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[Refactor] #38932 文字コードを UTF-8(BOM) / LF に統一。 / Unify UTF-8(BOM) + LF.
[hengband/hengband.git] / src / cmd-usestaff.c
index f2375c5..a78de2d 100644 (file)
-#include "angband.h"\r
-\r
-\r
-\r
-/*!\r
-* @brief 杖の効果を発動する\r
-* @param sval オブジェクトのsval\r
-* @param use_charge 使用回数を消費したかどうかを返す参照ポインタ\r
-* @param powerful 強力発動上の処理ならばTRUE\r
-* @param magic 魔道具術上の処理ならばTRUE\r
-* @param known 判明済ならばTRUE\r
-* @return 発動により効果内容が確定したならばTRUEを返す\r
-*/\r
-int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)\r
-{\r
-       int k;\r
-       int ident = FALSE;\r
-       PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;\r
-       POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;\r
-\r
-       /* Analyze the staff */\r
-       switch (sval)\r
-       {\r
-       case SV_STAFF_DARKNESS:\r
-       {\r
-               if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))\r
-               {\r
-                       if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;\r
-               }\r
-               if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_SLOWNESS:\r
-       {\r
-               if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_HASTE_MONSTERS:\r
-       {\r
-               if (speed_monsters()) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_SUMMONING:\r
-       {\r
-               const int times = randint1(powerful ? 8 : 4);\r
-               for (k = 0; k < times; k++)\r
-               {\r
-                       if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))\r
-                       {\r
-                               ident = TRUE;\r
-                       }\r
-               }\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_TELEPORTATION:\r
-       {\r
-               teleport_player((powerful ? 150 : 100), 0L);\r
-               ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_IDENTIFY:\r
-       {\r
-               if (powerful) {\r
-                       if (!identify_fully(FALSE)) *use_charge = FALSE;\r
-               }\r
-               else {\r
-                       if (!ident_spell(FALSE)) *use_charge = FALSE;\r
-               }\r
-               ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_REMOVE_CURSE:\r
-       {\r
-               bool result = powerful ? remove_all_curse() : remove_curse();\r
-               if (result)\r
-               {\r
-                       ident = TRUE;\r
-               }\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_STARLITE:\r
-       {\r
-               HIT_POINT num = damroll(5, 3);\r
-               POSITION y = 0, x = 0;\r
-               int attempts;\r
-\r
-               if (!p_ptr->blind && !magic)\r
-               {\r
-                       msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));\r
-               }\r
-               for (k = 0; k < num; k++)\r
-               {\r
-                       attempts = 1000;\r
-\r
-                       while (attempts--)\r
-                       {\r
-                               scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);\r
-                               if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;\r
-                               if (!player_bold(y, x)) break;\r
-                       }\r
-\r
-                       project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,\r
-                               (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);\r
-               }\r
-               ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_LITE:\r
-       {\r
-               if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_MAPPING:\r
-       {\r
-               map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);\r
-               ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_DETECT_GOLD:\r
-       {\r
-               if (detect_treasure(detect_rad)) ident = TRUE;\r
-               if (detect_objects_gold(detect_rad)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_DETECT_ITEM:\r
-       {\r
-               if (detect_objects_normal(detect_rad)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_DETECT_TRAP:\r
-       {\r
-               if (detect_traps(detect_rad, known)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_DETECT_DOOR:\r
-       {\r
-               if (detect_doors(detect_rad)) ident = TRUE;\r
-               if (detect_stairs(detect_rad)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_DETECT_INVIS:\r
-       {\r
-               if (detect_monsters_invis(detect_rad)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_DETECT_EVIL:\r
-       {\r
