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[Refactor] #37353 混乱時のコマンド制限処理を cmd_limit_confused() に統合。 / Integrate command limitat...
[hengband/hengband.git] / src / cmd-spell.c
index 9b8f065..38ff3c8 100644 (file)
 #include "realm-song.h"\r
 #include "realm-sorcery.h"\r
 #include "realm-trump.h"\r
+#include "angband.h"\r
+#include "avatar.h"\r
+#include "player-status.h"\r
+#include "object-hook.h"\r
 \r
 /*!\r
  * @brief\r
@@ -32,7 +36,7 @@
  * @param base 固定値\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_string_dice(cptr str, DICE_NUMBER dice, DICE_SID sides, int base)\r
+concptr info_string_dice(concptr str, DICE_NUMBER dice, DICE_SID sides, int base)\r
 {\r
        /* Fix value */\r
        if (!dice)\r
@@ -55,7 +59,7 @@ cptr info_string_dice(cptr str, DICE_NUMBER dice, DICE_SID sides, int base)
  * @param base 固定値\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_damage(DICE_NUMBER dice, DICE_SID sides, int base)\r
+concptr info_damage(DICE_NUMBER dice, DICE_SID sides, int base)\r
 {\r
        return info_string_dice(_("損傷:", "dam "), dice, sides, base);\r
 }\r
@@ -66,7 +70,7 @@ cptr info_damage(DICE_NUMBER dice, DICE_SID sides, int base)
  * @param sides ダイス目\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_duration(int base, DICE_SID sides)\r
+concptr info_duration(int base, DICE_SID sides)\r
 {\r
        return format(_("期間:%d+1d%d", "dur %d+1d%d"), base, sides);\r
 }\r
@@ -76,7 +80,7 @@ cptr info_duration(int base, DICE_SID sides)
  * @param range 効果範囲\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_range(POSITION range)\r
+concptr info_range(POSITION range)\r
 {\r
        return format(_("範囲:%d", "range %d"), range);\r
 }\r
@@ -88,7 +92,7 @@ cptr info_range(POSITION range)
  * @param base 固定値\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_heal(DICE_NUMBER dice, DICE_SID sides, int base)\r
+concptr info_heal(DICE_NUMBER dice, DICE_SID sides, int base)\r
 {\r
        return info_string_dice(_("回復:", "heal "), dice, sides, base);\r
 }\r
@@ -99,7 +103,7 @@ cptr info_heal(DICE_NUMBER dice, DICE_SID sides, int base)
  * @param sides ダイス目\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_delay(int base, DICE_SID sides)\r
+concptr info_delay(int base, DICE_SID sides)\r
 {\r
        return format(_("遅延:%d+1d%d", "delay %d+1d%d"), base, sides);\r
 }\r
@@ -110,7 +114,7 @@ cptr info_delay(int base, DICE_SID sides)
  * @param dam 固定値\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_multi_damage(HIT_POINT dam)\r
+concptr info_multi_damage(HIT_POINT dam)\r
 {\r
        return format(_("損傷:各%d", "dam %d each"), dam);\r
 }\r
@@ -122,7 +126,7 @@ cptr info_multi_damage(HIT_POINT dam)
  * @param sides ダイス目\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_multi_damage_dice(DICE_NUMBER dice, DICE_SID sides)\r
+concptr info_multi_damage_dice(DICE_NUMBER dice, DICE_SID sides)\r
 {\r
        return format(_("損傷:各%dd%d", "dam %dd%d each"), dice, sides);\r
 }\r
@@ -132,7 +136,7 @@ cptr info_multi_damage_dice(DICE_NUMBER dice, DICE_SID sides)
  * @param power 固定値\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_power(int power)\r
+concptr info_power(int power)\r
 {\r
        return format(_("効力:%d", "power %d"), power);\r
 }\r
@@ -147,7 +151,7 @@ cptr info_power(int power)
 /*\r
  * Generate power info string such as "power 1d100"\r
  */\r
-cptr info_power_dice(DICE_NUMBER dice, DICE_SID sides)\r
+concptr info_power_dice(DICE_NUMBER dice, DICE_SID sides)\r
 {\r
        return format(_("効力:%dd%d", "power %dd%d"), dice, sides);\r
 }\r
@@ -158,7 +162,7 @@ cptr info_power_dice(DICE_NUMBER dice, DICE_SID sides)
  * @param rad 効果半径\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_radius(POSITION rad)\r
+concptr info_radius(POSITION rad)\r
 {\r
        return format(_("半径:%d", "rad %d"), rad);\r
 }\r
@@ -169,7 +173,7 @@ cptr info_radius(POSITION rad)
  * @param weight 最大重量\r
  * @return フォーマットに従い整形された文字列\r
  */\r
-cptr info_weight(WEIGHT weight)\r
+concptr info_weight(WEIGHT weight)\r
 {\r
 #ifdef JP\r
        return format("最大重量:%d.%dkg", lbtokg1(weight), lbtokg2(weight));\r
@@ -178,10 +182,6 @@ cptr info_weight(WEIGHT weight)
 #endif\r
 }\r
 \r
-\r
-\r
-\r
-\r
 /*!\r
  * @brief 魔法処理のメインルーチン\r
  * @param realm 魔法領域のID\r
@@ -189,7 +189,7 @@ cptr info_weight(WEIGHT weight)
  * @param mode 求める処理\r
  * @return 各領域魔法に各種テキストを求めた場合は文字列参照ポインタ、そうでない場合はNULLポインタを返す。\r
  */\r
-cptr do_spell(REALM_IDX realm, SPELL_IDX spell, BIT_FLAGS mode)\r
+concptr do_spell(REALM_IDX realm, SPELL_IDX spell, BIT_FLAGS mode)\r
 {\r
        switch (realm)\r
        {\r
@@ -210,3 +210,1186 @@ cptr do_spell(REALM_IDX realm, SPELL_IDX spell, BIT_FLAGS mode)
 \r
        return NULL;\r
 }\r
+\r
+\r
+/*!\r
+ * @brief 領域魔法の閲覧、学習、使用選択するインターフェイス処理\r
+ * Allow user to choose a spell/prayer from the given book.\r
+ * @param sn 選択した魔法IDを返す参照ポインタ\r
+ * @param prompt 魔法を利用する際の動詞表記\r
+ * @param sval 魔道書のsval\r
+ * @param learned 閲覧/使用選択ならばTRUE、学習処理ならFALSE\r
+ * @param use_realm 魔法領域ID\r
+ * @return\r
+ * <pre>\r
+ * If a valid spell is chosen, saves it in '*sn' and returns TRUE\r
+ * If the user hits escape, returns FALSE, and set '*sn' to -1\r
+ * If there are no legal choices, returns FALSE, and sets '*sn' to -2\r
+ * The "prompt" should be "cast", "recite", or "study"\r
+ * The "known" should be TRUE for cast/pray, FALSE for study\r
+ * </pre>\r
+ */\r
+static int get_spell(SPELL_IDX *sn, concptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, REALM_IDX use_realm)\r
+{\r
+       int i;\r
+       SPELL_IDX spell = -1;\r
+       int num = 0;\r
+       int ask = TRUE;\r
+       MANA_POINT need_mana;\r
+       SPELL_IDX spells[64];\r
+       bool flag, redraw, okay;\r
+       char choice;\r
+       const magic_type  *s_ptr;\r
+       char out_val[160];\r
+       concptr p;\r
+       COMMAND_CODE code;\r
+#ifdef JP\r
+       char jverb_buf[128];\r
+#endif\r
