {
-                               a = TERM_YELLOW;
-                       }
-
-                       sprintf(out_val, "%c/%c) %-20.20s",
-                               I2A(n / 8), I2A(n % 8), name);
-
-                       m[j] = y + n;
-                       Term_putstr(x, m[j], -1, a, out_val);
-                       n++;
-               }
-       }
-}
-
-
-/*!
- * @brief 呪文の経験値を返す /
- * Returns experience of a spell
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param spell 呪文ID
- * @param use_realm 魔法領域
- * @return 経験値
- */
-EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
-{
-       if (caster_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
-       else if (caster_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
-       else if (use_realm == caster_ptr->realm1) return caster_ptr->spell_exp[spell];
-       else if (use_realm == caster_ptr->realm2) return caster_ptr->spell_exp[spell + 32];
-       else return 0;
-}
-
-
-/*!
- * @brief 呪文の消費MPを返す /
- * Modify mana consumption rate using spell exp and dec_mana
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param need_mana 基本消費MP
- * @param spell 呪文ID
- * @param realm 魔法領域
- * @return 消費MP
- */
-MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
-{
-#define MANA_CONST   2400
-#define MANA_DIV        4
-#define DEC_MANA_DIV    3
-       if ((realm > REALM_NONE) && (realm <= MAX_REALM))
-       {
-               need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(caster_ptr, spell, realm)) + (MANA_CONST - 1);
-               need_mana *= caster_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
-               need_mana /= MANA_CONST * MANA_DIV;
-               if (need_mana < 1) need_mana = 1;
-       }
-       else
-       {
-               if (caster_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
-       }
-
-#undef DEC_MANA_DIV
-#undef MANA_DIV
-#undef MANA_CONST
-
-       return need_mana;
-}
-
-
-/*!
- * @brief 呪文の失敗率修正処理1(呪い、消費魔力減少、呪文簡易化) /
- * Modify spell fail rate
- * Using to_m_chance, dec_mana, easy_spell and heavy_spell
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param chance 修正前失敗率
- * @return 失敗率(%)
- * @todo 統合を検討
- */
-PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance)
-{
-       chance += caster_ptr->to_m_chance;
-
-       if (caster_ptr->heavy_spell) chance += 20;
-
-       if (caster_ptr->dec_mana && caster_ptr->easy_spell) chance -= 4;
-       else if (caster_ptr->easy_spell) chance -= 3;
-       else if (caster_ptr->dec_mana) chance -= 2;
-
-       return chance;
-}
-
-
-/*!
- * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
- * Modify spell fail rate
- * Using to_m_chance, dec_mana, easy_spell and heavy_spell
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param chance 修正前失敗率
- * @return 失敗率(%)
- * Modify spell fail rate (as "suffix" process)
- * Using dec_mana, easy_spell and heavy_spell
- * Note: variable "chance" cannot be negative.
- * @todo 統合を検討
- */
-PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance)
-{
-       if (caster_ptr->dec_mana) chance--;
-       if (caster_ptr->heavy_spell) chance += 5;
-       return MAX(chance, 0);
+    TERM_LEN y, x;
+    int m[9];
+    const magic_type *s_ptr;
+    GAME_TEXT name[MAX_NLEN];
+    char out_val[160];
+
+    clear_from(0);
+
+    if (caster_ptr->pclass == CLASS_SORCERER)
+        return;
+    if (caster_ptr->pclass == CLASS_RED_MAGE)
+        return;
+    if (caster_ptr->pclass == CLASS_SNIPER) {
+        display_snipe_list(caster_ptr);
+        return;
+    }
+
+    if ((caster_ptr->pclass == CLASS_MINDCRAFTER) || (caster_ptr->pclass == CLASS_BERSERKER) || (caster_ptr->pclass == CLASS_NINJA)
+        || (caster_ptr->pclass == CLASS_MIRROR_MASTER) || (caster_ptr->pclass == CLASS_FORCETRAINER)) {
+        PERCENTAGE minfail = 0;
+        PLAYER_LEVEL plev = caster_ptr->lev;
+        PERCENTAGE chance = 0;
+        mind_type spell;
+        char comment[80];
+        char psi_desc[80];
+        int use_mind;
+        bool use_hp = FALSE;
+
+        y = 1;
+        x = 1;
+
+        prt("", y, x);
+        put_str(_("名前", "Name"), y, x + 5);
+        put_str(_("Lv   MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
+
+        switch (caster_ptr->pclass) {
+        case CLASS_MINDCRAFTER:
+            use_mind = MIND_MINDCRAFTER;
+            break;
+        case CLASS_FORCETRAINER:
+            use_mind = MIND_KI;
+            break;
+        case CLASS_BERSERKER:
+            use_mind = MIND_BERSERKER;
+            use_hp = TRUE;
+            break;
+        case CLASS_MIRROR_MASTER:
+            use_mind = MIND_MIRROR_MASTER;
+            break;
+        case CLASS_NINJA:
+            use_mind = MIND_NINJUTSU;
+            use_hp = TRUE;
+            break;
+        default:
+            use_mind = 0;
+            break;
+        }
+
+        for (int i = 0; i < MAX_MIND_POWERS; i++) {
+            byte a = TERM_WHITE;
+            spell = mind_powers[use_mind].info[i];
+            if (spell.min_lev > plev)
+                break;
+
+            chance = spell.fail;
+            chance -= 3 * (caster_ptr->lev - spell.min_lev);
+            chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
+            if (!use_hp) {
+                if (spell.mana_cost > caster_ptr->csp) {
+                    chance += 5 * (spell.mana_cost - caster_ptr->csp);
+                    a = TERM_ORANGE;
+                }
+            } else {
+                if (spell.mana_cost > caster_ptr->chp) {
+                    chance += 100;
+                    a = TERM_RED;
+                }
+            }
+
+            minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
+            if (chance < minfail)
+                chance = minfail;
+
+            if (caster_ptr->stun > 50)
+                chance += 25;
+            else if (caster_ptr->stun)
+                chance += 15;
+
+            if (chance > 95)
+                chance = 95;
+
+            mindcraft_info(caster_ptr, comment, use_mind, i);
+            sprintf(psi_desc, "  %c) %-30s%2d %4d %3d%%%s", I2A(i), spell.name, spell.min_lev, spell.mana_cost, chance, comment);
+
+            Term_putstr(x, y + i + 1, -1, a, psi_desc);
+        }
+
+        return;
+    }
+
+    if (REALM_NONE == caster_ptr->realm1)
+        return;
+
+    for (int j = 0; j < ((caster_ptr->realm2 > REALM_NONE) ? 2 : 1); j++) {
+        m[j] = 0;
+        y = (j < 3) ? 0 : (m[j - 3] + 2);
+        x = 27 * (j % 3);
+        int n = 0;
+        for (int i = 0; i < 32; i++) {
+            byte a = TERM_WHITE;
+
+            if (!is_magic((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2)) {
+                s_ptr = &technic_info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - MIN_TECHNIC][i % 32];
+            } else {
+                s_ptr = &mp_ptr->info[((j < 1) ? caster_ptr->realm1 : caster_ptr->realm2) - 1][i % 32];
+            }
+
+            strcpy(name, exe_spell(caster_ptr, (j < 1) ? caster_ptr->realm1 : caster_ptr->realm2, i % 32, SPELL_NAME));
+
+            if (s_ptr->slevel >= 99) {
+                strcpy(name, _("(判読不能)", "(illegible)"));
+                a = TERM_L_DARK;
+            } else if ((j < 1) ? ((caster_ptr->spell_forgotten1 & (1L << i))) : ((caster_ptr->spell_forgotten2 & (1L << (i % 32))))) {
+                a = TERM_ORANGE;
+            } else if (!((j < 1) ? (caster_ptr->spell_learned1 & (1L << i)) : (caster_ptr->spell_learned2 & (1L << (i % 32))))) {
+                a = TERM_RED;
+            } else if (!((j < 1) ? (caster_ptr->spell_worked1 & (1L << i)) : (caster_ptr->spell_worked2 & (1L << (i % 32))))) {
+                a = TERM_YELLOW;
+            }
+
+            sprintf(out_val, "%c/%c) %-20.20s", I2A(n / 8), I2A(n % 8), name);
+
+            m[j] = y + n;
+            Term_putstr(x, m[j], -1, a, out_val);
+            n++;
+        }
+    }
 }
 
-
-/*!