-               if (detect_monsters_evil(detect_rad)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_CURE_LIGHT:\r
-       {\r
-               ident = cure_light_wounds((powerful ? 4 : 2), 8);\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_CURING:\r
-       {\r
-               ident = true_healing(0);\r
-               if (set_shero(0, TRUE)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_HEALING:\r
-       {\r
-               if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_THE_MAGI:\r
-       {\r
-               if (do_res_stat(A_INT)) ident = TRUE;\r
-               ident |= restore_mana(FALSE);\r
-               if (set_shero(0, TRUE)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_SLEEP_MONSTERS:\r
-       {\r
-               if (sleep_monsters(lev)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_SLOW_MONSTERS:\r
-       {\r
-               if (slow_monsters(lev)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_SPEED:\r
-       {\r
-               if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_PROBING:\r
-       {\r
-               probing();\r
-               ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_DISPEL_EVIL:\r
-       {\r
-               if (dispel_evil(powerful ? 120 : 80)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_POWER:\r
-       {\r
-               if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_HOLINESS:\r
-       {\r
-               if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;\r
-               k = 3 * lev;\r
-               if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;\r
-               if (set_poisoned(0)) ident = TRUE;\r
-               if (set_afraid(0)) ident = TRUE;\r
-               if (hp_player(50)) ident = TRUE;\r
-               if (set_stun(0)) ident = TRUE;\r
-               if (set_cut(0)) ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_GENOCIDE:\r
-       {\r
-               (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);\r
-               ident = TRUE;\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_EARTHQUAKES:\r
-       {\r
-               if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))\r
-                       ident = TRUE;\r
-               else\r
-                       msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));\r
-\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_DESTRUCTION:\r
-       {\r
-               if (destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE))\r
-                       ident = TRUE;\r
-\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_ANIMATE_DEAD:\r
-       {\r
-               if (animate_dead(0, p_ptr->y, p_ptr->x))\r
-                       ident = TRUE;\r
-\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_MSTORM:\r
-       {\r
-               msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));\r
-               project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,\r
-                       (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);\r
-               if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))\r
-               {\r
-                       (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);\r
-               }\r
-               ident = TRUE;\r
-\r
-               break;\r
-       }\r
-\r
-       case SV_STAFF_NOTHING:\r
-       {\r
-               msg_print(_("何も起らなかった。", "Nothing happen."));\r
-               if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||\r
-                       prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))\r
-                       msg_print(_("もったいない事をしたような気がする。食べ物は大切にしなくては。", "What a waste.  It's your food!"));\r
-               break;\r
-       }\r
-       }\r
-       return ident;\r
-}\r
-\r
-/*!\r
- * @brief 杖を使うコマンドのサブルーチン /\r
- * Use a staff.                        -RAK-\r
- * @param item 使うオブジェクトの所持品ID\r
- * @return なし\r
- * @details\r
- * One charge of one staff disappears.\r
- * Hack -- staffs of identify can be "cancelled".\r
- */\r
-void do_cmd_use_staff_aux(INVENTORY_IDX item)\r
-{\r
-       int         ident, chance, lev;\r
-       object_type *o_ptr;\r
-\r
-\r
-       /* Hack -- let staffs of identify get aborted */\r
-       bool use_charge = TRUE;\r
-\r
-\r
-       /* Get the item (in the pack) */\r
-       if (item >= 0)\r
-       {\r
-               o_ptr = &inventory[item];\r
-       }\r
-\r
-       /* Get the item (on the floor) */\r
-       else\r
-       {\r
-               o_ptr = &o_list[0 - item];\r
-       }\r
-\r
-\r
-       /* Mega-Hack -- refuse to use a pile from the ground */\r
-       if ((item < 0) && (o_ptr->number > 1))\r
-       {\r
-               msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));\r
