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[Refactor] #37353 プレイヤーの魔法棒使用処理を cmd-zapwand.c/h に分離。 / Separate player's 'zap wand...
[hengband/hengband.git] / src / cmd6.c
index ecd16c9..7b76699 100644 (file)
  */
 
 #include "angband.h"
+#include "selfinfo.h"
+#include "cmd-activate.h"
+#include "cmd-eat.h"
+#include "cmd-quaff.h"
+#include "cmd-read.h"
+#include "cmd-usestaff.h"
+#include "cmd-zapwand.h"
 
 
-/*!
- * @brief 食料を食べるコマンドのサブルーチン
- * @param item 食べるオブジェクトの所持品ID
- * @return なし
- */
-static void do_cmd_eat_food_aux(int item)
-{
-       int ident, lev;
-       object_type *o_ptr;
-
-       if (music_singing_any()) stop_singing();
-       if (hex_spelling_any()) stop_hex_spell_all();
-
-       /* Get the item (in the pack) */
-       if (item >= 0)
-       {
-               o_ptr = &inventory[item];
-       }
-
-       /* Get the item (on the floor) */
-       else
-       {
-               o_ptr = &o_list[0 - item];
-       }
-
-       /* Sound */
-       sound(SOUND_EAT);
-
-       /* Take a turn */
-       p_ptr->energy_use = 100;
-
-       /* Identity not known yet */
-       ident = FALSE;
-
-       /* Object level */
-       lev = k_info[o_ptr->k_idx].level;
-
-       if (o_ptr->tval == TV_FOOD)
-       {
-               /* Analyze the food */
-               switch (o_ptr->sval)
-               {
-                       case SV_FOOD_POISON:
-                       {
-                               if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
-                               {
-                                       if (set_poisoned(p_ptr->poisoned + randint0(10) + 10))
-                                       {
-                                               ident = TRUE;
-                                       }
-                               }
-                               break;
-                       }
-
-                       case SV_FOOD_BLINDNESS:
-                       {
-                               if (!p_ptr->resist_blind)
-                               {
-                                       if (set_blind(p_ptr->blind + randint0(200) + 200))
-                                       {
-                                               ident = TRUE;
-                                       }
-                               }
-                               break;
-                       }
-
-                       case SV_FOOD_PARANOIA:
-                       {
-                               if (!p_ptr->resist_fear)
-                               {
-                                       if (set_afraid(p_ptr->afraid + randint0(10) + 10))
-                                       {
-                                               ident = TRUE;
-                                       }
-                               }
-                               break;
-                       }
-
-                       case SV_FOOD_CONFUSION:
-                       {
-                               if (!p_ptr->resist_conf)
-                               {
-                                       if (set_confused(p_ptr->confused + randint0(10) + 10))
-                                       {
-                                               ident = TRUE;
-                                       }
-                               }
-                               break;
-                       }
-
-                       case SV_FOOD_HALLUCINATION:
-                       {
-                               if (!p_ptr->resist_chaos)
-                               {
-                                       if (set_image(p_ptr->image + randint0(250) + 250))
-                                       {
-                                               ident = TRUE;
-                                       }
-                               }
-                               break;
-                       }
-
-                       case SV_FOOD_PARALYSIS:
-                       {
-                               if (!p_ptr->free_act)
-                               {
-                                       if (set_paralyzed(p_ptr->paralyzed + randint0(10) + 10))
-                                       {
-                                               ident = TRUE;
-                                       }
-                               }
-                               break;
-                       }
-
-                       case SV_FOOD_WEAKNESS:
-                       {
-                               take_hit(DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"), -1);
-                               (void)do_dec_stat(A_STR);
-                               ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_SICKNESS:
-                       {
-                               take_hit(DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"), -1);
-                               (void)do_dec_stat(A_CON);
-                               ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_STUPIDITY:
-                       {
-                               take_hit(DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"), -1);
-                               (void)do_dec_stat(A_INT);
-                               ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_NAIVETY:
-                       {
-                               take_hit(DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"), -1);
-                               (void)do_dec_stat(A_WIS);
-                               ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_UNHEALTH:
-                       {
-                               take_hit(DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"), -1);
-                               (void)do_dec_stat(A_CON);
-                               ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_DISEASE:
-                       {
-                               take_hit(DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"), -1);
-                               (void)do_dec_stat(A_STR);
-                               ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_CURE_POISON:
-                       {
-                               if (set_poisoned(0)) ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_CURE_BLINDNESS:
-                       {
-                               if (set_blind(0)) ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_CURE_PARANOIA:
-                       {
-                               if (set_afraid(0)) ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_CURE_CONFUSION:
-                       {
-                               if (set_confused(0)) ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_CURE_SERIOUS:
-                       {
-                               if (hp_player(damroll(4, 8))) ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_RESTORE_STR:
-                       {
-                               if (do_res_stat(A_STR)) ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_RESTORE_CON:
-                       {
-                               if (do_res_stat(A_CON)) ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_RESTORING:
-                       {
-                               if (do_res_stat(A_STR)) ident = TRUE;
-                               if (do_res_stat(A_INT)) ident = TRUE;
-                               if (do_res_stat(A_WIS)) ident = TRUE;
-                               if (do_res_stat(A_DEX)) ident = TRUE;
-                               if (do_res_stat(A_CON)) ident = TRUE;
-                               if (do_res_stat(A_CHR)) ident = TRUE;
-                               break;
-                       }
-
-
-#ifdef JP
-                       /* それぞれの食べ物の感想をオリジナルより細かく表現 */
-                       case SV_FOOD_BISCUIT:
-                       {
-                               msg_print("甘くてサクサクしてとてもおいしい。");
-                               ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_JERKY:
-                       {
-                               msg_print("歯ごたえがあっておいしい。");
-                               ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_SLIME_MOLD:
-                       {
-                               msg_print("これはなんとも形容しがたい味だ。");
-                               ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_RATION:
-                       {
-                               msg_print("これはおいしい。");
-                               ident = TRUE;
-                               break;
-                       }
-#else
-                       case SV_FOOD_RATION:
-                       case SV_FOOD_BISCUIT:
-                       case SV_FOOD_JERKY:
-                       case SV_FOOD_SLIME_MOLD:
-                       {
-                               msg_print("That tastes good.");
-                               ident = TRUE;
-                               break;
-                       }
-#endif
-
-
-                       case SV_FOOD_WAYBREAD:
-                       {
-                               msg_print(_("これはひじょうに美味だ。", "That tastes good."));
-                               (void)set_poisoned(0);
-                               (void)hp_player(damroll(4, 8));
-                               ident = TRUE;
-                               break;
-                       }
-
-#ifdef JP
-                       case SV_FOOD_PINT_OF_ALE:
-                       {
-                               msg_print("のどごし爽やかだ。");
-                               ident = TRUE;
-                               break;
-                       }
-
-                       case SV_FOOD_PINT_OF_WINE:
-                       {
-                               msg_print("That tastes good.");
-                               ident = TRUE;
-                               break;
-                       }
-#else
-                       case SV_FOOD_PINT_OF_ALE:
-                       case SV_FOOD_PINT_OF_WINE:
-                       {
-                               msg_print("That tastes good.");
-                               ident = TRUE;
-                               break;
-                       }
-#endif
-
-               }
-       }
-
-       /* Combine / Reorder the pack (later) */
-       p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
-       if (!(object_is_aware(o_ptr)))
-       {
-               chg_virtue(V_KNOWLEDGE, -1);
-               chg_virtue(V_PATIENCE, -1);
-               chg_virtue(V_CHANCE, 1);
-       }
-
-       /* We have tried it */
-       if (o_ptr->tval == TV_FOOD) object_tried(o_ptr);
-
-       /* The player is now aware of the object */
-       if (ident && !object_is_aware(o_ptr))
-       {
-               object_aware(o_ptr);
-               gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
-       }
-
-       /* Window stuff */
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
-
-       /* Food can feed the player */
-       if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
-       {
-               /* Reduced nutritional benefit */
-               (void)set_food(p_ptr->food + (o_ptr->pval / 10));
-               msg_print(_("あなたのような者にとって食糧など僅かな栄養にしかならない。", 
-                                       "Mere victuals hold scant sustenance for a being such as yourself."));
-
-               if (p_ptr->food < PY_FOOD_ALERT)   /* Hungry */
-               msg_print(_("あなたの飢えは新鮮な血によってのみ満たされる!", 
-                                       "Your hunger can only be satisfied with fresh blood!"));
-       }
-       else if ((prace_is_(RACE_SKELETON) ||
-                 prace_is_(RACE_GOLEM) ||
