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[Refactor] #38997 関数マクロcave_empty_bold*() を普通の関数に展開し、player-type * 引数を追加 / Changed...
[hengband/hengband.git] / src / monster1.c
index 48d8593..2a0ee4d 100644 (file)
 
 #include "angband.h"
 #include "util.h"
+#include "term.h"
 
 #include "cmd-dump.h"
 #include "bldg.h"
 #include "cmd-pet.h"
 #include "floor.h"
 #include "objectkind-hook.h"
+#include "player-personality.h"
 #include "monster.h"
 #include "monster-spell.h"
 #include "monsterrace-hook.h"
 #include "dungeon.h"
 #include "world.h"
 #include "melee.h"
-
-
-/*
- * Pronoun arrays, by gender.
- */
+#include "japanese.h"
+#include "view-mainwindow.h"
+#include "player-class.h"
+#include "english.h"
+
+ /*
+  * Pronoun arrays, by gender.
+  */
 static concptr wd_he[3] =
 #ifdef JP
 { "それ", "彼", "彼女" };
@@ -50,36 +55,32 @@ static concptr wd_his[3] =
 { "its", "his", "her" };
 #endif
 
-
-
 /*!
  * 英語の複数系記述用マクロ / Pluralizer.  Args(count, singular, plural)
  */
 #define plural(c,s,p) \
     (((c) == 1) ? (s) : (p))
 
-
-
-/*!
- * @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;
 }
 
 
@@ -108,20 +109,19 @@ 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
@@ -151,28 +151,29 @@ void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult,
        if (dice_num == 0)
        {
                sprintf(msg, "%d", base_damage);
+               return;
        }
+
+       if (base_damage != 0)
+               sprintf(base, "%d+", base_damage);
+
+       if (dice_num == 1)
+               sprintf(dice, "d%d", dice_side);
        else
-       {
-               if (base_damage != 0)
-                       sprintf(base, "%d+", base_damage);
+               sprintf(dice, "%dd%d", dice_num, dice_side);
 
-               if (dice_num == 1)
-                       sprintf(dice, "d%d", dice_side);
+       if (dice_mult != 1 || dice_div != 1)
+       {
+               if (dice_div == 1)
+                       sprintf(mult, "*%d", dice_mult);
                else
-                       sprintf(dice, "%dd%d", dice_num, dice_side);
-
-               if (dice_mult != 1 || dice_div != 1)
-               {
-                       if (dice_div == 1)
-                               sprintf(mult, "*%d", dice_mult);
-                       else
-                               sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
-               }
-               sprintf(msg, "%s%s%s", base, dice, mult);
+                       sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
        }
+
+       sprintf(msg, "%s%s%s", base, dice, mult);
 }
 
+
 /*!
 * @brief 文字列にモンスターの攻撃力を加える
 * @param r_idx モンスターの種族ID
@@ -181,13 +182,13 @@ 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);
@@ -198,6 +199,7 @@ void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
                sprintf(tmp, msg, "");
 }
 
+
 /*!
  * @brief モンスターの思い出情報を表示する
  * Hack -- display monster information using "hooked_roff()"
@@ -209,65 +211,40 @@ 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;
-       int             m, n, r;
-       concptr            p, q;
-
 #ifdef JP
-       char            jverb_buf[64];
+       char jverb_buf[64];
 #else
-       bool            sin = FALSE;
+       bool sin = FALSE;
 #endif
-       int             msex = 0;
 
        bool nightmare = ironman_nightmare && !(mode & 0x02);
+       monster_race *r_ptr = &r_info[r_idx];
        SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
 
-       bool            breath = FALSE;
-       bool            magic = FALSE;
-       bool            reinforce = FALSE;
-
-       BIT_FLAGS flags1;
-       BIT_FLAGS flags2;
-       BIT_FLAGS flags3;
-       BIT_FLAGS flags4;
-       BIT_FLAGS a_ability_flags1;
-       BIT_FLAGS a_ability_flags2;
-       BIT_FLAGS flags7;
-       BIT_FLAGS flagsr;
-
-       ITEM_NUMBER drop_gold, drop_item;
-
-       int             vn = 0;
-       byte            color[96];
-       concptr         vp[96];
-       char tmp_msg[96][96];
-
-       bool know_everything = FALSE;
-
        /* Obtain a copy of the "known" number of drops */
-       drop_gold = r_ptr->r_drop_gold;
-       drop_item = r_ptr->r_drop_item;
+       ITEM_NUMBER drop_gold = r_ptr->r_drop_gold;
+       ITEM_NUMBER drop_item = r_ptr->r_drop_item;
 
        /* Obtain a copy of the "known" flags */
-       flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
-       flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
-       flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
-       flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
-       a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
-       a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
-       flags7 = (r_ptr->flags7 & r_ptr->flags7);
-       flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
+       BIT_FLAGS flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
+       BIT_FLAGS flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
+       BIT_FLAGS flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
+       BIT_FLAGS flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
+       BIT_FLAGS a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
+       BIT_FLAGS a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
+       BIT_FLAGS flags7 = (r_ptr->flags7 & r_ptr->flags7);
+       BIT_FLAGS flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
 
-       for(n = 0; n < A_MAX; n++)
+       bool reinforce = FALSE;
+       for (int 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() */
+       bool know_everything = FALSE;
        if (cheat_know || (mode & 0x01))
                know_everything = TRUE;
 
@@ -276,12 +253,12 @@ 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;
@@ -297,8 +274,8 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                flagsr = r_ptr->flagsr;
        }
 
-
        /* Extract a gender (if applicable) */
+       int msex = 0;
        if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
        else if (r_ptr->flags1 & RF1_MALE) msex = 1;
 
@@ -338,144 +315,132 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        }
 
        /* For output_monster_spoiler() */
-       if (mode & 0x02)
+       if (!(mode & 0x02))
        {
-               /* Nothing to do */
-       }
-       else
+               /* Treat uniques differently */
+               if (flags1 & RF1_UNIQUE)
+               {
+                       /* Hack -- Determine if the unique is "dead" */
+                       bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
 
-       /* 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)
+                       {
+                               /* 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");
+                       }
+
+                       /* Dead unique who never hurt us */
+                       else if (dead)
+                       {
+                               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");
+                       }
+               }
 
-               /* We've been killed... */
-               if (r_ptr->r_deaths)
+               /* Not unique, but killed us */
+               else if (r_ptr->r_deaths)
                {
-                       /* 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));
+                       /* 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 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));
+                       }
 
