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[Refactor] #38997 monster_*() にplayer_type * 引数追加 / Added player_type * argument...
[hengband/hengband.git] / src / monster1.c
index 99cd302..0daa60d 100644 (file)
@@ -187,13 +187,13 @@ void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult,
 * @param tmp 返すメッセージを格納する配列
 * @return なし
 */
-void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
+void set_damage(player_type *player_ptr, MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
 {
-       int base_damage = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, BASE_DAM);
-       int dice_num = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_NUM);
-       int dice_side = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_SIDE);
-       int dice_mult = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_MULT);
-       int dice_div = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_DIV);
+       int base_damage = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, BASE_DAM);
+       int dice_num = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_NUM);
+       int dice_side = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_SIDE);
+       int dice_mult = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_MULT);
+       int dice_div = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_DIV);
        char dmg_str[80], dice_str[80];
        dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
        sprintf(dice_str, "(%s)", dmg_str);
@@ -215,7 +215,7 @@ void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
  * left edge of the screen, on a cleared line, in which the recall is
  * to take place.  One extra blank line is left after the recall.
  */
-static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
+static void roff_aux(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
 {
        monster_race    *r_ptr = &r_info[r_idx];
        bool            old = FALSE;
@@ -653,15 +653,15 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                        long i, j;
 
                        /* calculate the integer exp part */
-                       i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
+                       i = (long)r_ptr->mexp * r_ptr->level / (player_ptr->max_plv + 2) * 3 / 2;
 
                        /* calculate the fractional exp part scaled by 100, */
                        /* must use long arithmetic to avoid overflow  */
-                       j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
-                               (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
+                       j = ((((long)r_ptr->mexp * r_ptr->level % (player_ptr->max_plv + 2) * 3 / 2) *
+                               (long)1000 / (player_ptr->max_plv + 2) + 5) / 10);
 
 #ifdef JP
-                       hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。", p_ptr->lev, (long)i, (long)j));
+                       hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。", player_ptr->lev, (long)i, (long)j));
 #else
 
                        /* Mention the experience */
@@ -670,15 +670,15 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
 
                        /* Take account of annoying English */
                        p = "th";
-                       i = p_ptr->lev % 10;
-                       if ((p_ptr->lev / 10) == 1) /* nothing */;
+                       i = player_ptr->lev % 10;
+                       if ((player_ptr->lev / 10) == 1) /* nothing */;
                        else if (i == 1) p = "st";
                        else if (i == 2) p = "nd";
                        else if (i == 3) p = "rd";
 
                        /* Take account of "leading vowels" in numbers */
                        q = "";
-                       i = p_ptr->lev;
+                       i = player_ptr->lev;
                        if ((i == 8) || (i == 11) || (i == 18)) q = "n";
 