-                 prace_is_(RACE_ZOMBIE) ||
-                 prace_is_(RACE_SPECTRE)) &&
-                (o_ptr->tval == TV_STAFF || o_ptr->tval == TV_WAND))
-       {
-               cptr staff;
-
-               if (o_ptr->tval == TV_STAFF &&
-                   (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;
-               }
-               staff = (o_ptr->tval == TV_STAFF) ? _("杖", "staff") : _("魔法棒", "wand");
-
-               /* "Eat" charges */
-               if (o_ptr->pval == 0)
-               {
-                       msg_format(_("この%sにはもう魔力が残っていない。", "The %s has no charges left."), staff);
-                       o_ptr->ident |= (IDENT_EMPTY);
-
-                       /* Combine / Reorder the pack (later) */
-                       p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-                       p_ptr->window |= (PW_INVEN);
-
-                       return;
-               }
-               msg_format(_("あなたは%sの魔力をエネルギー源として吸収した。", "You absorb mana of the %s as your energy."), staff);
-
-               /* Use a single charge */
-               o_ptr->pval--;
-
-               /* Eat a charge */
-               set_food(p_ptr->food + 5000);
-
-               /* XXX Hack -- unstack if necessary */
-               if (o_ptr->tval == TV_STAFF &&
-                   (item >= 0) && (o_ptr->number > 1))
-               {
-                       object_type forge;
-                       object_type *q_ptr;
-
-                       /* Get local object */
-                       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);
-
-                       /* Message */
-                       msg_format(_("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);
-               }
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Don't eat a staff/wand itself */
-               return;
-       }
-       else if ((prace_is_(RACE_DEMON) ||
-                (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) &&
-                (o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_CORPSE &&
-                 my_strchr("pht", r_info[o_ptr->pval].d_char)))
-       {
-               /* Drain vitality of humanoids */
-               char o_name[MAX_NLEN];
-               object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-               msg_format(_("%sは燃え上り灰になった。精力を吸収した気がする。", "%^s is burnt to ashes.  You absorb its vitality!"), o_name);
-               (void)set_food(PY_FOOD_MAX - 1);
-       }
-       else if (prace_is_(RACE_SKELETON))
-       {
-#if 0
-               if (o_ptr->tval == TV_SKELETON ||
-                   (o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON))
-               {
-                       msg_print(_("あなたは骨で自分の体を補った。", "Your body absorbs the bone."));
-                       set_food(p_ptr->food + 5000);
-               }
-               else 
-#endif
-
-               if (!((o_ptr->sval == SV_FOOD_WAYBREAD) ||
-                     (o_ptr->sval < SV_FOOD_BISCUIT)))
-               {
-                       object_type forge;
-                       object_type *q_ptr = &forge;
-                       
-                       msg_print(_("食べ物がアゴを素通りして落ちた!", "The food falls through your jaws!"));
-
-                       /* Create the item */
-                       object_prep(q_ptr, lookup_kind(o_ptr->tval, o_ptr->sval));
-
-                       /* Drop the object from heaven */
-                       (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
-               }
-               else
-               {
-                       msg_print(_("食べ物がアゴを素通りして落ち、消えた!", "The food falls through your jaws and vanishes!"));
-               }
-       }
-       else if (prace_is_(RACE_GOLEM) ||
-                prace_is_(RACE_ZOMBIE) ||
-                prace_is_(RACE_ENT) ||
-                prace_is_(RACE_DEMON) ||
-                prace_is_(RACE_ANDROID) ||
-                prace_is_(RACE_SPECTRE) ||
-                (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
-       {
-               msg_print(_("生者の食物はあなたにとってほとんど栄養にならない。", "The food of mortals is poor sustenance for you."));
-               set_food(p_ptr->food + ((o_ptr->pval) / 20));
-       }
-       else if (o_ptr->tval == TV_FOOD && o_ptr->sval == SV_FOOD_WAYBREAD)
-       {
-               /* Waybread is always fully satisfying. */
-               set_food(MAX(p_ptr->food, PY_FOOD_MAX - 1));
-       }
-       else
-       {
-               /* Food can feed the player */
-               (void)set_food(p_ptr->food + o_ptr->pval);
-       }
-
-       /* Destroy a food in the pack */
-       if (item >= 0)
-       {
-               inven_item_increase(item, -1);
-               inven_item_describe(item);
-               inven_item_optimize(item);
-       }
-
-       /* Destroy a food on the floor */
-       else
-       {
-               floor_item_increase(0 - item, -1);
-               floor_item_describe(0 - item);
-               floor_item_optimize(0 - item);
-       }
-}
-
-
-/*!
- * @brief オブジェクトをプレイヤーが食べることができるかを判定する /
- * Hook to determine if an object is eatable
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return 食べることが可能ならばTRUEを返す
- */
-static bool item_tester_hook_eatable(object_type *o_ptr)
-{
-       if (o_ptr->tval==TV_FOOD) return TRUE;
-
-#if 0
-       if (prace_is_(RACE_SKELETON))
-       {
-               if (o_ptr->tval == TV_SKELETON ||
-                   (o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON))
-                       return TRUE;
-       }
-       else 
-#endif
-
-       if (prace_is_(RACE_SKELETON) ||
-           prace_is_(RACE_GOLEM) ||
-           prace_is_(RACE_ZOMBIE) ||
-           prace_is_(RACE_SPECTRE))
-       {
-               if (o_ptr->tval == TV_STAFF || o_ptr->tval == TV_WAND)
-                       return TRUE;
-       }
-       else if (prace_is_(RACE_DEMON) ||
-                (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON))
-       {
-               if (o_ptr->tval == TV_CORPSE &&
-                   o_ptr->sval == SV_CORPSE &&
-                   my_strchr("pht", r_info[o_ptr->pval].d_char))
-                       return TRUE;
-       }
-
-       /* Assume not */
-       return (FALSE);
-}
-
-
-/*!
- * @brief 食料を食べるコマンドのメインルーチン /
- * Eat some food (from the pack or floor)
- * @return なし
- */
-void do_cmd_eat_food(void)
-{
-       OBJECT_IDX item;
-       cptr        q, s;
-
-
-       if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Restrict choices to food */
-       item_tester_hook = item_tester_hook_eatable;
-
-       /* Get an item */
-       q = _("どれを食べますか? ", "Eat which item? ");
-       s = _("食べ物がない。", "You have nothing to eat.");
-
-       if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
-       /* Eat the object */
-       do_cmd_eat_food_aux(item);
-}
-
-
-/*!
- * @brief 薬を飲むコマンドのサブルーチン /
- * Quaff a potion (from the pack or the floor)
- * @param item 飲む薬オブジェクトの所持品ID
- * @return なし
- */
-static void do_cmd_quaff_potion_aux(int item)
-{
-       int         ident, lev;
-       object_type *o_ptr;
-       object_type forge;
-       object_type *q_ptr;
-
-
-       /* Take a turn */
-       p_ptr->energy_use = 100;
-
-       if (world_player)
-       {
-               if (flush_failure) flush();
-               msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle."));
-
-               sound(SOUND_FAIL);
-               return;
-       }
-
-       if (music_singing_any()) stop_singing();
-       if (hex_spelling_any())
-       {
-               if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();
-       }
-
-       /* 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];
-       }
-
-       /* Get local object */
-       q_ptr = &forge;
-
-       /* Obtain a local object */
-       object_copy(q_ptr, o_ptr);
-
-       /* Single object */
-       q_ptr->number = 1;
-
-       /* Reduce and describe inventory */
-       if (item >= 0)
-       {
-               inven_item_increase(item, -1);
-               inven_item_describe(item);
-               inven_item_optimize(item);
-       }
-
-       /* Reduce and describe floor item */
-       else
-       {
-               floor_item_increase(0 - item, -1);
-               floor_item_describe(0 - item);
-               floor_item_optimize(0 - item);
-       }
-
-       /* Sound */
-       sound(SOUND_QUAFF);
-
-
-       /* Not identified yet */
-       ident = FALSE;
-
-       /* Object level */
-       lev = k_info[q_ptr->k_idx].level;
-
-       /* Analyze the potion */
-       if (q_ptr->tval == TV_POTION)
-       {
-               switch (q_ptr->sval)
-               {
-                       /* 飲みごたえをオリジナルより細かく表現 */
-               case SV_POTION_WATER:
-                       msg_print(_("口の中がさっぱりした。", ""));
-                       msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_APPLE_JUICE:
-                       msg_print(_("甘くてサッパリとしていて、とてもおいしい。", ""));
-                       msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_SLIME_MOLD:
-                       msg_print(_("なんとも不気味な味だ。", ""));
-                       msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_SLOWNESS:
-                       if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;
-                       break;
-
-               case SV_POTION_SALT_WATER:
-                       msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));
-
-                       if (!(prace_is_(RACE_GOLEM) ||
-                             prace_is_(RACE_ZOMBIE) ||
-                             prace_is_(RACE_DEMON) ||
-                             prace_is_(RACE_ANDROID) ||
-                             prace_is_(RACE_SPECTRE) ||
-                             (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))
-                       {
-                               /* Only living creatures get thirsty */
-                               (void)set_food(PY_FOOD_STARVE - 1);
-                       }
-
-                       (void)set_poisoned(0);
-                       (void)set_paralyzed(p_ptr->paralyzed + 4);
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_POISON:
-                       if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
-                       {
-                               if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))
-                               {
-                                       ident = TRUE;
-                               }
-                       }
-                       break;
-
-               case SV_POTION_BLINDNESS:
-                       if (!p_ptr->resist_blind)
-                       {
-                               if (set_blind(p_ptr->blind + randint0(100) + 100))
-                               {
-                                       ident = TRUE;
-                               }
-                       }
-                       break;
-
-               case SV_POTION_CONFUSION: /* Booze */
-                       if (p_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
-                       else if (!p_ptr->resist_conf) p_ptr->special_attack |= ATTACK_SUIKEN;
-                       if (!p_ptr->resist_conf)
-                       {
-                               if (set_confused(randint0(20) + 15))
-                               {
-                                       ident = TRUE;
-                               }
-                       }
-
-                       if (!p_ptr->resist_chaos)
-                       {
-                               if (one_in_(2))
-                               {
-                                       if (set_image(p_ptr->image + randint0(150) + 150))
