#include "angband.h"
#include "cmd-spell.h"

/*!
* @brief 歌の開始を処理する / Start singing if the player is a Bard
* @param spell 領域魔法としてのID
* @param song 魔法効果のID
* @return なし
*/
static void start_singing(SPELL_IDX spell, MAGIC_NUM1 song)
{
	/* Remember the song index */
	SINGING_SONG_EFFECT(p_ptr) = (MAGIC_NUM1)song;

	/* Remember the index of the spell which activated the song */
	SINGING_SONG_ID(p_ptr) = (MAGIC_NUM2)spell;


	/* Now the player is singing */
	set_action(ACTION_SING);


	/* Recalculate bonuses */
	p_ptr->update |= (PU_BONUS);

	/* Redraw status bar */
	p_ptr->redraw |= (PR_STATUS);
}

/*!
* @brief 歌の停止を処理する / Stop singing if the player is a Bard
* @return なし
*/
void stop_singing(void)
{
	if (p_ptr->pclass != CLASS_BARD) return;

	/* Are there interupted song? */
	if (INTERUPTING_SONG_EFFECT(p_ptr))
	{
		/* Forget interupted song */
		INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
		return;
	}

	/* The player is singing? */
	if (!SINGING_SONG_EFFECT(p_ptr)) return;

	/* Hack -- if called from set_action(), avoid recursive loop */
	if (p_ptr->action == ACTION_SING) set_action(ACTION_NONE);

	/* Message text of each song or etc. */
	do_spell(REALM_MUSIC, SINGING_SONG_ID(p_ptr), SPELL_STOP);

	SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
	SINGING_SONG_ID(p_ptr) = 0;

	/* Recalculate bonuses */
	p_ptr->update |= (PU_BONUS);

	/* Redraw status bar */
	p_ptr->redraw |= (PR_STATUS);
}

/*!
* @brief 歌の各処理を行う
* @param spell 歌ID
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP 時はNULL文字列を返す。
*/
cptr do_music_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
	bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
	bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
	bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
	bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
	bool fail = (mode == SPELL_FAIL) ? TRUE : FALSE;
	bool cont = (mode == SPELL_CONT) ? TRUE : FALSE;
	bool stop = (mode == SPELL_STOP) ? TRUE : FALSE;
	static const char s_dam[] = _("損傷:", "dam ");

	DIRECTION dir;
	PLAYER_LEVEL plev = p_ptr->lev;

	switch (spell)
	{
	case 0:
		if (name) return _("遅鈍の歌", "Song of Holding");
		if (desc) return _("視界内の全てのモンスターを減速させる。抵抗されると無効。", "Attempts to slow all monsters in sight.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("ゆっくりとしたメロディを口ずさみ始めた．．．", "You start humming a slow, steady melody..."));
			start_singing(spell, MUSIC_SLOW);
		}

		{
			int power = plev;

			if (info) return info_power(power);

			if (cont)
			{
				slow_monsters(plev);
			}
		}
		break;

	case 1:
		if (name) return _("祝福の歌", "Song of Blessing");
		if (desc) return _("命中率とACのボーナスを得る。", "Gives bonus to hit and AC for a few turns.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("厳かなメロディを奏で始めた．．．", "The holy power of the Music of the Ainur enters you..."));
			start_singing(spell, MUSIC_BLESS);
		}

		if (stop)
		{
			if (!p_ptr->blessed)
			{
				msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
			}
		}

		break;

	case 2:
		if (name) return _("崩壊の音色", "Wrecking Note");
		if (desc) return _("轟音のボルトを放つ。", "Fires a bolt of sound.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		{
			DICE_NUMBER dice = 4 + (plev - 1) / 5;
			DICE_SID sides = 4;

			if (info) return info_damage(dice, sides, 0);