- * @brief 呪文の失敗率計算メインルーチン /
- * Returns spell chance of failure for spell -RAK-
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param spell 呪文ID
- * @param use_realm 魔法領域ID
- * @return 失敗率(%)
- */
-PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm)
-{
-       if (!mp_ptr->spell_book) return 100;
-       if (use_realm == REALM_HISSATSU) return 0;
-
-       const magic_type *s_ptr;
-       if (!is_magic(use_realm))
-       {
-               s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
-       }
-       else
-       {
-               s_ptr = &mp_ptr->info[use_realm - 1][spell];
-       }
-
-       PERCENTAGE chance = s_ptr->sfail;
-       chance -= 3 * (caster_ptr->lev - s_ptr->slevel);
-       chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
-       if (caster_ptr->riding)
-               chance += (MAX(r_info[caster_ptr->current_floor_ptr->m_list[caster_ptr->riding].r_idx].level - caster_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
-
-       MANA_POINT need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
-       if (need_mana > caster_ptr->csp)
-       {
-               chance += 5 * (need_mana - caster_ptr->csp);
-       }
-
-       if ((use_realm != caster_ptr->realm1) && ((caster_ptr->pclass == CLASS_MAGE) || (caster_ptr->pclass == CLASS_PRIEST))) chance += 5;
-
-       PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
-       if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
-       {
-               if (minfail < 5) minfail = 5;
-       }
-
-       if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[0]) chance += 25;
-       if (((caster_ptr->pclass == CLASS_PRIEST) || (caster_ptr->pclass == CLASS_SORCERER)) && caster_ptr->icky_wield[1]) chance += 25;
-
-       chance = mod_spell_chance_1(caster_ptr, chance);
-       PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
-       switch (use_realm)
-       {
-       case REALM_NATURE:
-               if ((caster_ptr->align > 50) || (caster_ptr->align < -50)) chance += penalty;
-               break;
-       case REALM_LIFE: case REALM_CRUSADE:
-               if (caster_ptr->align < -20) chance += penalty;
-               break;
-       case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
-               if (caster_ptr->align > 20) chance += penalty;
-               break;
-       }
-
-       if (chance < minfail) chance = minfail;
-
-       if (caster_ptr->stun > 50) chance += 25;
-       else if (caster_ptr->stun) chance += 15;
-
-       if (chance > 95) chance = 95;
-
-       if ((use_realm == caster_ptr->realm1) || (use_realm == caster_ptr->realm2)
-           || (caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
-       {
-               EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
-               if (exp >= SPELL_EXP_EXPERT) chance--;
-               if (exp >= SPELL_EXP_MASTER) chance--;
-       }
-
-       return mod_spell_chance_2(caster_ptr, chance);
-}
-
-
-/*!
- * @brief 呪文情報の表示処理 /
- * Print a list of spells (for browsing or casting or viewing)
- * @param caster_ptr 術者の参照ポインタ
- * @param target_spell 呪文ID
- * @param spells 表示するスペルID配列の参照ポインタ
- * @param num 表示するスペルの数(spellsの要素数)
- * @param y 表示メッセージ左上Y座標
- * @param x 表示メッセージ左上X座標
- * @param use_realm 魔法領域ID
- * @return なし
- */
-void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
-{
-       if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && current_world_ptr->wizard)
-       msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
-
-       prt("", y, x);
-       char buf[256];
-       if (use_realm == REALM_HISSATSU)
-               strcpy(buf,_("  Lv   MP", "  Lv   SP"));
-       else
-               strcpy(buf,_("熟練度 Lv   MP 失率 効果", "Profic Lv   SP Fail Effect"));
-
-       put_str(_("名前", "Name"), y, x + 5);
-       put_str(buf, y, x + 29);
-
-       int increment = 64;
-       if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
-       else if (use_realm == caster_ptr->realm1) increment = 0;
-       else if (use_realm == caster_ptr->realm2) increment = 32;
-
-       int i;
-       int exp_level;
-       const magic_type *s_ptr;
-       char info[80];
-       char out_val[160];
-       char ryakuji[5];
-       bool max = FALSE;
-       for (i = 0; i < num; i++)
-       {
-               SPELL_IDX spell = spells[i];
-
-               if (!is_magic(use_realm))
-               {
-                       s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
-               }
-               else
-               {
-                       s_ptr = &mp_ptr->info[use_realm - 1][spell];
-               }
-
-               MANA_POINT need_mana;
-               if (use_realm == REALM_HISSATSU)
-                       need_mana = s_ptr->smana;
-               else
-               {
-                       EXP exp = experience_of_spell(caster_ptr, spell, use_realm);
-                       need_mana = mod_need_mana(caster_ptr, s_ptr->smana, spell, use_realm);
-                       if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
-                       else exp_level = spell_exp_level(exp);
-
-                       max = FALSE;
-                       if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
-                       else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
-                       else if (s_ptr->slevel >= 99) max = TRUE;
-                       else if ((caster_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
-
-                       strncpy(ryakuji, exp_level_str[exp_level], 4);
-                       ryakuji[3] = ']';
-                       ryakuji[4] = '\0';
-               }
-
-               if (use_menu && target_spell)
-               {
-                       if (i == (target_spell-1))
-                               strcpy(out_val, _("  》 ", "  >  "));
-                       else
-                               strcpy(out_val, "     ");
-               }
-               else sprintf(out_val, "  %c) ", I2A(i));
-
-               if (s_ptr->slevel >= 99)
-               {
-                       strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
-                       c_prt(TERM_L_DARK, out_val, y + i + 1, x);
-                       continue;
-               }
-
-               strcpy(info, exe_spell(caster_ptr, use_realm, spell, SPELL_INFO));
-               concptr comment = info;
-               byte line_attr = TERM_WHITE;
-               if ((caster_ptr->pclass == CLASS_SORCERER) || (caster_ptr->pclass == CLASS_RED_MAGE))
-               {
-                       if (s_ptr->slevel > caster_ptr->max_plv)
-                       {
-                               comment = _("未知", "unknown");
-                               line_attr = TERM_L_BLUE;
-                       }
-                       else if (s_ptr->slevel > caster_ptr->lev)
-                       {
-                               comment = _("忘却", "forgotten");
-                               line_attr = TERM_YELLOW;
-                       }
-               }
-               else if ((use_realm != caster_ptr->realm1) && (use_realm != caster_ptr->realm2))
-               {
-                       comment = _("未知", "unknown");
-                       line_attr = TERM_L_BLUE;
-               }
-               else if ((use_realm == caster_ptr->realm1) ?
