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#37287 #37353 (2.2.0.89) 型の置換を継続中。 / Ongoing type replacement.
[hengband/hengband.git] / src / cmd1.c
index 560de2b..c0852d9 100644 (file)
@@ -158,18 +158,16 @@ bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
 {
        int k, ac;
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
-       
-       ac = r_ptr->ac;
-       if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
 
        /* Percentile dice */
-       k = randint0(100);
+       k = randint1(100);
        
        /* Snipers with high-concentration reduce instant miss percentage.*/
        k += p_ptr->concent;
        
        /* Hack -- Instant miss or hit */
-       if (k < 10) return (k < 5);
+       if (k <= 5) return (FALSE);
+       if (k > 95) return (TRUE);
 
        if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
                if (one_in_(20)) return (FALSE);
@@ -177,6 +175,15 @@ bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
        /* Never hit */
        if (chance <= 0) return (FALSE);
 
+       ac = r_ptr->ac;
+       if (p_ptr->concent)
+       {
+               ac *= (8 - p_ptr->concent);
+               ac /= 8;
+       }
+
+       if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
+
        /* Invisible monsters are harder to hit */
        if (!vis) chance = (chance + 1) / 2;
 
@@ -246,7 +253,7 @@ bool test_hit_norm(int chance, int ac, int vis)
  * @param dam 現在算出中のダメージ値
  * @return クリティカル修正が入ったダメージ値
  */
-s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
+HIT_POINT critical_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam)
 {
        int i, k;
        object_type *j_ptr =  &inventory[INVEN_BOW];
@@ -274,32 +281,17 @@ s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
 
                if (k < 900)
                {
-#ifdef JP
-                       msg_print("手ごたえがあった!");
-#else
-                       msg_print("It was a good hit!");
-#endif
-
+                       msg_print(_("手ごたえがあった!", "It was a good hit!"));
                        dam += (dam / 2);
                }
                else if (k < 1350)
                {
-#ifdef JP
-                       msg_print("かなりの手ごたえがあった!");
-#else
-                       msg_print("It was a great hit!");
-#endif
-
+                       msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
                        dam *= 2;
                }
                else
                {
-#ifdef JP
-                       msg_print("会心の一撃だ!");
-#else
-                       msg_print("It was a superb hit!");
-#endif
-
+                       msg_print(_("会心の一撃だ!", "It was a superb hit!"));
                        dam *= 3;
                }
        }
@@ -319,7 +311,7 @@ s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
  * @param mode オプションフラグ
  * @return クリティカル修正が入ったダメージ値
  */
-s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
+HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
 {
        int i, k;
        
@@ -334,52 +326,28 @@ s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
 
                if (k < 400)
                {
-#ifdef JP
-                       msg_print("手ごたえがあった!");
-#else
-                       msg_print("It was a good hit!");
-#endif
+                       msg_print(_("手ごたえがあった!", "It was a good hit!"));
 
                        dam = 2 * dam + 5;
                }
                else if (k < 700)
                {
-#ifdef JP
-                       msg_print("かなりの手ごたえがあった!");
-#else
-                       msg_print("It was a great hit!");
-#endif
-
+                       msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
                        dam = 2 * dam + 10;
                }
                else if (k < 900)
                {
-#ifdef JP
-                       msg_print("会心の一撃だ!");
-#else
-                       msg_print("It was a superb hit!");
-#endif
-
+                       msg_print(_("会心の一撃だ!", "It was a superb hit!"));
                        dam = 3 * dam + 15;
                }
                else if (k < 1300)
                {
-#ifdef JP
-                       msg_print("最高の会心の一撃だ!");
-#else
-                       msg_print("It was a *GREAT* hit!");
-#endif
-
+                       msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
                        dam = 3 * dam + 20;
                }
                else
                {
-#ifdef JP
-                       msg_print("比類なき最高の会心の一撃だ!");
-#else
-                       msg_print("It was a *SUPERB* hit!");
-#endif
-
+                       msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
                        dam = ((7 * dam) / 2) + 25;
                }
        }
@@ -396,12 +364,12 @@ s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
  * @param m_ptr 目標モンスターの構造体参照ポインタ
  * @return スレイング加味後の倍率(/10倍)
  */
-static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
 {
        static const struct slay_table_t {
                int slay_flag;
-               u32b affect_race_flag;
-               int slay_mult;
+               BIT_FLAGS affect_race_flag;
+               MULTIPLY slay_mult;
                size_t flag_offset;
                size_t r_flag_offset;
        } slay_table[] = {
@@ -457,12 +425,12 @@ static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
  * @param m_ptr 目標モンスターの構造体参照ポインタ
  * @return スレイング加味後の倍率(/10倍)
  */
-static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
 {
        static const struct brand_table_t {
                int brand_flag;
-               u32b resist_mask;
-               u32b hurt_flag;
+               BIT_FLAGS resist_mask;
+               BIT_FLAGS hurt_flag;
        } brand_table[] = {
                {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
                {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
@@ -524,11 +492,11 @@ static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
  * Note that most brands and slays are x3, except Slay Animal (x2),\n
  * Slay Evil (x2), and Kill dragon (x5).\n
  */
-s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
+s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
 {
-       int mult = 10;
+       MULTIPLY mult = 10;
 
-       u32b flgs[TR_FLAG_SIZE];
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
 
        /* Extract the flags */
        object_flags(o_ptr, flgs);
@@ -687,7 +655,7 @@ void search(void)
                /* Sometimes, notice things */
                if (randint0(100) < chance)
                {
-                       discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
+                       discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
                }
        }
 }
@@ -757,9 +725,9 @@ void py_pickup_aux(int o_idx)
 #ifdef JP
        if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
        {
-               msg_format("こうして、%sは『クリムゾン』を手に入れた。", player_name);
+               msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
                msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
-               msg_format("%sに襲いかかる...", player_name);
+               msg_format("%sに襲いかかる...", p_ptr->name);
        }
        else
        {
@@ -800,7 +768,7 @@ void py_pickup_aux(int o_idx)
  */
 void carry(bool pickup)
 {
-       cave_type *c_ptr = &cave[py][px];
+       cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
 
        s16b this_o_idx, next_o_idx = 0;
 
@@ -905,23 +873,13 @@ void carry(bool pickup)
                        /* Describe the object */
                        else if (!pickup)
                        {
-#ifdef JP
-                               msg_format("%sがある。", o_name);
-#else
-                               msg_format("You see %s.", o_name);
-#endif
-
+                               msg_format(_("%sがある。", "You see %s."), o_name);
                        }
 
                        /* Note that the pack is too full */
                        else if (!inven_carry_okay(o_ptr))
                        {
-#ifdef JP
-                               msg_format("ザックには%sを入れる隙間がない。", o_name);
-#else
-                               msg_format("You have no room for %s.", o_name);
-#endif
-
+                               msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
                        }
 
                        /* Pick up the item (if requested and allowed) */
@@ -933,12 +891,7 @@ void carry(bool pickup)
                                if (carry_query_flag)
                                {
                                        char out_val[MAX_NLEN+20];
-#ifdef JP
-                                       sprintf(out_val, "%sを拾いますか? ", o_name);
-#else
-                                       sprintf(out_val, "Pick up %s? ", o_name);
-#endif
-
+                                       sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
                                        okay = get_check(out_val);
                                }
 
@@ -997,7 +950,7 @@ static int check_hit(int power)
  */
 static void hit_trap_pit(int trap_feat_type)
 {
-       int dam;
+       HIT_POINT dam;
        cptr trap_name = "";
        cptr spike_name = "";
 
@@ -1112,13 +1065,13 @@ static void hit_trap_slow(void)
  * @param turn 状態異常の追加ターン量
  * @return なし
  */
-static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
+static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(IDX), IDX turn_aux)
 {
        msg_print(trap_message);
 
        if (!resist)
        {
-               set_status(turn);
+               set_status(turn_aux);
        }
 }
 