-               return;\r
-       }\r
-\r
-\r
-       p_ptr->energy_use = 100;\r
-\r
-       /* Extract the item level */\r
-       lev = k_info[o_ptr->k_idx].level;\r
-       if (lev > 50) lev = 50 + (lev - 50) / 2;\r
-\r
-       /* Base chance of success */\r
-       chance = p_ptr->skill_dev;\r
-\r
-       /* Confusion hurts skill */\r
-       if (p_ptr->confused) chance = chance / 2;\r
-\r
-       /* Hight level objects are harder */\r
-       chance = chance - lev;\r
-\r
-       /* Give everyone a (slight) chance */\r
-       if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))\r
-       {\r
-               chance = USE_DEVICE;\r
-       }\r
-\r
-       if (world_player)\r
-       {\r
-               if (flush_failure) flush();\r
-               msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this staff is freezing too."));\r
-               sound(SOUND_FAIL);\r
-               return;\r
-       }\r
-\r
-       /* Roll for usage */\r
-       if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))\r
-       {\r
-               if (flush_failure) flush();\r
-               msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));\r
-               sound(SOUND_FAIL);\r
-               return;\r
-       }\r
-\r
-       /* Notice empty staffs */\r
-       if (o_ptr->pval <= 0)\r
-       {\r
-               if (flush_failure) flush();\r
-               msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));\r
-               o_ptr->ident |= (IDENT_EMPTY);\r
-\r
-               /* Combine / Reorder the pack (later) */\r
-               p_ptr->update |= (PU_COMBINE | PU_REORDER);\r
-               p_ptr->window |= (PW_INVEN);\r
-\r
-               return;\r
-       }\r
-\r
-\r
-       sound(SOUND_ZAP);\r
-\r
-       ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));\r
-\r
-       if (!(object_is_aware(o_ptr)))\r
-       {\r
-               chg_virtue(V_PATIENCE, -1);\r
-               chg_virtue(V_CHANCE, 1);\r
-               chg_virtue(V_KNOWLEDGE, -1);\r
-       }\r
-\r
-       /* Combine / Reorder the pack (later) */\r
-       p_ptr->update |= (PU_COMBINE | PU_REORDER);\r
-\r
-       /* Tried the item */\r
-       object_tried(o_ptr);\r
-\r
-       /* An identification was made */\r
-       if (ident && !object_is_aware(o_ptr))\r
-       {\r
-               object_aware(o_ptr);\r
-               gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);\r
-       }\r
-\r
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);\r
-\r
-\r
-       /* Hack -- some uses are "free" */\r
-       if (!use_charge) return;\r
-\r
-\r
-       /* Use a single charge */\r
-       o_ptr->pval--;\r
-\r
-       /* XXX Hack -- unstack if necessary */\r
-       if ((item >= 0) && (o_ptr->number > 1))\r
-       {\r
-               object_type forge;\r
-               object_type *q_ptr;\r
-               q_ptr = &forge;\r
-\r
-               /* Obtain a local object */\r
-               object_copy(q_ptr, o_ptr);\r
-\r
-               /* Modify quantity */\r
-               q_ptr->number = 1;\r
-\r
-               /* Restore the charges */\r
-               o_ptr->pval++;\r
-\r
-               /* Unstack the used item */\r
-               o_ptr->number--;\r
-               p_ptr->total_weight -= q_ptr->weight;\r
-               item = inven_carry(q_ptr);\r
-\r
-               msg_print(_("杖をまとめなおした。", "You unstack your staff."));\r
-       }\r
-\r
-       /* Describe charges in the pack */\r
-       if (item >= 0)\r
-       {\r
-               inven_item_charges(item);\r
-       }\r
-\r
-       /* Describe charges on the floor */\r
-       else\r
-       {\r
-               floor_item_charges(0 - item);\r
-       }\r
-}\r
-\r
-/*!\r
-* @brief 杖を使うコマンドのメインルーチン /\r
-* @return なし\r
-*/\r
-void do_cmd_use_staff(void)\r
-{\r
-       OBJECT_IDX item;\r
-       concptr q, s;\r
-\r
-       if (p_ptr->wild_mode)\r
-       {\r
-               return;\r
-       }\r
-\r
-       if (p_ptr->inside_arena)\r
-       {\r
-               msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));\r
-               msg_print(NULL);\r
-               return;\r
-       }\r
-\r
-       if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
-       {\r
-               set_action(ACTION_NONE);\r
-       }\r
-\r
-       /* Restrict choices to wands */\r
-       item_tester_tval = TV_STAFF;\r
-\r
-       q = _("どの杖を使いますか? ", "Use which staff? ");\r
-       s = _("使える杖がない。", "You have no staff to use.");\r
-\r
-       if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;\r
-\r
-       do_cmd_use_staff_aux(item);\r
-}\r
+#include "angband.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "spells-status.h"
+
+
+
+/*!