-                   ((caster_ptr->spell_forgotten1 & (1L << spell))) :
-                   ((caster_ptr->spell_forgotten2 & (1L << spell))))
-               {
-                       comment = _("忘却", "forgotten");
-                       line_attr = TERM_YELLOW;
-               }
-               else if (!((use_realm == caster_ptr->realm1) ?
-                   (caster_ptr->spell_learned1 & (1L << spell)) :
-                   (caster_ptr->spell_learned2 & (1L << spell))))
-               {
-                       comment = _("未知", "unknown");
-                       line_attr = TERM_L_BLUE;
-               }
-               else if (!((use_realm == caster_ptr->realm1) ?
-                   (caster_ptr->spell_worked1 & (1L << spell)) :
-                   (caster_ptr->spell_worked2 & (1L << spell))))
-               {
-                       comment = _("未経験", "untried");
-                       line_attr = TERM_L_GREEN;
-               }
-
-               if (use_realm == REALM_HISSATSU)
-               {
-                       strcat(out_val, format("%-25s %2d %4d",
-                           exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), s_ptr->slevel, need_mana));
-               }
-               else
-               {
-                       strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
-                           exe_spell(caster_ptr, use_realm, spell, SPELL_NAME), (max ? '!' : ' '), ryakuji,
-                           s_ptr->slevel, need_mana, spell_chance(caster_ptr, spell, use_realm), comment));
-               }
-
-               c_prt(line_attr, out_val, y + i + 1, x);
-       }
-
-       prt("", y + i + 1, x);
-}
-
-
 /*!
  * @brief 変身処理向けにモンスターの近隣レベル帯モンスターを返す /
  * Helper function -- return a "nearby" race for polymorphing
@@ -1772,30 +875,31 @@ void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX *sp
  */
 static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
 {
-       monster_race *r_ptr = &r_info[r_idx];
-       if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
-               return (r_idx);
-
-       DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
-       DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
-       MONRACE_IDX r;
-       for (int i = 0; i < 1000; i++)
-       {
-               r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
-               if (!r) break;
-
-               r_ptr = &r_info[r];
-               if (r_ptr->flags1 & RF1_UNIQUE) continue;
-               if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
-
-               r_idx = r;
-               break;
-       }
-
-       return r_idx;
+    monster_race *r_ptr = &r_info[r_idx];
+    if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
+        return (r_idx);
+
+    DEPTH lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
+    DEPTH lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
+    MONRACE_IDX r;
+    for (int i = 0; i < 1000; i++) {
+        r = get_mon_num(caster_ptr, (caster_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2 + 5, 0);
+        if (!r)
+            break;
+
+        r_ptr = &r_info[r];
+        if (r_ptr->flags1 & RF1_UNIQUE)
+            continue;
+        if ((r_ptr->level < lev1) || (r_ptr->level > lev2))
+            continue;
+
+        r_idx = r;
+        break;
+    }
+
+    return r_idx;
 }
 
-
 /*!
  * @brief 指定座標にいるモンスターを変身させる /
  * Helper function -- return a "nearby" race for polymorphing
@@ -1806,271 +910,71 @@ static MONRACE_IDX poly_r_idx(player_type *caster_ptr, MONRACE_IDX r_idx)
  */
 bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x)
 {
-       floor_type *floor_ptr = caster_ptr->current_floor_ptr;
-       grid_type *g_ptr = &floor_ptr->grid_array[y][x];
-       monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
-       MONRACE_IDX new_r_idx;
-       MONRACE_IDX old_r_idx = m_ptr->r_idx;
-       bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
-       bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
-
-       if (floor_ptr->inside_arena || caster_ptr->phase_out) return FALSE;
-       if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
-
-       monster_type back_m = *m_ptr;
-       new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
-       if (new_r_idx == old_r_idx) return FALSE;
-
-       bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
-       OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-       BIT_FLAGS mode = 0L;
-       if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
-       if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
-       if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
-
-       m_ptr->hold_o_idx = 0;
-       delete_monster_idx(caster_ptr, g_ptr->m_idx);
-       bool polymorphed = FALSE;
-       if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode))
-       {
-               floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
-               floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
-               floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
-               polymorphed = TRUE;
-       }
-       else
-       {
-               if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
-               {
-                       floor_ptr->m_list[hack_m_idx_ii] = back_m;
-                       mproc_init(floor_ptr);
-               }
-               else preserve_hold_objects = FALSE;
-       }
-
-       if (preserve_hold_objects)
-       {
-               for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
-               {
-                       object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
-                       next_o_idx = o_ptr->next_o_idx;
-                       o_ptr->held_m_idx = hack_m_idx_ii;
-               }
-       }
-       else if (back_m.hold_o_idx)
-       {
-               for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
-               {
-                       next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
-                       delete_object_idx(caster_ptr, this_o_idx);
-               }
-       }
-
-       if (targeted) target_who = hack_m_idx_ii;
-       if (health_tracked) health_track(caster_ptr, hack_m_idx_ii);
-       return polymorphed;
+    floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+    grid_type *g_ptr = &floor_ptr->grid_array[y][x];
+    monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
+    MONRACE_IDX new_r_idx;
+    MONRACE_IDX old_r_idx = m_ptr->r_idx;
+    bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
+    bool health_tracked = (caster_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
+
+    if (floor_ptr->inside_arena || caster_ptr->phase_out)
+        return FALSE;
+    if ((caster_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE))
+        return FALSE;
+
+    monster_type back_m = *m_ptr;
+    new_r_idx = poly_r_idx(caster_ptr, old_r_idx);
+    if (new_r_idx == old_r_idx)
+        return FALSE;
+
+    bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
+    OBJECT_IDX this_o_idx, next_o_idx = 0;
+
+    BIT_FLAGS mode = 0L;
+    if (is_friendly(m_ptr))
+        mode |= PM_FORCE_FRIENDLY;
+    if (is_pet(m_ptr))
+        mode |= PM_FORCE_PET;
+    if (m_ptr->mflag2 & MFLAG2_NOPET)
+        mode |= PM_NO_PET;
+
+    m_ptr->hold_o_idx = 0;
+    delete_monster_idx(caster_ptr, g_ptr->m_idx);
+    bool polymorphed = FALSE;
+    if (place_monster_aux(caster_ptr, 0, y, x, new_r_idx, mode)) {
+        floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
+        floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
+        floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
+        polymorphed = TRUE;
+    } else {
+        if (place_monster_aux(caster_ptr, 0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN))) {
+            floor_ptr->m_list[hack_m_idx_ii] = back_m;
+            mproc_init(floor_ptr);
+        } else
+            preserve_hold_objects = FALSE;
+    }
+
+    if (preserve_hold_objects) {
+        for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
+            object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
+            next_o_idx = o_ptr->next_o_idx;
+            o_ptr->held_m_idx = hack_m_idx_ii;
+        }
+    } else if (back_m.hold_o_idx) {
+        for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
+            next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
+            delete_object_idx(caster_ptr, this_o_idx);
+        }
+    }
+
+    if (targeted)
+        target_who = hack_m_idx_ii;
+    if (health_tracked)
+        health_track(caster_ptr, hack_m_idx_ii);
+    return polymorphed;
 }
 
-
-/*!
