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[modify] #37914 (2.2.1.3) ブレス処理をfire_ball()からfire_breath()に分離。 / Separate fire_breath...
[hengband/hengband.git] / src / cmd6.c
index ebd8d1a..ecd16c9 100644 (file)
@@ -1,19 +1,17 @@
-/* File: cmd6.c */
-
-/*
+/*!
+ * @file cmd6.c
+ * @brief プレイヤーのアイテムに関するコマンドの実装2 / Spell/Prayer commands
+ * @date 2014/01/27
+ * @author
+ * <pre>
  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
  * This software may be copied and distributed for educational, research,
  * and not for profit purposes provided that this copyright and statement
  * are included in all such copies.  Other copyrights may also apply.
- */
-
-/* Purpose: Object commands */
-
-#include "angband.h"
-
-
-/*
+ * 2014 Deskull rearranged comment for Doxygen.\n
+ * </pre>
+ * @details
+ * <pre>
  * This file includes code for eating food, drinking potions,
  * reading scrolls, aiming wands, using staffs, zapping rods,
  * and activating artifacts.
  *
  * Note that food/potions/scrolls no longer use bit-flags for effects,
  * but instead use the "sval" (which is also used to sort the objects).
+ * </pre>
  */
 
+#include "angband.h"
+
 
+/*!
+ * @brief 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)
        {
@@ -75,7 +84,7 @@ static void do_cmd_eat_food_aux(int item)
        sound(SOUND_EAT);
 
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Identity not known yet */
        ident = FALSE;
@@ -162,12 +171,7 @@ static void do_cmd_eat_food_aux(int item)
 
                        case SV_FOOD_WEAKNESS:
                        {
-#ifdef JP
-                               take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
-                               take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
-#endif
-
+                               take_hit(DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"), -1);
                                (void)do_dec_stat(A_STR);
                                ident = TRUE;
                                break;
@@ -175,12 +179,7 @@ static void do_cmd_eat_food_aux(int item)
 
                        case SV_FOOD_SICKNESS:
                        {
-#ifdef JP
-                               take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
-                               take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
-#endif
-
+                               take_hit(DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"), -1);
                                (void)do_dec_stat(A_CON);
                                ident = TRUE;
                                break;
@@ -188,12 +187,7 @@ static void do_cmd_eat_food_aux(int item)
 
                        case SV_FOOD_STUPIDITY:
                        {
-#ifdef JP
-                               take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
-                               take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
-#endif
-
+                               take_hit(DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"), -1);
                                (void)do_dec_stat(A_INT);
                                ident = TRUE;
                                break;
@@ -201,12 +195,7 @@ static void do_cmd_eat_food_aux(int item)
 
                        case SV_FOOD_NAIVETY:
                        {
-#ifdef JP
-                               take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
-                               take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
-#endif
-
+                               take_hit(DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"), -1);
                                (void)do_dec_stat(A_WIS);
                                ident = TRUE;
                                break;
@@ -214,12 +203,7 @@ static void do_cmd_eat_food_aux(int item)
 
                        case SV_FOOD_UNHEALTH:
                        {
-#ifdef JP
-                               take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
-                               take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
-#endif
-
+                               take_hit(DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"), -1);
                                (void)do_dec_stat(A_CON);
                                ident = TRUE;
                                break;
@@ -227,12 +211,7 @@ static void do_cmd_eat_food_aux(int item)
 
                        case SV_FOOD_DISEASE:
                        {
-#ifdef JP
-                               take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
-                               take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
-#endif
-
+                               take_hit(DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"), -1);
                                (void)do_dec_stat(A_STR);
                                ident = TRUE;
                                break;
@@ -293,31 +272,31 @@ static void do_cmd_eat_food_aux(int item)
 
 
 #ifdef JP
-                       /* ¤½¤ì¤¾¤ì¤Î¿©¤Ùʪ¤Î´¶ÁÛ¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
+                       /* 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("´Å¤¯¤Æ¥µ¥¯¥µ¥¯¤·¤Æ¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
+                               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("»õ¤´¤¿¤¨¤¬¤¢¤Ã¤Æ¤ª¤¤¤·¤¤¡£");
+                               msg_print("歯ごたえがあっておいしい。");
                                ident = TRUE;
                                break;
                        }
 
                        case SV_FOOD_SLIME_MOLD:
                        {
-                               msg_print("¤³¤ì¤Ï¤Ê¤ó¤È¤â·ÁÍƤ·¤¬¤¿¤¤Ì£¤À¡£");
+                               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("¤³¤ì¤Ï¤ª¤¤¤·¤¤¡£");
+                               msg_print("これはおいしい。");
                                ident = TRUE;
                                break;
                        }
@@ -336,12 +315,7 @@ static void do_cmd_eat_food_aux(int item)
 
                        case SV_FOOD_WAYBREAD:
                        {
-#ifdef JP
-                               msg_print("¤³¤ì¤Ï¤Ò¤¸¤ç¤¦¤ËÈþÌ£¤À¡£");
-#else
-                               msg_print("That tastes good.");
-#endif
-
+                               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;
@@ -351,7 +325,7 @@ static void do_cmd_eat_food_aux(int item)
 #ifdef JP
                        case SV_FOOD_PINT_OF_ALE:
                        {
-                               msg_print("¤Î¤É¤´¤·Á֤䤫¤À¡£");
+                               msg_print("のどごし爽やかだ。");
                                ident = TRUE;
                                break;
                        }
@@ -404,19 +378,12 @@ static void do_cmd_eat_food_aux(int item)
        {
                /* Reduced nutritional benefit */
                (void)set_food(p_ptr->food + (o_ptr->pval / 10));
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î¤è¤¦¤Ê¼Ô¤Ë¤È¤Ã¤Æ¿©ÎȤʤɶϤ«¤Ê±ÉÍܤˤ·¤«¤Ê¤é¤Ê¤¤¡£");
-#else
-               msg_print("Mere victuals hold scant sustenance for a being such as yourself.");
-#endif
+               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 */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Îµ²¤¨¤Ï¿·Á¯¤Ê·ì¤Ë¤è¤Ã¤Æ¤Î¤ßËþ¤¿¤µ¤ì¤ë¡ª");
-#else
-                       msg_print("Your hunger can only be satisfied with fresh blood!");
-#endif
-
+               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) ||
@@ -429,29 +396,15 @@ msg_print("
                if (o_ptr->tval == TV_STAFF &&
                    (item < 0) && (o_ptr->number > 1))
                {
-#ifdef JP
-                       msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
-#else
-                       msg_print("You must first pick up the staffs.");
-#endif
+                       msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
                        return;
                }
-
-#ifdef JP
-               staff = (o_ptr->tval == TV_STAFF) ? "¾ó" : "ËâË¡ËÀ";
-#else
-               staff = (o_ptr->tval == TV_STAFF) ? "staff" : "wand";
-#endif
+               staff = (o_ptr->tval == TV_STAFF) ? _("杖", "staff") : _("魔法棒", "wand");
 
                /* "Eat" charges */
                if (o_ptr->pval == 0)
                {
-#ifdef JP
-                       msg_format("¤³¤Î%s¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£", staff);
-#else
-                       msg_format("The %s has no charges left.", staff);
-#endif
-
+                       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) */
@@ -460,12 +413,7 @@ msg_print("
 
                        return;
                }
-
-#ifdef JP
-               msg_format("¤¢¤Ê¤¿¤Ï%s¤ÎËâÎϤò¥¨¥Í¥ë¥®¡¼¸»¤È¤·¤ÆµÛ¼ý¤·¤¿¡£", staff);
-#else
-               msg_format("You absorb mana of the %s as your energy.", staff);
-#endif
+               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--;
@@ -498,11 +446,7 @@ msg_print("
                        item = inven_carry(q_ptr);
 
                        /* Message */
-#ifdef JP
-                       msg_format("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
-#else
-                       msg_print("You unstack your staff.");
-#endif
+                       msg_format(_("杖をまとめなおした。", "You unstack your staff."));
                }
 
                /* Describe charges in the pack */
@@ -517,6 +461,9 @@ msg_print("
                        floor_item_charges(0 - item);
                }
 
+               /* Window stuff */
+               p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
                /* Don't eat a staff/wand itself */
                return;
        }
@@ -527,14 +474,8 @@ msg_print("
        {
                /* Drain vitality of humanoids */
                char o_name[MAX_NLEN];
-
                object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
-               msg_format("%s¤Ïdz¤¨¾å¤ê³¥¤Ë¤Ê¤Ã¤¿¡£ÀºÎϤòµÛ¼ý¤·¤¿µ¤¤¬¤¹¤ë¡£", o_name);
-#else
-               msg_format("%^s is burnt to ashes.  You absorb its vitality!", o_name);
-#endif
+               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))
@@ -543,11 +484,7 @@ msg_print("
                if (o_ptr->tval == TV_SKELETON ||
                    (o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON))
                {
-#ifdef JP
-                       msg_print("¤¢¤Ê¤¿¤Ï¹ü¤Ç¼«Ê¬¤ÎÂΤòÊä¤Ã¤¿¡£");
-#else
-                       msg_print("Your body absorbs the bone.");
-#endif
+                       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 
@@ -558,28 +495,18 @@ msg_print("
                {
                        object_type forge;
                        object_type *q_ptr = &forge;
-
-#ifdef JP
-msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
-#else
-                       msg_print("The food falls through your jaws!");
-#endif
-
+                       
+                       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, py, px);
+                       (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
                }
                else
                {
-#ifdef JP
-msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¡¢¾Ã¤¨¤¿¡ª");
-#else
-                       msg_print("The food falls through your jaws and vanishes!");
-#endif
-
+                       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) ||
@@ -590,12 +517,7 @@ msg_print("
                 prace_is_(RACE_SPECTRE) ||
                 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
        {
-#ifdef JP
-msg_print("À¸¼Ô¤Î¿©Êª¤Ï¤¢¤Ê¤¿¤Ë¤È¤Ã¤Æ¤Û¤È¤ó¤É±ÉÍܤˤʤé¤Ê¤¤¡£");
-#else
-               msg_print("The food of mortals is poor sustenance for you.");
-#endif
-
+               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)
@@ -627,8 +549,11 @@ msg_print("
 }
 
 
-/*
+/*!
+ * @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)
 {
@@ -666,12 +591,14 @@ static bool item_tester_hook_eatable(object_type *o_ptr)
 }
 
 
-/*
+/*!
+ * @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)
 {
-       int         item;
+       OBJECT_IDX item;
        cptr        q, s;
 
 
@@ -684,13 +611,8 @@ void do_cmd_eat_food(void)
        item_tester_hook = item_tester_hook_eatable;
 
        /* Get an item */
-#ifdef JP
-       q = "¤É¤ì¤ò¿©¤Ù¤Þ¤¹¤«? ";
-       s = "¿©¤Ùʪ¤¬¤Ê¤¤¡£";
-#else
-       q = "Eat which item? ";
-       s = "You have nothing to eat.";
-#endif
+       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;
 
@@ -699,36 +621,36 @@ void do_cmd_eat_food(void)
 }
 
 
-/*
+/*!
+ * @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 *o_ptr;
        object_type forge;
        object_type *q_ptr;
 
 
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        if (world_player)
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("ÉÓ¤«¤é¿å¤¬Î®¤ì½Ð¤Æ¤³¤Ê¤¤¡ª");
-#else
-               msg_print("The potion doesn't flow out from a bottle.");
-#endif
+               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((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
+       if (music_singing_any()) stop_singing();
+       if (hex_spelling_any())
        {
-               stop_singing();
+               if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();
        }
 
        /* Get the item (in the pack) */
@@ -783,45 +705,31 @@ static void do_cmd_quaff_potion_aux(int item)
        {
                switch (q_ptr->sval)
                {
-#ifdef JP
-                       /* °û¤ß¤´¤¿¤¨¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
+                       /* 飲みごたえをオリジナルより細かく表現 */
                case SV_POTION_WATER:
-                       msg_print("¸ý¤ÎÃ椬¤µ¤Ã¤Ñ¤ê¤·¤¿¡£");
-                       msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
+                       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("´Å¤¯¤Æ¥µ¥Ã¥Ñ¥ê¤È¤·¤Æ¤¤¤Æ¡¢¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
-                       msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
-                       ident = TRUE;
-                       break;
-
-               case SV_POTION_SLIME_MOLD:
-                       msg_print("¤Ê¤ó¤È¤âÉÔµ¤Ì£¤ÊÌ£¤À¡£");
-                       msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
+                       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;
 
-#else
-               case SV_POTION_WATER:
-               case SV_POTION_APPLE_JUICE:
                case SV_POTION_SLIME_MOLD:
-                       msg_print("You feel less thirsty.");
+                       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;
-#endif
 
                case SV_POTION_SLOWNESS:
                        if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;
                        break;
 
                case SV_POTION_SALT_WATER:
-#ifdef JP
-                       msg_print("¤¦¤§¡ª»×¤ï¤ºÅǤ¤¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
-                       msg_print("The potion makes you vomit!");
-#endif
+                       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) ||
@@ -884,16 +792,10 @@ static void do_cmd_quaff_potion_aux(int item)
                                        ident = TRUE;
                                        if (one_in_(3)) lose_all_info();
                                        else wiz_dark();
-                                       (void)teleport_player_aux(100, TRUE, TRUE);
+                                       (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
                                        wiz_dark();
-#ifdef JP
-                                       msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
-                                       msg_print("²¿¤â»×¤¤½Ð¤»¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ØÍ褿¤Î¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
-#else
-                                       msg_print("You wake up somewhere with a sore head...");
-                                       msg_print("You can't remember a thing, or how you got here!");
-#endif
-
+                                       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;
@@ -901,30 +803,14 @@ static void do_cmd_quaff_potion_aux(int item)
                case SV_POTION_SLEEP:
                        if (!p_ptr->free_act)
                        {
-#ifdef JP
-               msg_print("¤¢¤Ê¤¿¤Ï̲¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
-               msg_print("You fall asleep.");
-#endif
-
+                               msg_print(_("あなたは眠ってしまった。", "You fall asleep."));
 
                                if (ironman_nightmare)
                                {
-#ifdef JP
-msg_print("¶²¤í¤·¤¤¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤Ç¤­¤¿¡£");
-#else
-                                       msg_print("A horrible vision enters your mind.");
-#endif
-
-
-                                       /* Pick a nightmare */
-                                       get_mon_num_prep(get_nightmare, NULL);
+                                       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 */
-                                       have_nightmare(get_mon_num(MAX_DEPTH));
-
-                                       /* Remove the monster restriction */
-                                       get_mon_num_prep(NULL, NULL);
+                                       sanity_blast(NULL, FALSE);
                                }
                                if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))
                                {
@@ -934,13 +820,9 @@ msg_print("
                        break;
 
                case SV_POTION_LOSE_MEMORIES:
-                       if (!p_ptr->hold_life && (p_ptr->exp > 0))
+                       if (!p_ptr->hold_exp && (p_ptr->exp > 0))
                        {
-#ifdef JP
-                               msg_print("²áµî¤Îµ­²±¤¬Çö¤ì¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£");
-#else
-                               msg_print("You feel your memories fade.");
-#endif
+                               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);
@@ -949,13 +831,8 @@ msg_print("
                        break;
 
                case SV_POTION_RUINATION:
-#ifdef JP
-                       msg_print("¿È¤â¿´¤â¼å¤Ã¤Æ¤­¤Æ¡¢Àºµ¤¤¬È´¤±¤Æ¤¤¤¯¤è¤¦¤À¡£");
-                       take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "ÇËÌǤÎÌô", -1);
-#else
-                       msg_print("Your nerves and muscles feel weak and lifeless!");
-                       take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "a potion of Ruination", -1);
-#endif
+                       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);
@@ -991,13 +868,8 @@ msg_print("
                        break;
 
                case SV_POTION_DETONATIONS:
-#ifdef JP
-                       msg_print("ÂΤÎÃæ¤Ç·ã¤·¤¤Çúȯ¤¬µ¯¤­¤¿¡ª");
-                       take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "Çúȯ¤ÎÌô", -1);
-#else
-                       msg_print("Massive explosions rupture your body!");
-                       take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "a potion of Detonation", -1);
-#endif
+                       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);
@@ -1007,14 +879,8 @@ msg_print("
                case SV_POTION_DEATH:
                        chg_virtue(V_VITALITY, -1);
                        chg_virtue(V_UNLIFE, 5);
-#ifdef JP
-                       msg_print("»à¤Îͽ´¶¤¬ÂÎÃæ¤ò¶î¤±¤á¤°¤Ã¤¿¡£");
-                       take_hit(DAMAGE_LOSELIFE, 5000, "»à¤ÎÌô", -1);
-#else
-                       msg_print("A feeling of Death flows through your body.");
-                       take_hit(DAMAGE_LOSELIFE, 5000, "a potion of Death", -1);
-#endif
-
+                       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;
 