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;

				fire_bolt(GF_SOUND, dir, damroll(dice, sides));
			}
		}
		break;

	case 3:
		if (name) return _("朦朧の旋律", "Stun Pattern");
		if (desc) return _("視界内の全てのモンスターを朦朧させる。抵抗されると無効。", "Attempts to stun all monsters in sight.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("眩惑させるメロディを奏で始めた．．．", "You weave a pattern of sounds to bewilder and daze..."));
			start_singing(spell, MUSIC_STUN);
		}

		{
			DICE_NUMBER dice = plev / 10;
			DICE_SID sides = 2;

			if (info) return info_power_dice(dice, sides);

			if (cont)
			{
				stun_monsters(damroll(dice, sides));
			}
		}

		break;

	case 4:
		if (name) return _("生命の流れ", "Flow of Life");
		if (desc) return _("体力を少し回復させる。", "Heals HP a little.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("歌を通して体に活気が戻ってきた．．．", "Life flows through you as you sing a song of healing..."));
			start_singing(spell, MUSIC_L_LIFE);
		}

		{
			DICE_NUMBER dice = 2;
			DICE_SID sides = 6;

			if (info) return info_heal(dice, sides, 0);

			if (cont)
			{
				hp_player(damroll(dice, sides));
			}
		}

		break;

	case 5:
		if (name) return _("太陽の歌", "Song of the Sun");
		if (desc) return _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		{
			DICE_NUMBER dice = 2;
			DICE_SID sides = plev / 2;
			POSITION rad = plev / 10 + 1;

			if (info) return info_damage(dice, sides, 0);

			if (cast)
			{
				msg_print(_("光り輝く歌が辺りを照らした。", "Your uplifting song brings brightness to dark places..."));
				lite_area(damroll(dice, sides), rad);
			}
		}
		break;

	case 6:
		if (name) return _("恐怖の歌", "Song of Fear");
		if (desc) return _("視界内の全てのモンスターを恐怖させる。抵抗されると無効。", "Attempts to scare all monsters in sight.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("おどろおどろしいメロディを奏で始めた．．．", "You start weaving a fearful pattern..."));
			start_singing(spell, MUSIC_FEAR);
		}

		{
			int power = plev;

			if (info) return info_power(power);

			if (cont)
			{
				project_hack(GF_TURN_ALL, power);
			}
		}

		break;

	case 7:
		if (name) return _("戦いの歌", "Heroic Ballad");
		if (desc) return _("ヒーロー気分になる。", "Removes fear, and gives bonus to hit and 10 more HP for a while.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("激しい戦いの歌を歌った．．．", "You start singing a song of intense fighting..."));

			(void)hp_player(10);
			(void)set_afraid(0);

			/* Recalculate hitpoints */
			p_ptr->update |= (PU_HP);

			start_singing(spell, MUSIC_HERO);
		}

		if (stop)
		{
			if (!p_ptr->hero)
			{
				msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
				/* Recalculate hitpoints */
				p_ptr->update |= (PU_HP);
			}
		}

		break;

	case 8:
		if (name) return _("霊的知覚", "Clairaudience");
		if (desc) return _("近くの罠/扉/階段を感知する。レベル15で全てのモンスター、20で財宝とアイテムを感知できるようになる。レベル25で周辺の地形を感知し、40でその階全体を永久に照らし、ダンジョン内のすべてのアイテムを感知する。この効果は歌い続けることで順に起こる。",
			"Detects traps, doors and stairs in your vicinity. And detects all monsters at level 15, treasures and items at level 20. Maps nearby area at level 25. Lights and know the whole level at level 40. These effects occurs by turns while this song continues.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("静かな音楽が感覚を研ぎ澄まさせた．．．", "Your quiet music sharpens your sense of hearing..."));
			/* Hack -- Initialize the turn count */
			SINGING_COUNT(p_ptr) = 0;
			start_singing(spell, MUSIC_DETECT);
		}