+* @brief 杖の効果を発動する
+* @param sval オブジェクトのsval
+* @param use_charge 使用回数を消費したかどうかを返す参照ポインタ
+* @param powerful 強力発動上の処理ならばTRUE
+* @param magic 魔道具術上の処理ならばTRUE
+* @param known 判明済ならばTRUE
+* @return 発動により効果内容が確定したならばTRUEを返す
+*/
+int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
+{
+       int k;
+       int ident = FALSE;
+       PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+       POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
+
+       /* Analyze the staff */
+       switch (sval)
+       {
+               case SV_STAFF_DARKNESS:
+               {
+                       if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
+                       {
+                               if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
+                       }
+                       if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_SLOWNESS:
+               {
+                       if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_HASTE_MONSTERS:
+               {
+                       if (speed_monsters()) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_SUMMONING:
+               {
+                       const int times = randint1(powerful ? 8 : 4);
+                       for (k = 0; k < times; k++)
+                       {
+                               if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
+                               {
+                                       ident = TRUE;
+                               }
+                       }
+                       break;
+               }
+
+               case SV_STAFF_TELEPORTATION:
+               {
+                       teleport_player((powerful ? 150 : 100), 0L);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_IDENTIFY:
+               {
+                       if (powerful) {
+                               if (!identify_fully(FALSE)) *use_charge = FALSE;
+                       }
+                       else {
+                               if (!ident_spell(FALSE)) *use_charge = FALSE;
+                       }
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_REMOVE_CURSE:
+               {
+                       bool result = powerful ? remove_all_curse() : remove_curse();
+                       if (result)
+                       {
+                               ident = TRUE;
+                       }
+                       break;
+               }
+
+               case SV_STAFF_STARLITE:
+                       ident = starlight(magic);
+                       break;
+
+               case SV_STAFF_LITE:
+               {
+                       if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_MAPPING:
+               {
+                       map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
+                       ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_DETECT_GOLD:
+               {
+                       if (detect_treasure(detect_rad)) ident = TRUE;
+                       if (detect_objects_gold(detect_rad)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_DETECT_ITEM:
+               {
+                       if (detect_objects_normal(detect_rad)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_DETECT_TRAP:
+               {
+                       if (detect_traps(detect_rad, known)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_DETECT_DOOR:
+               {
+                       if (detect_doors(detect_rad)) ident = TRUE;
+                       if (detect_stairs(detect_rad)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_DETECT_INVIS:
+               {
+                       if (detect_monsters_invis(detect_rad)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_DETECT_EVIL:
+               {
+                       if (detect_monsters_evil(detect_rad)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_CURE_LIGHT:
+               {
+                       ident = cure_light_wounds((powerful ? 4 : 2), 8);
+                       break;
+               }
+
+               case SV_STAFF_CURING:
+               {
+                       ident = true_healing(0);
+                       if (set_shero(0, TRUE)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_HEALING:
+               {
+                       if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_THE_MAGI:
+               {
+                       if (do_res_stat(A_INT)) ident = TRUE;
+                       ident |= restore_mana(FALSE);
+                       if (set_shero(0, TRUE)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_SLEEP_MONSTERS:
+               {
+                       if (sleep_monsters(lev)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_SLOW_MONSTERS:
+               {
+                       if (slow_monsters(lev)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_SPEED:
+               {
+                       if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
+                       break;
+               }
+
+               case SV_STAFF_PROBING:
+               {
+                       ident = probing();
+                       break;
+               }
+
+               case SV_STAFF_DISPEL_EVIL:
+               {
+                       ident = dispel_evil(powerful ? 120 : 80);
+                       break;
+               }
+
+               case SV_STAFF_POWER:
+               {
+                       ident = dispel_monsters(powerful ? 225 : 150) ;
+                       break;
+               }
+
+               case SV_STAFF_HOLINESS:
+               {
+                       ident = cleansing_nova(p_ptr, magic, powerful);
+                       break;
+               }
+
+               case SV_STAFF_GENOCIDE:
+               {
+                       ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
+                       break;
+               }
+
+               case SV_STAFF_EARTHQUAKES:
+               {
+                       if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
+                               ident = TRUE;
+                       else
+                               msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
+
+                       break;
+               }
+
+               case SV_STAFF_DESTRUCTION:
+               {
+                       ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
+                       break;
+               }
+
+               case SV_STAFF_ANIMATE_DEAD:
+               {
+                       ident = animate_dead(0, p_ptr->y, p_ptr->x);
+                       break;
+               }
+
+               case SV_STAFF_MSTORM:
+               {
+                       ident = unleash_mana_storm(p_ptr, powerful);
+                       break;
+               }
+
+               case SV_STAFF_NOTHING:
+               {
+                       msg_print(_("何も起らなかった。", "Nothing happen."));
+                       if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
+                               prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
+                               msg_print(_("もったいない事をしたような気がする。食べ物は大切にしなくては。", "What a waste.  It's your food!"));
+                       break;
+               }
+       }
+       return ident;
+}
+
+/*!
+ * @brief 杖を使うコマンドのサブルーチン /
+ * Use a staff.                        -RAK-
+ * @param item 使うオブジェクトの所持品ID
+ * @return なし
+ * @details
+ * One charge of one staff disappears.
+ * Hack -- staffs of identify can be "cancelled".