-                       /* But we've also killed it */
-                       if (dead)
+                       /* Some kills past lives */
+                       else if (r_ptr->r_tkills)
                        {
                                hooked_roff(format(
-                                       _("ã\81\8cã\80\81ã\81\99ã\81§ã\81«ä»\87è¨\8eã\81¡ã\81¯æ\9e\9cã\81\9fã\81\97ã\81¦ã\81\84ã\82\8bï¼\81", 
-                                        (", but you have avenged %s!  ", plural(r_ptr->r_deaths, "him", "them")))));
+                                       _("ã\81\8cã\80\81ã\81\82ã\81ªã\81\9fã\81®å\85\88ç¥\96ã\81¯ã\81\93ã\81®ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ã\82\92å°\91ã\81ªã\81\8fã\81¨ã\82\82 %d ä½\93ã\81¯å\80\92ã\81\97ã\81¦ã\81\84ã\82\8bã\80\82",
+                                               "and your ancestors have exterminated at least %d of the creatures.  "), r_ptr->r_tkills));
                        }
 
-                       /* Unavenged (ever) */
+                       /* No kills */
                        else
                        {
                                hooked_roff(format(
-                                       _("ã\81®ã\81«ã\80\81ã\81¾ã\81 ä»\87è¨\8eã\81¡ã\82\92æ\9e\9cã\81\9fã\81\97ã\81¦ã\81\84ã\81ªã\81\84ã\80\82", 
-                                        (", who %s unavenged.  ", plural(r_ptr->r_deaths, "remains", "remain")))));
+                                       _("ã\81\8cã\80\81ã\81¾ã\81 %sã\82\92å\80\92ã\81\97ã\81\9fã\81\93ã\81¨ã\81¯ã\81ªã\81\84ã\80\82",
+                                               "and %s is not ever known to have been defeated.  "), wd_he[msex]));
                        }
 
                        /* Start a new line */
                        hooked_roff("\n");
                }
-
-               /* Dead unique who never hurt us */
-               else if (dead)
+               else
                {
-                       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.  "));
+                       /* 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 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");
                }
        }
 
-       /* 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 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));
-               }
-
-               /* 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));
-               }
-
-               /* 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]));
-               }
-
-               /* Start a new line */
-               hooked_roff("\n");
-       }
-       else
+       concptr tmp = r_text + r_ptr->text;
+       if (tmp[0])
        {
-               /* 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 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.  "));
-               }
+               /* Dump it */
+               hooked_roff(tmp);
 
                /* Start a new line */
                hooked_roff("\n");
        }
 
-       /* Descriptions */
-       {
-               concptr tmp = r_text + r_ptr->text;
-
-               if (tmp[0])
-               {
-                       /* Dump it */
-                       hooked_roff(tmp);
-
-                       /* Start a new line */
-                       hooked_roff("\n");
-               }
-       }
-
        if (r_idx == MON_KAGE)
        {
-               /* All done */
                hooked_roff("\n");
-
                return;
        }
 
-       /* Nothing yet */
-       old = FALSE;
-
-       /* Describe location */
+       bool old = FALSE;
        if (r_ptr->level == 0)
        {
                hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
@@ -487,19 +452,18 @@ 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;
        }
 
-
-       /* Describe movement */
        if (r_idx == MON_CHAMELEON)
        {
                hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
@@ -507,7 +471,6 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        }
        else
        {
-               /* Introduction */
                if (old)
                {
                        hooked_roff(_("、", ", and "));
@@ -517,14 +480,14 @@ 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
 
-               /* Random-ness */
                if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
                {
-                       /* Adverb */
                        if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
                        {
                                hooked_roff(_("かなり", " extremely"));
@@ -538,10 +501,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                                hooked_roff(_("少々", " a bit"));
                        }
 
-                       /* Adjective */
                        hooked_roff(_("不規則に", " erratically"));
-
-                       /* Hack -- Occasional conjunction */
                        if (speed != 110) hooked_roff(_("、かつ", ", and"));
                }
 
@@ -566,6 +526,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                {
                        hooked_roff(_("普通の速さで", " at normal speed"));
                }
+
 #ifdef JP
                hooked_roff("動いている");
 #endif
@@ -584,21 +545,18 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                        hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
                        old = TRUE;
                }
+
                hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
        }
 
-       /* End this sentence */
        if (old)
        {
                hooked_roff(_("。", ".  "));
                old = FALSE;
        }
 
-
-       /* Describe experience if known */
        if (r_ptr->r_tkills || know_everything)
        {
-               /* Introduction */
 #ifdef JP
                hooked_roff("この");
 #else
@@ -612,8 +570,6 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                }
 #endif
 
-
-               /* Describe the "quality" */
                if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
                if (flags3 & RF3_ANIMAL)          hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
                if (flags3 & RF3_EVIL)            hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
@@ -623,10 +579,9 @@ 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" */
                        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, _("ジャイアント", " giant"));
+                       if (flags3 & RF3_GIANT)    hook_c_roff(TERM_L_UMBER, _("巨人", " giant"));
                        if (flags3 & RF3_TROLL)    hook_c_roff(TERM_BLUE, _("トロル", " troll"));
                        if (flags3 & RF3_ORC)      hook_c_roff(TERM_UMBER, _("オーク", " orc"));
                        if (flags2 & RF2_HUMAN)    hook_c_roff(TERM_L_WHITE, _("人間", " human"));
@@ -643,42 +598,38 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
 #endif
                /* Group some variables */
                {
-                       long i, j;
-
                        /* calculate the integer exp part */
-                       i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
+                       long 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);
+                       long 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
 
                }
@@ -729,86 +680,84 @@ 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 (int n = 0; n < A_MAX; n++)
                        {
-                               if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
+                               bool is_reinforced = r_ptr->reinforce_id[n] > 0;
+                               is_reinforced &= r_ptr->reinforce_dd[n];
+                               is_reinforced &= r_ptr->reinforce_ds[n];
+                               if (!is_reinforced) continue;
+
+                               monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
+                               if (rf_ptr->flags1 & RF1_UNIQUE)
                                {
-                                       monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
-                                       if(rf_ptr->flags1 & RF1_UNIQUE)
-                                       {
-                                               hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
-                                       }
-                                       else
-                                       {
+                                       hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
+                                       continue;
+                               }
+
 #ifdef JP
-                                               hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
+                               hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
 #else
-                                               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);
-                                               hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
+                               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);
+                               hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
 #endif
-                                       }
-                               }
                        }
+
                        hooked_roff(_("で成り立っている。", "."));
                }
        }
 
-       /* Describe friends */
        else if (flags1 & RF1_FRIENDS)
        {
                hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups.  "), wd_he[msex]));
        }
 
+       int vn = 0;
+       byte color[96];
+       concptr vp[96];
+       char tmp_msg[96][96];
+       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;
+       }
 
-       /* 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_SHOOT)
        {
-               for (r = 0, m = 0; m < 4; m++)
+               for (int m = 0; m < 4; m++)
                {
-                       if (r_ptr->blow[m].method == RBM_SHOOT)
-                       {
-                               if (know_armour(r_idx))
-                                       sprintf(tmp_msg[vn], _("威力 %dd%d の射撃をする", "fire an arrow (Power:%dd%d)"), r_ptr->blow[m].d_side, r_ptr->blow[m].d_dice);
-                               else
-                                       sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
-                               vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
-                               break;
-                       }
-               }               
+                       if (r_ptr->blow[m].method != RBM_SHOOT) continue;
+
+                       if (know_armour(r_idx))
+                               sprintf(tmp_msg[vn], _("威力 %dd%d の射撃をする", "fire an arrow (Power:%dd%d)"), r_ptr->blow[m].d_side, r_ptr->blow[m].d_dice);
+                       else
+                               sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
+                       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; }
 
