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Revert "Revert "Merge branch 'master' of git.osdn.net:/gitroot/hengband/hengband""
[hengband/hengband.git] / src / spells3.c
diff --git a/src/spells3.c b/src/spells3.c
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-/*!
- * @file spells3.c
- * @brief 魔法効果の実装/ Spell code (part 3)
- * @date 2014/07/26
- * @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.
- * </pre>
- */
-
-#include "angband.h"
-#include "floor.h"
-#include "object-boost.h"
-#include "object-hook.h"
-#include "melee.h"
-#include "player-status.h"
-#include "projection.h"
-#include "spells-summon.h"
-#include "quest.h"
-#include "artifact.h"
-#include "avatar.h"
-#include "spells-floor.h"
-#include "monster-status.h"
-#include "monster-spell.h"
-
-
-/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
-#define MAX_TRIES 100
-
-
-/*!
- * @brief モンスターのテレポートアウェイ処理 /
- * Teleport a monster, normally up to "dis" grids away.
- * @param m_idx モンスターID
- * @param dis テレポート距離
- * @param mode オプション
- * @return テレポートが実際に行われたらtrue
- * @details
- * Attempt to move the monster at least "dis/2" grids away.
- * But allow variation to prevent infinite loops.
- */
-bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
-{
-       POSITION oy, ox, d, i, min;
-       int tries = 0;
-       POSITION ny = 0, nx = 0;
-
-       bool look = TRUE;
-
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-       if (!monster_is_valid(m_ptr)) return (FALSE);
-
-       oy = m_ptr->fy;
-       ox = m_ptr->fx;
-
-       /* Minimum distance */
-       min = dis / 2;
-
-       if ((mode & TELEPORT_DEC_VALOUR) &&
-           (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
-               (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
-       {
-               chg_virtue(V_VALOUR, -1);
-       }
-
-       /* Look until done */
-       while (look)
-       {
-               tries++;
-
-               /* Verify max distance */
-               if (dis > 200) dis = 200;
-
-               /* Try several locations */
-               for (i = 0; i < 500; i++)
-               {
-                       /* Pick a (possibly illegal) location */
-                       while (1)
-                       {
-                               ny = rand_spread(oy, dis);
-                               nx = rand_spread(ox, dis);
-                               d = distance(oy, ox, ny, nx);
-                               if ((d >= min) && (d <= dis)) break;
-                       }
-
-                       /* Ignore illegal locations */
-                       if (!in_bounds(ny, nx)) continue;
-
-                       if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
-
-                       /* No teleporting into vaults and such */
-                       if (!(p_ptr->inside_quest || p_ptr->inside_arena))
-                               if (current_floor_ptr->grid_array[ny][nx].info & CAVE_ICKY) continue;
-
-                       /* This grid looks good */
-                       look = FALSE;
-
-                       /* Stop looking */
-                       break;
-               }
-
-               /* Increase the maximum distance */
-               dis = dis * 2;
-
-               /* Decrease the minimum distance */
-               min = min / 2;
-
-               /* Stop after MAX_TRIES tries */
-               if (tries > MAX_TRIES) return (FALSE);
-       }
-
-       sound(SOUND_TPOTHER);
-
-       /* Update the old location */
-       current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-
-       /* Update the new location */
-       current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
-
-       /* Move the monster */
-       m_ptr->fy = ny;
-       m_ptr->fx = nx;
-
-       /* Forget the counter target */
-       reset_target(m_ptr);
-
-       update_monster(m_idx, TRUE);
-       lite_spot(oy, ox);
-       lite_spot(ny, nx);
-
-       if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-               p_ptr->update |= (PU_MON_LITE);
-
-       return (TRUE);
-}
-
-
-/*!
- * @brief モンスターを指定された座標付近にテレポートする /
- * Teleport monster next to a grid near the given location
- * @param m_idx モンスターID
- * @param ty 目安Y座標
- * @param tx 目安X座標
- * @param power テレポート成功確率
- * @param mode オプション
- * @return なし
- */
-void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
-{
-       POSITION ny, nx, oy, ox;
-       int d, i, min;
-       int attempts = 500;
-       POSITION dis = 2;
-       bool look = TRUE;
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-       if(!m_ptr->r_idx) return;
-
-       /* "Skill" test */
-       if(randint1(100) > power) return;
-
-       ny = m_ptr->fy;
-       nx = m_ptr->fx;
-       oy = m_ptr->fy;
-       ox = m_ptr->fx;
-
-       /* Minimum distance */
-       min = dis / 2;
-
-       /* Look until done */
-       while (look && --attempts)
-       {
-               /* Verify max distance */
-               if (dis > 200) dis = 200;
-
-               /* Try several locations */
-               for (i = 0; i < 500; i++)
-               {
-                       /* Pick a (possibly illegal) location */
-                       while (1)
-                       {
-                               ny = rand_spread(ty, dis);
-                               nx = rand_spread(tx, dis);
-                               d = distance(ty, tx, ny, nx);
-                               if ((d >= min) && (d <= dis)) break;
-                       }
-
-                       /* Ignore illegal locations */
-                       if (!in_bounds(ny, nx)) continue;
-
-                       if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
-
-                       /* No teleporting into vaults and such */
-                       /* if (current_floor_ptr->grid_array[ny][nx].info & (CAVE_ICKY)) continue; */
-
-                       /* This grid looks good */
-                       look = FALSE;
-
-                       /* Stop looking */
-                       break;
-               }
-
-               /* Increase the maximum distance */
-               dis = dis * 2;
-
-               /* Decrease the minimum distance */
-               min = min / 2;
-       }
-
-       if (attempts < 1) return;
-
-       sound(SOUND_TPOTHER);
-
-       /* Update the old location */
-       current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-
-       /* Update the new location */
-       current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
-
-       /* Move the monster */
-       m_ptr->fy = ny;
-       m_ptr->fx = nx;
-
-       update_monster(m_idx, TRUE);
-       lite_spot(oy, ox);
-       lite_spot(ny, nx);
-
-       if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-               p_ptr->update |= (PU_MON_LITE);
-}
-
-/*!
- * @brief プレイヤーのテレポート先選定と移動処理 /
- * Teleport the player to a location up to "dis" grids away.
- * @param dis 基本移動距離
- * @param mode オプション
- * @return 実際にテレポート処理が行われたらtrue
- * @details
- * <pre>
- * If no such spaces are readily available, the distance may increase.
- * Try very hard to move the player at least a quarter that distance.
- *
- * There was a nasty tendency for a long time; which was causing the
- * player to "bounce" between two or three different spots because
- * these are the only spots that are "far enough" way to satisfy the
- * algorithm.
- *
- * But this tendency is now removed; in the new algorithm, a list of
- * candidates is selected first, which includes at least 50% of all
- * floor grids within the distance, and any single grid in this list
- * of candidates has equal possibility to be choosen as a destination.
- * </pre>
- */
-
-bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
-{
-       int candidates_at[MAX_TELEPORT_DISTANCE + 1];
-       int total_candidates, cur_candidates;
-       POSITION y = 0, x = 0;
-       int min, pick, i;
-
-       int left = MAX(1, p_ptr->x - dis);
-       int right = MIN(current_floor_ptr->width - 2, p_ptr->x + dis);
-       int top = MAX(1, p_ptr->y - dis);
-       int bottom = MIN(current_floor_ptr->height - 2, p_ptr->y + dis);
-
-       if (p_ptr->wild_mode) return FALSE;
-
-       if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
-       {
-               msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
-               return FALSE;
-       }
-
-       /* Initialize counters */
-       total_candidates = 0;
-       for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
-               candidates_at[i] = 0;
-
-       /* Limit the distance */
-       if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
-
-       /* Search valid locations */
-       for (y = top; y <= bottom; y++)
-       {
-               for (x = left; x <= right; x++)
-               {
-                       int d;
-
-                       /* Skip illegal locations */
-                       if (!cave_player_teleportable_bold(y, x, mode)) continue;
-
-                       /* Calculate distance */
-                       d = distance(p_ptr->y, p_ptr->x, y, x);
-
-                       /* Skip too far locations */
-                       if (d > dis) continue;
-
-                       /* Count the total number of candidates */
-                       total_candidates++;
-
-                       /* Count the number of candidates in this circumference */
-                       candidates_at[d]++;
-               }
-       }
-
-       /* No valid location! */
-       if (0 == total_candidates) return FALSE;
-
-       /* Fix the minimum distance */
-       for (cur_candidates = 0, min = dis; min >= 0; min--)
-       {
-               cur_candidates += candidates_at[min];
-
-               /* 50% of all candidates will have an equal chance to be choosen. */
-               if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
-       }
-
-       /* Pick up a single location randomly */
-       pick = randint1(cur_candidates);
-
-       /* Search again the choosen location */
-       for (y = top; y <= bottom; y++)
-       {
-               for (x = left; x <= right; x++)
-               {
-                       int d;
-
-                       /* Skip illegal locations */
-                       if (!cave_player_teleportable_bold(y, x, mode)) continue;
-
-                       /* Calculate distance */
-                       d = distance(p_ptr->y, p_ptr->x, y, x);
-
-                       /* Skip too far locations */
-                       if (d > dis) continue;
-
-                       /* Skip too close locations */
-                       if (d < min) continue;
-
-                       /* This grid was picked up? */
-                       pick--;
-                       if (!pick) break;
-               }
-
-               /* Exit the loop */
-               if (!pick) break;
-       }
-
-       if (player_bold(y, x)) return FALSE;
-
-       sound(SOUND_TELEPORT);
-
-#ifdef JP
-       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-               msg_format("『こっちだぁ、%s』", p_ptr->name);
-#endif
-
-       (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
-       return TRUE;
-}
-
-/*!
- * @brief プレイヤーのテレポート処理メインルーチン
- * @param dis 基本移動距離
- * @param mode オプション
- * @return なし
- */
-void teleport_player(POSITION dis, BIT_FLAGS mode)
-{
-       POSITION yy, xx;
-       POSITION oy = p_ptr->y;
-       POSITION ox = p_ptr->x;
-
-       if (!teleport_player_aux(dis, mode)) return;
-
-       /* Monsters with teleport ability may follow the player */
-       for (xx = -1; xx < 2; xx++)
-       {
-               for (yy = -1; yy < 2; yy++)
-               {
-                       MONSTER_IDX tmp_m_idx = current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
-
-                       /* A monster except your mount may follow */
-                       if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
-                       {
-                               monster_type *m_ptr = &current_floor_ptr->m_list[tmp_m_idx];
-                               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-                               /*
-                                * The latter limitation is to avoid
-                                * totally unkillable suckers...
-                                */
-                               if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
-                                   !(r_ptr->flagsr & RFR_RES_TELE))
-                               {
-                                       if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
-                               }
-                       }
-               }
-       }
-}
-
-
-/*!
- * @brief プレイヤーのテレポートアウェイ処理 /
- * @param m_idx アウェイを試みたプレイヤーID
- * @param dis テレポート距離
- * @return なし
- */
-void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
-{
-       POSITION yy, xx;
-       POSITION oy = p_ptr->y;
-       POSITION ox = p_ptr->x;
-
-       if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
-
-       /* Monsters with teleport ability may follow the player */
-       for (xx = -1; xx < 2; xx++)
-       {
-               for (yy = -1; yy < 2; yy++)
-               {
-                       MONSTER_IDX tmp_m_idx = current_floor_ptr->grid_array[oy+yy][ox+xx].m_idx;
-
-                       /* A monster except your mount or caster may follow */
-                       if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
-                       {
-                               monster_type *m_ptr = &current_floor_ptr->m_list[tmp_m_idx];
-                               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-                               /*
-                                * The latter limitation is to avoid
-                                * totally unkillable suckers...
-                                */
-                               if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
-                                   !(r_ptr->flagsr & RFR_RES_TELE))
-                               {
-                                       if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
-                               }
-                       }
-               }
-       }
-}
-
-
-/*!
- * @brief プレイヤーを指定位置近辺にテレポートさせる
- * Teleport player to a grid near the given location
- * @param ny 目標Y座標
- * @param nx 目標X座標
- * @param mode オプションフラグ
- * @return なし
- * @details
- * <pre>
- * This function is slightly obsessive about correctness.
- * This function allows teleporting into vaults (!)
