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Revert "Merge branch 'master' of git.osdn.net:/gitroot/hengband/hengband"
[hengband/hengband.git] / src / melee1.c
index 17bd36c..428927a 100644 (file)
@@ -1,6 +1,6 @@
 /*!
  * @file melee1.c
- * @brief モンスターの打撃処理 / Monster attacks
+ * @brief 打撃処理 / Melee process.
  * @date 2014/01/17
  * @author
  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
 #include "monsterrace-hook.h"
 #include "melee.h"
 #include "projection.h"
+#include "monster.h"
 #include "monster-status.h"
+#include "monster-spell.h"
 #include "avatar.h"
 #include "player-status.h"
 #include "realm-hex.h"
 #include "object-hook.h"
 #include "grid.h"
+#include "player-move.h"
 
 
 
@@ -51,14 +54,391 @@ bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
 PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
 {
        PERCENTAGE chance = 5, chance_left = 90;
-       if (reli <= 0) return 5;
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
+       if(reli <= 0) return 5;
+       if(p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
        chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
-
+       if (chance < 5) chance = 5;
        return chance;
 }
 
+/*!
+ * @brief プレイヤー攻撃の種族スレイング倍率計算
+ * @param mult 算出前の基本倍率(/10倍)
+ * @param flgs スレイフラグ配列
+ * @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 MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
+{
+       static const struct slay_table_t {
+               int slay_flag;
+               BIT_FLAGS affect_race_flag;
+               MULTIPLY slay_mult;
+               size_t flag_offset;
+               size_t r_flag_offset;
+       } slay_table[] = {
+#define OFFSET(X) offsetof(monster_race, X)
+               {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_EVIL,   RF3_EVIL,   20, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_EVIL,   RF3_EVIL,   35, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_GOOD,   RF3_GOOD,   20, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_GOOD,   RF3_GOOD,   35, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_HUMAN,  RF2_HUMAN,  25, OFFSET(flags2), OFFSET(r_flags2)},
+               {TR_KILL_HUMAN,  RF2_HUMAN,  40, OFFSET(flags2), OFFSET(r_flags2)},
+               {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_DEMON,  RF3_DEMON,  30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_DEMON,  RF3_DEMON,  50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_ORC,    RF3_ORC,    30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_ORC,    RF3_ORC,    50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_TROLL,  RF3_TROLL,  30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_TROLL,  RF3_TROLL,  50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_GIANT,  RF3_GIANT,  30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_GIANT,  RF3_GIANT,  50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
+#undef OFFSET
+       };
+       int i;
+       monster_race* r_ptr = &r_info[m_ptr->r_idx];
+
+       for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i)
+       {
+               const struct slay_table_t* p = &slay_table[i];
 