@@ -1129,12 +995,7 @@ msg_print("
                case SV_POTION_LIFE:
                        chg_virtue(V_VITALITY, 1);
                        chg_virtue(V_UNLIFE, -5);
-#ifdef JP
-                       msg_print("ÂÎÃæ¤ËÀ¸Ì¿ÎϤ¬Ëþ¤Á¤¢¤Õ¤ì¤Æ¤­¤¿¡ª");
-#else
-                       msg_print("You feel life flow through your body!");
-#endif
-
+                       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);
@@ -1165,15 +1026,11 @@ msg_print("
                                }
                                for (; i < EATER_EXT*3; i++)
                                {
-                                       int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
+                                       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;
                                }
-#ifdef JP
-                               msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
-#else
-                               msg_print("You feel your head clear.");
-#endif
+                               msg_print(_("頭がハッキリとした。", "You feel your head clear."));
                                p_ptr->window |= (PW_PLAYER);
                                ident = TRUE;
                        }
@@ -1181,11 +1038,7 @@ msg_print("
                        {
                                p_ptr->csp = p_ptr->msp;
                                p_ptr->csp_frac = 0;
-#ifdef JP
-                               msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
-#else
-                               msg_print("You feel your head clear.");
-#endif
+                               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);
@@ -1257,12 +1110,7 @@ msg_print("
                        break;
 
                case SV_POTION_ENLIGHTENMENT:
-#ifdef JP
-                       msg_print("¼«Ê¬¤ÎÃÖ¤«¤ì¤Æ¤¤¤ë¾õ¶·¤¬Ç¾Î¢¤ËÉ⤫¤ó¤Ç¤­¤¿...");
-#else
-                       msg_print("An image of your surroundings forms in your mind...");
-#endif
-
+                       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);
@@ -1270,12 +1118,7 @@ msg_print("
                        break;
 
                case SV_POTION_STAR_ENLIGHTENMENT:
-#ifdef JP
-                       msg_print("¹¹¤Ê¤ë·¼Ìؤò´¶¤¸¤¿...");
-#else
-                       msg_print("You begin to feel more enlightened...");
-#endif
-
+                       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);
@@ -1294,12 +1137,7 @@ msg_print("
                        break;
 
                case SV_POTION_SELF_KNOWLEDGE:
-#ifdef JP
-                       msg_print("¼«Ê¬¼«¿È¤Î¤³¤È¤¬¾¯¤·¤Ïʬ¤«¤Ã¤¿µ¤¤¬¤¹¤ë...");
-#else
-                       msg_print("You begin to know yourself a little better...");
-#endif
-
+                       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;
@@ -1312,12 +1150,7 @@ msg_print("
                        {
                                s32b ee = (p_ptr->exp / 2) + 10;
                                if (ee > 100000L) ee = 100000L;
-#ifdef JP
-                               msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
-                               msg_print("You feel more experienced.");
-#endif
-
+                               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;
                        }
@@ -1351,20 +1184,7 @@ msg_print("
                        do_cmd_rerate(FALSE);
                        get_max_stats();
                        p_ptr->update |= PU_BONUS;
-                       if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
-                       {
-                               chg_virtue(V_CHANCE, -5);
-#ifdef JP
-msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
-#else
-                               msg_print("You are cured of all mutations.");
-#endif
-
-                               p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
-                               p_ptr->update |= PU_BONUS;
-                               handle_stuff();
-                               mutant_regenerate_mod = calc_mutant_regenerate_mod();
-                       }
+                       lose_all_mutations();
                        ident = TRUE;
                        break;
 
@@ -1375,11 +1195,7 @@ msg_print("
                        break;
 
                case SV_POTION_TSUYOSHI:
-#ifdef JP
-msg_print("¡Ö¥ª¥¯¥ì·»¤µ¤ó¡ª¡×");
-#else
-                       msg_print("Brother OKURE!");
-#endif
+                       msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
                        msg_print(NULL);
                        p_ptr->tsuyoshi = 1;
                        (void)set_tsuyoshi(0, TRUE);
@@ -1393,16 +1209,7 @@ msg_print("
                case SV_POTION_POLYMORPH:
                        if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
                        {
-                               chg_virtue(V_CHANCE, -5);
-#ifdef JP
-msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
-#else
-                               msg_print("You are cured of all mutations.");
-#endif
-
-                               p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
-                               p_ptr->update |= PU_BONUS;
-                               handle_stuff();
+                               lose_all_mutations();
                        }
                        else
                        {
@@ -1421,19 +1228,14 @@ msg_print("
 
        if (prace_is_(RACE_SKELETON))
        {
-#ifdef JP
-msg_print("±ÕÂΤΰìÉô¤Ï¤¢¤Ê¤¿¤Î¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
-#else
-               msg_print("Some of the fluid falls through your jaws!");
-#endif
-
-               (void)potion_smash_effect(0, py, px, q_ptr->k_idx);
+               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(o_ptr)))
+       if (!(object_is_aware(q_ptr)))
        {
                chg_virtue(V_PATIENCE, -1);
                chg_virtue(V_CHANCE, 1);
@@ -1460,7 +1262,7 @@ msg_print("
                switch (p_ptr->prace)
                {
                        case RACE_VAMPIRE:
-                               (void)set_food(p_ptr->food + (o_ptr->pval / 10));
+                               (void)set_food(p_ptr->food + (q_ptr->pval / 10));
                                break;
                        case RACE_SKELETON:
                                /* Do nothing */
@@ -1469,52 +1271,47 @@ msg_print("
                        case RACE_ZOMBIE:
                        case RACE_DEMON:
                        case RACE_SPECTRE:
-                               set_food(p_ptr->food + ((o_ptr->pval) / 20));
+                               set_food(p_ptr->food + ((q_ptr->pval) / 20));
                                break;
                        case RACE_ANDROID:
-                               if (o_ptr->tval == TV_FLASK)
+                               if (q_ptr->tval == TV_FLASK)
                                {
-#ifdef JP
-                                       msg_print("¥ª¥¤¥ë¤òÊäµë¤·¤¿¡£");
-#else
-                                       msg_print("You replenish yourself with the oil.");
-#endif
+                                       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 + ((o_ptr->pval) / 20));
+                                       set_food(p_ptr->food + ((q_ptr->pval) / 20));
                                }
                                break;
                        case RACE_ENT:
-#ifdef JP
-                               msg_print("¿åʬ¤ò¼è¤ê¹þ¤ó¤À¡£");
-#else
-                               msg_print("You are moistened.");
-#endif
-                               set_food(MIN(p_ptr->food + o_ptr->pval + MAX(0, o_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
+                               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 + o_ptr->pval);
+                               (void)set_food(p_ptr->food + q_ptr->pval);
                                break;
                }
                break;
        case MIMIC_DEMON:
        case MIMIC_DEMON_LORD:
-               set_food(p_ptr->food + ((o_ptr->pval) / 20));
+               set_food(p_ptr->food + ((q_ptr->pval) / 20));
                break;
        case MIMIC_VAMPIRE:
-               (void)set_food(p_ptr->food + (o_ptr->pval / 10));
+               (void)set_food(p_ptr->food + (q_ptr->pval / 10));
                break;
        default:
-               (void)set_food(p_ptr->food + o_ptr->pval);
+               (void)set_food(p_ptr->food + q_ptr->pval);
                break;
        }
 }
 
 
-/*
+/*!
+ * @brief 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)
 {
@@ -1525,17 +1322,18 @@ static bool item_tester_hook_quaff(object_type *o_ptr)
                if (o_ptr->tval == TV_FLASK && o_ptr->sval == SV_FLASK_OIL)
                        return TRUE;
        }
-
        return FALSE;
 }
 
 
-/*
+/*!
+ * @brief 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)
 {
-       int  item;
+       OBJECT_IDX item;
        cptr q, s;
 
        if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
@@ -1547,13 +1345,8 @@ void do_cmd_quaff_potion(void)
        item_tester_hook = item_tester_hook_quaff;
 
        /* Get an item */
-#ifdef JP
-       q = "¤É¤ÎÌô¤ò°û¤ß¤Þ¤¹¤«? ";
-       s = "°û¤á¤ëÌô¤¬¤Ê¤¤¡£";
-#else
-       q = "Quaff which potion? ";
-       s = "You have no potions to quaff.";
-#endif
+       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;
 
@@ -1562,18 +1355,23 @@ void do_cmd_quaff_potion(void)
 }
 
 
-/*
+/*!
+ * @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;
-       char        Rumor[1024];
 
 
        /* Get the item (in the pack) */
@@ -1590,35 +1388,26 @@ static void do_cmd_read_scroll_aux(int item, bool known)
 
 
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        if (world_player)
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
-               msg_print("Nothing happen.");
-#endif
-
+               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)
        {
-#ifdef JP
-               msg_print("´¬Êª¤Ê¤ó¤ÆÆɤá¤Ê¤¤¡£");
-#else
-               msg_print("You cannot read.");
-#endif
+               msg_print(_("巻物なんて読めない。", "You cannot read."));
                return;
        }
 
-       if((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
-       {
-               stop_singing();
-       }
+       if (music_singing_any()) stop_singing();
+
+       /* Hex */
+       if (hex_spelling_any() && ((p_ptr->lev < 35) || hex_spell_fully())) stop_hex_spell_all();
 
        /* Not identified yet */
        ident = FALSE;
@@ -1646,12 +1435,7 @@ static void do_cmd_read_scroll_aux(int item, bool known)
 
                case SV_SCROLL_AGGRAVATE_MONSTER:
                {
-#ifdef JP
-                       msg_print("¥«¥ó¹â¤¯¤¦¤Ê¤ëÍͤʲ»¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
-#else
-                       msg_print("There is a high pitched humming noise.");
-#endif
-
+                       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;
@@ -1680,7 +1464,7 @@ static void do_cmd_read_scroll_aux(int item, bool known)
                {
                        for (k = 0; k < randint1(3); k++)
                        {
-                               if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+                               if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
                                {
                                        ident = TRUE;
                                }
@@ -1692,7 +1476,7 @@ static void do_cmd_read_scroll_aux(int item, bool known)
                {
                        for (k = 0; k < randint1(3); k++)
                        {
-                               if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+                               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;
                                }
@@ -1702,7 +1486,7 @@ static void do_cmd_read_scroll_aux(int item, bool known)
 
                case SV_SCROLL_SUMMON_PET:
                {
-                       if (summon_specific(-1, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET)))
+                       if (summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET)))
                        {
                                ident = TRUE;
                        }
@@ -1711,7 +1495,7 @@ static void do_cmd_read_scroll_aux(int item, bool known)
 
                case SV_SCROLL_SUMMON_KIN:
                {
-                       if (summon_kin_player(p_ptr->lev, py, px, (PM_FORCE_PET | PM_ALLOW_GROUP)))
+                       if (summon_kin_player(p_ptr->lev, p_ptr->y, p_ptr->x, (PM_FORCE_PET | PM_ALLOW_GROUP)))
                        {
                                ident = TRUE;
                        }
@@ -1720,20 +1504,20 @@ static void do_cmd_read_scroll_aux(int item, bool known)
 
                case SV_SCROLL_TRAP_CREATION:
                {
-                       if (trap_creation(py, px)) ident = TRUE;
+                       if (trap_creation(p_ptr->y, p_ptr->x)) ident = TRUE;
                        break;
                }
 
                case SV_SCROLL_PHASE_DOOR:
                {
-                       teleport_player(10, FALSE);
+                       teleport_player(10, 0L);
                        ident = TRUE;
                        break;
                }
 
                case SV_SCROLL_TELEPORT:
                {
-                       teleport_player(100, FALSE);
+                       teleport_player(100, 0L);
                        ident = TRUE;
                        break;
                }
@@ -1770,12 +1554,7 @@ static void do_cmd_read_scroll_aux(int item, bool known)
                {
                        if (remove_curse())
                        {
-#ifdef JP
-                               msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
-                               msg_print("You feel as if someone is watching over you.");
-#endif
-
+                               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;
@@ -1785,11 +1564,7 @@ static void do_cmd_read_scroll_aux(int item, bool known)
                {
                        if (remove_all_curse())
                        {
-#ifdef JP
-                               msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
-                               msg_print("You feel as if someone is watching over you.");
-#endif
+                               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;
@@ -1917,12 +1692,7 @@ static void do_cmd_read_scroll_aux(int item, bool known)
                {
                        if (!(p_ptr->special_attack & ATTACK_CONFUSE))
                        {
-#ifdef JP
-                               msg_print("¼ê¤¬µ±¤­»Ï¤á¤¿¡£");
-#else
-                               msg_print("Your hands begin to glow.");
-#endif
-
+                               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;
@@ -1952,15 +1722,10 @@ static void do_cmd_read_scroll_aux(int item, bool known)
 
                case SV_SCROLL_STAR_DESTRUCTION:
                {
-                       if (destroy_area(py, px, 13 + randint0(5), FALSE))
+                       if (destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE))
                                ident = TRUE;
                        else
-#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿...");
-#else
-                               msg_print("The dungeon trembles...");
-#endif
-
+                               msg_print(_("ダンジョンが揺れた...", "The dungeon trembles..."));
 
                        break;
                }
@@ -1973,7 +1738,21 @@ msg_print("
 
                case SV_SCROLL_SPELL:
                {
-                       if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_IMITATOR) || (p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_MAGIC_EATER) || (p_ptr->pclass == CLASS_RED_MAGE) || (p_ptr->pclass == CLASS_SAMURAI) || (p_ptr->pclass == CLASS_BLUE_MAGE) || (p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BERSERKER) || (p_ptr->pclass == CLASS_SMITH) || (p_ptr->pclass == CLASS_MIRROR_MASTER) || (p_ptr->pclass == CLASS_NINJA)) break;
+                       if ((p_ptr->pclass == CLASS_WARRIOR) ||
+                               (p_ptr->pclass == CLASS_IMITATOR) ||
+                               (p_ptr->pclass == CLASS_MINDCRAFTER) ||
+                               (p_ptr->pclass == CLASS_SORCERER) ||
+                               (p_ptr->pclass == CLASS_ARCHER) ||
+                               (p_ptr->pclass == CLASS_MAGIC_EATER) ||
+                               (p_ptr->pclass == CLASS_RED_MAGE) ||
+                               (p_ptr->pclass == CLASS_SAMURAI) ||
+                               (p_ptr->pclass == CLASS_BLUE_MAGE) ||
+                               (p_ptr->pclass == CLASS_CAVALRY) ||
+                               (p_ptr->pclass == CLASS_BERSERKER) ||
+                               (p_ptr->pclass == CLASS_SMITH) ||
+                               (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
+                               (p_ptr->pclass == CLASS_NINJA) ||
+                               (p_ptr->pclass == CLASS_SNIPER)) break;
                        p_ptr->add_spells++;
                        p_ptr->update |= (PU_SPELLS);
                        ident = TRUE;
@@ -1996,14 +1775,14 @@ msg_print("
 
                case SV_SCROLL_ACQUIREMENT:
                {
-                       acquirement(py, px, 1, TRUE, FALSE);
+                       acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
                        ident = TRUE;
                        break;
                }
 
                case SV_SCROLL_STAR_ACQUIREMENT:
                {
-                       acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
+                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
                        ident = TRUE;
                        break;
                }
@@ -2014,11 +1793,7 @@ msg_print("
                        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))
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 50+randint1(50), "±ê¤Î´¬Êª", -1);
-#else
-                               take_hit(DAMAGE_NOESCAPE, 50 + randint1(50), "a Scroll of Fire", -1);
-#endif
+                               take_hit(DAMAGE_NOESCAPE, 50+randint1(50), _("炎の巻物", "a Scroll of Fire"), -1);
 
                        ident = TRUE;
                        break;
@@ -2029,11 +1804,7 @@ take_hit(DAMAGE_NOESCAPE, 50+randint1(50), "
                {
                        fire_ball(GF_ICE, 0, 777, 4);
                        if (!(IS_OPPOSE_COLD() || p_ptr->resist_cold || p_ptr->immune_cold))
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ¤Î´¬Êª", -1);
-#else
-                               take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), "a Scroll of Ice", -1);
-#endif
+                               take_hit(DAMAGE_NOESCAPE, 100+randint1(100), _("氷の巻物", "a Scroll of Ice"), -1);
 
                        ident = TRUE;
                        break;
@@ -2043,11 +1814,7 @@ take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ
                {
                        fire_ball(GF_CHAOS, 0, 1000, 4);
                        if (!p_ptr->resist_chaos)
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 111+randint1(111), "¥í¥°¥ë¥¹¤Î´¬Êª", -1);
-#else
-                               take_hit(DAMAGE_NOESCAPE, 111 + randint1(111), "a Scroll of Logrus", -1);
-#endif
+                               take_hit(DAMAGE_NOESCAPE, 111+randint1(111), _("ログルスの巻物", "a Scroll of Logrus"), -1);
 
                        ident = TRUE;
                        break;
@@ -2055,118 +1822,60 @@ take_hit(DAMAGE_NOESCAPE, 111+randint1(111), "
 
                case SV_SCROLL_RUMOR:
                {
-                       errr err = 0;
+                       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!"));
 
-                       switch (randint1(20))
-                       {
-                               case 1:
-#ifdef JP
-err = get_rnd_line("chainswd_j.txt", 0, Rumor);
-#else
-                                       err = get_rnd_line("chainswd.txt", 0, Rumor);
-#endif
+                       ident = TRUE;
+                       break;
+               }
 
-                                       break;
-                               case 2:
-#ifdef JP
-err = get_rnd_line("error_j.txt", 0, Rumor);
-#else
-                                       err = get_rnd_line("error.txt", 0, Rumor);
-#endif
-
-                                       break;
-                               case 3:
-                               case 4:
-                               case 5:
-#ifdef JP
-err = get_rnd_line("death_j.txt", 0, Rumor);
-#else
-                                       err = get_rnd_line("death.txt", 0, Rumor);
-#endif
-
-                                       break;
-                               default:
-#ifdef JP
-err = get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10);
-#else
-                                       err = get_rnd_line("rumors.txt", 0, Rumor);
-#endif
-
-                                       break;
-                       }
-
-                       /* An error occured */
-#ifdef JP
-if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
-#else
-                       if (err) strcpy(Rumor, "Some rumors are wrong.");
-#endif
-
-
-#ifdef JP
-msg_print("´¬Êª¤Ë¤Ï¥á¥Ã¥»¡¼¥¸¤¬½ñ¤«¤ì¤Æ¤¤¤ë:");
-#else
-                       msg_print("There is message on the scroll. It says:");
-#endif
-
-                       msg_print(NULL);
-                       msg_format("%s", Rumor);
-                       msg_print(NULL);
-#ifdef JP
-msg_print("´¬Êª¤Ï±ì¤òΩ¤Æ¤Æ¾Ã¤¨µî¤Ã¤¿¡ª");
-#else
-                       msg_print("The scroll disappears in a puff of smoke!");
-#endif
+               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_ARTIFACT:
+               case SV_SCROLL_AMUSEMENT:
                {
                        ident = TRUE;
-                       if (!artifact_scroll()) used_up = FALSE;
+                       amusement(p_ptr->y, p_ptr->x, 1, FALSE);
                        break;
                }
 
