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[Refactor] #38997 monster_gain_exp() にplayer_type * 引数を追加 / Added player_type * argum...
[hengband/hengband.git] / src / spells1.c
index e62a633..a9a553f 100644 (file)
@@ -201,18 +201,18 @@ const magic_type technic_info[NUM_TECHNIC][32] =
  * @param cury 現在の鏡のy座標
  * @param curx 現在の鏡のx座標
  */
-static void next_mirror(POSITION* next_y, POSITION* next_x, POSITION cury, POSITION curx)
+static void next_mirror(player_type *creature_ptr, POSITION* next_y, POSITION* next_x, POSITION cury, POSITION curx)
 {
        POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
        int mirror_num = 0;                       /* 鏡の数 */
        POSITION x, y;
        int num;
 
-       for (x = 0; x < current_floor_ptr->width; x++)
+       for (x = 0; x < creature_ptr->current_floor_ptr->width; x++)
        {
-               for (y = 0; y < current_floor_ptr->height; y++)
+               for (y = 0; y < creature_ptr->current_floor_ptr->height; y++)
                {
-                       if (is_mirror_grid(&current_floor_ptr->grid_array[y][x])) {
+                       if (is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[y][x])) {
                                mirror_y[mirror_num] = y;
                                mirror_x[mirror_num] = x;
                                mirror_num++;
@@ -245,6 +245,7 @@ static POSITION monster_target_y; /*!< モンスターの攻撃目標Y座標 */
 
 /*!
  * @brief 汎用的なビーム/ボルト/ボール系による地形効果処理 / We are called from "project()" to "damage" terrain features
+ * @param caster_ptr プレーヤーへの参照ポインタ
  * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
  * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
  * @param y 目標Y座標 / Target y location (or location to travel "towards")
@@ -268,22 +269,21 @@ static POSITION monster_target_y; /*!< モンスターの攻撃目標Y座標 */
  * Perhaps we should affect doors?
  * </pre>
  */
-static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
+static bool project_f(player_type *caster_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
 {
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+       grid_type *g_ptr = &floor_ptr->grid_array[y][x];
        feature_type *f_ptr = &f_info[g_ptr->feat];
 
        bool obvious = FALSE;
-       bool known = player_has_los_bold(y, x);
-
+       bool known = player_has_los_bold(caster_ptr, y, x);
 
        who = who ? who : 0;
 
        /* Reduce damage by distance */
        dam = (dam + r) / (r + 1);
 
-
-       if (have_flag(f_ptr->flags, FF_TREE))
+if (have_flag(f_ptr->flags, FF_TREE))
        {
                concptr message;
                switch (typ)
@@ -321,7 +321,7 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                if (message)
                {
                        msg_format(_("木は%s。", "A tree %s"), message);
-                       cave_set_feat(y, x, one_in_(3) ? feat_brake : feat_grass);
+                       cave_set_feat(caster_ptr, y, x, one_in_(3) ? feat_brake : feat_grass);
 
                        /* Observe */
                        if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
@@ -373,7 +373,7 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                        if (is_hidden_door(g_ptr))
                        {
                                /* Pick a door */
-                               disclose_grid(y, x);
+                               disclose_grid(caster_ptr, y, x);
 
                                /* Check line of sight */
                                if (known)
@@ -393,7 +393,7 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                }
 
                                /* Destroy the trap */
-                               cave_alter_feat(y, x, FF_DISARM);
+                               cave_alter_feat(caster_ptr, y, x, FF_DISARM);
                        }
 
                        /* Locked doors are unlocked */
@@ -402,7 +402,7 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                FEAT_IDX old_feat = g_ptr->feat;
 
                                /* Unlock the door */
-                               cave_alter_feat(y, x, FF_DISARM);
+                               cave_alter_feat(caster_ptr, y, x, FF_DISARM);
 
                                /* Check line of sound */
                                if (known && (old_feat != g_ptr->feat))
@@ -413,7 +413,7 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                        }
 
                        /* Remove "unsafe" flag if player is not blind */
-                       if (!p_ptr->blind && player_has_los_bold(y, x))
+                       if (!caster_ptr->blind && player_has_los_bold(caster_ptr, y, x))
                        {
                                g_ptr->info &= ~(CAVE_UNSAFE);
                                lite_spot(y, x);
@@ -437,11 +437,11 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                }
 
                                /* Destroy the feature */
-                               cave_alter_feat(y, x, FF_TUNNEL);
+                               cave_alter_feat(caster_ptr, y, x, FF_TUNNEL);
                        }
 
                        /* Remove "unsafe" flag if player is not blind */
-                       if (!p_ptr->blind && player_has_los_bold(y, x))
+                       if (!caster_ptr->blind && player_has_los_bold(caster_ptr, y, x))
                        {
                                g_ptr->info &= ~(CAVE_UNSAFE);
                                lite_spot(y, x);
@@ -458,7 +458,7 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                s16b old_mimic = g_ptr->mimic;
                                feature_type *mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
 
-                               cave_alter_feat(y, x, FF_SPIKE);
+                               cave_alter_feat(caster_ptr, y, x, FF_SPIKE);
                                g_ptr->mimic = old_mimic;
 
                                note_spot(y, x);
@@ -471,6 +471,7 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                        obvious = TRUE;
                                }
                        }
+
                        break;
                }
 
@@ -486,8 +487,8 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                }
 
                                /* Destroy the wall */
-                               cave_alter_feat(y, x, FF_HURT_ROCK);
-                               p_ptr->update |= (PU_FLOW);
+                               cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
+                               caster_ptr->update |= (PU_FLOW);
                        }
 
