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[Refactor] #39963 Separated spells-common.c.h from spells1.c/spells.h
[hengband/hengband.git] / src / realm-hissatsu.c
index 5a9e006..a34d798 100644 (file)
 #include "player-effects.h"
 #include "player-damage.h"
 #include "feature.h"
-#include "spells.h"
+#include "spell/spells-common.h"
 #include "grid.h"
 #include "targeting.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
 #include "spells-floor.h"
+#include "world.h"
 
 /*!
 * @brief 剣術の各処理を行う
+* @param caster_ptr プレーヤーへの参照ポインタ
 * @param spell 剣術ID
 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
 * @return SPELL_NAME / SPELL_DESC 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
@@ -40,27 +42,27 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        {
        case 0:
                if (name) return _("飛飯綱", "Tobi-Izuna");
-               if (desc) return _("2マス離れたところにいるモンスターを攻撃する。", "Attacks a two squares distant monster.");
+               if (desc) return _("2マス離れたところにいるモンスターを攻撃する。", "Attacks a monster two squares away.");
 
                if (cast)
                {
                        project_length = 2;
-                       if (!get_aim_dir(&dir)) return NULL;
+                       if (!get_aim_dir(caster_ptr, &dir)) return NULL;
 
-                       project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
+                       project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
                }
                break;
 
        case 1:
                if (name) return _("五月雨斬り", "3-Way Attack");
-               if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
+               if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions at one time.");
 
                if (cast)
                {
                        DIRECTION cdir;
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        for (cdir = 0; cdir < 8; cdir++)
@@ -72,22 +74,22 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
                        y = caster_ptr->y + ddy_cdd[cdir];
                        x = caster_ptr->x + ddx_cdd[cdir];
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, 0);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, 0);
                        else
                                msg_print(_("攻撃は空を切った。", "You attack the empty air."));
 
                        y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8];
                        x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8];
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, 0);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, 0);
                        else
                                msg_print(_("攻撃は空を切った。", "You attack the empty air."));
 
                        y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8];
                        x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8];
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, 0);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, 0);
                        else
                                msg_print(_("攻撃は空を切った。", "You attack the empty air."));
                }
@@ -96,7 +98,7 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        case 2:
                if (name) return _("ブーメラン", "Boomerang");
                if (desc) return _("武器を手元に戻ってくるように投げる。戻ってこないこともある。",
-                       "Throws current weapon. And it'll return to your hand unless failed.");
+                       "Throws current weapon. It'll return to your hand unless the action failed.");
 
                if (cast)
                {
@@ -112,14 +114,14 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_FIRE);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_FIRE);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -130,30 +132,30 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
        case 4:
                if (name) return _("殺気感知", "Detect Ferocity");
-               if (desc) return _("近くの思考することができるモンスターを感知する。", "Detects all monsters except mindless in your vicinity.");
+               if (desc) return _("近くの思考することができるモンスターを感知する。", "Detects all monsters except the mindless in your vicinity.");
 
                if (cast)
                {
-                       detect_monsters_mind(DETECT_RAD_DEFAULT);
+                       detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
                }
                break;
 
        case 5:
                if (name) return _("みね打ち", "Strike to Stun");
-               if (desc) return _("相手にダメージを与えないが、朦朧とさせる。", "Attempts to stun a monster in the adjacent.");
+               if (desc) return _("相手にダメージを与えないが、朦朧とさせる。", "Attempts to stun a monster next to you.");
 
                if (cast)
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_MINEUCHI);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_MINEUCHI);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -165,7 +167,7 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        case 6:
                if (name) return _("カウンター", "Counter");
                if (desc) return _("相手に攻撃されたときに反撃する。反撃するたびにMPを消費。",
-                       "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
+                       "Prepares to counterattack. When attacked by a monster, strikes back using SP each time.");
 
                if (cast)
                {
@@ -174,7 +176,7 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                                msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
                                return NULL;
                        }
-                       msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
+                       msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counterattack."));
                        caster_ptr->counter = TRUE;
                }
                break;
@@ -182,7 +184,7 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        case 7:
                if (name) return _("払い抜け", "Harainuke");
                if (desc) return _("攻撃した後、反対側に抜ける。",
-                       "Attacks monster with your weapons normally, then move through counter side of the monster.");
+                       "In one action, attacks a monster with your weapons normally and then moves to the space beyond the monster if that space is not blocked.");
 
                if (cast)
                {
@@ -194,27 +196,27 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                                return NULL;
                        }
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
 