                        /* Mention the dependance on the player's level */
@@ -784,7 +784,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
        if (flags4 & RF4_ROCKET)
        {
-               set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_UMBER;
        }
@@ -846,133 +846,133 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        vn = 0;
        if (flags4 & (RF4_BR_ACID))
        {
-               set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_GREEN;
        }
        if (flags4 & (RF4_BR_ELEC))
        {
-               set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_BLUE;
        }
        if (flags4 & (RF4_BR_FIRE))
        {
-               set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_RED;
        }
        if (flags4 & (RF4_BR_COLD))
        {
-               set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_WHITE;
        }
        if (flags4 & (RF4_BR_POIS))
        {
-               set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_GREEN;
        }
        if (flags4 & (RF4_BR_NETH))
        {
-               set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_DARK;
        }
        if (flags4 & (RF4_BR_LITE))
        {
-               set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_YELLOW;
        }
        if (flags4 & (RF4_BR_DARK))
        {
-               set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_DARK;
        }
        if (flags4 & (RF4_BR_CONF))
        {
-               set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_UMBER;
        }
        if (flags4 & (RF4_BR_SOUN))
        {
-               set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_ORANGE;
        }
        if (flags4 & (RF4_BR_CHAO))
        {
-               set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_VIOLET;
        }
        if (flags4 & (RF4_BR_DISE))
        {
-               set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_VIOLET;
        }
        if (flags4 & (RF4_BR_NEXU))
        {
-               set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_VIOLET;
        }
        if (flags4 & (RF4_BR_TIME))
        {
-               set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_BLUE;
        }
        if (flags4 & (RF4_BR_INER))
        {
-               set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_SLATE;
        }
        if (flags4 & (RF4_BR_GRAV))
        {
-               set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_SLATE;
        }
        if (flags4 & (RF4_BR_SHAR))
        {
-               set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_UMBER;
        }
        if (flags4 & (RF4_BR_PLAS))
        {
-               set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_RED;
        }
        if (flags4 & (RF4_BR_WALL))
        {
-               set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_UMBER;
        }
        if (flags4 & (RF4_BR_MANA))
        {
-               set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_BLUE;
        }
        if (flags4 & (RF4_BR_NUKE))
        {
-               set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_GREEN;
        }
        if (flags4 & (RF4_BR_DISI))
        {
-               set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_SLATE;
        }
@@ -1012,186 +1012,186 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        vn = 0;
        if (a_ability_flags1 & (RF5_BA_ACID))
        {
-               set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_GREEN;
        }
        if (a_ability_flags1 & (RF5_BA_ELEC))
        {
-               set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_BLUE;
        }
        if (a_ability_flags1 & (RF5_BA_FIRE))
        {
-               set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_RED;
        }
        if (a_ability_flags1 & (RF5_BA_COLD))
        {
-               set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_WHITE;
        }
        if (a_ability_flags1 & (RF5_BA_POIS))
        {
-               set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_GREEN;
        }
        if (a_ability_flags1 & (RF5_BA_NETH))
        {
-               set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_DARK;
        }
        if (a_ability_flags1 & (RF5_BA_WATE))
        {
-               set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_BLUE;
        }
        if (flags4 & (RF4_BA_NUKE))
        {
-               set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_GREEN;
        }
        if (a_ability_flags1 & (RF5_BA_MANA))
        {
-               set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_BLUE;
        }
        if (a_ability_flags1 & (RF5_BA_DARK))
        {
-               set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_DARK;
        }
        if (a_ability_flags1 & (RF5_BA_LITE))
        {
-               set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_YELLOW;
        }
        if (flags4 & (RF4_BA_CHAO))
        {
-               set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_VIOLET;
        }
        if (a_ability_flags2 & (RF6_HAND_DOOM)) { vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
        if (a_ability_flags2 & (RF6_PSY_SPEAR))
        {
-               set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_YELLOW;
        }
        if (a_ability_flags1 & (RF5_DRAIN_MANA))
        {
-               set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_SLATE;
        }
        if (a_ability_flags1 & (RF5_MIND_BLAST))
        {
-               set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_RED;
        }
        if (a_ability_flags1 & (RF5_BRAIN_SMASH))
        {
-               set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_RED;
        }
        if (a_ability_flags1 & (RF5_CAUSE_1))
        {
-               set_damage(r_idx, (MS_CAUSE_1),
+               set_damage(player_ptr, r_idx, (MS_CAUSE_1),
                        _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_WHITE;
        }
        if (a_ability_flags1 & (RF5_CAUSE_2))
        {
-               set_damage(r_idx, (MS_CAUSE_2),
+               set_damage(player_ptr, r_idx, (MS_CAUSE_2),
                        _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_WHITE;
        }
        if (a_ability_flags1 & (RF5_CAUSE_3))
        {
-               set_damage(r_idx, (MS_CAUSE_3),
+               set_damage(player_ptr, r_idx, (MS_CAUSE_3),
                        _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_WHITE;
        }
        if (a_ability_flags1 & (RF5_CAUSE_4))
        {
-               set_damage(r_idx, (MS_CAUSE_4),
+               set_damage(player_ptr, r_idx, (MS_CAUSE_4),
                        _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_WHITE;
        }
        if (a_ability_flags1 & (RF5_BO_ACID))
        {
-               set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_GREEN;
        }
        if (a_ability_flags1 & (RF5_BO_ELEC))
        {
-               set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_BLUE;
        }
        if (a_ability_flags1 & (RF5_BO_FIRE))
        {
-               set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_RED;
        }
        if (a_ability_flags1 & (RF5_BO_COLD))
        {
-               set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_WHITE;
        }
        if (a_ability_flags1 & (RF5_BO_NETH))
        {
-               set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_DARK;
        }
        if (a_ability_flags1 & (RF5_BO_WATE))
        {
-               set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_BLUE;
        }
        if (a_ability_flags1 & (RF5_BO_MANA))
        {
-               set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_BLUE;
        }
        if (a_ability_flags1 & (RF5_BO_PLAS))
        {
-               set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_L_RED;
        }
        if (a_ability_flags1 & (RF5_BO_ICEE))
        {
-               set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_WHITE;
        }
        if (a_ability_flags1 & (RF5_MISSILE))
        {
-               set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
+               set_damage(player_ptr, r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
                vp[vn] = tmp_msg[vn];
                color[vn++] = TERM_SLATE;
        }
@@ -1213,7 +1213,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
 