		{
			POSITION rad = DETECT_RAD_DEFAULT;

			if (info) return info_radius(rad);

			if (cont)
			{
				int count = SINGING_COUNT(p_ptr);

				if (count >= 19) wiz_lite(FALSE);
				if (count >= 11)
				{
					map_area(rad);
					if (plev > 39 && count < 19)
						SINGING_COUNT(p_ptr) = count + 1;
				}
				if (count >= 6)
				{
					/* There are too many hidden treasure.  So... */
					/* detect_treasure(rad); */
					detect_objects_gold(rad);
					detect_objects_normal(rad);

					if (plev > 24 && count < 11)
						SINGING_COUNT(p_ptr) = count + 1;
				}
				if (count >= 3)
				{
					detect_monsters_invis(rad);
					detect_monsters_normal(rad);

					if (plev > 19 && count < 6)
						SINGING_COUNT(p_ptr) = count + 1;
				}
				detect_traps(rad, TRUE);
				detect_doors(rad);
				detect_stairs(rad);

				if (plev > 14 && count < 3)
					SINGING_COUNT(p_ptr) = count + 1;
			}
		}

		break;

	case 9:
		if (name) return _("魂の歌", "Soul Shriek");
		if (desc) return _("視界内の全てのモンスターに対して精神攻撃を行う。", "Damages all monsters in sight with PSI damages.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("精神を捻じ曲げる歌を歌った．．．", "You start singing a song of soul in pain..."));
			start_singing(spell, MUSIC_PSI);
		}

		{
			DICE_NUMBER dice = 1;
			DICE_SID sides = plev * 3 / 2;

			if (info) return info_damage(dice, sides, 0);

			if (cont)
			{
				project_hack(GF_PSI, damroll(dice, sides));
			}
		}

		break;

	case 10:
		if (name) return _("知識の歌", "Song of Lore");
		if (desc) return _("自分のいるマスと隣りのマスに落ちているアイテムを鑑定する。", "Identifies all items which are in the adjacent squares.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("この世界の知識が流れ込んできた．．．", "You recall the rich lore of the world..."));
			start_singing(spell, MUSIC_ID);
		}

		{
			POSITION rad = 1;

			if (info) return info_radius(rad);

			/*
			* 歌の開始時にも効果発動：
			* MP不足で鑑定が発動される前に歌が中断してしまうのを防止。
			*/
			if (cont || cast)
			{
				project(0, rad, p_ptr->y, p_ptr->x, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
			}
		}

		break;

	case 11:
		if (name) return _("隠遁の歌", "Hiding Tune");
		if (desc) return _("隠密行動能力を上昇させる。", "Gives improved stealth.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("あなたの姿が景色にとけこんでいった．．．", "Your song carries you beyond the sight of mortal eyes..."));
			start_singing(spell, MUSIC_STEALTH);
		}

		if (stop)
		{
			if (!p_ptr->tim_stealth)
			{
				msg_print(_("姿がはっきりと見えるようになった。", "You are no longer hided."));
			}
		}

		break;

	case 12:
		if (name) return _("幻影の旋律", "Illusion Pattern");
		if (desc) return _("視界内の全てのモンスターを混乱させる。抵抗されると無効。", "Attempts to confuse all monsters in sight.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("辺り一面に幻影が現れた．．．", "You weave a pattern of sounds to beguile and confuse..."));
			start_singing(spell, MUSIC_CONF);
		}

		{
			int power = plev * 2;

			if (info) return info_power(power);

			if (cont)
			{
				confuse_monsters(power);
			}
		}

		break;

	case 13:
		if (name) return _("破滅の叫び", "Doomcall");
		if (desc) return _("視界内の全てのモンスターに対して轟音攻撃を行う。", "Damages all monsters in sight with booming sound.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("轟音が響いた．．．", "The fury of the Downfall of Numenor lashes out..."));
			start_singing(spell, MUSIC_SOUND);
		}

		{
			DICE_NUMBER dice = 10 + plev / 5;
			DICE_SID sides = 7;

			if (info) return info_damage(dice, sides, 0);

			if (cont)
			{
				project_hack(GF_SOUND, damroll(dice, sides));
			}
		}

		break;

	case 14:
		if (name) return _("フィリエルの歌", "Firiel's Song");
		if (desc) return _("周囲の死体や骨を生き返す。", "Resurrects nearby corpse and skeletons. And makes these your pets.");