+       int menu_line = (use_menu ? 1 : 0);\r
+\r
+       /* Get the spell, if available */\r
+       if (repeat_pull(&code))\r
+       {\r
+               *sn = (SPELL_IDX)code;\r
+               /* Verify the spell */\r
+               if (spell_okay(*sn, learned, FALSE, use_realm))\r
+               {\r
+                       /* Success */\r
+                       return (TRUE);\r
+               }\r
+       }\r
+\r
+       p = spell_category_name(mp_ptr->spell_book);\r
+\r
+       /* Extract spells */\r
+       for (spell = 0; spell < 32; spell++)\r
+       {\r
+               /* Check for this spell */\r
+               if ((fake_spell_flags[sval] & (1L << spell)))\r
+               {\r
+                       /* Collect this spell */\r
+                       spells[num++] = spell;\r
+               }\r
+       }\r
+\r
+       /* Assume no usable spells */\r
+       okay = FALSE;\r
+\r
+       /* Assume no spells available */\r
+       (*sn) = -2;\r
+\r
+       /* Check for "okay" spells */\r
+       for (i = 0; i < num; i++)\r
+       {\r
+               /* Look for "okay" spells */\r
+               if (spell_okay(spells[i], learned, FALSE, use_realm)) okay = TRUE;\r
+       }\r
+\r
+       /* No "okay" spells */\r
+       if (!okay) return (FALSE);\r
+       if (((use_realm) != p_ptr->realm1) && ((use_realm) != p_ptr->realm2) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return FALSE;\r
+       if (((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) && !is_magic(use_realm)) return FALSE;\r
+       if ((p_ptr->pclass == CLASS_RED_MAGE) && ((use_realm) != REALM_ARCANE) && (sval > 1)) return FALSE;\r
+\r
+       /* Assume cancelled */\r
+       *sn = (-1);\r
+\r
+       /* Nothing chosen yet */\r
+       flag = FALSE;\r
+\r
+       /* No redraw yet */\r
+       redraw = FALSE;\r
+\r
+       p_ptr->window |= (PW_SPELL);\r
+       handle_stuff();\r
+\r
+       /* Build a prompt (accept all spells) */\r
+#ifdef JP\r
+       jverb(prompt, jverb_buf, JVERB_AND);\r
+       (void)strnfmt(out_val, 78, "(%^s:%c-%c, '*'で一覧, ESCで中断) どの%sを%^sますか? ",\r
+               p, I2A(0), I2A(num - 1), p, jverb_buf);\r
+#else\r
+       (void)strnfmt(out_val, 78, "(%^ss %c-%c, *=List, ESC=exit) %^s which %s? ",\r
+               p, I2A(0), I2A(num - 1), prompt, p);\r
+#endif\r
+\r
+       /* Get a spell from the user */\r
+\r
+       choice = (always_show_list || use_menu) ? ESCAPE : 1;\r
+       while (!flag)\r
+       {\r
+               if (choice == ESCAPE) choice = ' ';\r
+               else if (!get_com(out_val, &choice, TRUE))break;\r
+\r
+               if (use_menu && choice != ' ')\r
+               {\r
+                       switch (choice)\r
+                       {\r
+                       case '0':\r
+                       {\r
+                               screen_load();\r
+                               return FALSE;\r
+                       }\r
+\r
+                       case '8':\r
+                       case 'k':\r
+                       case 'K':\r
+                       {\r
+                               menu_line += (num - 1);\r
+                               break;\r
+                       }\r
+\r
+                       case '2':\r
+                       case 'j':\r
+                       case 'J':\r
+                       {\r
+                               menu_line++;\r
+                               break;\r
+                       }\r
+\r
+                       case 'x':\r
+                       case 'X':\r
+                       case '\r':\r
+                       case '\n':\r
+                       {\r
+                               i = menu_line - 1;\r
+                               ask = FALSE;\r
+                               break;\r
+                       }\r
+                       }\r
+                       if (menu_line > num) menu_line -= num;\r
+                       /* Display a list of spells */\r
+                       print_spells(menu_line, spells, num, 1, 15, use_realm);\r
+                       if (ask) continue;\r
+               }\r
+               else\r
+               {\r
+                       /* Request redraw */\r
+                       if ((choice == ' ') || (choice == '*') || (choice == '?'))\r
+                       {\r
+                               /* Show the list */\r
+                               if (!redraw)\r
+                               {\r
+                                       /* Show list */\r
+                                       redraw = TRUE;\r
+                                       screen_save();\r
+\r
+                                       /* Display a list of spells */\r
+                                       print_spells(menu_line, spells, num, 1, 15, use_realm);\r
+                               }\r
+\r
+                               /* Hide the list */\r
+                               else\r
+                               {\r
+                                       if (use_menu) continue;\r
+\r
+                                       /* Hide list */\r
+                                       redraw = FALSE;\r
+                                       screen_load();\r
+                               }\r
+\r
+                               /* Redo asking */\r
+                               continue;\r
+                       }\r
+\r
+\r
+                       /* Note verify */\r
+                       ask = (isupper(choice));\r
+\r
+                       /* Lowercase */\r
+                       if (ask) choice = (char)tolower(choice);\r
+\r
+                       /* Extract request */\r
+                       i = (islower(choice) ? A2I(choice) : -1);\r
+               }\r
+\r
+               /* Totally Illegal */\r
+               if ((i < 0) || (i >= num))\r
+               {\r
+                       bell();\r
+                       continue;\r