        if (a_ability_flags2 & (RF6_DARKNESS))
        {
-               if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
+               if ((player_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
                {
                        vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
                }
@@ -2072,7 +2072,7 @@ void roff_top(MONRACE_IDX r_idx)
  * @param mode 表示オプション
  * @return なし
  */
-void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
+void screen_roff(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
 {
        msg_erase();
 
@@ -2082,7 +2082,7 @@ void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
        hook_c_roff = c_roff;
 
        /* Recall monster */
-       roff_aux(r_idx, mode);
+       roff_aux(player_ptr, r_idx, mode);
 
        /* Describe monster */
        roff_top(r_idx);
@@ -2097,8 +2097,9 @@ void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
  * @param r_idx モンスターの種族ID
  * @return なし
  */
-void display_roff(MONRACE_IDX r_idx)
+void display_roff(player_type *player_ptr)
 {
+       MONRACE_IDX r_idx = player_ptr->monster_race_idx;
        int y;
 
        /* Erase the window */
@@ -2114,7 +2115,7 @@ void display_roff(MONRACE_IDX r_idx)
        hook_c_roff = c_roff;
 
        /* Recall monster */
-       roff_aux(r_idx, 0);
+       roff_aux(player_ptr, r_idx, 0);
 
        /* Describe monster */
        roff_top(r_idx);
@@ -2128,12 +2129,12 @@ void display_roff(MONRACE_IDX r_idx)
  * @param roff_func 出力処理を行う関数ポインタ
  * @return なし
  */
-void output_monster_spoiler(MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
+void output_monster_spoiler(player_type *player_ptr, MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
 {
        hook_c_roff = roff_func;
 
        /* Recall monster */
-       roff_aux(r_idx, 0x03);
+       roff_aux(player_ptr, r_idx, 0x03);
 }
 
 
@@ -2142,11 +2143,11 @@ void output_monster_spoiler(MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr,
  * @brief プレイヤーの現在の広域マップ座標から得た地勢を元にモンスターの生成条件関数を返す
  * @return 地勢にあったモンスターの生成条件関数
  */
-monsterrace_hook_type get_monster_hook(void)
+monsterrace_hook_type get_monster_hook(player_type *player_ptr)
 {
-       if (!p_ptr->current_floor_ptr->dun_level && !p_ptr->current_floor_ptr->inside_quest)
+       if (!player_ptr->current_floor_ptr->dun_level && !player_ptr->current_floor_ptr->inside_quest)
        {
-               switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
+               switch (wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].terrain)
                {
                case TERRAIN_TOWN:
                        return (monsterrace_hook_type)mon_hook_town;
@@ -2181,9 +2182,9 @@ monsterrace_hook_type get_monster_hook(void)
  * @brief 指定された広域マップ座標の地勢を元にモンスターの生成条件関数を返す
  * @return 地勢にあったモンスターの生成条件関数
  */
-monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
+monsterrace_hook_type get_monster_hook2(player_type *player_ptr, POSITION y, POSITION x)
 {
-       feature_type *f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[y][x].feat];
+       feature_type *f_ptr = &f_info[player_ptr->current_floor_ptr->grid_array[y][x].feat];
 