-               case SV_SCROLL_RESET_RECALL:
+               case SV_SCROLL_STAR_AMUSEMENT:
                {
                        ident = TRUE;
-                       if (!reset_recall()) used_up = FALSE;
+                       amusement(p_ptr->y, p_ptr->x,  randint1(2) + 1, FALSE);
                        break;
                }
        }
        }
        else if (o_ptr->name1 == ART_GHB)
        {
-#ifdef JP
-               msg_print("»ä¤Ï¶ìÏ«¤·¤Æ¡Ø¥°¥ì¡¼¥¿¡¼¡¦¥Ø¥ë=¥Ó¡¼¥¹¥È¡Ù¤òÅݤ·¤¿¡£");
-               msg_print("¤·¤«¤·¼ê¤ËÆþ¤Ã¤¿¤Î¤Ï¤³¤Î¤­¤¿¤Ê¤¤£Ô¥·¥ã¥Ä¤À¤±¤À¤Ã¤¿¡£");
-#else
-               msg_print("I had a very hard time to kill the Greater hell-beast, ");
-               msg_print("but all I got was this lousy t-shirt!");
-#endif
+               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)
        {
-#ifdef JP
-               msg_print("¡Ö°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÅý¤Ù¡¢");
+               msg_print(_("「一つの指輪は全てを統べ、", "'One Ring to rule them all, "));
                msg_print(NULL);
-               msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤ò¸«¤Ä¤±¡¢");
+               msg_print(_("一つの指輪は全てを見つけ、", "One Ring to find them, "));
                msg_print(NULL);
-               msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÊá¤é¤¨¤Æ");
+               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("°Å°Ç¤ÎÃæ¤Ë·Ò¤®¤È¤á¤ë¡£¡×");
-#else
-               msg_print("'One Ring to rule them all, ");
-               msg_print(NULL);
-               msg_print("One Ring to find them, ");
-               msg_print(NULL);
-               msg_print("One Ring to bring them all ");
-               msg_print(NULL);
-               msg_print("and in the darkness bind them.'");
-#endif
+               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)
@@ -2245,9 +1954,11 @@ msg_print("
        }
 }
 
-
-/*
+/*!
+ * @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)
 {
@@ -2257,11 +1968,15 @@ static bool item_tester_hook_readable(object_type *o_ptr)
        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;
-       int  item;
+       OBJECT_IDX item;
        cptr q, s;
 
        if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
@@ -2272,32 +1987,17 @@ void do_cmd_read_scroll(void)
        /* Check some conditions */
        if (p_ptr->blind)
        {
-#ifdef JP
-               msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
-#else
-               msg_print("You can't see anything.");
-#endif
-
+               msg_print(_("目が見えない。", "You can't see anything."));
                return;
        }
        if (no_lite())
        {
-#ifdef JP
-               msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
-#else
-               msg_print("You have no light to read by.");
-#endif
-
+               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)
        {
-#ifdef JP
-               msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡£");
-#else
-               msg_print("You are too confused!");
-#endif
-
+               msg_print(_("混乱していて読めない。", "You are too confused!"));
                return;
        }
 
@@ -2306,13 +2006,8 @@ void do_cmd_read_scroll(void)
        item_tester_hook = item_tester_hook_readable;
 
        /* Get an item */
-#ifdef JP
-       q = "¤É¤Î´¬Êª¤òÆɤߤޤ¹¤«? ";
-       s = "Æɤá¤ë´¬Êª¤¬¤Ê¤¤¡£";
-#else
-       q = "Read which scroll? ";
-       s = "You have no scrolls to read.";
-#endif
+       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;
 
@@ -2332,11 +2027,21 @@ void do_cmd_read_scroll(void)
        do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));
 }
 
-
-static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
+/*!
+ * @brief 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)
@@ -2347,7 +2052,7 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
                        {
                                if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
                        }
-                       if (unlite_area(10, 3)) ident = TRUE;
+                       if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
                        break;
                }
 
@@ -2365,9 +2070,10 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_SUMMONING:
                {
-                       for (k = 0; k < randint1(4); k++)
+                       const int times = randint1(powerful ? 8 : 4);
+                       for (k = 0; k < times; k++)
                        {
-                               if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+                               if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
                                {
                                        ident = TRUE;
                                }
@@ -2377,37 +2083,34 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_TELEPORTATION:
                {
-                       teleport_player(100, FALSE);
+                       teleport_player((powerful ? 150 : 100), 0L);
                        ident = TRUE;
                        break;
                }
 
                case SV_STAFF_IDENTIFY:
                {
-                       if (!ident_spell(FALSE)) *use_charge = FALSE;
+                       if (powerful) {
+                               if (!identify_fully(FALSE)) *use_charge = FALSE;
+                       } else {
+                               if (!ident_spell(FALSE)) *use_charge = FALSE;
+                       }
                        ident = TRUE;
                        break;
                }
 
                case SV_STAFF_REMOVE_CURSE:
                {
-                       if (remove_curse())
+                       bool result = powerful ? remove_all_curse() : remove_curse();
+                       if (result)
                        {
                                if (magic)
                                {
-#ifdef JP
-                                       msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
-                                       msg_print("You feel as if someone is watching over you.");
-#endif
+                                       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)
                                {
-#ifdef JP
-                                       msg_print("¾ó¤Ï°ì½Ö¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
-                                       msg_print("The staff glows blue for a moment...");
-#endif
+                                       msg_print(_("杖は一瞬ブルーに輝いた...", "The staff glows blue for a moment..."));
 
                                }
                                ident = TRUE;
@@ -2417,18 +2120,13 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_STARLITE:
                {
-                       int num = damroll(5, 3);
-                       int y, x;
+                       HIT_POINT num = damroll(5, 3);
+                       POSITION y = 0, x = 0;
                        int attempts;
 
                        if (!p_ptr->blind && !magic)
                        {
-#ifdef JP
-                               msg_print("¾ó¤ÎÀ褬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("The end of the staff glows brightly...");
-#endif
-
+                               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++)
                        {
@@ -2436,14 +2134,14 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                                while (attempts--)
                                {
-                                       scatter(&y, &x, py, px, 4, 0);
+                                       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 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
+                               project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,
                                                  (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
                        }
                        ident = TRUE;
@@ -2452,58 +2150,63 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_LITE:
                {
-                       if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+                       if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_MAPPING:
                {
-                       map_area(DETECT_RAD_MAP);
+                       map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
                        ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_GOLD:
                {
-                       if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_treasure(detect_rad)) ident = TRUE;
+                       if (detect_objects_gold(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_ITEM:
                {
-                       if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_objects_normal(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_TRAP:
                {
-                       if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE;
+                       if (detect_traps(detect_rad, known)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_DOOR:
                {
-                       if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_doors(detect_rad)) ident = TRUE;
+                       if (detect_stairs(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_INVIS:
                {
-                       if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_monsters_invis(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_DETECT_EVIL:
                {
-                       if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_monsters_evil(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_CURE_LIGHT:
                {
-                       if (hp_player(damroll(2, 8))) ident = TRUE;
+                       if (hp_player(damroll((powerful ? 4 : 2), 8))) ident = TRUE;
+                       if (powerful) {
+                               if (set_blind(0)) ident = TRUE;
+                               if (set_poisoned(0)) ident = TRUE;
+                               if (set_cut(p_ptr->cut - 10)) ident = TRUE;
+                       }
                        if (set_shero(0,TRUE)) ident = TRUE;
                        break;
                }
@@ -2522,7 +2225,7 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_HEALING:
                {
-                       if (hp_player(300)) ident = TRUE;
+                       if (hp_player(powerful ? 500 : 300)) ident = TRUE;
                        if (set_stun(0)) ident = TRUE;
                        if (set_cut(0)) ident = TRUE;
                        if (set_shero(0,TRUE)) ident = TRUE;
@@ -2537,11 +2240,7 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
                                p_ptr->csp = p_ptr->msp;
                                p_ptr->csp_frac = 0;
                                ident = TRUE;
-#ifdef JP
-                               msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
-#else
-                               msg_print("You feel your head clear.");
-#endif
+                               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);
@@ -2553,19 +2252,19 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_SLEEP_MONSTERS:
                {
-                       if (sleep_monsters()) ident = TRUE;
+                       if (sleep_monsters(lev)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_SLOW_MONSTERS:
                {
-                       if (slow_monsters()) ident = TRUE;
+                       if (slow_monsters(lev)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_SPEED:
                {
-                       if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
+                       if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
                        break;
                }
 
@@ -2578,20 +2277,20 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_DISPEL_EVIL:
                {
-                       if (dispel_evil(80)) ident = TRUE;
+                       if (dispel_evil(powerful ? 120 : 80)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_POWER:
                {
-                       if (dispel_monsters(150)) ident = TRUE;
+                       if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE;
                        break;
                }
 
                case SV_STAFF_HOLINESS:
                {
-                       if (dispel_evil(150)) ident = TRUE;
-                       k = 3 * p_ptr->lev;
+                       if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
+                       k = 3 * lev;
                        if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
                        if (set_poisoned(0)) ident = TRUE;
                        if (set_afraid(0)) ident = TRUE;
@@ -2603,29 +2302,24 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
 
                case SV_STAFF_GENOCIDE:
                {
-                       (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE);
+                       (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);
                        ident = TRUE;
                        break;
                }
 
                case SV_STAFF_EARTHQUAKES:
                {
-                       if (earthquake(py, px, 10))
+                       if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
                                ident = TRUE;
                        else
-#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡£");
-#else
-                               msg_print("The dungeon trembles.");
-#endif
-
+                               msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
 
                        break;
                }
 
                case SV_STAFF_DESTRUCTION:
                {
-                       if (destroy_area(py, px, 13 + randint0(5), FALSE))
+                       if (destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE))
                                ident = TRUE;
 
                        break;
@@ -2633,7 +2327,7 @@ msg_print("
 
                case SV_STAFF_ANIMATE_DEAD:
                {
-                       if (animate_dead(0, py, px))
+                       if (animate_dead(0, p_ptr->y, p_ptr->x))
                                ident = TRUE;
 
                        break;
@@ -2641,20 +2335,12 @@ msg_print("
 
                case SV_STAFF_MSTORM:
                {
-#ifdef JP
-                       msg_print("¶¯ÎϤÊËâÎϤ¬Å¨¤ò°ú¤­Îö¤¤¤¿¡ª");
-#else
-                       msg_print("Mighty magics rend your enemies!");
-#endif
-                       project(0, 5, py, px,
-                               (randint1(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+                       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))
                        {
-#ifdef JP
-                               (void)take_hit(DAMAGE_NOESCAPE, 50, "¥³¥ó¥È¥í¡¼¥ë¤·Æñ¤¤¶¯ÎϤÊËâÎϤβòÊü", -1);
-#else
-                               (void)take_hit(DAMAGE_NOESCAPE, 50, "unleashing magics too mighty to control", -1);
-#endif
+                               (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;
 
@@ -2663,29 +2349,23 @@ msg_print("
 
                case SV_STAFF_NOTHING:
                {
-#ifdef JP
-                       msg_print("²¿¤âµ¯¤é¤Ê¤«¤Ã¤¿¡£");
-#else
-                       msg_print("Nothing happen.");
-#endif
+                       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))
-#ifdef JP
-                               msg_print("¤â¤Ã¤¿¤¤¤Ê¤¤»ö¤ò¤·¤¿¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£¿©¤Ùʪ¤ÏÂçÀڤˤ·¤Ê¤¯¤Æ¤Ï¡£");
-#else
-                               msg_print("What a waste.  It's your food!");
-#endif
+                               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)
@@ -2714,18 +2394,13 @@ static void do_cmd_use_staff_aux(int item)
        /* Mega-Hack -- refuse to use a pile from the ground */
        if ((item < 0) && (o_ptr->number > 1))
        {
-#ifdef JP
-               msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
-#else
-               msg_print("You must first pick up the staffs.");
-#endif
-
+               msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
                return;
        }
 
 
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Extract the item level */
        lev = k_info[o_ptr->k_idx].level;
@@ -2749,12 +2424,7 @@ static void do_cmd_use_staff_aux(int item)
        if (world_player)
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
-               msg_print("Nothing happen. Maybe this staff is freezing too.");
-#endif
-
+               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;
        }
@@ -2763,12 +2433,7 @@ static void do_cmd_use_staff_aux(int item)
        if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("¾ó¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
-#else
-               msg_print("You failed to use the staff properly.");
-#endif
-
+               msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
                sound(SOUND_FAIL);
                return;
        }
@@ -2777,12 +2442,7 @@ static void do_cmd_use_staff_aux(int item)
        if (o_ptr->pval <= 0)
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("¤³¤Î¾ó¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
-#else
-               msg_print("The staff has no charges left.");
-#endif
-
+               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) */
@@ -2796,7 +2456,7 @@ static void do_cmd_use_staff_aux(int item)
        /* Sound */
        sound(SOUND_ZAP);
 
-       ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_is_aware(o_ptr));
+       ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
 
        if (!(object_is_aware(o_ptr)))
        {
@@ -2853,12 +2513,7 @@ static void do_cmd_use_staff_aux(int item)
                item = inven_carry(q_ptr);
 
                /* Message */
-#ifdef JP
-               msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
-#else
-               msg_print("You unstack your staff.");
-#endif
-
+               msg_print(_("杖をまとめなおした。", "You unstack your staff."));
        }
 
        /* Describe charges in the pack */
@@ -2874,10 +2529,13 @@ static void do_cmd_use_staff_aux(int 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)
 {
-       int  item;
+       OBJECT_IDX item;
        cptr q, s;
 
        if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
@@ -2889,29 +2547,33 @@ void do_cmd_use_staff(void)
        item_tester_tval = TV_STAFF;
 
        /* Get an item */
-#ifdef JP
-       q = "¤É¤Î¾ó¤ò»È¤¤¤Þ¤¹¤«? ";
-       s = "»È¤¨¤ë¾ó¤¬¤Ê¤¤¡£";
-#else
-       q = "Use which staff? ";
-       s = "You have no staff to use.";
-#endif
+       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);
 }
 
-
-static int wand_effect(int sval, int dir, bool magic)
+/*!
+ * @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 = randint0(SV_WAND_WONDER);
+               sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
 
                if (vir)
                {
@@ -2935,13 +2597,14 @@ static int wand_effect(int sval, int dir, bool magic)
        {
                case SV_WAND_HEAL_MONSTER:
                {
-                       if (heal_monster(dir, damroll(10, 10))) ident = TRUE;
+                       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)) ident = TRUE;
+                       if (speed_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
@@ -2953,241 +2616,229 @@ static int wand_effect(int sval, int dir, bool magic)
 
                case SV_WAND_TELEPORT_AWAY:
                {
-                       if (teleport_monster(dir)) ident = TRUE;
+                       int distance = MAX_SIGHT * (powerful ? 8 : 5);
+                       if (teleport_monster(dir, distance)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_DISARMING:
                {
                        if (disarm_trap(dir)) ident = TRUE;
+                       if (powerful && disarm_traps_touch()) ident = TRUE;
                        break;
                }
 
                case SV_WAND_TRAP_DOOR_DEST:
                {
                        if (destroy_door(dir)) ident = TRUE;
+                       if (powerful && destroy_doors_touch()) ident = TRUE;
                        break;
                }
 
                case SV_WAND_STONE_TO_MUD:
                {
-                       if (wall_to_mud(dir)) ident = TRUE;
+                       HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+                       if (wall_to_mud(dir, dam)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_LITE:
                {
-#ifdef JP
-                       msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
-                       msg_print("A line of blue shimmering light appears.");
-#endif
-
-                       (void)lite_line(dir);
+                       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)) ident = TRUE;
+                       if (sleep_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_SLOW_MONSTER:
                {
-                       if (slow_monster(dir)) ident = TRUE;
+                       if (slow_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_CONFUSE_MONSTER:
                {
-                       if (confuse_monster(dir, p_ptr->lev)) ident = TRUE;
+                       if (confuse_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_FEAR_MONSTER:
                {
-                       if (fear_monster(dir, p_ptr->lev)) ident = TRUE;
+                       if (fear_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
-               case SV_WAND_DRAIN_LIFE:
+               case SV_WAND_HYPODYNAMIA:
                {
-                       if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE;
+                       if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_POLYMORPH:
                {
-                       if (poly_monster(dir)) ident = TRUE;
+                       if (poly_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_WAND_STINKING_CLOUD:
                {
-                       fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2);
+                       fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_MAGIC_MISSILE:
                {
-                       fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6));
+                       fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_ACID_BOLT:
                {
-                       fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
+                       fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_CHARM_MONSTER:
                {
-                       if (charm_monster(dir, MAX(20, p_ptr->lev)))
+                       if (charm_monster(dir, MAX(20, lev)))
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_FIRE_BOLT:
                {
-                       fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
+                       fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_COLD_BOLT:
                {
-                       fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
+                       fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_ACID_BALL:
                {
-                       fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2);
+                       fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_ELEC_BALL:
                {
-                       fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2);
+                       fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_FIRE_BALL:
                {
-                       fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2);
+                       fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_COLD_BALL:
                {
-                       fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2);
+                       fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_WONDER:
                {
-#ifdef JP
-                       msg_print("¤ª¤Ã¤È¡¢Ææ¤ÎËâË¡ËÀ¤ò»ÏÆ°¤µ¤»¤¿¡£");
-#else
-                       msg_print("Oops.  Wand of wonder activated.");
-#endif
-
+                       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_ball(GF_FIRE, dir, 200, -3);
+                       fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_DRAGON_COLD:
                {
-                       fire_ball(GF_COLD, dir, 180, -3);
+                       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:
-                               {
-                                       fire_ball(GF_ACID, dir, 240, -3);
+                                       dam = 240;
+                                       typ = GF_ACID;
                                        break;
-                               }
-
                                case 2:
-                               {
-                                       fire_ball(GF_ELEC, dir, 210, -3);
+                                       dam = 210;
+                                       typ = GF_ELEC;
                                        break;
-                               }
-
                                case 3:
-                               {
-                                       fire_ball(GF_FIRE, dir, 240, -3);
+                                       dam = 240;
+                                       typ = GF_FIRE;
                                        break;
-                               }
-
                                case 4:
-                               {
-                                       fire_ball(GF_COLD, dir, 210, -3);
+                                       dam = 210;
+                                       typ = GF_COLD;
                                        break;
-                               }
-
                                default:
-                               {
-                                       fire_ball(GF_POIS, dir, 180, -3);
+                                       dam = 180;
+                                       typ = GF_POIS;
                                        break;
-                               }
                        }
 