+               if ((have_flag(flgs, p->slay_flag)) &&
+                       (atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
+               {
+                       if (is_original_ap_and_seen(m_ptr))
+                       {
+                               atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
+                       }
+
+                       mult = MAX(mult, p->slay_mult);
+               }
+       }
+
+       return mult;
+}
+
+/*!
+ * @brief プレイヤー攻撃の属性スレイング倍率計算
+ * @param mult 算出前の基本倍率(/10倍)
+ * @param flgs スレイフラグ配列
+ * @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 MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
+{
+       static const struct brand_table_t {
+               int brand_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           },
+               {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
+               {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
+               {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U           },
+       };
+       int i;
+       monster_race* r_ptr = &r_info[m_ptr->r_idx];
+
+       for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i)
+       {
+               const struct brand_table_t* p = &brand_table[i];
+
+               if (have_flag(flgs, p->brand_flag))
+               {
+                       /* Notice immunity */
+                       if (r_ptr->flagsr & p->resist_mask)
+                       {
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
+                               }
+                       }
+
+                       /* Otherwise, take the damage */
+                       else if (r_ptr->flags3 & p->hurt_flag)
+                       {
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= p->hurt_flag;
+                               }
+
+                               mult = MAX(mult, 50);
+                       }
+                       else
+                       {
+                               mult = MAX(mult, 25);
+                       }
+               }
+       }
+
+       return mult;
+}
+
+/*!
+ * @brief 剣術のスレイ倍率計算を行う /
+ * Calcurate magnification of hissatsu technics
+ * @param mult 剣術のスレイ効果以前に算出している多要素の倍率(/10倍)
+ * @param flgs 剣術に使用する武器のスレイフラグ配列
+ * @param m_ptr 目標となるモンスターの構造体参照ポインタ
+ * @param mode 剣術のスレイ型ID
+ * @return スレイの倍率(/10倍)
+ */
+static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
+{
+       monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+       /* Burning Strike (Fire) */
+       if (mode == HISSATSU_FIRE)
+       {
+               /* Notice immunity */
+               if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
+               {
+                       if (is_original_ap_and_seen(m_ptr))
+                       {
+                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
+                       }
+               }
+
+               /* Otherwise, take the damage */
+               else if (have_flag(flgs, TR_BRAND_FIRE))
+               {
+                       if (r_ptr->flags3 & RF3_HURT_FIRE)
+                       {
+                               if (mult < 70) mult = 70;
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_HURT_FIRE;
+                               }
+                       }
+                       else if (mult < 35) mult = 35;
+               }
+               else
+               {
+                       if (r_ptr->flags3 & RF3_HURT_FIRE)
+                       {
+                               if (mult < 50) mult = 50;
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_HURT_FIRE;
+                               }
+                       }
+                       else if (mult < 25) mult = 25;
+               }
+       }
+
+       /* Serpent's Tongue (Poison) */
+       if (mode == HISSATSU_POISON)
+       {
+               /* Notice immunity */
+               if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
+               {
+                       if (is_original_ap_and_seen(m_ptr))
+                       {
+                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
+                       }
+               }
+
+               /* Otherwise, take the damage */
+               else if (have_flag(flgs, TR_BRAND_POIS))
+               {
+                       if (mult < 35) mult = 35;
+               }
+               else
+               {
+                       if (mult < 25) mult = 25;
+               }
+       }
+
+       /* Zammaken (Nonliving Evil) */
+       if (mode == HISSATSU_ZANMA)
+       {
+               if (!monster_living(m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))
+               {
+                       if (mult < 15) mult = 25;
+                       else if (mult < 50) mult = MIN(50, mult + 20);
+               }
+       }
+
+       /* Rock Smash (Hurt Rock) */
+       if (mode == HISSATSU_HAGAN)
+       {
+               if (r_ptr->flags3 & RF3_HURT_ROCK)
+               {
+                       if (is_original_ap_and_seen(m_ptr))
+                       {
+                               r_ptr->r_flags3 |= RF3_HURT_ROCK;
+                       }
+                       if (mult == 10) mult = 40;
+                       else if (mult < 60) mult = 60;
+               }
+       }
+
+       /* Midare-Setsugekka (Cold) */
+       if (mode == HISSATSU_COLD)
+       {
+               /* Notice immunity */
+               if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
+               {
+                       if (is_original_ap_and_seen(m_ptr))
+                       {
+                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
+                       }
+               }
+               /* Otherwise, take the damage */
+               else if (have_flag(flgs, TR_BRAND_COLD))
+               {
+                       if (r_ptr->flags3 & RF3_HURT_COLD)
+                       {
+                               if (mult < 70) mult = 70;
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_HURT_COLD;
+                               }
+                       }
+                       else if (mult < 35) mult = 35;
+               }
+               else
+               {
+                       if (r_ptr->flags3 & RF3_HURT_COLD)
+                       {
+                               if (mult < 50) mult = 50;
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_HURT_COLD;
+                               }
+                       }
+                       else if (mult < 25) mult = 25;
+               }
+       }
+
+       /* Lightning Eagle (Elec) */
+       if (mode == HISSATSU_ELEC)
+       {
+               /* Notice immunity */
+               if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
+               {
+                       if (is_original_ap_and_seen(m_ptr))
+                       {
+                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
+                       }
+               }
+
+               /* Otherwise, take the damage */
+               else if (have_flag(flgs, TR_BRAND_ELEC))
+               {
+                       if (mult < 70) mult = 70;
+               }
+               else
+               {
+                       if (mult < 50) mult = 50;
+               }
+       }
+
+       /* Bloody Maelstrom */
+       if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(m_ptr->r_idx))
+       {
+               MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
+               if (mult < tmp) mult = tmp;
+       }
+
+       /* Keiun-Kininken */
+       if (mode == HISSATSU_UNDEAD)
+       {
+               if (r_ptr->flags3 & RF3_UNDEAD)
+               {
+                       if (is_original_ap_and_seen(m_ptr))
+                       {
+                               r_ptr->r_flags3 |= RF3_UNDEAD;
+                       }
+                       if (mult == 10) mult = 70;
+                       else if (mult < 140) mult = MIN(140, mult + 60);
+               }
+               if (mult == 10) mult = 40;
+               else if (mult < 60) mult = MIN(60, mult + 30);
+       }
+
+       if (mult > 150) mult = 150;
+
+       return mult;
+}
+
+/*!
+ * @brief ダメージにスレイ要素を加える総合処理ルーチン /
+ * Extract the "total damage" from a given object hitting a given monster.
+ * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
+ * @param tdam 現在算出途中のダメージ値
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @param mode 剣術のID
+ * @param thrown 投擲処理ならばTRUEを指定する
+ * @return 総合的なスレイを加味したダメージ値
+ * @note
+ * Note that "flasks of oil" do NOT do fire damage, although they\n
+ * certainly could be made to do so.  XXX XXX\n
+ *\n
+ * Note that most brands and slays are x3, except Slay Animal (x2),\n
+ * Slay Evil (x2), and Kill dragon (x5).\n
+ */
+HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
+{
+       MULTIPLY mult = 10;
+
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
+       object_flags(o_ptr, flgs);
+       torch_flags(o_ptr, flgs); /* torches has secret flags */
+
+       if (!thrown)
+       {
+               if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
+               if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
+               if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
+               if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
+               if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
+       }
+
+       if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
+
+       switch (o_ptr->tval)
+       {
+       case TV_SHOT:
+       case TV_ARROW:
+       case TV_BOLT:
+       case TV_HAFTED:
+       case TV_POLEARM:
+       case TV_SWORD:
+       case TV_DIGGING:
+       case TV_LITE:
+       {
+               mult = mult_slaying(mult, flgs, m_ptr);
+
+               mult = mult_brand(mult, flgs, m_ptr);
+
+               if (p_ptr->pclass == CLASS_SAMURAI)
+               {
+                       mult = mult_hissatsu(mult, flgs, m_ptr, mode);
+               }
+
+               if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
+               {
+                       p_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
+                       p_ptr->redraw |= (PR_MANA);
+                       mult = mult * 3 / 2 + 20;
+               }
+
+               if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
+                       mult = 150;
+               break;
+       }
+       }
+       if (mult > 150) mult = 150;
+
+       return (tdam * mult / 10);
+}
 