                        break;
@@ -495,31 +496,31 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
 
                case GF_MAKE_DOOR:
                {
-                       if (!cave_naked_bold(y, x)) break;
-                       if (player_bold(y, x)) break;
-                       cave_set_feat(y, x, feat_door[DOOR_DOOR].closed);
+                       if (!cave_naked_bold(caster_ptr, floor_ptr, y, x)) break;
+                       if (player_bold(caster_ptr, y, x)) break;
+                       cave_set_feat(caster_ptr, y, x, feat_door[DOOR_DOOR].closed);
                        if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
                        break;
                }
 
                case GF_MAKE_TRAP:
                {
-                       place_trap(y, x);
+                       place_trap(caster_ptr, y, x);
                        break;
                }
 
                case GF_MAKE_TREE:
                {
-                       if (!cave_naked_bold(y, x)) break;
-                       if (player_bold(y, x)) break;
-                       cave_set_feat(y, x, feat_tree);
+                       if (!cave_naked_bold(caster_ptr, floor_ptr, y, x)) break;
+                       if (player_bold(caster_ptr, y, x)) break;
+                       cave_set_feat(caster_ptr, y, x, feat_tree);
                        if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
                        break;
                }
 
                case GF_MAKE_GLYPH:
                {
-                       if (!cave_naked_bold(y, x)) break;
+                       if (!cave_naked_bold(caster_ptr, floor_ptr, y, x)) break;
                        g_ptr->info |= CAVE_OBJECT;
                        g_ptr->mimic = feat_glyph;
                        note_spot(y, x);
@@ -529,9 +530,9 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
 
                case GF_STONE_WALL:
                {
-                       if (!cave_naked_bold(y, x)) break;
-                       if (player_bold(y, x)) break;
-                       cave_set_feat(y, x, feat_granite);
+                       if (!cave_naked_bold(caster_ptr, floor_ptr, y, x)) break;
+                       if (player_bold(caster_ptr, y, x)) break;
+                       cave_set_feat(caster_ptr, y, x, feat_granite);
                        break;
                }
 
@@ -541,12 +542,13 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                        if (dam == 1)
                        {
                                if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
-                               cave_set_feat(y, x, feat_shallow_lava);
+                               cave_set_feat(caster_ptr, y, x, feat_shallow_lava);
                        }
                        else if (dam)
                        {
-                               cave_set_feat(y, x, feat_deep_lava);
+                               cave_set_feat(caster_ptr, y, x, feat_deep_lava);
                        }
+
                        break;
                }
 
@@ -556,12 +558,13 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                        if (dam == 1)
                        {
                                if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
-                               cave_set_feat(y, x, feat_shallow_water);
+                               cave_set_feat(caster_ptr, y, x, feat_shallow_water);
                        }
                        else if (dam)
                        {
-                               cave_set_feat(y, x, feat_deep_water);
+                               cave_set_feat(caster_ptr, y, x, feat_deep_water);
                        }
+
                        break;
                }
 
@@ -570,23 +573,23 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                case GF_LITE:
                {
                        /* Turn on the light */
-                       if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+                       if (!(d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
                        {
                                g_ptr->info |= (CAVE_GLOW);
                                note_spot(y, x);
                                lite_spot(y, x);
-                               update_local_illumination(y, x);
+                               update_local_illumination(caster_ptr, y, x);
 
                                /* Observe */
-                               if (player_can_see_bold(y, x)) obvious = TRUE;
+                               if (player_can_see_bold(caster_ptr, y, x)) obvious = TRUE;
 
                                /* Mega-Hack -- Update the monster in the affected grid */
                                /* This allows "spear of light" (etc) to work "correctly" */
-                               if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
+                               if (g_ptr->m_idx) update_monster(caster_ptr, g_ptr->m_idx, FALSE);
 
-                               if (p_ptr->special_defense & NINJA_S_STEALTH)
+                               if (caster_ptr->special_defense & NINJA_S_STEALTH)
                                {
-                                       if (player_bold(y, x)) set_superstealth(FALSE);
+                                       if (player_bold(caster_ptr, y, x)) set_superstealth(caster_ptr, FALSE);
                                }
                        }
 
@@ -597,22 +600,22 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                case GF_DARK_WEAK:
                case GF_DARK:
                {
-                       bool do_dark = !p_ptr->phase_out && !is_mirror_grid(g_ptr);
+                       bool do_dark = !caster_ptr->phase_out && !is_mirror_grid(g_ptr);
                        int j;
 
                        /* Turn off the light. */
                        if (do_dark)
                        {
-                               if (current_floor_ptr->dun_level || !is_daytime())
+                               if (floor_ptr->dun_level || !is_daytime())
                                {
                                        for (j = 0; j < 9; j++)
                                        {
                                                int by = y + ddy_ddd[j];
                                                int bx = x + ddx_ddd[j];
 
-                                               if (in_bounds2(by, bx))
+                                               if (in_bounds2(floor_ptr, by, bx))
                                                {
-                                                       grid_type *cc_ptr = &current_floor_ptr->grid_array[by][bx];
+                                                       grid_type *cc_ptr = &floor_ptr->grid_array[by][bx];
 
                                                        if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
                                                        {
@@ -638,13 +641,13 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
 
                                lite_spot(y, x);
 
-                               update_local_illumination(y, x);
+                               update_local_illumination(caster_ptr, y, x);
 
-                               if (player_can_see_bold(y, x)) obvious = TRUE;
+                               if (player_can_see_bold(caster_ptr, y, x)) obvious = TRUE;
 
                                /* Mega-Hack -- Update the monster in the affected grid */
                                /* This allows "spear of light" (etc) to work "correctly" */
-                               if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
+                               if (g_ptr->m_idx) update_monster(caster_ptr, g_ptr->m_idx, FALSE);
                        }
 
                        /* All done */
@@ -656,49 +659,51 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                {
                        if (is_mirror_grid(g_ptr))
                        {
-                               msg_print(_("鏡が割れた!", "The mirror was crashed!"));
+                               msg_print(_("鏡が割れた!", "The mirror was shattered!"));
                                sound(SOUND_GLASS);
-                               remove_mirror(y, x);
-                               project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+                               remove_mirror(caster_ptr, y, x);
+                               project(caster_ptr, 0, 2, y, x, caster_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
                        }
 