+                       if (powerful) dam = (dam * 3) / 2;
+
+                       fire_ball(typ, dir, dam, -3);
+
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_DISINTEGRATE:
                {
-                       fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(p_ptr->lev * 2), 2);
+                       fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_ROCKETS:
                {
-#ifdef JP
-msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
-#else
-                       msg_print("You launch a rocket!");
-#endif
-
-                       fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2);
+                       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 + p_ptr->lev / 3, 13));
+                       fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
                        ident = TRUE;
                        break;
                }
 
                case SV_WAND_GENOCIDE:
                {
-                       fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0);
+                       fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
                        ident = TRUE;
                        break;
                }
@@ -3195,26 +2846,26 @@ msg_print("
        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)
 {
@@ -3237,12 +2888,7 @@ static void do_cmd_aim_wand_aux(int item)
        /* Mega-Hack -- refuse to aim a pile from the ground */
        if ((item < 0) && (o_ptr->number > 1))
        {
-#ifdef JP
-               msg_print("¤Þ¤º¤ÏËâË¡ËÀ¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
-#else
-               msg_print("You must first pick up the wands.");
-#endif
-
+               msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
                return;
        }
 
@@ -3259,7 +2905,7 @@ static void do_cmd_aim_wand_aux(int item)
        target_pet = old_target_pet;
 
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Get the level */
        lev = k_info[o_ptr->k_idx].level;
@@ -3283,12 +2929,7 @@ static void do_cmd_aim_wand_aux(int item)
        if (world_player)
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
-               msg_print("Nothing happen. Maybe this wand is freezing too.");
-#endif
-
+               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;
        }
@@ -3297,12 +2938,7 @@ static void do_cmd_aim_wand_aux(int item)
        if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("ËâË¡ËÀ¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
-#else
-               msg_print("You failed to use the wand properly.");
-#endif
-
+               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;
        }
@@ -3311,12 +2947,7 @@ static void do_cmd_aim_wand_aux(int item)
        if (o_ptr->pval <= 0)
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("¤³¤ÎËâË¡ËÀ¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
-#else
-               msg_print("The wand has no charges left.");
-#endif
-
+               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) */
@@ -3329,7 +2960,7 @@ static void do_cmd_aim_wand_aux(int item)
        /* Sound */
        sound(SOUND_ZAP);
 
-       ident = wand_effect(o_ptr->sval, dir, FALSE);
+       ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
 
        /* Combine / Reorder the pack (later) */
        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
@@ -3371,10 +3002,13 @@ static void do_cmd_aim_wand_aux(int 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)
 {
-       int     item;
+       OBJECT_IDX item;
        cptr    q, s;
 
        /* Restrict choices to wands */
@@ -3386,24 +3020,30 @@ void do_cmd_aim_wand(void)
        }
 
        /* Get an item */
-#ifdef JP
-       q = "¤É¤ÎËâË¡ËÀ¤ÇÁÀ¤¤¤Þ¤¹¤«? ";
-       s = "»È¤¨¤ëËâË¡ËÀ¤¬¤Ê¤¤¡£";
-#else
-       q = "Aim which wand? ";
-       s = "You have no wand to aim.";
-#endif
-
+       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);
 }
 
-
-static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
+/*!
+ * @brief ロッドの効果を発動する
+ * @param sval オブジェクトのsval
+ * @param dir 発動目標の方向ID
+ * @param use_charge チャージ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
+ * @return 発動により効果内容が確定したならばTRUEを返す
+ */
+static int rod_effect(OBJECT_SUBTYPE_VALUE sval, int dir, bool *use_charge, bool powerful, bool magic)
 {
        int ident = FALSE;
+       int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+       int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
+       int rad = powerful ? 3 : 2;
 
        /* Unused */
        (void)magic;
@@ -3413,20 +3053,24 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
        {
                case SV_ROD_DETECT_TRAP:
                {
-                       if (detect_traps(DETECT_RAD_DEFAULT, (bool)(dir ? FALSE : TRUE))) ident = TRUE;
+                       if (detect_traps(detect_rad, (bool)(dir ? FALSE : TRUE))) ident = TRUE;
                        break;
                }
 
                case SV_ROD_DETECT_DOOR:
                {
-                       if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
-                       if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
+                       if (detect_doors(detect_rad)) ident = TRUE;
+                       if (detect_stairs(detect_rad)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_IDENTIFY:
                {
-                       if (!ident_spell(FALSE)) *use_charge = FALSE;
+                       if (powerful) {
+                               if (!identify_fully(FALSE)) *use_charge = FALSE;
+                       } else {
+                               if (!ident_spell(FALSE)) *use_charge = FALSE;
+                       }
                        ident = TRUE;
                        break;
                }
@@ -3440,20 +3084,20 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
 
                case SV_ROD_ILLUMINATION:
                {
-                       if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+                       if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
                        break;
                }
 
                case SV_ROD_MAPPING:
                {
-                       map_area(DETECT_RAD_MAP);
+                       map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_DETECTION:
                {
-                       detect_all(DETECT_RAD_DEFAULT);
+                       detect_all(detect_rad);
                        ident = TRUE;
                        break;
                }
@@ -3479,7 +3123,7 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
 
                case SV_ROD_HEALING:
                {
-                       if (hp_player(500)) ident = TRUE;
+                       if (hp_player(powerful ? 750 : 500)) ident = TRUE;
                        if (set_stun(0)) ident = TRUE;
                        if (set_cut(0)) ident = TRUE;
                        if (set_shero(0,TRUE)) ident = TRUE;
@@ -3500,117 +3144,115 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
 
                case SV_ROD_SPEED:
                {
-                       if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
+                       if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_PESTICIDE:
                {
-                       if (dispel_monsters(4)) ident = TRUE;
+                       if (dispel_monsters(powerful ? 8 : 4)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_TELEPORT_AWAY:
                {
-                       if (teleport_monster(dir)) ident = TRUE;
+                       int distance = MAX_SIGHT * (powerful ? 8 : 5);
+                       if (teleport_monster(dir, distance)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_DISARMING:
                {
                        if (disarm_trap(dir)) ident = TRUE;
+                       if (powerful && disarm_traps_touch()) ident = TRUE;
                        break;
                }
 
                case SV_ROD_LITE:
                {
-#ifdef JP
-                       msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
-                       msg_print("A line of blue shimmering light appears.");
-#endif
-
-                       (void)lite_line(dir);
+                       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_ROD_SLEEP_MONSTER:
                {
-                       if (sleep_monster(dir)) ident = TRUE;
+                       if (sleep_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_SLOW_MONSTER:
                {
-                       if (slow_monster(dir)) ident = TRUE;
+                       if (slow_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
-               case SV_ROD_DRAIN_LIFE:
+               case SV_ROD_HYPODYNAMIA:
                {
-                       if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE;
+                       if (hypodynamic_bolt(dir, 70 + 3 * lev / 2)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_POLYMORPH:
                {
-                       if (poly_monster(dir)) ident = TRUE;
+                       if (poly_monster(dir, lev)) ident = TRUE;
                        break;
                }
 
                case SV_ROD_ACID_BOLT:
                {
-                       fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
+                       fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + lev / 7, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_ELEC_BOLT:
                {
-                       fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8));
+                       fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + lev / 9, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_FIRE_BOLT:
                {
-                       fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
+                       fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + lev / 6, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_COLD_BOLT:
                {
-                       fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
+                       fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + lev / 8, 8));
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_ACID_BALL:
                {
-                       fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2);
+                       fire_ball(GF_ACID, dir, 60 + lev, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_ELEC_BALL:
                {
-                       fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2);
+                       fire_ball(GF_ELEC, dir, 40 + lev, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_FIRE_BALL:
                {
-                       fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2);
+                       fire_ball(GF_FIRE, dir, 70 + lev, rad);
                        ident = TRUE;
                        break;
                }
 
                case SV_ROD_COLD_BALL:
                {
-                       fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2);
+                       fire_ball(GF_COLD, dir, 50 + lev, rad);
                        ident = TRUE;
                        break;
                }
@@ -3624,7 +3266,8 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
 
                case SV_ROD_STONE_TO_MUD:
                {
-                       if (wall_to_mud(dir)) ident = TRUE;
+                       HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+                       if (wall_to_mud(dir, dam)) ident = TRUE;
                        break;
                }
 
@@ -3638,15 +3281,18 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
        return ident;
 }
 
-/*
+/*!
+ * @brief 魔法棒を使うコマンドのサブルーチン / 
  * Activate (zap) a Rod
- *
+ * @param item 使うオブジェクトの所持品ID
+ * @return なし
+ * @details
+ * <pre>
  * Unstack fully charged rods as needed.
- *
  * Hack -- rods of perception/genocide can be "cancelled"
  * All rods can be cancelled at the "Direction?" prompt
- *
  * pvals are defined for each rod in k_info. -LM-
+ * </pre>
  */
 static void do_cmd_zap_rod_aux(int item)
 {
@@ -3676,12 +3322,7 @@ static void do_cmd_zap_rod_aux(int item)
        /* Mega-Hack -- refuse to zap a pile from the ground */
        if ((item < 0) && (o_ptr->number > 1))
        {
-#ifdef JP
-               msg_print("¤Þ¤º¤Ï¥í¥Ã¥É¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
-#else
-               msg_print("You must first pick up the rods.");
-#endif
-
+               msg_print(_("まずはロッドを拾わなければ。", "You must first pick up the rods."));
                return;
        }
 
@@ -3696,7 +3337,7 @@ static void do_cmd_zap_rod_aux(int item)
 
 
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Extract the item level */
        lev = k_info[o_ptr->k_idx].level;
@@ -3716,12 +3357,7 @@ static void do_cmd_zap_rod_aux(int item)
        if (world_player)
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
-               msg_print("Nothing happen. Maybe this rod is freezing too.");
-#endif
-
+               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 rod is freezing too."));
                sound(SOUND_FAIL);
                return;
        }
@@ -3742,12 +3378,7 @@ static void do_cmd_zap_rod_aux(int item)
        if (!success)
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("¤¦¤Þ¤¯¥í¥Ã¥É¤ò»È¤¨¤Ê¤«¤Ã¤¿¡£");
-#else
-               msg_print("You failed to use the rod properly.");
-#endif
-
+               msg_print(_("うまくロッドを使えなかった。", "You failed to use the rod properly."));
                sound(SOUND_FAIL);
                return;
        }
@@ -3758,31 +3389,21 @@ static void do_cmd_zap_rod_aux(int item)
        if ((o_ptr->number == 1) && (o_ptr->timeout))
        {
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("¤³¤Î¥í¥Ã¥É¤Ï¤Þ¤ÀËâÎϤò½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
-#else
-               msg_print("The rod is still charging.");
-#endif
-
+               msg_print(_("このロッドはまだ魔力を充填している最中だ。", "The rod is still charging."));
                return;
        }
        /* A stack of rods lacks enough energy. */
        else if ((o_ptr->number > 1) && (o_ptr->timeout > k_ptr->pval * (o_ptr->number - 1)))
        {
                if (flush_failure) flush();
-#ifdef JP
-msg_print("¤½¤Î¥í¥Ã¥É¤Ï¤Þ¤À½¼Å¶Ãæ¤Ç¤¹¡£");
-#else
-               msg_print("The rods are all still charging.");
-#endif
-
+               msg_print(_("そのロッドはまだ充填中です。", "The rods are all still charging."));
                return;
        }
 
        /* Sound */
        sound(SOUND_ZAP);
 
-       ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE);
+       ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE, FALSE);
 
        /* Increase the timeout by the rod kind's pval. -LM- */
        if (use_charge) o_ptr->timeout += k_ptr->pval;
@@ -3811,10 +3432,13 @@ msg_print("
        p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
 }
 
-
+/*!
+ * @brief ロッドを使うコマンドのメインルーチン /
+ * @return なし
+ */
 void do_cmd_zap_rod(void)
 {
-       int item;
+       OBJECT_IDX item;
        cptr q, s;
 
        if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
@@ -3826,13 +3450,8 @@ void do_cmd_zap_rod(void)
        item_tester_tval = TV_ROD;
 
        /* Get an item */
-#ifdef JP
-       q = "¤É¤Î¥í¥Ã¥É¤ò¿¶¤ê¤Þ¤¹¤«? ";
-       s = "»È¤¨¤ë¥í¥Ã¥É¤¬¤Ê¤¤¡£";
-#else
-       q = "Zap which rod? ";
-       s = "You have no rod to zap.";
-#endif
+       q = _("どのロッドを振りますか? ", "Zap which rod? ");
+       s = _("使えるロッドがない。", "You have no rod to zap.");
 
        if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
 
@@ -3840,9 +3459,11 @@ void do_cmd_zap_rod(void)
        do_cmd_zap_rod_aux(item);
 }
 
-
-/*
+/*!
+ * @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)
 {
@@ -3861,9 +3482,11 @@ static bool item_tester_hook_activate(object_type *o_ptr)
        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
+ * @return なし
  */
 void ring_of_power(int dir)
 {
@@ -3874,12 +3497,7 @@ void ring_of_power(int dir)
                case 2:
                {
                        /* Message */
-#ifdef JP
-                       msg_print("¤¢¤Ê¤¿¤Ï°­À­¤Î¥ª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
-#else
-                       msg_print("You are surrounded by a malignant aura.");
-#endif
-
+                       msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura."));
                        sound(SOUND_EVIL);
 
                        /* Decrease all stats (permanently) */
@@ -3901,12 +3519,7 @@ void ring_of_power(int dir)
                case 3:
                {
                        /* Message */
-#ifdef JP
-                       msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
-#else
-                       msg_print("You are surrounded by a powerful aura.");
-#endif
-
+                       msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura."));
 
                        /* Dispel monsters */
                        dispel_monsters(1000);
@@ -3937,7 +3550,14 @@ 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);
@@ -3968,19 +3588,24 @@ static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
        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         k, dir, lev, chance, fail;
+       int         dir, lev, chance, fail;
        object_type *o_ptr;
        bool success;
 