- * </pre>
- */
-void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
-{
-       POSITION y, x;
-       POSITION dis = 0, ctr = 0;
-
-       if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
-       {
-               msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
-               return;
-       }
-
-       /* Find a usable location */
-       while (1)
-       {
-               /* Pick a nearby legal location */
-               while (1)
-               {
-                       y = (POSITION)rand_spread(ny, dis);
-                       x = (POSITION)rand_spread(nx, dis);
-                       if (in_bounds(y, x)) break;
-               }
-
-               /* Accept any grid when wizard mode */
-               if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!current_floor_ptr->grid_array[y][x].m_idx || (current_floor_ptr->grid_array[y][x].m_idx == p_ptr->riding))) break;
-
-               /* Accept teleportable floor grids */
-               if (cave_player_teleportable_bold(y, x, mode)) break;
-
-               /* Occasionally advance the distance */
-               if (++ctr > (4 * dis * dis + 4 * dis + 1))
-               {
-                       ctr = 0;
-                       dis++;
-               }
-       }
-
-       sound(SOUND_TELEPORT);
-       (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
-}
-
-
-void teleport_away_followable(MONSTER_IDX m_idx)
-{
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-       POSITION oldfy = m_ptr->fy;
-       POSITION oldfx = m_ptr->fx;
-       bool old_ml = m_ptr->ml;
-       POSITION old_cdis = m_ptr->cdis;
-
-       teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
-
-       if (old_ml && (old_cdis <= MAX_SIGHT) && !current_world_ptr->timewalk_m_idx && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
-       {
-               bool follow = FALSE;
-
-               if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
-               else
-               {
-                       BIT_FLAGS flgs[TR_FLAG_SIZE];
-                       object_type *o_ptr;
-                       INVENTORY_IDX i;
-
-                       for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
-                       {
-                               o_ptr = &inventory[i];
-                               if (o_ptr->k_idx && !object_is_cursed(o_ptr))
-                               {
-                                       object_flags(o_ptr, flgs);
-                                       if (have_flag(flgs, TR_TELEPORT))
-                                       {
-                                               follow = TRUE;
-                                               break;
-                                       }
-                               }
-                       }
-               }
-
-               if (follow)
-               {
-                       if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
-                       {
-                               if (one_in_(3))
-                               {
-                                       teleport_player(200, TELEPORT_PASSIVE);
-                                       msg_print(_("失敗!", "Failed!"));
-                               }
-                               else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
-                               p_ptr->energy_need += ENERGY_NEED();
-                       }
-               }
-       }
-}
-
-
-bool teleport_level_other(player_type *creature_ptr)
-{
-       MONSTER_IDX target_m_idx;
-       monster_type *m_ptr;
-       monster_race *r_ptr;
-       GAME_TEXT m_name[MAX_NLEN];
-
-       if (!target_set(TARGET_KILL)) return FALSE;
-       target_m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
-       if (!target_m_idx) return TRUE;
-       if (!player_has_los_bold(target_row, target_col)) return TRUE;
-       if (!projectable(creature_ptr->y, creature_ptr->x, target_row, target_col)) return TRUE;
-       m_ptr = &current_floor_ptr->m_list[target_m_idx];
-       r_ptr = &r_info[m_ptr->r_idx];
-       monster_desc(m_name, m_ptr, 0);
-       msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
-
-       if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
-               (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > creature_ptr->lev + randint1(60)))
-       {
-               msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
-       }
-       else teleport_level(target_m_idx);
-       return TRUE;
-}
-
-/*!
- * @brief プレイヤー及びモンスターをレベルテレポートさせる /
- * Teleport the player one level up or down (random when legal)
- * @param m_idx テレポートの対象となるモンスターID(0ならばプレイヤー) / If m_idx <= 0, target is player.
- * @return なし
- */
-void teleport_level(MONSTER_IDX m_idx)
-{
-       bool         go_up;
-       GAME_TEXT m_name[160];
-       bool         see_m = TRUE;
-
-       if (m_idx <= 0) /* To player */
-       {
-               strcpy(m_name, _("あなた", "you"));
-       }
-       else /* To monster */
-       {
-               monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-
-               /* Get the monster name (or "it") */
-               monster_desc(m_name, m_ptr, 0);
-
-               see_m = is_seen(m_ptr);
-       }
-
-       /* No effect in some case */
-       if (TELE_LEVEL_IS_INEFF(m_idx))
-       {
-               if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
-               return;
-       }
-
-       if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
-       {
-               msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
-               return;
-       }
-
-       /* Choose up or down */
-       if (randint0(100) < 50) go_up = TRUE;
-       else go_up = FALSE;
-
-       if ((m_idx <= 0) && p_ptr->wizard)
-       {
-               if (get_check("Force to go up? ")) go_up = TRUE;
-               else if (get_check("Force to go down? ")) go_up = FALSE;
-       }
-
-       /* Down only */ 
-       if ((ironman_downward && (m_idx <= 0)) || (current_floor_ptr->dun_level <= d_info[p_ptr->dungeon_idx].mindepth))
-       {
-#ifdef JP
-               if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
-#else
-               if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
-#endif
-               if (m_idx <= 0) /* To player */
-               {
-                       if (!current_floor_ptr->dun_level)
-                       {
-                               p_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
-                               p_ptr->oldpy = p_ptr->y;
-                               p_ptr->oldpx = p_ptr->x;
-                       }
-
-                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
-
-                       if (autosave_l) do_cmd_save_game(TRUE);
-
-                       if (!current_floor_ptr->dun_level)
-                       {
-                               current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].mindepth;
-                               prepare_change_floor_mode(CFM_RAND_PLACE);
-                       }
-                       else
-                       {
-                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-                       }
-                       p_ptr->leaving = TRUE;
-               }
-       }
-
-       /* Up only */
-       else if (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth))
-       {
-#ifdef JP
-               if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
-#else
-               if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
-#endif
-
-
-               if (m_idx <= 0) /* To player */
-               {
-                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
-
-                       if (autosave_l) do_cmd_save_game(TRUE);
-
-                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-
-                       leave_quest_check();
-                       p_ptr->inside_quest = 0;
-                       p_ptr->leaving = TRUE;
-               }
-       }
-       else if (go_up)
-       {
-#ifdef JP
-               if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
-#else
-               if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
-#endif
-
-
-               if (m_idx <= 0) /* To player */
-               {
-                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
-
-                       if (autosave_l) do_cmd_save_game(TRUE);
-
-                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-                       p_ptr->leaving = TRUE;
-               }
-       }
-       else
-       {
-#ifdef JP
-               if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
-#else
-               if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
-#endif
-
-               if (m_idx <= 0) /* To player */
-               {
-                       /* Never reach this code on the surface */
-                       /* if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = p_ptr->recall_dungeon; */
-                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
-                       if (autosave_l) do_cmd_save_game(TRUE);
-
-                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-                       p_ptr->leaving = TRUE;
-               }
-       }
-
-       /* Monster level teleportation is simple deleting now */
-       if (m_idx > 0)
-       {
-               monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-
-               check_quest_completion(m_ptr);
-
-               if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
-               {
-                       char m2_name[MAX_NLEN];
-
-                       monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
-                       do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
-               }
-
-               delete_monster_idx(m_idx);
-       }
-
-       sound(SOUND_TPLEVEL);
-}
-
-
-/*!
- * @brief これまでに入ったダンジョンの一覧を表示し、選択させる。
- * @param note ダンジョンに施す処理記述
- * @param y コンソールY座標
- * @param x コンソールX座標
- * @return 選択されたダンジョンID
- */
-DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
-{
-       DUNGEON_IDX select_dungeon;
-       DUNGEON_IDX i;
-       int num = 0;
-       DUNGEON_IDX *dun;
-
-       /* Hack -- No need to choose dungeon in some case */
-       if (lite_town || vanilla_town || ironman_downward)
-       {
-               if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
-               else
-               {
-                       msg_format(_("まだ%sに入ったことはない。", "You haven't entered %s yet."), d_name + d_info[DUNGEON_ANGBAND].name);
-                       msg_print(NULL);
-                       return 0;
-               }
-       }
-
-       /* Allocate the "dun" array */
-       C_MAKE(dun, max_d_idx, DUNGEON_IDX);
-
-       screen_save();
-       for(i = 1; i < max_d_idx; i++)
-       {
-               char buf[80];
-               bool seiha = FALSE;
-
-               if (!d_info[i].maxdepth) continue;
-               if (!max_dlv[i]) continue;
-               if (d_info[i].final_guardian)
-               {
-                       if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
-               }
-               else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
-
-               sprintf(buf,_("      %c) %c%-12s : 最大 %d 階", "      %c) %c%-16s : Max level %d"), 
-                                       'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
-               prt(buf, y + num, x);
-               dun[num++] = i;
-       }
-
-       if (!num)
-       {
-               prt(_("      選べるダンジョンがない。", "      No dungeon is available."), y, x);
-       }
-
-       prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
-       while(1)
-       {
-               i = inkey();
-               if ((i == ESCAPE) || !num)
-               {
-                       /* Free the "dun" array */
-                       C_KILL(dun, max_d_idx, DUNGEON_IDX);
-
-                       screen_load();
-                       return 0;
-               }
-               if (i >= 'a' && i <('a'+num))
-               {
-                       select_dungeon = dun[i-'a'];
-                       break;
-               }
-               else bell();
-       }
-       screen_load();
-
-       /* Free the "dun" array */
-       C_KILL(dun, max_d_idx, DUNGEON_IDX);
-
-       return select_dungeon;
-}
-
-
-/*!
- * @brief プレイヤーの帰還発動及び中止処理 /
- * Recall the player to town or dungeon
- * @param turns 発動までのターン数
- * @return 常にTRUEを返す
- */
-bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
-{
-       /*
-        * TODO: Recall the player to the last
-        * visited town when in the wilderness
-        */
-
-       /* Ironman option */
-       if (creature_ptr->inside_arena || ironman_downward)
-       {
-               msg_print(_("何も起こらなかった。", "Nothing happens."));
-               return TRUE;
-       }
-
-       if (current_floor_ptr->dun_level && (max_dlv[p_ptr->dungeon_idx] > current_floor_ptr->dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
-       {
-               if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? ")))
-               {
-                       max_dlv[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
-                       if (record_maxdepth)
-                               do_cmd_write_nikki(NIKKI_TRUMP, p_ptr->dungeon_idx, _("帰還のときに", "when recall from dungeon"));
-               }
-
-       }
-       if (!creature_ptr->word_recall)
-       {
-               if (!current_floor_ptr->dun_level)
-               {
-                       DUNGEON_IDX select_dungeon;
-                       select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
-                       if (!select_dungeon) return FALSE;
-                       creature_ptr->recall_dungeon = select_dungeon;
-               }
-               creature_ptr->word_recall = turns;
-               msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
-               creature_ptr->redraw |= (PR_STATUS);
-       }
-       else
-       {
-               creature_ptr->word_recall = 0;
-               msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
-               creature_ptr->redraw |= (PR_STATUS);
-       }
-       return TRUE;
-}
-
-bool free_level_recall(player_type *creature_ptr)
-{
-       DUNGEON_IDX select_dungeon;
-       DEPTH max_depth;
-       QUANTITY amt;
-
-       select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
-
-       if (!select_dungeon) return FALSE;
-
-       max_depth = d_info[select_dungeon].maxdepth;
-
-       /* Limit depth in Angband */
-       if (select_dungeon == DUNGEON_ANGBAND)
-       {
-               if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
-               else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
-       }
-       amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
-               d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
-
-       if (amt > 0)
-       {
-               creature_ptr->word_recall = 1;
-               creature_ptr->recall_dungeon = select_dungeon;
-               max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
-               if (record_maxdepth)
-                       do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
-
-               msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
-
-               creature_ptr->redraw |= (PR_STATUS);
-               return TRUE;
-       }
-       return FALSE;
-}
-
-
-/*!
- * @brief フロア・リセット処理
- * @return リセット処理が実際に行われたらTRUEを返す
- */
-bool reset_recall(void)
-{
-       int select_dungeon, dummy = 0;
-       char ppp[80];
-       char tmp_val[160];
-
-       select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
-
-       /* Ironman option */
-       if (ironman_downward)
-       {
-               msg_print(_("何も起こらなかった。", "Nothing happens."));
-               return TRUE;
-       }
-
-       if (!select_dungeon) return FALSE;
-       /* Prompt */
-       sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
-               (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
-
-       /* Default */
-       sprintf(tmp_val, "%d", (int)MAX(current_floor_ptr->dun_level, 1));
-
-       /* Ask for a level */
-       if (get_string(ppp, tmp_val, 10))
-       {
-               /* Extract request */
-               dummy = atoi(tmp_val);
-               if (dummy < 1) dummy = 1;
-               if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
-               if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
-
-               max_dlv[select_dungeon] = dummy;
-
-               if (record_maxdepth)
-                       do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
-                                       /* Accept request */
-#ifdef JP
-               msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
-#else
-               msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
-#endif
-
-       }
-       else
-       {
-               return FALSE;
-       }
-       return TRUE;
-}
-
-
-/*!
- * @brief プレイヤーの装備劣化処理 /
- * Apply disenchantment to the player's stuff
- * @param mode 最下位ビットが1ならば劣化処理が若干低減される
- * @return 劣化処理に関するメッセージが発せられた場合はTRUEを返す /
- * Return "TRUE" if the player notices anything
- */
-bool apply_disenchant(BIT_FLAGS mode)
-{
-       int             t = 0;
-       object_type *o_ptr;
-       GAME_TEXT o_name[MAX_NLEN];
-       int to_h, to_d, to_a, pval;
-
-       /* Pick a random slot */
-       switch (randint1(8))
-       {
-               case 1: t = INVEN_RARM; break;
-               case 2: t = INVEN_LARM; break;
-               case 3: t = INVEN_BOW; break;
-               case 4: t = INVEN_BODY; break;
-               case 5: t = INVEN_OUTER; break;
-               case 6: t = INVEN_HEAD; break;
-               case 7: t = INVEN_HANDS; break;
-               case 8: t = INVEN_FEET; break;
-       }
-
-       o_ptr = &inventory[t];
-
-       /* No item, nothing happens */
-       if (!o_ptr->k_idx) return (FALSE);
-
-       /* Disenchant equipments only -- No disenchant on monster ball */
-       if (!object_is_weapon_armour_ammo(o_ptr))
-               return FALSE;
-
-       /* Nothing to disenchant */
-       if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
-       {
-               /* Nothing to notice */
-               return (FALSE);
-       }
-
-       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-       /* Artifacts have 71% chance to resist */
-       if (object_is_artifact(o_ptr) && (randint0(100) < 71))
-       {
-#ifdef JP
-               msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
-#else
-               msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
-                       ((o_ptr->number != 1) ? "" : "s"));
-#endif
-               return (TRUE);
-       }
-
-
-       /* Memorize old value */
-       to_h = o_ptr->to_h;
-       to_d = o_ptr->to_d;
-       to_a = o_ptr->to_a;
-       pval = o_ptr->pval;
-
-       /* Disenchant tohit */
-       if (o_ptr->to_h > 0) o_ptr->to_h--;
-       if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
-
-       /* Disenchant todam */
-       if (o_ptr->to_d > 0) o_ptr->to_d--;
-       if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
-
-       /* Disenchant toac */
-       if (o_ptr->to_a > 0) o_ptr->to_a--;
-       if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
-
-       /* Disenchant pval (occasionally) */
-       /* Unless called from wild_magic() */
-       if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
-
-       if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
-           (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
-       {
-#ifdef JP
-               msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t) );
-#else
-               msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
-                       ((o_ptr->number != 1) ? "were" : "was"));
-#endif
-
-               chg_virtue(V_HARMONY, 1);
-               chg_virtue(V_ENCHANT, -2);
-               p_ptr->update |= (PU_BONUS);
-               p_ptr->window |= (PW_EQUIP | PW_PLAYER);
-
-               calc_android_exp();
-       }
-
-       return (TRUE);
-}
-
-
-/*!