-       /* Describe inate attacks */
        if (vn)
        {
-               /* Intro */
                hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
+               for (int n = 0; n < vn; n++)
                {
 #ifdef JP
                        if (n != vn - 1)
@@ -820,18 +769,14 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                        }
                        else hook_c_roff(color[n], vp[n]);
 #else
-                       /* Intro */
                        if (n == 0) hooked_roff(" may ");
                        else if (n < vn - 1) hooked_roff(", ");
                        else hooked_roff(" or ");
 
-                       /* Dump */
                        hook_c_roff(color[n], vp[n]);
 #endif
-
                }
 
-               /* End */
                hooked_roff(_("ことがある。", ".  "));
        }
 
@@ -840,160 +785,172 @@ 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;
        }
 
-       /* Describe breaths */
+       bool breath = FALSE;
        if (vn)
        {
-               /* Note breath */
                breath = TRUE;
-
-               /* Intro */
                hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
+               for (int n = 0; n < vn; n++)
                {
-                       /* 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
-
-
-                       /* Dump */
                        hook_c_roff(color[n], vp[n]);
                }
 #ifdef JP
@@ -1001,213 +958,246 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
 #endif
        }
 
-
-       /* Collect spells */
        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_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;
                }
@@ -1217,34 +1207,30 @@ 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; }
-
-
-       /* Describe spells */
+       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; }
+
+       bool magic = FALSE;
        if (vn)
        {
-               /* Note magic */
                magic = TRUE;
-
-               /* Intro */
                if (breath)
                {
                        hooked_roff(_("、なおかつ", ", and is also"));
@@ -1255,50 +1241,38 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                }
 
 #ifdef JP
-               /* Adverb */
                if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
-
-               /* Verb Phrase */
                hooked_roff("魔法を使うことができ、");
 #else
-               /* Verb Phrase */
                hooked_roff(" magical, casting spells");
-
-               /* Adverb */
                if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
 #endif
 
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
+               for (int n = 0; n < vn; n++)
                {
-                       /* 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
-
-
-                       /* Dump */
                        hook_c_roff(color[n], vp[n]);
                }
+
 #ifdef JP
                hooked_roff("の呪文を唱えることがある");
 #endif
        }
 
-
        /* End the sentence about inate/other spells */
        if (breath || magic)
        {
                /* Total casting */
-               m = r_ptr->r_cast_spell;
+               int m = r_ptr->r_cast_spell;
 
                /* Average frequency */
-               n = r_ptr->freq_spell;
+               int n = r_ptr->freq_spell;
 
                /* Describe the spell frequency */
                if (m > 100 || know_everything)
@@ -1315,17 +1289,16 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                                _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
                }
 
-               /* End this sentence */
                hooked_roff(_("。", ".  "));
        }
 
        /* 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))
@@ -1333,7 +1306,7 @@ 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 */
@@ -1341,20 +1314,18 @@ 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));
                }
        }
 
-
-
        /* Collect special abilities. */
        vn = 0;
        if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) { vp[vn] = _("ダンジョンを照らす", "illuminate the dungeon");     color[vn++] = TERM_WHITE; }
        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; }
@@ -1362,17 +1333,12 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
        if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
 
-
        /* Describe special abilities. */
        if (vn)
        {
-               /* Intro */
                hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
+               for (int n = 0; n < vn; n++)
                {
-                       /* Intro */
 #ifdef JP
                        if (n != vn - 1)
                        {
@@ -1386,17 +1352,14 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                        else if (n < vn - 1) hooked_roff(", ");
                        else hooked_roff(" and ");
 
-                       /* Dump */
                        hook_c_roff(color[n], vp[n]);
 #endif
 
                }
 
-               /* End */
                hooked_roff(_("ことができる。", ".  "));
-
        }
-       
+
        /* Aquatic */
        if (flags7 & RF7_AQUATIC)
        {
@@ -1408,18 +1371,22 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        {
                hooked_roff(format(_("%^sは光っている。", "%^s is shining.  "), wd_he[msex]));
        }
+
        if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
        {
                hook_c_roff(TERM_L_DARK, format(_("%^sは暗黒に包まれている。", "%^s is surrounded by darkness.  "), wd_he[msex]));
        }
+
        if (flags2 & RF2_INVISIBLE)
        {
                hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible.  "), wd_he[msex]));
        }
+
        if (flags2 & RF2_COLD_BLOOD)
        {
                hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded.  "), wd_he[msex]));
        }
+
        if (flags2 & RF2_EMPTY_MIND)
        {
                hooked_roff(format(_("%^sはテレパシーでは感知できない。", "%^s is not detected by telepathy.  "), wd_he[msex]));
@@ -1428,20 +1395,22 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        {
                hooked_roff(format(_("%^sはまれにテレパシーで感知できる。", "%^s is rarely detected by telepathy.  "), wd_he[msex]));
        }
+
        if (flags2 & RF2_MULTIPLY)
        {
                hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively.  "), wd_he[msex]));
        }
+
        if (flags2 & RF2_REGENERATE)
        {
                hook_c_roff(TERM_L_WHITE, format(_("%^sは素早く体力を回復する。", "%^s regenerates quickly.  "), wd_he[msex]));
        }
+
        if (flags7 & RF7_RIDING)
        {
                hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding.  "), wd_he[msex]));
        }
 
-
        /* Collect susceptibilities */
        vn = 0;
        if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
@@ -1449,35 +1418,26 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
        if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
 
-
        /* Describe susceptibilities */
-       if (vn)
+       if (vn > 0)
        {
-               /* Intro */
                hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
 
-               /* Scan */
-               for (n = 0; n < vn; n++)
+               for (int n = 0; n < vn; n++)
                {
-                       /* 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
-
-
-                       /* Dump */
                        hook_c_roff(color[n], vp[n]);
                }
 
-               /* End */
                hooked_roff(_("でダメージを与えられる。", ".  "));
        }
 
-
        /* Collect immunities */
        vn = 0;
        if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
@@ -1486,7 +1446,6 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
        if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
 
-
        /* Collect resistances */
        if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
        if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
@@ -1508,40 +1467,32 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
        /* Describe immunities and resistances */
        if (vn)
        {
-               /* Intro */
                hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
+               for (int n = 0; n < vn; n++)
                {
-                       /* 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
-
-
-                       /* Dump */
                        hook_c_roff(color[n], vp[n]);
                }
 
-               /* End */
                hooked_roff(_("の耐性を持っている。", ".  "));
        }
 
-
        if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
        {
                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))
                {
@@ -1551,45 +1502,39 @@ 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; }
 