@@ -1131,18 +1084,13 @@ static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*
 static void hit_trap(bool break_trap)
 {
        int i, num, dam;
-       int x = px, y = py;
+       int x = p_ptr->x, y = p_ptr->y;
 
        /* Get the cave grid */
        cave_type *c_ptr = &cave[y][x];
        feature_type *f_ptr = &f_info[c_ptr->feat];
        int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
-
-#ifdef JP
-       cptr name = "トラップ";
-#else
-       cptr name = "a trap";
-#endif
+       cptr name = _("トラップ", "a trap");
 
        /* Disturb the player */
        disturb(0, 1);
@@ -1156,30 +1104,17 @@ static void hit_trap(bool break_trap)
                {
                        if (p_ptr->levitation)
                        {
-#ifdef JP
-                               msg_print("落とし戸を飛び越えた。");
-#else
-                               msg_print("You fly over a trap door.");
-#endif
-
+                               msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
                        }
                        else
                        {
-#ifdef JP
-                               msg_print("落とし戸に落ちた!");
+                               msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
                                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                       msg_print("くっそ~!");
-#else
-                               msg_print("You have fallen through a trap door!");
-#endif
+                                       msg_print(_("くっそ~!", ""));
 
                                sound(SOUND_FALL);
                                dam = damroll(2, 8);
-#ifdef JP
-                               name = "落とし戸";
-#else
-                               name = "a trap door";
-#endif
+                               name = _("落とし戸", "a trap door");
 
                                take_hit(DAMAGE_NOESCAPE, dam, name, -1);
 
@@ -1187,11 +1122,7 @@ static void hit_trap(bool break_trap)
                                if (autosave_l && (p_ptr->chp >= 0))
                                        do_cmd_save_game(TRUE);
 
-#ifdef JP
-                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "落とし戸に落ちた");
-#else
-                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
-#endif
+                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
                                prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
 
                                /* Leaving */
@@ -1210,12 +1141,7 @@ static void hit_trap(bool break_trap)
 
                case TRAP_TY_CURSE:
                {
-#ifdef JP
-                       msg_print("何かがピカッと光った!");
-#else
-                       msg_print("There is a flash of shimmering light!");
-#endif
-
+                       msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
                        num = 2 + randint1(3);
                        for (i = 0; i < num; i++)
                        {
@@ -1238,49 +1164,24 @@ static void hit_trap(bool break_trap)
 
                case TRAP_TELEPORT:
                {
-#ifdef JP
-                       msg_print("テレポート・トラップにひっかかった!");
-#else
-                       msg_print("You hit a teleport trap!");
-#endif
-
+                       msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
                        teleport_player(100, TELEPORT_PASSIVE);
                        break;
                }
 
                case TRAP_FIRE:
                {
-#ifdef JP
-                       msg_print("炎に包まれた!");
-#else
-                       msg_print("You are enveloped in flames!");
-#endif
-
+                       msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
                        dam = damroll(4, 6);
-#ifdef JP
-                       (void)fire_dam(dam, "炎のトラップ", -1, FALSE);
-#else
-                       (void)fire_dam(dam, "a fire trap", -1, FALSE);
-#endif
-
+                       (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
                        break;
                }
 
                case TRAP_ACID:
                {
-#ifdef JP
-                       msg_print("酸が吹きかけられた!");
-#else
-                       msg_print("You are splashed with acid!");
-#endif
-
+                       msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
                        dam = damroll(4, 6);
-#ifdef JP
-                       (void)acid_dam(dam, "酸のトラップ", -1, FALSE);
-#else
-                       (void)acid_dam(dam, "an acid trap", -1, FALSE);
-#endif
-
+                       (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
                        break;
                }
 
@@ -1313,7 +1214,7 @@ static void hit_trap(bool break_trap)
                        hit_trap_set_abnormal_status(
                                _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
                                p_ptr->resist_blind,
-                               set_blind, p_ptr->blind + randint0(50) + 25);
+                               set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
                        break;
                }
 
@@ -1322,7 +1223,7 @@ static void hit_trap(bool break_trap)
                        hit_trap_set_abnormal_status(
                                _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
                                p_ptr->resist_conf,
-                               set_confused, p_ptr->confused + randint0(20) + 10);
+                               set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
                        break;
                }
 
@@ -1331,44 +1232,24 @@ static void hit_trap(bool break_trap)
                        hit_trap_set_abnormal_status(
                                _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
                                p_ptr->resist_pois || IS_OPPOSE_POIS(),
-                               set_poisoned, p_ptr->poisoned + randint0(20) + 10);
+                               set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
                        break;
                }
 
                case TRAP_SLEEP:
                {
-#ifdef JP
-                       msg_print("奇妙な白い霧に包まれた!");
-#else
-                       msg_print("A strange white mist surrounds you!");
-#endif
-
+                       msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
                        if (!p_ptr->free_act)
                        {
-#ifdef JP
-msg_print("あなたは眠りに就いた。");
-#else
-                               msg_print("You fall asleep.");
-#endif
-
+                               msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
 
                                if (ironman_nightmare)
                                {
-#ifdef JP
-msg_print("身の毛もよだつ光景が頭に浮かんだ。");
-#else
-                                       msg_print("A horrible vision enters your mind.");
-#endif
-
-
-                                       /* Pick a nightmare */
-                                       get_mon_num_prep(get_nightmare, NULL);
+                                       msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
 
                                        /* Have some nightmares */
-                                       have_nightmare(get_mon_num(MAX_DEPTH));
+                                       sanity_blast(NULL, FALSE);
 
-                                       /* Remove the monster restriction */
-                                       get_mon_num_prep(NULL, NULL);
                                }
                                (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
                        }
@@ -1377,12 +1258,7 @@ msg_print("身の毛もよだつ光景が頭に浮かんだ。");
 
                case TRAP_TRAPS:
                {
-#ifdef JP
-msg_print("まばゆい閃光が走った!");
-#else
-                       msg_print("There is a bright flash of light!");
-#endif
-
+                       msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
                        /* Make some new traps */
                        project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
 
@@ -1391,11 +1267,7 @@ msg_print("まばゆい閃光が走った!");
 
                case TRAP_ALARM:
                {
-#ifdef JP
-                       msg_print("けたたましい音が鳴り響いた!");
-#else
-                       msg_print("An alarm sounds!");
-#endif
+                       msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
 
                        aggravate_monsters(0);
 
@@ -1404,11 +1276,7 @@ msg_print("まばゆい閃光が走った!");
 
                case TRAP_OPEN:
                {
-#ifdef JP
-                       msg_print("大音響と共にまわりの壁が崩れた!");
-#else
-                       msg_print("Suddenly, surrounding walls are opened!");
-#endif
+                       msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
                        (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
                        (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
                        (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
@@ -1423,11 +1291,7 @@ msg_print("まばゆい閃光が走った!");
                        int evil_idx = 0, good_idx = 0;
 
                        int lev;
-#ifdef JP
-                       msg_print("突然天界の戦争に巻き込まれた!");
-#else
-                       msg_print("Suddenly, you are surrounded by immotal beings!");
-#endif
+                       msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
 
                        /* Summon Demons and Angels */
                        for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
@@ -1442,7 +1306,7 @@ msg_print("まばゆい閃光が走った!");
                                        if (!in_bounds(y1, x1)) continue;
 
                                        /* Require line of projection */
-                                       if (!projectable(py, px, y1, x1)) continue;
+                                       if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
 