@@ -3998,2318 +3623,89 @@ static void do_cmd_activate_aux(int item)
        }
 
        /* Take a turn */
-       energy_use = 100;
+       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 (o_ptr->art_name)
+       else if (object_is_random_artifact(o_ptr))
        {
-               switch (o_ptr->xtra2)
-               {
-                       case ACT_SUNLIGHT:
-                       case ACT_BO_MISS_1:
-                       case ACT_BA_POIS_1:
-                       case ACT_CONFUSE:
-                       case ACT_SLEEP:
-                       case ACT_CURE_LW:
-                       case ACT_CURE_POISON:
-                       case ACT_BERSERK:
-                       case ACT_LIGHT:
-                       case ACT_DEST_DOOR:
-                       case ACT_TELEPORT:
-                               lev = 10;
-                               break;
-                       case ACT_BO_ELEC_1:
-                       case ACT_BO_ACID_1:
-                       case ACT_BO_COLD_1:
-                       case ACT_BO_FIRE_1:
-                       case ACT_MAP_LIGHT:
-                       case ACT_STONE_MUD:
-                       case ACT_CURE_MW:
-                       case ACT_QUAKE:
-                               lev = 20;
-                               break;
-                       case ACT_DRAIN_1:
-                       case ACT_TELE_AWAY:
-                       case ACT_ESP:
-                       case ACT_RESIST_ALL:
-                       case ACT_DETECT_ALL:
-                       case ACT_RECALL:
-                       case ACT_SATIATE:
-                       case ACT_RECHARGE:
-                               lev = 30;
-                               break;
-                       case ACT_BA_COLD_1:
-                       case ACT_BA_FIRE_1:
-                       case ACT_TERROR:
-                       case ACT_PROT_EVIL:
-                       case ACT_ID_PLAIN:
-                       case ACT_REST_LIFE:
-                       case ACT_SPEED:
-                       case ACT_BANISH_EVIL:
-                               lev = 40;
-                               break;
-                       case ACT_DRAIN_2:
-                       case ACT_VAMPIRE_1:
-                       case ACT_BO_MISS_2:
-                       case ACT_BA_FIRE_2:
-                       case ACT_WHIRLWIND:
-                       case ACT_CHARM_ANIMAL:
-                       case ACT_SUMMON_ANIMAL:
-                       case ACT_DISP_EVIL:
-                       case ACT_DISP_GOOD:
-                       case ACT_XTRA_SPEED:
-                       case ACT_DETECT_XTRA:
-                       case ACT_ID_FULL:
-                               lev = 50;
-                               break;
-                       case ACT_VAMPIRE_2:
-                       case ACT_BA_COLD_3:
-                       case ACT_BA_ELEC_3:
-                       case ACT_GENOCIDE:
-                       case ACT_CHARM_UNDEAD:
-                       case ACT_CHARM_OTHER:
-                       case ACT_SUMMON_PHANTOM:
-                       case ACT_SUMMON_ELEMENTAL:
-                       case ACT_RUNE_EXPLO:
-                               lev = 60;
-                               break;
-                       case ACT_MASS_GENO:
-                       case ACT_CHARM_ANIMALS:
-                       case ACT_CHARM_OTHERS:
-                       case ACT_CURE_700:
-                       case ACT_RUNE_PROT:
-                       case ACT_ALCHEMY:
-                       case ACT_REST_ALL:
-                               lev = 70;
-                               break;
-                       case ACT_CALL_CHAOS:
-                       case ACT_ROCKET:
-                       case ACT_BA_MISS_3:
-                       case ACT_CURE_1000:
-                       case ACT_DIM_DOOR:
-                       case ACT_SUMMON_UNDEAD:
-                       case ACT_SUMMON_DEMON:
-                               lev = 80;
-                               break;
-                       case ACT_WRAITH:
-                       case ACT_INVULN:
-                               lev = 100;
-                               break;
-                       default:
-                               lev = 0;
-               }
-       }
-       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();
-#ifdef JP
-               msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
-               msg_print("It shows no reaction.");
-#endif
-
-               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();
-#ifdef JP
-               msg_print("¤¦¤Þ¤¯»ÏÆ°¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
-#else
-               msg_print("You failed to activate it properly.");
-#endif
-
-               sound(SOUND_FAIL);
-               return;
-       }
-
-       /* Check the recharge */
-       if (o_ptr->timeout)
-       {
-#ifdef JP
-               msg_print("¤½¤ì¤ÏÈù¤«¤Ë²»¤òΩ¤Æ¡¢µ±¤­¡¢¾Ã¤¨¤¿...");
-#else
-               msg_print("It whines, glows and fades...");
-#endif
-
-               return;
-       }
-
-
-       /* Activate the artifact */
-#ifdef JP
-       msg_print("»ÏÆ°¤µ¤»¤¿...");
-#else
-       msg_print("You activate it...");
-#endif
-
-
-       /* Sound */
-       sound(SOUND_ZAP);
-
-
-       if (o_ptr->art_name && o_ptr->xtra2)
-       {
-               (void)activate_random_artifact(o_ptr);
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Success */
-               return;
-       }
-
-       /* Artifacts */
-       else if (object_is_fixed_artifact(o_ptr))
-       {
-               /* Choose effect */
-               switch (o_ptr->name1)
-               {
-                       case ART_GALADRIEL:
-                       {
-#ifdef JP
-                               msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
-#else
-                               msg_print("The phial wells with clear light...");
-#endif
-
-                               lite_area(damroll(2, 15), 3);
-                               o_ptr->timeout = randint0(10) + 10;
-                               break;
-                       }
-
-                       case ART_ELENDIL:
-                       {
-#ifdef JP
-                               msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("The star shines brightly...");
-#endif
-
-                               map_area(DETECT_RAD_MAP);
-                               lite_area(damroll(2, 15), 3);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       }
-
-                       case ART_JUDGE:
-                       {
-#ifdef JP
-msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
-#else
-                               msg_print("The Jewel flashes bright red!");
-#endif
-
-                               chg_virtue(V_KNOWLEDGE, 1);
-                               chg_virtue(V_ENLIGHTEN, 1);
-                               wiz_lite(FALSE);
-#ifdef JP
-msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
-take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
-#else
-                               msg_print("The Jewel drains your vitality...");
-                               take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
-#endif
-
-                               (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
-                               (void)detect_doors(DETECT_RAD_DEFAULT);
-                               (void)detect_stairs(DETECT_RAD_DEFAULT);
-
-#ifdef JP
-if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
-#else
-                               if (get_check("Activate recall? "))
-#endif
-
-                               {
-                                       (void)word_of_recall();
-                               }
-
-                               o_ptr->timeout = randint0(20) + 20;
-                               break;
-                       }
-
-                       case ART_CARLAMMAS:
-                       {
-#ifdef JP
-                               msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
-                               msg_print("The amulet lets out a shrill wail...");
-#endif
-
-                               k = 3 * p_ptr->lev;
-                               (void)set_protevil(randint1(25) + k, FALSE);
-                               o_ptr->timeout = randint0(225) + 225;
-                               break;
-                       }
-
-                       case ART_INGWE:
-                       {
-#ifdef JP
-                               msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
-                               msg_print("The amulet floods the area with goodness...");
-#endif
-
-                               dispel_evil(p_ptr->lev * 5);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case ART_YATA:
-                       {
-#ifdef JP
-                               msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
-                               msg_print("The mirror floods the area with goodness...");
-#endif
-
-                               dispel_evil(p_ptr->lev * 5);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case ART_FRAKIR:
-                       {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥­¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
-#else
-                               msg_print("You order Frakir to strangle your opponent.");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               if (drain_life(dir, 100))
-                               o_ptr->timeout = randint0(100) + 100;
-                               break;
-                       }
-
-                       case ART_TULKAS:
-                       {
-#ifdef JP
-                               msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("The ring glows brightly...");
-#endif
-
-                               (void)set_fast(randint1(75) + 75, FALSE);
-                               o_ptr->timeout = randint0(150) + 150;
-                               break;
-                       }
-
-                       case ART_NARYA:
-                       {
-#ifdef JP
-                               msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("The ring glows deep red...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_FIRE, dir, 300, 3);
-                               o_ptr->timeout = randint0(225) + 225;
-                               break;
-                       }
-
-                       case ART_NENYA:
-                       {
-#ifdef JP
-                               msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("The ring glows bright white...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_COLD, dir, 400, 3);
-                               o_ptr->timeout = randint0(325) + 325;
-                               break;
-                       }
-
-                       case ART_VILYA:
-                       case ART_GOURYU:
-                       {
-#ifdef JP
-                               msg_format("%s¤Ï¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_VILYA ? "»ØÎØ" : "¥½¡¼¥É");
-#else
-                               msg_format("The %s glows deep blue...", o_ptr->name1 == ART_VILYA ? "ring" : "sword");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_ELEC, dir, 500, 3);
-                               o_ptr->timeout = randint0(425) + 425;
-                               break;
-                       }
-
-                       case ART_POWER:
-                       case ART_AHO:
-                       {
-#ifdef JP
-                               msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("The ring glows intensely black...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               ring_of_power(dir);
-                               o_ptr->timeout = randint0(450) + 450;
-                               break;
-                       }
-
-                       case ART_RAZORBACK:
-                       {
-                               int num = damroll(5, 3);
-                               int y, x;
-                               int attempts;
-
-#ifdef JP
-                               msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your armor is surrounded by lightning...");
-#endif
-
-
-                               for (k = 0; k < num; k++)
-                               {
-                                       attempts = 1000;
-
-                                       while (attempts--)
-                                       {
-                                               scatter(&y, &x, py, px, 4, 0);
-
-                                               if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
-
-                                               if (!player_bold(y, x)) break;
-                                       }
-
-                                       project(0, 3, y, x, 150, GF_ELEC,
-                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
-                               }
-
-                               o_ptr->timeout = 1000;
-                               break;
-                       }
-
-                       case ART_BLADETURNER:
-                       {
-                               if (!get_aim_dir(&dir)) return;
-#ifdef JP
-                               msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                               msg_print("You breathe the elements.");
-#endif
-
-                               fire_ball(GF_MISSILE, dir, 300, 4);
-#ifdef JP
-                               msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("Your armor glows many colours...");
-#endif
-
-                               (void)set_afraid(0);
-                               (void)set_hero(randint1(50) + 50, FALSE);
-                               (void)hp_player(10);
-                               (void)set_blessed(randint1(50) + 50, FALSE);
-                               (void)set_oppose_acid(randint1(50) + 50, FALSE);
-                               (void)set_oppose_elec(randint1(50) + 50, FALSE);
-                               (void)set_oppose_fire(randint1(50) + 50, FALSE);
-                               (void)set_oppose_cold(randint1(50) + 50, FALSE);
-                               (void)set_oppose_pois(randint1(50) + 50, FALSE);
-                               o_ptr->timeout = 400;
-                               break;
-                       }
-
-                       case ART_SOULKEEPER:
-                       {
-#ifdef JP
-                               msg_print("³»¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-                               msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
-#else
-                               msg_print("Your armor glows a bright white...");
-                               msg_print("You feel much better...");
-#endif
-
-                               (void)hp_player(1000);
-                               (void)set_cut(0);
-                               o_ptr->timeout = 888;
-                               break;
-                       }
-
-                       case ART_LOHENGRIN:
-                       {
-#ifdef JP
-msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
-#else
-                               msg_print("A heavenly choir sings...");
-#endif
-
-                               (void)set_poisoned(0);
-                               (void)set_cut(0);
-                               (void)set_stun(0);
-                               (void)set_confused(0);
-                               (void)set_blind(0);
-                               (void)set_hero(randint1(25) + 25, FALSE);
-                               (void)hp_player(777);
-                               o_ptr->timeout = 300;
-                               break;
-                       }
-
-                       case ART_JULIAN:
-                       {
-#ifdef JP
-                               msg_print("³»¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("Your armor glows deep blue...");
-#endif
-
-                               (void)symbol_genocide(200, TRUE);
-                               o_ptr->timeout = 500;
-                               break;
-                       }
-
-                       case ART_CASPANION:
-                       {
-#ifdef JP
-                               msg_print("³»¤¬ÀÖ¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your armor glows bright red...");
-#endif
-
-                               destroy_doors_touch();
-                               o_ptr->timeout = 10;
-                               break;
-                       }
-
-                       case ART_DOR:
-                       case ART_TERROR:
-                       case ART_STONEMASK:
-                       {
-                               turn_monsters(40 + p_ptr->lev);
-                               o_ptr->timeout = 3 * (p_ptr->lev + 10);
-
-                               break;
-                       }
-
-                       case ART_HOLHENNETH:
-                       {
-#ifdef JP
-                               msg_print("¥Ø¥ë¥á¥Ã¥È¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-                               msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
-#else
-                               msg_print("Your helm glows bright white...");
-                               msg_print("An image forms in your mind...");
-#endif
-
-                               detect_all(DETECT_RAD_DEFAULT);
-                               o_ptr->timeout = randint0(55) + 55;
-                               break;
-                       }
-
-                       case ART_AMBER:
-                       {
-#ifdef JP
-                               msg_print("²¦´§¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-                               msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
-#else
-                               msg_print("Your crown glows deep blue...");
-                               msg_print("You feel a warm tingling inside...");
-#endif
-
-                               (void)hp_player(700);
-                               (void)set_cut(0);
-                               o_ptr->timeout = 250;
-                               break;
-                       }
-
-                       case ART_COLLUIN:
-                       case ART_SEIRYU:
-                       {
-#ifdef JP
-                               msg_format("%s¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_COLLUIN ? "¥¯¥í¡¼¥¯" : "³»");
-#else
-                               msg_format("Your %s glows many colours...", o_ptr->name1 == ART_COLLUIN ? "cloak" : "armor");
-#endif
-
-                               (void)set_oppose_acid(randint1(20) + 20, FALSE);
-                               (void)set_oppose_elec(randint1(20) + 20, FALSE);
-                               (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                               (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                               (void)set_oppose_pois(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = 111;
-                               break;
-                       }
-
-                       case ART_HOLCOLLETH:
-                       {
-#ifdef JP
-                               msg_print("¥¯¥í¡¼¥¯¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("Your cloak glows deep blue...");
-#endif
-
-                               sleep_monsters_touch();
-                               o_ptr->timeout = 55;
-                               break;
-                       }
-
-                       case ART_THINGOL:
-                       {
-#ifdef JP
-                               msg_print("¥¯¥í¡¼¥¯¤¬²«¿§¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your cloak glows bright yellow...");
-#endif
-
-                               recharge(130);
-                               o_ptr->timeout = 70;
-                               break;
-                       }
-
-                       case ART_COLANNON:
-                       {
-#ifdef JP
-                               msg_print("¥¯¥í¡¼¥¯¤¬ÊÕ¤ê¤Î¶õ´Ö¤ò¤æ¤¬¤Þ¤»¤¿...");
-#else
-                               msg_print("Your cloak twists space around you...");
-#endif
-
-                               teleport_player(100, FALSE);
-                               o_ptr->timeout = 45;
-                               break;
-                       }
-
-                       case ART_LUTHIEN:
-                       {
-#ifdef JP
-                               msg_print("¥¯¥í¡¼¥¯¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("Your cloak glows a deep red...");
-#endif
-
-                               restore_level();
-                               o_ptr->timeout = 450;
-                               break;
-                       }
-
-                       case ART_CAMMITHRIM:
-                       {
-#ifdef JP
-                               msg_print("¥°¥í¡¼¥Ö¤¬âÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your gloves glow extremely brightly...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_MISSILE, dir, damroll(2, 6));
-                               o_ptr->timeout = 2;
-                               break;
-                       }
-
-                       case ART_PAURHACH:
-                       {
-#ifdef JP
-                               msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your gauntlets are covered in fire...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_FIRE, dir, damroll(9, 8));
-                               o_ptr->timeout = randint0(8) + 8;
-                               break;
-                       }
-
-                       case ART_PAURNIMMEN:
-                       {
-#ifdef JP
-                               msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your gauntlets are covered in frost...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_COLD, dir, damroll(6, 8));
-                               o_ptr->timeout = randint0(7) + 7;
-                               break;
-                       }
-
-                       case ART_PAURAEGEN:
-                       {
-#ifdef JP
-                               msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your gauntlets are covered in sparks...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_ELEC, dir, damroll(4, 8));
-                               o_ptr->timeout = randint0(5) + 5;
-                               break;
-                       }
-
-                       case ART_PAURNEN:
-                       {
-#ifdef JP
-                               msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬»À¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your gauntlets are covered in acid...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_ACID, dir, damroll(5, 8));
-                               o_ptr->timeout = randint0(6) + 6;
-                               break;
-                       }
-
-                       case ART_FINGOLFIN:
-                       {
-#ifdef JP
-                               msg_print("¥»¥¹¥¿¥¹¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
-                               msg_print("Your cesti grows magical spikes...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_ARROW, dir, 150);
-                               o_ptr->timeout = randint0(90) + 90;
-                               break;
-                       }
-
-                       case ART_FEANOR:
-                       {
-#ifdef JP
-                               msg_print("¥Ö¡¼¥Ä¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your boots glow bright green...");
-#endif
-
-                               (void)set_fast(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = 200;
-                               break;
-                       }
-
-                       case ART_FLORA:
-                       {
-#ifdef JP
-                               msg_print("¥Ö¡¼¥Ä¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("Your boots glow deep blue...");
-#endif
-
-                               (void)set_afraid(0);
-                               (void)set_poisoned(0);
-                               o_ptr->timeout = 5;
-                               break;
-                       }
-
-                       case ART_NARTHANC:
-                       {
-#ifdef JP
-                               msg_print("¥À¥¬¡¼¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your dagger is covered in fire...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_FIRE, dir, damroll(9, 8));
-                               o_ptr->timeout = randint0(8) + 8;
-                               break;
-                       }
-
-                       case ART_NIMTHANC:
-                       {
-#ifdef JP
-                               msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your dagger is covered in frost...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_COLD, dir, damroll(6, 8));
-                               o_ptr->timeout = randint0(7) + 7;
-                               break;
-                       }
-
-                       case ART_DETHANC:
-                       {
-#ifdef JP
-                               msg_print("¥À¥¬¡¼¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your dagger is covered in sparks...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_ELEC, dir, damroll(4, 8));
-                               o_ptr->timeout = randint0(5) + 5;
-                               break;
-                       }
-
-                       case ART_RILIA:
-                       {
-#ifdef JP
-                               msg_print("¥À¥¬¡¼¤¬¿¼¤¤Îп§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
-#else
-                               msg_print("Your dagger throbs deep green...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_POIS, dir, 12, 3);
-                               o_ptr->timeout = randint0(4) + 4;
-                               break;
-                       }
-
-                       case ART_NUMAHOKO:
-                       {
-#ifdef JP
-                               msg_print("Ì·¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
-#else
-                               msg_print("Your dagger throbs deep blue...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_WATER, dir, 200, 3);
-                               o_ptr->timeout = 250;
-                               break;
-                       }
-
-                       case ART_FIONA:
-                       {
-#ifdef JP
-                               msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your dagger is covered in frost...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_COLD, dir, 48, 2);
-                               o_ptr->timeout = randint0(5) + 5;
-                               break;
-                       }
-
-                       case ART_KUSANAGI:
-                       case ART_WEREWINDLE:
-                       {
-                               switch (randint1(13))
-                               {
-                               case 1: case 2: case 3: case 4: case 5:
-                                       teleport_player(10, FALSE);
-                                       break;
-                               case 6: case 7: case 8: case 9: case 10:
-                                       teleport_player(222, FALSE);
-                                       break;
-                               case 11: case 12:
-                                       (void)stair_creation();
-                                       break;
-                               default:
-#ifdef JP
-if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
-#else
-                                       if (get_check("Leave this level? "))
-#endif
-
-                                       {
-                                               if (autosave_l) do_cmd_save_game(TRUE);
-
-                                               /* Leaving */
-                                               p_ptr->leaving = TRUE;
-                                       }
-                               }
-                               o_ptr->timeout = 35;
-                               break;
-                       }
-
-                       case ART_KAMUI:
-                       {
-                               teleport_player(222, FALSE);
-                               o_ptr->timeout = 25;
-                               break;
-                       }
-
-                       case ART_RINGIL:
-                       {
-#ifdef JP
-                               msg_print("¥½¡¼¥É¤¬ÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your sword glows an intense blue...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_COLD, dir, 100, 2);
-                               o_ptr->timeout = 200;
-                               break;
-                       }
-
-                       case ART_DAWN:
-                       {
-#ifdef JP
-msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£");
-#else
-                               msg_print("You summon the Legion of the Dawn.");
-#endif
-
-                               (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
-                               o_ptr->timeout = 500 + randint1(500);
-                               break;
-                       }
-
-                       case ART_ANDURIL:
-                       {
-#ifdef JP
-                               msg_print("¥½¡¼¥É¤¬ÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your sword glows an intense red...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_FIRE, dir, 72, 2);
-                               o_ptr->timeout = 400;
-                               break;
-                       }
-
-                       case ART_THEODEN:
-                       {
-#ifdef JP
-                                msg_print("¥¢¥Ã¥¯¥¹¤Î¿Ï¤¬¹õ¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your axe blade glows black...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               drain_life(dir, 120);
-                               o_ptr->timeout = 400;
-                               break;
-                       }
-
-                       case ART_RUNESPEAR:
-                       {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÎÁä¤ÏÅŵ¤¤Ç¥¹¥Ñ¡¼¥¯¤·¤Æ¤¤¤ë...");
-#else
-                               msg_print("Your spear crackles with electricity...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_ELEC, dir, 100, 3);
-                               o_ptr->timeout = 200;
-                               break;
-                       }
-
-                       case ART_AEGLOS:
-                       {
-#ifdef JP
-                               msg_print("¥¹¥Ô¥¢¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your spear glows a bright white...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_COLD, dir, 100, 3);
-                               o_ptr->timeout = 200;
-                               break;
-                       }
-
-                       case ART_DESTINY:
-                       {
-#ifdef JP
-                               msg_print("¥¹¥Ô¥¢¤¬¸ÝÆ°¤·¤¿...");
-#else
-                               msg_print("Your spear pulsates...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               wall_to_mud(dir);
-                               o_ptr->timeout = 5;
-                               break;
-                       }
-
-                       case ART_NAIN:
-                       {
-#ifdef JP
-                               msg_print("¤Ä¤ë¤Ï¤·¤¬¸ÝÆ°¤·¤¿...");
-#else
-                               msg_print("Your mattock pulsates...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               wall_to_mud(dir);
-                               o_ptr->timeout = 2;
-                               break;
-                       }
-
-                       case ART_EONWE:
-                       {
-#ifdef JP
-                               msg_print("¥¢¥Ã¥¯¥¹¤«¤é¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
-                               msg_print("Your axe lets out a long, shrill note...");
-#endif
-
-                               (void)mass_genocide(200, TRUE);
-                               o_ptr->timeout = 1000;
-                               break;
-                       }
-
-                       case ART_LOTHARANG:
-                       {
-#ifdef JP
-                               msg_print("¥Ð¥È¥ë¡¦¥¢¥Ã¥¯¥¹¤¬¿¼»ç¤Î¸÷¤òÊü¼Í¤·¤¿...");
-#else
-                               msg_print("Your battle axe radiates deep purple...");
-#endif
-
-                               hp_player(damroll(4, 8));
-                               (void)set_cut((p_ptr->cut / 2) - 50);
-                               o_ptr->timeout = randint0(3) + 3;
-                               break;
-                       }
-
-                       case ART_ULMO:
-                       {
-#ifdef JP
-                               msg_print("¥È¥é¥¤¥Ç¥ó¥È¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("Your trident glows deep red...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               teleport_monster(dir);
-                               o_ptr->timeout = 150;
-                               break;
-                       }
-
-                       case ART_AVAVIR:
-                       {
-#ifdef JP
-                               msg_print("Âç³ù¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your scythe glows soft white...");
-#endif
-                               if (!word_of_recall()) return;
-                               o_ptr->timeout = 200;
-                               break;
-                       }
-
-                       case ART_MAGATAMA:
-                       {
-#ifdef JP
-                               msg_print("¸û¶Ì¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your scythe glows soft white...");
-#endif
-                               if (!word_of_recall()) return;
-                               o_ptr->timeout = 200;
-                               break;
-                       }
-
-                       case ART_TOTILA:
-                       {
-#ifdef JP
-                               msg_print("¥Õ¥ì¥¤¥ë¤¬ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤¿...");
-#else
-                               msg_print("Your flail glows in scintillating colours...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               confuse_monster(dir, 20);
-                               o_ptr->timeout = 15;
-                               break;
-                       }
-
-                       case ART_FIRESTAR:
-                       {
-#ifdef JP
-                               msg_print("¥â¡¼¥Ë¥ó¥°¥¹¥¿¡¼¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...");
-#else
-                               msg_print("Your morning star rages in fire...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_FIRE, dir, 72, 3);
-                               o_ptr->timeout = 100;
-                               break;
-                       }
-
-                       case ART_GOTHMOG:
-                       {
-#ifdef JP
-                               msg_print("¥à¥Á¤¬¿¼¤¤ÀÖ¿§¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("Your whip glows deep red...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_FIRE, dir, 120, 3);
-                               o_ptr->timeout = 15;
-                               break;
-                       }
-
-                       case ART_TARATOL:
-                       {
-#ifdef JP
-                               msg_print("¥á¥¤¥¹¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your mace glows bright green...");
-#endif
-
-                               (void)set_fast(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(100) + 100;
-                               break;
-                       }
-
-                       case ART_ERIRIL:
-                       {
-#ifdef JP
-                               msg_print("¥¯¥©¡¼¥¿¡¼¥¹¥¿¥Ã¥Õ¤¬²«¿§¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your quarterstaff glows yellow...");
-#endif
-
-                               if (!ident_spell(FALSE)) return;
-                               o_ptr->timeout = 10;
-                               break;
-                       }
-
-                       case ART_GANDALF:
-                       {
-#ifdef JP
-                               msg_print("¾ó¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your quarterstaff glows brightly...");
-#endif
-
-                               detect_all(DETECT_RAD_DEFAULT);
-                               probing();
-                               identify_fully(FALSE);
-                               o_ptr->timeout = 100;
-                               break;
-                       }
-
-                       case ART_TURMIL:
-                       {
-#ifdef JP
-                               msg_print("¥Ï¥ó¥Þ¡¼¤¬Çò¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your hammer glows white...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               drain_life(dir, 90);
-                               o_ptr->timeout = 70;
-                               break;
-                       }
-
-                       case ART_BRAND:
-                       {
-#ifdef JP
-                               msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("Your crossbow glows deep red...");
-#endif
-
-                               (void)brand_bolts();
-                               o_ptr->timeout = 999;
-                               break;
-                       }
-                       case ART_CRIMSON:
-                       {
-                               int num = 1;
-                               int i;
-                               int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                               int tx, ty;
-#ifdef JP
-                               msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
-#else
-                               msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-
-                               /* Use the given direction */