- * @brief 魔力食い処理
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param power 基本効力
- * @return ターンを消費した場合TRUEを返す
- */
-bool eat_magic(player_type *caster_ptr, int power)
-{
-       byte fail_type = 1;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       item_tester_hook = item_tester_hook_recharge;
-
-       concptr q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
-       concptr s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
-
-       object_type *o_ptr;
-       OBJECT_IDX item;
-       o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
-       if (!o_ptr) return FALSE;
-
-       object_kind *k_ptr;
-       k_ptr = &k_info[o_ptr->k_idx];
-       DEPTH lev = k_info[o_ptr->k_idx].level;
-
-       int recharge_strength = 0;
-       bool is_eating_successful = TRUE;
-       if (o_ptr->tval == TV_ROD)
-       {
-               recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
-               if (one_in_(recharge_strength))
-               {
-                       is_eating_successful = FALSE;
-               }
-               else
-               {
-                       if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
-                       {
-                               msg_print(_("充填中のロッドから魔力を吸収することはできません。", "You can't absorb energy from a discharged rod."));
-                       }
-                       else
-                       {
-                               caster_ptr->csp += lev;
-                               o_ptr->timeout += k_ptr->pval;
-                       }
-               }
-       }
-       else
-       {
-               recharge_strength = (100 + power - lev) / 15;
-               if (recharge_strength < 0) recharge_strength = 0;
-
-               if (one_in_(recharge_strength))
-               {
-                       is_eating_successful = FALSE;
-               }
-               else
-               {
-                       if (o_ptr->pval > 0)
-                       {
-                               caster_ptr->csp += lev / 2;
-                               o_ptr->pval --;
-
-                               if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
-                               {
-                                       object_type forge;
-                                       object_type *q_ptr;
-                                       q_ptr = &forge;
-                                       object_copy(q_ptr, o_ptr);
-
-                                       q_ptr->number = 1;
-                                       o_ptr->pval++;
-                                       o_ptr->number--;
-                                       caster_ptr->total_weight -= q_ptr->weight;
-                                       item = store_item_to_inventory(caster_ptr, q_ptr);
-
-                                       msg_print(_("杖をまとめなおした。", "You unstack your staff."));
-                               }
-                       }
-                       else
-                       {
-                               msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
-                       }
-
-                       if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
-               }
-       }
-
-       if (is_eating_successful)
-       {
-               return redraw_player(caster_ptr);
-       }
-
-       if (object_is_fixed_artifact(o_ptr))
-       {
-               object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
-               msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
-               if (o_ptr->tval == TV_ROD)
-                       o_ptr->timeout = k_ptr->pval * o_ptr->number;
-               else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
-                       o_ptr->pval = 0;
-
-               return redraw_player(caster_ptr);
-       }
-       
-       object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-       /* Mages recharge objects more safely. */
-       if (IS_WIZARD_CLASS(caster_ptr))
-       {
-               /* 10% chance to blow up one rod, otherwise draining. */
-               if (o_ptr->tval == TV_ROD)
-               {
-                       if (one_in_(10)) fail_type = 2;
-                       else fail_type = 1;
-               }
-               /* 75% chance to blow up one wand, otherwise draining. */
-               else if (o_ptr->tval == TV_WAND)
-               {
-                       if (!one_in_(3)) fail_type = 2;
-                       else fail_type = 1;
-               }
-               /* 50% chance to blow up one staff, otherwise no effect. */
-               else if (o_ptr->tval == TV_STAFF)
-               {
-                       if (one_in_(2)) fail_type = 2;
-                       else fail_type = 0;
-               }
-       }
-
-       /* All other classes get no special favors. */
-       else
-       {
-               /* 33% chance to blow up one rod, otherwise draining. */
-               if (o_ptr->tval == TV_ROD)
-               {
-                       if (one_in_(3)) fail_type = 2;
-                       else fail_type = 1;
-               }
-               /* 20% chance of the entire stack, else destroy one wand. */
-               else if (o_ptr->tval == TV_WAND)
-               {
-                       if (one_in_(5)) fail_type = 3;
-                       else fail_type = 2;
-               }
-               /* Blow up one staff. */
-               else if (o_ptr->tval == TV_STAFF)
-               {
-                       fail_type = 2;
-               }
-       }
-
-       if (fail_type == 1)
-       {
-               if (o_ptr->tval == TV_ROD)
-               {
-                       msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
-                               "You save your rod from destruction, but all charges are lost."), o_name);
-                       o_ptr->timeout = k_ptr->pval * o_ptr->number;
-               }
-               else if (o_ptr->tval == TV_WAND)
-               {
-                       msg_format(_("%sは破損を免れたが、魔力が全て失われた。", "You save your %s from destruction, but all charges are lost."), o_name);
-                       o_ptr->pval = 0;
-               }
-       }
-
-       if (fail_type == 2)
-       {
-               if (o_ptr->number > 1)
-               {
-                       msg_format(_("乱暴な魔法のために%sが一本壊れた!", "Wild magic consumes one of your %s!"), o_name);
-                       /* Reduce rod stack maximum timeout, drain wands. */
-                       if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
-                       else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
-               }
-               else
-               {
-                       msg_format(_("乱暴な魔法のために%sが何本か壊れた!", "Wild magic consumes your %s!"), o_name);
-               }
-
-               vary_item(caster_ptr, item, -1);
-       }
-
-       if (fail_type == 3)
-       {
-               if (o_ptr->number > 1)
-                       msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
-               else
-                       msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
-
-               vary_item(caster_ptr, item, -999);
-       }
-
-       return redraw_player(caster_ptr);
-}
-
-
 /*!