                        if (dir == 5) return NULL;
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (!p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                       if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
                                return NULL;
                        }
 
-                       py_attack(p_ptr, y, x, 0);
+                       py_attack(caster_ptr, y, x, 0);
 
-                       if (!player_can_enter(p_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(p_ptr->current_floor_ptr->grid_array[y][x].feat))
+                       if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat))
                                break;
 
                        y += ddy[dir];
                        x += ddx[dir];
 
-                       if (player_can_enter(p_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(p_ptr->current_floor_ptr->grid_array[y][x].feat) && !p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                       if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
                        {
                                msg_print(NULL);
                                (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
@@ -230,14 +232,14 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_POISON);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_POISON);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -249,20 +251,20 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        case 9:
                if (name) return _("斬魔剣弐の太刀", "Zammaken");
                if (desc) return _("生命のない邪悪なモンスターに大ダメージを与えるが、他のモンスターには全く効果がない。",
-                       "Attacks an evil unliving monster with great damage. No effect to other  monsters.");
+                       "Attacks an evil unliving monster with great damage. Has no effect on other monsters.");
 
                if (cast)
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_ZANMA);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_ZANMA);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -273,20 +275,20 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
        case 10:
                if (name) return _("裂風剣", "Wind Blast");
-               if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster, and blow it away.");
+               if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster and blows it away.");
 
                if (cast)
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, 0);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, 0);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -296,22 +298,22 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                        {
                                return "";
                        }
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
                        {
                                int i;
                                POSITION ty = y, tx = x;
                                POSITION oy = y, ox = x;
-                               MONSTER_IDX m_idx = p_ptr->current_floor_ptr->grid_array[y][x].m_idx;
-                               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+                               MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
+                               monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
                                GAME_TEXT m_name[MAX_NLEN];
 
-                               monster_desc(m_name, m_ptr, 0);
+                               monster_desc(caster_ptr, m_name, m_ptr, 0);
 
                                for (i = 0; i < 5; i++)
                                {
                                        y += ddy[dir];
                                        x += ddx[dir];
-                                       if (cave_empty_bold(y, x))
+                                       if (is_cave_empty_bold(caster_ptr, y, x))
                                        {
                                                ty = y;
                                                tx = x;
@@ -321,14 +323,14 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                                if ((ty != oy) || (tx != ox))
                                {
                                        msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
-                                       p_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-                                       p_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
+                                       caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+                                       caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
                                        m_ptr->fy = ty;
                                        m_ptr->fx = tx;
 
-                                       update_monster(m_idx, TRUE);
-                                       lite_spot(oy, ox);
-                                       lite_spot(ty, tx);
+                                       update_monster(caster_ptr, m_idx, TRUE);
+                                       lite_spot(caster_ptr, oy, ox);
+                                       lite_spot(caster_ptr, ty, tx);
 
                                        if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
                                                caster_ptr->update |= (PU_MON_LITE);
@@ -340,42 +342,42 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        case 11:
                if (name) return _("刀匠の目利き", "Judge");
                if (desc) return _("武器・防具を1つ識別する。レベル45以上で武器・防具の能力を完全に知ることができる。",
-                       "Identifies a weapon or armor. Or *identifies* these at level 45.");
+                       "Identifies a weapon or armor. *Identifies* the item at level 45.");
 
                if (cast)
                {
                        if (plev > 44)
                        {
-                               if (!identify_fully(TRUE)) return NULL;
+                               if (!identify_fully(caster_ptr, TRUE)) return NULL;
                        }
                        else
                        {
-                               if (!ident_spell(TRUE)) return NULL;
+                               if (!ident_spell(caster_ptr, TRUE)) return NULL;
                        }
                }
                break;
 
        case 12:
                if (name) return _("破岩斬", "Rock Smash");
-               if (desc) return _("岩を壊し、岩石系のモンスターに大ダメージを与える。", "Breaks rock. Or greatly damage a monster made by rocks.");
+               if (desc) return _("岩を壊し、岩石系のモンスターに大ダメージを与える。", "Breaks rock or greatly damages a monster made of rocks.");
 
                if (cast)
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_HAGAN);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_HAGAN);
 
-                       if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
+                       if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK)) break;
 
