OSDN Git Service

[Refactor] #38997 monster_*() にplayer_type * 引数追加 / Added player_type * argument...
[hengband/hengband.git] / src / monster1.c
index e4eeb90..0daa60d 100644 (file)
@@ -39,9 +39,9 @@
 #include "english.h"
 
 
-/*
- * Pronoun arrays, by gender.
- */
+ /*
 * Pronoun arrays, by gender.
 */
 static concptr wd_he[3] =
 #ifdef JP
 { "それ", "彼", "彼女" };
@@ -66,26 +66,26 @@ static concptr wd_his[3] =
 
 
 
-/*!
- * @brief モンスターのAC情報を得ることができるかを返す / Determine if the "armor" is known
- * @param r_idx モンスターの種族ID
- * @return 敵のACを知る条件が満たされているならTRUEを返す
- * @details
- * The higher the level, the fewer kills needed.
- */
+ /*!
 * @brief モンスターのAC情報を得ることができるかを返す / Determine if the "armor" is known
 * @param r_idx モンスターの種族ID
 * @return 敵のACを知る条件が満たされているならTRUEを返す
 * @details
 * The higher the level, the fewer kills needed.
 */
 static bool know_armour(MONRACE_IDX r_idx)
 {
        monster_race *r_ptr = &r_info[r_idx];
        DEPTH level = r_ptr->level;
        MONSTER_NUMBER kills = r_ptr->r_tkills;
 
-    bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
+       bool known = (r_ptr->r_cast_spell == MAX_UCHAR) ? TRUE : FALSE;
 
-       if (cheat_know || known) return (TRUE);
-       if (kills > 304 / (4 + level)) return (TRUE);
-       if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
-       if (kills > 304 / (38 + (5 * level) / 4)) return (TRUE);
-       return (FALSE);
+       if (cheat_know || known) return TRUE;
+       if (kills > 304 / (4 + level)) return TRUE;
+       if (!(r_ptr->flags1 & RF1_UNIQUE)) return FALSE;
+       if (kills > 304 / (38 + (5 * level) / 4)) return TRUE;
+       return FALSE;
 }
 
 
@@ -114,20 +114,20 @@ static bool know_damage(MONRACE_IDX r_idx, int i)
 
        s32b d = d1 * d2;
 
-       if (d >= ((4+level)*MAX_UCHAR)/80) d = ((4+level)*MAX_UCHAR-1)/80;
-       if ((4 + level) * a > 80 * d) return (TRUE);
-       if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
-       if ((4 + level) * (2 * a) > 80 * d) return (TRUE);
+       if (d >= ((4 + level)*MAX_UCHAR) / 80) d = ((4 + level)*MAX_UCHAR - 1) / 80;
+       if ((4 + level) * a > 80 * d) return TRUE;
+       if (!(r_ptr->flags1 & RF1_UNIQUE)) return FALSE;
+       if ((4 + level) * (2 * a) > 80 * d) return TRUE;
 
        /* Assume false */
-       return (FALSE);
+       return FALSE;
 }
 
 
 /*
  * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
  */
-void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
+void(*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
 
 /*!
  * @brief モンスターの思い出メッセージをあらかじめ指定された関数ポインタに基づき出力する
@@ -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(SPELL_NUM, r_idx, BASE_DAM);
-       int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
-       int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
-       int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
-       int dice_div = monspell_race_damage(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;
@@ -268,9 +268,9 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        flags7 = (r_ptr->flags7 & r_ptr->flags7);
        flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
 
-       for(n = 0; n < A_MAX; n++)
+       for (n = 0; n < A_MAX; n++)
        {
-               if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
+               if (r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
        }
 
        /* cheat_know or research_mon() */
@@ -282,12 +282,12 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        {
                /* Hack -- maximal drops */
                drop_gold = drop_item =
-               (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
-                ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
-                ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
-                ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
-                ((r_ptr->flags1 & RF1_DROP_90)  ? 1 : 0) +
-                ((r_ptr->flags1 & RF1_DROP_60)  ? 1 : 0));
+                       (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
+                       ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
+                               ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
+                               ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
+                               ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
+                               ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
 
                /* Hack -- but only "valid" drops */
                if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
@@ -350,112 +350,112 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        }
        else
 
-       /* Treat uniques differently */
-       if (flags1 & RF1_UNIQUE)
-       {
-               /* Hack -- Determine if the unique is "dead" */
-               bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
-
-               /* We've been killed... */
-               if (r_ptr->r_deaths)
+               /* Treat uniques differently */
+               if (flags1 & RF1_UNIQUE)
                {
-                       /* Killed ancestors */
-                       hooked_roff(format(_("%^sはあなたの先祖を %d 人葬っている", "%^s has slain %d of your ancestors"),
-                                          wd_he[msex], r_ptr->r_deaths));
+                       /* Hack -- Determine if the unique is "dead" */
+                       bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
 
-                       /* But we've also killed it */
-                       if (dead)
+                       /* We've been killed... */
+                       if (r_ptr->r_deaths)
                        {
-                               hooked_roff(format(
-                                       _("が、すでに仇討ちは果たしている!", 
-                                        (", but you have avenged %s!  ", plural(r_ptr->r_deaths, "him", "them")))));
+                               /* Killed ancestors */
+                               hooked_roff(format(_("%^sはあなたの先祖を %d 人葬っている", "%^s has slain %d of your ancestors"),
+                                       wd_he[msex], r_ptr->r_deaths));
+
+                               /* But we've also killed it */
+                               if (dead)
+                               {
+                                       hooked_roff(
+                                               _(format("が、すでに仇討ちは果たしている!"),
+                                                       format(", but you have avenged %s!  ", plural(r_ptr->r_deaths, "him", "them"))));
+                               }
+
+                               /* Unavenged (ever) */
+                               else
+                               {
+                                       hooked_roff(
+                                               _(format("のに、まだ仇討ちを果たしていない。"),
+                                                       format(", who %s unavenged.  ", plural(r_ptr->r_deaths, "remains", "remain"))));
+                               }
+
+                               /* Start a new line */
+                               hooked_roff("\n");
                        }
 