-                                       {
-                                               ident = TRUE;
-                                       }
-                               }
-                               if (one_in_(13) && (p_ptr->pclass != CLASS_MONK))
-                               {
-                                       ident = TRUE;
-                                       if (one_in_(3)) lose_all_info();
-                                       else wiz_dark();
-                                       (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
-                                       wiz_dark();
-                                       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!"));
-                               }
-                       }
-                       break;
-
-               case SV_POTION_SLEEP:
-                       if (!p_ptr->free_act)
-                       {
-                               msg_print(_("あなたは眠ってしまった。", "You fall asleep."));
-
-                               if (ironman_nightmare)
-                               {
-                                       msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
-
-                                       /* Have some nightmares */
-                                       sanity_blast(NULL, FALSE);
-                               }
-                               if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))
-                               {
-                                       ident = TRUE;
-                               }
-                       }
-                       break;
-
-               case SV_POTION_LOSE_MEMORIES:
-                       if (!p_ptr->hold_exp && (p_ptr->exp > 0))
-                       {
-                               msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));
-                               chg_virtue(V_KNOWLEDGE, -5);
-
-                               lose_exp(p_ptr->exp / 4);
-                               ident = TRUE;
-                       }
-                       break;
-
-               case SV_POTION_RUINATION:
-                       msg_print(_("身も心も弱ってきて、精気が抜けていくようだ。", "Your nerves and muscles feel weak and lifeless!"));
-                       take_hit(DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);
-
-                       (void)dec_stat(A_DEX, 25, TRUE);
-                       (void)dec_stat(A_WIS, 25, TRUE);
-                       (void)dec_stat(A_CON, 25, TRUE);
-                       (void)dec_stat(A_STR, 25, TRUE);
-                       (void)dec_stat(A_CHR, 25, TRUE);
-                       (void)dec_stat(A_INT, 25, TRUE);
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_DEC_STR:
-                       if (do_dec_stat(A_STR)) ident = TRUE;
-                       break;
-
-               case SV_POTION_DEC_INT:
-                       if (do_dec_stat(A_INT)) ident = TRUE;
-                       break;
-
-               case SV_POTION_DEC_WIS:
-                       if (do_dec_stat(A_WIS)) ident = TRUE;
-                       break;
-
-               case SV_POTION_DEC_DEX:
-                       if (do_dec_stat(A_DEX)) ident = TRUE;
-                       break;
-
-               case SV_POTION_DEC_CON:
-                       if (do_dec_stat(A_CON)) ident = TRUE;
-                       break;
-
-               case SV_POTION_DEC_CHR:
-                       if (do_dec_stat(A_CHR)) ident = TRUE;
-                       break;
-
-               case SV_POTION_DETONATIONS:
-                       msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
-                       take_hit(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
-
-                       (void)set_stun(p_ptr->stun + 75);
-                       (void)set_cut(p_ptr->cut + 5000);
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_DEATH:
-                       chg_virtue(V_VITALITY, -1);
-                       chg_virtue(V_UNLIFE, 5);
-                       msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));
-                       take_hit(DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_INFRAVISION:
-                       if (set_tim_infra(p_ptr->tim_infra + 100 + randint1(100), FALSE))
-                       {
-                               ident = TRUE;
-                       }
-                       break;
-
-               case SV_POTION_DETECT_INVIS:
-                       if (set_tim_invis(p_ptr->tim_invis + 12 + randint1(12), FALSE))
-                       {
-                               ident = TRUE;
-                       }
-                       break;
-
-               case SV_POTION_SLOW_POISON:
-                       if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;
-                       break;
-
-               case SV_POTION_CURE_POISON:
-                       if (set_poisoned(0)) ident = TRUE;
-                       break;
-
-               case SV_POTION_BOLDNESS:
-                       if (set_afraid(0)) ident = TRUE;
-                       break;
-
-               case SV_POTION_SPEED:
-                       if (!p_ptr->fast)
-                       {
-                               if (set_fast(randint1(25) + 15, FALSE)) ident = TRUE;
-                       }
-                       else
-                       {
-                               (void)set_fast(p_ptr->fast + 5, FALSE);
-                       }
-                       break;
-
-               case SV_POTION_RESIST_HEAT:
-                       if (set_oppose_fire(p_ptr->oppose_fire + randint1(10) + 10, FALSE))
-                       {
-                               ident = TRUE;
-                       }
-                       break;
-
-               case SV_POTION_RESIST_COLD:
-                       if (set_oppose_cold(p_ptr->oppose_cold + randint1(10) + 10, FALSE))
-                       {
-                               ident = TRUE;
-                       }
-                       break;
-
-               case SV_POTION_HEROISM:
-                       if (set_afraid(0)) ident = TRUE;
-                       if (set_hero(p_ptr->hero + randint1(25) + 25, FALSE)) ident = TRUE;
-                       if (hp_player(10)) ident = TRUE;
-                       break;
-
-               case SV_POTION_BESERK_STRENGTH:
-                       if (set_afraid(0)) ident = TRUE;
-                       if (set_shero(p_ptr->shero + randint1(25) + 25, FALSE)) ident = TRUE;
-                       if (hp_player(30)) ident = TRUE;
-                       break;
-
-               case SV_POTION_CURE_LIGHT:
-                       if (hp_player(damroll(2, 8))) ident = TRUE;
-                       if (set_blind(0)) ident = TRUE;
-                       if (set_cut(p_ptr->cut - 10)) ident = TRUE;
-                       if (set_shero(0,TRUE)) ident = TRUE;
-                       break;
-
-               case SV_POTION_CURE_SERIOUS:
-                       if (hp_player(damroll(4, 8))) ident = TRUE;
-                       if (set_blind(0)) ident = TRUE;
-                       if (set_confused(0)) ident = TRUE;
-                       if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
-                       if (set_shero(0,TRUE)) ident = TRUE;
-                       break;
-
-               case SV_POTION_CURE_CRITICAL:
-                       if (hp_player(damroll(6, 8))) ident = TRUE;
-                       if (set_blind(0)) ident = TRUE;
-                       if (set_confused(0)) ident = TRUE;
-                       if (set_poisoned(0)) ident = TRUE;
-                       if (set_stun(0)) ident = TRUE;
-                       if (set_cut(0)) ident = TRUE;
-                       if (set_shero(0,TRUE)) ident = TRUE;
-                       break;
-
-               case SV_POTION_HEALING:
-                       if (hp_player(300)) ident = TRUE;
-                       if (set_blind(0)) ident = TRUE;
-                       if (set_confused(0)) ident = TRUE;
-                       if (set_poisoned(0)) ident = TRUE;
-                       if (set_stun(0)) ident = TRUE;
-                       if (set_cut(0)) ident = TRUE;
-                       if (set_shero(0,TRUE)) ident = TRUE;
-                       break;
-
-               case SV_POTION_STAR_HEALING:
-                       if (hp_player(1200)) ident = TRUE;
-                       if (set_blind(0)) ident = TRUE;
-                       if (set_confused(0)) ident = TRUE;
-                       if (set_poisoned(0)) ident = TRUE;
-                       if (set_stun(0)) ident = TRUE;
-                       if (set_cut(0)) ident = TRUE;
-                       if (set_shero(0,TRUE)) ident = TRUE;
-                       break;
-
-               case SV_POTION_LIFE:
-                       chg_virtue(V_VITALITY, 1);
-                       chg_virtue(V_UNLIFE, -5);
-                       msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
-                       restore_level();
-                       (void)set_poisoned(0);
-                       (void)set_blind(0);
-                       (void)set_confused(0);
-                       (void)set_image(0);
-                       (void)set_stun(0);
-                       (void)set_cut(0);
-                       (void)do_res_stat(A_STR);
-                       (void)do_res_stat(A_CON);
-                       (void)do_res_stat(A_DEX);
-                       (void)do_res_stat(A_WIS);
-                       (void)do_res_stat(A_INT);
-                       (void)do_res_stat(A_CHR);
-                       (void)set_shero(0,TRUE);
-                       update_stuff();
-                       hp_player(5000);
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_RESTORE_MANA:
-                       if (p_ptr->pclass == CLASS_MAGIC_EATER)
-                       {
-                               int i;
-                               for (i = 0; i < EATER_EXT*2; i++)
-                               {
-                                       p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
-                                       if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
-                               }
-                               for (; i < EATER_EXT*3; i++)
-                               {
-                                       KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
-                                       p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
-                                       if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
-                               }
-                               msg_print(_("頭がハッキリとした。", "You feel your head clear."));
-                               p_ptr->window |= (PW_PLAYER);
-                               ident = TRUE;
-                       }
-                       else if (p_ptr->csp < p_ptr->msp)
-                       {
-                               p_ptr->csp = p_ptr->msp;
-                               p_ptr->csp_frac = 0;
-                               msg_print(_("頭がハッキリとした。", "You feel your head clear."));
-
-                               p_ptr->redraw |= (PR_MANA);
-                               p_ptr->window |= (PW_PLAYER);
-                               p_ptr->window |= (PW_SPELL);
-                               ident = TRUE;
-                       }
-                       if (set_shero(0,TRUE)) ident = TRUE;
-                       break;
-
-               case SV_POTION_RESTORE_EXP:
-                       if (restore_level()) ident = TRUE;