+               }\r
+\r
+               /* Save the spell index */\r
+               spell = spells[i];\r
+\r
+               /* Require "okay" spells */\r
+               if (!spell_okay(spell, learned, FALSE, use_realm))\r
+               {\r
+                       bell();\r
+#ifdef JP\r
+                       msg_format("その%sを%sことはできません。", p, prompt);\r
+#else\r
+                       msg_format("You may not %s that %s.", prompt, p);\r
+#endif\r
+\r
+                       continue;\r
+               }\r
+\r
+               /* Verify it */\r
+               if (ask)\r
+               {\r
+                       char tmp_val[160];\r
+\r
+                       /* Access the spell */\r
+                       if (!is_magic(use_realm))\r
+                       {\r
+                               s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];\r
+                       }\r
+                       else\r
+                       {\r
+                               s_ptr = &mp_ptr->info[use_realm - 1][spell];\r
+                       }\r
+\r
+                       /* Extract mana consumption rate */\r
+                       if (use_realm == REALM_HISSATSU)\r
+                       {\r
+                               need_mana = s_ptr->smana;\r
+                       }\r
+                       else\r
+                       {\r
+                               need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);\r
+                       }\r
+\r
+                       /* Prompt */\r
+#ifdef JP\r
+                       jverb(prompt, jverb_buf, JVERB_AND);\r
+                       /* 英日切り替え機能に対応 */\r
+                       (void)strnfmt(tmp_val, 78, "%s(MP%d, 失敗率%d%%)を%sますか? ",\r
+                               do_spell(use_realm, spell, SPELL_NAME), need_mana,\r
+                               spell_chance(spell, use_realm), jverb_buf);\r
+#else\r
+                       (void)strnfmt(tmp_val, 78, "%^s %s (%d mana, %d%% fail)? ",\r
+                               prompt, do_spell(use_realm, spell, SPELL_NAME), need_mana,\r
+                               spell_chance(spell, use_realm));\r
+#endif\r
+\r
+\r
+                       /* Belay that order */\r
+                       if (!get_check(tmp_val)) continue;\r
+               }\r
+\r
+               /* Stop the loop */\r
+               flag = TRUE;\r
+       }\r
+\r
+       if (redraw) screen_load();\r
+\r
+       p_ptr->window |= (PW_SPELL);\r
+       handle_stuff();\r
+\r
+       /* Abort if needed */\r
+       if (!flag) return FALSE;\r
+\r
+       /* Save the choice */\r
+       (*sn) = spell;\r
+\r
+       repeat_push((COMMAND_CODE)spell);\r
+\r
+       /* Success */\r
+       return TRUE;\r
+}\r
+\r
+/*!\r
+ * @brief プレイヤーの職業が練気術師の時、領域魔法と練気術を切り換える処理のインターフェイス\r
+ * @param browse_only 魔法と技能の閲覧を行うならばTRUE\r
+ * @return 魔道書を一冊も持っていないならTRUEを返す\r
+ */\r
+static void confirm_use_force(bool browse_only)\r
+{\r
+       char which;\r
+       COMMAND_CODE code;\r
+\r
+       /* Get the item index */\r
+       if (repeat_pull(&code) && (code == INVEN_FORCE))\r
+       {\r
+               browse_only ? do_cmd_mind_browse() : do_cmd_mind();\r
+               return;\r
+       }\r
+\r
+       /* Show the prompt */\r
+       prt(_("('w'練気術, ESC) 'w'かESCを押してください。 ", "(w for the Force, ESC) Hit 'w' or ESC. "), 0, 0);\r
+\r
+       while (1)\r
+       {\r
+               /* Get a key */\r
+               which = inkey();\r
+\r
+               if (which == ESCAPE) break;\r
+               else if (which == 'w')\r
+               {\r
+                       repeat_push(INVEN_FORCE);\r
+                       break;\r
+               }\r
+       }\r
+\r
+       /* Clear the prompt line */\r
+       prt("", 0, 0);\r
+\r
+       if (which == 'w')\r
+       {\r
+               browse_only ? do_cmd_mind_browse() : do_cmd_mind();\r
+       }\r
+}\r
+\r
+\r
+/*!\r
+ * @brief プレイヤーの魔法と技能を閲覧するコマンドのメインルーチン /\r
+ * Peruse the spells/prayers in a book\r
+ * @return なし\r
+ * @details\r
+ * <pre>\r
+ * Note that *all* spells in the book are listed\r
+ *\r
+ * Note that browsing is allowed while confused or blind,\r
+ * and in the dark, primarily to allow browsing in stores.\r
+ * </pre>\r
+ */\r
+void do_cmd_browse(void)\r
+{\r
+       OBJECT_IDX item;\r
+       OBJECT_SUBTYPE_VALUE sval;\r
+       REALM_IDX use_realm = 0;\r
+       int j, line;\r
+       SPELL_IDX spell = -1;\r
+       int num = 0;\r
+\r
+       SPELL_IDX spells[64];\r
+       char temp[62 * 4];\r
+\r
+       object_type *o_ptr;\r
+\r
+       concptr q, s;\r
+\r
+       /* Warriors are illiterate */\r
+       if (!(p_ptr->realm1 || p_ptr->realm2) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE))\r
+       {\r
+               msg_print(_("本を読むことができない!", "You cannot read books!"));\r
+               return;\r
+       }\r
+\r
+       if (p_ptr->special_defense & KATA_MUSOU)\r
+       {\r
+               set_action(ACTION_NONE);\r
+       }\r
+\r
+       if (p_ptr->pclass == CLASS_FORCETRAINER)\r
+       {\r
+               if (player_has_no_spellbooks())\r
+               {\r
+                       confirm_use_force(TRUE);\r
+                       return;\r
+               }\r
+       }\r
+\r
+       /* Restrict choices to "useful" books */\r
+       if (p_ptr->realm2 == REALM_NONE) item_tester_tval = mp_ptr->spell_book;\r
+       else item_tester_hook = item_tester_learn_spell;\r
+\r
+       q = _("どの本を読みますか? ", "Browse which book? ");\r
+       s = _("読める本がない。", "You have no books that you can read.");\r
+\r
+       o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR | (p_ptr->pclass == CLASS_FORCETRAINER ? USE_FORCE : 0)));\r
+       if (!o_ptr)\r
+       {\r
+               if (item == INVEN_FORCE) /* the_force */\r
+               {\r
+                       do_cmd_mind_browse();\r
+                       return;\r