-                       /* Unavenged (ever) */
-                       else
+                       /* Dead unique who never hurt us */
+                       else if (dead)
                        {
-                               hooked_roff(format(
-                                       _("のに、まだ仇討ちを果たしていない。", 
-                                        (", who %s unavenged.  ", plural(r_ptr->r_deaths, "remains", "remain")))));
-                       }
+                               hooked_roff(_("あなたはこの仇敵をすでに葬り去っている。", "You have slain this foe.  "));
 
-                       /* Start a new line */
-                       hooked_roff("\n");
+                               /* Start a new line */
+                               hooked_roff("\n");
+                       }
                }
 
-               /* Dead unique who never hurt us */
-               else if (dead)
+       /* Not unique, but killed us */
+               else if (r_ptr->r_deaths)
                {
-                       hooked_roff(_("あなたはこの仇敵をすでに葬り去っている。", "You have slain this foe.  "));
+                       /* Dead ancestors */
+                       hooked_roff(
+                               _(format("このモンスターはあなたの先祖を %d 人葬っている", r_ptr->r_deaths),
+                                       format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
 
-                       /* Start a new line */
-                       hooked_roff("\n");
-               }
-       }
+                       /* Some kills this life */
+                       if (r_ptr->r_pkills)
+                       {
+                               hooked_roff(format(
+                                       _("が、あなたはこのモンスターを少なくとも %d 体は倒している。",
+                                               "and you have exterminated at least %d of the creatures.  "), r_ptr->r_pkills));
+                       }
 
-       /* Not unique, but killed us */
-       else if (r_ptr->r_deaths)
-       {
-               /* Dead ancestors */
-               hooked_roff(
-                       _(format("このモンスターはあなたの先祖を %d 人葬っている", r_ptr->r_deaths),
-                         format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
+                       /* Some kills past lives */
+                       else if (r_ptr->r_tkills)
+                       {
+                               hooked_roff(format(
+                                       _("が、あなたの先祖はこのモンスターを少なくとも %d 体は倒している。",
+                                               "and your ancestors have exterminated at least %d of the creatures.  "), r_ptr->r_tkills));
+                       }
 
-               /* Some kills this life */
-               if (r_ptr->r_pkills)
-               {
-                       hooked_roff(format(
-                               _("が、あなたはこのモンスターを少なくとも %d 体は倒している。", 
-                                "and you have exterminated at least %d of the creatures.  "), r_ptr->r_pkills));
-               }
+                       /* No kills */
+                       else
+                       {
+                               hooked_roff(format(
+                                       _("が、まだ%sを倒したことはない。",
+                                               "and %s is not ever known to have been defeated.  "), wd_he[msex]));
+                       }
 
-               /* Some kills past lives */
-               else if (r_ptr->r_tkills)
-               {
-                       hooked_roff(format(
-                               _("が、あなたの先祖はこのモンスターを少なくとも %d 体は倒している。", 
-                                 "and your ancestors have exterminated at least %d of the creatures.  "), r_ptr->r_tkills));
+                       /* Start a new line */
+                       hooked_roff("\n");
                }
-
-               /* No kills */
                else
                {
-                       hooked_roff(format(
-                               _("が、まだ%sを倒したことはない。", 
-                                 "and %s is not ever known to have been defeated.  "), wd_he[msex]));
-               }
+                       /* Killed some this life */
+                       if (r_ptr->r_pkills)
+                       {
+                               hooked_roff(format(
+                                       _("あなたはこのモンスターを少なくとも %d 体は殺している。",
+                                               "You have killed at least %d of these creatures.  "), r_ptr->r_pkills));
+                       }
 
-               /* Start a new line */
-               hooked_roff("\n");
-       }
-       else
-       {
-               /* Killed some this life */
-               if (r_ptr->r_pkills)
-               {
-                       hooked_roff(format(
-                               _("あなたはこのモンスターを少なくとも %d 体は殺している。",
-                                 "You have killed at least %d of these creatures.  "), r_ptr->r_pkills));
-               }
+                       /* Killed some last life */
+                       else if (r_ptr->r_tkills)
+                       {
+                               hooked_roff(format(
+                                       _("あなたの先祖はこのモンスターを少なくとも %d 体は殺している。",
+                                               "Your ancestors have killed at least %d of these creatures.  "), r_ptr->r_tkills));
+                       }
 
-               /* Killed some last life */
-               else if (r_ptr->r_tkills)
-               {
-                       hooked_roff(format(
-                               _("あなたの先祖はこのモンスターを少なくとも %d 体は殺している。", 
-                                 "Your ancestors have killed at least %d of these creatures.  "), r_ptr->r_tkills));
-               }
+                       /* Killed none */
+                       else
+                       {
+                               hooked_roff(_("このモンスターを倒したことはない。", "No battles to the death are recalled.  "));
+                       }
 
-               /* Killed none */
-               else
-               {
-                       hooked_roff(_("このモンスターを倒したことはない。", "No battles to the death are recalled.  "));
+                       /* Start a new line */
+                       hooked_roff("\n");
                }
 
-               /* Start a new line */
-               hooked_roff("\n");
-       }
-
        /* Descriptions */
        {
                concptr tmp = r_text + r_ptr->text;
@@ -493,13 +493,13 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                {
                        hooked_roff(format(
                                _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
-                                 wd_he[msex], r_ptr->level * 50));
+                               wd_he[msex], r_ptr->level * 50));
                }
                else
                {
                        hooked_roff(format(
                                _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
-                                 wd_he[msex], r_ptr->level));
+                               wd_he[msex], r_ptr->level));
                }
                old = TRUE;
        }
@@ -523,7 +523,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                        hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
                        old = TRUE;
                }
-#ifndef JP
+#ifdef JP
+#else
                hooked_roff("moves");
 #endif
 
@@ -629,7 +630,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
 
                if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
                {
-               /* Describe the "race" */
+                       /* Describe the "race" */
                        if (flags3 & RF3_DRAGON)   hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
                        if (flags3 & RF3_DEMON)    hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
                        if (flags3 & RF3_GIANT)    hook_c_roff(TERM_L_UMBER, _("巨人", " giant"));
@@ -652,37 +653,37 @@ 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 */
-                       hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
-                               (long)i, (long)j, ((i == 1) && (j == 0)) ? "" : "s" , p_ptr->lev));
+                       hooked_roff(format(" is worth about %ld.%02ld point%s",
+                               (long)i, (long)j, ((i == 1) && (j == 0)) ? "" : "s"));
 