- * @brief 武器へのエゴ付加処理 /
- * Brand the current weapon
- * @param brand_type エゴ化ID(e_info.txtとは連動していない)
- * @return なし
- */
-void brand_weapon(int brand_type)
-{
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       concptr q, s;
-
-       /* Assume enchant weapon */
-       item_tester_hook = object_allow_enchant_melee_weapon;
-
-       q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
-       s = _("強化できる武器がない。", "You have nothing to enchant.");
-
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
-       if (!o_ptr) return;
-
-       /* you can never modify artifacts / ego-items */
-       /* you can never modify cursed items */
-       /* TY: You _can_ modify broken items (if you're silly enough) */
-       if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
-           !object_is_cursed(o_ptr) &&
-           !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
-           !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
-           !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
-       {
-               concptr act = NULL;
-
-               /* Let's get the name before it is changed... */
-               GAME_TEXT o_name[MAX_NLEN];
-               object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-               switch (brand_type)
-               {
-               case 17:
-                       if (o_ptr->tval == TV_SWORD)
-                       {
-                               act = _("は鋭さを増した!", "becomes very sharp!");
-
-                               o_ptr->name2 = EGO_SHARPNESS;
-                               o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, current_floor_ptr->dun_level) + 1;
-
-                               if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
-                                       o_ptr->pval = 2;
-                       }
-                       else
-                       {
-                               act = _("は破壊力を増した!", "seems very powerful.");
-                               o_ptr->name2 = EGO_EARTHQUAKES;
-                               o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, current_floor_ptr->dun_level);
-                       }
-                       break;
-               case 16:
-                       act = _("は人間の血を求めている!", "seems to be looking for humans!");
-                       o_ptr->name2 = EGO_KILL_HUMAN;
-                       break;
-               case 15:
-                       act = _("は電撃に覆われた!", "covered with lightning!");
-                       o_ptr->name2 = EGO_BRAND_ELEC;
-                       break;
-               case 14:
-                       act = _("は酸に覆われた!", "coated with acid!");
-                       o_ptr->name2 = EGO_BRAND_ACID;
-                       break;
-               case 13:
-                       act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
-                       o_ptr->name2 = EGO_KILL_EVIL;
-                       break;
-               case 12:
-                       act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
-                       o_ptr->name2 = EGO_KILL_DEMON;
-                       break;
-               case 11:
-                       act = _("は屍を求めている!", "seems to be looking for undead!");
-                       o_ptr->name2 = EGO_KILL_UNDEAD;
-                       break;
-               case 10:
-                       act = _("は動物の血を求めている!", "seems to be looking for animals!");
-                       o_ptr->name2 = EGO_KILL_ANIMAL;
-                       break;
-               case 9:
-                       act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
-                       o_ptr->name2 = EGO_KILL_DRAGON;
-                       break;
-               case 8:
-                       act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
-                       o_ptr->name2 = EGO_KILL_TROLL;
-                       break;
-               case 7:
-                       act = _("はオークの血を求めている!", "seems to be looking for orcs!");
-                       o_ptr->name2 = EGO_KILL_ORC;
-                       break;
-               case 6:
-                       act = _("は巨人の血を求めている!", "seems to be looking for giants!");
-                       o_ptr->name2 = EGO_KILL_GIANT;
-                       break;
-               case 5:
-                       act = _("は非常に不安定になったようだ。", "seems very unstable now.");
-                       o_ptr->name2 = EGO_TRUMP;
-                       o_ptr->pval = randint1(2);
-                       break;
-               case 4:
-                       act = _("は血を求めている!", "thirsts for blood!");
-                       o_ptr->name2 = EGO_VAMPIRIC;
-                       break;
-               case 3:
-                       act = _("は毒に覆われた。", "is coated with poison.");
-                       o_ptr->name2 = EGO_BRAND_POIS;
-                       break;
-               case 2:
-                       act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
-                       o_ptr->name2 = EGO_CHAOTIC;
-                       break;
-               case 1:
-                       act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
-                       o_ptr->name2 = EGO_BRAND_FIRE;
-                       break;
-               default:
-                       act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
-                       o_ptr->name2 = EGO_BRAND_COLD;
-                       break;
-               }
-
-               msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
-               enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
-
-               o_ptr->discount = 99;
-               chg_virtue(V_ENCHANT, 2);
-       }
-       else
-       {
-               if (flush_failure) flush();
-
-               msg_print(_("属性付加に失敗した。", "The Branding failed."));
-               chg_virtue(V_ENCHANT, -2);
-       }
-       calc_android_exp();
-}
-
-
-/*!
- * @brief 虚無招来によるフロア中の全壁除去処理 /
- * Vanish all walls in this floor
- * @return 実際に処理が反映された場合TRUE
- */
-static bool vanish_dungeon(void)
-{
-       POSITION y, x;
-       grid_type *g_ptr;
-       feature_type *f_ptr;
-       monster_type *m_ptr;
-       GAME_TEXT m_name[MAX_NLEN];
-
-       /* Prevent vasishing of quest levels and town */
-       if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
-       {
-               return FALSE;
-       }
-
-       /* Scan all normal grids */
-       for (y = 1; y < current_floor_ptr->height - 1; y++)
-       {
-               for (x = 1; x < current_floor_ptr->width - 1; x++)
-               {
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-                       /* Seeing true feature code (ignore mimic) */
-                       f_ptr = &f_info[g_ptr->feat];
-
-                       /* Lose room and vault */
-                       g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-                       m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
-
-                       /* Awake monster */
-                       if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
-                       {
-                               (void)set_monster_csleep(g_ptr->m_idx, 0);
-
-                               /* Notice the "waking up" */
-                               if (m_ptr->ml)
-                               {
-                                       monster_desc(m_name, m_ptr, 0);
-                                       msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
-                               }
-                       }
-
-                       /* Process all walls, doors and patterns */
-                       if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
-               }
-       }
-
-       /* Special boundary walls -- Top and bottom */
-       for (x = 0; x < current_floor_ptr->width; x++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[0][x];
-               f_ptr = &f_info[g_ptr->mimic];
-
-               /* Lose room and vault */
-               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-               /* Set boundary mimic if needed */
-               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
-               {
-                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
-
-                       /* Check for change to boring grid */
-                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
-               }
-
-               g_ptr = &current_floor_ptr->grid_array[current_floor_ptr->height - 1][x];
-               f_ptr = &f_info[g_ptr->mimic];
-
-               /* Lose room and vault */
-               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-               /* Set boundary mimic if needed */
-               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
-               {
-                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
-
-                       /* Check for change to boring grid */
-                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
-               }
-       }
-
-       /* Special boundary walls -- Left and right */
-       for (y = 1; y < (current_floor_ptr->height - 1); y++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[y][0];
-               f_ptr = &f_info[g_ptr->mimic];
-
-               /* Lose room and vault */
-               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-               /* Set boundary mimic if needed */
-               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
-               {
-                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
-
-                       /* Check for change to boring grid */
-                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
-               }
-
-               g_ptr = &current_floor_ptr->grid_array[y][current_floor_ptr->width - 1];
-               f_ptr = &f_info[g_ptr->mimic];
-
-               /* Lose room and vault */
-               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
-               /* Set boundary mimic if needed */
-               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
-               {
-                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
-
-                       /* Check for change to boring grid */
-                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
-               }
-       }
-
-       /* Mega-Hack -- Forget the view and lite */
-       p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-       p_ptr->redraw |= (PR_MAP);
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-       return TRUE;
-}
-
-/*!
- * @brief 虚無招来処理 /
- * @return なし
- */
-void call_the_(void)
-{
-       int i;
-       grid_type *g_ptr;
-       bool do_call = TRUE;
-
-       for (i = 0; i < 9; i++)
-       {
-               g_ptr = &current_floor_ptr->grid_array[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
-
-               if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
-               {
-                       if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
-                           !permanent_wall(&f_info[g_ptr->feat]))
-                       {
-                               do_call = FALSE;
-                               break;
-                       }
-               }
-       }
-
-       if (do_call)
-       {
-               for (i = 1; i < 10; i++)
-               {
-                       if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
-               }
-
-               for (i = 1; i < 10; i++)
-               {
-                       if (i - 5) fire_ball(GF_MANA, i, 175, 3);
-               }
-
-               for (i = 1; i < 10; i++)
-               {
-                       if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
-               }
-       }
-
-       /* Prevent destruction of quest levels and town */
-       else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
-       {
-               msg_print(_("地面が揺れた。", "The ground trembles."));
-       }
-
-       else
-       {
-#ifdef JP
-               msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
-                       ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
-#else
-               msg_format("You %s the %s too close to a wall!",
-                       ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
-                       ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
-#endif
-               msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
-
-               if (one_in_(666))
-               {
-                       if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
-               }
-               else
-               {
-                       if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
-                               msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
-                       else
-                               msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
-               }
-
-               take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
-       }
-}
-
-
-/*!
- * @brief アイテム引き寄せ処理 /
- * Fetch an item (teleport it right underneath the caster)
- * @param dir 魔法の発動方向
- * @param wgt 許容重量
- * @param require_los 射線の通りを要求するならばTRUE
- * @return なし
- */
-void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
-{
-       POSITION ty, tx;
-       OBJECT_IDX i;
-       grid_type *g_ptr;
-       object_type *o_ptr;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       /* Check to see if an object is already there */
-       if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx)
-       {
-               msg_print(_("自分の足の下にある物は取れません。", "You can't fetch when you're already standing on something."));
-               return;
-       }
-
-       /* Use a target */
-       if (dir == 5 && target_okay())
-       {
-               tx = target_col;
-               ty = target_row;
-
-               if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
-               {
-                       msg_print(_("そんなに遠くにある物は取れません!", "You can't fetch something that far away!"));
-                       return;
-               }
-
-               g_ptr = &current_floor_ptr->grid_array[ty][tx];
-
-               /* We need an item to fetch */
-               if (!g_ptr->o_idx)
-               {
-                       msg_print(_("そこには何もありません。", "There is no object at this place."));
-                       return;
-               }
-
-               /* No fetching from vault */
-               if (g_ptr->info & CAVE_ICKY)
-               {
-                       msg_print(_("アイテムがコントロールを外れて落ちた。", "The item slips from your control."));
-                       return;
-               }
-
-               /* We need to see the item */
-               if (require_los)
-               {
-                       if (!player_has_los_bold(ty, tx))
-                       {
-                               msg_print(_("そこはあなたの視界に入っていません。", "You have no direct line of sight to that location."));
-                               return;
-                       }
-                       else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
-                       {
-                               msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
-                               return;
-                       }
-               }
-       }
-       else
-       {
-               ty = p_ptr->y; 
-               tx = p_ptr->x;
-               do
-               {
-                       ty += ddy[dir];
-                       tx += ddx[dir];
-                       g_ptr = &current_floor_ptr->grid_array[ty][tx];
-
-                       if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
-                               !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
-               }
-               while (!g_ptr->o_idx);
-       }
-
-       o_ptr = &current_floor_ptr->o_list[g_ptr->o_idx];
-
-       if (o_ptr->weight > wgt)
-       {
-               /* Too heavy to 'fetch' */
-               msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
-               return;
-       }
-
-       i = g_ptr->o_idx;
-       g_ptr->o_idx = o_ptr->next_o_idx;
-       current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
-
-       o_ptr->next_o_idx = 0;
-       o_ptr->iy = p_ptr->y;
-       o_ptr->ix = p_ptr->x;
-
-       object_desc(o_name, o_ptr, OD_NAME_ONLY);
-       msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
-
-       note_spot(p_ptr->y, p_ptr->x);
-       p_ptr->redraw |= PR_MAP;
-}
-
-/*!
- * @brief 現実変容処理
- * @return なし
- */
-void alter_reality(void)
-{
-       /* Ironman option */
-       if (p_ptr->inside_arena || ironman_downward)
-       {
-               msg_print(_("何も起こらなかった。", "Nothing happens."));
-               return;
-       }
-
-       if (!p_ptr->alter_reality)
-       {
-               TIME_EFFECT turns = randint0(21) + 15;
-
-               p_ptr->alter_reality = turns;
-               msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
-
-               p_ptr->redraw |= (PR_STATUS);
-       }
-       else
-       {
-               p_ptr->alter_reality = 0;
-               msg_print(_("景色が元に戻った...", "The view around you got back..."));
-               p_ptr->redraw |= (PR_STATUS);
-       }
-       return;
-}
-
-/*!