                                        if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
                                                evil_idx = hack_m_idx_ii;
@@ -1469,11 +1333,7 @@ msg_print("まばゆい閃光が走った!");
 
                case TRAP_PIRANHA:
                {
-#ifdef JP
-                       msg_print("突然壁から水が溢れ出した!ピラニアがいる!");
-#else
-                       msg_print("Suddenly, the room is filled with water with piranhas!");
-#endif
+                       msg_print(_("突然壁から水が溢れ出した!ピラニアがいる!", "Suddenly, the room is filled with water with piranhas!"));
 
                        /* Water fills room */
                        fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
@@ -1491,11 +1351,7 @@ msg_print("まばゆい閃光が走った!");
        if (break_trap && is_trap(c_ptr->feat))
        {
                cave_alter_feat(y, x, FF_DISARM);
-#ifdef JP
-               msg_print("トラップを粉砕した。");
-#else
-               msg_print("You destroyed the trap.");
-#endif
+               msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
        }
 }
 
@@ -1512,7 +1368,7 @@ msg_print("まばゆい閃光が走った!");
  * @return なし
  */
 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
-                                int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
+                                int (*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
 {
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
@@ -1563,80 +1419,57 @@ static void touch_zap_player(monster_type *m_ptr)
  */
 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
 {
-       int             k, bonus, chance;
+       HIT_POINT k;
+       int bonus, chance;
        int             n_weight = 0;
        monster_type    *m_ptr = &m_list[m_idx];
        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
        char            m_name[80];
 
-       int             dss, ddd;
+       int             dice_num, dice_side;
 
        cptr            atk_desc;
 
        switch (attack)
        {
                case MUT2_SCOR_TAIL:
-                       dss = 3;
-                       ddd = 7;
+                       dice_num = 3;
+                       dice_side = 7;
                        n_weight = 5;
-#ifdef JP
-                       atk_desc = "尻尾";
-#else
-                       atk_desc = "tail";
-#endif
+                       atk_desc = _("尻尾", "tail");
 
                        break;
                case MUT2_HORNS:
-                       dss = 2;
-                       ddd = 6;
+                       dice_num = 2;
+                       dice_side = 6;
                        n_weight = 15;
-#ifdef JP
-                       atk_desc = "角";
-#else
-                       atk_desc = "horns";
-#endif
+                       atk_desc = _("角", "horns");
 
                        break;
                case MUT2_BEAK:
-                       dss = 2;
-                       ddd = 4;
+                       dice_num = 2;
+                       dice_side = 4;
                        n_weight = 5;
-#ifdef JP
-                       atk_desc = "クチバシ";
-#else
-                       atk_desc = "beak";
-#endif
+                       atk_desc = _("クチバシ", "beak");
 
                        break;
                case MUT2_TRUNK:
-                       dss = 1;
-                       ddd = 4;
+                       dice_num = 1;
+                       dice_side = 4;
                        n_weight = 35;
-#ifdef JP
-                       atk_desc = "象の鼻";
-#else
-                       atk_desc = "trunk";
-#endif
+                       atk_desc = _("象の鼻", "trunk");
 
                        break;
                case MUT2_TENTACLES:
-                       dss = 2;
-                       ddd = 5;
+                       dice_num = 2;
+                       dice_side = 5;
                        n_weight = 5;
-#ifdef JP
-                       atk_desc = "触手";
-#else
-                       atk_desc = "tentacles";
-#endif
+                       atk_desc = _("触手", "tentacles");
 
                        break;
                default:
-                       dss = ddd = n_weight = 1;
-#ifdef JP
-                       atk_desc = "未定義の部位";
-#else
-                       atk_desc = "undefined body part";
-#endif
+                       dice_num = dice_side = n_weight = 1;
+                       atk_desc = _("未定義の部位", "undefined body part");
 
        }
 
@@ -1654,15 +1487,9 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
        {
                /* Sound */
                sound(SOUND_HIT);
+               msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
 
-#ifdef JP
-               msg_format("%sを%sで攻撃した。", m_name, atk_desc);
-#else
-               msg_format("You hit %s with your %s.", m_name, atk_desc);
-#endif
-
-
-               k = damroll(ddd, dss);
+               k = damroll(dice_num, dice_side);
                k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
 
                /* Apply the player damage bonuses */
@@ -1675,15 +1502,9 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
                k = mon_damage_mod(m_ptr, k, FALSE);
 
                /* Complex message */
-               if (p_ptr->wizard)
-               {
-#ifdef JP
-                               msg_format("%d/%d のダメージを与えた。", k, m_ptr->hp);
-#else
-                       msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
-#endif
-
-               }
+               msg_format_wizard(CHEAT_MONSTER,
+                       _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
+                       k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
 
                /* Anger the monster */
                if (k > 0) anger_monster(m_ptr);
@@ -1720,12 +1541,7 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
                sound(SOUND_MISS);
 
                /* Message */
-#ifdef JP
-                       msg_format("ミス! %sにかわされた。", m_name);
-#else
-               msg_format("You miss %s.", m_name);
-#endif
-
+               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
        }
 }
 
@@ -1743,9 +1559,10 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
  * @details
  * If no "weapon" is available, then "punch" the monster one time.
  */
-static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
+static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
 {
-       int             num = 0, k, bonus, chance, vir;
+       int             num = 0, bonus, chance, vir;
+       HIT_POINT k;
 
        cave_type       *c_ptr = &cave[y][x];
 
@@ -1831,12 +1648,12 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        {
                if ((r_ptr->level + 10) > p_ptr->lev)
                {
-                       int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
-                       int sval = inventory[INVEN_RARM+hand].sval;
+                       OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
+                       OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+hand].sval;
                        int now_exp = p_ptr->weapon_exp[tval][sval];
                        if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
                        {
-                               int amount = 0;
+                               SUB_EXP amount = 0;
                                if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
                                else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
                                else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
@@ -2020,11 +1837,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
                                                if (p_ptr->wizard && cheat_xtra)
                                                {
-#ifdef JP
-                                                       msg_print("攻撃を再選択しました。");
-#else
-                                                       msg_print("Attack re-selected.");
-#endif
+                                                       msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
                                                }
                                        }
                                        else
@@ -2042,12 +1855,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        if (r_ptr->flags1 & RF1_MALE)
                                        {
-#ifdef JP
-                                               msg_format("%sに金的膝蹴りをくらわした!", m_name);
-#else
-                                               msg_format("You hit %s in the groin with your knee!", m_name);
-#endif
-
+                                               msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), m_name);
                                                sound(SOUND_PAIN);
                                                special_effect = MA_KNEE;
                                        }
@@ -2060,12 +1868,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
                                            my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
                                        {
-#ifdef JP
-                                               msg_format("%sの足首に関節蹴りをくらわした!", m_name);
-#else
-                                               msg_format("You kick %s in the ankle.", m_name);
-#endif
-
+                                               msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), m_name);
                                                special_effect = MA_SLOW;
                                        }
                                        else msg_format(ma_ptr->desc, m_name);
@@ -2081,9 +1884,9 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                }
 
                                if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
-                               if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
+                               if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
                                {
-                                       weight += (p_ptr->magic_num1[0]/30);
+                                       weight += (P_PTR_KI / 30);
                                        if (weight > 20) weight = 20;
                                }
 