                        /* 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 */
                        hooked_roff(format(" for a%s %lu%s level character.  ",
-                                   q, (long)i, p));
+                               q, (long)i, p));
 #endif
 
                }
@@ -733,22 +734,23 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                hooked_roff(format(
                        _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts.  "), wd_he[msex]));
 
-               if(reinforce)
+               if (reinforce)
                {
                        hooked_roff(_("護衛の構成は", "These escorts"));
-                       if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
+                       if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
                        {
                                hooked_roff(_("少なくとも", " at the least"));
                        }
-#ifndef JP
+#ifdef JP
+#else
                        hooked_roff(" contain ");
 #endif                 
-                       for(n = 0; n < A_MAX; n++)
+                       for (n = 0; n < A_MAX; n++)
                        {
-                               if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
+                               if (r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
                                {
                                        monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
-                                       if(rf_ptr->flags1 & RF1_UNIQUE)
+                                       if (rf_ptr->flags1 & RF1_UNIQUE)
                                        {
                                                hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
                                        }
@@ -760,7 +762,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                                                bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
                                                GAME_TEXT name[MAX_NLEN];
                                                strcpy(name, r_name + rf_ptr->name);
-                                               if(plural) plural_aux(name);
+                                               if (plural) plural_aux(name);
                                                hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
 #endif
                                        }
@@ -779,14 +781,14 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
 
        /* Collect inate attacks */
        vn = 0;
-       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]);
-        vp[vn] = tmp_msg[vn];
-        color[vn++] = TERM_UMBER; 
-    }
-    
+       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(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;
+       }
+
        if (flags4 & RF4_SHOOT)
        {
                for (r = 0, m = 0; m < 4; m++)
@@ -800,7 +802,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                                vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
                                break;
                        }
-               }               
+               }
        }
        if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
 
@@ -844,133 +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;
        }
@@ -989,10 +991,10 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                {
                        /* Intro */
 #ifdef JP
-                       if ( n != 0 ) hooked_roff("や");
+                       if (n != 0) hooked_roff("や");
 #else
                        if (n == 0) hooked_roff(" may breathe ");
-                       else if (n < vn-1) hooked_roff(", ");
+                       else if (n < vn - 1) hooked_roff(", ");
                        else hooked_roff(" or ");
 #endif
 
@@ -1010,208 +1012,208 @@ 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;
        }
-       if (a_ability_flags1 & (RF5_SCARE))           { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
-       if (a_ability_flags1 & (RF5_BLIND))           { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
-       if (a_ability_flags1 & (RF5_CONF))            { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
-       if (a_ability_flags1 & (RF5_SLOW))            { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
-       if (a_ability_flags1 & (RF5_HOLD))            { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
-       if (a_ability_flags2 & (RF6_HASTE))           { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
-       if (a_ability_flags2 & (RF6_HEAL))            { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
-       if (a_ability_flags2 & (RF6_INVULNER))        { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
-       if (flags4 & RF4_DISPEL)            { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
-       if (a_ability_flags2 & (RF6_BLINK))           { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
-       if (a_ability_flags2 & (RF6_TPORT))           { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
-       if (a_ability_flags2 & (RF6_WORLD))           { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
-       if (a_ability_flags2 & (RF6_TELE_TO))         { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
-       if (a_ability_flags2 & (RF6_TELE_AWAY))       { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
-       if (a_ability_flags2 & (RF6_TELE_LEVEL))      { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
+       if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
+       if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
+       if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
+       if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
+       if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
+       if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
+       if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
+       if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
+       if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
+       if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
+       if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
+       if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
+       if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
+       if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
+       if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
 
        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;
                }
@@ -1221,25 +1223,25 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                }
        }
 
-       if (a_ability_flags2 & (RF6_TRAPS))           { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
-       if (a_ability_flags2 & (RF6_FORGET))          { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
-       if (a_ability_flags2 & (RF6_RAISE_DEAD))      { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
-       if (a_ability_flags2 & (RF6_S_MONSTER))       { vp[vn] = _("モンスター一体召喚", "summon a monster"); color[vn++] = TERM_SLATE; }
-       if (a_ability_flags2 & (RF6_S_MONSTERS))      { vp[vn] = _("モンスター複数召喚", "summon monsters"); color[vn++] = TERM_L_WHITE; }
-       if (a_ability_flags2 & (RF6_S_KIN))           { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
-       if (a_ability_flags2 & (RF6_S_ANT))           { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
-       if (a_ability_flags2 & (RF6_S_SPIDER))        { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
-       if (a_ability_flags2 & (RF6_S_HOUND))         { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
-       if (a_ability_flags2 & (RF6_S_HYDRA))         { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
-       if (a_ability_flags2 & (RF6_S_ANGEL))         { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
-       if (a_ability_flags2 & (RF6_S_DEMON))         { vp[vn] = _("デーモン一体召喚", "summon a demon"); color[vn++] = TERM_L_RED; }
-       if (a_ability_flags2 & (RF6_S_UNDEAD))        { vp[vn] = _("アンデッド一体召喚", "summon an undead"); color[vn++] = TERM_L_DARK; }
-       if (a_ability_flags2 & (RF6_S_DRAGON))        { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
-       if (a_ability_flags2 & (RF6_S_HI_UNDEAD))     { vp[vn] = _("強力なアンデッド召喚", "summon Greater Undead"); color[vn++] = TERM_L_DARK; }
-       if (a_ability_flags2 & (RF6_S_HI_DRAGON))     { vp[vn] = _("古代ドラゴン召喚", "summon Ancient Dragons"); color[vn++] = TERM_ORANGE; }  
-       if (a_ability_flags2 & (RF6_S_CYBER))         { vp[vn] = _("サイバーデーモン召喚", "summon Cyberdemons"); color[vn++] = TERM_UMBER; }
-       if (a_ability_flags2 & (RF6_S_AMBERITES))     { vp[vn] = _("アンバーの王族召喚", "summon Lords of Amber"); color[vn++] = TERM_VIOLET; }
-       if (a_ability_flags2 & (RF6_S_UNIQUE))        { vp[vn] = _("ユニーク・モンスター召喚", "summon Unique Monsters"); color[vn++] = TERM_VIOLET; }
+       if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
+       if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
+       if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
+       if (a_ability_flags2 & (RF6_S_MONSTER)) { vp[vn] = _("モンスター一体召喚", "summon a monster"); color[vn++] = TERM_SLATE; }
+       if (a_ability_flags2 & (RF6_S_MONSTERS)) { vp[vn] = _("モンスター複数召喚", "summon monsters"); color[vn++] = TERM_L_WHITE; }
+       if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
+       if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
+       if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
+       if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
+       if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
+       if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
+       if (a_ability_flags2 & (RF6_S_DEMON)) { vp[vn] = _("デーモン一体召喚", "summon a demon"); color[vn++] = TERM_L_RED; }
+       if (a_ability_flags2 & (RF6_S_UNDEAD)) { vp[vn] = _("アンデッド一体召喚", "summon an undead"); color[vn++] = TERM_L_DARK; }
+       if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
+       if (a_ability_flags2 & (RF6_S_HI_UNDEAD)) { vp[vn] = _("強力なアンデッド召喚", "summon Greater Undead"); color[vn++] = TERM_L_DARK; }
+       if (a_ability_flags2 & (RF6_S_HI_DRAGON)) { vp[vn] = _("古代ドラゴン召喚", "summon Ancient Dragons"); color[vn++] = TERM_ORANGE; }
+       if (a_ability_flags2 & (RF6_S_CYBER)) { vp[vn] = _("サイバーデーモン召喚", "summon Cyberdemons"); color[vn++] = TERM_UMBER; }
+       if (a_ability_flags2 & (RF6_S_AMBERITES)) { vp[vn] = _("アンバーの王族召喚", "summon Lords of Amber"); color[vn++] = TERM_VIOLET; }
+       if (a_ability_flags2 & (RF6_S_UNIQUE)) { vp[vn] = _("ユニーク・モンスター召喚", "summon Unique Monsters"); color[vn++] = TERM_VIOLET; }
 