- * @brief 全所持アイテム鑑定処理 /
- * Identify everything being carried.
- * Done by a potion of "self knowledge".
- * @return なし
- */
-void identify_pack(void)
-{
-       INVENTORY_IDX i;
-
-       /* Simply identify and know every item */
-       for (i = 0; i < INVEN_TOTAL; i++)
-       {
-               object_type *o_ptr = &inventory[i];
-
-               /* Skip non-objects */
-               if (!o_ptr->k_idx) continue;
-
-               identify_item(o_ptr);
-
-               /* Auto-inscription */
-               autopick_alter_item(i, FALSE);
-       }
-}
-
-
-/*!
- * @brief 装備強化処理の失敗率定数(千分率) /
- * Used by the "enchant" function (chance of failure)
- * (modified for Zangband, we need better stuff there...) -- TY
- * @return なし
- */
-static int enchant_table[16] =
-{
-       0, 10,  50, 100, 200,
-       300, 400, 500, 650, 800,
-       950, 987, 993, 995, 998,
-       1000
-};
-
-
-/*!
- * @brief 装備の解呪処理 /
- * Removes curses from items in inventory
- * @param all 軽い呪いまでの解除ならば0
- * @return 解呪されたアイテムの数
- * @details
- * <pre>
- * Note that Items which are "Perma-Cursed" (The One Ring,
- * The Crown of Morgoth) can NEVER be uncursed.
- *
- * Note that if "all" is FALSE, then Items which are
- * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
- * will not be uncursed.
- * </pre>
- */
-static int remove_curse_aux(int all)
-{
-       int i, cnt = 0;
-
-       /* Attempt to uncurse items being worn */
-       for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
-       {
-               object_type *o_ptr = &inventory[i];
-
-               /* Skip non-objects */
-               if (!o_ptr->k_idx) continue;
-
-               /* Uncursed already */
-               if (!object_is_cursed(o_ptr)) continue;
-
-               /* Heavily Cursed Items need a special spell */
-               if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
-
-               /* Perma-Cursed Items can NEVER be uncursed */
-               if (o_ptr->curse_flags & TRC_PERMA_CURSE)
-               {
-                       o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
-                       continue;
-               }
-
-               o_ptr->curse_flags = 0L;
-               o_ptr->ident |= (IDENT_SENSE);
-               o_ptr->feeling = FEEL_NONE;
-
-               p_ptr->update |= (PU_BONUS);
-               p_ptr->window |= (PW_EQUIP);
-
-               /* Count the uncursings */
-               cnt++;
-       }
-
-       if (cnt)
-       {
-               msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
-       }
-       /* Return "something uncursed" */
-       return (cnt);
-}
-
-
-/*!
- * @brief 装備の軽い呪い解呪処理 /
- * Remove most curses
- * @return 解呪に成功した装備数
- */
-int remove_curse(void)
-{
-       return (remove_curse_aux(FALSE));
-}
-
-/*!
- * @brief 装備の重い呪い解呪処理 /
- * Remove all curses
- * @return 解呪に成功した装備数
- */
-int remove_all_curse(void)
-{
-       return (remove_curse_aux(TRUE));
-}
-
-
-/*!
- * @brief アイテムの価値に応じた錬金術処理 /
- * Turns an object into gold, gain some of its value in a shop
- * @return 処理が実際に行われたらTRUEを返す
- */
-bool alchemy(void)
-{
-       OBJECT_IDX item;
-       int amt = 1;
-       ITEM_NUMBER old_number;
-       PRICE price;
-       bool force = FALSE;
-       object_type *o_ptr;
-       GAME_TEXT o_name[MAX_NLEN];
-       char out_val[MAX_NLEN+40];
-
-       concptr q, s;
-
-       /* Hack -- force destruction */
-       if (command_arg > 0) force = TRUE;
-
-       q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
-       s = _("金に変えられる物がありません。", "You have nothing to current_world_ptr->game_turn to gold.");
-
-       o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
-       if (!o_ptr) return (FALSE);
-
-       /* See how many items */
-       if (o_ptr->number > 1)
-       {
-               amt = get_quantity(NULL, o_ptr->number);
-
-               /* Allow user abort */
-               if (amt <= 0) return FALSE;
-       }
-
-       old_number = o_ptr->number;
-       o_ptr->number = amt;
-       object_desc(o_name, o_ptr, 0);
-       o_ptr->number = old_number;
-
-       /* Verify unless quantity given */
-       if (!force)
-       {
-               if (confirm_destroy || (object_value(o_ptr) > 0))
-               {
-                       /* Make a verification */
-                       sprintf(out_val, _("本当に%sを金に変えますか?", "Really current_world_ptr->game_turn %s to gold? "), o_name);
-                       if (!get_check(out_val)) return FALSE;
-               }
-       }
-
-       /* Artifacts cannot be destroyed */
-       if (!can_player_destroy_object(o_ptr))
-       {
-               msg_format(_("%sを金に変えることに失敗した。", "You fail to current_world_ptr->game_turn %s to gold!"), o_name);
-
-               return FALSE;
-       }
-
-       price = object_value_real(o_ptr);
-
-       if (price <= 0)
-       {
-               msg_format(_("%sをニセの金に変えた。", "You current_world_ptr->game_turn %s to fool's gold."), o_name);
-       }
-       else
-       {
-               price /= 3;
-
-               if (amt > 1) price *= amt;
-
-               if (price > 30000) price = 30000;
-               msg_format(_("%sを$%d の金に変えた。", "You current_world_ptr->game_turn %s to %ld coins worth of gold."), o_name, price);
-
-               p_ptr->au += price;
-               p_ptr->redraw |= (PR_GOLD);
-               p_ptr->window |= (PW_PLAYER);
-       }
-
-       /* Eliminate the item (from the pack) */
-       if (item >= 0)
-       {
-               inven_item_increase(item, -amt);
-               inven_item_describe(item);
-               inven_item_optimize(item);
-       }
-
-       /* Eliminate the item (from the floor) */
-       else
-       {
-               floor_item_increase(0 - item, -amt);
-               floor_item_describe(0 - item);
-               floor_item_optimize(0 - item);
-       }
-
-       return TRUE;
-}
-
-
-/*!
- * @brief 呪いの打ち破り処理 /
- * Break the curse of an item
- * @param o_ptr 呪い装備情報の参照ポインタ
- * @return なし
- */
-static void break_curse(object_type *o_ptr)
-{
-       if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
-       {
-               msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
-
-               o_ptr->curse_flags = 0L;
-               o_ptr->ident |= (IDENT_SENSE);
-               o_ptr->feeling = FEEL_NONE;
-       }
-}
-
-
-/*!
- * @brief 装備修正強化処理 /
- * Enchants a plus onto an item. -RAK-
- * @param o_ptr 強化するアイテムの参照ポインタ
- * @param n 強化基本量
- * @param eflag 強化オプション(命中/ダメージ/AC)
- * @return 強化に成功した場合TRUEを返す
- * @details
- * <pre>
- * Revamped!  Now takes item pointer, number of times to try enchanting,
- * and a flag of what to try enchanting.  Artifacts resist enchantment
- * some of the time, and successful enchantment to at least +0 might
- * break a curse on the item. -CFT-
- *
- * Note that an item can technically be enchanted all the way to +15 if
- * you wait a very, very, long time.  Going from +9 to +10 only works
- * about 5% of the time, and from +10 to +11 only about 1% of the time.
- *
- * Note that this function can now be used on "piles" of items, and
- * the larger the pile, the lower the chance of success.
- * </pre>
- */
-bool enchant(object_type *o_ptr, int n, int eflag)
-{
-       int     i, chance, prob;
-       bool    res = FALSE;
-       bool    a = object_is_artifact(o_ptr);
-       bool    force = (eflag & ENCH_FORCE);
-
-       /* Large piles resist enchantment */
-       prob = o_ptr->number * 100;
-
-       /* Missiles are easy to enchant */
-       if ((o_ptr->tval == TV_BOLT) ||
-           (o_ptr->tval == TV_ARROW) ||
-           (o_ptr->tval == TV_SHOT))
-       {
-               prob = prob / 20;
-       }
-
-       /* Try "n" times */
-       for (i = 0; i < n; i++)
-       {
-               /* Hack -- Roll for pile resistance */
-               if (!force && randint0(prob) >= 100) continue;
-
-               /* Enchant to hit */
-               if (eflag & ENCH_TOHIT)
-               {
-                       if (o_ptr->to_h < 0) chance = 0;
-                       else if (o_ptr->to_h > 15) chance = 1000;
-                       else chance = enchant_table[o_ptr->to_h];
-
-                       if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
-                       {
-                               o_ptr->to_h++;
-                               res = TRUE;
-
-                               /* only when you get it above -1 -CFT */
-                               if (o_ptr->to_h >= 0)
-                                       break_curse(o_ptr);
-                       }
-               }
-
-               /* Enchant to damage */
-               if (eflag & ENCH_TODAM)
-               {
-                       if (o_ptr->to_d < 0) chance = 0;
-                       else if (o_ptr->to_d > 15) chance = 1000;
-                       else chance = enchant_table[o_ptr->to_d];
-
-                       if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
-                       {
-                               o_ptr->to_d++;
-                               res = TRUE;
-
-                               /* only when you get it above -1 -CFT */
-                               if (o_ptr->to_d >= 0)
-                                       break_curse(o_ptr);
-                       }
-               }
-
-               /* Enchant to armor class */
-               if (eflag & ENCH_TOAC)
-               {
-                       if (o_ptr->to_a < 0) chance = 0;
-                       else if (o_ptr->to_a > 15) chance = 1000;
-                       else chance = enchant_table[o_ptr->to_a];
-
-                       if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
-                       {
-                               o_ptr->to_a++;
-                               res = TRUE;
-
-                               /* only when you get it above -1 -CFT */
-                               if (o_ptr->to_a >= 0)
-                                       break_curse(o_ptr);
-                       }
-               }
-       }
-
-       /* Failure */
-       if (!res) return (FALSE);
-       p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
-       calc_android_exp();
-
-       /* Success */
-       return (TRUE);
-}
-
-
-/*!
- * @brief 装備修正強化処理のメインルーチン /
- * Enchant an item (in the inventory or on the floor)
- * @param num_hit 命中修正量
- * @param num_dam ダメージ修正量
- * @param num_ac AC修正量
- * @return 強化に成功した場合TRUEを返す
- * @details
- * Note that "num_ac" requires armour, else weapon
- * Returns TRUE if attempted, FALSE if cancelled
- */
-bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
-{
-       OBJECT_IDX item;
-       bool        okay = FALSE;
-       object_type *o_ptr;
-       GAME_TEXT o_name[MAX_NLEN];
-       concptr        q, s;
-
-       /* Assume enchant weapon */
-       item_tester_hook = object_allow_enchant_weapon;
-
-       /* Enchant armor if requested */
-       if (num_ac) item_tester_hook = object_is_armour;
-
-       q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
-       s = _("強化できるアイテムがない。", "You have nothing to enchant.");
-
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
-       if (!o_ptr) return (FALSE);
-
-       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-#ifdef JP
-       msg_format("%s は明るく輝いた!", o_name);
-#else
-       msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
-#endif
-
-       /* Enchant */
-       if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
-       if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
-       if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
-
-       /* Failure */
-       if (!okay)
-       {
-               if (flush_failure) flush();
-               msg_print(_("強化に失敗した。", "The enchantment failed."));
-               if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
-       }
-       else
-               chg_virtue(V_ENCHANT, 1);
-
-       calc_android_exp();
-
-       /* Something happened */
-       return (TRUE);
-}
-
-
-/*!
- * @brief アーティファクト生成の巻物処理 /
- * @return 生成が実際に試みられたらTRUEを返す
- */
-bool artifact_scroll(void)
-{
-       OBJECT_IDX item;
-       bool okay = FALSE;
-       object_type *o_ptr;
-       GAME_TEXT o_name[MAX_NLEN];
-       concptr q, s;
-
-       /* Enchant weapon/armour */
-       item_tester_hook = item_tester_hook_nameless_weapon_armour;
-
-       q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
-       s = _("強化できるアイテムがない。", "You have nothing to enchant.");
-
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
-       if (!o_ptr) return (FALSE);
-
-       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-#ifdef JP
-       msg_format("%s は眩い光を発した!",o_name);
-#else
-       msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
-#endif
-
-       if (object_is_artifact(o_ptr))
-       {
-#ifdef JP
-               msg_format("%sは既に伝説のアイテムです!", o_name  );
-#else
-               msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
-#endif
-
-               okay = FALSE;
-       }
-
-       else if (object_is_ego(o_ptr))
-       {
-#ifdef JP
-               msg_format("%sは既に名のあるアイテムです!", o_name );
-#else
-               msg_format("The %s %s already %s!",
-                   o_name, ((o_ptr->number > 1) ? "are" : "is"),
-                   ((o_ptr->number > 1) ? "ego items" : "an ego item"));
-#endif
-
-               okay = FALSE;
-       }
-
-       else if (o_ptr->xtra3)
-       {
-#ifdef JP
-               msg_format("%sは既に強化されています!", o_name );
-#else
-               msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
-                   ((o_ptr->number > 1) ? "customized items" : "a customized item"));
-#endif
-       }
-
-       else
-       {
-               if (o_ptr->number > 1)
-               {
-                       msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
-#ifdef JP
-                       msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
-#else
-                       msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
-#endif
-
-                       if (item >= 0)
-                       {
-                               inven_item_increase(item, 1 - (o_ptr->number));
-                       }
-                       else
-                       {
-                               floor_item_increase(0 - item, 1 - (o_ptr->number));
-                       }
-               }
-               okay = create_artifact(o_ptr, TRUE);
-       }
-
-       /* Failure */
-       if (!okay)
-       {
-               if (flush_failure) flush();
-               msg_print(_("強化に失敗した。", "The enchantment failed."));
-               if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
-       }
-       else
-       {
-               if (record_rand_art)
-               {
-                       object_desc(o_name, o_ptr, OD_NAME_ONLY);
-                       do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
-               }
-               chg_virtue(V_ENCHANT, 1);
-       }
-
-       calc_android_exp();
-
-       /* Something happened */
-       return (TRUE);
-}
-
-
-/*!