		{
			/* Stop singing before start another */
			if (cast || fail) stop_singing();

			if (cast)
			{
				msg_print(_("生命と復活のテーマを奏で始めた．．．", "The themes of life and revival are woven into your song..."));
				animate_dead(0, p_ptr->y, p_ptr->x);
			}
		}
		break;

	case 15:
		if (name) return _("旅の仲間", "Fellowship Chant");
		if (desc) return _("視界内の全てのモンスターを魅了する。抵抗されると無効。", "Attempts to charm all monsters in sight.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("安らかなメロディを奏で始めた．．．", "You weave a slow, soothing melody of imploration..."));
			start_singing(spell, MUSIC_CHARM);
		}

		{
			DICE_NUMBER dice = 10 + plev / 15;
			DICE_SID sides = 6;

			if (info) return info_power_dice(dice, sides);

			if (cont)
			{
				charm_monsters(damroll(dice, sides));
			}
		}

		break;

	case 16:
		if (name) return _("分解音波", "Sound of disintegration");
		if (desc) return _("壁を掘り進む。自分の足元のアイテムは蒸発する。", "Makes you be able to burrow into walls. Objects under your feet evaporate.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("粉砕するメロディを奏で始めた．．．", "You weave a violent pattern of sounds to break wall."));
			start_singing(spell, MUSIC_WALL);
		}

		{
			/*
			* 歌の開始時にも効果発動：
			* MP不足で効果が発動される前に歌が中断してしまうのを防止。
			*/
			if (cont || cast)
			{
				project(0, 0, p_ptr->y, p_ptr->x,
					0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
			}
		}
		break;

	case 17:
		if (name) return _("元素耐性", "Finrod's Resistance");
		if (desc) return _("酸、電撃、炎、冷気、毒に対する耐性を得る。装備による耐性に累積する。",
			"Gives resistance to fire, cold, electricity, acid and poison. These resistances can be added to which from equipment for more powerful resistances.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("元素の力に対する忍耐の歌を歌った。", "You sing a song of perseverance against powers..."));
			start_singing(spell, MUSIC_RESIST);
		}

		if (stop)
		{
			if (!p_ptr->oppose_acid)
			{
				msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
			}

			if (!p_ptr->oppose_elec)
			{
				msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to elec."));
			}

			if (!p_ptr->oppose_fire)
			{
				msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
			}

			if (!p_ptr->oppose_cold)
			{
				msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
			}

			if (!p_ptr->oppose_pois)
			{
				msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to pois."));
			}
		}

		break;

	case 18:
		if (name) return _("ホビットのメロディ", "Hobbit Melodies");
		if (desc) return _("加速する。", "Hastes you.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("軽快な歌を口ずさみ始めた．．．", "You start singing joyful pop song..."));
			start_singing(spell, MUSIC_SPEED);
		}

		if (stop)
		{
			if (!p_ptr->fast)
			{
				msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
			}
		}

		break;

	case 19:
		if (name) return _("歪んだ世界", "World Contortion");
		if (desc) return _("近くのモンスターをテレポートさせる。抵抗されると無効。", "Teleports all nearby monsters away unless resisted.");

		{
			POSITION rad = plev / 15 + 1;
			int power = plev * 3 + 1;

			if (info) return info_radius(rad);

			/* Stop singing before start another */
			if (cast || fail) stop_singing();

			if (cast)
			{
				msg_print(_("歌が空間を歪めた．．．", "Reality whirls wildly as you sing a dizzying melody..."));
				project(0, rad, p_ptr->y, p_ptr->x, power, GF_AWAY_ALL, PROJECT_KILL, -1);
			}
		}
		break;

	case 20:
		if (name) return _("退散の歌", "Dispelling chant");
		if (desc) return _("視界内の全てのモンスターにダメージを与える。邪悪なモンスターに特に大きなダメージを与える。",
			"Damages all monsters in sight. Hurts evil monsters greatly.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("耐えられない不協和音が敵を責め立てた．．．", "You cry out in an ear-wracking voice..."));
			start_singing(spell, MUSIC_DISPEL);
		}