                        if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 50))
                        {
                                if (known && (g_ptr->info & CAVE_MARK))
                                {
-                                       msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
+                                       msg_format(_("%sが割れた!", "The %s crumbled!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
                                        sound(SOUND_GLASS);
                                }
 
                                /* Destroy the wall */
-                               cave_alter_feat(y, x, FF_HURT_ROCK);
-                               p_ptr->update |= (PU_FLOW);
+                               cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
+                               caster_ptr->update |= (PU_FLOW);
                        }
+
                        break;
                }
 
                case GF_SOUND:
                {
-                       if (is_mirror_grid(g_ptr) && p_ptr->lev < 40)
+                       if (is_mirror_grid(g_ptr) && caster_ptr->lev < 40)
                        {
-                               msg_print(_("鏡が割れた!", "The mirror was crashed!"));
+                               msg_print(_("鏡が割れた!", "The mirror was shattered!"));
                                sound(SOUND_GLASS);
-                               remove_mirror(y, x);
-                               project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+                               remove_mirror(caster_ptr, y, x);
+                               project(caster_ptr, 0, 2, y, x, caster_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
                        }
 
                        if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 200))
                        {
                                if (known && (g_ptr->info & CAVE_MARK))
                                {
-                                       msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
+                                       msg_format(_("%sが割れた!", "The %s crumbled!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
                                        sound(SOUND_GLASS);
                                }
 
                                /* Destroy the wall */
-                               cave_alter_feat(y, x, FF_HURT_ROCK);
-                               p_ptr->update |= (PU_FLOW);
+                               cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
+                               caster_ptr->update |= (PU_FLOW);
                        }
+
                        break;
                }
 
@@ -706,17 +711,18 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                {
                        /* Destroy mirror/glyph */
                        if (is_mirror_grid(g_ptr) || is_glyph_grid(g_ptr) || is_explosive_rune_grid(g_ptr))
-                               remove_mirror(y, x);
+                               remove_mirror(caster_ptr, y, x);
 
                        /* Permanent features don't get effect */
                        /* But not protect monsters and other objects */
                        if (have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT))
                        {
-                               cave_alter_feat(y, x, FF_HURT_DISI);
+                               cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
 
                                /* Update some things -- similar to GF_KILL_WALL */
-                               p_ptr->update |= (PU_FLOW);
+                               caster_ptr->update |= (PU_FLOW);
                        }
+
                        break;
                }
        }
@@ -730,6 +736,7 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
 
 /*!
  * @brief 汎用的なビーム/ボルト/ボール系によるアイテムオブジェクトへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
+ * @param caster_ptr プレーヤーへの参照ポインタ
  * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
  * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
  * @param y 目標Y座標 / Target y location (or location to travel "towards")
@@ -755,14 +762,14 @@ static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
  * We return "TRUE" if the effect of the projection is "obvious".
  * </pre>
  */
-static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
+static bool project_o(player_type *caster_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
 {
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
 
        OBJECT_IDX this_o_idx, next_o_idx = 0;
 
        bool obvious = FALSE;
-       bool known = player_has_los_bold(y, x);
+       bool known = player_has_los_bold(caster_ptr, y, x);
 
        BIT_FLAGS flgs[TR_FLAG_SIZE];
 
@@ -781,7 +788,7 @@ static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
        /* Scan all objects in the grid */
        for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
-               object_type *o_ptr = &current_floor_ptr->o_list[this_o_idx];
+               object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[this_o_idx];
 
                bool is_art = FALSE;
                bool ignore = FALSE;
@@ -942,10 +949,10 @@ static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
 
                        case GF_IDENTIFY:
                        {
-                               identify_item(o_ptr);
+                               identify_item(caster_ptr, o_ptr);
 
                                /* Auto-inscription */
-                               autopick_alter_item((-this_o_idx), FALSE);
+                               autopick_alter_item(caster_ptr, (-this_o_idx), FALSE);
                                break;
                        }
 
@@ -982,7 +989,7 @@ static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                        int i;
                                        BIT_FLAGS mode = 0L;
 
-                                       if (!who || is_pet(&current_floor_ptr->m_list[who]))
+                                       if (!who || is_pet(&caster_ptr->current_floor_ptr->m_list[who]))
                                                mode |= PM_FORCE_PET;
 
                                        for (i = 0; i < o_ptr->number ; i++)
@@ -1045,7 +1052,7 @@ static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
 
                                k_idx = o_ptr->k_idx;
                                is_potion = object_is_potion(o_ptr);
-                               delete_object_idx(this_o_idx);
+                               delete_object_idx(caster_ptr->current_floor_ptr, this_o_idx);
 
                                /* Potions produce effects when 'shattered' */
                                if (is_potion)
@@ -1059,12 +1066,13 @@ static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
        }
 
        /* Return "Anything seen?" */
-       return (obvious);
+       return obvious;
 }
 
 
 /*!
  * @brief 汎用的なビーム/ボルト/ボール系によるモンスターへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
+ * @param caster_ptr プレーヤーへの参照ポインタ
  * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
  * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
  * @param y 目標Y座標 / Target y location (or location to travel "towards")
@@ -1131,14 +1139,15 @@ static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
  * "flg" was added.
  * </pre>
  */
-static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, bool see_s_msg)
+static bool project_m(player_type *caster_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, bool see_s_msg)
 {
        int tmp;
 
-       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+       floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+       grid_type *g_ptr = &floor_ptr->grid_array[y][x];
 
-       monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
-       monster_type *caster_ptr = (who > 0) ? &current_floor_ptr->m_list[who] : NULL;
+       monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
+       monster_type *m_caster_ptr = (who > 0) ? &floor_ptr->m_list[who] : NULL;
 
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
@@ -1154,7 +1163,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
        bool obvious = FALSE;
 
        /* Can the player know about this effect? */
-       bool known = ((m_ptr->cdis <= MAX_SIGHT) || p_ptr->phase_out);
+       bool known = ((m_ptr->cdis <= MAX_SIGHT) || caster_ptr->phase_out);
 