- * @brief アイテム鑑定処理 /
- * Identify an object
- * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
- * @return 実際に鑑定できたらTRUEを返す
- */
-bool identify_item(object_type *o_ptr)
-{
-       bool old_known = FALSE;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       object_desc(o_name, o_ptr, 0);
-
-       if (o_ptr->ident & IDENT_KNOWN)
-               old_known = TRUE;
-
-       if (!(o_ptr->ident & (IDENT_MENTAL)))
-       {
-               if (object_is_artifact(o_ptr) || one_in_(5))
-                       chg_virtue(V_KNOWLEDGE, 1);
-       }
-
-       object_aware(o_ptr);
-       object_known(o_ptr);
-       o_ptr->marked |= OM_TOUCHED;
-
-       p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
-       strcpy(record_o_name, o_name);
-       record_turn = current_world_ptr->game_turn;
-
-       object_desc(o_name, o_ptr, OD_NAME_ONLY);
-
-       if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
-               do_cmd_write_nikki(NIKKI_ART, 0, o_name);
-       if(record_rand_art && !old_known && o_ptr->art_name)
-               do_cmd_write_nikki(NIKKI_ART, 0, o_name);
-
-       return old_known;
-}
-
-/*!
- * @brief アイテム鑑定のメインルーチン処理 /
- * Identify an object in the inventory (or on the floor)
- * @param only_equip 装備品のみを対象とするならばTRUEを返す
- * @return 実際に鑑定を行ったならばTRUEを返す
- * @details
- * This routine does *not* automatically combine objects.
- * Returns TRUE if something was identified, else FALSE.
- */
-bool ident_spell(bool only_equip)
-{
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       GAME_TEXT o_name[MAX_NLEN];
-       concptr            q, s;
-       bool old_known;
-
-       if (only_equip)
-               item_tester_hook = item_tester_hook_identify_weapon_armour;
-       else
-               item_tester_hook = item_tester_hook_identify;
-
-       if (can_get_item())
-       {
-               q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
-       }
-       else
-       {
-               if (only_equip)
-                       item_tester_hook = object_is_weapon_armour_ammo;
-               else
-                       item_tester_hook = NULL;
-
-               q = _("すべて鑑定済みです。 ", "All items are identified. ");
-       }
-
-       s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
-
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
-       if (!o_ptr) return (FALSE);
-
-       old_known = identify_item(o_ptr);
-
-       object_desc(o_name, o_ptr, 0);
-       if (item >= INVEN_RARM)
-       {
-               msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
-       }
-       else if (item >= 0)
-       {
-               msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
-       }
-       else
-       {
-               msg_format(_("床上: %s。", "On the ground: %s."), o_name);
-       }
-
-       /* Auto-inscription/destroy */
-       autopick_alter_item(item, (bool)(destroy_identify && !old_known));
-
-       /* Something happened */
-       return (TRUE);
-}
-
-
-/*!
- * @brief アイテム凡庸化のメインルーチン処理 /
- * Identify an object in the inventory (or on the floor)
- * @param only_equip 装備品のみを対象とするならばTRUEを返す
- * @return 実際に凡庸化をを行ったならばTRUEを返す
- * @details
- * <pre>
- * Mundanify an object in the inventory (or on the floor)
- * This routine does *not* automatically combine objects.
- * Returns TRUE if something was mundanified, else FALSE.
- * </pre>
- */
-bool mundane_spell(bool only_equip)
-{
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       concptr q, s;
-
-       if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
-
-       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 you can use.");
-
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
-       if (!o_ptr) return (FALSE);
-
-       msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
-       {
-               POSITION iy = o_ptr->iy;                 /* Y-position on map, or zero */
-               POSITION ix = o_ptr->ix;                 /* X-position on map, or zero */
-               OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
-               byte marked = o_ptr->marked;         /* Object is marked */
-               WEIGHT weight = o_ptr->number * o_ptr->weight;
-               u16b inscription = o_ptr->inscription;
-
-               /* Wipe it clean */
-               object_prep(o_ptr, o_ptr->k_idx);
-
-               o_ptr->iy = iy;
-               o_ptr->ix = ix;
-               o_ptr->next_o_idx = next_o_idx;
-               o_ptr->marked = marked;
-               o_ptr->inscription = inscription;
-               if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
-       }
-       calc_android_exp();
-
-       /* Something happened */
-       return TRUE;
-}
-
-/*!
- * @brief アイテム*鑑定*のメインルーチン処理 /
- * Identify an object in the inventory (or on the floor)
- * @param only_equip 装備品のみを対象とするならばTRUEを返す
- * @return 実際に鑑定を行ったならばTRUEを返す
- * @details
- * Fully "identify" an object in the inventory  -BEN-
- * This routine returns TRUE if an item was identified.
- */
-bool identify_fully(bool only_equip)
-{
-       OBJECT_IDX item;
-       object_type *o_ptr;
-       GAME_TEXT o_name[MAX_NLEN];
-       concptr q, s;
-       bool old_known;
-
-       if (only_equip)
-               item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
-       else
-               item_tester_hook = item_tester_hook_identify_fully;
-
-       if (can_get_item())
-       {
-               q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
-       }
-       else
-       {
-               if (only_equip)
-                       item_tester_hook = object_is_weapon_armour_ammo;
-               else
-                       item_tester_hook = NULL;
-
-               q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
-       }
-
-       s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
-
-       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
-       if (!o_ptr) return (FALSE);
-
-       old_known = identify_item(o_ptr);
-
-       /* Mark the item as fully known */
-       o_ptr->ident |= (IDENT_MENTAL);
-       handle_stuff();
-
-       object_desc(o_name, o_ptr, 0);
-       if (item >= INVEN_RARM)
-       {
-               msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
-       }
-       else if (item >= 0)
-       {
-               msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
-       }
-       else
-       {
-               msg_format(_("床上: %s。", "On the ground: %s."), o_name);
-       }
-
-       /* Describe it fully */
-       (void)screen_object(o_ptr, 0L);
-
-       /* Auto-inscription/destroy */
-       autopick_alter_item(item, (bool)(destroy_identify && !old_known));
-
-       /* Success */
-       return (TRUE);
-}
-
-
-
-/*!
- * @brief 魔力充填処理 /
- * Recharge a wand/staff/rod from the pack or on the floor.
- * This function has been rewritten in Oangband and ZAngband.
- * @param power 充填パワー
- * @return ターン消費を要する処理まで進んだらTRUEを返す
- *
- * Sorcery/Arcane -- Recharge  --> recharge(plev * 4)
- * Chaos -- Arcane Binding     --> recharge(90)
- *
- * Scroll of recharging        --> recharge(130)
- * Artifact activation/Thingol --> recharge(130)
- *
- * It is harder to recharge high level, and highly charged wands,
- * staffs, and rods.  The more wands in a stack, the more easily and
- * strongly they recharge.  Staffs, however, each get fewer charges if
- * stacked.
- *
- * Beware of "sliding index errors".
- */
-bool recharge(int power)
-{
-       OBJECT_IDX item;
-       DEPTH lev;
-       int recharge_strength;
-       TIME_EFFECT recharge_amount;
-
-       object_type *o_ptr;
-       object_kind *k_ptr;
-
-       bool fail = FALSE;
-       byte fail_type = 1;
-
-       concptr q, s;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       /* Only accept legal items */
-       item_tester_hook = item_tester_hook_recharge;
-
-       q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
-       s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
-
-       o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
-       if (!o_ptr) return (FALSE);
-
-       /* Get the object kind. */
-       k_ptr = &k_info[o_ptr->k_idx];
-
-       /* Extract the object "level" */
-       lev = k_info[o_ptr->k_idx].level;
-
-
-       /* Recharge a rod */
-       if (o_ptr->tval == TV_ROD)
-       {
-               /* Extract a recharge strength by comparing object level to power. */
-               recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
-
-
-               /* Back-fire */
-               if (one_in_(recharge_strength))
-               {
-                       /* Activate the failure code. */
-                       fail = TRUE;
-               }
-
-               /* Recharge */
-               else
-               {
-                       /* Recharge amount */
-                       recharge_amount = (power * damroll(3, 2));
-
-                       /* Recharge by that amount */
-                       if (o_ptr->timeout > recharge_amount)
-                               o_ptr->timeout -= recharge_amount;
-                       else
-                               o_ptr->timeout = 0;
-               }
-       }
-
-
-       /* Recharge wand/staff */
-       else
-       {
-               /* Extract a recharge strength by comparing object level to power.
-                * Divide up a stack of wands' charges to calculate charge penalty.
-                */
-               if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
-                       recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
-
-               /* All staffs, unstacked wands. */
-               else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
-               if (recharge_strength < 0) recharge_strength = 0;
-
-               /* Back-fire */
-               if (one_in_(recharge_strength))
-               {
-                       /* Activate the failure code. */
-                       fail = TRUE;
-               }
-
-               /* If the spell didn't backfire, recharge the wand or staff. */
-               else
-               {
-                       /* Recharge based on the standard number of charges. */
-                       recharge_amount = randint1(1 + k_ptr->pval / 2);
-
-                       /* Multiple wands in a stack increase recharging somewhat. */
-                       if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
-                       {
-                               recharge_amount +=
-                                       (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
-                               if (recharge_amount < 1) recharge_amount = 1;
-                               if (recharge_amount > 12) recharge_amount = 12;
-                       }
-
-                       /* But each staff in a stack gets fewer additional charges,
-                        * although always at least one.
-                        */
-                       if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
-                       {
-                               recharge_amount /= (TIME_EFFECT)o_ptr->number;
-                               if (recharge_amount < 1) recharge_amount = 1;
-                       }
-
-                       /* Recharge the wand or staff. */
-                       o_ptr->pval += recharge_amount;
-
-
-                       /* Hack -- we no longer "know" the item */
-                       o_ptr->ident &= ~(IDENT_KNOWN);
-
-                       /* Hack -- we no longer think the item is empty */
-                       o_ptr->ident &= ~(IDENT_EMPTY);
-               }
-       }
-
-
-       /* Inflict the penalties for failing a recharge. */
-       if (fail)
-       {
-               /* Artifacts are never destroyed. */
-               if (object_is_fixed_artifact(o_ptr))
-               {
-                       object_desc(o_name, o_ptr, OD_NAME_ONLY);
-                       msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
-
-                       /* Artifact rods. */
-                       if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
-                               o_ptr->timeout = (o_ptr->timeout + 100) * 2;
-
-                       /* Artifact wands and staffs. */
-                       else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
-                               o_ptr->pval = 0;
-               }
-               else
-               {
-                       /* Get the object description */
-                       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-                       /*** Determine Seriousness of Failure ***/
-
-                       /* Mages recharge objects more safely. */
-                       if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
-                       {
-                               /* 10% chance to blow up one rod, otherwise draining. */
-                               if (o_ptr->tval == TV_ROD)
-                               {
-                                       if (one_in_(10)) fail_type = 2;
-                                       else fail_type = 1;
-                               }
-                               /* 75% chance to blow up one wand, otherwise draining. */
-                               else if (o_ptr->tval == TV_WAND)
-                               {
-                                       if (!one_in_(3)) fail_type = 2;
-                                       else fail_type = 1;
-                               }
-                               /* 50% chance to blow up one staff, otherwise no effect. */
-                               else if (o_ptr->tval == TV_STAFF)
-                               {
-                                       if (one_in_(2)) fail_type = 2;
-                                       else fail_type = 0;
-                               }
-                       }
-
-                       /* All other classes get no special favors. */
-                       else
-                       {
-                               /* 33% chance to blow up one rod, otherwise draining. */
-                               if (o_ptr->tval == TV_ROD)
-                               {
-                                       if (one_in_(3)) fail_type = 2;
-                                       else fail_type = 1;
-                               }
-                               /* 20% chance of the entire stack, else destroy one wand. */
-                               else if (o_ptr->tval == TV_WAND)
-                               {
-                                       if (one_in_(5)) fail_type = 3;
-                                       else fail_type = 2;
-                               }
-                               /* Blow up one staff. */
-                               else if (o_ptr->tval == TV_STAFF)
-                               {
-                                       fail_type = 2;
-                               }
-                       }
-
-                       /*** Apply draining and destruction. ***/
-
-                       /* Drain object or stack of objects. */
-                       if (fail_type == 1)
-                       {
-                               if (o_ptr->tval == TV_ROD)
-                               {
-                                       msg_print(_("魔力が逆噴射して、ロッドからさらに魔力を吸い取ってしまった!", "The recharge backfires, draining the rod further!"));
-
-                                       if (o_ptr->timeout < 10000)
-                                               o_ptr->timeout = (o_ptr->timeout + 100) * 2;
-                               }
-                               else if (o_ptr->tval == TV_WAND)
-                               {
-                                       msg_format(_("%sは破損を免れたが、魔力が全て失われた。", "You save your %s from destruction, but all charges are lost."), o_name);
-                                       o_ptr->pval = 0;
-                               }
-                               /* Staffs aren't drained. */
-                       }
-
-                       /* Destroy an object or one in a stack of objects. */
-                       if (fail_type == 2)
-                       {
-                               if (o_ptr->number > 1)
-                                       msg_format(_("乱暴な魔法のために%sが一本壊れた!", "Wild magic consumes one of your %s!"), o_name);
-                               else
-                                       msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
-
-                               /* Reduce rod stack maximum timeout, drain wands. */
-                               if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
-                               if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
-
-                               /* Reduce and describe inventory */
-                               if (item >= 0)
-                               {
-                                       inven_item_increase(item, -1);
-                                       inven_item_describe(item);
-                                       inven_item_optimize(item);
-                               }
-
-                               /* Reduce and describe floor item */
-                               else
-                               {
-                                       floor_item_increase(0 - item, -1);
-                                       floor_item_describe(0 - item);
-                                       floor_item_optimize(0 - item);
-                               }
-                       }
-
-                       /* Destroy all members of a stack of objects. */
-                       if (fail_type == 3)
-                       {
-                               if (o_ptr->number > 1)
-                                       msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
-                               else
-                                       msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
-
-                               /* Reduce and describe inventory */
-                               if (item >= 0)
-                               {
-                                       inven_item_increase(item, -999);
-                                       inven_item_describe(item);
-                                       inven_item_optimize(item);
-                               }
-
-                               /* Reduce and describe floor item */
-                               else
-                               {
-                                       floor_item_increase(0 - item, -999);
-                                       floor_item_describe(0 - item);
-                                       floor_item_optimize(0 - item);
-                               }
-                       }
-               }
-       }
-       p_ptr->update |= (PU_COMBINE | PU_REORDER);
-       p_ptr->window |= (PW_INVEN);
-
-       /* Something was done */
-       return (TRUE);
-}
-
-
-/*!