        /* Describe non-effects */
-       if (vn)
+       if (vn > 0)
        {
                /* Intro */
                hooked_roff(format(
                        _("%^sは", "%^s"), wd_he[msex]));
 
                /* Scan */
-               for (n = 0; n < vn; n++)
+               for (int n = 0; n < vn; n++)
                {
-                       /* 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(", ");
                        else hooked_roff(" or ");
 #endif
-
-
-                       /* Dump */
                        hook_c_roff(color[n], vp[n]);
                }
 
-               /* End */
                hooked_roff(_("。", ".  "));
        }
 
-
        /* 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;
 
@@ -1640,131 +1585,106 @@ 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)));
        }
 
-
        /* Drops gold and/or items */
        if (drop_gold || drop_item)
        {
-               /* Intro */
-               hooked_roff(format(
-                       _("%^sは", "%^s may carry"), wd_he[msex]));
-#ifndef JP
+               hooked_roff(format(_("%^sは", "%^s may carry"), wd_he[msex]));
+#ifdef JP
+#else
                /* No "n" needed */
                sin = FALSE;
 #endif
 
-
-               /* Count maximum drop */
-               n = MAX(drop_gold, drop_item);
-
-               /* One drop (may need an "n") */
+               int n = MAX(drop_gold, drop_item);
                if (n == 1)
                {
                        hooked_roff(_("一つの", " a"));
-#ifndef JP
+#ifdef JP
+#else
                        sin = TRUE;
 #endif
                }
-
-               /* Two drops */
                else if (n == 2)
                {
-                       hooked_roff(
-                               _("一つか二つの", " one or two"));
+                       hooked_roff(_("一つか二つの", " one or two"));
                }
-
-               /* Many drops */
                else
                {
-                       hooked_roff(format(
-                               _(" %d 個までの", " up to %d"), n));
+                       hooked_roff(format(_(" %d 個までの", " up to %d"), n));
                }
 
-
-               /* Great */
+               concptr p;
                if (flags1 & RF1_DROP_GREAT)
                {
                        p = _("特別な", " exceptional");
                }
-
-               /* Good (no "n" needed) */
                else if (flags1 & RF1_DROP_GOOD)
                {
                        p = _("上質な", " good");
-#ifndef JP
+#ifdef JP
+#else
                        sin = FALSE;
 #endif
                }
-
                else
                {
                        p = NULL;
                }
 
-
-               /* Objects */
                if (drop_item)
                {
-                       /* Handle singular "an" */
-#ifndef JP
+#ifdef JP
+#else
                        if (sin) hooked_roff("n");
                        sin = FALSE;
 #endif
-
-                       /* Dump "object(s)" */
                        if (p) hooked_roff(p);
-                       hooked_roff(
-                               _("アイテム", " object"));
-
-#ifndef JP
+                       hooked_roff(_("アイテム", " object"));
+#ifdef JP
+#else
                        if (n != 1) hooked_roff("s");
 #endif
-
-                       /* Conjunction replaces variety, if needed for "gold" below */
                        p = _("や", " or");
                }
 
-               /* Treasures */
                if (drop_gold)
                {
-#ifndef JP
-                       /* Cancel prefix */
+#ifdef JP
+#else
                        if (!p) sin = FALSE;
-
-                       /* Handle singular "an" */
                        if (sin) hooked_roff("n");
                        sin = FALSE;
 #endif
-
-                       /* 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
-
                }
 
-               /* End this sentence */
                hooked_roff(_("を持っていることがある。", ".  "));
        }
 
 
        /* Count the number of "known" attacks */
-       for (n = 0, m = 0; m < 4; m++)
+       int count = 0;
+       for (int m = 0; m < 4; m++)
        {
                /* Skip non-attacks */
                if (!r_ptr->blow[m].method) continue;
                if (r_ptr->blow[m].method == RBM_SHOOT) continue;
 
                /* Count known attacks */
-               if (r_ptr->r_blows[m] || know_everything) n++;
+               if (r_ptr->r_blows[m] || know_everything) count++;
        }
 
        /* Examine (and count) the actual attacks */
-       for (r = 0, m = 0; m < 4; m++)
+       int attack_numbers = 0;
+       for (int m = 0; m < 4; m++)
        {
                int method, effect, d1, d2;
 
@@ -1781,103 +1701,93 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                d1 = r_ptr->blow[m].d_dice;
                d2 = r_ptr->blow[m].d_side;
 
-               /* No method yet */
-               p = NULL;
-
-               /* Acquire the method */
+               concptr p = NULL;
                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;
-               }
-
-
-               /* Default effect */
-               q = NULL;
-
-               /* Acquire the effect */
+               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;
+               }
+
+               concptr q = NULL;
                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 (attack_numbers == 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");
-                 }
+               {
+                       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 (attack_numbers != count - 1) jverb(p, jverb_buf, JVERB_AND);
                else strcpy(jverb_buf, p);
 
                hooked_roff(jverb_buf);
@@ -1885,18 +1795,19 @@ 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 (attack_numbers != count - 1) jverb(q, jverb_buf, JVERB_AND);
+                       else strcpy(jverb_buf, q);
+                       hooked_roff(jverb_buf);
                }
-               if(r!=n-1) hooked_roff("、");
+
+               if (attack_numbers != count - 1) hooked_roff("、");
 #else
                /* Introduce the attack description */
-               if (!r)
+               if (attack_numbers == 0)
                {
                        hooked_roff(format("%^s can ", wd_he[msex]));
                }
-               else if (r < n-1)
+               else if (attack_numbers < count - 1)
                {
                        hooked_roff(", ");
                }
@@ -1905,14 +1816,12 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                        hooked_roff(", and ");
                }
 
-
                /* Hack -- force a method */
                if (!p) p = "do something weird";
 
                /* Describe the method */
                hooked_roff(p);
 
-
                /* Describe the effect (if any) */
                if (q)
                {
@@ -1930,57 +1839,45 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
                }
 #endif
 
-
-
-               /* Count the attacks as printed */
-               r++;
+               attack_numbers++;
        }
 
        /* Finish sentence above */
-       if (r)
+       if (attack_numbers > 0)
        {
                hooked_roff(_("。", ".  "));
        }
-
-       /* Notice lack of attacks */
        else if (flags1 & RF1_NEVER_BLOW)
        {
                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 */
        else
        {
                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]));
        }
 
-
        /*
         * Notice "Quest" monsters, but only if you
         * already encountered the monster.
         */
        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."));
        }
 
-
-       /* All done */
        hooked_roff("\n");
-
 }
 
 
@@ -1992,20 +1889,12 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
  */
 void roff_top(MONRACE_IDX r_idx)
 {
-       monster_race    *r_ptr = &r_info[r_idx];
-
-       TERM_COLOR      a1, a2;
-       char            c1, c2;
-
-
-       /* Access the chars */
-       c1 = r_ptr->d_char;
-       c2 = r_ptr->x_char;
-
-       /* Access the attrs */
-       a1 = r_ptr->d_attr;
-       a2 = r_ptr->x_attr;
+       monster_race *r_ptr = &r_info[r_idx];
+       char c1 = r_ptr->d_char;
+       char c2 = r_ptr->x_char;
 