-                               tx = px + 99 * ddx[dir];
-                               ty = py + 99 * ddy[dir];
-
-                               /* Hack -- Use an actual "target" */
-                               if ((dir == 5) && target_okay())
-                               {
-                                       tx = target_col;
-                                       ty = target_row;
-                               }
-
-                               if (p_ptr->pclass == CLASS_ARCHER)
-                               {
-                                       /* Extra shot at level 10 */
-                                       if (p_ptr->lev >= 10) num++;
-
-                                       /* Extra shot at level 30 */
-                                       if (p_ptr->lev >= 30) num++;
-
-                                       /* Extra shot at level 45 */
-                                       if (p_ptr->lev >= 45) num++;
-                               }
-
-                               for (i = 0; i < num; i++)
-                                       project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
-                               o_ptr->timeout = 15;
-                               break;
-                       }
-                       case ART_PALANTIR:
-                       {
-                               monster_type *m_ptr;
-                               monster_race *r_ptr;
-                               int i;
-
-#ifdef JP
-                               msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
-#else
-                               msg_print("Some strange places show up in your mind. And you see ...");
-#endif
-
-                               /* Process the monsters (backwards) */
-                               for (i = m_max - 1; i >= 1; i--)
-                               {
-                                       /* Access the monster */
-                                       m_ptr = &m_list[i];
-
-                                       /* Ignore "dead" monsters */
-                                       if (!m_ptr->r_idx) continue;
-
-                                       r_ptr = &r_info[m_ptr->r_idx];
-
-                                       if(r_ptr->flags1 & RF1_UNIQUE)
-                                       {
-#ifdef JP
-                                               msg_format("%s¡¥ ",r_name + r_ptr->name);
-#else
-                                               msg_format("%s. ",r_name + r_ptr->name);
-#endif
-                                       }
-                               }
-                               o_ptr->timeout = 200;
-                               break;
-                       }
-
-                       case ART_STONE_LORE:
-                       {
-#ifdef JP
-                               msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
-#else
-                               msg_print("The stone reveals hidden mysteries...");
-#endif
-                               if (!ident_spell(FALSE)) return;
-
-                               if (mp_ptr->spell_book)
-                               {
-                                       /* Sufficient mana */
-                                       if (20 <= p_ptr->csp)
-                                       {
-                                               /* Use some mana */
-                                               p_ptr->csp -= 20;
-                                       }
-
-                                       /* Over-exert the player */
-                                       else
-                                       {
-                                               int oops = 20 - p_ptr->csp;
-
-                                               /* No mana left */
-                                               p_ptr->csp = 0;
-                                               p_ptr->csp_frac = 0;
-
-                                               /* Message */
-#ifdef JP
-                                               msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
-#else
-                                               msg_print("You are too weak to control the stone!");
-#endif
-
-                                               /* Hack -- Bypass free action */
-                                               (void)set_paralyzed(p_ptr->paralyzed +
-                                                       randint1(5 * oops + 1));
-
-                                               /* Confusing. */
-                                               (void)set_confused(p_ptr->confused +
-                                                       randint1(5 * oops + 1));
-                                       }
-
-                                       /* Redraw mana */
-                                       p_ptr->redraw |= (PR_MANA);
-                               }
-
-#ifdef JP
-                               take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
-#else
-                               take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
-#endif
-
-                               /* Confusing. */
-                               if (one_in_(5)) (void)set_confused(p_ptr->confused +
-                                       randint1(10));
-
-                               /* Exercise a little care... */
-                               if (one_in_(20))
-#ifdef JP
-                                       take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
-#else
-                                       take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
-#endif
-                               o_ptr->timeout = 0;
-                               break;
-                       }
-
-                       case ART_BOROMIR:
-                       {
-#ifdef JP
-                               msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
-#else
-                               msg_print("You wind a mighty blast; your enemies tremble!");
-#endif
-                               (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
-                               o_ptr->timeout = randint0(40) + 40;
-                               break;
-                       }
-                       case ART_FARAMIR:
-                       {
-#ifdef JP
-                               msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
-#else
-                               msg_print("You exterminate small life.");
-#endif
-                               (void)dispel_monsters(4);
-                               o_ptr->timeout = randint0(55) + 55;
-                               break;
-                       }
-
-                       case ART_HIMRING:
-                       {
-#ifdef JP
-                               msg_print("Æߤ¤²»¤¬ÊÕ¤ê¤òÊñ¤ß¤³¤ó¤À¡£");
-#else
-                               msg_print("A shrill wailing sound surrounds you.");
-#endif
-                               (void)set_protevil(randint1(25) + p_ptr->lev, FALSE);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case ART_ICANUS:
-                       {
-
-#ifdef JP
-                               msg_print("¥í¡¼¥Ö¤¬½ã¿è¤ÊËâÎϤǿ̤¨¤¿¡£");
-#else
-                               msg_print("The robe pulsates with raw mana...");
-#endif
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_MANA, dir, 120);
-                               o_ptr->timeout = randint0(120) + 120;
-                               break;
-                       }
-                       case ART_HURIN:
-                       {
-                               (void)set_fast(randint1(50) + 50, FALSE);
-                               hp_player(10);
-                               set_afraid(0);
-                               set_hero(randint1(50) + 50, FALSE);
-                               o_ptr->timeout = randint0(200) + 100;
-                               break;
-                       }
-                       case ART_GIL_GALAD:
-                       {
-#ifdef JP
-                               msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥");
-#else
-                               msg_print("Your shield gleams with blinding light...");
-#endif
-                               fire_ball(GF_LITE, 0, 300, 6);
-                               confuse_monsters(3 * p_ptr->lev / 2);
-                               o_ptr->timeout = 250;
-                               break;
-                       }
-                       case ART_YENDOR:
-                       {
-#ifdef JP
-                               msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥");
-#else
-                               msg_print("Your card gleams with blinding light...");
-#endif
-                               if (!recharge(1000)) return;
-                               o_ptr->timeout = 200;
-                               break;
-                       }
-                       case ART_MURAMASA:
-                       {
-#ifdef JP
-                               if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
-#else
-                               if (get_check("Are you sure?!"))
-#endif
-                               {
-#ifdef JP
-                                       msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
-#else
-                                       msg_print("The Muramasa pulsates...");
-#endif
-                                       do_inc_stat(A_STR);
-                                       if (one_in_(2))
-                                       {
-#ifdef JP
-                                               msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
-#else
-                                               msg_print("The Muramasa is destroyed!");
-#endif
-                                               curse_weapon(TRUE, item);
-                                       }
-                               }
-                               break;
-                       }
-                       case ART_FLY_STONE:
-                       {
-#ifdef JP
-                               msg_print("ÀФ¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
-#else
-                               msg_print("Your stone glows pale...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_MANA, dir, 400, 4);
-                               o_ptr->timeout = randint0(250) + 250;
-                               break;
-                       }
-                       case ART_TAIKOBO:
-                       {
-                               int x, y;
-
-                               if (!get_rep_dir2(&dir)) return;
-                               y = py+ddy[dir];
-                               x = px+ddx[dir];
-                               tsuri_dir = dir;
-                               if (!cave_have_flag_bold(y, x, FF_WATER))
-                               {
-#ifdef JP
-                                       msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
-#else
-                                       msg_print("There is no fishing place.");
-#endif
-                                       return;
-                               }
-                               else if (cave[y][x].m_idx)
-                               {
-                                       char m_name[80];
-                                       monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
-                                       msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
-#else
-                                       msg_format("%^s is stand in your way.", m_name);
-#endif
-                                       energy_use = 0;
-                                       return;
-                               }
-                               set_action(ACTION_FISH);
-                               p_ptr->redraw |= (PR_STATE);
-                               break;
-                       }
-                       case ART_JONES:
-                       {
-                               if (!get_aim_dir(&dir)) return;
-#ifdef JP
-                               msg_print("¥à¥Á¤ò¿­¤Ð¤·¤¿¡£");
-#else
-                               msg_print("You stretched your wip.");
-#endif
-
-                               fetch(dir, 500, TRUE);
-                               o_ptr->timeout = randint0(25) + 25;
-                               break;
-                       }
-                       case ART_ARRYU:
-                       {
-                               u32b mode = PM_ALLOW_GROUP;
-                               bool pet = !one_in_(5);
-                               if (pet) mode |= PM_FORCE_PET;
-                               else mode |= PM_NO_PET;
-
-                               if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
-                               {
-
-                                       if (pet)
-#ifdef JP
-                                               msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
-                                       msg_print("A group of hounds appear as your servant.");
-#endif
-
-                                       else
-#ifdef JP
-                                               msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
-#else
-                                               msg_print("A group of hounds appear as your enemy!");
-#endif
-
-                               }
-
-                               o_ptr->timeout = 300 + randint1(150);
-                               break;
-                       }
-
-                       case ART_GAEBOLG:
-                       {
-#ifdef JP
-                               msg_print("¥¹¥Ô¥¢¤ÏâÁ¤·¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your spear grows brightly...");
-#endif
-
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_LITE, dir, 200, 3);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case ART_INROU:
-                       {
-                               int count = 0, i;
-                               monster_type *m_ptr;
-#ifndef JP
-                               cptr kakusan = "";
-#endif
-
-                               if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
-                               {
-#ifdef JP
-                                       msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
-                                       msg_print("Suke-san apperars.");
-                                       kakusan = "Suke-san";
-#endif
-                                       count++;
-                               }
-                               if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
-                               {
-#ifdef JP
-                                       msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
-                                       msg_print("Kaku-san appears.");
-                                       kakusan = "Kaku-san";
-#endif
-                                       count++;
-                               }
-                               if (!count)
-                               {
-                                       for (i = m_max - 1; i > 0; i--)
-                                       {
-                                               m_ptr = &m_list[i];
-                                               if (!m_ptr->r_idx) continue;
-                                               if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
-                                               if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
-                                               if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
-                                               count++;
-                                               break;
-                                       }
-                               }
-
-                               if (count)
-                               {
-#ifdef JP
-                                       msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
-#else
-                                       msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
-#endif
-
-                                       sukekaku = TRUE;
-                                       stun_monsters(120);
-                                       confuse_monsters(120);
-                                       turn_monsters(120);
-                                       stasis_monsters(120);
-                                       sukekaku = FALSE;
-                               }
-                               else
-                               {
-#ifdef JP
-                                       msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
-#else
-                                       msg_print("Nothing happen.");
-#endif
-                               }
-                               o_ptr->timeout = randint0(150) + 150;
-                               break;
-                       }
-
-                       case ART_HYOUSIGI:
-                       {
-#ifdef JP
-                               msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
-#else
-                               msg_print("You beat Your wooden clappers.");
-#endif
-                               aggravate_monsters(0);
-                               break;
-                       }
-
-                       case ART_MATOI:
-                       case ART_AEGISFANG:
-                       {
-                               set_hero(randint1(25)+25, FALSE);
-                               hp_player(10);
-                               o_ptr->timeout = randint0(30) + 30;
-                               break;
-                       }
-
-                       case ART_EARENDIL:
-                       {
-                               (void)set_poisoned(0);
-                               (void)set_confused(0);
-                               (void)set_blind(0);
-                               (void)set_stun(0);
-                               (void)set_cut(0);
-                               (void)set_image(0);
-
-                               o_ptr->timeout = 100;
-                               break;
-                       }
-
-                       case ART_BOLISHOI:
-                       {
-                               if (!get_aim_dir(&dir)) return;
-                               (void)charm_animal(dir, p_ptr->lev);
-
-                               o_ptr->timeout = 200;
-                               break;
-                       }
-
-                       case ART_ARUNRUTH:
-                       {
-#ifdef JP
-                               msg_print("¥½¡¼¥É¤¬Ã¸¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
-                               msg_print("Your sword glows a pale blue...");
-#endif
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_COLD, dir, damroll(12, 8));
-                               o_ptr->timeout = 50;
-                               break;
-                       }
-                       case ART_BLOOD:
-                       {
-                               int dummy, i;
-#ifdef JP
-                               msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your scythe glows brightly!");
-#endif
-                               for (i = 0; i < TR_FLAG_SIZE; i++)
-                                       o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
-
-                               dummy = randint1(2)+randint1(2);
-                               for (i = 0; i < dummy; i++)
-                               {
-                                       int flag = randint0(19);
-                                       if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
-                                       else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
-                               }
-                               dummy = randint1(2);
-                               for (i = 0; i < dummy; i++)
-                                       one_resistance(o_ptr);
-                               dummy = 2;
-                               for (i = 0; i < dummy; i++)
-                               {
-                                       int tmp = randint0(11);
-                                       if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
-                                       else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
-                               }
-                               o_ptr->timeout = 3333;
-                               if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
-                               p_ptr->update |= (PU_BONUS | PU_HP);
-                               break;
-                       }
-                       case ART_KESHO:
-                       {
-#ifdef JP
-                               msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
-#else
-                               msg_print("You stamp. (as if you are in a ring.)");
-#endif
-                               (void)set_hero(randint1(20) + 20, FALSE);
-                               dispel_evil(p_ptr->lev * 3);
-                               o_ptr->timeout = 100 + randint1(100);
-                               break;
-                       }
-                       case ART_MOOK:
-                       {
-#ifdef JP
-                               msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿...");
-#else
-                               msg_print("Your cloak grows white.");
-#endif
-                               (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = 40 + randint1(40);
-                               break;
-                       }
-                       case ART_HERMIT:
-                       {
-#ifdef JP
-                               msg_print("¥à¥Á¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
-                               msg_print("The whip lets out a shrill wail...");
-#endif
-
-                               k = 3 * p_ptr->lev;
-                               (void)set_protevil(randint1(25) + k, FALSE);
-                               o_ptr->timeout = randint0(225) + 225;
-                               break;
-                       }
-                       case ART_JIZO:
-                       {
-                               u32b mode = PM_ALLOW_GROUP;
-                               bool pet = !one_in_(5);
-                               if (pet) mode |= PM_FORCE_PET;
-
-                               if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
-                               {
-                                       if (pet)
-#ifdef JP
-                                               msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
-                                       msg_print("A group of octopuses appear as your servant.");
-#endif
-
-                                       else
-#ifdef JP
-                                               msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
-#else
-                                               msg_print("A group of octopuses appear as your enemy!");
-#endif
-
-                               }
-
-                               o_ptr->timeout = 300 + randint1(150);
-                               break;
-                       }
-
-                       case ART_FUNDIN:
-                       {
-#ifdef JP
-                               msg_print("Å´µå¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
-                               msg_print("The iron ball floods the area with goodness...");
-#endif
-
-                               dispel_evil(p_ptr->lev * 5);
-                               o_ptr->timeout = randint0(100) + 100;
-                               break;
-                       }
-
-                       case ART_NIGHT:
-                       {
-#ifdef JP
-                               msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your amulet is coverd in pitch-darkness...");
-#endif
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_DARK, dir, 250, 4);
-                               o_ptr->timeout = randint0(150) + 150;
-                               break;
-                       }
-                       case ART_HELL:
-                       {
-#ifdef JP
-                               msg_print("¼óÎؤ¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
-#else
-                               msg_print("Your collar harness is coverd in pitch-darkness...");
-#endif
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_DARK, dir, 250, 4);
-                               o_ptr->timeout = randint0(150) + 150;
-                               break;
-                       }
-                       case ART_SACRED_KNIGHTS:
-                       {
-#ifdef JP
-                               msg_print("¼ó¾þ¤ê¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...");
-#else
-                               msg_print("Your amulet exhibits the truth...");
-#endif
-                               if (remove_all_curse())
-                               {
-#ifdef JP
-                                       msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
-                                       msg_print("You feel as if someone is watching over you.");
-#endif
-                               }
-                               (void)probing();
-                               break;
-                       }
-                       case ART_CHARMED:
-                       {
-#ifdef JP
-                               msg_print("¥Ú¥ó¥À¥ó¥È¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
-#else
-                               msg_print("Your pendant glows pale...");
-#endif
-                               if (p_ptr->pclass == CLASS_MAGIC_EATER)
-                               {
-                                       int i;
-                                       for (i = 0; i < EATER_EXT*2; i++)
-                                       {
-                                               p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
-                                               if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
-                                       }
-                                       for (; i < EATER_EXT*3; i++)
-                                       {
-                                               int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
-                                               p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
-                                               if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
-                                       }
-#ifdef JP
-                                       msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
-#else
-                                       msg_print("You feel your head clear.");
-#endif
-                                       p_ptr->window |= (PW_PLAYER);
-                               }
-                               else if (p_ptr->csp < p_ptr->msp)
-                               {
-                                       p_ptr->csp = p_ptr->msp;
-                                       p_ptr->csp_frac = 0;
-#ifdef JP
-                                       msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
-#else
-                                       msg_print("You feel your head clear.");
-#endif
-
-                                       p_ptr->redraw |= (PR_MANA);
-                                       p_ptr->window |= (PW_PLAYER);
-                                       p_ptr->window |= (PW_SPELL);
-                               }
-                               o_ptr->timeout = 777;
-                               break;
-                       }
-               }
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Done */
-               return;
-       }
-
-       if (object_is_smith(o_ptr))
-       {
-               switch (o_ptr->xtra3-1)
-               {
-               case ESSENCE_TMP_RES_ACID:
-                       (void)set_oppose_acid(randint1(20) + 20, FALSE);
-                       o_ptr->timeout = randint0(50) + 50;
-                       return;
-
-               case ESSENCE_TMP_RES_ELEC:
-                       (void)set_oppose_elec(randint1(20) + 20, FALSE);
-                       o_ptr->timeout = randint0(50) + 50;
-                       return;
-
-               case ESSENCE_TMP_RES_FIRE:
-                       (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                       o_ptr->timeout = randint0(50) + 50;
-                       return;
-
-               case ESSENCE_TMP_RES_COLD:
-                       (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                       o_ptr->timeout = randint0(50) + 50;
-                       return;
-
-               case TR_IMPACT:
-                       earthquake(py, px, 5);
-                       o_ptr->timeout = 100 + randint1(100);
-                       
-                       /* Window stuff */
-                       p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-                       /* Done */
-                       return;
-               }
-       }
-
-
-       if (o_ptr->name2 == EGO_TRUMP)
-       {
-               teleport_player(100, FALSE);
-               o_ptr->timeout = 50 + randint1(50);
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Done */
-               return;
-       }
-
-
-       if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
-       {
-               if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
-               {
-#ifdef JP
-                       msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
-#else
-                       msg_print("It has no fuel.");
-#endif
-                       energy_use = 0;
-                       return;
-               }
-               lite_area(damroll(2, 15), 3);
-               o_ptr->timeout = randint0(10) + 10;
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               return;
-       }
-
-
-       if (o_ptr->name2 == EGO_EARTHQUAKES)
-       {
-               earthquake(py, px, 5);
-               o_ptr->timeout = 100 + randint1(100);
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Done */
-               return;
-       }
-
-
-       if (o_ptr->name2 == EGO_JUMP)
-       {
-               teleport_player(10, FALSE);
-               o_ptr->timeout = 10 + randint1(10);
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Done */
-               return;
-       }
-
-
-       /* Hack -- Dragon Scale Mail can be activated as well */
-       if (o_ptr->tval == TV_DRAG_ARMOR)
-       {
-               /* Get a direction for breathing (or abort) */
-               if (!get_aim_dir(&dir)) return;
-
-               /* Branch on the sub-type */
-               switch (o_ptr->sval)
-               {
-                       case SV_DRAGON_BLUE:
-                       {
-#ifdef JP
-                               msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                               msg_print("You breathe lightning.");
-#endif
-
-                               fire_ball(GF_ELEC, dir, 100, -2);
-                               o_ptr->timeout = randint0(150) + 150;
-                               break;
-                       }
-
-                       case SV_DRAGON_WHITE:
-                       {
-#ifdef JP
-                               msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                               msg_print("You breathe frost.");
-#endif
-
-                               fire_ball(GF_COLD, dir, 110, -2);
-                               o_ptr->timeout = randint0(150) + 150;
-                               break;
-                       }
-
-                       case SV_DRAGON_BLACK:
-                       {
-#ifdef JP
-                               msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                               msg_print("You breathe acid.");
-#endif
-
-                               fire_ball(GF_ACID, dir, 130, -2);
-                               o_ptr->timeout = randint0(150) + 150;
-                               break;
-                       }
-
-                       case SV_DRAGON_GREEN:
-                       {
-#ifdef JP
-                               msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                               msg_print("You breathe poison gas.");
-#endif
-
-                               fire_ball(GF_POIS, dir, 150, -2);
-                               o_ptr->timeout = randint0(180) + 180;
-                               break;
-                       }
-
-                       case SV_DRAGON_RED:
-                       {
-#ifdef JP
-                               msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                               msg_print("You breathe fire.");
-#endif
-
-                               fire_ball(GF_FIRE, dir, 200, -2);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case SV_DRAGON_MULTIHUED:
-                       {
-                               chance = randint0(5);
-#ifdef JP
-                               msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
-                                          ((chance == 1) ? "°ðºÊ" :
-                                           ((chance == 2) ? "Î䵤" :
-                                            ((chance == 3) ? "»À" :
-                                             ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
-#else
-                               msg_format("You breathe %s.",
-                                          ((chance == 1) ? "lightning" :
-                                           ((chance == 2) ? "frost" :
-                                            ((chance == 3) ? "acid" :
-                                             ((chance == 4) ? "poison gas" : "fire")))));
-#endif
-
-                               fire_ball(((chance == 1) ? GF_ELEC :
-                                          ((chance == 2) ? GF_COLD :
-                                           ((chance == 3) ? GF_ACID :
-                                            ((chance == 4) ? GF_POIS : GF_FIRE)))),
-                                         dir, 250, -2);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case SV_DRAGON_BRONZE:
-                       {
-#ifdef JP
-                               msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                               msg_print("You breathe confusion.");
-#endif
-
-                               fire_ball(GF_CONFUSION, dir, 120, -2);
-                               o_ptr->timeout = randint0(180) + 180;
-                               break;
-                       }
-
-                       case SV_DRAGON_GOLD:
-                       {
-#ifdef JP
-                               msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                               msg_print("You breathe sound.");
-#endif
-
-                               fire_ball(GF_SOUND, dir, 130, -2);
-                               o_ptr->timeout = randint0(180) + 180;
-                               break;
-                       }
-
-                       case SV_DRAGON_CHAOS:
-                       {
-                               chance = randint0(2);
-#ifdef JP
-                               msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
-                                          ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
-#else
-                               msg_format("You breathe %s.",
-                                          ((chance == 1 ? "chaos" : "disenchantment")));
-#endif
-
-                               fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
-                                         dir, 220, -2);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case SV_DRAGON_LAW:
-                       {
-                               chance = randint0(2);
-#ifdef JP
-                               msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
-                                          ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
-#else
-                               msg_format("You breathe %s.",
-                                          ((chance == 1 ? "sound" : "shards")));
-#endif
-
-                               fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
-                                         dir, 230, -2);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case SV_DRAGON_BALANCE:
-                       {
-                               chance = randint0(4);
-#ifdef JP
-                               msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿",
-                                          ((chance == 1) ? "¥«¥ª¥¹" :
-                                           ((chance == 2) ? "Îô²½" :
-                                            ((chance == 3) ? "¹ì²»" : "ÇËÊÒ"))));
-#else
-                               msg_format("You breathe %s.",
-                                          ((chance == 1) ? "chaos" :
-                                           ((chance == 2) ? "disenchantment" :
-                                            ((chance == 3) ? "sound" : "shards"))));
-#endif
-
-                               fire_ball(((chance == 1) ? GF_CHAOS :
-                                          ((chance == 2) ? GF_DISENCHANT :
-                                           ((chance == 3) ? GF_SOUND : GF_SHARDS))),
-                                         dir, 250, -2);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-
-                       case SV_DRAGON_SHINING:
-                       {
-                               chance = randint0(2);
-#ifdef JP
-                               msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
-                                          ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
-#else
-                               msg_format("You breathe %s.",
-                                          ((chance == 0 ? "light" : "darkness")));
-#endif
-
-                               fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
+               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;
 