+ */
+void do_cmd_use_staff_aux(INVENTORY_IDX item)
+{
+       int         ident, chance, lev;
+       object_type *o_ptr;
+
+
+       /* Hack -- let staffs of identify get aborted */
+       bool use_charge = TRUE;
+
+
+       /* Get the item (in the pack) */
+       if (item >= 0)
+       {
+               o_ptr = &inventory[item];
+       }
+
+       /* Get the item (on the floor) */
+       else
+       {
+               o_ptr = &o_list[0 - item];
+       }
+
+
+       /* Mega-Hack -- refuse to use a pile from the ground */
+       if ((item < 0) && (o_ptr->number > 1))
+       {
+               msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
+               return;
+       }
+
+
+       take_turn(p_ptr, 100);;
+
+       /* Extract the item level */
+       lev = k_info[o_ptr->k_idx].level;
+       if (lev > 50) lev = 50 + (lev - 50) / 2;
+
+       /* Base chance of success */
+       chance = p_ptr->skill_dev;
+
+       /* Confusion hurts skill */
+       if (p_ptr->confused) chance = chance / 2;
+
+       /* Hight level objects are harder */
+       chance = chance - lev;
+
+       /* Give everyone a (slight) chance */
+       if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
+       {
+               chance = USE_DEVICE;
+       }
+
+       if (cmd_limit_time_walk(p_ptr)) return;
+
+       /* Roll for usage */
+       if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
+       {
+               if (flush_failure) flush();
+               msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
+               sound(SOUND_FAIL);
+               return;
+       }
+
+       /* Notice empty staffs */
+       if (o_ptr->pval <= 0)
+       {
+               if (flush_failure) flush();
+               msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
+               o_ptr->ident |= (IDENT_EMPTY);
+               p_ptr->update |= (PU_COMBINE | PU_REORDER);
+               p_ptr->window |= (PW_INVEN);
+
+               return;
+       }
+
+
+       sound(SOUND_ZAP);
+
+       ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
+
+       if (!(object_is_aware(o_ptr)))
+       {
+               chg_virtue(V_PATIENCE, -1);
+               chg_virtue(V_CHANCE, 1);
+               chg_virtue(V_KNOWLEDGE, -1);
+       }
+       p_ptr->update |= (PU_COMBINE | PU_REORDER);
+
+       /* Tried the item */
+       object_tried(o_ptr);
+
+       /* An identification was made */
+       if (ident && !object_is_aware(o_ptr))
+       {
+               object_aware(o_ptr);
+               gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
+       }
+
+       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+
+       /* Hack -- some uses are "free" */
+       if (!use_charge) return;
+
+
+       /* Use a single charge */
+       o_ptr->pval--;
+
+       /* XXX Hack -- unstack if necessary */
+       if ((item >= 0) && (o_ptr->number > 1))
+       {
+               object_type forge;
+               object_type *q_ptr;
+               q_ptr = &forge;
+
+               /* Obtain a local object */
+               object_copy(q_ptr, o_ptr);
+
+               /* Modify quantity */
+               q_ptr->number = 1;
+
+               /* Restore the charges */
+               o_ptr->pval++;
+
+               /* Unstack the used item */
+               o_ptr->number--;
+               p_ptr->total_weight -= q_ptr->weight;
+               item = inven_carry(q_ptr);
+
+               msg_print(_("杖をまとめなおした。", "You unstack your staff."));
+       }
+
+       /* Describe charges in the pack */
+       if (item >= 0)
+       {
+               inven_item_charges(item);
+       }
+
+       /* Describe charges on the floor */
+       else
+       {
+               floor_item_charges(0 - item);
+       }
+}
+
+/*!
+* @brief 杖を使うコマンドのメインルーチン /
+* @return なし
+*/
+void do_cmd_use_staff(void)
+{
+       OBJECT_IDX item;
+       concptr q, s;
+
+       if (p_ptr->wild_mode)
+       {
+               return;
+       }
+
+       if (cmd_limit_arena(p_ptr)) return;
+
+       if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
+       {
+               set_action(ACTION_NONE);
+       }
+
+       /* Restrict choices to wands */
+       item_tester_tval = TV_STAFF;
+
+       q = _("どの杖を使いますか? ", "Use which staff? ");
+       s = _("使える杖がない。", "You have no staff to use.");
+
+       if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
+
+       do_cmd_use_staff_aux(item);
+}