 /*!
 * @brief プレイヤーからモンスターへの打撃クリティカル判定 /
@@ -252,21 +632,18 @@ static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_off
 {
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-       if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
+       if ((atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) && !immune)
        {
                GAME_TEXT mon_name[MAX_NLEN];
                int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
 
-               /* Hack -- Get the "died from" name */
-               monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
+               monster_desc(mon_name, m_ptr, MD_WRONGDOER_NAME);
                msg_print(message);
-
                dam_func(aura_damage, mon_name, -1, TRUE);
 
                if (is_original_ap_and_seen(m_ptr))
                {
-                       atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
+                       atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
                }
 
                handle_stuff();
@@ -301,7 +678,7 @@ static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdea
        HIT_POINT k;
        int bonus, chance;
        WEIGHT n_weight = 0;
-       monster_type *m_ptr = &m_list[m_idx];
+       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
        GAME_TEXT m_name[MAX_NLEN];
 
@@ -431,14 +808,14 @@ static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdea
 * @details
 * If no "weapon" is available, then "punch" the monster one time.
 */
-static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
+static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, COMBAT_OPTION_IDX mode)
 {
        int num = 0, bonus, chance, vir;
        HIT_POINT k;
 
-       grid_type       *g_ptr = &grid_array[y][x];
+       grid_type       *g_ptr = &current_floor_ptr->grid_array[y][x];
 
-       monster_type    *m_ptr = &m_list[g_ptr->m_idx];
+       monster_type    *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
 
        /* Access the weapon */
@@ -1061,7 +1438,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
                                                                drain_msg = FALSE;
                                                        }
 
-                                                       drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
+                                                       drain_heal = (drain_heal * p_ptr->mutant_regenerate_mod) / 100;
 