@@ -2091,12 +1894,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
                                if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
                                {
-#ifdef JP
-                                       msg_format("%^sは苦痛にうめいている!", m_name);
-#else
-                                       msg_format("%^s moans in agony!", m_name);
-#endif
-
+                                       msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
                                        stun_effect = 7 + randint1(13);
                                        resist_stun /= 3;
                                }
@@ -2107,12 +1905,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                            (randint1(p_ptr->lev) > r_ptr->level) &&
                                            m_ptr->mspeed > 60)
                                        {
-#ifdef JP
-                                               msg_format("%^sは足をひきずり始めた。", m_name);
-#else
-                                               msg_format("%^s starts limping slower.", m_name);
-#endif
-
+                                               msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
                                                m_ptr->mspeed -= 10;
                                        }
                                }
@@ -2123,19 +1916,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        {
                                                if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
                                                {
-#ifdef JP
-                                                       msg_format("%^sはフラフラになった。", m_name);
-#else
-                                                       msg_format("%^s is stunned.", m_name);
-#endif
+                                                       msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
                                                }
                                                else
                                                {
-#ifdef JP
-                                                       msg_format("%^sはさらにフラフラになった。", m_name);
-#else
-                                                       msg_format("%^s is more stunned.", m_name);
-#endif
+                                                       msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
                                                }
                                        }
                                }
@@ -2178,11 +1963,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
                                        {
                                                char chainsword_noise[1024];
-#ifdef JP
-                                               if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
-#else
-                                               if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
-#endif
+                                               if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
                                                {
                                                        msg_print(chainsword_noise);
                                                }
@@ -2190,19 +1971,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
                                        if (o_ptr->name1 == ART_VORPAL_BLADE)
                                        {
-#ifdef JP
-                                               msg_print("目にも止まらぬヴォーパルブレード、手錬の早業!");
-#else
-                                               msg_print("Your Vorpal Blade goes snicker-snack!");
-#endif
+                                               msg_print(_("目にも止まらぬヴォーパルブレード、手錬の早業!", "Your Vorpal Blade goes snicker-snack!"));
                                        }
                                        else
                                        {
-#ifdef JP
-                                               msg_format("%sをグッサリ切り裂いた!", m_name);
-#else
-                                               msg_format("Your weapon cuts deep into %s!", m_name);
-#endif
+                                               msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
                                        }
 
                                        /* Try to increase the damage */
@@ -2211,38 +1984,24 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                                mult++;
                                        }
 
-                                       k *= mult;
+                                       k *= (HIT_POINT)mult;
 
                                        /* Ouch! */
                                        if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
                                        {
-#ifdef JP
-                                               msg_format("%sを真っ二つにした!", m_name);
-#else
-                                               msg_format("You cut %s in half!", m_name);
-#endif
+                                               msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
                                        }
                                        else
                                        {
                                                switch (mult)
                                                {
-#ifdef JP
-                                               case 2: msg_format("%sを斬った!", m_name); break;
-                                               case 3: msg_format("%sをぶった斬った!", m_name); break;
-                                               case 4: msg_format("%sをメッタ斬りにした!", m_name); break;
-                                               case 5: msg_format("%sをメッタメタに斬った!", m_name); break;
-                                               case 6: msg_format("%sを刺身にした!", m_name); break;
-                                               case 7: msg_format("%sを斬って斬って斬りまくった!", m_name); break;
-                                               default: msg_format("%sを細切れにした!", m_name); break;
-#else
-                                               case 2: msg_format("You gouge %s!", m_name); break;
-                                               case 3: msg_format("You maim %s!", m_name); break;
-                                               case 4: msg_format("You carve %s!", m_name); break;
-                                               case 5: msg_format("You cleave %s!", m_name); break;
-                                               case 6: msg_format("You smite %s!", m_name); break;
-                                               case 7: msg_format("You eviscerate %s!", m_name); break;
-                                               default: msg_format("You shred %s!", m_name); break;
-#endif
+                                               case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
+                                               case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
+                                               case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
+                                               case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
+                                               case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
+                                               case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
+                                               default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
                                                }
                                        }
                                        drain_result = drain_result * 3 / 2;
@@ -2270,21 +2029,13 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
                        if (zantetsu_mukou)
                        {
-#ifdef JP
-                               msg_print("こんな軟らかいものは切れん!");
-#else
-                               msg_print("You cannot cut such a elastic thing!");
-#endif
+                               msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
                                k = 0;
                        }
 
                        if (e_j_mukou)
                        {
-#ifdef JP
-                               msg_print("蜘蛛は苦手だ!");
-#else
-                               msg_print("Spiders are difficult for you to deal with!");
-#endif
+                               msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
                                k /= 2;
                        }
 
@@ -2300,21 +2051,12 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        /* Get stunned */
                                        if (MON_STUNNED(m_ptr))
                                        {
-#ifdef JP
-                                               msg_format("%sはひどくもうろうとした。", m_name);
-#else
-                                               msg_format("%s is more dazed.", m_name);
-#endif
-
+                                               msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
                                                tmp /= 2;
                                        }
                                        else
                                        {
-#ifdef JP
-                                               msg_format("%s はもうろうとした。", m_name);
-#else
-                                               msg_format("%s is dazed.", m_name);
-#endif
+                                               msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
                                        }
 
                                        /* Apply stun */
@@ -2322,11 +2064,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                }
                                else
                                {
-#ifdef JP
-                                       msg_format("%s には効果がなかった。", m_name);
-#else
-                                       msg_format("%s is not effected.", m_name);
-#endif
+                                       msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
                                }
                        }
 
@@ -2337,11 +2075,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
                                {
                                        k = m_ptr->hp + 1;
-#ifdef JP
-                                       msg_format("%sの急所を突き刺した!", m_name);
-#else
-                                       msg_format("You hit %s on a fatal spot!", m_name);
-#endif
+                                       msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
                                }
                                else k = 1;
                        }
@@ -2352,11 +2086,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        k *= 5;
                                        drain_result *= 2;
-#ifdef JP
-                                       msg_format("刃が%sに深々と突き刺さった!", m_name);
-#else
-                                       msg_format("You critically injured %s!", m_name);
-#endif
+                                       msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
                                }
                                else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
                                {
@@ -2364,33 +2094,19 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        {
                                                k = MAX(k*5, m_ptr->hp/2);
                                                drain_result *= 2;
-#ifdef JP
-                                               msg_format("%sに致命傷を負わせた!", m_name);
-#else
-                                               msg_format("You fatally injured %s!", m_name);
-#endif
+                                               msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
                                        }
                                        else
                                        {
                                                k = m_ptr->hp + 1;
-#ifdef JP
-                                               msg_format("刃が%sの急所を貫いた!", m_name);
-#else
-                                               msg_format("You hit %s on a fatal spot!", m_name);
-#endif
+                                               msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
                                        }
                                }
                        }
 
-                       /* Complex message */
-                       if (p_ptr->wizard || cheat_xtra)
-                       {
-#ifdef JP
-                               msg_format("%d/%d のダメージを与えた。", k, m_ptr->hp);
-#else
-                               msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
-#endif
-                       }
+                       msg_format_wizard(CHEAT_MONSTER,
+                               _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), k,
+                               m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
 
                        if (k <= 0) can_drain = FALSE;
 
@@ -2401,24 +2117,20 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
                        {
                                *mdeath = TRUE;
-                               if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
+                               if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
                                {
                                        if (p_ptr->migite && p_ptr->hidarite)
                                        {
-                                               if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
-                                               else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
+                                               if (hand) p_ptr->energy_use = p_ptr->energy_use*3/5+p_ptr->energy_use*num*2/(p_ptr->num_blow[hand]*5);
+                                               else p_ptr->energy_use = p_ptr->energy_use*num*3/(p_ptr->num_blow[hand]*5);
                                        }
                                        else
                                        {
-                                               energy_use = energy_use*num/p_ptr->num_blow[hand];
+                                               p_ptr->energy_use = p_ptr->energy_use*num/p_ptr->num_blow[hand];
                                        }
                                }
                                if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
-#ifdef JP
-                                       msg_print("またつまらぬものを斬ってしまった...");
-#else
-                                       msg_print("Sigh... Another trifling thing I've cut....");
-#endif
+                                       msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut...."));
                                break;
                        }
 
@@ -2436,8 +2148,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        if (is_human)
                                        {
-                                               int to_h = o_ptr->to_h;
-                                               int to_d = o_ptr->to_d;
+                                               HIT_PROB to_h = o_ptr->to_h;
+                                               HIT_POINT to_d = o_ptr->to_d;
                                                int i, flag;
 
