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[Refactor] #37353 monster_desc() の宣言を monster.h に移動。
[hengband/hengband.git] / src / melee1.c
index 983762b..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 "angband.h"
+#include "artifact.h"
 #include "cmd-pet.h"
 #include "player-damage.h"
 #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"
 
 
 
  */
 bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
 {
-       int k;
+       if (!visible) chance = (chance + 1) / 2;
+       return hit_chance(chance, ac) >= randint1(100);
+}
 
-       /* Percentile dice */
-       k = randint0(100);
+/*!
+ * @brief モンスターへの命中率の計算
+ * @param to_h 命中値
+ * @param ac 敵AC
+ * @return 命中確率
+ */
+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;
+       chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
+       if (chance < 5) chance = 5;
+       return chance;
+}
 
-       /* Hack -- Instant miss or hit */
-       if (k < 10) return (k < 5);
+/*!
+ * @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 (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (FALSE);
+               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;
+                       }
 
-       /* Wimpy attack never hits */
-       if (chance <= 0) return (FALSE);
+                       mult = MAX(mult, p->slay_mult);
+               }
+       }
 
-       /* Penalize invisible targets */
-       if (!visible) chance = (chance + 1) / 2;
+       return mult;
+}
 
-       /* Power must defeat armor */
-       if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
+/*!
+ * @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];
 
-       /* Assume hit */
-       return (TRUE);
+               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 モンスターへの命中率の計算
- * @param to_h 命中値
- * @param ac 敵AC
- * @return 命中確率
+ * @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)
  */
-PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
+static MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
 {
-       PERCENTAGE chance = 5, chance_left = 90;
-       int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
+       monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
-       chance += (100 - ((ac * 75) / meichuu)) * chance_left / 100;
+       /* 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);
+                       }
+               }
 
-       return chance;
+               /* 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 /
@@ -203,7 +571,7 @@ static int check_hit(int power, DEPTH level, int stun)
 }
 
 /*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
-static cptr desc_insult[] =
+static concptr desc_insult[] =
 {
 #ifdef JP
        "があなたを侮辱した!",
@@ -232,7 +600,7 @@ static cptr desc_insult[] =
 };
 
 /*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
-static cptr desc_moan[] =
+static concptr desc_moan[] =
 {
 #ifdef JP
        "は何かを悲しんでいるようだ。",
@@ -260,25 +628,22 @@ static cptr desc_moan[] =
 * @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,
-       HIT_POINT(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
+       HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
 {
        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)
        {
-               char mon_name[80];
+               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();
@@ -308,18 +673,18 @@ static void touch_zap_player(monster_type *m_ptr)
 * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
 * @return なし
 */
-static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
+static void natural_attack(MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
 {
        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];
+       WEIGHT n_weight = 0;
+       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];
 
-       int             dice_num, dice_side;
+       int dice_num, dice_side;
 
-       cptr            atk_desc;
+       concptr atk_desc;
 
        switch (attack)
        {
@@ -443,20 +808,20 @@ 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(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;
 
-       cave_type       *c_ptr = &cave[y][x];
+       grid_type       *g_ptr = &current_floor_ptr->grid_array[y][x];
 
-       monster_type    *m_ptr = &m_list[c_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 */
        object_type     *o_ptr = &inventory[INVEN_RARM + hand];
 
-       char            m_name[80];
+       GAME_TEXT m_name[MAX_NLEN];
 
        bool            success_hit = FALSE;
        bool            backstab = FALSE;
@@ -481,7 +846,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
        {
        case CLASS_ROGUE:
        case CLASS_NINJA:
-               if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
+               if (has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
                {
                        int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
                        if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
@@ -549,7 +914,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
        }
 
        /* Disturb the monster */
-       (void)set_monster_csleep(c_ptr->m_idx, 0);
+       (void)set_monster_csleep(g_ptr->m_idx, 0);
 
        /* Extract monster name (or "it") */
        monster_desc(m_name, m_ptr, 0);
@@ -787,7 +1152,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
                                {
                                        if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
                                        {
-                                               if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
+                                               if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
                                                {
                                                        msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
                                                }
@@ -933,7 +1298,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
                                        }
 
                                        /* Apply stun */
-                                       (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
+                                       (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
                                }
                                else
                                {
@@ -952,7 +1317,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
                                }
                                else k = 1;
                        }
-                       else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
+                       else if ((p_ptr->pclass == CLASS_NINJA) && has_melee_weapon(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
                        {
                                int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
                                if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
@@ -987,7 +1352,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
                                drain_result = m_ptr->hp;
 