        /* Set the monster list */
 
@@ -2224,12 +2225,13 @@ void set_friendly(monster_type *m_ptr)
 
 /*!
  * @brief モンスターをペットにする
+ * @param player_type プレーヤーへの参照ポインタ
  * @param m_ptr モンスター情報構造体の参照ポインタ
  * @return なし
  */
-void set_pet(monster_type *m_ptr)
+void set_pet(player_type *player_ptr, monster_type *m_ptr)
 {
-       check_quest_completion(p_ptr, m_ptr);
+       check_quest_completion(player_ptr, m_ptr);
 
        m_ptr->smart |= SM_PET;
        if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
@@ -2256,22 +2258,22 @@ void set_hostile(monster_type *m_ptr)
  * @param m_ptr モンスター情報構造体の参照ポインタ
  * @return なし
  */
-void anger_monster(monster_type *m_ptr)
+void anger_monster(player_type *player_ptr, monster_type *m_ptr)
 {
-       if (p_ptr->phase_out) return;
+       if (player_ptr->phase_out) return;
        if (is_friendly(m_ptr))
        {
                GAME_TEXT m_name[MAX_NLEN];
 
-               monster_desc(m_name, m_ptr, 0);
+               monster_desc(player_ptr, m_name, m_ptr, 0);
                msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
 
                set_hostile(m_ptr);
 
-               chg_virtue(p_ptr, V_INDIVIDUALISM, 1);
-               chg_virtue(p_ptr, V_HONOUR, -1);
-               chg_virtue(p_ptr, V_JUSTICE, -1);
-               chg_virtue(p_ptr, V_COMPASSION, -1);
+               chg_virtue(player_ptr, V_INDIVIDUALISM, 1);
+               chg_virtue(player_ptr, V_HONOUR, -1);
+               chg_virtue(player_ptr, V_JUSTICE, -1);
+               chg_virtue(player_ptr, V_COMPASSION, -1);
        }
 }
 
@@ -2526,7 +2528,7 @@ static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
  * it drops all of its objects, which may disappear in crowded rooms.
  * </pre>
  */
-void monster_death(MONSTER_IDX m_idx, bool drop_item)
+void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
 {
        int i, j;
        POSITION y, x;
@@ -2535,12 +2537,11 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        int dump_gold = 0;
        int number = 0;
 
-       // todo ここをplayer_type に差し替えれば少しは楽ができる
-       floor_type *floor_ptr = p_ptr->current_floor_ptr;
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
        monster_type *m_ptr = &floor_ptr->m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-       bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
+       bool visible = ((m_ptr->ml && !player_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
 
        u32b mo_mode = 0L;
 
@@ -2553,7 +2554,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        object_type *q_ptr;
 
        bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena
-               && !p_ptr->phase_out && !is_pet(m_ptr);
+               && !player_ptr->phase_out && !is_pet(m_ptr);
 
        /* The caster is dead? */
        if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0;
@@ -2561,7 +2562,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        /* Notice changes in view */
        if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
        {
-               p_ptr->update |= (PU_MON_LITE);
+               player_ptr->update |= (PU_MON_LITE);
        }
 
        y = m_ptr->fy;
@@ -2571,8 +2572,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        {
                GAME_TEXT m_name[MAX_NLEN];
 
-               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-               exe_write_diary(p_ptr, NIKKI_NAMED_PET, 3, m_name);
+               monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
+               exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
        }
 
        /* Let monsters explode! */
@@ -2586,25 +2587,25 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                        DICE_SID d_side = r_ptr->blow[i].d_side;
                        HIT_POINT damage = damroll(d_dice, d_side);
 