                                                flag = 1;
@@ -2450,11 +2162,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
                                                if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
                                                {
-#ifdef JP
-                                                       msg_print("妖刀は血を吸って強くなった!");
-#else
-                                                       msg_print("Muramasa sucked blood, and became more powerful!");
-#endif
+                                                       msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
                                                        o_ptr->to_h = to_h;
                                                        o_ptr->to_d = to_d;
                                                }
@@ -2471,12 +2179,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
                                                if (cheat_xtra)
                                                {
-#ifdef JP
-                                                       msg_format("Draining left: %d", drain_left);
-#else
-                                                       msg_format("Draining left: %d", drain_left);
-#endif
-
+                                                       msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
                                                }
 
                                                if (drain_left)
@@ -2493,12 +2196,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
                                                        if (drain_msg)
                                                        {
-#ifdef JP
-                                                               msg_format("刃が%sから生命力を吸い取った!", m_name);
-#else
-                                                               msg_format("Your weapon drains life from %s!", m_name);
-#endif
-
+                                                               msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
                                                                drain_msg = FALSE;
                                                        }
 
@@ -2524,11 +2222,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                if (p_ptr->special_attack & ATTACK_CONFUSE)
                                {
                                        p_ptr->special_attack &= ~(ATTACK_CONFUSE);
-#ifdef JP
-                                       msg_print("手の輝きがなくなった。");
-#else
-                                       msg_print("Your hands stop glowing.");
-#endif
+                                       msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
                                        p_ptr->redraw |= (PR_STATUS);
 
                                }
@@ -2537,31 +2231,16 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                if (r_ptr->flags3 & RF3_NO_CONF)
                                {
                                        if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
-
-#ifdef JP
-                                       msg_format("%^sには効果がなかった。", m_name);
-#else
-                                       msg_format("%^s is unaffected.", m_name);
-#endif
+                                       msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
 
                                }
                                else if (randint0(100) < r_ptr->level)
                                {
-#ifdef JP
-                                       msg_format("%^sには効果がなかった。", m_name);
-#else
-                                       msg_format("%^s is unaffected.", m_name);
-#endif
-
+                                       msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
                                }
                                else
                                {
-#ifdef JP
-                                       msg_format("%^sは混乱したようだ。", m_name);
-#else
-                                       msg_format("%^s appears confused.", m_name);
-#endif
-
+                                       msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
                                        (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
                                }
                        }
@@ -2575,35 +2254,20 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        if (r_ptr->flags1 & RF1_UNIQUE)
                                        {
                                                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
-                                               msg_format("%^sには効果がなかった。", m_name);
-#else
-                                               msg_format("%^s is unaffected!", m_name);
-#endif
-
+                                               msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
                                                resists_tele = TRUE;
                                        }
                                        else if (r_ptr->level > randint1(100))
                                        {
                                                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
-                                               msg_format("%^sは抵抗力を持っている!", m_name);
-#else
-                                               msg_format("%^s resists!", m_name);
-#endif
-
+                                               msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
                                                resists_tele = TRUE;
                                        }
                                }
 
                                if (!resists_tele)
                                {
-#ifdef JP
-                                       msg_format("%^sは消えた!", m_name);
-#else
-                                       msg_format("%^s disappears!", m_name);
-#endif
-
+                                       msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
                                        teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
                                        num = num_blow + 1; /* Can't hit it anymore! */
                                        *mdeath = TRUE;
@@ -2617,22 +2281,13 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        if (polymorph_monster(y, x))
                                        {
-#ifdef JP
-                                               msg_format("%^sは変化した!", m_name);
-#else
-                                               msg_format("%^s changes!", m_name);
-#endif
-
+                                               msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
                                                *fear = FALSE;
                                                weak = FALSE;
                                        }
                                        else
                                        {
-#ifdef JP
-                                               msg_format("%^sには効果がなかった。", m_name);
-#else
-                                               msg_format("%^s is unaffected.", m_name);
-#endif
+                                               msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
                                        }
 
                                        /* Hack -- Get new monster */
@@ -2647,23 +2302,19 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        }
                        else if (o_ptr->name1 == ART_G_HAMMER)
                        {
-                               monster_type *m_ptr = &m_list[c_ptr->m_idx];
+                               monster_type *target_ptr = &m_list[c_ptr->m_idx];
 
-                               if (m_ptr->hold_o_idx)
+                               if (target_ptr->hold_o_idx)
                                {
-                                       object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
+                                       object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
                                        char o_name[MAX_NLEN];
 
                                        object_desc(o_name, q_ptr, OD_NAME_ONLY);
                                        q_ptr->held_m_idx = 0;
                                        q_ptr->marked = OM_TOUCHED;
-                                       m_ptr->hold_o_idx = q_ptr->next_o_idx;
+                                       target_ptr->hold_o_idx = q_ptr->next_o_idx;
                                        q_ptr->next_o_idx = 0;
-#ifdef JP
-                                       msg_format("%sを奪った。", o_name);
-#else
-                                       msg_format("You snatched %s.", o_name);
-#endif
+                                       msg_format(_("%sを奪った。", "You snatched %s."), o_name);
                                        inven_carry(q_ptr);
                                }
                        }
@@ -2677,26 +2328,18 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
                        if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
                        {
-                               u32b flgs[TR_FLAG_SIZE];
+                               u32b flgs_aux[TR_FLAG_SIZE];
 
                                /* Sound */
                                sound(SOUND_HIT);
 
                                /* Message */
-#ifdef JP
-                               msg_format("ミス! %sにかわされた。", m_name);
-#else
-                               msg_format("You miss %s.", m_name);
-#endif
+                               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
                                /* Message */
-#ifdef JP
-                               msg_print("振り回した大鎌が自分自身に返ってきた!");
-#else
-                               msg_print("Your scythe returns to you!");
-#endif
+                               msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
 
                                /* Extract the flags */
-                               object_flags(o_ptr, flgs);
+                               object_flags(o_ptr, flgs_aux);
 
                                k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
                                {
@@ -2753,13 +2396,13 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
                                                mult = 25;
 
-                                       if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
+                                       if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
                                        {
                                                p_ptr->csp -= (1+(p_ptr->msp / 30));
                                                p_ptr->redraw |= (PR_MANA);
                                                mult = mult * 3 / 2 + 20;
                                        }
-                                       k *= mult;
+                                       k *= (HIT_POINT)mult;
                                        k /= 10;
                                }
 
@@ -2767,29 +2410,19 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                if (one_in_(6))
                                {
                                        int mult = 2;
-#ifdef JP
-                                       msg_format("グッサリ切り裂かれた!");
-#else
-                                       msg_format("Your weapon cuts deep into yourself!");
-#endif
+                                       msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
                                        /* Try to increase the damage */
                                        while (one_in_(4))
                                        {
                                                mult++;
                                        }
 
-                                       k *= mult;
+                                       k *= (HIT_POINT)mult;
                                }
                                k += (p_ptr->to_d[hand] + o_ptr->to_d);
-
                                if (k < 0) k = 0;
 
-#ifdef JP
-                               take_hit(DAMAGE_FORCE, k, "死の大鎌", -1);
-#else
-                               take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
-#endif
-
+                               take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
                                redraw_stuff();
                        }
                        else
@@ -2798,11 +2431,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                sound(SOUND_MISS);
 