        /* Were the effects "irrelevant"? */
        bool skipped = FALSE;
@@ -1197,19 +1206,19 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
        /* Assume a default death */
        concptr note_dies = extract_note_dies(real_r_idx(m_ptr));
 
-       DEPTH caster_lev = (who > 0) ? r_info[caster_ptr->r_idx].level : (p_ptr->lev * 2);
+       DEPTH caster_lev = (who > 0) ? r_info[m_caster_ptr->r_idx].level : (caster_ptr->lev * 2);
 
        /* Nobody here */
-       if (!g_ptr->m_idx) return (FALSE);
+       if (!g_ptr->m_idx) return FALSE;
 
        /* Never affect projector */
-       if (who && (g_ptr->m_idx == who)) return (FALSE);
-       if ((g_ptr->m_idx == p_ptr->riding) && !who && !(typ == GF_OLD_HEAL) && !(typ == GF_OLD_SPEED) && !(typ == GF_STAR_HEAL)) return (FALSE);
+       if (who && (g_ptr->m_idx == who)) return FALSE;
+       if ((g_ptr->m_idx == caster_ptr->riding) && !who && !(typ == GF_OLD_HEAL) && !(typ == GF_OLD_SPEED) && !(typ == GF_STAR_HEAL)) return FALSE;
        if (sukekaku && ((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) return FALSE;
 
        /* Don't affect already death monsters */
        /* Prevents problems with chain reactions of exploding monsters */
-       if (m_ptr->hp < 0) return (FALSE);
+       if (m_ptr->hp < 0) return FALSE;
 
        /* Reduce damage by distance */
        dam = (dam + r) / (r + 1);
@@ -1221,7 +1230,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
        /* Get the monster possessive ("his"/"her"/"its") */
        monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
 
-       if (p_ptr->riding && (g_ptr->m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
+       if (caster_ptr->riding && (g_ptr->m_idx == caster_ptr->riding)) disturb(caster_ptr, TRUE, TRUE);
 
        if (r_ptr->flagsr & RFR_RES_ALL &&
                typ != GF_OLD_CLONE && typ != GF_STAR_HEAL && typ != GF_OLD_HEAL
@@ -1229,8 +1238,8 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
        {
                note = _("には完全な耐性がある!", " is immune.");
                dam = 0;
-               if(is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
-               if(typ == GF_LITE_WEAK || typ == GF_KILL_WALL) skipped = TRUE;
+               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
+               if (typ == GF_LITE_WEAK || typ == GF_KILL_WALL) skipped = TRUE;
        }
        else
        {
@@ -1238,1584 +1247,1543 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                switch (typ)
                {
                        /* Magic Missile -- pure damage */
-                       case GF_MISSILE:
+               case GF_MISSILE:
+               {
+                       if (seen) obvious = TRUE;
+                       break;
+               }
+
+               /* Acid */
+               case GF_ACID:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_IM_ACID)
                        {
-                               if (seen) obvious = TRUE;
-                               break;
+                               note = _("にはかなり耐性がある!", " resists a lot.");
+                               dam /= 9;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ACID);
                        }
+                       break;
+               }
 
-                       /* Acid */
-                       case GF_ACID:
+               /* Electricity */
+               case GF_ELEC:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_IM_ELEC)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_IM_ACID)
-                               {
-                                       note = _("にはかなり耐性がある!", " resists a lot.");
-                                       dam /= 9;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ACID);
-                               }
-                               break;
+                               note = _("にはかなり耐性がある!", " resists a lot.");
+                               dam /= 9;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ELEC);
                        }
+                       break;
+               }
 
-                       /* Electricity */
-                       case GF_ELEC:
+               /* Fire damage */
+               case GF_FIRE:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_IM_FIRE)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_IM_ELEC)
-                               {
-                                       note = _("にはかなり耐性がある!", " resists a lot.");
-                                       dam /= 9;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ELEC);
-                               }
-                               break;
+                               note = _("にはかなり耐性がある!", " resists a lot.");
+                               dam /= 9;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_FIRE);
                        }
-
-                       /* Fire damage */
-                       case GF_FIRE:
+                       else if (r_ptr->flags3 & (RF3_HURT_FIRE))
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_IM_FIRE)
-                               {
-                                       note = _("にはかなり耐性がある!", " resists a lot.");
-                                       dam /= 9;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_FIRE);
-                               }
-                               else if (r_ptr->flags3 & (RF3_HURT_FIRE))
-                               {
-                                       note = _("はひどい痛手をうけた。", " is hit hard.");
-                                       dam *= 2;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_FIRE);
-                               }
-                               break;
+                               note = _("はひどい痛手をうけた。", " is hit hard.");
+                               dam *= 2;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_FIRE);
                        }
+                       break;
+               }
 
-                       /* Cold */
-                       case GF_COLD:
+               /* Cold */
+               case GF_COLD:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_IM_COLD)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_IM_COLD)
-                               {
-                                       note = _("にはかなり耐性がある!", " resists a lot.");
-                                       dam /= 9;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_COLD);
-                               }
-                               else if (r_ptr->flags3 & (RF3_HURT_COLD))
-                               {
-                                       note = _("はひどい痛手をうけた。", " is hit hard.");
-                                       dam *= 2;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
-                               }
-                               break;
+                               note = _("にはかなり耐性がある!", " resists a lot.");
+                               dam /= 9;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_COLD);
                        }
-
-                       /* Poison */
-                       case GF_POIS:
+                       else if (r_ptr->flags3 & (RF3_HURT_COLD))
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_IM_POIS)
-                               {
-                                       note = _("にはかなり耐性がある!", " resists a lot.");
-                                       dam /= 9;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
-                               }
-                               break;
+                               note = _("はひどい痛手をうけた。", " is hit hard.");
+                               dam *= 2;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
                        }
+                       break;
+               }
 
-                       /* Nuclear waste */
-                       case GF_NUKE:
+               /* Poison */
+               case GF_POIS:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_IM_POIS)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_IM_POIS)
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
-                               }
-                               else if (one_in_(3)) do_poly = TRUE;
-                               break;
+                               note = _("にはかなり耐性がある!", " resists a lot.");
+                               dam /= 9;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
                        }
+                       break;
+               }
 