-                       project(p_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
+                       project(player_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
                        break;
                }
        }
 
        if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
        {
-               choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
+               choose_new_monster(player_ptr, m_idx, TRUE, MON_CHAMELEON);
                r_ptr = &r_info[m_ptr->r_idx];
        }
 
-       check_quest_completion(p_ptr, m_ptr);
+       check_quest_completion(player_ptr, m_ptr);
 
        /* Handle the possibility of player vanquishing arena combatant -KMW- */
        if (floor_ptr->inside_arena && !is_pet(m_ptr))
        {
-               p_ptr->exit_bldg = TRUE;
+               player_ptr->exit_bldg = TRUE;
 
-               if (p_ptr->arena_number > MAX_ARENA_MONS)
+               if (player_ptr->arena_number > MAX_ARENA_MONS)
                {
                        msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
                }
@@ -2613,31 +2614,31 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                        msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
                }
 
-               if (arena_info[p_ptr->arena_number].tval)
+               if (arena_info[player_ptr->arena_number].tval)
                {
                        q_ptr = &forge;
 
                        /* Prepare to make a prize */
-                       object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
-                       apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
-                       (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                       object_prep(q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
+                       apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                }
 
-               if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
-               p_ptr->arena_number++;
+               if (player_ptr->arena_number > MAX_ARENA_MONS) player_ptr->arena_number++;
+               player_ptr->arena_number++;
                if (record_arena)
                {
                        GAME_TEXT m_name[MAX_NLEN];
 
-                       monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
+                       monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
 
-                       exe_write_diary(p_ptr, NIKKI_ARENA, p_ptr->arena_number, m_name);
+                       exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
                }
        }
 
-       if (m_idx == p_ptr->riding)
+       if (m_idx == player_ptr->riding)
        {
-               if (rakuba(p_ptr, -1, FALSE))
+               if (rakuba(player_ptr, -1, FALSE))
                {
                        msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
                }
@@ -2646,7 +2647,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        /* Drop a dead corpse? */
        if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
                (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
-               !(floor_ptr->inside_arena || p_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
+               !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
        {
                /* Assume skeleton */
                bool corpse = FALSE;
@@ -2678,10 +2679,10 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                /* Prepare to make an object */
                object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
 
-               apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
+               apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
 
                q_ptr->pval = m_ptr->r_idx;
-               (void)drop_near(p_ptr, q_ptr, -1, y, x);
+               (void)drop_near(player_ptr, q_ptr, -1, y, x);
        }
 
        /* Drop objects being carried */
@@ -2694,7 +2695,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        {
        case MON_PINK_HORROR:
                /* Pink horrors are replaced with 2 Blue horrors */
-               if (!(floor_ptr->inside_arena || p_ptr->phase_out))
+               if (!(floor_ptr->inside_arena || player_ptr->phase_out))
                {
                        bool notice = FALSE;
 
@@ -2706,9 +2707,9 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                                if (pet) mode |= PM_FORCE_PET;
 
-                               if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
+                               if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
                                {
-                                       if (player_can_see_bold(p_ptr, wy, wx)) notice = TRUE;
+                                       if (player_can_see_bold(player_ptr, wy, wx)) notice = TRUE;
                                }
                        }
 
@@ -2725,8 +2726,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                        /* Prepare to make a Blade of Chaos */
                        object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
 
-                       apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
-                       (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                       apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                }
                break;
 
@@ -2743,8 +2744,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                get_obj_num_hook = kind_is_book;
 
                        /* Make a book */
-                       make_object(p_ptr, q_ptr, mo_mode);
-                       (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                       make_object(player_ptr, q_ptr, mo_mode);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                }
                break;
 