                                /* Message */
-#ifdef JP
-                               msg_format("ミス! %sにかわされた。", m_name);
-#else
-                               msg_format("You miss %s.", m_name);
-#endif
+                               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
                        }
                }
                backstab = FALSE;
@@ -2812,11 +2441,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
        if (weak && !(*mdeath))
        {
-#ifdef JP
-               msg_format("%sは弱くなったようだ。", m_name);
-#else
-               msg_format("%^s seems weakened.", m_name);
-#endif
+               msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
        }
        if (drain_left != MAX_VAMPIRIC_DRAIN)
        {
@@ -2828,7 +2453,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        /* Mega-Hack -- apply earthquake brand */
        if (do_quake)
        {
-               earthquake(py, px, 10);
+               earthquake(p_ptr->y, p_ptr->x, 10);
                if (!cave[y][x].m_idx) *mdeath = TRUE;
        }
 }
@@ -2842,7 +2467,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
  * @details
  * If no "weapon" is available, then "punch" the monster one time.
  */
-bool py_attack(int y, int x, int mode)
+bool py_attack(int y, int x, BIT_FLAGS mode)
 {
        bool            fear = FALSE;
        bool            mdeath = FALSE;
@@ -2856,16 +2481,13 @@ bool py_attack(int y, int x, int mode)
        /* Disturb the player */
        disturb(0, 1);
 
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        if (!p_ptr->migite && !p_ptr->hidarite &&
            !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
        {
-#ifdef JP
-               msg_format("%s攻撃できない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがって" : "");
-#else
-               msg_print("You cannot do attacking.");
-#endif
+               msg_format(_("%s攻撃できない。", "You cannot do attacking."), 
+                                       (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
                return FALSE;
        }
 
@@ -2886,22 +2508,14 @@ bool py_attack(int y, int x, int mode)
        {
                if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
                {
-#ifdef JP
-                       msg_print("拙者、おなごは斬れぬ!");
-#else
-                       msg_print("I can not attack women!");
-#endif
+                       msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
                        return FALSE;
                }
        }
 
        if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
        {
-#ifdef JP
-               msg_print("なぜか攻撃することができない。");
-#else
-               msg_print("Something prevent you from attacking.");
-#endif
+               msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
                return FALSE;
        }
 
@@ -2914,11 +2528,7 @@ bool py_attack(int y, int x, int mode)
                if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
                if (stormbringer)
                {
-#ifdef JP
-                       msg_format("黒い刃は強欲に%sを攻撃した!", m_name);
-#else
-                       msg_format("Your black blade greedily attacks %s!", m_name);
-#endif
+                       msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
                        chg_virtue(V_INDIVIDUALISM, 1);
                        chg_virtue(V_HONOUR, -1);
                        chg_virtue(V_JUSTICE, -1);
@@ -2926,11 +2536,7 @@ bool py_attack(int y, int x, int mode)
                }
                else if (p_ptr->pclass != CLASS_BERSERKER)
                {
-#ifdef JP
-                       if (get_check("本当に攻撃しますか?"))
-#else
-                       if (get_check("Really hit it? "))
-#endif
+                       if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
                        {
                                chg_virtue(V_INDIVIDUALISM, 1);
                                chg_virtue(V_HONOUR, -1);
@@ -2939,11 +2545,7 @@ bool py_attack(int y, int x, int mode)
                        }
                        else
                        {
-#ifdef JP
-                               msg_format("%sを攻撃するのを止めた。", m_name);
-#else
-                               msg_format("You stop to avoid hitting %s.", m_name);
-#endif
+                               msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
                                return FALSE;
                        }
                }
@@ -2955,18 +2557,9 @@ bool py_attack(int y, int x, int mode)
        {
                /* Message */
                if (m_ptr->ml)
-#ifdef JP
-                       msg_format("恐くて%sを攻撃できない!", m_name);
-#else
-                       msg_format("You are too afraid to attack %s!", m_name);
-#endif
-
+                       msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
                else
-#ifdef JP
-                       msg_format ("そっちには何か恐いものがいる!");
-#else
-                       msg_format ("There is something scary in your way!");
-#endif
+                       msg_format (_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
 
                /* Disturb the monster */
                (void)set_monster_csleep(c_ptr->m_idx, 0);
@@ -3053,12 +2646,7 @@ bool py_attack(int y, int x, int mode)
                sound(SOUND_FLEE);
 
                /* Message */
-#ifdef JP
-               msg_format("%^sは恐怖して逃げ出した!", m_name);
-#else
-               msg_format("%^s flees in terror!", m_name);
-#endif
-
+               msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
        }
 
        if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
@@ -3095,11 +2683,8 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
        {
                if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
                {
-#ifdef JP
-                       if (get_check("パターンの上を歩き始めると、全てを歩かなければなりません。いいですか?"))
-#else
-                       if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
-#endif
+                       if (get_check(_("パターンの上を歩き始めると、全てを歩かなければなりません。いいですか?", 
+                                                       "If you start walking the Pattern, you must walk the whole way. Ok? ")))
                                return TRUE;
                        else
                                return FALSE;
@@ -3117,11 +2702,8 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                }
                else
                {
-#ifdef JP
-                       msg_print("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。");
-#else
-                       msg_print("You must start walking the Pattern from the startpoint.");
-#endif
+                       msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
+                                               "You must start walking the Pattern from the startpoint."));
 
                        return FALSE;
                }
@@ -3137,12 +2719,7 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                        return TRUE;
                else
                {
-#ifdef JP
-                       msg_print("パターンの上は正しい順序で歩かねばなりません。");
-#else
-                       msg_print("You must walk the Pattern in correct order.");
-#endif
-
+                       msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
                        return FALSE;
                }
        }
@@ -3152,12 +2729,7 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
        {
                if (!is_pattern_tile_new)
                {
-#ifdef JP
-                       msg_print("パターンを踏み外してはいけません。");
-#else
-                       msg_print("You may not step off from the Pattern.");
-#endif
-
+                       msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
                        return FALSE;
                }
                else
@@ -3169,11 +2741,8 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
        {
                if (!is_pattern_tile_cur)
                {
-#ifdef JP
-                       msg_print("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。");
-#else
-                       msg_print("You must start walking the Pattern from the startpoint.");
-#endif
+                       msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
+                                               "You must start walking the Pattern from the startpoint."));
 
                        return FALSE;
                }
@@ -3196,11 +2765,7 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                                        break;
                                default:
                                        if (p_ptr->wizard)
-#ifdef JP
-                                               msg_format("おかしなパターン歩行、%d。", pattern_type_cur);
-#else
-                                               msg_format("Funny Pattern walking, %d.", pattern_type_cur);
-#endif
+                                               msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
 
                                        return TRUE; /* Goof-up */
                        }
@@ -3211,17 +2776,9 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                        else
                        {
                                if (!is_pattern_tile_new)
-#ifdef JP
-                                       msg_print("パターンを踏み外してはいけません。");
-#else
-                                       msg_print("You may not step off from the Pattern.");
-#endif
+                                       msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
                                else
-#ifdef JP
-                                       msg_print("パターンの上は正しい順序で歩かねばなりません。");
-#else
-                                       msg_print("You must walk the Pattern in correct order.");
-#endif
+                                       msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
 
                                return FALSE;
                        }
@@ -3266,22 +2823,22 @@ bool player_can_enter(s16b feature, u16b mode)
  * @param mpe_mode 移動オプションフラグ
  * @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
  */
-bool move_player_effect(int ny, int nx, u32b mpe_mode)
+bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode)
 {
        cave_type *c_ptr = &cave[ny][nx];
        feature_type *f_ptr = &f_info[c_ptr->feat];
 
        if (!(mpe_mode & MPE_STAYING))
        {
-               int oy = py;
-               int ox = px;
+               POSITION oy = p_ptr->y;
+               POSITION ox = p_ptr->x;
                cave_type *oc_ptr = &cave[oy][ox];
-               int om_idx = oc_ptr->m_idx;
-               int nm_idx = c_ptr->m_idx;
+               IDX om_idx = oc_ptr->m_idx;
+               IDX nm_idx = c_ptr->m_idx;
 
                /* Move the player */
-               py = ny;
-               px = nx;
+               p_ptr->y = ny;
+               p_ptr->x = nx;
 