		{
			int m_sides = plev * 3;
			int e_sides = plev * 3;

			if (info) return format("%s1d%d+1d%d", s_dam, m_sides, e_sides);

			if (cont)
			{
				dispel_monsters(randint1(m_sides));
				dispel_evil(randint1(e_sides));
			}
		}
		break;

	case 21:
		if (name) return _("サルマンの甘言", "The Voice of Saruman");
		if (desc) return _("視界内の全てのモンスターを減速させ、眠らせようとする。抵抗されると無効。", "Attempts to slow and sleep all monsters in sight.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("優しく、魅力的な歌を口ずさみ始めた．．．", "You start humming a gentle and attractive song..."));
			start_singing(spell, MUSIC_SARUMAN);
		}

		{
			int power = plev;

			if (info) return info_power(power);

			if (cont)
			{
				slow_monsters(plev);
				sleep_monsters(plev);
			}
		}

		break;

	case 22:
		if (name) return _("嵐の音色", "Song of the Tempest");
		if (desc) return _("轟音のビームを放つ。", "Fires a beam of sound.");

		{
			DICE_NUMBER dice = 15 + (plev - 1) / 2;
			DICE_SID sides = 10;

			if (info) return info_damage(dice, sides, 0);

			/* Stop singing before start another */
			if (cast || fail) stop_singing();

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;

				fire_beam(GF_SOUND, dir, damroll(dice, sides));
			}
		}
		break;

	case 23:
		if (name) return _("もう一つの世界", "Ambarkanta");
		if (desc) return _("現在の階を再構成する。", "Recreates current dungeon level.");

		{
			int base = 15;
			DICE_SID sides = 20;

			if (info) return info_delay(base, sides);

			/* Stop singing before start another */
			if (cast || fail) stop_singing();

			if (cast)
			{
				msg_print(_("周囲が変化し始めた．．．", "You sing of the primeval shaping of Middle-earth..."));
				alter_reality();
			}
		}
		break;

	case 24:
		if (name) return _("破壊の旋律", "Wrecking Pattern");
		if (desc) return _("周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。",
			"Shakes dungeon structure, and results in random swapping of floors and walls.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("破壊的な歌が響きわたった．．．", "You weave a pattern of sounds to contort and shatter..."));
			start_singing(spell, MUSIC_QUAKE);
		}

		{
			POSITION rad = 10;

			if (info) return info_radius(rad);

			if (cont)
			{
				earthquake(p_ptr->y, p_ptr->x, 10);
			}
		}

		break;


	case 25:
		if (name) return _("停滞の歌", "Stationary Shriek");
		if (desc) return _("視界内の全てのモンスターを麻痺させようとする。抵抗されると無効。", "Attempts to freeze all monsters in sight.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("ゆっくりとしたメロディを奏で始めた．．．", "You weave a very slow pattern which is almost likely to stop..."));
			start_singing(spell, MUSIC_STASIS);
		}

		{
			int power = plev * 4;

			if (info) return info_power(power);

			if (cont)
			{
				stasis_monsters(power);
			}
		}

		break;

	case 26:
		if (name) return _("守りの歌", "Endurance");
		if (desc) return _("自分のいる床の上に、モンスターが通り抜けたり召喚されたりすることができなくなるルーンを描く。",
			"Sets a glyph on the floor beneath you. Monsters cannot attack you if you are on a glyph, but can try to break glyph.");