-                       /* Hellfire -- hurts Evil */
-                       case GF_HELL_FIRE:
+               /* Nuclear waste */
+               case GF_NUKE:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_IM_POIS)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flags3 & RF3_GOOD)
-                               {
-                                       note = _("はひどい痛手をうけた。", " is hit hard.");
-                                       dam *= 2;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
-                               }
-                               break;
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
                        }
+                       else if (one_in_(3)) do_poly = TRUE;
+                       break;
+               }
 
-                       /* Holy Fire -- hurts Evil, Good are immune, others _resist_ */
-                       case GF_HOLY_FIRE:
+               /* Hellfire -- hurts Evil */
+               case GF_HELL_FIRE:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flags3 & RF3_GOOD)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flags3 & RF3_EVIL)
-                               {
-                                       dam *= 2;
-                                       note = _("はひどい痛手をうけた。", " is hit hard.");
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
-                               }
-                               else
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                               }
-                               break;
+                               note = _("はひどい痛手をうけた。", " is hit hard.");
+                               dam *= 2;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
                        }
+                       break;
+               }
 
-                       /* Arrow -- XXX no defense */
-                       case GF_ARROW:
+               /* Holy Fire -- hurts Evil, Good are immune, others _resist_ */
+               case GF_HOLY_FIRE:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flags3 & RF3_EVIL)
                        {
-                               if (seen) obvious = TRUE;
-                               break;
+                               dam *= 2;
+                               note = _("はひどい痛手をうけた。", " is hit hard.");
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
+                       }
+                       else
+                       {
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
                        }
+                       break;
+               }
 
-                       /* Plasma -- XXX perhaps check ELEC or FIRE */
-                       case GF_PLASMA:
+               /* Arrow -- XXX no defense */
+               case GF_ARROW:
+               {
+                       if (seen) obvious = TRUE;
+                       break;
+               }
+
+               /* Plasma -- XXX perhaps check ELEC or FIRE */
+               case GF_PLASMA:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_PLAS)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_PLAS)
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_PLAS);
-                               }
-                               break;
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_PLAS);
                        }
+                       break;
+               }
 
-                       /* Nether -- see above */
-                       case GF_NETHER:
+               /* Nether -- see above */
+               case GF_NETHER:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_NETH)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_NETH)
+                               if (r_ptr->flags3 & RF3_UNDEAD)
                                {
-                                       if (r_ptr->flags3 & RF3_UNDEAD)
-                                       {
-                                               note = _("には完全な耐性がある!", " is immune.");
-                                               dam = 0;
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
-                                       }
-                                       else
-                                       {
-                                               note = _("には耐性がある。", " resists.");
-                                               dam *= 3; dam /= randint1(6) + 6;
-                                       }
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_NETH);
+                                       note = _("には完全な耐性がある!", " is immune.");
+                                       dam = 0;
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
                                }
-                               else if (r_ptr->flags3 & RF3_EVIL)
+                               else
                                {
-                                       note = _("はいくらか耐性を示した。", " resists somewhat.");
-                                       dam /= 2;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
+                                       note = _("には耐性がある。", " resists.");
+                                       dam *= 3; dam /= randint1(6) + 6;
                                }
-                               break;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_NETH);
                        }
-
-                       /* Water (acid) damage -- Water spirits/elementals are immune */
-                       case GF_WATER:
+                       else if (r_ptr->flags3 & RF3_EVIL)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_WATE)
-                               {
-                                       if ((m_ptr->r_idx == MON_WATER_ELEM) || (m_ptr->r_idx == MON_UNMAKER))
-                                       {
-                                               note = _("には完全な耐性がある!", " is immune.");
-                                               dam = 0;
-                                       }
-                                       else
-                                       {
-                                               note = _("には耐性がある。", " resists.");
-                                               dam *= 3; dam /= randint1(6) + 6;
-                                       }
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WATE);
-                               }
-                               break;
+                               note = _("はいくらか耐性を示した。", " resists somewhat.");
+                               dam /= 2;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
                        }
+                       break;
+               }
 
-                       /* Chaos -- Chaos breathers resist */
-                       case GF_CHAOS:
+               /* Water (acid) damage -- Water spirits/elementals are immune */
+               case GF_WATER:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_WATE)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_CHAO)
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_CHAO);
-                               }
-                               else if ((r_ptr->flags3 & RF3_DEMON) && one_in_(3))
+                               if ((m_ptr->r_idx == MON_WATER_ELEM) || (m_ptr->r_idx == MON_UNMAKER))
                                {
-                                       note = _("はいくらか耐性を示した。", " resists somewhat.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
+                                       note = _("には完全な耐性がある!", " is immune.");
+                                       dam = 0;
                                }
                                else
                                {
-                                       do_poly = TRUE;
-                                       do_conf = (5 + randint1(11) + r) / (r + 1);
-                               }
-                               break;
-                       }
-
-                       /* Shards -- Shard breathers resist */
-                       case GF_SHARDS:
-                       {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_SHAR)
-                               {
                                        note = _("には耐性がある。", " resists.");
                                        dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SHAR);
                                }
-                               break;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WATE);
                        }
+                       break;
+               }
 
-                       /* Rocket: Shard resistance helps */
-                       case GF_ROCKET:
+               /* Chaos -- Chaos breathers resist */
+               case GF_CHAOS:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_CHAO)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_SHAR)
-                               {
-                                       note = _("はいくらか耐性を示した。", " resists somewhat.");
-                                       dam /= 2;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SHAR);
-                               }
-                               break;
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_CHAO);
                        }
-
-
-                       /* Sound -- Sound breathers resist */
-                       case GF_SOUND:
+                       else if ((r_ptr->flags3 & RF3_DEMON) && one_in_(3))
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_SOUN)
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 2; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SOUN);
-                               }
-                               else do_stun = (10 + randint1(15) + r) / (r + 1);
-                               break;
+                               note = _("はいくらか耐性を示した。", " resists somewhat.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
                        }
-
-                       /* Confusion */
-                       case GF_CONFUSION:
+                       else
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flags3 & RF3_NO_CONF)
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
-                               }
-                               else do_conf = (10 + randint1(15) + r) / (r + 1);
-                               break;
+                               do_poly = TRUE;
+                               do_conf = (5 + randint1(11) + r) / (r + 1);
                        }
+                       break;
+               }
 