                /* Hack -- For moving monster or riding player's moving */
                if (!(mpe_mode & MPE_DONT_SWAP_MON))
@@ -3352,11 +2909,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                    (!have_flag(f_ptr->flags, FF_PROJECT) ||
                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
                {
-#ifdef JP
-                       msg_print("ここでは素早く動けない。");
-#else
-                       msg_print("You cannot run in here.");
-#endif
+                       msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
                        set_action(ACTION_NONE);
                }
        }
@@ -3365,7 +2918,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        {
                if (music_singing(MUSIC_WALL))
                {
-                       (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
+                       (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
                                PROJECT_KILL | PROJECT_ITEM, -1);
 
                        if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
@@ -3396,7 +2949,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                /* Disturb */
                disturb(0, 1);
 
-               energy_use = 0;
+               p_ptr->energy_use = 0;
                /* Hack -- Enter store */
                command_new = SPECIAL_KEY_STORE;
        }
@@ -3407,7 +2960,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                /* Disturb */
                disturb(0, 1);
 
-               energy_use = 0;
+               p_ptr->energy_use = 0;
                /* Hack -- Enter building */
                command_new = SPECIAL_KEY_BUILDING;
        }
@@ -3418,7 +2971,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                /* Disturb */
                disturb(0, 1);
 
-               energy_use = 0;
+               p_ptr->energy_use = 0;
                /* Hack -- Enter quest level */
                command_new = SPECIAL_KEY_QUEST;
        }
@@ -3450,14 +3003,10 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
                {
                        /* Message */
-#ifdef JP
-                       msg_print("トラップだ!");
-#else
-                       msg_print("You found a trap!");
-#endif
+                       msg_print(_("トラップだ!", "You found a trap!"));
 
                        /* Pick a trap */
-                       disclose_grid(py, px);
+                       disclose_grid(p_ptr->y, p_ptr->x);
                }
 
                /* Hit the trap */
@@ -3478,11 +3027,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                {
                        if (alert_trap_detect)
                        {
-#ifdef JP
-                               msg_print("* 注意:この先はトラップの感知範囲外です! *");
-#else
-                               msg_print("*Leaving trap detect region!*");
-#endif
+                               msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
                        }
 
                        if (disturb_trap_detect) disturb(0, 1);
@@ -3562,11 +3107,11 @@ bool trap_can_be_ignored(int feat)
  * any monster which might be in the destination grid.  Previously,\n
  * moving into walls was "free" and did NOT hit invisible monsters.\n
  */
-void move_player(int dir, bool do_pickup, bool break_trap)
+void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
 {
        /* Find the result of moving */
-       int y = py + ddy[dir];
-       int x = px + ddx[dir];
+       POSITION y = p_ptr->y + ddy[dir];
+       POSITION x = p_ptr->x + ddx[dir];
 
        /* Examine the destination */
        cave_type *c_ptr = &cave[y][x];
@@ -3665,7 +3210,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        }
 
                        p_ptr->leaving = TRUE;
-                       energy_use = 100;
+                       p_ptr->energy_use = 100;
 
                        return;
                }
@@ -3697,7 +3242,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                if (!is_hostile(m_ptr) &&
                    !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
                    ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
-                   pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
+                   pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
                {
                        /* Disturb the monster */
                        (void)set_monster_csleep(c_ptr->m_idx, 0);
@@ -3720,19 +3265,14 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                                py_attack(y, x, 0);
                                oktomove = FALSE;
                        }
-                       else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
+                       else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
                        {
                                do_past = TRUE;
                        }
                        else
                        {
-#ifdef JP
-                               msg_format("%^sが邪魔だ!", m_name);
-#else
-                               msg_format("%^s is in your way!", m_name);
-#endif
-
-                               energy_use = 0;
+                               msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
+                               p_ptr->energy_use = 0;
                                oktomove = FALSE;
                        }
 
@@ -3749,28 +3289,20 @@ void move_player(int dir, bool do_pickup, bool break_trap)
        {
                if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
                {
-#ifdef JP
-                       msg_print("動けない!");
-#else
-                       msg_print("Can't move!");
-#endif
-                       energy_use = 0;
+                       msg_print(_("動けない!", "Can't move!"));
+                       p_ptr->energy_use = 0;
                        oktomove = FALSE;
                        disturb(0, 1);
                }
                else if (MON_MONFEAR(riding_m_ptr))
                {
-                       char m_name[80];
+                       char steed_name[80];
 
                        /* Acquire the monster name */
-                       monster_desc(m_name, riding_m_ptr, 0);
+                       monster_desc(steed_name, riding_m_ptr, 0);
 
                        /* Dump a message */
-#ifdef JP
-                       msg_format("%sが恐怖していて制御できない。", m_name);
-#else
-                       msg_format("%^s is too scared to control.", m_name);
-#endif
+                       msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
                        oktomove = FALSE;
                        disturb(0, 1);
                }
@@ -3791,47 +3323,31 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
                        (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
                {
-#ifdef JP
-                       msg_format("%sの上に行けない。", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
-                       msg_print("Can't swim.");
-#endif
-                       energy_use = 0;
+                       msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+                       p_ptr->energy_use = 0;
                        oktomove = FALSE;
                        disturb(0, 1);
                }
                else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
                {
-#ifdef JP
-                       msg_format("%sから上がれない。", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
-#else
-                       msg_print("Can't land.");
-#endif
-                       energy_use = 0;
+                       msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name);
+                       p_ptr->energy_use = 0;
                        oktomove = FALSE;
                        disturb(0, 1);
                }
                else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
                {
-#ifdef JP
-                       msg_format("%sの上に行けない。", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
-                       msg_print("Too hot to go through.");
-#endif
-                       energy_use = 0;
+                       msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+                       p_ptr->energy_use = 0;
                        oktomove = FALSE;
                        disturb(0, 1);
                }
 
                if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
                {
-                       char m_name[80];
-                       monster_desc(m_name, riding_m_ptr, 0);
-#ifdef JP
-                       msg_format("%sが朦朧としていてうまく動けない!",m_name);
-#else
-                       msg_format("You cannot control stunned %s!",m_name);
-#endif
+                       char steed_name[80];
+                       monster_desc(steed_name, riding_m_ptr, 0);
+                       msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
                        oktomove = FALSE;
                        disturb(0, 1);
                }
@@ -3843,13 +3359,8 @@ void move_player(int dir, bool do_pickup, bool break_trap)
 
        else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
        {
-#ifdef JP
-               msg_format("空を飛ばないと%sの上には行けない。", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
-               msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#endif
-
-               energy_use = 0;
+               msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+               p_ptr->energy_use = 0;
                running = 0;
                oktomove = FALSE;
        }
@@ -3861,7 +3372,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
         */
        else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
        {
-               if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
+               if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
        }
 
 #ifdef ALLOW_EASY_DISARM /* TNB */
@@ -3894,11 +3405,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        /* Boundary floor mimic */
                        if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
                        {
-#ifdef JP
-                               msg_print("それ以上先には進めないようだ。");
-#else
-                               msg_print("You feel you cannot go any more.");
-#endif
+                               msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
                        }
 
                        /* Wall (or secret door) */
@@ -3922,14 +3429,9 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        /* Boundary floor mimic */
                        if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
                        {
-#ifdef JP
-                               msg_print("それ以上先には進めない。");
-#else
-                               msg_print("You cannot go any more.");
-#endif
-
+                               msg_print(_("それ以上先には進めない。", "You cannot go any more."));
                                if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
-                                       energy_use = 0;
+                                       p_ptr->energy_use = 0;
                        }
 
                        /* Wall (or secret door) */
@@ -3953,7 +3455,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                                 * typing mistakes should not cost you a turn...
                                 */
                                if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
-                                       energy_use = 0;
+                                       p_ptr->energy_use = 0;
                        }
                }
 