+               }\r
+               return;\r
+       }\r
+\r
+       /* Access the item's sval */\r
+       sval = o_ptr->sval;\r
+\r
+       use_realm = tval2realm(o_ptr->tval);\r
+\r
+       /* Track the object kind */\r
+       object_kind_track(o_ptr->k_idx);\r
+       handle_stuff();\r
+\r
+       /* Extract spells */\r
+       for (spell = 0; spell < 32; spell++)\r
+       {\r
+               /* Check for this spell */\r
+               if ((fake_spell_flags[sval] & (1L << spell)))\r
+               {\r
+                       /* Collect this spell */\r
+                       spells[num++] = spell;\r
+               }\r
+       }\r
+\r
+       screen_save();\r
+       prt("", 0, 0);\r
+\r
+       /* Keep browsing spells.  Exit browsing on cancel. */\r
+       while (TRUE)\r
+       {\r
+               /* Ask for a spell, allow cancel */\r
+               if (!get_spell(&spell, _("読む", "browse"), o_ptr->sval, TRUE, use_realm))\r
+               {\r
+                       /* If cancelled, leave immediately. */\r
+                       if (spell == -1) break;\r
+\r
+                       /* Display a list of spells */\r
+                       print_spells(0, spells, num, 1, 15, use_realm);\r
+\r
+                       /* Notify that there's nothing to see, and wait. */\r
+                       if (use_realm == REALM_HISSATSU)\r
+                               prt(_("読める技がない。", "No techniques to browse."), 0, 0);\r
+                       else\r
+                               prt(_("読める呪文がない。", "No spells to browse."), 0, 0);\r
+                       (void)inkey();\r
+\r
+                       screen_load();\r
+\r
+                       return;\r
+               }\r
+\r
+               /* Clear lines, position cursor  (really should use strlen here) */\r
+               Term_erase(14, 14, 255);\r
+               Term_erase(14, 13, 255);\r
+               Term_erase(14, 12, 255);\r
+               Term_erase(14, 11, 255);\r
+\r
+               roff_to_buf(do_spell(use_realm, spell, SPELL_DESC), 62, temp, sizeof(temp));\r
+\r
+               for (j = 0, line = 11; temp[j]; j += 1 + strlen(&temp[j]))\r
+               {\r
+                       prt(&temp[j], line, 15);\r
+                       line++;\r
+               }\r
+       }\r
+       screen_load();\r
+}\r
+\r
+/*!\r
+ * @brief プレイヤーの第二魔法領域を変更する /\r
+ * @param next_realm 変更先の魔法領域ID\r
+ * @return なし\r
+ */\r
+static void change_realm2(CHARACTER_IDX next_realm)\r
+{\r
+       int i, j = 0;\r
+       char tmp[80];\r
+\r
+       for (i = 0; i < 64; i++)\r
+       {\r
+               p_ptr->spell_order[j] = p_ptr->spell_order[i];\r
+               if (p_ptr->spell_order[i] < 32) j++;\r
+       }\r
+       for (; j < 64; j++)\r
+               p_ptr->spell_order[j] = 99;\r
+\r
+       for (i = 32; i < 64; i++)\r
+       {\r
+               p_ptr->spell_exp[i] = SPELL_EXP_UNSKILLED;\r
+       }\r
+       p_ptr->spell_learned2 = 0L;\r
+       p_ptr->spell_worked2 = 0L;\r
+       p_ptr->spell_forgotten2 = 0L;\r
+\r
+       sprintf(tmp, _("魔法の領域を%sから%sに変更した。", "change magic realm from %s to %s."), realm_names[p_ptr->realm2], realm_names[next_realm]);\r
+       do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);\r
+       p_ptr->old_realm |= 1 << (p_ptr->realm2 - 1);\r
+       p_ptr->realm2 = next_realm;\r
+\r
+       p_ptr->update |= (PU_REORDER);\r
+       p_ptr->update |= (PU_SPELLS);\r
+       handle_stuff();\r
+\r
+       /* Load an autopick preference file */\r
+       autopick_load_pref(FALSE);\r
+}\r
+\r
+\r
+/*!\r
+ * @brief 魔法を学習するコマンドのメインルーチン /\r
+ * Study a book to gain a new spell/prayer\r
+ * @return なし\r
+ */\r
+void do_cmd_study(void)\r
+{\r
+       int     i;\r
+       OBJECT_IDX item;\r
+       OBJECT_SUBTYPE_VALUE sval;\r
+       int     increment = 0;\r
+       bool    learned = FALSE;\r
+\r
+       /* Spells of realm2 will have an increment of +32 */\r
+       SPELL_IDX spell = -1;\r
+\r
+       concptr p = spell_category_name(mp_ptr->spell_book);\r
+\r
+       object_type *o_ptr;\r
+\r
+       concptr q, s;\r
+\r
+       if (!p_ptr->realm1)\r
+       {\r
+               msg_print(_("本を読むことができない!", "You cannot read books!"));\r
+               return;\r
+       }\r
+\r
+       if (p_ptr->blind || no_lite())\r
+       {\r
+               msg_print(_("目が見えない!", "You cannot see!"));\r
+               return;\r
+       }\r
+\r
+       if (cmd_limit_confused(p_ptr)) return;\r
+\r
+       if (!(p_ptr->new_spells))\r
+       {\r
+               msg_format(_("新しい%sを覚えることはできない!", "You cannot learn any new %ss!"), p);\r
+               return;\r
+       }\r
+\r
+       if (p_ptr->special_defense & KATA_MUSOU)\r
+       {\r
+               set_action(ACTION_NONE);\r
+       }\r
+\r
+#ifdef JP\r
+       if (p_ptr->new_spells < 10) {\r
+               msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);\r
+       }\r
+       else {\r
+               msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);\r
+       }\r
+#else\r
+       msg_format("You can learn %d new %s%s.", p_ptr->new_spells, p,\r
+               (p_ptr->new_spells == 1 ? "" : "s"));\r
+#endif\r
+\r
+       msg_print(NULL);\r
+\r
+\r
+       /* Restrict choices to "useful" books */\r
+       if (p_ptr->realm2 == REALM_NONE) item_tester_tval = mp_ptr->spell_book;\r
+       else item_tester_hook = item_tester_learn_spell;\r
+\r
+       q = _("どの本から学びますか? ", "Study which book? ");\r
+       s = _("読める本がない。", "You have no books that you can read.");\r
+\r
+       o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));\r
+       if (!o_ptr) return;\r
+\r
+       /* Access the item's sval */\r
+       sval = o_ptr->sval;\r
+\r
+       if (o_ptr->tval == REALM2_BOOK) increment = 32;\r
+       else if (o_ptr->tval != REALM1_BOOK)\r
+       {\r
+               if (!get_check(_("本当に魔法の領域を変更しますか?", "Really, change magic realm? "))) return;\r