 
        /* Describe spells */
@@ -1278,10 +1280,10 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                {
                        /* Intro */
 #ifdef JP
-                       if ( n != 0 ) hooked_roff("、");
+                       if (n != 0) hooked_roff("、");
 #else
                        if (n == 0) hooked_roff(" which ");
-                       else if (n < vn-1) hooked_roff(", ");
+                       else if (n < vn - 1) hooked_roff(", ");
                        else hooked_roff(" or ");
 #endif
 
@@ -1324,12 +1326,12 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        }
 
        /* Describe monster "toughness" */
-    if (know_everything || know_armour(r_idx))
+       if (know_everything || know_armour(r_idx))
        {
                /* Armor */
                hooked_roff(format(
                        _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
-                           wd_he[msex], r_ptr->ac));
+                       wd_he[msex], r_ptr->ac));
 
                /* Maximized hitpoints */
                if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
@@ -1337,7 +1339,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                        u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
                        hooked_roff(format(
                                _(" %d の体力がある。", " and a life rating of %d.  "),
-                                   (s16b)MIN(30000, hp)));
+                               (s16b)MIN(30000, hp)));
                }
 
                /* Variable hitpoints */
@@ -1345,7 +1347,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                {
                        hooked_roff(format(
                                _(" %dd%d の体力がある。", " and a life rating of %dd%d.  "),
-                                   r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
+                               r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
                }
        }
 
@@ -1357,8 +1359,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        if (flags7 & (RF7_HAS_DARK_1 | RF7_HAS_DARK_2)) { vp[vn] = _("ダンジョンを暗くする", "darken the dungeon");   color[vn++] = TERM_L_DARK; }
        if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
        if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
-       if (flags7 & RF7_CAN_FLY)  { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
-       if (flags7 & RF7_CAN_SWIM)   { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
+       if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
+       if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
        if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
        if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
        if (flags2 & RF2_MOVE_BODY) { vp[vn] = _("弱いモンスターを押しのける", "push past weaker monsters"); color[vn++] = TERM_WHITE; }
@@ -1400,7 +1402,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                hooked_roff(_("ことができる。", ".  "));
 
        }
-       
+
        /* Aquatic */
        if (flags7 & RF7_AQUATIC)
        {
@@ -1465,10 +1467,10 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                {
                        /* Intro */
 #ifdef JP
-                       if ( n != 0 ) hooked_roff("や");
+                       if (n != 0) hooked_roff("や");
 #else
                        if (n == 0) hooked_roff(" is hurt by ");
-                       else if (n < vn-1) hooked_roff(", ");
+                       else if (n < vn - 1) hooked_roff(", ");
                        else hooked_roff(" and ");
 #endif
 
@@ -1520,10 +1522,10 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                {
                        /* Intro */
 #ifdef JP
-                       if ( n != 0 ) hooked_roff("と");
+                       if (n != 0) hooked_roff("と");
 #else
                        if (n == 0) hooked_roff(" resists ");
-                       else if (n < vn-1) hooked_roff(", ");
+                       else if (n < vn - 1) hooked_roff(", ");
                        else hooked_roff(" and ");
 #endif
 
@@ -1542,10 +1544,11 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                if (r_ptr->next_r_idx)
                {
                        hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
-                       hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
-                       hooked_roff(format(
-                               _(("に進化する。"), 
-                                 (" when %s gets enugh experience.  ", wd_he[msex]))));
+                       hook_c_roff(TERM_YELLOW, format("%s", r_name + r_info[r_ptr->next_r_idx].name));
+
+                       hooked_roff(
+                               _(format("に進化する。"),
+                                       format(" when %s gets enough experience.  ", wd_he[msex])));
                }
                else if (!(r_ptr->flags1 & RF1_UNIQUE))
                {
@@ -1555,9 +1558,9 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
 
        /* Collect non-effects */
        vn = 0;
-       if (flags3 & RF3_NO_STUN)  { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
-       if (flags3 & RF3_NO_FEAR)  { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
-       if (flags3 & RF3_NO_CONF)  { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
+       if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
+       if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
+       if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
        if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
        if ((flagsr & RFR_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポートされない", "teleported"); color[vn++] = TERM_ORANGE; }
 