  * @brief 皆殺し(全方向攻撃)処理
  * @param caster_ptr プレーヤーへの参照ポインタ
@@ -2078,354 +982,350 @@ bool eat_magic(player_type *caster_ptr, int power)
  */
 void massacre(player_type *caster_ptr)
 {
-       grid_type *g_ptr;
-       monster_type *m_ptr;
-       for (DIRECTION dir = 0; dir < 8; dir++)
-       {
-               POSITION y = caster_ptr->y + ddy_ddd[dir];
-               POSITION x = caster_ptr->x + ddx_ddd[dir];
-               g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
-               m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-               if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
-                       do_cmd_attack(caster_ptr, y, x, 0);
-       }
+    grid_type *g_ptr;
+    monster_type *m_ptr;
+    for (DIRECTION dir = 0; dir < 8; dir++) {
+        POSITION y = caster_ptr->y + ddy_ddd[dir];
+        POSITION x = caster_ptr->x + ddx_ddd[dir];
+        g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
+        m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+        if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
+            do_cmd_attack(caster_ptr, y, x, 0);
+    }
 }
 
-
 /*!
-* 岩石食い
-* @param caster_ptr プレーヤーへの参照ポインタ
-* @return コマンドの入力方向に地形があればTRUE
-*/
+ * 岩石食い
+ * @param caster_ptr プレーヤーへの参照ポインタ
+ * @return コマンドの入力方向に地形があればTRUE
+ */
 bool eat_rock(player_type *caster_ptr)
 {
-       DIRECTION dir;
-       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
-       POSITION y = caster_ptr->y + ddy[dir];
-       POSITION x = caster_ptr->x + ddx[dir];
-       grid_type *g_ptr;
-       g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
-       feature_type *f_ptr, *mimic_f_ptr;
-       f_ptr = &f_info[g_ptr->feat];
-       mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
-
-       stop_mouth(caster_ptr);
-       if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
-       {
-               msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
-       }
-       else if (have_flag(f_ptr->flags, FF_PERMANENT))
-       {
-               msg_format(_("いてっ!この%sはあなたの歯より硬い!", "Ouch!  This %s is harder than your teeth!"), f_name + mimic_f_ptr->name);
-       }
-       else if (g_ptr->m_idx)
-       {
-               monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-               msg_print(_("何かが邪魔しています!", "There's something in the way!"));
-
-               if (!m_ptr->ml || !is_pet(m_ptr)) do_cmd_attack(caster_ptr, y, x, 0);
-       }
-       else if (have_flag(f_ptr->flags, FF_TREE))
-       {
-               msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
-       }
-       else if (have_flag(f_ptr->flags, FF_GLASS))
-       {
-               msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
-       }
-       else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
-       {
-               (void)set_food(caster_ptr, caster_ptr->food + 3000);
-       }
-       else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
-       {
-               (void)set_food(caster_ptr, caster_ptr->food + 5000);
-       }
-       else
-       {
-               msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
-               (void)set_food(caster_ptr, caster_ptr->food + 10000);
-       }
-
-       cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
-       (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
-       return TRUE;
+    DIRECTION dir;
+    if (!get_direction(caster_ptr, &dir, FALSE, FALSE))
+        return FALSE;
+    POSITION y = caster_ptr->y + ddy[dir];
+    POSITION x = caster_ptr->x + ddx[dir];
+    grid_type *g_ptr;
+    g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
+    feature_type *f_ptr, *mimic_f_ptr;
+    f_ptr = &f_info[g_ptr->feat];
+    mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
+
+    stop_mouth(caster_ptr);
+    if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK)) {
+        msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
+    } else if (have_flag(f_ptr->flags, FF_PERMANENT)) {
+        msg_format(_("いてっ!この%sはあなたの歯より硬い!", "Ouch!  This %s is harder than your teeth!"), f_name + mimic_f_ptr->name);
+    } else if (g_ptr->m_idx) {
+        monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+        msg_print(_("何かが邪魔しています!", "There's something in the way!"));
+
+        if (!m_ptr->ml || !is_pet(m_ptr))
+            do_cmd_attack(caster_ptr, y, x, 0);
+    } else if (have_flag(f_ptr->flags, FF_TREE)) {
+        msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
+    } else if (have_flag(f_ptr->flags, FF_GLASS)) {
+        msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
+    } else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG)) {
+        (void)set_food(caster_ptr, caster_ptr->food + 3000);
+    } else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD)) {
+        (void)set_food(caster_ptr, caster_ptr->food + 5000);
+    } else {
+        msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
+        (void)set_food(caster_ptr, caster_ptr->food + 10000);
+    }
+
+    cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
+    (void)move_player_effect(caster_ptr, y, x, MPE_DONT_PICKUP);
+    return TRUE;
 }
 
-
 bool shock_power(player_type *caster_ptr)
 {
     int boost = get_current_ki(caster_ptr);
-       if (heavy_armor(caster_ptr)) boost /= 2;
-
-       project_length = 1;
-       DIRECTION dir;
-       if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
-
-       POSITION y = caster_ptr->y + ddy[dir];
-       POSITION x = caster_ptr->x + ddx[dir];
-       PLAYER_LEVEL plev = caster_ptr->lev;
-       HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
-       fire_beam(caster_ptr, GF_MISSILE, dir, dam);
-       if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) return TRUE;
-
-       POSITION ty = y, tx = x;
-       POSITION oy = y, ox = x;
-       MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
-       monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-       GAME_TEXT m_name[MAX_NLEN];
-       monster_desc(caster_ptr, m_name, m_ptr, 0);
-
-       if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
-       {
-               msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
-               return TRUE;
-       }
-       
-       for (int i = 0; i < 5; i++)
-       {
-               y += ddy[dir];
-               x += ddx[dir];
-               if (is_cave_empty_bold(caster_ptr, y, x))
-               {
-                       ty = y;
-                       tx = x;
-               }
-               else
-               {
-                       break;
-               }
-       }
-
-       bool is_shock_successful = ty != oy;
-       is_shock_successful |= tx != ox;
-       if (is_shock_successful) return TRUE;
-
-       msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
-       caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-       caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
-       m_ptr->fy = ty;
-       m_ptr->fx = tx;
-
-       update_monster(caster_ptr, m_idx, TRUE);
-       lite_spot(caster_ptr, oy, ox);
-       lite_spot(caster_ptr, ty, tx);
-
-       if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-               caster_ptr->update |= (PU_MON_LITE);
-       return TRUE;
+    if (heavy_armor(caster_ptr))
+        boost /= 2;
+
+    project_length = 1;
+    DIRECTION dir;
+    if (!get_aim_dir(caster_ptr, &dir))
+        return FALSE;
+
+    POSITION y = caster_ptr->y + ddy[dir];
+    POSITION x = caster_ptr->x + ddx[dir];
+    PLAYER_LEVEL plev = caster_ptr->lev;
+    HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
+    fire_beam(caster_ptr, GF_MISSILE, dir, dam);
+    if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+        return TRUE;
+
+    POSITION ty = y, tx = x;
+    POSITION oy = y, ox = x;
+    MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
+    monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
+    monster_race *r_ptr = &r_info[m_ptr->r_idx];
+    GAME_TEXT m_name[MAX_NLEN];
+    monster_desc(caster_ptr, m_name, m_ptr, 0);