                        /* Destroy the feature */
-                       cave_alter_feat(y, x, FF_HURT_ROCK);
+                       cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
                        caster_ptr->update |= (PU_FLOW);
                }
                break;
@@ -383,20 +385,20 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        case 13:
                if (name) return _("乱れ雪月花", "Midare-Setsugekka");
                if (desc) return _("攻撃回数が増え、冷気耐性のないモンスターに大ダメージを与える。",
-                       "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
+                       "Attacks a monster with an increased number of attacks and more damage unless it has resistance to cold.");
 
                if (cast)
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_COLD);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_COLD);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -408,20 +410,20 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        case 14:
                if (name) return _("急所突き", "Spot Aiming");
                if (desc) return _("モンスターを一撃で倒す攻撃を繰り出す。失敗すると1点しかダメージを与えられない。",
-                       "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
+                       "Attempts to kill a monster instantly. If that fails, causes only 1HP of damage.");
 
                if (cast)
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_KYUSHO);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_KYUSHO);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -433,20 +435,20 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        case 15:
                if (name) return _("魔神斬り", "Majingiri");
                if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
-                       "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
+                       "Attempts to attack with a critical hit, but this attack is easy to evade for a monster.");
 
                if (cast)
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_MAJIN);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_MAJIN);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -458,20 +460,20 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        case 16:
                if (name) return _("捨て身", "Desperate Attack");
                if (desc) return _("強力な攻撃を繰り出す。次のターンまでの間、食らうダメージが増える。",
-                       "Attacks with all of your power. But all damages you take will be doubled for one current_world_ptr->game_turn.");
+                       "Attacks with all of your power, but all damage you take will be doubled for one turn.");
 
                if (cast)
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_SUTEMI);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_SUTEMI);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -490,14 +492,14 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_ELEC);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_ELEC);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -508,18 +510,18 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
        case 18:
                if (name) return _("入身", "Rush Attack");
-               if (desc) return _("素早く相手に近寄り攻撃する。", "Steps close to a monster and attacks at a time.");
+               if (desc) return _("素早く相手に近寄り攻撃する。", "Steps close to a monster and attacks at the same time.");
 
                if (cast)
                {
-                       if (!rush_attack(NULL)) return NULL;
+                       if (!rush_attack(caster_ptr, NULL)) return NULL;
                }
                break;
 
        case 19:
                if (name) return _("赤流渦", "Bloody Maelstrom");
                if (desc) return _("自分自身も傷を作りつつ、その傷が深いほど大きい威力で全方向の敵を攻撃できる。生きていないモンスターには効果がない。",
-                       "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
+                       "Attacks all adjacent monsters with power corresponding to your cuts. Then increases your cuts. Has no effect on unliving monsters.");
 
                if (cast)
                {
@@ -537,20 +539,20 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                        {
                                y = caster_ptr->y + ddy_ddd[dir];
                                x = caster_ptr->x + ddx_ddd[dir];
-                               g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
-                               m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+                               g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
+                               m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
 
                                /* Hack -- attack monsters */
-                               if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
+                               if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
                                {
                                        if (!monster_living(m_ptr->r_idx))
                                        {
                                                GAME_TEXT m_name[MAX_NLEN];
 
-                                               monster_desc(m_name, m_ptr, 0);
+                                               monster_desc(caster_ptr, m_name, m_ptr, 0);
                                                msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
                                        }
-                                       else py_attack(p_ptr, y, x, HISSATSU_SEKIRYUKA);
+                                       else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
                                }
                        }
                }
@@ -564,14 +566,14 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_QUAKE);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_QUAKE);
                        else
                                earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0);
                }
@@ -579,14 +581,14 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
        case 21:
                if (name) return _("地走り", "Crack");
-               if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
+               if (desc) return _("衝撃波のビームを放つ。", "Fires a shock wave as a beam.");
 
                if (cast)
                {
                        int total_damage = 0, basedam, i;
                        BIT_FLAGS flgs[TR_FLAG_SIZE];
                        object_type *o_ptr;
-                       if (!get_aim_dir(&dir)) return NULL;
+                       if (!get_aim_dir(caster_ptr, &dir)) return NULL;
                        msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
                        for (i = 0; i < 2; i++)
                        {
@@ -614,32 +616,32 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                                total_damage += damage / 200;
                                if (i) total_damage = total_damage * 7 / 10;
                        }
-                       fire_beam(GF_FORCE, dir, total_damage);
+                       fire_beam(caster_ptr, GF_FORCE, dir, total_damage);
                }
                break;
 