@@ -1573,7 +1576,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                {
                        /* Intro */
 #ifdef JP
-                       if ( n != 0 ) hooked_roff("し、");
+                       if (n != 0) hooked_roff("し、");
 #else
                        if (n == 0) hooked_roff(" cannot be ");
                        else if (n < vn - 1) hooked_roff(", ");
@@ -1592,8 +1595,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
 
        /* Do we know how aware it is? */
        if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
-                 (r_ptr->r_ignore == MAX_UCHAR) ||
-           (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
+               (r_ptr->r_ignore == MAX_UCHAR) ||
+               (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
        {
                concptr act;
 
@@ -1644,7 +1647,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
 
                hooked_roff(
                        _(format("%^sは侵入者%s、 %d フィート先から侵入者に気付くことがある。", wd_he[msex], act, 10 * r_ptr->aaf),
-                         format("%^s %s intruders, which %s may notice from %d feet.  ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
+                               format("%^s %s intruders, which %s may notice from %d feet.  ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
        }
 
 
@@ -1654,7 +1657,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                /* Intro */
                hooked_roff(format(
                        _("%^sは", "%^s may carry"), wd_he[msex]));
-#ifndef JP
+#ifdef JP
+#else
                /* No "n" needed */
                sin = FALSE;
 #endif
@@ -1667,7 +1671,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                if (n == 1)
                {
                        hooked_roff(_("一つの", " a"));
-#ifndef JP
+#ifdef JP
+#else
                        sin = TRUE;
 #endif
                }
@@ -1697,7 +1702,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                else if (flags1 & RF1_DROP_GOOD)
                {
                        p = _("上質な", " good");
-#ifndef JP
+#ifdef JP
+#else
                        sin = FALSE;
 #endif
                }
@@ -1712,7 +1718,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                if (drop_item)
                {
                        /* Handle singular "an" */
-#ifndef JP
+#ifdef JP
+#else
                        if (sin) hooked_roff("n");
                        sin = FALSE;
 #endif
@@ -1722,7 +1729,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                        hooked_roff(
                                _("アイテム", " object"));
 
-#ifndef JP
+#ifdef JP
+#else
                        if (n != 1) hooked_roff("s");
 #endif
 
@@ -1733,7 +1741,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                /* Treasures */
                if (drop_gold)
                {
-#ifndef JP
+#ifdef JP
+#else
                        /* Cancel prefix */
                        if (!p) sin = FALSE;
 
@@ -1745,7 +1754,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                        /* Dump "treasure(s)" */
                        if (p) hooked_roff(p);
                        hooked_roff(_("財宝", " treasure"));
-#ifndef JP
+#ifdef JP
+#else
                        if (n != 1) hooked_roff("s");
 #endif
 
@@ -1791,30 +1801,30 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                /* Acquire the method */
                switch (method)
                {
-                       case RBM_HIT:           p = _("殴る", "hit"); break;
-                       case RBM_TOUCH:         p = _("触る", "touch"); break;
-                       case RBM_PUNCH:         p = _("パンチする", "punch"); break;
-                       case RBM_KICK:          p = _("蹴る", "kick"); break;
-                       case RBM_CLAW:          p = _("ひっかく", "claw"); break;
-                       case RBM_BITE:          p = _("噛む", "bite"); break;
-                       case RBM_STING:         p = _("刺す", "sting"); break;
-                       case RBM_SLASH:         p = _("斬る", "slash"); break;
-                       case RBM_BUTT:          p = _("角で突く", "butt"); break;
-                       case RBM_CRUSH:         p = _("体当たりする", "crush"); break;
-                       case RBM_ENGULF:        p = _("飲み込む", "engulf"); break;
-                       case RBM_CHARGE:        p = _("請求書をよこす", "charge"); break;
-                       case RBM_CRAWL:         p = _("体の上を這い回る", "crawl on you"); break;
-                       case RBM_DROOL:         p = _("よだれをたらす", "drool on you"); break;
-                       case RBM_SPIT:          p = _("つばを吐く", "spit"); break;
-                       case RBM_EXPLODE:       p = _("爆発する", "explode"); break;
-                       case RBM_GAZE:          p = _("にらむ", "gaze"); break;
-                       case RBM_WAIL:          p = _("泣き叫ぶ", "wail"); break;
-                       case RBM_SPORE:         p = _("胞子を飛ばす", "release spores"); break;
-                       case RBM_XXX4:          break;
-                       case RBM_BEG:           p = _("金をせがむ", "beg"); break;
-                       case RBM_INSULT:        p = _("侮辱する", "insult"); break;
-                       case RBM_MOAN:          p = _("うめく", "moan"); break;
-                       case RBM_SHOW:          p = _("歌う", "sing"); break;
+               case RBM_HIT:           p = _("殴る", "hit"); break;
+               case RBM_TOUCH:         p = _("触る", "touch"); break;
+               case RBM_PUNCH:         p = _("パンチする", "punch"); break;
+               case RBM_KICK:          p = _("蹴る", "kick"); break;
+               case RBM_CLAW:          p = _("ひっかく", "claw"); break;
+               case RBM_BITE:          p = _("噛む", "bite"); break;
+               case RBM_STING:         p = _("刺す", "sting"); break;
+               case RBM_SLASH:         p = _("斬る", "slash"); break;
+               case RBM_BUTT:          p = _("角で突く", "butt"); break;
+               case RBM_CRUSH:         p = _("体当たりする", "crush"); break;
+               case RBM_ENGULF:        p = _("飲み込む", "engulf"); break;
+               case RBM_CHARGE:        p = _("請求書をよこす", "charge"); break;
+               case RBM_CRAWL:         p = _("体の上を這い回る", "crawl on you"); break;
+               case RBM_DROOL:         p = _("よだれをたらす", "drool on you"); break;
+               case RBM_SPIT:          p = _("つばを吐く", "spit"); break;
+               case RBM_EXPLODE:       p = _("爆発する", "explode"); break;
+               case RBM_GAZE:          p = _("にらむ", "gaze"); break;
+               case RBM_WAIL:          p = _("泣き叫ぶ", "wail"); break;
+               case RBM_SPORE:         p = _("胞子を飛ばす", "release spores"); break;
+               case RBM_XXX4:          break;
+               case RBM_BEG:           p = _("金をせがむ", "beg"); break;
+               case RBM_INSULT:        p = _("侮辱する", "insult"); break;
+               case RBM_MOAN:          p = _("うめく", "moan"); break;
+               case RBM_SHOW:          p = _("歌う", "sing"); break;
                }
 