                        /* Damage, check for fear and death */
-                       if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
+                       if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
                        {
                                *mdeath = TRUE;
                                if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
@@ -1073,7 +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! */
@@ -1114,7 +1479,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
                                else
                                {
                                        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);
+                                       (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
                                }
                        }
 
@@ -1141,7 +1506,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
                                if (!resists_tele)
                                {
                                        msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
-                                       teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
+                                       teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
                                        num = num_blow + 1; /* Can't hit it anymore! */
                                        *mdeath = TRUE;
                                }
@@ -1164,7 +1529,7 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
                                        }
 
                                        /* Hack -- Get new monster */
-                                       m_ptr = &m_list[c_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);
@@ -1175,12 +1540,12 @@ 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[c_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];
-                                       char o_name[MAX_NLEN];
+                                       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);
                                        q_ptr->held_m_idx = 0;
@@ -1207,8 +1572,6 @@ static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b
 
                                msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
                                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_aux);
 
                                k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
@@ -1321,7 +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 (!cave[y][x].m_idx) *mdeath = TRUE;
+               if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
        }
 }
 
@@ -1334,20 +1697,20 @@ 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;
 
-       cave_type       *c_ptr = &cave[y][x];
-       monster_type    *m_ptr = &m_list[c_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];
-       char            m_name[80];
+       GAME_TEXT m_name[MAX_NLEN];
 
        disturb(FALSE, TRUE);
 
-       p_ptr->energy_use = 100;
+       take_turn(p_ptr, 100);
 
        if (!p_ptr->migite && !p_ptr->hidarite &&
                !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
@@ -1366,7 +1729,7 @@ bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
                if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
 
                /* Track a new monster */
-               health_track(c_ptr->m_idx);
+               health_track(g_ptr->m_idx);
        }
 
        if ((r_ptr->flags1 & RF1_FEMALE) &&
@@ -1379,7 +1742,7 @@ bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
                }
        }
 
-       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
        {
                msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
                return FALSE;
@@ -1427,7 +1790,7 @@ bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
                        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);
+               (void)set_monster_csleep(g_ptr->m_idx, 0);
 
                return FALSE;
        }
@@ -1462,8 +1825,8 @@ bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
 
                if (cur < max)
                {
-                       int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
-                       int targetlevel = r_ptr->level;
+                       DEPTH ridinglevel = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level;
+                       DEPTH targetlevel = r_ptr->level;
                        int inc = 0;
 
                        if ((cur / 200 - 5) < targetlevel)
@@ -1479,12 +1842,11 @@ bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
                        }
 
                        p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
-
                        p_ptr->update |= (PU_BONUS);
                }
        }
 
-       riding_t_m_idx = c_ptr->m_idx;
+       riding_t_m_idx = g_ptr->m_idx;
        if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
        if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
 
@@ -1492,15 +1854,15 @@ bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode)
        if (!mdeath)
        {
                if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
+                       natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
                if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
+                       natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
                if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
+                       natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
                if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
+                       natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
                if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
+                       natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
        }
 
        /* Hack -- delay fear messages */
@@ -1526,24 +1888,22 @@ 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;
 
        INVENTORY_IDX i;
-       int k, tmp, ac, rlev;
+       int k, tmp;
+       ARMOUR_CLASS ac;
+       DEPTH rlev;
        int do_cut, do_stun;
 
-       s32b gold;
-
+       PRICE gold;
        object_type *o_ptr;
-
-       char o_name[MAX_NLEN];
-
-       char m_name[80];
-
-       char ddesc[80];
+       GAME_TEXT o_name[MAX_NLEN];
+       GAME_TEXT m_name[MAX_NLEN];
+       GAME_TEXT ddesc[80];
 
        bool blinked;
        bool touched = FALSE, fear = FALSE, alive = TRUE;
@@ -1555,7 +1915,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
        /* Not allowed to attack */
        if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
 
-       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
 
        /* ...nor if friendly */
        if (!is_hostile(m_ptr)) return FALSE;
@@ -1563,12 +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)
        {
@@ -1592,7 +1950,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                HIT_POINT power = 0;
                HIT_POINT damage = 0;
 
-               cptr act = NULL;
+               concptr act = NULL;
 