-                       /* Disenchantment -- Breathers and Disenchanters resist */
-                       case GF_DISENCHANT:
+               /* Shards -- Shard breathers resist */
+               case GF_SHARDS:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_SHAR)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_DISE)
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_DISE);
-                               }
-                               break;
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SHAR);
                        }
+                       break;
+               }
 
-                       /* Nexus -- Breathers and Existers resist */
-                       case GF_NEXUS:
+               /* Rocket: Shard resistance helps */
+               case GF_ROCKET:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_SHAR)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_NEXU)
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_NEXU);
-                               }
-                               break;
+                               note = _("はいくらか耐性を示した。", " resists somewhat.");
+                               dam /= 2;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SHAR);
                        }
+                       break;
+               }
 
-                       /* Force */
-                       case GF_FORCE:
+
+               /* Sound -- Sound breathers resist */
+               case GF_SOUND:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_SOUN)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_WALL)
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WALL);
-                               }
-                               else do_stun = (randint1(15) + r) / (r + 1);
-                               break;
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 2; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SOUN);
                        }
+                       else do_stun = (10 + randint1(15) + r) / (r + 1);
+                       break;
+               }
 
-                       /* Inertia -- breathers resist */
-                       case GF_INERTIAL:
+               /* Confusion */
+               case GF_CONFUSION:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flags3 & RF3_NO_CONF)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_INER)
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_INER);
-                               }
-                               else
-                               {
-                                       /* Powerful monsters can resist */
-                                       if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
-                                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                                       {
-                                               obvious = FALSE;
-                                       }
-                                       /* Normal monsters slow down */
-                                       else
-                                       {
-                                               if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
-                                               {
-                                                       note = _("の動きが遅くなった。", " starts moving slower.");
-                                               }
-                                       }
-                               }
-                               break;
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
                        }
+                       else do_conf = (10 + randint1(15) + r) / (r + 1);
+                       break;
+               }
 
-                       /* Time -- breathers resist */
-                       case GF_TIME:
+               /* Disenchantment -- Breathers and Disenchanters resist */
+               case GF_DISENCHANT:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_DISE)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_TIME)
-                               {
-                                       note = _("には耐性がある。", " resists.");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_TIME);
-                               }
-                               else do_time = (dam + 1) / 2;
-                               break;
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_DISE);
                        }
+                       break;
+               }
 
-                       /* Gravity -- breathers resist */
-                       case GF_GRAVITY:
+               /* Nexus -- Breathers and Existers resist */
+               case GF_NEXUS:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_NEXU)
                        {
-                               bool resist_tele = FALSE;
-
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flagsr & RFR_RES_TELE)
-                               {
-                                       if (r_ptr->flags1 & (RF1_UNIQUE))
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-                                               note = _("には効果がなかった。", " is unaffected!");
-                                               resist_tele = TRUE;
-                                       }
-                                       else if (r_ptr->level > randint1(100))
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-                                               note = _("には耐性がある!", " resists!");
-                                               resist_tele = TRUE;
-                                       }
-                               }
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_NEXU);
+                       }
+                       break;
+               }
 
-                               if (!resist_tele) do_dist = 10;
-                               else do_dist = 0;
-                               if (p_ptr->riding && (g_ptr->m_idx == p_ptr->riding)) do_dist = 0;
+               /* Force */
+               case GF_FORCE:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_WALL)
+                       {
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WALL);
+                       }
+                       else do_stun = (randint1(15) + r) / (r + 1);
+                       break;
+               }
 
-                               if (r_ptr->flagsr & RFR_RES_GRAV)
+               /* Inertia -- breathers resist */
+               case GF_INERTIAL:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_INER)
+                       {
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_INER);
+                       }
+                       else
+                       {
+                               /* Powerful monsters can resist */
+                               if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
+                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
                                {
-                                       note = _("には耐性がある!", " resists!");
-                                       dam *= 3; dam /= randint1(6) + 6;
-                                       do_dist = 0;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_GRAV);
+                                       obvious = FALSE;
                                }
+                               /* Normal monsters slow down */
                                else
                                {
-                                       /* 1. slowness */
-                                       /* Powerful monsters can resist */
-                                       if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
-                                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                                       {
-                                               obvious = FALSE;
-                                       }
-                                       /* Normal monsters slow down */
-                                       else
+                                       if (set_monster_slow(caster_ptr, g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
                                        {
-                                               if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
-                                               {
-                                                       note = _("の動きが遅くなった。", " starts moving slower.");
-                                               }
-                                       }
-
-                                       /* 2. stun */
-                                       do_stun = damroll((caster_lev / 20) + 3 , (dam)) + 1;
-
-                                       /* Attempt a saving throw */
-                                       if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
-                                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                                       {
-                                               /* Resist */
-                                               do_stun = 0;
-                                               /* No obvious effect */
-                                               note = _("には効果がなかった。", " is unaffected!");
-                                               obvious = FALSE;
+                                               note = _("の動きが遅くなった。", " starts moving slower.");
                                        }
                                }
-                               break;
                        }
+                       break;
+               }
 
-                       /* Pure damage */
-                       case GF_MANA:
-                       case GF_SEEKER:
-                       case GF_SUPER_RAY:
+               /* Time -- breathers resist */
+               case GF_TIME:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_TIME)
                        {
-                               if (seen) obvious = TRUE;
-                               break;
+                               note = _("には耐性がある。", " resists.");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_TIME);
                        }
+                       else do_time = (dam + 1) / 2;
+                       break;
+               }
 
+               /* Gravity -- breathers resist */
+               case GF_GRAVITY:
+               {
+                       bool resist_tele = FALSE;
 