@@ -2753,7 +2754,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
                 * spawn another in the fallen one's place!
                 */
-               if (!floor_ptr->inside_arena && !p_ptr->phase_out)
+               if (!floor_ptr->inside_arena && !player_ptr->phase_out)
                {
                        if (!one_in_(7))
                        {
@@ -2763,7 +2764,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                                do
                                {
-                                       scatter(p_ptr, &wy, &wx, y, x, 20, 0);
+                                       scatter(player_ptr, &wy, &wx, y, x, 20, 0);
                                } while (!(in_bounds(floor_ptr, wy, wx) && cave_empty_bold2(floor_ptr, wy, wx)) && --attempts);
 
                                if (attempts > 0)
@@ -2771,9 +2772,9 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                        BIT_FLAGS mode = 0L;
                                        if (pet) mode |= PM_FORCE_PET;
 
-                                       if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
+                                       if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
                                        {
-                                               if (player_can_see_bold(p_ptr, wy, wx))
+                                               if (player_can_see_bold(player_ptr, wy, wx))
                                                        msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
                                        }
                                }
@@ -2785,7 +2786,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                /* One more ultra-hack: An Unmaker goes out with a big bang! */
        {
                BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-               (void)project(p_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
+               (void)project(player_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
        }
        break;
 
@@ -2793,7 +2794,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        case MON_MORGOTH:
        case MON_ONE_RING:
                /* Reward for "lazy" player */
-               if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
+               if (player_ptr->pseikaku == SEIKAKU_NAMAKE)
                {
                        ARTIFACT_IDX a_idx = 0;
                        artifact_type *a_ptr = NULL;
@@ -2818,12 +2819,12 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                a_ptr = &a_info[a_idx];
                        } while (a_ptr->cur_num);
 
-                       if (create_named_art(p_ptr, a_idx, y, x))
+                       if (create_named_art(player_ptr, a_idx, y, x))
                        {
                                a_ptr->cur_num = 1;
 
                                /* Hack -- Memorize location of artifact in saved floors */
-                               if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+                               if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
                        }
                        else if (!preserve_mode) a_ptr->cur_num = 1;
                }
@@ -2840,8 +2841,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                q_ptr->name1 = ART_GROND;
 
                /* Mega-Hack -- Actually create "Grond" */
-               apply_magic(p_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
-               (void)drop_near(p_ptr, q_ptr, -1, y, x);
+               apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
+               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                q_ptr = &forge;
 
                /* Mega-Hack -- Prepare to make "Chaos" */
@@ -2851,8 +2852,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                q_ptr->name1 = ART_CHAOS;
 
                /* Mega-Hack -- Actually create "Chaos" */
-               apply_magic(p_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
-               (void)drop_near(p_ptr, q_ptr, -1, y, x);
+               apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
+               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                break;
 
        case MON_B_DEATH_SWORD:
@@ -2862,7 +2863,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                        /* Prepare to make a broken sword */
                        object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-                       (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                }
                break;
 
@@ -2876,15 +2877,15 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                        /* Prepare to make a Can of Toys */
                        object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
 
-                       apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
-                       (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                       apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                }
                break;
 
        case MON_ROLENTO:
        {
                BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-               (void)project(p_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
+               (void)project(player_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
        }
        break;
 
@@ -2903,8 +2904,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                get_obj_num_hook = kind_is_cloak;
 
                                /* Make a cloak */
-                               make_object(p_ptr, q_ptr, mo_mode);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                               make_object(player_ptr, q_ptr, mo_mode);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
                        break;
 
@@ -2918,8 +2919,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                get_obj_num_hook = kind_is_polearm;
 
                                /* Make a poleweapon */
-                               make_object(p_ptr, q_ptr, mo_mode);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                               make_object(player_ptr, q_ptr, mo_mode);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
                        break;
 
@@ -2933,8 +2934,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                get_obj_num_hook = kind_is_armor;
 
                                /* Make a hard armor */
-                               make_object(p_ptr, q_ptr, mo_mode);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                               make_object(player_ptr, q_ptr, mo_mode);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
                        break;
 
@@ -2948,8 +2949,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                get_obj_num_hook = kind_is_hafted;
 