 
@@ -1824,64 +1834,64 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                /* Acquire the effect */
                switch (effect)
                {
-                       case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
-                       case RBE_HURT:          q = _("攻撃する", "attack"); break;
-                       case RBE_POISON:        q = _("毒をくらわす", "poison"); break;
-                       case RBE_UN_BONUS:      q = _("劣化させる", "disenchant"); break;
-                       case RBE_UN_POWER:      q = _("充填魔力を吸収する", "drain charges"); break;
-                       case RBE_EAT_GOLD:      q = _("金を盗む", "steal gold"); break;
-                       case RBE_EAT_ITEM:      q = _("アイテムを盗む", "steal items"); break;
-                       case RBE_EAT_FOOD:      q = _("あなたの食料を食べる", "eat your food"); break;
-                       case RBE_EAT_LITE:      q = _("明かりを吸収する", "absorb light"); break;
-                       case RBE_ACID:          q = _("酸を飛ばす", "shoot acid"); break;
-                       case RBE_ELEC:          q = _("感電させる", "electrocute"); break;
-                       case RBE_FIRE:          q = _("燃やす", "burn"); break;
-                       case RBE_COLD:          q = _("凍らせる", "freeze"); break;
-                       case RBE_BLIND:         q = _("盲目にする", "blind"); break;
-                       case RBE_CONFUSE:       q = _("混乱させる", "confuse"); break;
-                       case RBE_TERRIFY:       q = _("恐怖させる", "terrify"); break;
-                       case RBE_PARALYZE:      q = _("麻痺させる", "paralyze"); break;
-                       case RBE_LOSE_STR:      q = _("腕力を減少させる", "reduce strength"); break;
-                       case RBE_LOSE_INT:      q = _("知能を減少させる", "reduce intelligence"); break;
-                       case RBE_LOSE_WIS:      q = _("賢さを減少させる", "reduce wisdom"); break;
-                       case RBE_LOSE_DEX:      q = _("器用さを減少させる", "reduce dexterity"); break;
-                       case RBE_LOSE_CON:      q = _("耐久力を減少させる", "reduce constitution"); break;
-                       case RBE_LOSE_CHR:      q = _("魅力を減少させる", "reduce charisma"); break;
-                       case RBE_LOSE_ALL:      q = _("全ステータスを減少させる", "reduce all stats"); break;
-                       case RBE_SHATTER:       q = _("粉砕する", "shatter"); break;
-                       case RBE_EXP_10:        q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
-                       case RBE_EXP_20:        q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
-                       case RBE_EXP_40:        q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
-                       case RBE_EXP_80:        q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
-                       case RBE_DISEASE:       q = _("病気にする", "disease"); break;
-                       case RBE_TIME:      q = _("時間を逆戻りさせる", "time"); break;
-                       case RBE_DR_LIFE:   q = _("生命力を吸収する", "drain life"); break;
-                       case RBE_DR_MANA:   q = _("魔力を奪う", "drain mana force"); break;
-                       case RBE_INERTIA:   q = _("減速させる", "slow"); break;
-                       case RBE_STUN:      q = _("朦朧とさせる", "stun"); break;
+               case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
+               case RBE_HURT:          q = _("攻撃する", "attack"); break;
+               case RBE_POISON:        q = _("毒をくらわす", "poison"); break;
+               case RBE_UN_BONUS:      q = _("劣化させる", "disenchant"); break;
+               case RBE_UN_POWER:      q = _("充填魔力を吸収する", "drain charges"); break;
+               case RBE_EAT_GOLD:      q = _("金を盗む", "steal gold"); break;
+               case RBE_EAT_ITEM:      q = _("アイテムを盗む", "steal items"); break;
+               case RBE_EAT_FOOD:      q = _("あなたの食料を食べる", "eat your food"); break;
+               case RBE_EAT_LITE:      q = _("明かりを吸収する", "absorb light"); break;
+               case RBE_ACID:          q = _("酸を飛ばす", "shoot acid"); break;
+               case RBE_ELEC:          q = _("感電させる", "electrocute"); break;
+               case RBE_FIRE:          q = _("燃やす", "burn"); break;
+               case RBE_COLD:          q = _("凍らせる", "freeze"); break;
+               case RBE_BLIND:         q = _("盲目にする", "blind"); break;
+               case RBE_CONFUSE:       q = _("混乱させる", "confuse"); break;
+               case RBE_TERRIFY:       q = _("恐怖させる", "terrify"); break;
+               case RBE_PARALYZE:      q = _("麻痺させる", "paralyze"); break;
+               case RBE_LOSE_STR:      q = _("腕力を減少させる", "reduce strength"); break;
+               case RBE_LOSE_INT:      q = _("知能を減少させる", "reduce intelligence"); break;
+               case RBE_LOSE_WIS:      q = _("賢さを減少させる", "reduce wisdom"); break;
+               case RBE_LOSE_DEX:      q = _("器用さを減少させる", "reduce dexterity"); break;
+               case RBE_LOSE_CON:      q = _("耐久力を減少させる", "reduce constitution"); break;
+               case RBE_LOSE_CHR:      q = _("魅力を減少させる", "reduce charisma"); break;
+               case RBE_LOSE_ALL:      q = _("全ステータスを減少させる", "reduce all stats"); break;
+               case RBE_SHATTER:       q = _("粉砕する", "shatter"); break;
+               case RBE_EXP_10:        q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
+               case RBE_EXP_20:        q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
+               case RBE_EXP_40:        q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
+               case RBE_EXP_80:        q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
+               case RBE_DISEASE:       q = _("病気にする", "disease"); break;
+               case RBE_TIME:      q = _("時間を逆戻りさせる", "time"); break;
+               case RBE_DR_LIFE:   q = _("生命力を吸収する", "drain life"); break;
+               case RBE_DR_MANA:   q = _("魔力を奪う", "drain mana force"); break;
+               case RBE_INERTIA:   q = _("減速させる", "slow"); break;
+               case RBE_STUN:      q = _("朦朧とさせる", "stun"); break;
                }
 
 
 #ifdef JP
-               if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
+               if (r == 0) hooked_roff(format("%^sは", wd_he[msex]));
 