-                       /* Pure damage */
-                       case GF_DISINTEGRATE:
-                       {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flags3 & RF3_HURT_ROCK)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
-                                       note = _("の皮膚がただれた!", " loses some skin!");
-                                       note_dies = _("は蒸発した!", " evaporates!");
-                                       dam *= 2;
-                               }
-                               break;
-                       }
-
-                       case GF_PSI:
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flagsr & RFR_RES_TELE)
                        {
-                               if (seen) obvious = TRUE;
-
-                               /* PSI only works if the monster can see you! -- RG */
-                               if (!(los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)))
-                               {
-                                       if (seen_msg) 
-                                               msg_format(_("%sはあなたが見えないので影響されない!", "%^s can't see you, and isn't affected!"), m_name);
-                                       skipped = TRUE;
-                                       break;
-                               }
-                               if (r_ptr->flags2 & RF2_EMPTY_MIND)
+                               if (r_ptr->flags1 & (RF1_UNIQUE))
                                {
-                                       dam = 0;
-                                       note = _("には完全な耐性がある!", " is immune.");
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
-
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+                                       note = _("には効果がなかった。", " is unaffected!");
+                                       resist_tele = TRUE;
                                }
-                               else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
-                                                (r_ptr->flags3 & RF3_ANIMAL) ||
-                                                (r_ptr->level > randint1(3 * dam)))
+                               else if (r_ptr->level > randint1(100))
                                {
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                                        note = _("には耐性がある!", " resists!");
-                                       dam /= 3;
-
-                                       /*
-                                        * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's
-                                        * attacks back on them
-                                        */
-                                       if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
-                                               (r_ptr->level > p_ptr->lev / 2) &&
-                                               one_in_(2))
-                                       {
-                                               note = NULL;
-                                               msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!", 
-                                                       (seen ? "%^s's corrupted mind backlashes your attack!" : 
-                                                                       "%^ss corrupted mind backlashes your attack!")), m_name);
-
-                                               /* Saving throw */
-                                               if ((randint0(100 + r_ptr->level / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
-                                               {
-                                                       msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
-                                               }
-                                               else
-                                               {
-                                                       /* Injure +/- confusion */
-                                                       monster_desc(killer, m_ptr, MD_WRONGDOER_NAME);
-                                                       take_hit(DAMAGE_ATTACK, dam, killer, -1);  /* has already been /3 */
-                                                       if (one_in_(4) && !CHECK_MULTISHADOW())
-                                                       {
-                                                               switch (randint1(4))
-                                                               {
-                                                                       case 1:
-                                                                               set_confused(p_ptr, p_ptr->confused + 3 + randint1(dam));
-                                                                               break;
-                                                                       case 2:
-                                                                               set_stun(p_ptr->stun + randint1(dam));
-                                                                               break;
-                                                                       case 3:
-                                                                       {
-                                                                               if (r_ptr->flags3 & RF3_NO_FEAR)
-                                                                                       note = _("には効果がなかった。", " is unaffected.");
-                                                                               else
-                                                                                       set_afraid(p_ptr, p_ptr->afraid + 3 + randint1(dam));
-                                                                               break;
-                                                                       }
-                                                                       default:
-                                                                               if (!p_ptr->free_act)
-                                                                                       (void)set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(dam));
-                                                                               break;
-                                                               }
-                                                       }
-                                               }
-                                               dam = 0;
-                                       }
+                                       resist_tele = TRUE;
                                }
+                       }
 
-                               if ((dam > 0) && one_in_(4))
-                               {
-                                       switch (randint1(4))
-                                       {
-                                               case 1:
-                                                       do_conf = 3 + randint1(dam);
-                                                       break;
-                                               case 2:
-                                                       do_stun = 3 + randint1(dam);
-                                                       break;
-                                               case 3:
-                                                       do_fear = 3 + randint1(dam);
-                                                       break;
-                                               default:
-                                                       note = _("は眠り込んでしまった!", " falls asleep!");
-                                                       do_sleep = 3 + randint1(dam);
-                                                       break;
-                                       }
-                               }
+                       if (!resist_tele) do_dist = 10;
+                       else do_dist = 0;
+                       if (caster_ptr->riding && (g_ptr->m_idx == caster_ptr->riding)) do_dist = 0;
 