-                       break;
-
-               case SV_POTION_RES_STR:
-                       if (do_res_stat(A_STR)) ident = TRUE;
-                       break;
-
-               case SV_POTION_RES_INT:
-                       if (do_res_stat(A_INT)) ident = TRUE;
-                       break;
-
-               case SV_POTION_RES_WIS:
-                       if (do_res_stat(A_WIS)) ident = TRUE;
-                       break;
-
-               case SV_POTION_RES_DEX:
-                       if (do_res_stat(A_DEX)) ident = TRUE;
-                       break;
-
-               case SV_POTION_RES_CON:
-                       if (do_res_stat(A_CON)) ident = TRUE;
-                       break;
-
-               case SV_POTION_RES_CHR:
-                       if (do_res_stat(A_CHR)) ident = TRUE;
-                       break;
-
-               case SV_POTION_INC_STR:
-                       if (do_inc_stat(A_STR)) ident = TRUE;
-                       break;
-
-               case SV_POTION_INC_INT:
-                       if (do_inc_stat(A_INT)) ident = TRUE;
-                       break;
-
-               case SV_POTION_INC_WIS:
-                       if (do_inc_stat(A_WIS)) ident = TRUE;
-                       break;
-
-               case SV_POTION_INC_DEX:
-                       if (do_inc_stat(A_DEX)) ident = TRUE;
-                       break;
-
-               case SV_POTION_INC_CON:
-                       if (do_inc_stat(A_CON)) ident = TRUE;
-                       break;
-
-               case SV_POTION_INC_CHR:
-                       if (do_inc_stat(A_CHR)) ident = TRUE;
-                       break;
-
-               case SV_POTION_AUGMENTATION:
-                       if (do_inc_stat(A_STR)) ident = TRUE;
-                       if (do_inc_stat(A_INT)) ident = TRUE;
-                       if (do_inc_stat(A_WIS)) ident = TRUE;
-                       if (do_inc_stat(A_DEX)) ident = TRUE;
-                       if (do_inc_stat(A_CON)) ident = TRUE;
-                       if (do_inc_stat(A_CHR)) ident = TRUE;
-                       break;
-
-               case SV_POTION_ENLIGHTENMENT:
-                       msg_print(_("自分の置かれている状況が脳裏に浮かんできた...", "An image of your surroundings forms in your mind..."));
-                       chg_virtue(V_KNOWLEDGE, 1);
-                       chg_virtue(V_ENLIGHTEN, 1);
-                       wiz_lite(FALSE);
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_STAR_ENLIGHTENMENT:
-                       msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));
-                       chg_virtue(V_KNOWLEDGE, 1);
-                       chg_virtue(V_ENLIGHTEN, 2);
-                       msg_print(NULL);
-                       wiz_lite(FALSE);
-                       (void)do_inc_stat(A_INT);
-                       (void)do_inc_stat(A_WIS);
-                       (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
-                       (void)detect_doors(DETECT_RAD_DEFAULT);
-                       (void)detect_stairs(DETECT_RAD_DEFAULT);
-                       (void)detect_treasure(DETECT_RAD_DEFAULT);
-                       (void)detect_objects_gold(DETECT_RAD_DEFAULT);
-                       (void)detect_objects_normal(DETECT_RAD_DEFAULT);
-                       identify_pack();
-                       self_knowledge();
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_SELF_KNOWLEDGE:
-                       msg_print(_("自分自身のことが少しは分かった気がする...", "You begin to know yourself a little better..."));
-                       msg_print(NULL);
-                       self_knowledge();
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_EXPERIENCE:
-                       if (p_ptr->prace == RACE_ANDROID) break;
-                       chg_virtue(V_ENLIGHTEN, 1);
-                       if (p_ptr->exp < PY_MAX_EXP)
-                       {
-                               s32b ee = (p_ptr->exp / 2) + 10;
-                               if (ee > 100000L) ee = 100000L;
-                               msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
-                               gain_exp(ee);
-                               ident = TRUE;
-                       }
-                       break;
-
-               case SV_POTION_RESISTANCE:
-                       (void)set_oppose_acid(p_ptr->oppose_acid + randint1(20) + 20, FALSE);
-                       (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);
-                       (void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);
-                       (void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);
-                       (void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_CURING:
-                       if (hp_player(50)) ident = TRUE;
-                       if (set_blind(0)) ident = TRUE;
-                       if (set_poisoned(0)) ident = TRUE;
-                       if (set_confused(0)) ident = TRUE;
-                       if (set_stun(0)) ident = TRUE;
-                       if (set_cut(0)) ident = TRUE;
-                       if (set_image(0)) ident = TRUE;
-                       break;
-
-               case SV_POTION_INVULNERABILITY:
-                       (void)set_invuln(p_ptr->invuln + randint1(4) + 4, FALSE);
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_NEW_LIFE:
-                       do_cmd_rerate(FALSE);
-                       get_max_stats();
-                       p_ptr->update |= PU_BONUS;
-                       lose_all_mutations();
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_NEO_TSUYOSHI:
-                       (void)set_image(0);
-                       (void)set_tsuyoshi(p_ptr->tsuyoshi + randint1(100) + 100, FALSE);
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_TSUYOSHI:
-                       msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
-                       msg_print(NULL);
-                       p_ptr->tsuyoshi = 1;
-                       (void)set_tsuyoshi(0, TRUE);
-                       if (!p_ptr->resist_chaos)
-                       {
-                               (void)set_image(50 + randint1(50));
-                       }
-                       ident = TRUE;
-                       break;
-               
-               case SV_POTION_POLYMORPH:
-                       if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
-                       {
-                               lose_all_mutations();
-                       }
-                       else
-                       {
-                               do
-                               {
-                                       if (one_in_(2))
-                                       {
-                                               if(gain_random_mutation(0)) ident = TRUE;
-                                       }
-                                       else if (lose_mutation(0)) ident = TRUE;
-                               } while(!ident || one_in_(2));
-                       }
-                       break;
-               }
-       }
-
-       if (prace_is_(RACE_SKELETON))
-       {
-               msg_print(_("液体の一部はあなたのアゴを素通りして落ちた!", "Some of the fluid falls through your jaws!"));
-               (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, q_ptr->k_idx);
-       }
-
-       /* Combine / Reorder the pack (later) */
-       p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
-       if (!(object_is_aware(q_ptr)))
-       {
-               chg_virtue(V_PATIENCE, -1);
-               chg_virtue(V_CHANCE, 1);
-               chg_virtue(V_KNOWLEDGE, -1);
-       }
-
-       /* The item has been tried */
-       object_tried(q_ptr);
-
-       /* An identification was made */
-       if (ident && !object_is_aware(q_ptr))
-       {
-               object_aware(q_ptr);
-               gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
-       }
-
-       /* Window stuff */
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
-       /* Potions can feed the player */
-       switch (p_ptr->mimic_form)
-       {
-       case MIMIC_NONE:
-               switch (p_ptr->prace)
-               {
-                       case RACE_VAMPIRE:
-                               (void)set_food(p_ptr->food + (q_ptr->pval / 10));
-                               break;
-                       case RACE_SKELETON:
-                               /* Do nothing */
-                               break;
-                       case RACE_GOLEM:
-                       case RACE_ZOMBIE:
-                       case RACE_DEMON:
-                       case RACE_SPECTRE:
-                               set_food(p_ptr->food + ((q_ptr->pval) / 20));
-                               break;
-                       case RACE_ANDROID:
-                               if (q_ptr->tval == TV_FLASK)
-                               {
-                                       msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));
-                                       set_food(p_ptr->food + 5000);
-                               }
-                               else
-                               {
-                                       set_food(p_ptr->food + ((q_ptr->pval) / 20));
-                               }
-                               break;
-                       case RACE_ENT:
-                               msg_print(_("水分を取り込んだ。", "You are moistened."));
-                               set_food(MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
-                               break;
-                       default:
-                               (void)set_food(p_ptr->food + q_ptr->pval);
-                               break;
-               }
-               break;
-       case MIMIC_DEMON:
-       case MIMIC_DEMON_LORD:
-               set_food(p_ptr->food + ((q_ptr->pval) / 20));
-               break;
-       case MIMIC_VAMPIRE:
-               (void)set_food(p_ptr->food + (q_ptr->pval / 10));
-               break;
-       default:
-               (void)set_food(p_ptr->food + q_ptr->pval);
-               break;
-       }
-}
-
-
-/*!
- * @brief オブジェクトをプレイヤーが飲むことができるかを判定する /
- * Hook to determine if an object can be quaffed
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return 飲むことが可能ならばTRUEを返す
- */
-static bool item_tester_hook_quaff(object_type *o_ptr)
-{
-       if (o_ptr->tval == TV_POTION) return TRUE;
-
-       if (prace_is_(RACE_ANDROID))
-       {
-               if (o_ptr->tval == TV_FLASK && o_ptr->sval == SV_FLASK_OIL)
-                       return TRUE;
-       }
-       return FALSE;
-}
-
-
-/*!
- * @brief 薬を飲むコマンドのメインルーチン /
- * Quaff some potion (from the pack or floor)
- * @return なし
- */
-void do_cmd_quaff_potion(void)
-{
-       OBJECT_IDX item;
-       cptr q, s;
-
-       if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Restrict choices to potions */
-       item_tester_hook = item_tester_hook_quaff;
-
-       /* Get an item */
-       q = _("どの薬を飲みますか? ", "Quaff which potion? ");
-       s = _("飲める薬がない。", "You have no potions to quaff.");
-
-       if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
-       /* Quaff the potion */
-       do_cmd_quaff_potion_aux(item);
-}
-
-
-/*!
- * @brief 巻物を読むコマンドのサブルーチン
- * Read a scroll (from the pack or floor).
- * @param item 読むオブジェクトの所持品ID
- * @param known 判明済ならばTRUE
- * @return なし
- * @details
- * <pre>
- * Certain scrolls can be "aborted" without losing the scroll.  These
- * include scrolls with no effects but recharge or identify, which are
- * cancelled before use.  XXX Reading them still takes a turn, though.