                /***若干表現を変更 ita ***/
 
                        /* Describe damage (if known) */
                if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
-                 {
-                   
-                   /* Display the damage */
-                   hooked_roff(format(" %dd%d ", d1, d2));
-                   hooked_roff("のダメージで");
-                 }
+               {
+
+                       /* Display the damage */
+                       hooked_roff(format(" %dd%d ", d1, d2));
+                       hooked_roff("のダメージで");
+               }
                /* Hack -- force a method */
                if (!p) p = "何か奇妙なことをする";
 
                /* Describe the method */
                /* XXしてYYし/XXしてYYする/XXし/XXする */
-               if(q) jverb( p ,jverb_buf, JVERB_TO);
-               else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
+               if (q) jverb(p, jverb_buf, JVERB_TO);
+               else if (r != n - 1) jverb(p, jverb_buf, JVERB_AND);
                else strcpy(jverb_buf, p);
 
                hooked_roff(jverb_buf);
@@ -1889,18 +1899,18 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                /* Describe the effect (if any) */
                if (q)
                {
-                 if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
-                 else strcpy(jverb_buf,q); 
-                 hooked_roff(jverb_buf);
+                       if (r != n - 1) jverb(q, jverb_buf, JVERB_AND);
+                       else strcpy(jverb_buf, q);
+                       hooked_roff(jverb_buf);
                }
-               if(r!=n-1) hooked_roff("、");
+               if (r != n - 1) hooked_roff("、");
 #else
                /* Introduce the attack description */
                if (!r)
                {
                        hooked_roff(format("%^s can ", wd_he[msex]));
                }
-               else if (r < n-1)
+               else if (r < n - 1)
                {
                        hooked_roff(", ");
                }
@@ -1951,7 +1961,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        {
                hooked_roff(format(
                        _("%^sは物理的な攻撃方法を持たない。",
-                         "%^s has no physical attacks.  "), wd_he[msex]));
+                               "%^s has no physical attacks.  "), wd_he[msex]));
        }
 
        /* Or describe the lack of knowledge */
@@ -1959,7 +1969,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        {
                hooked_roff(format(
                        _("%s攻撃については何も知らない。",
-                         "Nothing is known about %s attack.  "), wd_his[msex]));
+                               "Nothing is known about %s attack.  "), wd_his[msex]));
        }
 
 
@@ -1969,16 +1979,16 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
         */
        if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
        {
-               hook_c_roff(TERM_VIOLET, 
+               hook_c_roff(TERM_VIOLET,
                        _("あなたはこのモンスターを殺したいという強い欲望を感じている...",
-                         "You feel an intense desire to kill this monster...  "));
+                               "You feel an intense desire to kill this monster...  "));
        }
 
        else if (flags7 & RF7_GUARDIAN)
        {
-               hook_c_roff(TERM_L_RED, 
+               hook_c_roff(TERM_L_RED,
                        _("このモンスターはダンジョンの主である。",
-                         "This monster is the master of a dungeon."));
+                               "This monster is the master of a dungeon."));
        }
 
 
@@ -2017,7 +2027,9 @@ void roff_top(MONRACE_IDX r_idx)
        /* Reset the cursor */
        Term_gotoxy(0, 0);
 
-#ifndef JP
+#ifdef JP
+#else
+
        /* A title (use "The" for non-uniques) */
        if (!(r_ptr->flags1 & RF1_UNIQUE))
        {
@@ -2060,7 +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();
 
@@ -2070,7 +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);
@@ -2085,8 +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 */
@@ -2102,7 +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);
@@ -2116,12 +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);
 }
 
 
@@ -2130,11 +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;
@@ -2169,9 +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 */
 
@@ -2212,12 +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(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)))
@@ -2244,22 +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);
        }
 }
 
@@ -2412,7 +2426,7 @@ bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
        }
 
        if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
-           && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
+               && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
        {
                if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
        }
@@ -2514,7 +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;
@@ -2523,10 +2537,11 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        int dump_gold = 0;
        int number = 0;
 
-       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+       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;
 
@@ -2538,8 +2553,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        object_type forge;
        object_type *q_ptr;
 
-       bool drop_chosen_item = drop_item && !cloned && !p_ptr->current_floor_ptr->inside_arena
-               && !p_ptr->phase_out && !is_pet(m_ptr);
+       bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena
+               && !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;
@@ -2547,7 +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;
@@ -2557,8 +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! */
@@ -2572,25 +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(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(m_ptr);
+       check_quest_completion(player_ptr, m_ptr);
 
        /* Handle the possibility of player vanquishing arena combatant -KMW- */
-       if (p_ptr->current_floor_ptr->inside_arena && !is_pet(m_ptr))
+       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!"));
                }
@@ -2599,31 +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(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
-                       (void)drop_near(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."));
                }
@@ -2632,7 +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)) &&
-               !(p_ptr->current_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;
@@ -2664,10 +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(q_ptr, p_ptr->current_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(q_ptr, -1, y, x);
+               (void)drop_near(player_ptr, q_ptr, -1, y, x);
        }
 
        /* Drop objects being carried */
@@ -2680,7 +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 (!(p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out))
+               if (!(floor_ptr->inside_arena || player_ptr->phase_out))
                {
                        bool notice = FALSE;
 
@@ -2692,9 +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(wy, wx)) notice = TRUE;
+                                       if (player_can_see_bold(player_ptr, wy, wx)) notice = TRUE;
                                }
                        }
 
@@ -2711,26 +2726,26 @@ 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(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
-                       (void)drop_near(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;
 
        case MON_RAAL:
-               if (drop_chosen_item && (p_ptr->current_floor_ptr->dun_level > 9))
+               if (drop_chosen_item && (floor_ptr->dun_level > 9))
                {
                        q_ptr = &forge;
                        object_wipe(q_ptr);
 
                        /* Activate restriction */
-                       if ((p_ptr->current_floor_ptr->dun_level > 49) && one_in_(5))
+                       if ((floor_ptr->dun_level > 49) && one_in_(5))
                                get_obj_num_hook = kind_is_good_book;
                        else
                                get_obj_num_hook = kind_is_book;
 
                        /* Make a book */
-                       make_object(q_ptr, mo_mode);
-                       (void)drop_near(q_ptr, -1, y, x);
+                       make_object(player_ptr, q_ptr, mo_mode);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                }
                break;
 