-                       case SV_DRAGON_POWER:
-                       {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                               msg_print("You breathe the elements.");
-#endif
+       /* Base chance of success */
+       chance = p_ptr->skill_dev;
 
-                               fire_ball(GF_MISSILE, dir, 300, -3);
-                               o_ptr->timeout = randint0(200) + 200;
-                               break;
-                       }
-               }
+       /* Confusion hurts skill */
+       if (p_ptr->confused) chance = chance / 2;
 
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
+       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;
 
-               /* Success */
+       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;
        }
 
-       else if (o_ptr->tval == TV_RING)
+       if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
+       else if (chance > fail)
        {
-               if (object_is_ego(o_ptr))
-               {
-                       bool success = TRUE;
+               if (randint0(chance*2) < fail) success = FALSE;
+               else success = TRUE;
+       }
+       else
+       {
+               if (randint0(fail*2) < chance) success = TRUE;
+               else success = FALSE;
+       }
 
-                       switch (o_ptr->name2)
-                       {
-                       case EGO_RING_HERO:
-                               (void)set_afraid(0);
-                               (void)set_hero(randint1(25) + 25, FALSE);
-                               (void)hp_player(10);
-                               o_ptr->timeout = randint1(100)+100;
-                               break;
-                       case EGO_RING_MAGIC_MIS:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_MISSILE, dir, damroll(2, 6));
-                               o_ptr->timeout = 2;
-                               break;
-                       case EGO_RING_FIRE_BOLT:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_FIRE, dir, damroll(9, 8));
-                               o_ptr->timeout = randint0(8) + 8;
-                               break;
-                       case EGO_RING_COLD_BOLT:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_COLD, dir, damroll(6, 8));
-                               o_ptr->timeout = randint0(7) + 7;
-                               break;
-                       case EGO_RING_ELEC_BOLT:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_ELEC, dir, damroll(4, 8));
-                               o_ptr->timeout = randint0(5) + 5;
-                               break;
-                       case EGO_RING_ACID_BOLT:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_FIRE, dir, damroll(5, 8));
-                               o_ptr->timeout = randint0(6) + 6;
-                               break;
-                       case EGO_RING_MANA_BOLT:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_bolt(GF_MANA, dir, 120);
-                               o_ptr->timeout = randint0(120)+120;
-                               break;
-                       case EGO_RING_FIRE_BALL:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_FIRE, dir, 100, 2);
-                               o_ptr->timeout = randint0(80) + 80;
-                               break;
-                       case EGO_RING_COLD_BALL:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_COLD, dir, 100, 2);
-                               o_ptr->timeout = randint0(80) + 80;
-                               break;
-                       case EGO_RING_ELEC_BALL:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_ELEC, dir, 100, 2);
-                               o_ptr->timeout = randint0(80) + 80;
-                               break;
-                       case EGO_RING_ACID_BALL:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_ACID, dir, 100, 2);
-                               o_ptr->timeout = randint0(80) + 80;
-                               break;
-                       case EGO_RING_MANA_BALL:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_MANA, dir, 250, 2);
-                               o_ptr->timeout = 300;
-                               break;
-                       case EGO_RING_DRAGON_F:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_FIRE, dir, 200, -2);
-                               if (o_ptr->sval == SV_RING_FLAMES)
-                               {
-                                       (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                                       o_ptr->timeout = 200;
-                               }
-                               else o_ptr->timeout = 250;
-                               break;
-                       case EGO_RING_DRAGON_C:
-                               if (!get_aim_dir(&dir)) return;
-                               fire_ball(GF_COLD, dir, 200, -2);
-                               if (o_ptr->sval == SV_RING_ICE)
-                               {
-                                       (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                                       o_ptr->timeout = 200;
-                               }
-                               else o_ptr->timeout = 250;
-                               break;
-                       case EGO_RING_M_DETECT:
-                               (void)detect_monsters_invis(255);
-                               (void)detect_monsters_normal(255);
-                               o_ptr->timeout = 150;
-                               break;
-                       case EGO_RING_D_SPEED:
-                               (void)set_fast(randint1(30) + 15, FALSE);
-                               o_ptr->timeout = 100;
-                               break;
-                       case EGO_RING_BERSERKER:
-                               (void)set_shero(randint1(25) + 25, FALSE);
-                               o_ptr->timeout = randint0(75)+75;
-                               break;
-                       case EGO_RING_TELE_AWAY:
-                               if (!get_aim_dir(&dir)) return;
-                               teleport_monster(dir);
-                               o_ptr->timeout = 150;
-                               break;
-                       case EGO_RING_TRUE:
-                       {
-                               int v = randint1(25)+25;
-                               (void)set_afraid(0);
-                               (void)set_hero(v, FALSE);
-                               (void)hp_player(10);
-                               (void)set_blessed(v, FALSE);
-                               (void)set_oppose_acid(v, FALSE);
-                               (void)set_oppose_elec(v, FALSE);
-                               (void)set_oppose_fire(v, FALSE);
-                               (void)set_oppose_cold(v, FALSE);
-                               (void)set_oppose_pois(v, FALSE);
-                               (void)set_ultimate_res(v, FALSE);
-                               o_ptr->timeout = 777;
-                               break;
-                       }
-                       default:
-                               success = FALSE;
-                               break;
-                       }
-                       if (success) return;
-               }
+       /* 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;
+       }
 
-               /* Get a direction for breathing (or abort) */
-               if (!get_aim_dir(&dir)) 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;
+       }
 
-               switch (o_ptr->sval)
-               {
-                       case SV_RING_ACID:
-                       {
-                               fire_ball(GF_ACID, dir, 100, 2);
-                               (void)set_oppose_acid(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       }
+       /* 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;
+       }
 
-                       case SV_RING_ICE:
-                       {
-                               fire_ball(GF_COLD, dir, 100, 2);
-                               (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       }
+       /* Activate the artifact */
+       msg_print(_("始動させた...", "You activate it..."));
 
-                       case SV_RING_FLAMES:
-                       {
-                               fire_ball(GF_FIRE, dir, 100, 2);
-                               (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       }
+       /* Sound */
+       sound(SOUND_ZAP);
 
-                       case SV_RING_ELEC:
-                       {
-                               fire_ball(GF_ELEC, dir, 100, 2);
-                               (void)set_oppose_elec(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       }
-               }
+       /* Activate object */
+       if (activation_index(o_ptr))
+       {
+               (void)activate_random_artifact(o_ptr);
 
                /* Window stuff */
                p_ptr->window |= (PW_INVEN | PW_EQUIP);
@@ -6318,80 +3714,28 @@ msg_print("
                return;
        }
 
-       else if (o_ptr->tval == TV_AMULET)
-       {
-               if (object_is_ego(o_ptr))
-               {
-                       switch (o_ptr->name2)
-                       {
-                       case EGO_AMU_IDENT:
-                               if (!ident_spell(FALSE)) return;
-                               o_ptr->timeout = 10;
-                               break;
-                       case EGO_AMU_CHARM:
-                               if (!get_aim_dir(&dir)) return;
-                               charm_monster(dir, MAX(20, p_ptr->lev));
-                               o_ptr->timeout = 200;
-                               break;
-                       case EGO_AMU_JUMP:
-                               teleport_player(10, FALSE);
-                               o_ptr->timeout = randint0(10) + 10;
-                               break;
-                       case EGO_AMU_TELEPORT:
-                               teleport_player(100, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       case EGO_AMU_D_DOOR:
-                               (void)dimension_door();
-                               o_ptr->timeout = 200;
-                               break;
-                       case EGO_AMU_RES_FIRE_:
-                               (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       case EGO_AMU_RES_COLD_:
-                               (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       case EGO_AMU_RES_ELEC_:
-                               (void)set_oppose_elec(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       case EGO_AMU_RES_ACID_:
-                               (void)set_oppose_acid(randint1(20) + 20, FALSE);
-                               o_ptr->timeout = randint0(50) + 50;
-                               break;
-                       case EGO_AMU_DETECTION:
-                               detect_all(DETECT_RAD_DEFAULT);
-                               o_ptr->timeout = randint0(55)+55;
-                               break;
-                       }
-               }
-               return;
-       }
-
+       /* 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))
                {
-#ifdef JP
-                       msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤­ÅϤä¿¡£");
-#else
-                       msg_print("You produce a shrill whistling sound.");
-#endif
+                       msg_print(_("カン高い音が響き渡った。", "You produce a shrill whistling sound."));
                        aggravate_monsters(0);
                }
                else
 #endif
                {
-                       int pet_ctr, i;
-                       u16b *who;
+                       IDX pet_ctr, i;
+                       IDX *who;
                        int max_pet = 0;
                        u16b dummy_why;
 