+       TERM_COLOR a1 = r_ptr->d_attr;
+       TERM_COLOR a2 = r_ptr->x_attr;
 
        /* Clear the top line */
        Term_erase(0, 0, 255);
@@ -2013,7 +1902,8 @@ 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))
        {
@@ -2021,7 +1911,6 @@ void roff_top(MONRACE_IDX r_idx)
        }
 #endif
 
-       /* Dump the name */
        Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
 
        /* Append the "standard" attr/char info */
@@ -2035,20 +1924,16 @@ void roff_top(MONRACE_IDX r_idx)
        Term_addstr(-1, TERM_WHITE, "'):");
 
        /* Wizards get extra info */
-       if (p_ptr->wizard)
-       {
-               char buf[16];
+       if (!current_world_ptr->wizard) return;
 
-               sprintf(buf, "%d", r_idx);
-
-               Term_addstr(-1, TERM_WHITE, " (");
-               Term_addstr(-1, TERM_L_BLUE, buf);
-               Term_addch(TERM_WHITE, ')');
-       }
+       char buf[16];
+       sprintf(buf, "%d", r_idx);
+       Term_addstr(-1, TERM_WHITE, " (");
+       Term_addstr(-1, TERM_L_BLUE, buf);
+       Term_addch(TERM_WHITE, ')');
 }
 
 
-
 /*!
  * @brief  モンスター情報の表示と共に画面を一時消去するサブルーチン /
  * Hack -- describe the given monster race at the top of the screen
@@ -2056,51 +1941,33 @@ 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();
-
-       /* Begin recall */
        Term_erase(0, 1, 255);
-
        hook_c_roff = c_roff;
-
-       /* Recall monster */
-       roff_aux(r_idx, mode);
-
-       /* Describe monster */
+       roff_aux(player_ptr, r_idx, mode);
        roff_top(r_idx);
 }
 
 
-
-
 /*!
  * @brief モンスター情報の現在のウィンドウに表示する /
  * Hack -- describe the given monster race in the current "term" window
  * @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)
 {
-       int y;
-
-       /* Erase the window */
-       for (y = 0; y < Term->hgt; y++)
+       for (int y = 0; y < Term->hgt; y++)
        {
-               /* Erase the line */
                Term_erase(0, y, 255);
        }
 
-       /* Begin recall */
        Term_gotoxy(0, 1);
-
        hook_c_roff = c_roff;
-
-       /* Recall monster */
-       roff_aux(r_idx, 0);
-
-       /* Describe monster */
+       MONRACE_IDX r_idx = player_ptr->monster_race_idx;
+       roff_aux(player_ptr, r_idx, 0);
        roff_top(r_idx);
 }
 
@@ -2112,90 +1979,78 @@ 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);
 }
 
 
-
 /*!
  * @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
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @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 (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
-       {
-               switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
-               {
-               case TERRAIN_TOWN:
-                       return (monsterrace_hook_type)mon_hook_town;
-               case TERRAIN_DEEP_WATER:
-                       return (monsterrace_hook_type)mon_hook_ocean;
-               case TERRAIN_SHALLOW_WATER:
-               case TERRAIN_SWAMP:
-                       return (monsterrace_hook_type)mon_hook_shore;
-               case TERRAIN_DIRT:
-               case TERRAIN_DESERT:
-                       return (monsterrace_hook_type)mon_hook_waste;
-               case TERRAIN_GRASS:
-                       return (monsterrace_hook_type)mon_hook_grass;
-               case TERRAIN_TREES:
-                       return (monsterrace_hook_type)mon_hook_wood;
-               case TERRAIN_SHALLOW_LAVA:
-               case TERRAIN_DEEP_LAVA:
-                       return (monsterrace_hook_type)mon_hook_volcano;
-               case TERRAIN_MOUNTAIN:
-                       return (monsterrace_hook_type)mon_hook_mountain;
-               default:
-                       return (monsterrace_hook_type)mon_hook_dungeon;
-               }
-       }
-       else
-       {
+       if ((player_ptr->current_floor_ptr->dun_level > 0) || (player_ptr->current_floor_ptr->inside_quest > 0))
+               return (monsterrace_hook_type)mon_hook_dungeon;
+
+       switch (wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].terrain)
+       {
+       case TERRAIN_TOWN:
+               return (monsterrace_hook_type)mon_hook_town;
+       case TERRAIN_DEEP_WATER:
+               return (monsterrace_hook_type)mon_hook_ocean;
+       case TERRAIN_SHALLOW_WATER:
+       case TERRAIN_SWAMP:
+               return (monsterrace_hook_type)mon_hook_shore;
+       case TERRAIN_DIRT:
+       case TERRAIN_DESERT:
+               return (monsterrace_hook_type)mon_hook_waste;
+       case TERRAIN_GRASS:
+               return (monsterrace_hook_type)mon_hook_grass;
+       case TERRAIN_TREES:
+               return (monsterrace_hook_type)mon_hook_wood;
+       case TERRAIN_SHALLOW_LAVA:
+       case TERRAIN_DEEP_LAVA:
+               return (monsterrace_hook_type)mon_hook_volcano;
+       case TERRAIN_MOUNTAIN:
+               return (monsterrace_hook_type)mon_hook_mountain;
+       default:
                return (monsterrace_hook_type)mon_hook_dungeon;
        }
 }
 
+
 /*!
  * @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[current_floor_ptr->grid_array[y][x].feat];
-
-       /* Set the monster list */
-
-       /* Water */
+       feature_type *f_ptr = &f_info[player_ptr->current_floor_ptr->grid_array[y][x].feat];
        if (have_flag(f_ptr->flags, FF_WATER))
        {
-               /* Deep water */
                if (have_flag(f_ptr->flags, FF_DEEP))
                {
                        return (monsterrace_hook_type)mon_hook_deep_water;
                }
-
-               /* Shallow water */
                else
                {
                        return (monsterrace_hook_type)mon_hook_shallow_water;
                }
        }
 
-       /* Lava */
-       else if (have_flag(f_ptr->flags, FF_LAVA))
+       if (have_flag(f_ptr->flags, FF_LAVA))
        {
                return (monsterrace_hook_type)mon_hook_lava;
        }
 
-       else return (monsterrace_hook_type)mon_hook_floor;
+       return (monsterrace_hook_type)mon_hook_floor;
 }
 
+
 /*!
  * @brief モンスターを友好的にする
  * @param m_ptr モンスター情報構造体の参照ポインタ
@@ -2206,29 +2061,31 @@ void set_friendly(monster_type *m_ptr)
        m_ptr->smart |= SM_FRIENDLY;
 }
 
+
 /*!
  * @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)))
                m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
 }
 