- * </pre>
- */
-static void do_cmd_read_scroll_aux(int item, bool known)
-{
-       int         k, used_up, ident, lev;
-       object_type *o_ptr;
-
-
-       /* 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];
-       }
-
-
-       /* Take a turn */
-       p_ptr->energy_use = 100;
-
-       if (world_player)
-       {
-               if (flush_failure) flush();
-               msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen."));
-               sound(SOUND_FAIL);
-               return;
-       }
-
-       if (p_ptr->pclass == CLASS_BERSERKER)
-       {
-               msg_print(_("巻物なんて読めない。", "You cannot read."));
-               return;
-       }
-
-       if (music_singing_any()) stop_singing();
-
-       /* Hex */
-       if (hex_spelling_any() && ((p_ptr->lev < 35) || hex_spell_fully())) stop_hex_spell_all();
-
-       /* Not identified yet */
-       ident = FALSE;
-
-       /* Object level */
-       lev = k_info[o_ptr->k_idx].level;
-
-       /* Assume the scroll will get used up */
-       used_up = TRUE;
-
-       if (o_ptr->tval == TV_SCROLL)
-       {
-       /* Analyze the scroll */
-       switch (o_ptr->sval)
-       {
-               case SV_SCROLL_DARKNESS:
-               {
-                       if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
-                       {
-                               (void)set_blind(p_ptr->blind + 3 + randint1(5));
-                       }
-                       if (unlite_area(10, 3)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_AGGRAVATE_MONSTER:
-               {
-                       msg_print(_("カン高くうなる様な音が辺りを覆った。", "There is a high pitched humming noise."));
-                       aggravate_monsters(0);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_CURSE_ARMOR:
-               {
-                       if (curse_armor()) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_CURSE_WEAPON:
-               {
-                       k = 0;
-                       if (buki_motteruka(INVEN_RARM))
-                       {
-                               k = INVEN_RARM;
-                               if (buki_motteruka(INVEN_LARM) && one_in_(2)) k = INVEN_LARM;
-                       }
-                       else if (buki_motteruka(INVEN_LARM)) k = INVEN_LARM;
-                       if (k && curse_weapon(FALSE, k)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_SUMMON_MONSTER:
-               {
-                       for (k = 0; k < randint1(3); k++)
-                       {
-                               if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
-                               {
-                                       ident = TRUE;
-                               }
-                       }
-                       break;
-               }
-
-               case SV_SCROLL_SUMMON_UNDEAD:
-               {
-                       for (k = 0; k < randint1(3); k++)
-                       {
-                               if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
-                               {
-                                       ident = TRUE;
-                               }
-                       }
-                       break;
-               }
-
-               case SV_SCROLL_SUMMON_PET:
-               {
-                       if (summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET)))
-                       {
-                               ident = TRUE;
-                       }
-                       break;
-               }
-
-               case SV_SCROLL_SUMMON_KIN:
-               {
-                       if (summon_kin_player(p_ptr->lev, p_ptr->y, p_ptr->x, (PM_FORCE_PET | PM_ALLOW_GROUP)))
-                       {
-                               ident = TRUE;
-                       }
-                       break;
-               }
-
-               case SV_SCROLL_TRAP_CREATION:
-               {
-                       if (trap_creation(p_ptr->y, p_ptr->x)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_PHASE_DOOR:
-               {
-                       teleport_player(10, 0L);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_TELEPORT:
-               {
-                       teleport_player(100, 0L);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_TELEPORT_LEVEL:
-               {
-                       (void)teleport_level(0);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_WORD_OF_RECALL:
-               {
-                       if (!word_of_recall()) used_up = FALSE;
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_IDENTIFY:
-               {
-                       if (!ident_spell(FALSE)) used_up = FALSE;
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_STAR_IDENTIFY:
-               {
-                       if (!identify_fully(FALSE)) used_up = FALSE;
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_REMOVE_CURSE:
-               {
-                       if (remove_curse())
-                       {
-                               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."));
-                               ident = TRUE;
-                       }
-                       break;
-               }
-
-               case SV_SCROLL_STAR_REMOVE_CURSE:
-               {
-                       if (remove_all_curse())
-                       {
-                               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."));
-                       }
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_ENCHANT_ARMOR:
-               {
-                       ident = TRUE;
-                       if (!enchant_spell(0, 0, 1)) used_up = FALSE;
-                       break;
-               }
-
-               case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
-               {
-                       if (!enchant_spell(1, 0, 0)) used_up = FALSE;
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
-               {
-                       if (!enchant_spell(0, 1, 0)) used_up = FALSE;
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_STAR_ENCHANT_ARMOR:
-               {
-                       if (!enchant_spell(0, 0, randint1(3) + 2)) used_up = FALSE;
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_STAR_ENCHANT_WEAPON:
-               {
-                       if (!enchant_spell(randint1(3), randint1(3), 0)) used_up = FALSE;
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_RECHARGING:
-               {
-                       if (!recharge(130)) used_up = FALSE;
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_MUNDANITY:
-               {
-                       ident = TRUE;
-                       if (!mundane_spell(FALSE)) used_up = FALSE;
-                       break;
-               }
-
-               case SV_SCROLL_LIGHT:
-               {
-                       if (lite_area(damroll(2, 8), 2)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_MAPPING:
-               {
-                       map_area(DETECT_RAD_MAP);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_DETECT_GOLD:
-               {
-                       if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_DETECT_ITEM:
-               {
-                       if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_DETECT_TRAP:
-               {
-                       if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_DETECT_DOOR:
-               {
-                       if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_DETECT_INVIS:
-               {
-                       if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_SATISFY_HUNGER:
-               {
-                       if (set_food(PY_FOOD_MAX - 1)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_BLESSING:
-               {
-                       if (set_blessed(p_ptr->blessed + randint1(12) + 6, FALSE)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_HOLY_CHANT:
-               {
-                       if (set_blessed(p_ptr->blessed + randint1(24) + 12, FALSE)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_HOLY_PRAYER:
-               {
-                       if (set_blessed(p_ptr->blessed + randint1(48) + 24, FALSE)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_MONSTER_CONFUSION:
-               {
-                       if (!(p_ptr->special_attack & ATTACK_CONFUSE))
-                       {
-                               msg_print(_("手が輝き始めた。", "Your hands begin to glow."));
-                               p_ptr->special_attack |= ATTACK_CONFUSE;
-                               p_ptr->redraw |= (PR_STATUS);
-                               ident = TRUE;
-                       }
-                       break;
-               }
-
-               case SV_SCROLL_PROTECTION_FROM_EVIL:
-               {
-                       k = 3 * p_ptr->lev;
-                       if (set_protevil(p_ptr->protevil + randint1(25) + k, FALSE)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_RUNE_OF_PROTECTION:
-               {
-                       warding_glyph();
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
-               {
-                       if (destroy_doors_touch()) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_STAR_DESTRUCTION:
-               {
-                       if (destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE))
-                               ident = TRUE;
-                       else
-                               msg_print(_("ダンジョンが揺れた...", "The dungeon trembles..."));
-
-                       break;
-               }
-
-               case SV_SCROLL_DISPEL_UNDEAD:
-               {
-                       if (dispel_undead(80)) ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_SPELL:
-               {
-                       if ((p_ptr->pclass == CLASS_WARRIOR) ||
-                               (p_ptr->pclass == CLASS_IMITATOR) ||
-                               (p_ptr->pclass == CLASS_MINDCRAFTER) ||
-                               (p_ptr->pclass == CLASS_SORCERER) ||
-                               (p_ptr->pclass == CLASS_ARCHER) ||
-                               (p_ptr->pclass == CLASS_MAGIC_EATER) ||
-                               (p_ptr->pclass == CLASS_RED_MAGE) ||
-                               (p_ptr->pclass == CLASS_SAMURAI) ||
-                               (p_ptr->pclass == CLASS_BLUE_MAGE) ||
-                               (p_ptr->pclass == CLASS_CAVALRY) ||
-                               (p_ptr->pclass == CLASS_BERSERKER) ||
-                               (p_ptr->pclass == CLASS_SMITH) ||
-                               (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
-                               (p_ptr->pclass == CLASS_NINJA) ||
-                               (p_ptr->pclass == CLASS_SNIPER)) break;
-                       p_ptr->add_spells++;
-                       p_ptr->update |= (PU_SPELLS);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_GENOCIDE:
-               {
-                       (void)symbol_genocide(300, TRUE);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_MASS_GENOCIDE:
-               {
-                       (void)mass_genocide(300, TRUE);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_ACQUIREMENT:
-               {
-                       acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_STAR_ACQUIREMENT:
-               {
-                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
-                       ident = TRUE;
-                       break;
-               }
-
-               /* New Hengband scrolls */
-               case SV_SCROLL_FIRE:
-               {
-                       fire_ball(GF_FIRE, 0, 666, 4);
-                       /* Note: "Double" damage since it is centered on the player ... */
-                       if (!(IS_OPPOSE_FIRE() || p_ptr->resist_fire || p_ptr->immune_fire))
-                               take_hit(DAMAGE_NOESCAPE, 50+randint1(50), _("炎の巻物", "a Scroll of Fire"), -1);
-
-                       ident = TRUE;
-                       break;
-               }
-
-
-               case SV_SCROLL_ICE:
-               {
-                       fire_ball(GF_ICE, 0, 777, 4);
-                       if (!(IS_OPPOSE_COLD() || p_ptr->resist_cold || p_ptr->immune_cold))
-                               take_hit(DAMAGE_NOESCAPE, 100+randint1(100), _("氷の巻物", "a Scroll of Ice"), -1);
-
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_CHAOS:
-               {
-                       fire_ball(GF_CHAOS, 0, 1000, 4);
-                       if (!p_ptr->resist_chaos)
-                               take_hit(DAMAGE_NOESCAPE, 111+randint1(111), _("ログルスの巻物", "a Scroll of Logrus"), -1);
-
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_RUMOR:
-               {
-                       msg_print(_("巻物にはメッセージが書かれている:", "There is message on the scroll. It says:"));
-                       msg_print(NULL);
-                       display_rumor(TRUE);
-                       msg_print(NULL);
-                       msg_print(_("巻物は煙を立てて消え去った!", "The scroll disappears in a puff of smoke!"));
-
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_SCROLL_ARTIFACT:
-               {
-                       ident = TRUE;
-                       if (!artifact_scroll()) used_up = FALSE;