+               change_realm2(tval2realm(o_ptr->tval));\r
+               increment = 32;\r
+       }\r
+\r
+       /* Track the object kind */\r
+       object_kind_track(o_ptr->k_idx);\r
+       handle_stuff();\r
+\r
+       /* Mage -- Learn a selected spell */\r
+       if (mp_ptr->spell_book != TV_LIFE_BOOK)\r
+       {\r
+               /* Ask for a spell, allow cancel */\r
+               if (!get_spell(&spell, _("学ぶ", "study"), sval, FALSE, o_ptr->tval - TV_LIFE_BOOK + 1) && (spell == -1)) return;\r
+       }\r
+\r
+       /* Priest -- Learn a random prayer */\r
+       else\r
+       {\r
+               int k = 0;\r
+               int gift = -1;\r
+\r
+               /* Extract spells */\r
+               for (spell = 0; spell < 32; spell++)\r
+               {\r
+                       /* Check spells in the book */\r
+                       if ((fake_spell_flags[sval] & (1L << spell)))\r
+                       {\r
+                               /* Skip non "okay" prayers */\r
+                               if (!spell_okay(spell, FALSE, TRUE,\r
+                                       (increment ? p_ptr->realm2 : p_ptr->realm1))) continue;\r
+\r
+                               /* Hack -- Prepare the randomizer */\r
+                               k++;\r
+\r
+                               /* Hack -- Apply the randomizer */\r
+                               if (one_in_(k)) gift = spell;\r
+                       }\r
+               }\r
+\r
+               /* Accept gift */\r
+               spell = gift;\r
+       }\r
+\r
+       /* Nothing to study */\r
+       if (spell < 0)\r
+       {\r
+               msg_format(_("その本には学ぶべき%sがない。", "You cannot learn any %ss in that book."), p);\r
+\r
+               /* Abort */\r
+               return;\r
+       }\r
+\r
+       if (increment) spell += increment;\r
+\r
+       /* Learn the spell */\r
+       if (spell < 32)\r
+       {\r
+               if (p_ptr->spell_learned1 & (1L << spell)) learned = TRUE;\r
+               else p_ptr->spell_learned1 |= (1L << spell);\r
+       }\r
+       else\r
+       {\r
+               if (p_ptr->spell_learned2 & (1L << (spell - 32))) learned = TRUE;\r
+               else p_ptr->spell_learned2 |= (1L << (spell - 32));\r
+       }\r
+\r
+       if (learned)\r
+       {\r
+               int max_exp = (spell < 32) ? SPELL_EXP_MASTER : SPELL_EXP_EXPERT;\r
+               int old_exp = p_ptr->spell_exp[spell];\r
+               int new_rank = EXP_LEVEL_UNSKILLED;\r
+               concptr name = do_spell(increment ? p_ptr->realm2 : p_ptr->realm1, spell % 32, SPELL_NAME);\r
+\r
+               if (old_exp >= max_exp)\r
+               {\r
+                       msg_format(_("その%sは完全に使いこなせるので学ぶ必要はない。", "You don't need to study this %s anymore."), p);\r
+                       return;\r
+               }\r
+#ifdef JP\r
+               if (!get_check(format("%sの%sをさらに学びます。よろしいですか?", name, p)))\r
+#else\r
+               if (!get_check(format("You will study a %s of %s again. Are you sure? ", p, name)))\r
+#endif\r
+               {\r
+                       return;\r
+               }\r
+               else if (old_exp >= SPELL_EXP_EXPERT)\r
+               {\r
+                       p_ptr->spell_exp[spell] = SPELL_EXP_MASTER;\r
+                       new_rank = EXP_LEVEL_MASTER;\r
+               }\r
+               else if (old_exp >= SPELL_EXP_SKILLED)\r
+               {\r
+                       if (spell >= 32) p_ptr->spell_exp[spell] = SPELL_EXP_EXPERT;\r
+                       else p_ptr->spell_exp[spell] += SPELL_EXP_EXPERT - SPELL_EXP_SKILLED;\r
+                       new_rank = EXP_LEVEL_EXPERT;\r
+               }\r
+               else if (old_exp >= SPELL_EXP_BEGINNER)\r
+               {\r
+                       p_ptr->spell_exp[spell] = SPELL_EXP_SKILLED + (old_exp - SPELL_EXP_BEGINNER) * 2 / 3;\r
+                       new_rank = EXP_LEVEL_SKILLED;\r
+               }\r
+               else\r
+               {\r
+                       p_ptr->spell_exp[spell] = SPELL_EXP_BEGINNER + old_exp / 3;\r
+                       new_rank = EXP_LEVEL_BEGINNER;\r
+               }\r
+               msg_format(_("%sの熟練度が%sに上がった。", "Your proficiency of %s is now %s rank."), name, exp_level_str[new_rank]);\r
+       }\r
+       else\r
+       {\r
+               /* Find the next open entry in "p_ptr->spell_order[]" */\r
+               for (i = 0; i < 64; i++)\r
+               {\r
+                       /* Stop at the first empty space */\r
+                       if (p_ptr->spell_order[i] == 99) break;\r
+               }\r
+\r
+               /* Add the spell to the known list */\r
+               p_ptr->spell_order[i++] = spell;\r
+\r
+               /* Mention the result */\r
+#ifdef JP\r
+               /* 英日切り替え機能に対応 */\r
+               if (mp_ptr->spell_book == TV_MUSIC_BOOK)\r
+               {\r
+                       msg_format("%sを学んだ。",\r
+                               do_spell(increment ? p_ptr->realm2 : p_ptr->realm1, spell % 32, SPELL_NAME));\r
+               }\r
+               else\r
+               {\r
+                       msg_format("%sの%sを学んだ。",\r
+                               do_spell(increment ? p_ptr->realm2 : p_ptr->realm1, spell % 32, SPELL_NAME), p);\r
+               }\r
+#else\r
+               msg_format("You have learned the %s of %s.",\r
+                       p, do_spell(increment ? p_ptr->realm2 : p_ptr->realm1, spell % 32, SPELL_NAME));\r
+#endif\r
+       }\r
+\r
+       p_ptr->energy_use = 100;\r
+\r
+       switch (mp_ptr->spell_book)\r
+       {\r
+       case TV_LIFE_BOOK:\r
+               chg_virtue(V_FAITH, 1);\r
+               break;\r
+       case TV_DEATH_BOOK:\r
+               chg_virtue(V_UNLIFE, 1);\r
+               break;\r
+       case TV_NATURE_BOOK:\r
+               chg_virtue(V_NATURE, 1);\r