+
 /*!
  * @brief モンスターを敵に回す
  * Makes the monster hostile towards the player
  * @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_hostile(monster_type *m_ptr)
+void set_hostile(player_type *player_ptr, monster_type *m_ptr)
 {
-       if (p_ptr->inside_battle) return;
+       if (player_ptr->phase_out) return;
        m_ptr->smart &= ~SM_PET;
        m_ptr->smart &= ~SM_FRIENDLY;
 }
@@ -2240,35 +2097,33 @@ 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->inside_battle) return;
-       if (is_friendly(m_ptr))
-       {
-               GAME_TEXT m_name[MAX_NLEN];
-
-               monster_desc(m_name, m_ptr, 0);
-               msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
-
-               set_hostile(m_ptr);
-
-               chg_virtue(V_INDIVIDUALISM, 1);
-               chg_virtue(V_HONOUR, -1);
-               chg_virtue(V_JUSTICE, -1);
-               chg_virtue(V_COMPASSION, -1);
-       }
+       if (player_ptr->phase_out) return;
+       if (!is_friendly(m_ptr)) return;
+
+       GAME_TEXT m_name[MAX_NLEN];
+
+       monster_desc(player_ptr, m_name, m_ptr, 0);
+       msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
+       set_hostile(player_ptr, m_ptr);
+       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);
 }
 
 
 /*!
  * @brief モンスターが地形を踏破できるかどうかを返す
  * Check if monster can cross terrain
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @param feat 地形ID
  * @param r_ptr モンスター種族構造体の参照ポインタ
  * @param mode オプション
  * @return 踏破可能ならばTRUEを返す
  */
-bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
+bool monster_can_cross_terrain(player_type *player_ptr, FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
 {
        feature_type *f_ptr = &f_info[feat];
 
@@ -2289,7 +2144,7 @@ bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 m
        if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
        if (have_flag(f_ptr->flags, FF_CAN_PASS))
        {
-               if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
+               if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || player_ptr->pass_wall)) return TRUE;
        }
 
        if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
@@ -2350,21 +2205,20 @@ bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 m
 /*!
  * @brief 指定された座標の地形をモンスターが踏破できるかどうかを返す
  * Strictly check if monster can enter the grid
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @param y 地形のY座標
  * @param x 地形のX座標
  * @param r_ptr モンスター種族構造体の参照ポインタ
  * @param mode オプション
  * @return 踏破可能ならばTRUEを返す
  */
-bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
+bool monster_can_enter(player_type *player_ptr, POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
 {
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
-
-       /* Player or other monster */
-       if (player_bold(y, x)) return FALSE;
+       grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
+       if (player_bold(player_ptr, y, x)) return FALSE;
        if (g_ptr->m_idx) return FALSE;
 
-       return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode);
+       return monster_can_cross_terrain(player_ptr, g_ptr->feat, r_ptr, mode);
 }
 
 
@@ -2384,7 +2238,6 @@ static bool check_hostile_align(byte sub_align1, byte sub_align2)
                        return TRUE;
        }
 
-       /* Non-hostile alignment */
        return FALSE;
 }
 
@@ -2401,14 +2254,14 @@ bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
        monster_race *s_ptr = &r_info[n_ptr->r_idx];
 
-       if (p_ptr->inside_battle)
+       if (p_ptr->phase_out)
        {
                if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
                return TRUE;
        }
 
        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;
        }
@@ -2425,7 +2278,6 @@ bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
                return TRUE;
        }
 
-       /* Default */
        return FALSE;
 }
 
@@ -2462,10 +2314,10 @@ bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, mo
 
        if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
 
-       /* Non-hostile alignment */
        return FALSE;
 }
 
+
 /*!
  * @brief モンスターを倒した際の財宝svalを返す
  * @param r_idx 倒したモンスターの種族ID
@@ -2477,7 +2329,6 @@ bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, mo
  */
 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
 {
-       /* Analyze monsters */
        switch (r_idx)
        {
        case MON_COPPER_COINS: return 2;
@@ -2488,7 +2339,6 @@ static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
        case MON_ADAMANT_COINS: return 17;
        }
 
-       /* Assume nothing */
        return 0;
 }
 
@@ -2510,83 +2360,70 @@ 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;
-
-       int dump_item = 0;
-       int dump_gold = 0;
-       int number = 0;
-
-       monster_type *m_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));
-
-       u32b mo_mode = 0L;
-
        bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
        bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
        bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
        int force_coin = get_coin_type(m_ptr->r_idx);
 
-       object_type forge;
-       object_type *q_ptr;
-
-       bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
-               && !p_ptr->inside_battle && !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;
+       if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx)
+               current_world_ptr->timewalk_m_idx = 0;
 
        /* 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;
-       x = m_ptr->fx;
+       POSITION y = m_ptr->fy;
+       POSITION x = m_ptr->fx;
 
        if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
        {
                GAME_TEXT m_name[MAX_NLEN];
 
-               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-               do_cmd_write_nikki(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! */
-       for (i = 0; i < 4; i++)
+       for (int i = 0; i < 4; i++)
        {
-               if (r_ptr->blow[i].method == RBM_EXPLODE)
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
-                       DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
-                       DICE_SID d_side = r_ptr->blow[i].d_side;
-                       HIT_POINT damage = damroll(d_dice, d_side);
+               if (r_ptr->blow[i].method != RBM_EXPLODE) continue;
 
-                       project(m_idx, 3, y, x, damage, typ, flg, -1);
-                       break;
-               }
+               BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+               EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
+               DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
+               DICE_SID d_side = r_ptr->blow[i].d_side;
+               HIT_POINT damage = damroll(d_dice, d_side);
+
+               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->inside_arena && !is_pet(m_ptr))
+       object_type forge;
+       object_type *q_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!"));
                }
@@ -2595,40 +2432,40 @@ 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, 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);
 
-                       do_cmd_write_nikki(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(-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."));
                }
        }
 
-       /* 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->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
+       bool is_drop_corpse = one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4);
+       is_drop_corpse &= (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON));
+       is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)));
+       if (is_drop_corpse)
        {
                /* Assume skeleton */
                bool corpse = FALSE;
@@ -2655,163 +2492,163 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                                if (!one_in_(5)) corpse = TRUE;
                        }
                }
-               q_ptr = &forge;
 
-               /* Prepare to make an object */
+               q_ptr = &forge;
                object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
-
-               apply_magic(q_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 */
-       monster_drop_carried_objects(m_ptr);
+       monster_drop_carried_objects(player_ptr, m_ptr);
 
+       u32b mo_mode = 0L;
        if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
        if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
 
        switch (m_ptr->r_idx)
        {
        case MON_PINK_HORROR:
+       {
                /* Pink horrors are replaced with 2 Blue horrors */
-               if (!(p_ptr->inside_arena || p_ptr->inside_battle))
-               {
-                       bool notice = FALSE;
+               if (floor_ptr->inside_arena || player_ptr->phase_out) break;
 