-                       break;
-               }
-
-               case SV_SCROLL_RESET_RECALL:
-               {
-                       ident = TRUE;
-                       if (!reset_recall()) used_up = FALSE;
-                       break;
-               }
-
-               case SV_SCROLL_AMUSEMENT:
-               {
-                       ident = TRUE;
-                       amusement(p_ptr->y, p_ptr->x, 1, FALSE);
-                       break;
-               }
-
-               case SV_SCROLL_STAR_AMUSEMENT:
-               {
-                       ident = TRUE;
-                       amusement(p_ptr->y, p_ptr->x,  randint1(2) + 1, FALSE);
-                       break;
-               }
-       }
-       }
-       else if (o_ptr->name1 == ART_GHB)
-       {
-               msg_print(_("私は苦労して『グレーター・ヘル=ビースト』を倒した。", "I had a very hard time to kill the Greater hell-beast, "));
-               msg_print(_("しかし手に入ったのはこのきたないTシャツだけだった。", "but all I got was this lousy t-shirt!"));
-               used_up = FALSE;
-       }
-       else if (o_ptr->name1 == ART_POWER)
-       {
-               msg_print(_("「一つの指輪は全てを統べ、", "'One Ring to rule them all, "));
-               msg_print(NULL);
-               msg_print(_("一つの指輪は全てを見つけ、", "One Ring to find them, "));
-               msg_print(NULL);
-               msg_print(_("一つの指輪は全てを捕らえて", "One Ring to bring them all "));
-               msg_print(NULL);
-               msg_print(_("暗闇の中に繋ぎとめる。」", "and in the darkness bind them.'"));
-               used_up = FALSE;
-       }
-       else if (o_ptr->tval==TV_PARCHMENT)
-       {
-               cptr q;
-               char o_name[MAX_NLEN];
-               char buf[1024];
-
-               /* Save screen */
-               screen_save();
-
-               q=format("book-%d_jp.txt",o_ptr->sval);
-
-               /* Display object description */
-               object_desc(o_name, o_ptr, OD_NAME_ONLY);
-
-               /* Build the filename */
-               path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, q);
-
-               /* Peruse the help file */
-               (void)show_file(TRUE, buf, o_name, 0, 0);
-
-               /* Load screen */
-               screen_load();
-
-               used_up=FALSE;
-       }
-
-
-       /* Combine / Reorder the pack (later) */
-       p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
-       if (!(object_is_aware(o_ptr)))
-       {
-               chg_virtue(V_PATIENCE, -1);
-               chg_virtue(V_CHANCE, 1);
-               chg_virtue(V_KNOWLEDGE, -1);
-       }
-
-       /* The item was tried */
-       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);
-       }
-
-       /* Window stuff */
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
-
-       /* Hack -- allow certain scrolls to be "preserved" */
-       if (!used_up)
-       {
-               return;
-       }
-
-       sound(SOUND_SCROLL);
-
-       /* Destroy a scroll in the pack */
-       if (item >= 0)
-       {
-               inven_item_increase(item, -1);
-               inven_item_describe(item);
-               inven_item_optimize(item);
-       }
-
-       /* Destroy a scroll on the floor */
-       else
-       {
-               floor_item_increase(0 - item, -1);
-               floor_item_describe(0 - item);
-               floor_item_optimize(0 - item);
-       }
-}
-
-/*!
- * @brief オブジェクトをプレイヤーが読むことができるかを判定する /
- * Hook to determine if an object is readable
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return 読むことが可能ならばTRUEを返す
- */
-static bool item_tester_hook_readable(object_type *o_ptr)
-{
-       if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);
-
-       /* Assume not */
-       return (FALSE);
-}
-
-/*!
- * @brief 読むコマンドのメインルーチン /
- * Eat some food (from the pack or floor)
- * @return なし
- */
-void do_cmd_read_scroll(void)
-{
-       object_type *o_ptr;
-       OBJECT_IDX item;
-       cptr q, s;
-
-       if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Check some conditions */
-       if (p_ptr->blind)
-       {
-               msg_print(_("目が見えない。", "You can't see anything."));
-               return;
-       }
-       if (no_lite())
-       {
-               msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
-               return;
-       }
-       if (p_ptr->confused)
-       {
-               msg_print(_("混乱していて読めない。", "You are too confused!"));
-               return;
-       }
-
-
-       /* Restrict choices to scrolls */
-       item_tester_hook = item_tester_hook_readable;
-
-       /* Get an item */
-       q = _("どの巻物を読みますか? ", "Read which scroll? ");
-       s = _("読める巻物がない。", "You have no scrolls to read.");
-
-       if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
-       /* 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];
-       }
-
-       /* Read the scroll */
-       do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));
-}
-
-/*!
- * @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
- */
-static int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
-{
-       int k;
-       int ident = FALSE;
-       int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
-       int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
-
-       /* Analyze the staff */
-       switch (sval)
-       {
-               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)))
-                               {
-                                       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)
-                       {
-                               if (magic)
-                               {
-                                       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."));
-                               }
-                               else if (!p_ptr->blind)
-                               {
-                                       msg_print(_("杖は一瞬ブルーに輝いた...", "The staff glows blue for a moment..."));
-
-                               }
-                               ident = TRUE;
-                       }
-                       break;
-               }
-
-               case SV_STAFF_STARLITE:
-               {
-                       HIT_POINT num = damroll(5, 3);
-                       POSITION y = 0, x = 0;
-                       int attempts;
-
-                       if (!p_ptr->blind && !magic)
-                       {
-                               msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
-                       }
-                       for (k = 0; k < num; k++)
-                       {
-                               attempts = 1000;
-
-                               while (attempts--)
-                               {
-                                       scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
-
-                                       if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
-
-                                       if (!player_bold(y, x)) break;
-                               }
-
-                               project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,
-                                                 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
-                       }
-                       ident = TRUE;
-                       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:
-               {
-                       if (hp_player(damroll((powerful ? 4 : 2), 8))) ident = TRUE;
-                       if (powerful) {
-                               if (set_blind(0)) ident = TRUE;
-                               if (set_poisoned(0)) ident = TRUE;
-                               if (set_cut(p_ptr->cut - 10)) ident = TRUE;
-                       }
-                       if (set_shero(0,TRUE)) ident = TRUE;
-                       break;
-               }
-
-               case SV_STAFF_CURING:
-               {
-                       if (set_blind(0)) ident = TRUE;
-                       if (set_poisoned(0)) ident = TRUE;
-                       if (set_confused(0)) ident = TRUE;
-                       if (set_stun(0)) ident = TRUE;
-                       if (set_cut(0)) ident = TRUE;
-                       if (set_image(0)) ident = TRUE;
-                       if (set_shero(0,TRUE)) ident = TRUE;
-                       break;
-               }
-
-               case SV_STAFF_HEALING:
-               {
-                       if (hp_player(powerful ? 500 : 300)) ident = TRUE;
-                       if (set_stun(0)) ident = TRUE;
-                       if (set_cut(0)) ident = TRUE;
-                       if (set_shero(0,TRUE)) ident = TRUE;
-                       break;
-               }
-
-               case SV_STAFF_THE_MAGI:
-               {
-                       if (do_res_stat(A_INT)) ident = TRUE;
-                       if (p_ptr->csp < p_ptr->msp)
-                       {
-                               p_ptr->csp = p_ptr->msp;
-                               p_ptr->csp_frac = 0;
-                               ident = TRUE;
-                               msg_print(_("頭がハッキリとした。", "You feel your head clear."));
-
-                               p_ptr->redraw |= (PR_MANA);
-                               p_ptr->window |= (PW_PLAYER);
-                               p_ptr->window |= (PW_SPELL);
-                       }
-                       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:
-               {
-                       probing();
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_STAFF_DISPEL_EVIL:
-               {
-                       if (dispel_evil(powerful ? 120 : 80)) ident = TRUE;
-                       break;
-               }
-
-               case SV_STAFF_POWER:
-               {
-                       if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE;
-                       break;
-               }
-
-               case SV_STAFF_HOLINESS:
-               {
-                       if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
-                       k = 3 * lev;
-                       if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
-                       if (set_poisoned(0)) ident = TRUE;
-                       if (set_afraid(0)) ident = TRUE;
-                       if (hp_player(50)) ident = TRUE;
-                       if (set_stun(0)) ident = TRUE;
-                       if (set_cut(0)) ident = TRUE;
-                       break;
-               }
-
-               case SV_STAFF_GENOCIDE:
-               {
-                       (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);
-                       ident = 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:
-               {
-                       if (destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE))
-                               ident = TRUE;
-
-                       break;
-               }
-
-               case SV_STAFF_ANIMATE_DEAD:
-               {
-                       if (animate_dead(0, p_ptr->y, p_ptr->x))
-                               ident = TRUE;
-
-                       break;
-               }
-
-               case SV_STAFF_MSTORM:
-               {
-                       msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
-                       project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
-                               (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
-                       if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
-                       {
-                               (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);
-                       }
-                       ident = TRUE;
-
-                       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".
- */
-static void do_cmd_use_staff_aux(int 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 a turn */
-       p_ptr->energy_use = 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 (world_player)
-       {
-               if (flush_failure) flush();
-               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."));
-               sound(SOUND_FAIL);
-               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);
-
-               /* Combine / Reorder the pack (later) */
-               p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-               p_ptr->window |= (PW_INVEN);
-
-               return;
-       }
-
-
-       /* Sound */
-       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);
-       }
-
-       /* Combine / Reorder the pack (later) */
-       p_ptr->notice |= (PN_COMBINE | PN_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);
-       }
-
-       /* Window stuff */
-       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;
-
-               /* Get local object */
-               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);
-
-               /* Message */
-               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;
-       cptr q, s;
-
-       if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Restrict choices to wands */
-       item_tester_tval = TV_STAFF;
-
-       /* Get an item */
-       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 (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
-       do_cmd_use_staff_aux(item);
-}
-
-/*!