        case 22:
                if (name) return _("気迫の雄叫び", "War Cry");
                if (desc) return _("視界内の全モンスターに対して轟音の攻撃を行う。さらに、近くにいるモンスターを怒らせる。",
-                       "Damages all monsters in sight with sound. Aggravate nearby monsters.");
+                       "Damages all monsters in sight with sound. Aggravates nearby monsters.");
 
                if (cast)
                {
-                       msg_print(_("雄叫びをあげた!", "You roar out!"));
-                       project_all_los(GF_SOUND, randint1(plev * 3));
-                       aggravate_monsters(0);
+                       msg_print(_("雄叫びをあげた!", "You roar!"));
+                       project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3));
+                       aggravate_monsters(caster_ptr, 0);
                }
                break;
 
        case 23:
                if (name) return _("無双三段", "Musou-Sandan");
-               if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
+               if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with three powerful strikes.");
 
                if (cast)
                {
                        int i;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        for (i = 0; i < 3; i++)
@@ -652,10 +654,10 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
                                y = caster_ptr->y + ddy[dir];
                                x = caster_ptr->x + ddx[dir];
-                               g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+                               g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
 
                                if (g_ptr->m_idx)
-                                       py_attack(p_ptr, y, x, HISSATSU_3DAN);
+                                       py_attack(caster_ptr, y, x, HISSATSU_3DAN);
                                else
                                {
                                        msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -673,10 +675,10 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                                ny = y + ddy[dir];
                                nx = x + ddx[dir];
                                m_idx = g_ptr->m_idx;
-                               m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+                               m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
 
                                /* Monster cannot move back? */
-                               if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
+                               if (!monster_can_enter(caster_ptr, ny, nx, &r_info[m_ptr->r_idx], 0))
                                {
                                        /* -more- */
                                        if (i < 2) msg_print(NULL);
@@ -684,20 +686,20 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                                }
 
                                g_ptr->m_idx = 0;
-                               p_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+                               caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
                                m_ptr->fy = ny;
                                m_ptr->fx = nx;
 
-                               update_monster(m_idx, TRUE);
+                               update_monster(caster_ptr, m_idx, TRUE);
 
                                /* Redraw the old spot */
-                               lite_spot(y, x);
+                               lite_spot(caster_ptr, y, x);
 
                                /* Redraw the new spot */
-                               lite_spot(ny, nx);
+                               lite_spot(caster_ptr, ny, nx);
 
                                /* Player can move forward? */
-                               if (player_can_enter(g_ptr->feat, 0))
+                               if (player_can_enter(caster_ptr, g_ptr->feat, 0))
                                {
                                        if (!move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
                                }
@@ -715,20 +717,20 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
        case 24:
                if (name) return _("吸血鬼の牙", "Vampire's Fang");
                if (desc) return _("攻撃した相手の体力を吸いとり、自分の体力を回復させる。生命を持たないモンスターには通じない。",
-                       "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
+                       "Attacks with vampiric strikes which absorb HP from a monster and heal you. Has no effect on unliving monsters.");
 
                if (cast)
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_DRAIN);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_DRAIN);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -739,21 +741,21 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
        case 25:
                if (name) return _("幻惑", "Moon Dazzling");
-               if (desc) return _("視界内の起きている全モンスターに朦朧、混乱、眠りを与えようとする。", "Attempts to stun, confuse and sleep all waking monsters.");
+               if (desc) return _("視界内の起きている全モンスターに朦朧、混乱、眠りを与えようとする。", "Attempts to stun, confuse and put to sleep all waking monsters.");
 
                if (cast)
                {
                        msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
-                       project_all_los(GF_ENGETSU, plev * 4);
-                       project_all_los(GF_ENGETSU, plev * 4);
-                       project_all_los(GF_ENGETSU, plev * 4);
+                       project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
+                       project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
+                       project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
                }
                break;
 
        case 26:
                if (name) return _("百人斬り", "Hundred Slaughter");
                if (desc) return _("連続して入身でモンスターを攻撃する。攻撃するたびにMPを消費。MPがなくなるか、モンスターを倒せなかったら百人斬りは終了する。",
-                       "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
+                       "Performs a series of rush attacks. The series continues as long as the attacked monster dies and you have sufficient SP.");
 
                if (cast)
                {
@@ -763,7 +765,7 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
                        do
                        {
-                               if (!rush_attack(&mdeath)) break;
+                               if (!rush_attack(caster_ptr, &mdeath)) break;
                                if (is_new)
                                {
                                        /* Reserve needed mana point */
@@ -777,7 +779,7 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                                command_dir = 0;
 