                /* Extract the attack infomation */
                int effect = r_ptr->blow[ap_cnt].effect;
@@ -1600,8 +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;
@@ -2017,7 +2374,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                if (apply_disenchant(0))
                                                {
                                                        /* Hack -- Update AC */
-                                                       handle_stuff();
+                                                       update_creature(p_ptr);
                                                        obvious = TRUE;
                                                }
                                        }
@@ -2076,7 +2433,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                        o_ptr->pval = 0;
 
                                                        /* Combine / Reorder the pack */
-                                                       p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+                                                       p_ptr->update |= (PU_COMBINE | PU_REORDER);
                                                        p_ptr->window |= (PW_INVEN);
 
                                                        break;
@@ -2172,7 +2529,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        /* Find an item */
                                        for (k = 0; k < 10; k++)
                                        {
-                                               s16b o_idx;
+                                               OBJECT_IDX o_idx;
 
                                                /* Pick an item */
                                                i = (INVENTORY_IDX)randint0(INVEN_PACK);
@@ -2204,11 +2561,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                if (o_idx)
                                                {
                                                        object_type *j_ptr;
-
-                                                       /* Get new object */
-                                                       j_ptr = &o_list[o_idx];
-
-                                                       /* Copy object */
+                                                       j_ptr = &current_floor_ptr->o_list[o_idx];
                                                        object_copy(j_ptr, o_ptr);
 
                                                        /* Modify number */
@@ -2325,7 +2678,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        obvious = TRUE;
                                        msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
                                        get_damage += acid_dam(damage, ddesc, -1, FALSE);
-                                       handle_stuff();
+                                       update_creature(p_ptr);
                                        update_smart_learn(m_idx, DRS_ACID);
                                        break;
                                }
@@ -2710,7 +3063,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                        {
                                                                msg_print(_("あなたは以前ほど力強くなくなってしまった...。", "You're not as powerful as you used to be..."));
 
-                                                               for (k = 0; k < 6; k++)
+                                                               for (k = 0; k < A_MAX; k++)
                                                                {
                                                                        p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
                                                                        if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
@@ -2941,17 +3294,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Modify the damage */
                                                dam = mon_damage_mod(m_ptr, dam, FALSE);
 
-#ifdef JP
-                                               msg_format("%^sは突然熱くなった!", m_name);
-                                               if (mon_take_hit(m_idx, dam, &fear,
-                                                   "は灰の山になった。"))
-#else
-                                               msg_format("%^s is suddenly very hot!", m_name);
-
-                                               if (mon_take_hit(m_idx, dam, &fear,
-                                                   " turns into a pile of ash."))
-#endif
+                                               msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
 
+                                               if (mon_take_hit(m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash.")))
                                                {
                                                        blinked = FALSE;
                                                        alive = FALSE;
@@ -2973,17 +3318,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Modify the damage */
                                                dam = mon_damage_mod(m_ptr, dam, FALSE);
 
-#ifdef JP
-                                               msg_format("%^sは電撃をくらった!", m_name);
-                                               if (mon_take_hit(m_idx, dam, &fear,
-                                                   "は燃え殻の山になった。"))
-#else
-                                               msg_format("%^s gets zapped!", m_name);
-
-                                               if (mon_take_hit(m_idx, dam, &fear,
-                                                   " turns into a pile of cinder."))
-#endif
-
+                                               msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), m_name);
+                                               if (mon_take_hit(m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder.")))
                                                {
                                                        blinked = FALSE;
                                                        alive = FALSE;
@@ -3005,17 +3341,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Modify the damage */
                                                dam = mon_damage_mod(m_ptr, dam, FALSE);
 
-#ifdef JP
-                                               msg_format("%^sは冷気をくらった!", m_name);
-                                               if (mon_take_hit(m_idx, dam, &fear,
-                                                   "は凍りついた。"))
-#else
-                                               msg_format("%^s is very cold!", m_name);
-
-                                               if (mon_take_hit(m_idx, dam, &fear,
-                                                   " was frozen."))
-#endif
-
+                                               msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), m_name);
+                                               if (mon_take_hit(m_idx, dam, &fear, _("は凍りついた。", " was frozen.")))
                                                {
                                                        blinked = FALSE;
                                                        alive = FALSE;
@@ -3038,16 +3365,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Modify the damage */
                                                dam = mon_damage_mod(m_ptr, dam, FALSE);
 