- * @brief 魔法棒の効果を発動する
- * @param sval オブジェクトのsval
- * @param dir 発動の方向ID
- * @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
- * @return 発動により効果内容が確定したならばTRUEを返す
- */
-static int wand_effect(OBJECT_SUBTYPE_VALUE sval, int dir, bool powerful, bool magic)
-{
-       int ident = FALSE;
-       int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
-       int rad = powerful ? 3 : 2;
-
-       /* XXX Hack -- Wand of wonder can do anything before it */
-       if (sval == SV_WAND_WONDER)
-       {
-               int vir = virtue_number(V_CHANCE);
-               sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
-
-               if (vir)
-               {
-                       if (p_ptr->virtues[vir - 1] > 0)
-                       {
-                               while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
-                               if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
-                       }
-                       else
-                       {
-                               while (randint1(300) < (0-p_ptr->virtues[vir - 1])) sval--;
-                               if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
-                       }
-               }
-               if (sval < SV_WAND_TELEPORT_AWAY)
-                       chg_virtue(V_CHANCE, 1);
-       }
-
-       /* Analyze the wand */
-       switch (sval)
-       {
-               case SV_WAND_HEAL_MONSTER:
-               {
-                       HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
-                       if (heal_monster(dir, dam)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_HASTE_MONSTER:
-               {
-                       if (speed_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_CLONE_MONSTER:
-               {
-                       if (clone_monster(dir)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_TELEPORT_AWAY:
-               {
-                       int distance = MAX_SIGHT * (powerful ? 8 : 5);
-                       if (teleport_monster(dir, distance)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_DISARMING:
-               {
-                       if (disarm_trap(dir)) ident = TRUE;
-                       if (powerful && disarm_traps_touch()) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_TRAP_DOOR_DEST:
-               {
-                       if (destroy_door(dir)) ident = TRUE;
-                       if (powerful && destroy_doors_touch()) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_STONE_TO_MUD:
-               {
-                       HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
-                       if (wall_to_mud(dir, dam)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_LITE:
-               {
-                       HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
-                       msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
-                       (void)lite_line(dir, dam);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_SLEEP_MONSTER:
-               {
-                       if (sleep_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_SLOW_MONSTER:
-               {
-                       if (slow_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_CONFUSE_MONSTER:
-               {
-                       if (confuse_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_FEAR_MONSTER:
-               {
-                       if (fear_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_HYPODYNAMIA:
-               {
-                       if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_POLYMORPH:
-               {
-                       if (poly_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_STINKING_CLOUD:
-               {
-                       fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_MAGIC_MISSILE:
-               {
-                       fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_ACID_BOLT:
-               {
-                       fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_CHARM_MONSTER:
-               {
-                       if (charm_monster(dir, MAX(20, lev)))
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_FIRE_BOLT:
-               {
-                       fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_COLD_BOLT:
-               {
-                       fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_ACID_BALL:
-               {
-                       fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_ELEC_BALL:
-               {
-                       fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_FIRE_BALL:
-               {
-                       fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_COLD_BALL:
-               {
-                       fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_WONDER:
-               {
-                       msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops.  Wand of wonder activated."));
-                       break;
-               }
-
-               case SV_WAND_DRAGON_FIRE:
-               {
-                       fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_DRAGON_COLD:
-               {
-                       fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_DRAGON_BREATH:
-               {
-                       HIT_POINT dam;
-                       int typ;
-
-                       switch (randint1(5))
-                       {
-                               case 1:
-                                       dam = 240;
-                                       typ = GF_ACID;
-                                       break;
-                               case 2:
-                                       dam = 210;
-                                       typ = GF_ELEC;
-                                       break;
-                               case 3:
-                                       dam = 240;
-                                       typ = GF_FIRE;
-                                       break;
-                               case 4:
-                                       dam = 210;
-                                       typ = GF_COLD;
-                                       break;
-                               default:
-                                       dam = 180;
-                                       typ = GF_POIS;
-                                       break;
-                       }
-
-                       if (powerful) dam = (dam * 3) / 2;
-
-                       fire_ball(typ, dir, dam, -3);
-
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_DISINTEGRATE:
-               {
-                       fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_ROCKETS:
-               {
-                       msg_print(_("ロケットを発射した!", "You launch a rocket!"));
-                       fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_STRIKING:
-               {
-                       fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_GENOCIDE:
-               {
-                       fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
-                       ident = TRUE;
-                       break;
-               }
-       }
-       return ident;
-}
-
-/*!
- * @brief 魔法棒を使うコマンドのサブルーチン / 
- * Aim a wand (from the pack or floor).
- * @param item 使うオブジェクトの所持品ID
- * @return なし
- * @details
- * <pre>
- * Use a single charge from a single item.
- * Handle "unstacking" in a logical manner.
- * For simplicity, you cannot use a stack of items from the
- * ground.  This would require too much nasty code.
- * There are no wands which can "destroy" themselves, in the inventory
- * or on the ground, so we can ignore this possibility.  Note that this
- * required giving "wand of wonder" the ability to ignore destruction
- * by electric balls.
- * All wands can be "cancelled" at the "Direction?" prompt for free.
- * Note that the basic "bolt" wands do slightly less damage than the
- * basic "bolt" rods, but the basic "ball" wands do the same damage
- * as the basic "ball" rods.
- * </pre>
- */
-static void do_cmd_aim_wand_aux(int item)
-{
-       int         lev, ident, chance, dir;
-       object_type *o_ptr;
-       bool old_target_pet = target_pet;
-
-       /* 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 aim a pile from the ground */
-       if ((item < 0) && (o_ptr->number > 1))
-       {
-               msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
-               return;
-       }
-
-
-       /* Allow direction to be cancelled for free */
-       if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
-                                     || o_ptr->sval == SV_WAND_HASTE_MONSTER))
-                       target_pet = TRUE;
-       if (!get_aim_dir(&dir))
-       {
-               target_pet = old_target_pet;
-               return;
-       }
-       target_pet = old_target_pet;
-
-       /* Take a turn */
-       p_ptr->energy_use = 100;
-
-       /* Get the 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 (world_player)
-       {
-               if (flush_failure) flush();
-               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 wand is freezing too."));
-               sound(SOUND_FAIL);
-               return;
-       }
-
-       /* Roll for usage */
-       if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
-       {
-               if (flush_failure) flush();
-               msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
-               sound(SOUND_FAIL);
-               return;
-       }
-
-       /* The wand is already empty! */
-       if (o_ptr->pval <= 0)
-       {
-               if (flush_failure) flush();
-               msg_print(_("この魔法棒にはもう魔力が残っていない。", "The wand has no charges left."));
-               o_ptr->ident |= (IDENT_EMPTY);
-
-               /* Combine / Reorder the pack (later) */
-               p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-               p_ptr->window |= (PW_INVEN);
-
-               return;
-       }
-
-       /* Sound */
-       sound(SOUND_ZAP);
-
-       ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
-
-       /* Combine / Reorder the pack (later) */
-       p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
-       if (!(object_is_aware(o_ptr)))
-       {
-               chg_virtue(V_PATIENCE, -1);
-               chg_virtue(V_CHANCE, 1);
-               chg_virtue(V_KNOWLEDGE, -1);
-       }
-
-       /* Mark it as tried */
-       object_tried(o_ptr);
-
-       /* Apply identification */
-       if (ident && !object_is_aware(o_ptr))
-       {
-               object_aware(o_ptr);
-               gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
-       }
-
-       /* Window stuff */
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
-
-       /* Use a single charge */
-       o_ptr->pval--;
-
-       /* Describe the charges in the pack */
-       if (item >= 0)
-       {
-               inven_item_charges(item);
-       }
-
-       /* Describe the charges on the floor */
-       else
-       {
-               floor_item_charges(0 - item);
-       }
-}
-
-/*!
- * @brief 魔法棒を使うコマンドのメインルーチン /
- * @return なし
- */
-void do_cmd_aim_wand(void)
-{
-       OBJECT_IDX item;
-       cptr    q, s;
-
-       /* Restrict choices to wands */
-       item_tester_tval = TV_WAND;
-
-       if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Get an item */
-       q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
-       s = _("使える魔法棒がない。", "You have no wand to aim.");
-       
-       if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
-       /* Aim the wand */
-       do_cmd_aim_wand_aux(item);
-}
 
 /*!
  * @brief ロッドの効果を発動する
@@ -3460,29 +494,6 @@ void do_cmd_zap_rod(void)
 }
 
 /*!
- * @brief オブジェクトをプレイヤーが魔道具として発動できるかを判定する /
- * Hook to determine if an object is activatable
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return 魔道具として発動可能ならばTRUEを返す
- */
-static bool item_tester_hook_activate(object_type *o_ptr)
-{
-       u32b flgs[TR_FLAG_SIZE];
-
-       /* Not known */
-       if (!object_is_known(o_ptr)) return (FALSE);
-
-       /* Extract the flags */
-       object_flags(o_ptr, flgs);
-
-       /* Check activation flag */
-       if (have_flag(flgs, TR_ACTIVATE)) return (TRUE);
-
-       /* Assume not */
-       return (FALSE);
-}
-
-/*!
  * @brief 『一つの指輪』の効果処理 /
  * Hack -- activate the ring of power
  * @param dir 発動の方向ID
@@ -3551,391 +562,6 @@ void ring_of_power(int dir)
 }
 
 /*!
- * @brief ペット入りモンスターボールをソートするための比較関数
- * @param u 所持品配列の参照ポインタ
- * @param v 未使用
- * @param a 所持品ID1
- * @param b 所持品ID2
- * @return 1の方が大であればTRUE
- */
-static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
-{
-       u16b *who = (u16b*)(u);
-
-       int w1 = who[a];
-       int w2 = who[b];
-
-       monster_type *m_ptr1 = &m_list[w1];
-       monster_type *m_ptr2 = &m_list[w2];
-       monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
-       monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
-
-       /* Unused */
-       (void)v;
-
-       if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
-       if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
-
-       if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
-       if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
-
-       if (r_ptr1->level > r_ptr2->level) return TRUE;
-       if (r_ptr2->level > r_ptr1->level) return FALSE;
-
-       if (m_ptr1->hp > m_ptr2->hp) return TRUE;
-       if (m_ptr2->hp > m_ptr1->hp) return FALSE;
-       
-       return w1 <= w2;
-}
-
-
-/*!