+               break;\r
+       default:\r
+               chg_virtue(V_KNOWLEDGE, 1);\r
+               break;\r
+       }\r
+\r
+       sound(SOUND_STUDY);\r
+\r
+       /* One less spell available */\r
+       p_ptr->learned_spells++;\r
+\r
+       /* Update Study */\r
+       p_ptr->update |= (PU_SPELLS);\r
+       update_creature(p_ptr);\r
+\r
+       /* Redraw object recall */\r
+       p_ptr->window |= (PW_OBJECT);\r
+}\r
+\r
+\r
+/*!\r
+ * @brief 魔法を詠唱するコマンドのメインルーチン /\r
+ * Cast a spell\r
+ * @return なし\r
+ */\r
+void do_cmd_cast(void)\r
+{\r
+       OBJECT_IDX item;\r
+       OBJECT_SUBTYPE_VALUE sval;\r
+       SPELL_IDX spell;\r
+       REALM_IDX realm;\r
+       int     chance;\r
+       int     increment = 0;\r
+       REALM_IDX use_realm;\r
+       MANA_POINT need_mana;\r
+\r
+       concptr prayer;\r
+       object_type *o_ptr;\r
+       const magic_type *s_ptr;\r
+       concptr q, s;\r
+\r
+       bool over_exerted = FALSE;\r
+\r
+       /* Require spell ability */\r
+       if (!p_ptr->realm1 && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE))\r
+       {\r
+               msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));\r
+               return;\r
+       }\r
+\r
+       /* Require lite */\r
+       if (p_ptr->blind || no_lite())\r
+       {\r
+               if (p_ptr->pclass == CLASS_FORCETRAINER) confirm_use_force(FALSE);\r
+               else\r
+               {\r
+                       msg_print(_("目が見えない!", "You cannot see!"));\r
+                       flush();\r
+               }\r
+               return;\r
+       }\r
+\r
+       if (cmd_limit_confused(p_ptr)) return;\r
+\r
+       /* Hex */\r
+       if (p_ptr->realm1 == REALM_HEX)\r
+       {\r
+               if (hex_spell_fully())\r
+               {\r
+                       bool flag = FALSE;\r
+                       msg_print(_("これ以上新しい呪文を詠唱することはできない。", "Can not spell new spells more."));\r
+                       flush();\r
+                       if (p_ptr->lev >= 35) flag = stop_hex_spell();\r
+                       if (!flag) return;\r
+               }\r
+       }\r
+\r
+       if (p_ptr->pclass == CLASS_FORCETRAINER)\r
+       {\r
+               if (player_has_no_spellbooks())\r
+               {\r
+                       confirm_use_force(FALSE);\r
+                       return;\r
+               }\r
+       }\r
+\r
+       prayer = spell_category_name(mp_ptr->spell_book);\r
+\r
+       /* Restrict choices to spell books */\r
+       item_tester_tval = mp_ptr->spell_book;\r
+\r
+       q = _("どの呪文書を使いますか? ", "Use which book? ");\r
+       s = _("呪文書がない!", "You have no spell books!");\r
+\r
+       o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR | (p_ptr->pclass == CLASS_FORCETRAINER ? USE_FORCE : 0)));\r
+       if (!o_ptr)\r
+       {\r
+               if (item == INVEN_FORCE) /* the_force */\r
+               {\r
+                       do_cmd_mind();\r
+                       return;\r
+               }\r
+               return;\r
+       }\r
+\r
+       /* Access the item's sval */\r
+       sval = o_ptr->sval;\r
+\r
+       if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE) && (o_ptr->tval == REALM2_BOOK)) increment = 32;\r
+\r
+       /* Track the object kind */\r
+       object_kind_track(o_ptr->k_idx);\r
+       handle_stuff();\r
+\r
+       if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))\r
+               realm = o_ptr->tval - TV_LIFE_BOOK + 1;\r
+       else if (increment) realm = p_ptr->realm2;\r
+       else realm = p_ptr->realm1;\r
+\r
+       /* Ask for a spell */\r
+#ifdef JP\r
+       if (!get_spell(&spell, ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "詠唱する" : (mp_ptr->spell_book == TV_MUSIC_BOOK) ? "歌う" : "唱える"),\r
+               sval, TRUE, realm))\r
+       {\r
+               if (spell == -2) msg_format("その本には知っている%sがない。", prayer);\r
+               return;\r
+       }\r
+#else\r
+       if (!get_spell(&spell, ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),\r
+               sval, TRUE, realm))\r
+       {\r
+               if (spell == -2)\r
+                       msg_format("You don't know any %ss in that book.", prayer);\r
+               return;\r
+       }\r
+#endif\r
+\r
+\r
+       use_realm = tval2realm(o_ptr->tval);\r
+\r
+       /* Hex */\r
+       if (use_realm == REALM_HEX)\r
+       {\r
+               if (hex_spelling(spell))\r
+               {\r
+                       msg_print(_("その呪文はすでに詠唱中だ。", "You are already casting it."));\r
+                       return;\r
+               }\r
+       }\r
+\r
+       if (!is_magic(use_realm))\r
+       {\r
+               s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];\r
+       }\r
+       else\r
+       {\r
+               s_ptr = &mp_ptr->info[realm - 1][spell];\r
+       }\r
+\r
+       /* Extract mana consumption rate */\r
+       need_mana = mod_need_mana(s_ptr->smana, spell, realm);\r
+\r
+       /* Verify "dangerous" spells */\r
+       if (need_mana > p_ptr->csp)\r
+       {\r
+               if (flush_failure) flush();\r
+\r
+               /* Warning */\r
+#ifdef JP\r
+               msg_format("その%sを%sのに十分なマジックポイントがない。", prayer,\r
+                       ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "詠唱する" : (mp_ptr->spell_book == TV_LIFE_BOOK) ? "歌う" : "唱える"));\r
+#else\r
+               msg_format("You do not have enough mana to %s this %s.",\r
+                       ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),\r
+                       prayer);\r
+#endif\r
+\r
+\r
+               if (!over_exert) return;\r
+\r
+               /* Verify */\r
+               if (!get_check_strict(_("それでも挑戦しますか? ", "Attempt it anyway? "), CHECK_OKAY_CANCEL)) return;\r
+       }\r
+\r
+       /* Spell failure chance */\r
+       chance = spell_chance(spell, use_realm);\r
+\r