@@ -2739,7 +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 (!p_ptr->current_floor_ptr->inside_arena && !p_ptr->phase_out)
+               if (!floor_ptr->inside_arena && !player_ptr->phase_out)
                {
                        if (!one_in_(7))
                        {
@@ -2749,17 +2764,17 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                                do
                                {
-                                       scatter(&wy, &wx, y, x, 20, 0);
-                               } while (!(in_bounds(p_ptr->current_floor_ptr, wy, wx) && cave_empty_bold2(p_ptr->current_floor_ptr, wy, wx)) && --attempts);
+                                       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)
                                {
                                        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(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!"));
                                        }
                                }
@@ -2771,7 +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(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;
 
@@ -2779,7 +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;
@@ -2804,12 +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(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;
                }
@@ -2826,8 +2841,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                q_ptr->name1 = ART_GROND;
 
                /* Mega-Hack -- Actually create "Grond" */
-               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-               (void)drop_near(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" */
@@ -2837,8 +2852,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                q_ptr->name1 = ART_CHAOS;
 
                /* Mega-Hack -- Actually create "Chaos" */
-               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-               (void)drop_near(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:
@@ -2848,7 +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(q_ptr, -1, y, x);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                }
                break;
 
@@ -2862,15 +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(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
-                       (void)drop_near(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(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;
 
@@ -2880,7 +2895,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                switch (r_ptr->d_char)
                {
                case '(':
-                       if (p_ptr->current_floor_ptr->dun_level > 0)
+                       if (floor_ptr->dun_level > 0)
                        {
                                q_ptr = &forge;
                                object_wipe(q_ptr);
@@ -2889,13 +2904,13 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                get_obj_num_hook = kind_is_cloak;
 
                                /* Make a cloak */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
+                               make_object(player_ptr, q_ptr, mo_mode);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
                        break;
 
                case '/':
-                       if (p_ptr->current_floor_ptr->dun_level > 4)
+                       if (floor_ptr->dun_level > 4)
                        {
                                q_ptr = &forge;
                                object_wipe(q_ptr);
@@ -2904,13 +2919,13 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                get_obj_num_hook = kind_is_polearm;
 
                                /* Make a poleweapon */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
+                               make_object(player_ptr, q_ptr, mo_mode);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
                        break;
 
                case '[':
-                       if (p_ptr->current_floor_ptr->dun_level > 19)
+                       if (floor_ptr->dun_level > 19)
                        {
                                q_ptr = &forge;
                                object_wipe(q_ptr);
@@ -2919,13 +2934,13 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                get_obj_num_hook = kind_is_armor;
 
                                /* Make a hard armor */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
+                               make_object(player_ptr, q_ptr, mo_mode);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
                        break;
 
                case '\\':
-                       if (p_ptr->current_floor_ptr->dun_level > 4)
+                       if (floor_ptr->dun_level > 4)
                        {
                                q_ptr = &forge;
                                object_wipe(q_ptr);
@@ -2934,8 +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(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
+                               make_object(player_ptr, q_ptr, mo_mode);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
                        break;
 
@@ -2949,8 +2964,8 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                get_obj_num_hook = kind_is_sword;
 
                                /* Make a sword */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
+                               make_object(player_ptr, q_ptr, mo_mode);
+                               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        }
                        break;
                }
@@ -2976,40 +2991,40 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                        if (!a_ptr->cur_num)
                        {
-                               if (create_named_art(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(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;
                                }
                        }
 
@@ -3020,10 +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(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
-                               (void)drop_near(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);
                }
        }
 
@@ -3038,7 +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 || p_ptr->current_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;
 
@@ -3049,7 +3064,7 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        coin_type = force_coin;
 
        /* Average dungeon and monster levels */
-       p_ptr->current_floor_ptr->object_level = (p_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2;
+       floor_ptr->object_level = (floor_ptr->dun_level + r_ptr->level) / 2;
 
        /* Drop some objects */
        for (j = 0; j < number; j++)
@@ -3059,19 +3074,20 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 
                if (do_gold && (!do_item || (randint0(100) < 50)))
                {
-                       if (!make_gold(q_ptr)) continue;
+                       if (!make_gold(floor_ptr, q_ptr)) continue;
                        dump_gold++;
                }
                else
                {
-                       if (!make_object(q_ptr, mo_mode)) continue;
+                       if (!make_object(player_ptr, q_ptr, mo_mode)) continue;
                        dump_item++;
                }
-               (void)drop_near(q_ptr, -1, y, x);
+
+               (void)drop_near(player_ptr, q_ptr, -1, y, x);
        }
 
        /* Reset the object level */
-       p_ptr->current_floor_ptr->object_level = p_ptr->current_floor_ptr->base_level;
+       floor_ptr->object_level = floor_ptr->base_level;
 
        /* Reset "coin" type */
        coin_type = 0;
@@ -3086,22 +3102,22 @@ 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)
        {
                /* Total winner */
-               p_ptr->total_winner = TRUE;
+               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 ***"));
@@ -3119,22 +3135,17 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
 concptr extract_note_dies(MONRACE_IDX r_idx)
 {
        monster_race *r_ptr = &r_info[r_idx];
-       /* Some monsters get "destroyed" */
-       if (!monster_living(r_idx))
-       {
-               int i;
+       if (monster_living(r_idx)) return _("は死んだ。", " dies.");
 
-               for (i = 0; i < 4; i++)
+       for (int i = 0; i < 4; i++)
+       {
+               if (r_ptr->blow[i].method == RBM_EXPLODE)
                {
-                       if (r_ptr->blow[i].method == RBM_EXPLODE)
-                       {
-                               return _("は爆発して粉々になった。", " explodes into tiny shreds.");
-                       }
+                       return _("は爆発して粉々になった。", " explodes into tiny shreds.");
                }
-               return _("を倒した。", " is destroyed.");
        }
 
-       return _("ã\81¯æ­»ã\82\93ã\81 ã\80\82", " dies.");
+       return _("ã\82\92å\80\92ã\81\97ã\81\9fã\80\82", " is destroyed.");
 }
 
 /*
@@ -3221,4 +3232,3 @@ concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
        }
 
 }
-