+
+    if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2) {
+        msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
+        return TRUE;
+    }
+
+    for (int i = 0; i < 5; i++) {
+        y += ddy[dir];
+        x += ddx[dir];
+        if (is_cave_empty_bold(caster_ptr, y, x)) {
+            ty = y;
+            tx = x;
+        } else {
+            break;
+        }
+    }
+
+    bool is_shock_successful = ty != oy;
+    is_shock_successful |= tx != ox;
+    if (is_shock_successful)
+        return TRUE;
+
+    msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
+    caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+    caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
+    m_ptr->fy = ty;
+    m_ptr->fx = tx;
+
+    update_monster(caster_ptr, m_idx, TRUE);
+    lite_spot(caster_ptr, oy, ox);
+    lite_spot(caster_ptr, ty, tx);
+
+    if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+        caster_ptr->update |= (PU_MON_LITE);
+    return TRUE;
 }
 
 bool fetch_monster(player_type *caster_ptr)
 {
-       monster_type *m_ptr;
-       MONSTER_IDX m_idx;
-       GAME_TEXT m_name[MAX_NLEN];
-       int i;
-       int path_n;
-       u16b path_g[512];
-       POSITION ty, tx;
-
-       if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
-       m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
-       if (!m_idx) return FALSE;
-       if (m_idx == caster_ptr->riding) return FALSE;
-       if (!player_has_los_bold(caster_ptr, target_row, target_col)) return FALSE;
-       if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) return FALSE;
-       m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
-       monster_desc(caster_ptr, m_name, m_ptr, 0);
-       msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
-       path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
-       ty = target_row, tx = target_col;
-       for (i = 1; i < path_n; i++)
-       {
-               POSITION ny = GRID_Y(path_g[i]);
-               POSITION nx = GRID_X(path_g[i]);
-               grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
-
-               if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
-                       !(g_ptr->info & CAVE_OBJECT) &&
-                       !pattern_tile(caster_ptr->current_floor_ptr, ny, nx))
-               {
-                       ty = ny;
-                       tx = nx;
-               }
-       }
-       /* Update the old location */
-       caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
-
-       /* Update the new location */
-       caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
-
-       /* Move the monster */
-       m_ptr->fy = ty;
-       m_ptr->fx = tx;
-
-       /* Wake the monster up */
-       (void)set_monster_csleep(caster_ptr, m_idx, 0);
-
-       update_monster(caster_ptr, m_idx, TRUE);
-       lite_spot(caster_ptr, target_row, target_col);
-       lite_spot(caster_ptr, ty, tx);
-
-       if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-               caster_ptr->update |= (PU_MON_LITE);
-
-       if (m_ptr->ml)
-       {
-               /* Auto-Recall if possible and visible */
-               if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
-               health_track(caster_ptr, m_idx);
-       }
-       return TRUE;
-
+    monster_type *m_ptr;
+    MONSTER_IDX m_idx;
+    GAME_TEXT m_name[MAX_NLEN];
+    int i;
+    int path_n;
+    u16b path_g[512];
+    POSITION ty, tx;
+
+    if (!target_set(caster_ptr, TARGET_KILL))
+        return FALSE;
+    m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
+    if (!m_idx)
+        return FALSE;
+    if (m_idx == caster_ptr->riding)
+        return FALSE;
+    if (!player_has_los_bold(caster_ptr, target_row, target_col))
+        return FALSE;
+    if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col))
+        return FALSE;
+    m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
+    monster_desc(caster_ptr, m_name, m_ptr, 0);
+    msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
+    path_n = project_path(caster_ptr, path_g, get_max_range(caster_ptr), target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
+    ty = target_row, tx = target_col;
+    for (i = 1; i < path_n; i++) {
+        POSITION ny = GRID_Y(path_g[i]);
+        POSITION nx = GRID_X(path_g[i]);
+        grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
+
+        if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) && !(g_ptr->info & CAVE_OBJECT)
+            && !pattern_tile(caster_ptr->current_floor_ptr, ny, nx)) {
+            ty = ny;
+            tx = nx;
+        }
+    }
+
+    caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
+    caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
+    m_ptr->fy = ty;
+    m_ptr->fx = tx;
+    (void)set_monster_csleep(caster_ptr, m_idx, 0);
+    update_monster(caster_ptr, m_idx, TRUE);
+    lite_spot(caster_ptr, target_row, target_col);
+    lite_spot(caster_ptr, ty, tx);
+    if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+        caster_ptr->update |= (PU_MON_LITE);
+
+    if (m_ptr->ml) {
+        if (!caster_ptr->image)
+            monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+
+        health_track(caster_ptr, m_idx);
+    }
+
+    return TRUE;
 }
 
-
 bool booze(player_type *creature_ptr)
 {
-       bool ident = FALSE;
-       if (creature_ptr->pclass != CLASS_MONK) chg_virtue(creature_ptr, V_HARMONY, -1);
-       else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
-       if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15))
-       {
-               ident = TRUE;
-       }
-
-       if (creature_ptr->resist_chaos)
-       {
-               return ident;
-       }
-       
-       if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150))
-       {
-               ident = TRUE;
-       }
-
-       if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
-       {
-               ident = TRUE;
-               if (one_in_(3)) lose_all_info(creature_ptr);
-               else wiz_dark(creature_ptr);
-               (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
-               wiz_dark(creature_ptr);
-               msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
-               msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing or how you got here!"));
-       }
-
-       return ident;
+    bool ident = FALSE;
+    if (creature_ptr->pclass != CLASS_MONK)
+        chg_virtue(creature_ptr, V_HARMONY, -1);
+    else if (!creature_ptr->resist_conf)
+        creature_ptr->special_attack |= ATTACK_SUIKEN;
+    if (!creature_ptr->resist_conf && set_confused(creature_ptr, randint0(20) + 15)) {
+        ident = TRUE;
+    }
+
+    if (creature_ptr->resist_chaos) {
+        return ident;
+    }
+
+    if (one_in_(2) && set_image(creature_ptr, creature_ptr->image + randint0(150) + 150)) {
+        ident = TRUE;
+    }
+
+    if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK)) {
+        ident = TRUE;
+        if (one_in_(3))
+            lose_all_info(creature_ptr);
+        else
+            wiz_dark(creature_ptr);
+        (void)teleport_player_aux(creature_ptr, 100, FALSE, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+        wiz_dark(creature_ptr);
+        msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
+        msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing or how you got here!"));
+    }
+
+    return ident;
 }
 
-
 bool detonation(player_type *creature_ptr)
 {
-       msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
-       take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
-       (void)set_stun(creature_ptr, creature_ptr->stun + 75);
-       (void)set_cut(creature_ptr,creature_ptr->cut + 5000);
-       return TRUE;
+    msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
+    take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
+    (void)set_stun(creature_ptr, creature_ptr->stun + 75);
+    (void)set_cut(creature_ptr, creature_ptr->cut + 5000);