+       /* Sufficient mana */\r
+       if (need_mana <= p_ptr->csp)\r
+       {\r
+               /* Use some mana */\r
+               p_ptr->csp -= need_mana;\r
+       }\r
+       else over_exerted = TRUE;\r
+       p_ptr->redraw |= (PR_MANA);\r
+\r
+       /* Failed spell */\r
+       if (randint0(100) < chance)\r
+       {\r
+               if (flush_failure) flush();\r
+\r
+               msg_format(_("%sをうまく唱えられなかった!", "You failed to get the %s off!"), prayer);\r
+               sound(SOUND_FAIL);\r
+\r
+               switch (realm)\r
+               {\r
+               case REALM_LIFE:\r
+                       if (randint1(100) < chance) chg_virtue(V_VITALITY, -1);\r
+                       break;\r
+               case REALM_DEATH:\r
+                       if (randint1(100) < chance) chg_virtue(V_UNLIFE, -1);\r
+                       break;\r
+               case REALM_NATURE:\r
+                       if (randint1(100) < chance) chg_virtue(V_NATURE, -1);\r
+                       break;\r
+               case REALM_DAEMON:\r
+                       if (randint1(100) < chance) chg_virtue(V_JUSTICE, 1);\r
+                       break;\r
+               case REALM_CRUSADE:\r
+                       if (randint1(100) < chance) chg_virtue(V_JUSTICE, -1);\r
+                       break;\r
+               case REALM_HEX:\r
+                       if (randint1(100) < chance) chg_virtue(V_COMPASSION, -1);\r
+                       break;\r
+               default:\r
+                       if (randint1(100) < chance) chg_virtue(V_KNOWLEDGE, -1);\r
+                       break;\r
+               }\r
+\r
+               /* Failure casting may activate some side effect */\r
+               do_spell(realm, spell, SPELL_FAIL);\r
+\r
+\r
+               if ((o_ptr->tval == TV_CHAOS_BOOK) && (randint1(100) < spell))\r
+               {\r
+                       msg_print(_("カオス的な効果を発生した!", "You produce a chaotic effect!"));\r
+                       wild_magic(spell);\r
+               }\r
+               else if ((o_ptr->tval == TV_DEATH_BOOK) && (randint1(100) < spell))\r
+               {\r
+                       if ((sval == 3) && one_in_(2))\r
+                       {\r
+                               sanity_blast(0, TRUE);\r
+                       }\r
+                       else\r
+                       {\r
+                               msg_print(_("痛い!", "It hurts!"));\r
+                               take_hit(DAMAGE_LOSELIFE, damroll(o_ptr->sval + 1, 6), _("暗黒魔法の逆流", "a miscast Death spell"), -1);\r
+\r
+                               if ((spell > 15) && one_in_(6) && !p_ptr->hold_exp)\r
+                                       lose_exp(spell * 250);\r
+                       }\r
+               }\r
+               else if ((o_ptr->tval == TV_MUSIC_BOOK) && (randint1(200) < spell))\r
+               {\r
+                       msg_print(_("いやな音が響いた", "An infernal sound echoed."));\r
+                       aggravate_monsters(0);\r
+               }\r
+               if (randint1(100) >= chance)\r
+                       chg_virtue(V_CHANCE, -1);\r
+       }\r
+\r
+       /* Process spell */\r
+       else\r
+       {\r
+               /* Canceled spells cost neither a turn nor mana */\r
+               if (!do_spell(realm, spell, SPELL_CAST)) return;\r
+\r
+               if (randint1(100) < chance)\r
+                       chg_virtue(V_CHANCE, 1);\r
+\r
+               /* A spell was cast */\r
+               if (!(increment ?\r
+                       (p_ptr->spell_worked2 & (1L << spell)) :\r
+                       (p_ptr->spell_worked1 & (1L << spell)))\r
+                       && (p_ptr->pclass != CLASS_SORCERER)\r
+                       && (p_ptr->pclass != CLASS_RED_MAGE))\r
+               {\r
+                       int e = s_ptr->sexp;\r
+\r
+                       /* The spell worked */\r
+                       if (realm == p_ptr->realm1)\r
+                       {\r
+                               p_ptr->spell_worked1 |= (1L << spell);\r
+                       }\r
+                       else\r
+                       {\r
+                               p_ptr->spell_worked2 |= (1L << spell);\r
+                       }\r
+\r
+                       /* Gain experience */\r
+                       gain_exp(e * s_ptr->slevel);\r
+\r
+                       /* Redraw object recall */\r
+                       p_ptr->window |= (PW_OBJECT);\r
+\r
+                       switch (realm)\r
+                       {\r
+                       case REALM_LIFE:\r
+                               chg_virtue(V_TEMPERANCE, 1);\r
+                               chg_virtue(V_COMPASSION, 1);\r
+                               chg_virtue(V_VITALITY, 1);\r
+                               chg_virtue(V_DILIGENCE, 1);\r
+                               break;\r
+                       case REALM_DEATH:\r
+                               chg_virtue(V_UNLIFE, 1);\r
+                               chg_virtue(V_JUSTICE, -1);\r
+                               chg_virtue(V_FAITH, -1);\r
+                               chg_virtue(V_VITALITY, -1);\r
+                               break;\r
+                       case REALM_DAEMON:\r
+                               chg_virtue(V_JUSTICE, -1);\r
+                               chg_virtue(V_FAITH, -1);\r
+                               chg_virtue(V_HONOUR, -1);\r
+                               chg_virtue(V_TEMPERANCE, -1);\r
+                               break;\r
+                       case REALM_CRUSADE:\r
+                               chg_virtue(V_FAITH, 1);\r
+                               chg_virtue(V_JUSTICE, 1);\r
+                               chg_virtue(V_SACRIFICE, 1);\r
+                               chg_virtue(V_HONOUR, 1);\r
+                               break;\r
+                       case REALM_NATURE:\r