@@ -3965,11 +3467,11 @@ void move_player(int dir, bool do_pickup, bool break_trap)
        }
 
        /* Normal movement */
-       if (oktomove && !pattern_seq(py, px, y, x))
+       if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
        {
                if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
                {
-                       energy_use = 0;
+                       p_ptr->energy_use = 0;
                }
 
                /* To avoid a loop with running */
@@ -3987,18 +3489,14 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                {
                        if (!process_warning(x, y))
                        {
-                               energy_use = 25;
+                               p_ptr->energy_use = 25;
                                return;
                        }
                }
 
                if (do_past)
                {
-#ifdef JP
-                       msg_format("%sを押し退けた。", m_name);
-#else
-                       msg_format("You push past %s.", m_name);
-#endif
+                       msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
                }
 
                /* Change oldpx and oldpy to place the player well when going back to big mode */
@@ -4135,12 +3633,12 @@ static byte chome[] =
 /*
  * The direction we are running
  */
-static byte find_current;
+static DIRECTION find_current;
 
 /*
  * The direction we came from
  */
-static byte find_prevdir;
+static DIRECTION find_prevdir;
 
 /*
  * We are looking for open area
@@ -4193,12 +3691,12 @@ static void run_init(int dir)
        deepleft = deepright = FALSE;
        shortright = shortleft = FALSE;
 
-       p_ptr->run_py = py;
-       p_ptr->run_px = px;
+       p_ptr->run_py = p_ptr->y;
+       p_ptr->run_px = p_ptr->x;
 
        /* Find the destination grid */
-       row = py + ddy[dir];
-       col = px + ddx[dir];
+       row = p_ptr->y + ddy[dir];
+       col = p_ptr->x + ddx[dir];
 
        ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
 
@@ -4206,7 +3704,7 @@ static void run_init(int dir)
        i = chome[dir];
 
        /* Check for walls */
-       if (see_wall(cycle[i+1], py, px))
+       if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
        {
                find_breakleft = TRUE;
                shortleft = TRUE;
@@ -4218,7 +3716,7 @@ static void run_init(int dir)
        }
 
        /* Check for walls */
-       if (see_wall(cycle[i-1], py, px))
+       if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
        {
                find_breakright = TRUE;
                shortright = TRUE;
@@ -4290,21 +3788,17 @@ static bool run_test(void)
 
        /* break run when leaving trap detected region */
        if ((disturb_trap_detect || alert_trap_detect)
-           && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
+           && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
        {
                /* No duplicate warning */
                p_ptr->dtrap = FALSE;
 
                /* You are just on the edge */
-               if (!(cave[py][px].info & CAVE_UNSAFE))
+               if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
                {
                        if (alert_trap_detect)
                        {
-#ifdef JP
-                               msg_print("* 注意:この先はトラップの感知範囲外です! *");
-#else
-                               msg_print("*Leaving trap detect region!*");
-#endif
+                               msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
                        }
 
                        if (disturb_trap_detect)
@@ -4324,8 +3818,8 @@ static bool run_test(void)
                new_dir = cycle[chome[prev_dir] + i];
 
                /* New location */
-               row = py + ddy[new_dir];
-               col = px + ddx[new_dir];
+               row = p_ptr->y + ddy[new_dir];
+               col = p_ptr->x + ddx[new_dir];
 
                /* Access grid */
                c_ptr = &cave[row][col];
@@ -4475,7 +3969,7 @@ static bool run_test(void)
                for (i = -max; i < 0; i++)
                {
                        /* Unknown grid or non-wall */
-                       if (!see_wall(cycle[chome[prev_dir] + i], py, px))
+                       if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
                        {
                                /* Looking to break right */
                                if (find_breakright)
@@ -4499,7 +3993,7 @@ static bool run_test(void)
                for (i = max; i > 0; i--)
                {
                        /* Unknown grid or non-wall */
-                       if (!see_wall(cycle[chome[prev_dir] + i], py, px))
+                       if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
                        {
                                /* Looking to break left */
                                if (find_breakleft)
@@ -4553,8 +4047,8 @@ static bool run_test(void)
                else
                {
                        /* Get next location */
-                       row = py + ddy[option];
-                       col = px + ddx[option];
+                       row = p_ptr->y + ddy[option];
+                       col = p_ptr->x + ddx[option];
 
                        /* Don't see that it is closed off. */
                        /* This could be a potential corner or an intersection. */
@@ -4595,7 +4089,7 @@ static bool run_test(void)
        }
 
        /* About to hit a known wall, stop */
-       if (see_wall(find_current, py, px))
+       if (see_wall(find_current, p_ptr->y, p_ptr->x))
        {
                return (TRUE);
        }
@@ -4621,14 +4115,10 @@ void run_step(int dir)
                ignore_avoid_run = TRUE;
 
                /* Hack -- do not start silly run */
-               if (see_wall(dir, py, px))
+               if (see_wall(dir, p_ptr->y, p_ptr->x))
                {
                        /* Message */
-#ifdef JP
-                       msg_print("その方向には走れません。");
-#else
-                       msg_print("You cannot run in that direction.");
-#endif
+                       msg_print(_("その方向には走れません。", "You cannot run in that direction."));
 
                        /* Disturb */
                        disturb(0, 0);
@@ -4659,7 +4149,7 @@ void run_step(int dir)
        if (--running <= 0) return;
 
        /* Take time */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Move the player, using the "pickup" flag */
 #ifdef ALLOW_EASY_DISARM /* TNB */
@@ -4705,21 +4195,17 @@ static int travel_test(int prev_dir)
 
        /* break run when leaving trap detected region */
        if ((disturb_trap_detect || alert_trap_detect)
-           && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
+           && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
        {
                /* No duplicate warning */
                p_ptr->dtrap = FALSE;
 
                /* You are just on the edge */
-               if (!(cave[py][px].info & CAVE_UNSAFE))
+               if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
                {
                        if (alert_trap_detect)
                        {
-#ifdef JP
-                               msg_print("* 注意:この先はトラップの感知範囲外です! *");
-#else
-                               msg_print("*Leaving trap detect region!*");
-#endif
+                               msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
                        }
 
                        if (disturb_trap_detect)
@@ -4740,8 +4226,8 @@ static int travel_test(int prev_dir)
                int dir = cycle[chome[prev_dir] + i];
 
                /* New location */
-               int row = py + ddy[dir];
-               int col = px + ddx[dir];
+               int row = p_ptr->y + ddy[dir];
+               int col = p_ptr->x + ddx[dir];
 
                /* Access grid */
                c_ptr = &cave[row][col];
@@ -4758,11 +4244,11 @@ static int travel_test(int prev_dir)
        }
 
        /* Travel cost of current grid */
-       cost = travel.cost[py][px];
+       cost = travel.cost[p_ptr->y][p_ptr->x];
 
        /* Determine travel direction */
        for (i = 0; i < 8; ++ i) {
-               int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
+               int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
 
                if (dir_cost < cost)
                {
@@ -4774,7 +4260,7 @@ static int travel_test(int prev_dir)
        if (!new_dir) return (0);
 
        /* Access newly move grid */
-       c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
+       c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
 
        /* Close door abort traveling */
        if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
@@ -4802,22 +4288,18 @@ void travel_step(void)
        {
                if (travel.run == 255)
                {
-#ifdef JP
-                       msg_print("道筋が見つかりません!");
-#else
-                       msg_print("No route is found!");
-#endif
+                       msg_print(_("道筋が見つかりません!", "No route is found!"));
                        travel.y = travel.x = 0;
                }
                disturb(0, 1);
                return;
        }
 
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        move_player(travel.dir, always_pickup, FALSE);
 
-       if ((py == travel.y) && (px == travel.x))
+       if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
        {
                travel.run = 0;
                travel.y = travel.x = 0;