- * @brief 装備を発動するコマンドのサブルーチン /
- * Activate a wielded object.  Wielded objects never stack.
- * And even if they did, activatable objects never stack.
- * @param item 発動するオブジェクトの所持品ID
- * @return なし
- * @details
- * <pre>
- * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
- * But one could, for example, easily make an activatable "Ring of Plasma".
- * Note that it always takes a turn to activate an artifact, even if
- * the user hits "escape" at the "direction" prompt.
- * </pre>
- */
-static void do_cmd_activate_aux(int item)
-{
-       int         dir, lev, chance, fail;
-       object_type *o_ptr;
-       bool success;
-
-
-       /* 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];
-       }
-
-       /* Take a turn */
-       p_ptr->energy_use = 100;
-
-       /* Extract the item level */
-       lev = k_info[o_ptr->k_idx].level;
-
-       /* Hack -- use artifact level instead */
-       if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
-       else if (object_is_random_artifact(o_ptr))
-       {
-               const activation_type* const act_ptr = find_activation_info(o_ptr);
-               if (act_ptr) {
-                       lev = act_ptr->level;
-               }
-       }
-       else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
-
-       /* Base chance of success */
-       chance = p_ptr->skill_dev;
-
-       /* Confusion hurts skill */
-       if (p_ptr->confused) chance = chance / 2;
-
-       fail = lev+5;
-       if (chance > fail) fail -= (chance - fail)*2;
-       else chance -= (fail - chance)*2;
-       if (fail < USE_DEVICE) fail = USE_DEVICE;
-       if (chance < USE_DEVICE) chance = USE_DEVICE;
-
-       if (world_player)
-       {
-               if (flush_failure) flush();
-               msg_print(_("止まった時の中ではうまく働かないようだ。", "It shows no reaction."));
-               sound(SOUND_FAIL);
-               return;
-       }
-
-       if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
-       else if (chance > fail)
-       {
-               if (randint0(chance*2) < fail) success = FALSE;
-               else success = TRUE;
-       }
-       else
-       {
-               if (randint0(fail*2) < chance) success = TRUE;
-               else success = FALSE;
-       }
-
-       /* Roll for usage */
-       if (!success)
-       {
-               if (flush_failure) flush();
-               msg_print(_("うまく始動させることができなかった。", "You failed to activate it properly."));
-               sound(SOUND_FAIL);
-               return;
-       }
-
-       /* Check the recharge */
-       if (o_ptr->timeout)
-       {
-               msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
-               return;
-       }
-
-       /* Some lights need enough fuel for activation */
-       if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
-               ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
-       {
-               msg_print(_("燃料がない。", "It has no fuel."));
-               p_ptr->energy_use = 0;
-               return;
-       }
-
-       /* Activate the artifact */
-       msg_print(_("始動させた...", "You activate it..."));
-
-       /* Sound */
-       sound(SOUND_ZAP);
-
-       /* Activate object */
-       if (activation_index(o_ptr))
-       {
-               (void)activate_random_artifact(o_ptr);
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Success */
-               return;
-       }
-
-       /* Special items */
-       else if (o_ptr->tval == TV_WHISTLE)
-       {
-               if (music_singing_any()) stop_singing();
-               if (hex_spelling_any()) stop_hex_spell_all();
-
-#if 0
-               if (object_is_cursed(o_ptr))
-               {
-                       msg_print(_("カン高い音が響き渡った。", "You produce a shrill whistling sound."));
-                       aggravate_monsters(0);
-               }
-               else
-#endif
-               {
-                       IDX pet_ctr, i;
-                       IDX *who;
-                       int max_pet = 0;
-                       u16b dummy_why;
-
-                       /* Allocate the "who" array */
-                       C_MAKE(who, max_m_idx, IDX);
-
-                       /* Process the monsters (backwards) */
-                       for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
-                       {
-                               if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
-                                 who[max_pet++] = pet_ctr;
-                       }
-
-                       /* Select the sort method */
-                       ang_sort_comp = ang_sort_comp_pet;
-                       ang_sort_swap = ang_sort_swap_hook;
-
-                       ang_sort(who, &dummy_why, max_pet);
-
-                       /* Process the monsters (backwards) */
-                       for (i = 0; i < max_pet; i++)
-                       {
-                               pet_ctr = who[i];
-                               teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
-                       }
-
-                       /* Free the "who" array */
-                       C_KILL(who, max_m_idx, IDX);
-               }
-               o_ptr->timeout = 100+randint1(100);
-               return;
-       }
-       else if (o_ptr->tval == TV_CAPTURE)
-       {
-               if(!o_ptr->pval)
-               {
-                       bool old_target_pet = target_pet;
-                       target_pet = TRUE;
-                       if (!get_aim_dir(&dir))
-                       {
-                               target_pet = old_target_pet;
-                               return;
-                       }
-                       target_pet = old_target_pet;
-
-                       if(fire_ball(GF_CAPTURE, dir, 0, 0))
-                       {
-                               o_ptr->pval = (PARAMETER_VALUE)cap_mon;
-                               o_ptr->xtra3 = (XTRA8)cap_mspeed;
-                               o_ptr->xtra4 = (XTRA16)cap_hp;
-                               o_ptr->xtra5 = (XTRA16)cap_maxhp;
-                               if (cap_nickname)
-                               {
-                                       cptr t;
-                                       char *s;
-                                       char buf[80] = "";
-
-                                       if (o_ptr->inscription)
-                                               strcpy(buf, quark_str(o_ptr->inscription));
-                                       s = buf;
-                                       for (s = buf;*s && (*s != '#'); s++)
-                                       {
-#ifdef JP
-                                               if (iskanji(*s)) s++;
-#endif
-                                       }
-                                       *s = '#';
-                                       s++;
-#ifdef JP
- /*nothing*/
-#else
-                                       *s++ = '\'';
-#endif
-                                       t = quark_str(cap_nickname);
-                                       while (*t)
-                                       {
-                                               *s = *t;
-                                               s++;
-                                               t++;
-                                       }
-#ifdef JP
- /*nothing*/
-#else
-                                       *s++ = '\'';
-#endif
-                                       *s = '\0';
-                                       o_ptr->inscription = quark_add(buf);
-                               }
-                       }
-               }
-               else
-               {
-                       success = FALSE;
-                       if (!get_rep_dir2(&dir)) return;
-                       if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
-                       {
-                               if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
-                               {
-                                       if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
-                                       if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
-                                       if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
-                                       m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
-                                       if (o_ptr->inscription)
-                                       {
-                                               char buf[80];
-                                               cptr t;
-#ifndef JP
-                                               bool quote = FALSE;
-#endif
-
-                                               t = quark_str(o_ptr->inscription);
-                                               for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
-                                               {
-#ifdef JP
-                                                       if (iskanji(*t)) t++;
-#endif
-                                               }
-                                               if (*t)
-                                               {
-                                                       char *s = buf;
-                                                       t++;
-#ifdef JP
-                                                       /* nothing */
-#else
-                                                       if (*t =='\'')
-                                                       {
-                                                               t++;
-                                                               quote = TRUE;
-                                                       }
-#endif
-                                                       while(*t)
-                                                       {
-                                                               *s = *t;
-                                                               t++;
-                                                               s++;
-                                                       }
-#ifdef JP
-                                                       /* nothing */
-#else
-                                                       if (quote && *(s-1) =='\'')
-                                                               s--;
-#endif
-                                                       *s = '\0';
-                                                       m_list[hack_m_idx_ii].nickname = quark_add(buf);
-                                                       t = quark_str(o_ptr->inscription);
-                                                       s = buf;
-                                                       while(*t && (*t != '#'))
-                                                       {
-                                                               *s = *t;
-                                                               t++;
-                                                               s++;
-                                                       }
-                                                       *s = '\0';
-                                                       o_ptr->inscription = quark_add(buf);
-                                               }
-                                       }
-                                       o_ptr->pval = 0;
-                                       o_ptr->xtra3 = 0;
-                                       o_ptr->xtra4 = 0;
-                                       o_ptr->xtra5 = 0;
-                                       success = TRUE;
-                               }
-                       }
-                       if (!success)
-                               msg_print(_("おっと、解放に失敗した。", "Oops.  You failed to release your pet."));
-               }
-               calc_android_exp();
-               return;
-       }
-
-       /* Mistake */
-       msg_print(_("おっと、このアイテムは始動できない。", "Oops.  That object cannot be activated."));
-}
-
-/*!
- * @brief 装備を発動するコマンドのメインルーチン /
- * @return なし
- */
-void do_cmd_activate(void)
-{
-       OBJECT_IDX item;
-       cptr    q, s;
-
-
-       if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
-       {
-               set_action(ACTION_NONE);
-       }
-
-       item_tester_no_ryoute = TRUE;
-       /* Prepare the hook */
-       item_tester_hook = item_tester_hook_activate;
-
-       /* Get an item */
-       q = _("どのアイテムを始動させますか? ", "Activate which item? ");
-       s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
-
-       if (!get_item(&item, q, s, (USE_EQUIP))) return;
-
-       /* Activate the item */
-       do_cmd_activate_aux(item);
-}
-
-
-/*!
  * @brief オブジェクトをプレイヤーが簡易使用コマンドで利用できるかを判定する /
  * Hook to determine if an object is useable
  * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