- * @brief プレイヤーの全既知呪文を表示する /
- * Hack -- Display all known spells in a window
- * return なし
- * @details
- * Need to analyze size of the window.
- * Need more color coding.
- */
-void display_spell_list(void)
-{
-       int i, j;
-       TERM_LEN y, x;
-       int m[9];
-       const magic_type *s_ptr;
-       GAME_TEXT name[MAX_NLEN];
-       char out_val[160];
-
-       clear_from(0);
-
-       /* They have too many spells to list */
-       if (p_ptr->pclass == CLASS_SORCERER) return;
-       if (p_ptr->pclass == CLASS_RED_MAGE) return;
-
-       if (p_ptr->pclass == CLASS_SNIPER)
-       {
-               display_snipe_list();
-               return;
-       }
-
-       /* mind.c type classes */
-       if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
-           (p_ptr->pclass == CLASS_BERSERKER) ||
-           (p_ptr->pclass == CLASS_NINJA) ||
-           (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
-           (p_ptr->pclass == CLASS_FORCETRAINER))
-       {
-               PERCENTAGE minfail = 0;
-               PLAYER_LEVEL plev = p_ptr->lev;
-               PERCENTAGE chance = 0;
-               mind_type       spell;
-               char            comment[80];
-               char            psi_desc[80];
-               int             use_mind;
-               bool use_hp = FALSE;
-
-               y = 1;
-               x = 1;
-
-               /* Display a list of spells */
-               prt("", y, x);
-               put_str(_("名前", "Name"), y, x + 5);
-               put_str(_("Lv   MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
-
-               switch(p_ptr->pclass)
-               {
-               case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
-               case CLASS_FORCETRAINER:          use_mind = MIND_KI;break;
-               case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
-               case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
-               case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
-               default:                use_mind = 0;break;
-               }
-
-               /* Dump the spells */
-               for (i = 0; i < MAX_MIND_POWERS; i++)
-               {
-                       byte a = TERM_WHITE;
-
-                       /* Access the available spell */
-                       spell = mind_powers[use_mind].info[i];
-                       if (spell.min_lev > plev) break;
-
-                       /* Get the failure rate */
-                       chance = spell.fail;
-
-                       /* Reduce failure rate by "effective" level adjustment */
-                       chance -= 3 * (p_ptr->lev - spell.min_lev);
-
-                       /* Reduce failure rate by INT/WIS adjustment */
-                       chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
-
-                       if (!use_hp)
-                       {
-                               /* Not enough mana to cast */
-                               if (spell.mana_cost > p_ptr->csp)
-                               {
-                                       chance += 5 * (spell.mana_cost - p_ptr->csp);
-                                       a = TERM_ORANGE;
-                               }
-                       }
-                       else
-                       {
-                               /* Not enough hp to cast */
-                               if (spell.mana_cost > p_ptr->chp)
-                               {
-                                       chance += 100;
-                                       a = TERM_RED;
-                               }
-                       }
-
-                       /* Extract the minimum failure rate */
-                       minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
-
-                       /* Minimum failure rate */
-                       if (chance < minfail) chance = minfail;
-
-                       /* Stunning makes spells harder */
-                       if (p_ptr->stun > 50) chance += 25;
-                       else if (p_ptr->stun) chance += 15;
-
-                       /* Always a 5 percent chance of working */
-                       if (chance > 95) chance = 95;
-
-                       /* Get info */
-                       mindcraft_info(comment, use_mind, i);
-
-                       /* Dump the spell */
-                       sprintf(psi_desc, "  %c) %-30s%2d %4d %3d%%%s",
-                           I2A(i), spell.name,
-                           spell.min_lev, spell.mana_cost, chance, comment);
-
-                       Term_putstr(x, y + i + 1, -1, a, psi_desc);
-               }
-               return;
-       }
-
-       /* Cannot read spellbooks */
-       if (REALM_NONE == p_ptr->realm1) return;
-
-       /* Normal spellcaster with books */
-
-       /* Scan books */
-       for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
-       {
-               int n = 0;
-
-               /* Reset vertical */
-               m[j] = 0;
-
-               /* Vertical location */
-               y = (j < 3) ? 0 : (m[j - 3] + 2);
-
-               /* Horizontal location */
-               x = 27 * (j % 3);
-
-               /* Scan spells */
-               for (i = 0; i < 32; i++)
-               {
-                       byte a = TERM_WHITE;
-
-                       /* Access the spell */
-                       if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
-                       {
-                               s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
-                       }
-                       else
-                       {
-                               s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
-                       }
-
-                       strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
-
-                       /* Illegible */
-                       if (s_ptr->slevel >= 99)
-                       {
-                               /* Illegible */
-                               strcpy(name, _("(判読不能)", "(illegible)"));
-
-                               /* Unusable */
-                               a = TERM_L_DARK;
-                       }
-
-                       /* Forgotten */
-                       else if ((j < 1) ?
-                               ((p_ptr->spell_forgotten1 & (1L << i))) :
-                               ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
-                       {
-                               /* Forgotten */
-                               a = TERM_ORANGE;
-                       }
-
-                       /* Unknown */
-                       else if (!((j < 1) ?
-                               (p_ptr->spell_learned1 & (1L << i)) :
-                               (p_ptr->spell_learned2 & (1L << (i % 32)))))
-                       {
-                               /* Unknown */
-                               a = TERM_RED;
-                       }
-
-                       /* Untried */
-                       else if (!((j < 1) ?
-                               (p_ptr->spell_worked1 & (1L << i)) :
-                               (p_ptr->spell_worked2 & (1L << (i % 32)))))
-                       {
-                               /* Untried */
-                               a = TERM_YELLOW;
-                       }
-
-                       /* Dump the spell --(-- */
-                       sprintf(out_val, "%c/%c) %-20.20s",
-                               I2A(n / 8), I2A(n % 8), name);
-
-                       /* Track maximum */
-                       m[j] = y + n;
-
-                       /* Dump onto the window */
-                       Term_putstr(x, m[j], -1, a, out_val);
-
-                       /* Next */
-                       n++;
-               }
-       }
-}
-
-
-/*!
- * @brief 呪文の経験値を返す /
- * Returns experience of a spell
- * @param spell 呪文ID
- * @param use_realm 魔法領域
- * @return 経験値
- */
-EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
-{
-       if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
-       else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
-       else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
-       else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
-       else return 0;
-}
-
-
-/*!
- * @brief 呪文の消費MPを返す /
- * Modify mana consumption rate using spell exp and p_ptr->dec_mana
- * @param need_mana 基本消費MP
- * @param spell 呪文ID
- * @param realm 魔法領域
- * @return 消費MP
- */
-MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
-{
-#define MANA_CONST   2400
-#define MANA_DIV        4
-#define DEC_MANA_DIV    3
-
-       /* Realm magic */
-       if ((realm > REALM_NONE) && (realm <= MAX_REALM))
-       {
-               /*
-                * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
-                * MANA_CONST is used to calculate need_mana effected from spell proficiency.
-                */
-               need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
-               need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
-               need_mana /= MANA_CONST * MANA_DIV;
-               if (need_mana < 1) need_mana = 1;
-       }
-
-       /* Non-realm magic */
-       else
-       {
-               if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
-       }
-
-#undef DEC_MANA_DIV
-#undef MANA_DIV
-#undef MANA_CONST
-
-       return need_mana;
-}
-
-
-/*!
- * @brief 呪文の失敗率修正処理1(呪い、消費魔力減少、呪文簡易化) /
- * Modify spell fail rate
- * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
- * @param chance 修正前失敗率
- * @return 失敗率(%)
- * @todo 統合を検討
- */
-PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
-{
-       chance += p_ptr->to_m_chance;
-
-       if (p_ptr->heavy_spell) chance += 20;
-
-       if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
-       else if (p_ptr->easy_spell) chance -= 3;
-       else if (p_ptr->dec_mana) chance -= 2;
-
-       return chance;
-}
-
-
-/*!
- * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
- * Modify spell fail rate
- * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
- * @param chance 修正前失敗率
- * @return 失敗率(%)
- * Modify spell fail rate (as "suffix" process)
- * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
- * Note: variable "chance" cannot be negative.
- * @todo 統合を検討
- */
-PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
-{
-       if (p_ptr->dec_mana) chance--;
-
-       if (p_ptr->heavy_spell) chance += 5;
-
-       return MAX(chance, 0);
-}
-
-
-/*!
- * @brief 呪文の失敗率計算メインルーチン /
- * Returns spell chance of failure for spell -RAK-
- * @param spell 呪文ID
- * @param use_realm 魔法領域ID
- * @return 失敗率(%)
- */
-PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
-{
-       PERCENTAGE chance, minfail;
-       const magic_type *s_ptr;
-       MANA_POINT need_mana;
-       PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
-
-
-       /* Paranoia -- must be literate */
-       if (!mp_ptr->spell_book) return (100);
-
-       if (use_realm == REALM_HISSATSU) return 0;
-
-       /* Access the spell */
-       if (!is_magic(use_realm))
-       {
-               s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
-       }
-       else
-       {
-               s_ptr = &mp_ptr->info[use_realm - 1][spell];
-       }
-
-       /* Extract the base spell failure rate */
-       chance = s_ptr->sfail;
-
-       /* Reduce failure rate by "effective" level adjustment */
-       chance -= 3 * (p_ptr->lev - s_ptr->slevel);
-
-       /* Reduce failure rate by INT/WIS adjustment */
-       chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
-
-       if (p_ptr->riding)
-               chance += (MAX(r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
-
-       /* Extract mana consumption rate */
-       need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
-
-       /* Not enough mana to cast */
-       if (need_mana > p_ptr->csp)
-       {
-               chance += 5 * (need_mana - p_ptr->csp);
-       }
-
-       if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
-
-       /* Extract the minimum failure rate */
-       minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
-
-       /*
-        * Non mage/priest characters never get too good
-        * (added high mage, mindcrafter)
-        */
-       if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
-       {
-               if (minfail < 5) minfail = 5;
-       }
-
-       /* Hack -- Priest prayer penalty for "edged" weapons  -DGK */
-       if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
-       if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
-
-       chance = mod_spell_chance_1(chance);
-
-       /* Goodness or evilness gives a penalty to failure rate */
-       switch (use_realm)
-       {
-       case REALM_NATURE:
-               if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
-               break;
-       case REALM_LIFE: case REALM_CRUSADE:
-               if (p_ptr->align < -20) chance += penalty;
-               break;
-       case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
-               if (p_ptr->align > 20) chance += penalty;
-               break;
-       }
-
-       /* Minimum failure rate */
-       if (chance < minfail) chance = minfail;
-
-       /* Stunning makes spells harder */
-       if (p_ptr->stun > 50) chance += 25;
-       else if (p_ptr->stun) chance += 15;
-
-       /* Always a 5 percent chance of working */
-       if (chance > 95) chance = 95;
-
-       if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
-           || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
-       {
-               EXP exp = experience_of_spell(spell, use_realm);
-               if (exp >= SPELL_EXP_EXPERT) chance--;
-               if (exp >= SPELL_EXP_MASTER) chance--;
-       }
-
-       /* Return the chance */
-       return mod_spell_chance_2(chance);
-}
-
-
-
-/*!