+    return TRUE;
 }
 
-
 void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
 {
-       monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
-       grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
-       BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
-       int count = 0;
-       bool is_first_loop = TRUE;
-       while (is_first_loop || one_in_(5))
-       {
-               is_first_loop = FALSE;
-               switch (randint1(28))
-               {
-               case 1: case 2:
-                       if (!count)
-                       {
-                               msg_print(_("地面が揺れた...", "The ground trembles..."));
-                               earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
-                               if (!one_in_(6)) break;
-                       }
-                       /* Fall through */
-               case 3: case 4: case 5: case 6:
-                       if (!count)
-                       {
-                               int extra_dam = damroll(10, 10);
-                               msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
-
-                               project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
-                               if (!one_in_(6)) break;
-                       }
-                       /* Fall through */
-               case 7: case 8:
-                       if (!count)
-                       {
-                               msg_print(_("空間が歪んだ!", "Space warps about you!"));
-
-                               if (m_ptr->r_idx) teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
-                               if (one_in_(13)) count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
-                               if (!one_in_(6)) break;
-                       }
-                       /* Fall through */
-               case 9: case 10: case 11:
-                       msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
-                       project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
-                       if (!one_in_(6)) break;
-                       /* Fall through */
-               case 12: case 13: case 14: case 15: case 16:
-                       aggravate_monsters(caster_ptr, 0);
-                       if (!one_in_(6)) break;
-                       /* Fall through */
-               case 17: case 18:
-                       count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
-                       if (!one_in_(6)) break;
-                       /* Fall through */
-               case 19: case 20: case 21: case 22:
-               {
-                       bool pet = !one_in_(3);
-                       BIT_FLAGS mode = PM_ALLOW_GROUP;
-
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
-
-                       count += summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level), 0, mode);
-                       if (!one_in_(6)) break;
-               }
-                       /* Fall through */
-               case 23: case 24: case 25:
-                       if (caster_ptr->hold_exp && (randint0(100) < 75)) break;
-                       msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
-
-                       if (caster_ptr->hold_exp) lose_exp(caster_ptr, caster_ptr->exp / 160);
-                       else lose_exp(caster_ptr, caster_ptr->exp / 16);
-                       if (!one_in_(6)) break;
-                       /* Fall through */
-               case 26: case 27: case 28:
-               {
-                       if (one_in_(13))
-                       {
-                               for (int i = 0; i < A_MAX; i++)
-                               {
-                                       bool is_first_dec_stat = TRUE;
-                                       while (is_first_dec_stat || one_in_(2))
-                                       {
-                                               (void)do_dec_stat(caster_ptr, i);
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               (void)do_dec_stat(caster_ptr, randint0(6));
-                       }
-
-                       break;
-               }
-               }
-       }
+    monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
+    grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
+    BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
+    int count = 0;
+    bool is_first_loop = TRUE;
+    while (is_first_loop || one_in_(5)) {
+        is_first_loop = FALSE;
+        switch (randint1(28)) {
+        case 1:
+        case 2:
+            if (!count) {
+                msg_print(_("地面が揺れた...", "The ground trembles..."));
+                earthquake(caster_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
+                if (!one_in_(6))
+                    break;
+            }
+            /* Fall through */
+        case 3:
+        case 4:
+        case 5:
+        case 6:
+            if (!count) {
+                int extra_dam = damroll(10, 10);
+                msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
+
+                project(caster_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
+                if (!one_in_(6))
+                    break;
+            }
+            /* Fall through */
+        case 7:
+        case 8:
+            if (!count) {
+                msg_print(_("空間が歪んだ!", "Space warps about you!"));
+
+                if (m_ptr->r_idx)
+                    teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
+                if (one_in_(13))
+                    count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
+                if (!one_in_(6))
+                    break;
+            }
+            /* Fall through */
+        case 9:
+        case 10:
+        case 11:
+            msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
+            project(caster_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
+            if (!one_in_(6))
+                break;
+            /* Fall through */
+        case 12:
+        case 13:
+        case 14:
+        case 15:
+        case 16:
+            aggravate_monsters(caster_ptr, 0);
+            if (!one_in_(6))
+                break;
+            /* Fall through */
+        case 17:
+        case 18:
+            count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
+            if (!one_in_(6))
+                break;
+            /* Fall through */
+        case 19:
+        case 20:
+        case 21:
+        case 22: {
+            bool pet = !one_in_(3);
+            BIT_FLAGS mode = PM_ALLOW_GROUP;
+
+            if (pet)
+                mode |= PM_FORCE_PET;
+            else
+                mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
+
+            count += summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x,
+                (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level), 0, mode);
+            if (!one_in_(6))
+                break;
+        }
+            /* Fall through */
+        case 23:
+        case 24:
+        case 25:
+            if (caster_ptr->hold_exp && (randint0(100) < 75))
+                break;
+            msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
+
+            if (caster_ptr->hold_exp)
+                lose_exp(caster_ptr, caster_ptr->exp / 160);
+            else
+                lose_exp(caster_ptr, caster_ptr->exp / 16);
+            if (!one_in_(6))
+                break;
+            /* Fall through */
+        case 26:
+        case 27:
+        case 28: {
+            if (one_in_(13)) {
+                for (int i = 0; i < A_MAX; i++) {
+                    bool is_first_dec_stat = TRUE;
+                    while (is_first_dec_stat || one_in_(2)) {
+                        (void)do_dec_stat(caster_ptr, i);
+                    }
+                }
+            } else {
+                (void)do_dec_stat(caster_ptr, randint0(6));
+            }
+
+            break;
+        }
+        }
+    }
 }
 
-
 /*!