+                               chg_virtue(V_NATURE, 1);\r
+                               chg_virtue(V_HARMONY, 1);\r
+                               break;\r
+                       case REALM_HEX:\r
+                               chg_virtue(V_JUSTICE, -1);\r
+                               chg_virtue(V_FAITH, -1);\r
+                               chg_virtue(V_HONOUR, -1);\r
+                               chg_virtue(V_COMPASSION, -1);\r
+                               break;\r
+                       default:\r
+                               chg_virtue(V_KNOWLEDGE, 1);\r
+                               break;\r
+                       }\r
+               }\r
+               switch (realm)\r
+               {\r
+               case REALM_LIFE:\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_TEMPERANCE, 1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_COMPASSION, 1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_VITALITY, 1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_DILIGENCE, 1);\r
+                       break;\r
+               case REALM_DEATH:\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_UNLIFE, 1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_JUSTICE, -1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_FAITH, -1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_VITALITY, -1);\r
+                       break;\r
+               case REALM_DAEMON:\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_JUSTICE, -1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_FAITH, -1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_HONOUR, -1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_TEMPERANCE, -1);\r
+                       break;\r
+               case REALM_CRUSADE:\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_FAITH, 1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_JUSTICE, 1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_SACRIFICE, 1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_HONOUR, 1);\r
+                       break;\r
+               case REALM_NATURE:\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_NATURE, 1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_HARMONY, 1);\r
+                       break;\r
+               case REALM_HEX:\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_JUSTICE, -1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_FAITH, -1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_HONOUR, -1);\r
+                       if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_COMPASSION, -1);\r
+                       break;\r
+               }\r
+               if (mp_ptr->spell_xtra & MAGIC_GAIN_EXP)\r
+               {\r
+                       s16b cur_exp = p_ptr->spell_exp[(increment ? 32 : 0) + spell];\r
+                       s16b exp_gain = 0;\r
+\r
+                       if (cur_exp < SPELL_EXP_BEGINNER)\r
+                               exp_gain += 60;\r
+                       else if (cur_exp < SPELL_EXP_SKILLED)\r
+                       {\r
+                               if ((dun_level > 4) && ((dun_level + 10) > p_ptr->lev))\r
+                                       exp_gain = 8;\r
+                       }\r
+                       else if (cur_exp < SPELL_EXP_EXPERT)\r
+                       {\r
+                               if (((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel))\r
+                                       exp_gain = 2;\r
+                       }\r
+                       else if ((cur_exp < SPELL_EXP_MASTER) && !increment)\r
+                       {\r
+                               if (((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel))\r
+                                       exp_gain = 1;\r
+                       }\r
+                       p_ptr->spell_exp[(increment ? 32 : 0) + spell] += exp_gain;\r
+               }\r
+       }\r
+\r
+       p_ptr->energy_use = 100;\r
+\r
+\r
+       /* Over-exert the player */\r
+       if (over_exerted)\r
+       {\r
+               int oops = need_mana;\r
+\r
+               /* No mana left */\r
+               p_ptr->csp = 0;\r
+               p_ptr->csp_frac = 0;\r
+\r
+               msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!"));\r
+\r
+               /* Hack -- Bypass free action */\r
+               (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));\r
+\r
+               switch (realm)\r
+               {\r
+               case REALM_LIFE:\r
+                       chg_virtue(V_VITALITY, -10);\r
+                       break;\r
+               case REALM_DEATH:\r
+                       chg_virtue(V_UNLIFE, -10);\r
+                       break;\r
+               case REALM_DAEMON:\r
+                       chg_virtue(V_JUSTICE, 10);\r
+                       break;\r
+               case REALM_NATURE:\r
+                       chg_virtue(V_NATURE, -10);\r
+                       break;\r
+               case REALM_CRUSADE:\r
+                       chg_virtue(V_JUSTICE, -10);\r
+                       break;\r
+               case REALM_HEX:\r
+                       chg_virtue(V_COMPASSION, 10);\r
+                       break;\r
+               default:\r
+                       chg_virtue(V_KNOWLEDGE, -10);\r
+                       break;\r
+               }\r
+\r
+               /* Damage CON (possibly permanently) */\r
+               if (randint0(100) < 50)\r
+               {\r
+                       bool perm = (randint0(100) < 25);\r
+\r
+                       msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));\r
+\r
+                       /* Reduce constitution */\r
+                       (void)dec_stat(A_CON, 15 + randint1(10), perm);\r
+               }\r
+       }\r
+\r
+       p_ptr->window |= (PW_PLAYER);\r
+       p_ptr->window |= (PW_SPELL);\r
+}\r