- * @brief 呪文情報の表示処理 /
- * Print a list of spells (for browsing or casting or viewing)
- * @param target_spell 呪文ID                    
- * @param spells 表示するスペルID配列の参照ポインタ
- * @param num 表示するスペルの数(spellsの要素数)
- * @param y 表示メッセージ左上Y座標
- * @param x 表示メッセージ左上X座標
- * @param use_realm 魔法領域ID
- * @return なし
- */
-void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
-{
-       int i;
-       SPELL_IDX spell;
-       int  exp_level, increment = 64;
-       const magic_type *s_ptr;
-       concptr comment;
-       char info[80];
-       char out_val[160];
-       byte line_attr;
-       MANA_POINT need_mana;
-       char ryakuji[5];
-       char buf[256];
-       bool max = FALSE;
-
-       if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
-       msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
-
-       /* Title the list */
-       prt("", y, x);
-       if (use_realm == REALM_HISSATSU)
-               strcpy(buf,_("  Lv   MP", "  Lv   SP"));
-       else
-               strcpy(buf,_("熟練度 Lv   MP 失率 効果", "Profic Lv   SP Fail Effect"));
-
-       put_str(_("名前", "Name"), y, x + 5);
-       put_str(buf, y, x + 29);
-
-       if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
-       else if (use_realm == p_ptr->realm1) increment = 0;
-       else if (use_realm == p_ptr->realm2) increment = 32;
-
-       /* Dump the spells */
-       for (i = 0; i < num; i++)
-       {
-               spell = spells[i];
-
-               if (!is_magic(use_realm))
-               {
-                       s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
-               }
-               else
-               {
-                       s_ptr = &mp_ptr->info[use_realm - 1][spell];
-               }
-
-               if (use_realm == REALM_HISSATSU)
-                       need_mana = s_ptr->smana;
-               else
-               {
-                       EXP exp = experience_of_spell(spell, use_realm);
-
-                       /* Extract mana consumption rate */
-                       need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
-
-                       if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
-                       else exp_level = spell_exp_level(exp);
-
-                       max = FALSE;
-                       if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
-                       else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
-                       else if (s_ptr->slevel >= 99) max = TRUE;
-                       else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
-
-                       strncpy(ryakuji, exp_level_str[exp_level], 4);
-                       ryakuji[3] = ']';
-                       ryakuji[4] = '\0';
-               }
-
-               if (use_menu && target_spell)
-               {
-                       if (i == (target_spell-1))
-                               strcpy(out_val, _("  》 ", "  >  "));
-                       else
-                               strcpy(out_val, "     ");
-               }
-               else sprintf(out_val, "  %c) ", I2A(i));
-               /* Skip illegible spells */
-               if (s_ptr->slevel >= 99)
-               {
-                       strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
-                       c_prt(TERM_L_DARK, out_val, y + i + 1, x);
-                       continue;
-               }
-
-               /* XXX XXX Could label spells above the players level */
-
-               /* Get extra info */
-               strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
-
-               /* Use that info */
-               comment = info;
-
-               /* Assume spell is known and tried */
-               line_attr = TERM_WHITE;
-
-               /* Analyze the spell */
-               if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
-               {
-                       if (s_ptr->slevel > p_ptr->max_plv)
-                       {
-                               comment = _("未知", "unknown");
-                               line_attr = TERM_L_BLUE;
-                       }
-                       else if (s_ptr->slevel > p_ptr->lev)
-                       {
-                               comment = _("忘却", "forgotten");
-                               line_attr = TERM_YELLOW;
-                       }
-               }
-               else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
-               {
-                       comment = _("未知", "unknown");
-                       line_attr = TERM_L_BLUE;
-               }
-               else if ((use_realm == p_ptr->realm1) ?
-                   ((p_ptr->spell_forgotten1 & (1L << spell))) :
-                   ((p_ptr->spell_forgotten2 & (1L << spell))))
-               {
-                       comment = _("忘却", "forgotten");
-                       line_attr = TERM_YELLOW;
-               }
-               else if (!((use_realm == p_ptr->realm1) ?
-                   (p_ptr->spell_learned1 & (1L << spell)) :
-                   (p_ptr->spell_learned2 & (1L << spell))))
-               {
-                       comment = _("未知", "unknown");
-                       line_attr = TERM_L_BLUE;
-               }
-               else if (!((use_realm == p_ptr->realm1) ?
-                   (p_ptr->spell_worked1 & (1L << spell)) :
-                   (p_ptr->spell_worked2 & (1L << spell))))
-               {
-                       comment = _("未経験", "untried");
-                       line_attr = TERM_L_GREEN;
-               }
-
-               /* Dump the spell --(-- */
-               if (use_realm == REALM_HISSATSU)
-               {
-                       strcat(out_val, format("%-25s %2d %4d",
-                           do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
-                           s_ptr->slevel, need_mana));
-               }
-               else
-               {
-                       strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
-                           do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
-                           (max ? '!' : ' '), ryakuji,
-                           s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
-               }
-               c_prt(line_attr, out_val, y + i + 1, x);
-       }
-
-       /* Clear the bottom line */
-       prt("", y + i + 1, x);
-}
-
-/*!
- * @brief 変身処理向けにモンスターの近隣レベル帯モンスターを返す /
- * Helper function -- return a "nearby" race for polymorphing
- * @param r_idx 基準となるモンスター種族ID
- * @return 変更先のモンスター種族ID
- * @details
- * Note that this function is one of the more "dangerous" ones...
- */
-static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       int i;
-       MONRACE_IDX r;
-       DEPTH lev1, lev2;
-
-       /* Hack -- Uniques/Questors never polymorph */
-       if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
-               return (r_idx);
-
-       /* Allowable range of "levels" for resulting monster */
-       lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
-       lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
-
-       /* Pick a (possibly new) non-unique race */
-       for (i = 0; i < 1000; i++)
-       {
-               /* Pick a new race, using a level calculation */
-               r = get_mon_num((current_floor_ptr->dun_level + r_ptr->level) / 2 + 5);
-
-               /* Handle failure */
-               if (!r) break;
-
-               /* Obtain race */
-               r_ptr = &r_info[r];
-
-               /* Ignore unique monsters */
-               if (r_ptr->flags1 & RF1_UNIQUE) continue;
-
-               /* Ignore monsters with incompatible levels */
-               if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
-
-               /* Use that index */
-               r_idx = r;
-
-               break;
-       }
-       return (r_idx);
-}
-
-/*!
- * @brief 指定座標にいるモンスターを変身させる /
- * Helper function -- return a "nearby" race for polymorphing
- * @param y 指定のY座標
- * @param x 指定のX座標
- * @return 実際に変身したらTRUEを返す
- */
-bool polymorph_monster(POSITION y, POSITION x)
-{
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
-       monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
-       bool polymorphed = FALSE;
-       MONRACE_IDX new_r_idx;
-       MONRACE_IDX old_r_idx = m_ptr->r_idx;
-       bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
-       bool health_tracked = (p_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
-       monster_type back_m;
-
-       if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
-
-       if ((p_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
-
-       /* Memorize the monster before polymorphing */
-       back_m = *m_ptr;
-
-       /* Pick a "new" monster race */
-       new_r_idx = poly_r_idx(old_r_idx);
-
-       /* Handle polymorph */
-       if (new_r_idx != old_r_idx)
-       {
-               BIT_FLAGS mode = 0L;
-               bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
-               OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-               /* Get the monsters attitude */
-               if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
-               if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
-               if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
-
-               /* Mega-hack -- ignore held objects */
-               m_ptr->hold_o_idx = 0;
-
-               /* "Kill" the "old" monster */
-               delete_monster_idx(g_ptr->m_idx);
-
-               /* Create a new monster (no groups) */
-               if (place_monster_aux(0, y, x, new_r_idx, mode))
-               {
-                       current_floor_ptr->m_list[hack_m_idx_ii].nickname = back_m.nickname;
-                       current_floor_ptr->m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
-                       current_floor_ptr->m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
-
-                       /* Success */
-                       polymorphed = TRUE;
-               }
-               else
-               {
-                       /* Placing the new monster failed */
-                       if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
-                       {
-                               current_floor_ptr->m_list[hack_m_idx_ii] = back_m;
-
-                               /* Re-initialize monster process */
-                               mproc_init();
-                       }
-                       else preserve_hold_objects = FALSE;
-               }
-
-               /* Mega-hack -- preserve held objects */
-               if (preserve_hold_objects)
-               {
-                       for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
-                       {
-                               object_type *o_ptr = &current_floor_ptr->o_list[this_o_idx];
-                               next_o_idx = o_ptr->next_o_idx;
-
-                               /* Held by new monster */
-                               o_ptr->held_m_idx = hack_m_idx_ii;
-                       }
-               }
-               else if (back_m.hold_o_idx) /* Failed (paranoia) */
-               {
-                       for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
-                       {
-                               next_o_idx = current_floor_ptr->o_list[this_o_idx].next_o_idx;
-                               delete_object_idx(this_o_idx);
-                       }
-               }
-
-               if (targeted) target_who = hack_m_idx_ii;
-               if (health_tracked) health_track(hack_m_idx_ii);
-       }
-
-       return polymorphed;
-}
-
-/*!
- * @brief 次元の扉処理 /
- * Dimension Door
- * @param x テレポート先のX座標
- * @param y テレポート先のY座標
- * @return 目標に指定通りテレポートできたならばTRUEを返す
- */
-static bool dimension_door_aux(DEPTH x, DEPTH y)
-{
-       PLAYER_LEVEL plev = p_ptr->lev;
-
-       p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
-
-       if (!cave_player_teleportable_bold(y, x, 0L) ||
-           (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
-           (!randint0(plev / 10 + 10)))
-       {
-               p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
-               teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
-
-               /* Failed */
-               return FALSE;
-       }
-       else
-       {
-               teleport_player_to(y, x, 0L);
-
-               /* Success */
-               return TRUE;
-       }
-}
-
-
-/*!
- * @brief 次元の扉処理のメインルーチン /
- * Dimension Door
- * @return ターンを消費した場合TRUEを返す
- */
-bool dimension_door(void)
-{
-       DEPTH x = 0, y = 0;
-
-       /* Rerutn FALSE if cancelled */
-       if (!tgt_pt(&x, &y)) return FALSE;
-
-       if (dimension_door_aux(x, y)) return TRUE;
-
-       msg_print(_("精霊界から物質界に戻る時うまくいかなかった!", "You fail to exit the astral plane correctly!"));
-
-       return TRUE;
-}
-
-
-/*!
- * @brief 鏡抜け処理のメインルーチン /
- * Mirror Master's Dimension Door
- * @return ターンを消費した場合TRUEを返す
- */
-bool mirror_tunnel(void)
-{
-       POSITION x = 0, y = 0;
-
-       /* Rerutn FALSE if cancelled */
-       if (!tgt_pt(&x, &y)) return FALSE;
-
-       if (dimension_door_aux(x, y)) return TRUE;
-
-       msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
-
-       return TRUE;
-}
-
-/*!