-#ifdef JP
-                                               msg_format("%^sは鏡の破片をくらった!", m_name);
-                                               if (mon_take_hit(m_idx, dam, &fear,
-                                                   "はズタズタになった。"))
-#else
-                                               msg_format("%^s gets zapped!", m_name);
-
-                                               if (mon_take_hit(m_idx, dam, &fear,
-                                                   " had torn to pieces."))
-#endif
+                                               msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), m_name);
+                                               if (mon_take_hit(m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces.")))
                                                {
                                                        blinked = FALSE;
                                                        alive = FALSE;
@@ -3059,7 +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(&cave[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);
                                        }
@@ -3076,16 +3395,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                        /* Modify the damage */
                                                        dam = mon_damage_mod(m_ptr, dam, FALSE);
 
-#ifdef JP
-                                                       msg_format("%^sは聖なるオーラで傷ついた!", m_name);
-                                                       if (mon_take_hit(m_idx, dam, &fear,
-                                                           "は倒れた。"))
-#else
-                                                       msg_format("%^s is injured by holy power!", m_name);
-
-                                                       if (mon_take_hit(m_idx, dam, &fear,
-                                                           " is destroyed."))
-#endif
+                                                       msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), m_name);
+                                                       if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
                                                        {
                                                                blinked = FALSE;
                                                                alive = FALSE;
@@ -3110,17 +3421,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Modify the damage */
                                                dam = mon_damage_mod(m_ptr, dam, FALSE);
 
-#ifdef JP
-                                               msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
-                                               if (mon_take_hit(m_idx, dam, &fear,
-                                                   "は倒れた。"))
-#else
-                                               msg_format("%^s is injured by the Force", m_name);
-
-                                               if (mon_take_hit(m_idx, dam, &fear,
-                                                   " is destroyed."))
-#endif
-
+                                               msg_format(_("%^sが鋭い闘気のオーラで傷ついた!", "%^s is injured by the Force"), m_name);
+                                               if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
                                                {
                                                        blinked = FALSE;
                                                        alive = FALSE;
@@ -3153,14 +3455,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Modify the damage */
                                                dam = mon_damage_mod(m_ptr, dam, FALSE);
 
-#ifdef JP
-                                               msg_format("影のオーラが%^sに反撃した!", m_name);
-                                               if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
-#else
-                                               msg_format("Enveloped shadows attack %^s.", m_name);
-
-                                               if (mon_take_hit(m_idx, dam, &fear, " is destroyed."))
-#endif
+                                               msg_format(_("影のオーラが%^sに反撃した!", "Enveloped shadows attack %^s."), m_name);
+                                               if (mon_take_hit(m_idx, dam, &fear, _("は倒れた。", " is destroyed.")))
                                                {
                                                        blinked = FALSE;
                                                        alive = FALSE;
@@ -3216,7 +3512,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                /* Visible monsters */
                                if (m_ptr->ml)
                                {
-                                       /* Disturbing */
                                        disturb(TRUE, TRUE);
 
 #ifdef JP
@@ -3230,6 +3525,33 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 #endif
 
                                }
+
+                               /* Gain shield experience */
+                               if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
+                               {
+                                       int cur = p_ptr->skill_exp[GINOU_SHIELD];
+                                       int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
+
+                                       if (cur < max)
+                                       {
+                                               DEPTH targetlevel = r_ptr->level;
+                                               int inc = 0;
+
+
+                                               /* Extra experience */
+                                               if ((cur / 100) < targetlevel)
+                                               {
+                                                       if ((cur / 100 + 15) < targetlevel)
+                                                               inc += 1 + (targetlevel - (cur / 100 + 15));
+                                                       else
+                                                               inc += 1;
+                                               }
+
+                                               p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
+                                               p_ptr->update |= (PU_BONUS);
+                                       }
+                               }
+
                                damage = 0;
 
                                break;
@@ -3253,8 +3575,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                if (p_ptr->riding && damage)
                {
-                       char m_steed_name[80];
-                       monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
+                       char m_steed_name[MAX_NLEN];
+                       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);
@@ -3276,7 +3598,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 #ifdef JP
                msg_format("攻撃が%s自身を傷つけた!", m_name);
 #else
-               char m_name_self[80];
+               GAME_TEXT m_name_self[80];
 
                /* hisself */
                monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
@@ -3289,7 +3611,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
        if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
        {
-               char m_target_name[80];
+               char m_target_name[MAX_NLEN];
                monster_desc(m_target_name, m_ptr, 0);
 
                p_ptr->csp -= 7;