-                       for (i = 0; i < 2; i++)
-                       {
-                               POSITION wy = y, wx = x;
-                               bool pet = is_pet(m_ptr);
-                               BIT_FLAGS mode = 0L;
+               bool notice = FALSE;
+               for (int i = 0; i < 2; i++)
+               {
+                       POSITION wy = y, wx = x;
+                       bool pet = is_pet(m_ptr);
+                       BIT_FLAGS mode = 0L;
 
-                               if (pet) mode |= PM_FORCE_PET;
+                       if (pet) mode |= PM_FORCE_PET;
 
-                               if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
-                               {
-                                       if (player_can_see_bold(wy, wx)) notice = TRUE;
-                               }
+                       if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
+                       {
+                               if (player_can_see_bold(player_ptr, wy, wx)) notice = TRUE;
                        }
-
-                       if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
                }
+
+               if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
+
                break;
+       }
 
        case MON_BLOODLETTER:
+       {
                /* Bloodletters of Khorne may drop a blade of chaos */
-               if (drop_chosen_item && (randint1(100) < 15))
-               {
-                       q_ptr = &forge;
+               if (!drop_chosen_item || (randint1(100) >= 15)) break;
 
-                       /* Prepare to make a Blade of Chaos */
-                       object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
+               q_ptr = &forge;
 
-                       apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
+               /* Prepare to make a Blade of Chaos */
+               object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
+
+               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 && (current_floor_ptr->dun_level > 9))
-               {
-                       q_ptr = &forge;
-                       object_wipe(q_ptr);
+       {
+               if (!drop_chosen_item || (floor_ptr->dun_level <= 9)) break;
 
-                       /* Activate restriction */
-                       if ((current_floor_ptr->dun_level > 49) && one_in_(5))
-                               get_obj_num_hook = kind_is_good_book;
-                       else
-                               get_obj_num_hook = kind_is_book;
+               q_ptr = &forge;
+               object_wipe(q_ptr);
 
-                       /* Make a book */
-                       make_object(q_ptr, mo_mode);
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
+               /* Activate restriction */
+               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(player_ptr, q_ptr, mo_mode);
+               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                break;
+       }
 
        case MON_DAWN:
+       {
                /*
                 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
                 * spawn another in the fallen one's place!
                 */
-               if (!p_ptr->inside_arena && !p_ptr->inside_battle)
+               if (floor_ptr->inside_arena || player_ptr->phase_out) break;
+               if (one_in_(7)) break;
+
+               POSITION wy = y, wx = x;
+               int attempts = 100;
+               bool pet = is_pet(m_ptr);
+               do
                {
-                       if (!one_in_(7))
-                       {
-                               POSITION wy = y, wx = x;
-                               int attempts = 100;
-                               bool pet = is_pet(m_ptr);
+                       scatter(player_ptr, &wy, &wx, y, x, 20, 0);
+               } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts);
 
-                               do
-                               {
-                                       scatter(&wy, &wx, y, x, 20, 0);
-                               } while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
+               if (attempts <= 0) break;
 
-                               if (attempts > 0)
-                               {
-                                       BIT_FLAGS mode = 0L;
-                                       if (pet) mode |= PM_FORCE_PET;
+               BIT_FLAGS mode = 0L;
+               if (pet) mode |= PM_FORCE_PET;
 
-                                       if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
-                                       {
-                                               if (player_can_see_bold(wy, wx))
-                                                       msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
-                                       }
-                               }
-                       }
+               if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
+               {
+                       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!"));
                }
+
                break;
+       }
 
+       /* One more ultra-hack: An Unmaker goes out with a big bang! */
        case MON_UNMAKER:
-               /* 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;
        }
-       break;
 
        case MON_UNICORN_ORD:
        case MON_MORGOTH:
        case MON_ONE_RING:
+       {
                /* Reward for "lazy" player */
-               if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               {
-                       ARTIFACT_IDX a_idx = 0;
-                       artifact_type *a_ptr = NULL;
-
-                       if (!drop_chosen_item) break;
+               if (player_ptr->pseikaku != SEIKAKU_NAMAKE) break;
+               if (!drop_chosen_item) break;
 
-                       do
+               ARTIFACT_IDX a_idx = 0;
+               artifact_type *a_ptr = NULL;
+               do
+               {
+                       switch (randint0(3))
                        {
-                               switch (randint0(3))
-                               {
-                               case 0:
-                                       a_idx = ART_NAMAKE_HAMMER;
-                                       break;
-                               case 1:
-                                       a_idx = ART_NAMAKE_BOW;
-                                       break;
-                               case 2:
-                                       a_idx = ART_NAMAKE_ARMOR;
-                                       break;
-                               }
+                       case 0:
+                               a_idx = ART_NAMAKE_HAMMER;
+                               break;
+                       case 1:
+                               a_idx = ART_NAMAKE_BOW;
+                               break;
+                       case 2:
+                               a_idx = ART_NAMAKE_ARMOR;
+                               break;
+                       }
 
-                               a_ptr = &a_info[a_idx];
-                       } while (a_ptr->cur_num);
+                       a_ptr = &a_info[a_idx];
+               } while (a_ptr->cur_num);
 
-                       if (create_named_art(a_idx, y, x))
-                       {
-                               a_ptr->cur_num = 1;
+               if (create_named_art(player_ptr, a_idx, y, x))
+               {
+                       a_ptr->cur_num = 1;
 
-                               /* Hack -- Memorize location of artifact in saved floors */
-                               if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                       }
-                       else if (!preserve_mode) a_ptr->cur_num = 1;
+                       /* Hack -- Memorize location of artifact in saved floors */
+                       if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
                }
+               else if (!preserve_mode) a_ptr->cur_num = 1;
+
                break;
+       }
 
        case MON_SERPENT:
+       {
                if (!drop_chosen_item) break;
                q_ptr = &forge;
 
@@ -2822,8 +2659,8 @@ 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" */
@@ -2833,124 +2670,130 @@ 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:
-               if (drop_chosen_item)
-               {
-                       q_ptr = &forge;
+       {
+               if (!drop_chosen_item) break;
 
-                       /* Prepare to make a broken sword */
-                       object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
+               q_ptr = &forge;
+               object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
+               (void)drop_near(player_ptr, q_ptr, -1, y, x);
                break;
+       }
 
        case MON_A_GOLD:
        case MON_A_SILVER:
-               if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
-                       ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a Can of Toys */
-                       object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
+       {
+               bool is_drop_can = drop_chosen_item;
+               bool is_silver = m_ptr->r_idx == MON_A_SILVER;
+               is_silver &= r_ptr->r_akills % 5 == 0;
+               is_drop_can &= (m_ptr->r_idx == MON_A_GOLD) || is_silver;
+               if (!is_drop_can) break;
 
-                       apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
+               q_ptr = &forge;
+               object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
+               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;
        }
-       break;
 
        default:
+       {
                if (!drop_chosen_item) break;
 
                switch (r_ptr->d_char)
                {
                case '(':
-                       if (current_floor_ptr->dun_level > 0)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
+               {
+                       if (floor_ptr->dun_level <= 0) break;
 