                                                        hp_player(drain_heal);
                                                        /* We get to keep some of it! */
@@ -1152,7 +1529,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
                                        }
 
                                        /* Hack -- Get new monster */
-                                       m_ptr = &m_list[g_ptr->m_idx];
+                                       m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
 
                                        /* Oops, we need a different name... */
                                        monster_desc(m_name, m_ptr, 0);
@@ -1163,11 +1540,11 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
                        }
                        else if (o_ptr->name1 == ART_G_HAMMER)
                        {
-                               monster_type *target_ptr = &m_list[g_ptr->m_idx];
+                               monster_type *target_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
 
                                if (target_ptr->hold_o_idx)
                                {
-                                       object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
+                                       object_type *q_ptr = &current_floor_ptr->o_list[target_ptr->hold_o_idx];
                                        GAME_TEXT o_name[MAX_NLEN];
 
                                        object_desc(o_name, q_ptr, OD_NAME_ONLY);
@@ -1307,7 +1684,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
        if (do_quake)
        {
                earthquake(p_ptr->y, p_ptr->x, 10);
-               if (!grid_array[y][x].m_idx) *mdeath = TRUE;
+               if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
        }
 }
 
@@ -1320,14 +1697,14 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
 * @details
 * If no "weapon" is available, then "punch" the monster one time.
 */
-bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
+bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode)
 {
        bool            fear = FALSE;
        bool            mdeath = FALSE;
        bool            stormbringer = FALSE;
 
-       grid_type       *g_ptr = &grid_array[y][x];
-       monster_type    *m_ptr = &m_list[g_ptr->m_idx];
+       grid_type       *g_ptr = &current_floor_ptr->grid_array[y][x];
+       monster_type    *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
        GAME_TEXT m_name[MAX_NLEN];
 
@@ -1448,7 +1825,7 @@ bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
 
                if (cur < max)
                {
-                       DEPTH ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
+                       DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
                        DEPTH targetlevel = r_ptr->level;
                        int inc = 0;
 
@@ -1511,7 +1888,7 @@ bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
  */
 bool make_attack_normal(MONSTER_IDX m_idx)
 {
-       monster_type *m_ptr = &m_list[m_idx];
+       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
        int ap_cnt;
@@ -1546,12 +1923,10 @@ bool make_attack_normal(MONSTER_IDX m_idx)
        /* Extract the effective monster level */
        rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
 
-
        /* Get the monster name (or "it") */
        monster_desc(m_name, m_ptr, 0);
 
-       /* Get the "died from" information (i.e. "a kobold") */
-       monster_desc(ddesc, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+       monster_desc(ddesc, m_ptr, MD_WRONGDOER_NAME);
 
        if (p_ptr->special_defense & KATA_IAI)
        {
@@ -1583,8 +1958,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                int d_dice = r_ptr->blow[ap_cnt].d_dice;
                int d_side = r_ptr->blow[ap_cnt].d_side;
 
-
-               if (!m_ptr->r_idx) break;
+               if (!monster_is_valid(m_ptr)) break;
 
                /* Hack -- no more attacks */
                if (!method) break;
@@ -2187,7 +2561,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                if (o_idx)
                                                {
                                                        object_type *j_ptr;
-                                                       j_ptr = &o_list[o_idx];
+                                                       j_ptr = &current_floor_ptr->o_list[o_idx];
                                                        object_copy(j_ptr, o_ptr);
 
                                                        /* Modify number */
@@ -3004,7 +3378,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                        r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
                                        }
 
-                                       if (is_mirror_grid(&grid_array[p_ptr->y][p_ptr->x]))
+                                       if (is_mirror_grid(&current_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
                                        {
                                                teleport_player(10, 0L);
                                        }
@@ -3138,7 +3512,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                /* Visible monsters */
                                if (m_ptr->ml)
                                {
-                                       /* Disturbing */
                                        disturb(TRUE, TRUE);
 
 #ifdef JP
@@ -3203,7 +3576,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                if (p_ptr->riding && damage)
                {
                        char m_steed_name[MAX_NLEN];
-                       monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
+                       monster_desc(m_steed_name, &current_floor_ptr->m_list[p_ptr->riding], 0);
                        if (rakuba((damage > 200) ? 200 : damage, FALSE))
                        {
                                msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);