		{
			/* Stop singing before start another */
			if (cast || fail) stop_singing();

			if (cast)
			{
				msg_print(_("歌が神聖な場を作り出した．．．", "The holy power of the Music is creating sacred field..."));
				warding_glyph();
			}
		}
		break;

	case 27:
		if (name) return _("英雄の詩", "The Hero's Poem");
		if (desc) return _("加速し、ヒーロー気分になり、視界内の全てのモンスターにダメージを与える。",
			"Hastes you. Gives heroism. Damages all monsters in sight.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("英雄の歌を口ずさんだ．．．", "You chant a powerful, heroic call to arms..."));
			(void)hp_player(10);
			(void)set_afraid(0);

			/* Recalculate hitpoints */
			p_ptr->update |= (PU_HP);

			start_singing(spell, MUSIC_SHERO);
		}

		if (stop)
		{
			if (!p_ptr->hero)
			{
				msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
				/* Recalculate hitpoints */
				p_ptr->update |= (PU_HP);
			}

			if (!p_ptr->fast)
			{
				msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
			}
		}

		{
			DICE_NUMBER dice = 1;
			DICE_SID sides = plev * 3;

			if (info) return info_damage(dice, sides, 0);

			if (cont)
			{
				dispel_monsters(damroll(dice, sides));
			}
		}
		break;

	case 28:
		if (name) return _("ヤヴァンナの助け", "Relief of Yavanna");
		if (desc) return _("強力な回復の歌で、負傷と朦朧状態も全快する。", "Powerful healing song. Also heals cut and stun completely.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("歌を通して体に活気が戻ってきた．．．", "Life flows through you as you sing the song..."));
			start_singing(spell, MUSIC_H_LIFE);
		}

		{
			DICE_NUMBER dice = 15;
			DICE_SID sides = 10;

			if (info) return info_heal(dice, sides, 0);

			if (cont)
			{
				hp_player(damroll(dice, sides));
				set_stun(0);
				set_cut(0);
			}
		}

		break;

	case 29:
		if (name) return _("再生の歌", "Goddess' rebirth");
		if (desc) return _("すべてのステータスと経験値を回復する。", "Restores all stats and experience.");

		{
			/* Stop singing before start another */
			if (cast || fail) stop_singing();

			if (cast)
			{
				msg_print(_("暗黒の中に光と美をふりまいた。体が元の活力を取り戻した。",
					"You strewed light and beauty in the dark as you sing. You feel refreshed."));
				(void)restore_all_status();
				(void)restore_level();
			}
		}
		break;

	case 30:
		if (name) return _("サウロンの魔術", "Wizardry of Sauron");
		if (desc) return _("非常に強力でごく小さい轟音の球を放つ。", "Fires an extremely powerful tiny ball of sound.");

		{
			DICE_NUMBER dice = 50 + plev;
			DICE_SID sides = 10;
			POSITION rad = 0;

			if (info) return info_damage(dice, sides, 0);

			/* Stop singing before start another */
			if (cast || fail) stop_singing();

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;

				fire_ball(GF_SOUND, dir, damroll(dice, sides), rad);
			}
		}
		break;

	case 31:
		if (name) return _("フィンゴルフィンの挑戦", "Fingolfin's Challenge");
		if (desc) return _("ダメージを受けなくなるバリアを張る。",
			"Generates barrier which completely protect you from almost all damages. Takes a few your turns when the barrier breaks.");

		/* Stop singing before start another */
		if (cast || fail) stop_singing();

		if (cast)
		{
			msg_print(_("フィンゴルフィンの冥王への挑戦を歌った．．．",
				"You recall the valor of Fingolfin's challenge to the Dark Lord..."));

			/* Redraw map */
			p_ptr->redraw |= (PR_MAP);

			/* Update monsters */
			p_ptr->update |= (PU_MONSTERS);

			p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);

			start_singing(spell, MUSIC_INVULN);
		}

		if (stop)
		{
			if (!p_ptr->invuln)
			{
				msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
				/* Redraw map */
				p_ptr->redraw |= (PR_MAP);

				/* Update monsters */
				p_ptr->update |= (PU_MONSTERS);

				p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
			}
		}

		break;
	}

	return "";
}