                                /* Make a hafted weapon */
-                               make_object(p_ptr, q_ptr, mo_mode);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                               make_object(player_ptr, q_ptr, mo_mode);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
                        break;
 
@@ -2963,8 +2964,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                get_obj_num_hook = kind_is_sword;
 
                                /* Make a sword */
-                               make_object(p_ptr, q_ptr, mo_mode);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                               make_object(player_ptr, q_ptr, mo_mode);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
                        break;
                }
@@ -2990,40 +2991,40 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                        if (!a_ptr->cur_num)
                        {
-                               if (create_named_art(p_ptr, a_idx, y, x))
+                               if (create_named_art(player_ptr, a_idx, y, x))
                                {
                                        a_ptr->cur_num = 1;
 
                                        /* Hack -- Memorize location of artifact in saved floors */
-                                       if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+                                       if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
                                }
                                else if (!preserve_mode) a_ptr->cur_num = 1;
                        }
                }
 
-               if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
+               if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[player_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
                {
-                       KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object
+                       KIND_OBJECT_IDX k_idx = d_info[player_ptr->dungeon_idx].final_object ? d_info[player_ptr->dungeon_idx].final_object
                                : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
 
-                       if (d_info[p_ptr->dungeon_idx].final_artifact)
+                       if (d_info[player_ptr->dungeon_idx].final_artifact)
                        {
-                               a_idx = d_info[p_ptr->dungeon_idx].final_artifact;
+                               a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
                                artifact_type *a_ptr = &a_info[a_idx];
 
                                if (!a_ptr->cur_num)
                                {
-                                       if (create_named_art(p_ptr, a_idx, y, x))
+                                       if (create_named_art(player_ptr, a_idx, y, x))
                                        {
                                                a_ptr->cur_num = 1;
 
                                                /* Hack -- Memorize location of artifact in saved floors */
-                                               if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+                                               if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
                                        }
                                        else if (!preserve_mode) a_ptr->cur_num = 1;
 
                                        /* Prevent rewarding both artifact and "default" object */
-                                       if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0;
+                                       if (!d_info[player_ptr->dungeon_idx].final_object) k_idx = 0;
                                }
                        }
 
@@ -3034,10 +3035,10 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                /* Prepare to make a reward */
                                object_prep(q_ptr, k_idx);
 
-                               apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
+                               apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
-                       msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[p_ptr->dungeon_idx].name);
+                       msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[player_ptr->dungeon_idx].name);
                }
        }
 
@@ -3052,7 +3053,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
                number = 0; /* Clones drop no stuff unless Cloning Pits */
 
-       if (is_pet(m_ptr) || p_ptr->phase_out || floor_ptr->inside_arena)
+       if (is_pet(m_ptr) || player_ptr->phase_out || floor_ptr->inside_arena)
                number = 0; /* Pets drop no stuff */
        if (!drop_item && (r_ptr->d_char != '$')) number = 0;
 
@@ -3078,11 +3079,11 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                }
                else
                {
-                       if (!make_object(p_ptr, q_ptr, mo_mode)) continue;
+                       if (!make_object(player_ptr, q_ptr, mo_mode)) continue;
                        dump_item++;
                }
 
-               (void)drop_near(p_ptr, q_ptr, -1, y, x);
+               (void)drop_near(player_ptr, q_ptr, -1, y, x);
        }
 
        /* Reset the object level */
@@ -3101,7 +3102,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
        /* Only process "Quest Monsters" */
        if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
-       if (p_ptr->phase_out) return;
+       if (player_ptr->phase_out) return;
 
        /* Winner? */
        if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
@@ -3110,13 +3111,13 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                current_world_ptr->total_winner = TRUE;
 
                /* Redraw the "title" */
-               p_ptr->redraw |= (PR_TITLE);
+               player_ptr->redraw |= (PR_TITLE);
 
                play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
 
-               exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
+               exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
 
-               admire_from_patron(p_ptr);
+               admire_from_patron(player_ptr);
 
                /* Congratulations */
                msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));