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_cloak;
+                       q_ptr = &forge;
+                       object_wipe(q_ptr);
 
-                               /* Make a cloak */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
+                       /* Activate restriction */
+                       get_obj_num_hook = kind_is_cloak;
+
+                       /* Make a cloak */
+                       make_object(player_ptr, q_ptr, mo_mode);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        break;
+               }
 
                case '/':
-                       if (current_floor_ptr->dun_level > 4)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
+               {
+                       if (floor_ptr->dun_level <= 4) break;
 
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_polearm;
+                       q_ptr = &forge;
+                       object_wipe(q_ptr);
 
-                               /* Make a poleweapon */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
+                       /* Activate restriction */
+                       get_obj_num_hook = kind_is_polearm;
+
+                       /* Make a poleweapon */
+                       make_object(player_ptr, q_ptr, mo_mode);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        break;
+               }
 
                case '[':
-                       if (current_floor_ptr->dun_level > 19)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
+               {
+                       if (floor_ptr->dun_level <= 19) break;
+
+                       q_ptr = &forge;
+                       object_wipe(q_ptr);
 
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_armor;
+                       /* Activate restriction */
+                       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 a hard armor */
+                       make_object(player_ptr, q_ptr, mo_mode);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        break;
+               }
 
                case '\\':
-                       if (current_floor_ptr->dun_level > 4)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
+               {
+                       if (floor_ptr->dun_level <= 4) break;
+                       q_ptr = &forge;
+                       object_wipe(q_ptr);
 
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_hafted;
+                       /* Activate restriction */
+                       get_obj_num_hook = kind_is_hafted;
+
+                       /* Make a hafted weapon */
+                       make_object(player_ptr, q_ptr, mo_mode);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
 
-                               /* Make a hafted weapon */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
                        break;
+               }
 
                case '|':
-                       if (m_ptr->r_idx != MON_STORMBRINGER)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
+               {
+                       if (m_ptr->r_idx == MON_STORMBRINGER) break;
+                       q_ptr = &forge;
+                       object_wipe(q_ptr);
 
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_sword;
+                       /* Activate restriction */
+                       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 a sword */
+                       make_object(player_ptr, q_ptr, mo_mode);
+                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
                        break;
                }
-               break;
+               }
+       }
        }
 
        /* Mega-Hack -- drop fixed items */
@@ -2959,53 +2802,53 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
                ARTIFACT_IDX a_idx = 0;
                PERCENTAGE chance = 0;
 
-               for (i = 0; i < 4; i++)
+               for (int i = 0; i < 4; i++)
                {
                        if (!r_ptr->artifact_id[i]) break;
                        a_idx = r_ptr->artifact_id[i];
                        chance = r_ptr->artifact_percent[i];
                }
 
-               if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
+               if ((a_idx > 0) && ((randint0(100) < chance) || current_world_ptr->wizard))
                {
                        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 (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 (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;
                                }
                        }
 
@@ -3016,14 +2859,16 @@ 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, 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);
                }
        }
 
        /* Determine how much we can drop */
+       int number = 0;
        if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
        if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
        if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
@@ -3034,7 +2879,7 @@ 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->inside_battle || p_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;
 
@@ -3045,67 +2890,62 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item)
        coin_type = force_coin;
 
        /* Average dungeon and monster levels */
-       current_floor_ptr->object_level = (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++)
+       int dump_item = 0;
+       int dump_gold = 0;
+       for (int i = 0; i < number; i++)
        {
                q_ptr = &forge;
                object_wipe(q_ptr);
 
                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 */
-       current_floor_ptr->object_level = current_floor_ptr->base_level;
+       floor_ptr->object_level = floor_ptr->base_level;
 
        /* Reset "coin" type */
        coin_type = 0;
 
-
        /* Take note of any dropped treasure */
+       bool visible = ((m_ptr->ml && !player_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
        if (visible && (dump_item || dump_gold))
        {
                /* Take notes on treasure */
-               lore_treasure(m_idx, dump_item, dump_gold);
+               lore_treasure(player_ptr, m_idx, dump_item, dump_gold);
        }
 
        /* Only process "Quest Monsters" */
        if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
-       if (p_ptr->inside_battle) return;
+       if (player_ptr->phase_out) return;
 
        /* Winner? */
-       if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
-       {
-               /* Total winner */
-               p_ptr->total_winner = TRUE;
-
-               /* Redraw the "title" */
-               p_ptr->redraw |= (PR_TITLE);
-
-               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
-
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 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);
-
-               /* Congratulations */
-               msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
-               msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
-               msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
-       }
+       if ((m_ptr->r_idx != MON_SERPENT) || cloned) return;
+
+       current_world_ptr->total_winner = TRUE;
+       player_ptr->redraw |= (PR_TITLE);
+       play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
+       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(player_ptr);
+       msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
+       msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
+       msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
 }
 
+
 /*!
  * @brief モンスターを撃破した際の述語メッセージを返す /
  * Return monster death string
@@ -3115,72 +2955,53 @@ 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.");
 }
 
+
 /*
  * Monster health description
  */
 concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
 {
-       monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-       bool living;
-       int perc;
-       concptr desc;
-       concptr attitude;
-       concptr clone;
-
-       /* Determine if the monster is "living" */
-       living = monster_living(m_ptr->ap_r_idx);
-
-       /* Calculate a health "percentage" */
-       perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
+       bool living = monster_living(m_ptr->ap_r_idx);
+       int perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
 
-       /* Healthy monsters */
+       concptr desc;
        if (m_ptr->hp >= m_ptr->maxhp)
        {
                desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
        }
-
        else if (perc >= 60)
        {
                desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
        }
-
        else if (perc >= 25)
        {
                desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
        }
-
        else if (perc >= 10)
        {
                desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
        }
-
        else
        {
                desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
        }
 
-       /* Need attitude information? */
+       concptr attitude;
        if (!(mode & 0x01))
        {
-               /* Full information is not needed */
                attitude = "";
        }
        else if (is_pet(m_ptr))
@@ -3196,25 +3017,18 @@ concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
                attitude = _("", "");
        }
 
-       /* Clone monster? */
-       if (m_ptr->smart & SM_CLONED)
-       {
-               clone = ", clone";
-       }
-       else
-       {
-               clone = "";
-       }
-
-       /* Display monster's level --- idea borrowed from ToME */
+       concptr clone = (m_ptr->smart & SM_CLONED) ? ", clone" : "";
+       monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
        if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
        {
                return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
        }
-       else
-       {
-               return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
-       }
 
+       return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
 }
 
+
+bool is_original_ap_and_seen(player_type *player_ptr, monster_type *m_ptr)
+{
+       return m_ptr->ml && !player_ptr->image && (m_ptr->ap_r_idx == m_ptr->r_idx);
+}