                        /* Allocate the "who" array */
-                       C_MAKE(who, max_m_idx, u16b);
+                       C_MAKE(who, max_m_idx, IDX);
 
                        /* Process the monsters (backwards) */
                        for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
@@ -6410,11 +3754,11 @@ msg_print("
                        for (i = 0; i < max_pet; i++)
                        {
                                pet_ctr = who[i];
-                               teleport_monster_to(pet_ctr, py, px, 100, TRUE);
+                               teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
                        }
 
                        /* Free the "who" array */
-                       C_KILL(who, max_m_idx, u16b);
+                       C_KILL(who, max_m_idx, IDX);
                }
                o_ptr->timeout = 100+randint1(100);
                return;
@@ -6434,10 +3778,10 @@ msg_print("
 
                        if(fire_ball(GF_CAPTURE, dir, 0, 0))
                        {
-                               o_ptr->pval = cap_mon;
-                               o_ptr->xtra3 = cap_mspeed;
-                               o_ptr->xtra4 = cap_hp;
-                               o_ptr->xtra5 = cap_maxhp;
+                               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;
@@ -6479,11 +3823,11 @@ msg_print("
                }
                else
                {
-                       bool success = FALSE;
+                       success = FALSE;
                        if (!get_rep_dir2(&dir)) return;
-                       if (monster_can_enter(py + ddy[dir], px + ddx[dir], &r_info[o_ptr->pval], 0))
+                       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, py + ddy[dir], px + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
+                               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;
@@ -6551,28 +3895,23 @@ msg_print("
                                }
                        }
                        if (!success)
-#ifdef JP
-                               msg_print("¤ª¤Ã¤È¡¢²òÊü¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
-                               msg_print("Oops.  You failed to release your pet.");
-#endif
+                               msg_print(_("おっと、解放に失敗した。", "Oops.  You failed to release your pet."));
                }
+               calc_android_exp();
                return;
        }
 
        /* Mistake */
-#ifdef JP
-       msg_print("¤ª¤Ã¤È¡¢¤³¤Î¥¢¥¤¥Æ¥à¤Ï»ÏÆ°¤Ç¤­¤Ê¤¤¡£");
-#else
-       msg_print("Oops.  That object cannot be activated.");
-#endif
-
+       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)
 {
-       int     item;
+       OBJECT_IDX item;
        cptr    q, s;
 
 
@@ -6586,13 +3925,8 @@ void do_cmd_activate(void)
        item_tester_hook = item_tester_hook_activate;
 
        /* Get an item */
-#ifdef JP
-       q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò»ÏÆ°¤µ¤»¤Þ¤¹¤«? ";
-       s = "»ÏÆ°¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Ê¤¤¡£";
-#else
-       q = "Activate which item? ";
-       s = "You have nothing to activate.";
-#endif
+       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;
 
@@ -6601,8 +3935,11 @@ void do_cmd_activate(void)
 }
 
 
-/*
+/*!
+ * @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
+ * @return 利用可能ならばTRUEを返す
  */
 static bool item_tester_hook_use(object_type *o_ptr)
 {
@@ -6653,13 +3990,16 @@ static bool item_tester_hook_use(object_type *o_ptr)
 }
 
 
-/*
+/*!
+ * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
  * Use an item
+ * @return なし
+ * @details
  * XXX - Add actions for other item types
  */
 void do_cmd_use(void)
 {
-       int         item;
+       OBJECT_IDX item;
        object_type *o_ptr;
        cptr        q, s;
 
@@ -6673,13 +4013,8 @@ void do_cmd_use(void)
        item_tester_hook = item_tester_hook_use;
 
        /* Get an item */
-#ifdef JP
-q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
-s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
-       q = "Use which item? ";
-       s = "You have nothing to use.";
-#endif
+       q = _("どれを使いますか?", "Use which item? ");
+       s = _("使えるものがありません。", "You have nothing to use.");
 
        if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return;
 
@@ -6744,32 +4079,17 @@ s = "
                        /* Check some conditions */
                        if (p_ptr->blind)
                        {
-#ifdef JP
-msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
-#else
-                               msg_print("You can't see anything.");
-#endif
-
+                               msg_print(_("目が見えない。", "You can't see anything."));
                                return;
                        }
                        if (no_lite())
                        {
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
-#else
-                               msg_print("You have no light to read by.");
-#endif
-
+                               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)
                        {
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª");
-#else
-                               msg_print("You are too confused!");
-#endif
-
+                               msg_print(_("混乱していて読めない!", "You are too confused!"));
                                return;
                        }
 
@@ -6795,19 +4115,25 @@ msg_print("
        }
 }
 
-static int select_magic_eater(bool only_browse)
+/*!
+ * @brief 魔道具術師の取り込んだ魔力一覧から選択/閲覧する /
+ * @param only_browse 閲覧するだけならばTRUE
+ * @return 選択した魔力のID、キャンセルならば-1を返す
+ */
+static OBJECT_SUBTYPE_VALUE select_magic_eater(bool only_browse)
 {
-       int ext=0;
+       OBJECT_SUBTYPE_VALUE ext = 0;
        char choice;
        bool flag, request_list;
-       int tval = 0;
-       int             ask = TRUE, i = 0;
+       OBJECT_TYPE_VALUE tval = 0;
+       int             ask = TRUE;
+       OBJECT_SUBTYPE_VALUE i = 0;
        char            out_val[160];
 
        int menu_line = (use_menu ? 1 : 0);
 
 #ifdef ALLOW_REPEAT
-       int sn;
+       COMMAND_CODE sn;
        if (repeat_pull(&sn))
        {
                /* Verify the spell */
@@ -6825,11 +4151,7 @@ static int select_magic_eater(bool only_browse)
        }
        if (i == 108)
        {
-#ifdef JP
-               msg_print("ËâË¡¤ò³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
-#else
-               msg_print("You don't have any magic!");
-#endif
+               msg_print(_("魔法を覚えていない!", "You don't have any magic!"));
                return -1;
        }
 
@@ -6840,16 +4162,18 @@ static int select_magic_eater(bool only_browse)
                while(!tval)
                {
 #ifdef JP
-                       prt(format(" %s ¾ó", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
-                       prt(format(" %s ËâË¡ËÀ", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
-                       prt(format(" %s ¥í¥Ã¥É", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
-                       prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
+                       prt(format(" %s 杖", (menu_line == 1) ? "》" : "  "), 2, 14);
+                       prt(format(" %s 魔法棒", (menu_line == 2) ? "》" : "  "), 3, 14);
+                       prt(format(" %s ロッド", (menu_line == 3) ? "》" : "  "), 4, 14);
 #else
                        prt(format(" %s staff", (menu_line == 1) ? "> " : "  "), 2, 14);
                        prt(format(" %s wand", (menu_line == 2) ? "> " : "  "), 3, 14);
                        prt(format(" %s rod", (menu_line == 3) ? "> " : "  "), 4, 14);
-                       prt("Which type of magic do you usu?", 0, 0);
 #endif
+
+                       if (only_browse) prt(_("どの種類の魔法を見ますか?", "Which type of magic do you browse?"), 0, 0);
+                       else prt(_("どの種類の魔法を使いますか?", "Which type of magic do you use?"), 0, 0);
+
                        choice = inkey();
                        switch(choice)
                        {
@@ -6885,11 +4209,7 @@ static int select_magic_eater(bool only_browse)
        {
        while (TRUE)
        {
-#ifdef JP
-               if (!get_com("[A] ¾ó, [B] ËâË¡ËÀ, [C] ¥í¥Ã¥É:", &choice, TRUE))
-#else
-               if (!get_com("[A] staff, [B] wand, [C] rod:", &choice, TRUE))
-#endif
+               if (!get_com(_("[A] 杖, [B] 魔法棒, [C] ロッド:", "[A] staff, [B] wand, [C] rod:"), &choice, TRUE))
                {
                        return -1;
                }
@@ -6923,11 +4243,7 @@ static int select_magic_eater(bool only_browse)
        }
        if (i == ext+EATER_EXT)
        {
-#ifdef JP
-               msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
-#else
-               msg_print("You don't have that type of magic!");
-#endif
+               msg_print(_("その種類の魔法は覚えていない!", "You don't have that type of magic!"));
                return -1;
        }
 
@@ -6935,11 +4251,10 @@ static int select_magic_eater(bool only_browse)
        flag = FALSE;
 
        /* Build a prompt */
-#ifdef JP
-(void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
-#else
-       (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? ");
-#endif
+       if (only_browse) strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの魔力を見ますか?",
+                                                                                       "(*=List, ESC=exit) Browse which power? "));
+       else strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの魔力を使いますか?",
+                                                               "(*=List, ESC=exit) Use which power? "));
        
        /* Save the screen */
        screen_save();
@@ -6953,10 +4268,12 @@ static int select_magic_eater(bool only_browse)
                if (request_list || use_menu)
                {
                        byte y, x = 0;
-                       int ctr, chance;
-                       int k_idx;
+                       OBJECT_SUBTYPE_VALUE ctr;
+                       PERCENTAGE chance;
+                       IDX k_idx;
                        char dummy[80];
-                       int x1, y1, level;
+                       POSITION x1, y1;
+                       int level;
                        byte col;
 
                        strcpy(dummy, "");
@@ -6968,7 +4285,7 @@ static int select_magic_eater(bool only_browse)
 
                        /* Print header(s) */
 #ifdef JP
-                       prt(format("                           %s ¼ºÎ¨                           %s ¼ºÎ¨", (tval == TV_ROD ? "  ¾õÂÖ  " : "»ÈÍѲó¿ô"), (tval == TV_ROD ? "  ¾õÂÖ  " : "»ÈÍѲó¿ô")), y++, x);
+                       prt(format("                           %s 失率                           %s 失率", (tval == TV_ROD ? "  状態  " : "使用回数"), (tval == TV_ROD ? "  状態  " : "使用回数")), y++, x);
 #else
                        prt(format("                           %s Fail                           %s Fail", (tval == TV_ROD ? "  Stat  " : " Charges"), (tval == TV_ROD ? "  Stat  " : " Charges")), y++, x);
 #endif
@@ -6983,13 +4300,9 @@ static int select_magic_eater(bool only_browse)
                                if (use_menu)
                                {
                                        if (ctr == (menu_line-1))
-#ifdef JP
-                                               strcpy(dummy, "¡Õ");
-#else
-                                       strcpy(dummy, "> ");
-#endif
-                                       else strcpy(dummy, "  ");
-                                               
+                                               strcpy(dummy, _("》", "> "));
+                                       else
+                                               strcpy(dummy, "  ");
                                }
                                /* letter/number for power selection */
                                else
@@ -7028,11 +4341,7 @@ static int select_magic_eater(bool only_browse)
                                        if (tval == TV_ROD)
                                        {
                                                strcat(dummy, format(
-#ifdef JP
-                                                              " %-22.22s ½¼Å¶:%2d/%2d%3d%%",
-#else
-                                                              " %-22.22s   (%2d/%2d) %3d%%",
-#endif
+                                                              _(" %-22.22s 充填:%2d/%2d%3d%%", " %-22.22s   (%2d/%2d) %3d%%"),
                                                               k_name + k_info[k_idx].name, 
                                                               p_ptr->magic_num1[ctr+ext] ? 
                                                               (p_ptr->magic_num1[ctr+ext] - 1) / (EATER_ROD_CHARGE * k_info[k_idx].pval) +1 : 0, 
@@ -7160,7 +4469,7 @@ static int select_magic_eater(bool only_browse)
                                ask = (isupper(choice));
 
                                /* Lowercase */
-                               if (ask) choice = tolower(choice);
+                               if (ask) choice = (char)tolower(choice);
 
                                /* Extract request */
                                i = (islower(choice) ? A2I(choice) : -1);
@@ -7188,11 +4497,7 @@ static int select_magic_eater(bool only_browse)
                                char tmp_val[160];
 
                                /* Prompt */
-#ifdef JP
-                               (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", k_name + k_info[lookup_kind(tval ,i)].name);
-#else
-                               (void) strnfmt(tmp_val, 78, "Use %s?", k_name + k_info[lookup_kind(tval ,i)].name);
-#endif
+                               (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s?"), k_name + k_info[lookup_kind(tval ,i)].name);
 
                                /* Belay that order */
                                if (!get_check(tmp_val)) continue;
@@ -7201,11 +4506,7 @@ static int select_magic_eater(bool only_browse)
                        {
                                if (p_ptr->magic_num1[ext+i]  > k_info[lookup_kind(tval, i)].pval * (p_ptr->magic_num2[ext+i] - 1) * EATER_ROD_CHARGE)
                                {
-#ifdef JP
-                                       msg_print("¤½¤ÎËâË¡¤Ï¤Þ¤À½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
-#else
-                                       msg_print("The magic are still charging.");
-#endif
+                                       msg_print(_("その魔法はまだ充填している最中だ。", "The magic are still charging."));
                                        msg_print(NULL);
                                        if (use_menu) ask = TRUE;
                                        continue;
@@ -7215,11 +4516,7 @@ static int select_magic_eater(bool only_browse)
                        {
                                if (p_ptr->magic_num1[ext+i] < EATER_CHARGE)
                                {
-#ifdef JP
-                                       msg_print("¤½¤ÎËâË¡¤Ï»ÈÍѲó¿ô¤¬ÀÚ¤ì¤Æ¤¤¤ë¡£");
-#else
-                                       msg_print("The magic has no charges left.");
-#endif
+                                       msg_print(_("その魔法は使用回数が切れている。", "The magic has no charges left."));
                                        msg_print(NULL);
                                        if (use_menu) ask = TRUE;
                                        continue;
@@ -7245,13 +4542,7 @@ static int select_magic_eater(bool only_browse)
                                prt(&temp[j], line, 10);
                                line++;
                        }
-       
-#ifdef JP
-                       prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£",0,0);
-#else
-                       prt("Hit any key.",0,0);
-#endif
-                       (void)inkey();
+
                        continue;
                }
 
@@ -7271,35 +4562,39 @@ static int select_magic_eater(bool only_browse)
 }
 
 
-/*
- *  Use eaten rod, wand or staff
+/*!
+ * @brief 取り込んだ魔力を利用するコマンドのメインルーチン /
+ * Use eaten rod, wand or staff
+ * @param only_browse 閲覧するだけならばTRUE
+ * @param powerful 強力発動中の処理ならばTRUE
+ * @return 実際にコマンドを実行したならばTRUEを返す。
  */
-void do_cmd_magic_eater(bool only_browse)
+bool do_cmd_magic_eater(bool only_browse, bool powerful)
 {
-       int item, chance, level, k_idx, tval, sval;
+       OBJECT_SUBTYPE_VALUE item;
+       PERCENTAGE chance;
+       DEPTH level;
+       IDX k_idx;
+       OBJECT_TYPE_VALUE tval;
+       OBJECT_SUBTYPE_VALUE sval;
        bool use_charge = TRUE;
 
        /* Not when confused */
        if (!only_browse && p_ptr->confused)
        {
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
-               msg_print("You are too confused!");
-#endif
-
-               return;
+               msg_print(_("混乱していて唱えられない!", "You are too confused!"));
+               return FALSE;
        }
 
        item = select_magic_eater(only_browse);
        if (item == -1)
        {
-               energy_use = 0;
-               return;
+               p_ptr->energy_use = 0;
+               return FALSE;
        }
        if (item >= EATER_EXT*2) {tval = TV_ROD;sval = item - EATER_EXT*2;}
        else if (item >= EATER_EXT) {tval = TV_WAND;sval = item - EATER_EXT;}
-       else {tval = TV_STAFF;sval = item;}
+       else {tval = TV_STAFF; sval = item;}
        k_idx = lookup_kind(tval, sval);
 
        level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
@@ -7323,19 +4618,14 @@ msg_print("
        if (randint0(100) < chance)
        {
                if (flush_failure) flush();
-
-#ifdef JP
-msg_print("¼öʸ¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡ª");
-#else
-               msg_format("You failed to get the magic off!");
-#endif
-
+               
+               msg_print(_("呪文をうまく唱えられなかった!", "You failed to get the magic off!"));
                sound(SOUND_FAIL);
                if (randint1(100) >= chance)
                        chg_virtue(V_CHANCE,-1);
-               energy_use = 100;
+               p_ptr->energy_use = 100;
 
-               return;
+               return TRUE;
        }
        else
        {
@@ -7344,24 +4634,26 @@ msg_print("
                if (tval == TV_ROD)
                {
                        if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE))
-                               if (!get_aim_dir(&dir)) return;
-                       rod_effect(sval, dir, &use_charge, TRUE);
-                       if (!use_charge) return;
+                               if (!get_aim_dir(&dir)) return FALSE;
+                       rod_effect(sval, dir, &use_charge, powerful, TRUE);
+                       if (!use_charge) return FALSE;
                }
                else if (tval == TV_WAND)
                {
-                       if (!get_aim_dir(&dir)) return;
-                       wand_effect(sval, dir, TRUE);
+                       if (!get_aim_dir(&dir)) return FALSE;
+                       wand_effect(sval, dir, powerful, TRUE);
                }
                else
                {
-                       staff_effect(sval, &use_charge, TRUE, TRUE);
-                       if (!use_charge) return;
+                       staff_effect(sval, &use_charge, powerful, TRUE, TRUE);
+                       if (!use_charge) return FALSE;
                }
                if (randint1(100) < chance)
                        chg_virtue(V_CHANCE,1);
        }
-       energy_use = 100;
+       p_ptr->energy_use = 100;
        if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE;
        else p_ptr->magic_num1[item] -= EATER_CHARGE;
+
+        return TRUE;
 }