  * @brief クリムゾンを発射する / Fire Crimson, evoluting gun.
  @ @param shooter_ptr 射撃を行うクリーチャー参照
@@ -2436,33 +1336,34 @@ void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx)
  */
 bool fire_crimson(player_type *shooter_ptr)
 {
-       DIRECTION dir;
-       if (!get_aim_dir(shooter_ptr, &dir)) return FALSE;
-
-       POSITION tx = shooter_ptr->x + 99 * ddx[dir];
-       POSITION ty = shooter_ptr->y + 99 * ddy[dir];
-       if ((dir == 5) && target_okay(shooter_ptr))
-       {
-               tx = target_col;
-               ty = target_row;
-       }
-
-       int num = 1;
-       if (shooter_ptr->pclass == CLASS_ARCHER)
-       {
-               if (shooter_ptr->lev >= 10) num++;
-               if (shooter_ptr->lev >= 30) num++;
-               if (shooter_ptr->lev >= 45) num++;
-       }
-
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-       for (int i = 0; i < num; i++)
-               project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev*shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
-
-       return TRUE;
+    DIRECTION dir;
+    if (!get_aim_dir(shooter_ptr, &dir))
+        return FALSE;
+
+    POSITION tx = shooter_ptr->x + 99 * ddx[dir];
+    POSITION ty = shooter_ptr->y + 99 * ddy[dir];
+    if ((dir == 5) && target_okay(shooter_ptr)) {
+        tx = target_col;
+        ty = target_row;
+    }
+
+    int num = 1;
+    if (shooter_ptr->pclass == CLASS_ARCHER) {
+        if (shooter_ptr->lev >= 10)
+            num++;
+        if (shooter_ptr->lev >= 30)
+            num++;
+        if (shooter_ptr->lev >= 45)
+            num++;
+    }
+
+    BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+    for (int i = 0; i < num; i++)
+        project(shooter_ptr, 0, shooter_ptr->lev / 20 + 1, ty, tx, shooter_ptr->lev * shooter_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
+
+    return TRUE;
 }
 
-
 /*!
  * @brief 町間のテレポートを行うメインルーチン
  * @param caster_ptr プレーヤーへの参照ポインタ
@@ -2470,95 +1371,68 @@ bool fire_crimson(player_type *shooter_ptr)
  */
 bool tele_town(player_type *caster_ptr)
 {
-       if (caster_ptr->current_floor_ptr->dun_level)
-       {
-               msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
-               return FALSE;
-       }
-
-       if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
-       {
-               msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
-               return FALSE;
-       }
-
-       screen_save();
-       clear_bldg(4, 10);
-
-       int i;
-       int num = 0;
-       for (i = 1; i < max_towns; i++)
-       {
-               char buf[80];
-
-               if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1)))) continue;
-
-               sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
-               prt(buf, 5 + i, 5);
-               num++;
-       }
-
-       if (num == 0)
-       {
-               msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
-               msg_print(NULL);
-               screen_load();
-               return FALSE;
-       }
-
-       prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
-       while (TRUE)
-       {
-               i = inkey();
-
-               if (i == ESCAPE)
-               {
-                       screen_load();
-                       return FALSE;
-               }
-
-               else if ((i < 'a') || (i > ('a' + max_towns - 2))) continue;
-               else if (((i - 'a' + 1) == caster_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN) || !(caster_ptr->visit & (1L << (i - 'a')))) continue;
-               break;
-       }
-
-       for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
-       {
-               for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
-               {
-                       if (wilderness[y][x].town == (i - 'a' + 1))
-                       {
-                               caster_ptr->wilderness_y = y;
-                               caster_ptr->wilderness_x = x;
-                       }
-               }
-       }
-
-       caster_ptr->leaving = TRUE;
-       caster_ptr->leave_bldg = TRUE;
-       caster_ptr->teleport_town = TRUE;
-       screen_load();
-       return TRUE;
-}
-
-
-static bool update_player(player_type *caster_ptr)
-{
-       caster_ptr->update |= PU_COMBINE | PU_REORDER;
-       caster_ptr->window |= PW_INVEN;
-       return TRUE;
-}
-
-
-static bool redraw_player(player_type *caster_ptr)
-{
-       if (caster_ptr->csp > caster_ptr->msp)
-       {
-               caster_ptr->csp = caster_ptr->msp;
-       }
-
-       caster_ptr->redraw |= PR_MANA;
-       caster_ptr->update |= PU_COMBINE | PU_REORDER;
-       caster_ptr->window |= PW_INVEN;
-       return TRUE;
+    if (caster_ptr->current_floor_ptr->dun_level) {
+        msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
+        return FALSE;
+    }
+
+    if (caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out) {
+        msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
+        return FALSE;
+    }
+
+    screen_save();
+    clear_bldg(4, 10);
+
+    int i;
+    int num = 0;
+    for (i = 1; i < max_towns; i++) {
+        char buf[80];
+
+        if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == caster_ptr->town_num) || !(caster_ptr->visit & (1L << (i - 1))))
+            continue;
+
+        sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
+        prt(buf, 5 + i, 5);
+        num++;
+    }
+
+    if (num == 0) {
+        msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
+        msg_print(NULL);
+        screen_load();
+        return FALSE;
+    }
+
+    prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
+    while (TRUE) {
+        i = inkey();
+
+        if (i == ESCAPE) {
+            screen_load();
+            return FALSE;
+        }
+
+        else if ((i < 'a') || (i > ('a' + max_towns - 2)))
+            continue;
+        else if (((i - 'a' + 1) == caster_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN)
+            || !(caster_ptr->visit & (1L << (i - 'a'))))
+            continue;
+        break;
+    }
+
+    for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++) {
+        for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++) {
+            if (wilderness[y][x].town == (i - 'a' + 1)) {
+                caster_ptr->wilderness_y = y;
+                caster_ptr->wilderness_x = x;
+            }
+        }
+    }
+
+    caster_ptr->leaving = TRUE;
+    caster_ptr->leave_bldg = TRUE;
+    caster_ptr->teleport_town = TRUE;
+    screen_load();
+    return TRUE;
 }