- * @brief 魔力食い処理
- * @param power 基本効力
- * @return ターンを消費した場合TRUEを返す
- */
-bool eat_magic(int power)
-{
-       object_type *o_ptr;
-       object_kind *k_ptr;
-       DEPTH lev;
-       OBJECT_IDX item;
-       int recharge_strength = 0;
-
-       bool fail = FALSE;
-       byte fail_type = 1;
-
-       concptr q, s;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       item_tester_hook = item_tester_hook_recharge;
-
-       q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
-       s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
-
-       o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
-       if (!o_ptr) return FALSE;
-
-       k_ptr = &k_info[o_ptr->k_idx];
-       lev = k_info[o_ptr->k_idx].level;
-
-       if (o_ptr->tval == TV_ROD)
-       {
-               recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
-
-               /* Back-fire */
-               if (one_in_(recharge_strength))
-               {
-                       /* Activate the failure code. */
-                       fail = TRUE;
-               }
-               else
-               {
-                       if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
-                       {
-                               msg_print(_("充填中のロッドから魔力を吸収することはできません。", "You can't absorb energy from a discharged rod."));
-                       }
-                       else
-                       {
-                               p_ptr->csp += lev;
-                               o_ptr->timeout += k_ptr->pval;
-                       }
-               }
-       }
-       else
-       {
-               /* All staffs, wands. */
-               recharge_strength = (100 + power - lev) / 15;
-               if (recharge_strength < 0) recharge_strength = 0;
-
-               /* Back-fire */
-               if (one_in_(recharge_strength))
-               {
-                       /* Activate the failure code. */
-                       fail = TRUE;
-               }
-               else
-               {
-                       if (o_ptr->pval > 0)
-                       {
-                               p_ptr->csp += lev / 2;
-                               o_ptr->pval --;
-
-                               /* XXX Hack -- unstack if necessary */
-                               if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
-                               {
-                                       object_type forge;
-                                       object_type *q_ptr;
-                                       q_ptr = &forge;
-
-                                       /* Obtain a local object */
-                                       object_copy(q_ptr, o_ptr);
-
-                                       /* Modify quantity */
-                                       q_ptr->number = 1;
-
-                                       /* Restore the charges */
-                                       o_ptr->pval++;
-
-                                       /* Unstack the used item */
-                                       o_ptr->number--;
-                                       p_ptr->total_weight -= q_ptr->weight;
-                                       item = inven_carry(q_ptr);
-
-                                       msg_print(_("杖をまとめなおした。", "You unstack your staff."));
-                               }
-                       }
-                       else
-                       {
-                               msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
-                       }
-                       if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
-               }
-       }
-
-       /* Inflict the penalties for failing a recharge. */
-       if (fail)
-       {
-               /* Artifacts are never destroyed. */
-               if (object_is_fixed_artifact(o_ptr))
-               {
-                       object_desc(o_name, o_ptr, OD_NAME_ONLY);
-                       msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
-
-                       /* Artifact rods. */
-                       if (o_ptr->tval == TV_ROD)
-                               o_ptr->timeout = k_ptr->pval * o_ptr->number;
-
-                       /* Artifact wands and staffs. */
-                       else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
-                               o_ptr->pval = 0;
-               }
-               else
-               {
-                       /* Get the object description */
-                       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-                       /*** Determine Seriousness of Failure ***/
-
-                       /* Mages recharge objects more safely. */
-                       if (IS_WIZARD_CLASS())
-                       {
-                               /* 10% chance to blow up one rod, otherwise draining. */
-                               if (o_ptr->tval == TV_ROD)
-                               {
-                                       if (one_in_(10)) fail_type = 2;
-                                       else fail_type = 1;
-                               }
-                               /* 75% chance to blow up one wand, otherwise draining. */
-                               else if (o_ptr->tval == TV_WAND)
-                               {
-                                       if (!one_in_(3)) fail_type = 2;
-                                       else fail_type = 1;
-                               }
-                               /* 50% chance to blow up one staff, otherwise no effect. */
-                               else if (o_ptr->tval == TV_STAFF)
-                               {
-                                       if (one_in_(2)) fail_type = 2;
-                                       else fail_type = 0;
-                               }
-                       }
-
-                       /* All other classes get no special favors. */
-                       else
-                       {
-                               /* 33% chance to blow up one rod, otherwise draining. */
-                               if (o_ptr->tval == TV_ROD)
-                               {
-                                       if (one_in_(3)) fail_type = 2;
-                                       else fail_type = 1;
-                               }
-                               /* 20% chance of the entire stack, else destroy one wand. */
-                               else if (o_ptr->tval == TV_WAND)
-                               {
-                                       if (one_in_(5)) fail_type = 3;
-                                       else fail_type = 2;
-                               }
-                               /* Blow up one staff. */
-                               else if (o_ptr->tval == TV_STAFF)
-                               {
-                                       fail_type = 2;
-                               }
-                       }
-
-                       /*** Apply draining and destruction. ***/
-
-                       /* Drain object or stack of objects. */
-                       if (fail_type == 1)
-                       {
-                               if (o_ptr->tval == TV_ROD)
-                               {
-                                       msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
-                                                                "You save your rod from destruction, but all charges are lost."), o_name);
-                                       o_ptr->timeout = k_ptr->pval * o_ptr->number;
-                               }
-                               else if (o_ptr->tval == TV_WAND)
-                               {
-                                       msg_format(_("%sは破損を免れたが、魔力が全て失われた。", "You save your %s from destruction, but all charges are lost."), o_name);
-                                       o_ptr->pval = 0;
-                               }
-                               /* Staffs aren't drained. */
-                       }
-
-                       /* Destroy an object or one in a stack of objects. */
-                       if (fail_type == 2)
-                       {
-                               if (o_ptr->number > 1)
-                               {
-                                       msg_format(_("乱暴な魔法のために%sが一本壊れた!", "Wild magic consumes one of your %s!"), o_name);
-                                       /* Reduce rod stack maximum timeout, drain wands. */
-                                       if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
-                                       else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
-                               }
-                               else
-                               {
-                                       msg_format(_("乱暴な魔法のために%sが何本か壊れた!", "Wild magic consumes your %s!"), o_name);
-                               }
-                               
-                               /* Reduce and describe inventory */
-                               if (item >= 0)
-                               {
-                                       inven_item_increase(item, -1);
-                                       inven_item_describe(item);
-                                       inven_item_optimize(item);
-                               }
-
-                               /* Reduce and describe floor item */
-                               else
-                               {
-                                       floor_item_increase(0 - item, -1);
-                                       floor_item_describe(0 - item);
-                                       floor_item_optimize(0 - item);
-                               }
-                       }
-
-                       /* Destroy all members of a stack of objects. */
-                       if (fail_type == 3)
-                       {
-                               if (o_ptr->number > 1)
-                                       msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
-                               else
-                                       msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
-
-                               /* Reduce and describe inventory */
-                               if (item >= 0)
-                               {
-                                       inven_item_increase(item, -999);
-                                       inven_item_describe(item);
-                                       inven_item_optimize(item);
-                               }
-
-                               /* Reduce and describe floor item */
-                               else
-                               {
-                                       floor_item_increase(0 - item, -999);
-                                       floor_item_describe(0 - item);
-                                       floor_item_optimize(0 - item);
-                               }
-                       }
-               }
-       }
-
-       if (p_ptr->csp > p_ptr->msp)
-       {
-               p_ptr->csp = p_ptr->msp;
-       }
-
-       p_ptr->redraw |= (PR_MANA);
-       p_ptr->update |= (PU_COMBINE | PU_REORDER);
-       p_ptr->window |= (PW_INVEN);
-
-       return TRUE;
-}
-
-
-/*!
- * @brief 皆殺し(全方向攻撃)処理
- * @param py プレイヤーY座標
- * @param px プレイヤーX座標
- * @return なし
- */
-void massacre(void)
-{
-       POSITION x, y;
-       grid_type *g_ptr;
-       monster_type *m_ptr;
-       DIRECTION dir;
-
-       for (dir = 0; dir < 8; dir++)
-       {
-               y = p_ptr->y + ddy_ddd[dir];
-               x = p_ptr->x + ddx_ddd[dir];
-               g_ptr = &current_floor_ptr->grid_array[y][x];
-               m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
-
-               /* Hack -- attack monsters */
-               if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
-                       py_attack(y, x, 0);
-       }
-}
-
-bool eat_lock(void)
-{
-       POSITION x, y;
-       grid_type *g_ptr;
-       feature_type *f_ptr, *mimic_f_ptr;
-       DIRECTION dir;
-
-       if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
-       y = p_ptr->y + ddy[dir];
-       x = p_ptr->x + ddx[dir];
-       g_ptr = &current_floor_ptr->grid_array[y][x];
-       f_ptr = &f_info[g_ptr->feat];
-       mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
-
-       stop_mouth();
-
-       if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
-       {
-               msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
-       }
-       else if (have_flag(f_ptr->flags, FF_PERMANENT))
-       {
-               msg_format(_("いてっ!この%sはあなたの歯より硬い!", "Ouch!  This %s is harder than your teeth!"), f_name + mimic_f_ptr->name);
-       }
-       else if (g_ptr->m_idx)
-       {
-               monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
-               msg_print(_("何かが邪魔しています!", "There's something in the way!"));
-
-               if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
-       }
-       else if (have_flag(f_ptr->flags, FF_TREE))
-       {
-               msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
-       }
-       else if (have_flag(f_ptr->flags, FF_GLASS))
-       {
-               msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
-       }
-       else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
-       {
-               (void)set_food(p_ptr->food + 3000);
-       }
-       else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
-       {
-               (void)set_food(p_ptr->food + 5000);
-       }
-       else
-       {
-               msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
-               (void)set_food(p_ptr->food + 10000);
-       }
-
-       /* Destroy the wall */
-       cave_alter_feat(y, x, FF_HURT_ROCK);
-
-       (void)move_player_effect(y, x, MPE_DONT_PICKUP);
-       return TRUE;
-}
-
-
-bool shock_power(void)
-{
-       DIRECTION dir;
-       POSITION y, x;
-       HIT_POINT dam;
-       PLAYER_LEVEL plev = p_ptr->lev;
-       int boost = P_PTR_KI;
-       if (heavy_armor()) boost /= 2;
-
-       project_length = 1;
-       if (!get_aim_dir(&dir)) return FALSE;
-
-       y = p_ptr->y + ddy[dir];
-       x = p_ptr->x + ddx[dir];
-       dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
-       fire_beam(GF_MISSILE, dir, dam);
-       if (current_floor_ptr->grid_array[y][x].m_idx)
-       {
-               int i;
-               POSITION ty = y, tx = x;
-               POSITION oy = y, ox = x;
-               MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
-               monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-               GAME_TEXT m_name[MAX_NLEN];
-
-               monster_desc(m_name, m_ptr, 0);
-
-               if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
-               {
-                       msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
-               }
-               else
-               {
-                       for (i = 0; i < 5; i++)
-                       {
-                               y += ddy[dir];
-                               x += ddx[dir];
-                               if (cave_empty_bold(y, x))
-                               {
-                                       ty = y;
-                                       tx = x;
-                               }
-                               else break;
-                       }
-                       if ((ty != oy) || (tx != ox))
-                       {
-                               msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
-                               current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-                               current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
-                               m_ptr->fy = ty;
-                               m_ptr->fx = tx;
-
-                               update_monster(m_idx, TRUE);
-                               lite_spot(oy, ox);
-                               lite_spot(ty, tx);
-
-                               if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-                                       p_ptr->update |= (PU_MON_LITE);
-                       }
-               }
-       }
-       return TRUE;
-}
-
-bool booze(player_type *creature_ptr)
-{
-       bool ident = FALSE;
-       if (creature_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
-       else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
-       if (!creature_ptr->resist_conf)
-       {
-               if (set_confused(randint0(20) + 15))
-               {
-                       ident = TRUE;
-               }
-       }
-
-       if (!creature_ptr->resist_chaos)
-       {
-               if (one_in_(2))
-               {
-                       if (set_image(creature_ptr->image + randint0(150) + 150))
-                       {
-                               ident = TRUE;
-                       }
-               }
-               if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
-               {
-                       ident = TRUE;
-                       if (one_in_(3)) lose_all_info();
-                       else wiz_dark();
-                       (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
-                       wiz_dark();
-                       msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
-                       msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!"));
-               }
-       }
-       return ident;
-}
-
-bool detonation(player_type *creature_ptr)
-{
-       msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
-       take_hit(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
-       (void)set_stun(creature_ptr->stun + 75);
-       (void)set_cut(creature_ptr->cut + 5000);
-       return TRUE;
-}
-
-void blood_curse_to_enemy(MONSTER_IDX m_idx)
-{
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-       grid_type *g_ptr = &current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
-       BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
-       int count = 0;
-       do
-       {
-               switch (randint1(28))
-               {
-               case 1: case 2:
-                       if (!count)
-                       {
-                               msg_print(_("地面が揺れた...", "The ground trembles..."));
-                               earthquake(m_ptr->fy, m_ptr->fx, 4 + randint0(4));
-                               if (!one_in_(6)) break;
-                       }
-               case 3: case 4: case 5: case 6:
-                       if (!count)
-                       {
-                               int extra_dam = damroll(10, 10);
-                               msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
-
-                               project(0, 8, m_ptr->fy, m_ptr->fx, extra_dam, GF_MANA, curse_flg, -1);
-                               if (!one_in_(6)) break;
-                       }
-               case 7: case 8:
-                       if (!count)
-                       {
-                               msg_print(_("空間が歪んだ!", "Space warps about you!"));
-
-                               if (m_ptr->r_idx) teleport_away(g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
-                               if (one_in_(13)) count += activate_hi_summon(m_ptr->fy, m_ptr->fx, TRUE);
-                               if (!one_in_(6)) break;
-                       }
-               case 9: case 10: case 11:
-                       msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
-                       project(0, 7, m_ptr->fy, m_ptr->fx, 50, GF_DISINTEGRATE, curse_flg, -1);
-                       if (!one_in_(6)) break;
-               case 12: case 13: case 14: case 15: case 16:
-                       aggravate_monsters(0);
-                       if (!one_in_(6)) break;
-               case 17: case 18:
-                       count += activate_hi_summon(m_ptr->fy, m_ptr->fx, TRUE);
-                       if (!one_in_(6)) break;
-               case 19: case 20: case 21: case 22:
-               {
-                       bool pet = !one_in_(3);
-                       BIT_FLAGS mode = PM_ALLOW_GROUP;
-
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
-
-                       count += summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : current_floor_ptr->dun_level), 0, mode, '\0');
-                       if (!one_in_(6)) break;
-               }
-               case 23: case 24: case 25:
-                       if (p_ptr->hold_exp && (randint0(100) < 75)) break;
-                       msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
-
-                       if (p_ptr->hold_exp) lose_exp(p_ptr->exp / 160);
-                       else lose_exp(p_ptr->exp / 16);
-                       if (!one_in_(6)) break;
-               case 26: case 27: case 28:
-               {
-                       int i = 0;
-                       if (one_in_(13))
-                       {
-                               while (i < A_MAX)
-                               {
-                                       do
-                                       {
-                                               (void)do_dec_stat(i);
-                                       } while (one_in_(2));
-
-                                       i++;
-                               }
-                       }
-                       else
-                       {
-                               (void)do_dec_stat(randint0(6));
-                       }
-                       break;
-               }
-               }
-       } while (one_in_(5));
-}
-
-
-bool fire_crimson(void)
-{
-       int num = 1;
-       int i;
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-       POSITION tx, ty;
-       DIRECTION dir;
-
-       if (!get_aim_dir(&dir)) return FALSE;
-
-       /* Use the given direction */
-       tx = p_ptr->x + 99 * ddx[dir];
-       ty = p_ptr->y + 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);
-
-       return TRUE;
-}
-