                                caster_ptr->redraw |= PR_MANA;
-                               handle_stuff();
+                               handle_stuff(caster_ptr);
                        } while (caster_ptr->csp > mana_cost_per_monster);
 
                        if (is_new) return NULL;
@@ -796,11 +798,11 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                {
                        POSITION y, x;
 
-                       if (!tgt_pt(&x, &y)) return NULL;
+                       if (!tgt_pt(caster_ptr, &x, &y)) return NULL;
 
-                       if (!cave_player_teleportable_bold(y, x, 0L) ||
+                       if (!cave_player_teleportable_bold(caster_ptr, y, x, 0L) ||
                                (distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) ||
-                               !projectable(caster_ptr->y, caster_ptr->x, y, x))
+                               !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
                        {
                                msg_print(_("失敗!", "You cannot move to that place!"));
                                break;
@@ -810,8 +812,8 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                                msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
                                break;
                        }
-                       project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
-                       teleport_player_to(y, x, 0L);
+                       project(caster_ptr, 0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
+                       teleport_player_to(caster_ptr, y, x, 0L);
                }
                break;
 
@@ -823,18 +825,18 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                {
                        POSITION x, y;
 
-                       if (!get_rep_dir(&dir, FALSE)) return NULL;
+                       if (!get_rep_dir(caster_ptr, &dir, FALSE)) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
                        {
-                               py_attack(p_ptr, y, x, 0);
-                               if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, 0);
+                               if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
                                {
-                                       handle_stuff();
-                                       py_attack(p_ptr, y, x, 0);
+                                       handle_stuff(caster_ptr);
+                                       py_attack(caster_ptr, y, x, 0);
                                }
                        }
                        else
@@ -847,7 +849,7 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
        case 29:
                if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
-               if (desc) return _("強力な攻撃を行い、近くの場所にも効果が及ぶ。", "Performs a powerful attack which even effect nearby monsters.");
+               if (desc) return _("強力な攻撃を行い、近くの場所にも効果が及ぶ。", "Performs a powerful attack which even affects nearby monsters.");
 
                if (cast)
                {
@@ -856,7 +858,7 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                        BIT_FLAGS flgs[TR_FLAG_SIZE];
                        object_type *o_ptr;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
@@ -864,7 +866,7 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
                        if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
                        {
-                               msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
+                               msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
                                return "";
                        }
                        msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
@@ -893,27 +895,27 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                                damage *= caster_ptr->num_blow[i];
                                total_damage += (damage / 100);
                        }
-                       project(0, (cave_have_flag_bold(y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
+                       project(caster_ptr, 0, (cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
                }
                break;
 
        case 30:
                if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
                if (desc) return _("自分もダメージをくらうが、相手に非常に大きなダメージを与える。アンデッドには特に効果がある。",
-                       "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
+                       "Attacks a monster with extremely powerful damage, but you also take some damage. Hurts an undead monster greatly.");
 
                if (cast)
                {
                        POSITION y, x;
 
-                       if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
                        if (dir == 5) return NULL;
 
                        y = caster_ptr->y + ddy[dir];
                        x = caster_ptr->x + ddx[dir];
 
-                       if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(p_ptr, y, x, HISSATSU_UNDEAD);
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+                               py_attack(caster_ptr, y, x, HISSATSU_UNDEAD);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
@@ -925,7 +927,7 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
 
        case 31:
                if (name) return _("切腹", "Harakiri");
-               if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
+               if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Bushido, the way of warriors, is found in death'");
 
                if (cast)
                {
@@ -938,14 +940,14 @@ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mo
                        i = inkey();
                        prt("", 0, 0);
                        if (i != '@') return NULL;
-                       if (caster_ptr->total_winner)
+                       if (current_world_ptr->total_winner)
                        {
                                take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
-                               caster_ptr->total_winner = TRUE;
+                               current_world_ptr->total_winner = TRUE;
                        }
                        else
                        {
-                               msg_print(_("武士道とは、死ぬことと見つけたり。", "Meaning of Bushi-do is found in the death."));
+                               msg_print(_("武士道とは、死ぬことと見つけたり。", "The meaning of bushido is found in death."));
                                take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
                        }
                }