-                               note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
-                               break;
+                       if (r_ptr->flagsr & RFR_RES_GRAV)
+                       {
+                               note = _("には耐性がある!", " resists!");
+                               dam *= 3; dam /= randint1(6) + 6;
+                               do_dist = 0;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_GRAV);
                        }
-
-                       case GF_PSI_DRAIN:
+                       else
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flags2 & RF2_EMPTY_MIND)
+                               /* 1. slowness */
+                               /* Powerful monsters can resist */
+                               if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
+                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
                                {
-                                       dam = 0;
-                                       note = _("には完全な耐性がある!", " is immune.");
+                                       obvious = FALSE;
                                }
-                               else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
-                                                (r_ptr->flags3 & RF3_ANIMAL) ||
-                                                (r_ptr->level > randint1(3 * dam)))
+                               /* Normal monsters slow down */
+                               else
                                {
-                                       note = _("には耐性がある!", " resists!");
-                                       dam /= 3;
-
-                                       /*
-                                        * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's
-                                        * attacks back on them
-                                        */
-                                       if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
-                                                (r_ptr->level > p_ptr->lev / 2) &&
-                                                (one_in_(2)))
+                                       if (set_monster_slow(caster_ptr, g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
                                        {
-                                               note = NULL;
-                                               msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!", 
-                                                       (seen ? "%^s's corrupted mind backlashes your attack!" : 
-                                                                       "%^ss corrupted mind backlashes your attack!")), m_name);
-                                               /* Saving throw */
-                                               if ((randint0(100 + r_ptr->level / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
-                                               {
-                                                       msg_print(_("あなたは効力を跳ね返した!", "You resist the effects!"));
-                                               }
-                                               else
-                                               {
-                                                       /* Injure + mana drain */
-                                                       monster_desc(killer, m_ptr, MD_WRONGDOER_NAME);
-                                                       if (!CHECK_MULTISHADOW())
-                                                       {
-                                                               msg_print(_("超能力パワーを吸いとられた!", "Your psychic energy is drained!"));
-                                                               p_ptr->csp -= damroll(5, dam) / 2;
-                                                               if (p_ptr->csp < 0) p_ptr->csp = 0;
-                                                               p_ptr->redraw |= PR_MANA;
-                                                               p_ptr->window |= (PW_SPELL);
-                                                       }
-                                                       take_hit(DAMAGE_ATTACK, dam, killer, -1);  /* has already been /3 */
-                                               }
-                                               dam = 0;
+                                               note = _("の動きが遅くなった。", " starts moving slower.");
                                        }
                                }
-                               else if (dam > 0)
-                               {
-                                       int b = damroll(5, dam) / 4;
-                                       concptr str = (p_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
-                                       concptr msg = _("あなたは%sの苦痛を%sに変換した!", 
-                                                (seen ? "You convert %s's pain into %s!" : 
-                                                                "You convert %ss pain into %s!"));
-                                       msg_format(msg, m_name, str);
-
-                                       b = MIN(p_ptr->msp, p_ptr->csp + b);
-                                       p_ptr->csp = b;
-                                       p_ptr->redraw |= PR_MANA;
-                                       p_ptr->window |= (PW_SPELL);
-                               }
-                               note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
-                               break;
-                       }
-
-                       case GF_TELEKINESIS:
-                       {
-                               if (seen) obvious = TRUE;
-                               if (one_in_(4))
-                               {
-                                       if (p_ptr->riding && (g_ptr->m_idx == p_ptr->riding)) do_dist = 0;
-                                       else do_dist = 7;
-                               }
 
-                               /* 1. stun */
-                               do_stun = damroll((caster_lev / 20) + 3 , dam) + 1;
+                               /* 2. stun */
+                               do_stun = damroll((caster_lev / 20) + 3, (dam)) + 1;
 
                                /* Attempt a saving throw */
-                               if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                                       (r_ptr->level > 5 + randint1(dam)))
+                               if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
+                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
                                {
                                        /* Resist */
                                        do_stun = 0;
                                        /* No obvious effect */
+                                       note = _("には効果がなかった。", " is unaffected!");
                                        obvious = FALSE;
                                }
-                               break;
                        }
+                       break;
+               }
+
+               /* Pure damage */
+               case GF_MANA:
+               case GF_SEEKER:
+               case GF_SUPER_RAY:
+               {
+                       if (seen) obvious = TRUE;
+                       break;
+               }
 
-                       /* Psycho-spear -- powerful magic missile */
-                       case GF_PSY_SPEAR:
+
+               /* Pure damage */
+               case GF_DISINTEGRATE:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flags3 & RF3_HURT_ROCK)
                        {
-                               if (seen) obvious = TRUE;
-                               break;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
+                               note = _("の皮膚がただれた!", " loses some skin!");
+                               note_dies = _("は蒸発した!", " evaporates!");
+                               dam *= 2;
                        }
+                       break;
+               }
 
-                       /* Meteor -- powerful magic missile */
-                       case GF_METEOR:
+               case GF_PSI:
+               {
+                       if (seen) obvious = TRUE;
+
+                       /* PSI only works if the monster can see you! -- RG */
+                       if (!(los(caster_ptr, m_ptr->fy, m_ptr->fx, caster_ptr->y, caster_ptr->x)))
                        {
-                               if (seen) obvious = TRUE;
+                               if (seen_msg)
+                                       msg_format(_("%sはあなたが見えないので影響されない!", "%^s can't see you, and isn't affected!"), m_name);
+                               skipped = TRUE;
                                break;
                        }
-
-                       case GF_DOMINATION:
+                       if (r_ptr->flags2 & RF2_EMPTY_MIND)
                        {
-                               if (!is_hostile(m_ptr)) break;
-                               if (seen) obvious = TRUE;
-                               /* Attempt a saving throw */
-                               if ((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
-                                       (r_ptr->flags3 & RF3_NO_CONF) ||
-                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                               {
-                                       /* Memorize a flag */
-                                       if (r_ptr->flags3 & RF3_NO_CONF)
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
-                                       }
+                               dam = 0;
+                               note = _("には完全な耐性がある!", " is immune.");
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
 
-                                       /* Resist */
-                                       do_conf = 0;
+                       }
+                       else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
+                               (r_ptr->flags3 & RF3_ANIMAL) ||
+                               (r_ptr->level > randint1(3 * dam)))
+                       {
+                               note = _("には耐性がある!", " resists!");
+                               dam /= 3;
 
-                                       /*
-                                        * Powerful demons & undead can current_world_ptr->game_turn a mindcrafter's
-                                        * attacks back on them
-                                        */
-                                       if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
-                                               (r_ptr->level > p_ptr->lev / 2) &&
-                                               (one_in_(2)))
-                                       {
-                                               note = NULL;
-                                               msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
-                                                       (seen ? "%^s's corrupted mind backlashes your attack!" :
+                               /*
+                                * Powerful demons & undead can turn a mindcrafter's
+                                * attacks back on them
+                                */
+                               if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
+                                       (r_ptr->level > caster_ptr->lev / 2) &&
+                                       one_in_(2))
+                               {
+                                       note = NULL;
+                                       msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
+                                               (seen ? "%^s's corrupted mind backlashes your attack!" :
                                                        "%^ss corrupted mind backlashes your attack!")), m_name);
 
-                                               /* Saving throw */
-                                               if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
-                                               {
-                                                       msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
-                                               }
-                                               else
-                                               {
-                                                       /* Confuse, stun, terrify */
-                                                       switch (randint1(4))
-                                                       {
-                                                               case 1:
-                                                                       set_stun(p_ptr->stun + dam / 2);
-                                                                       break;
-                                                               case 2:
-                                                                       set_confused(p_ptr, p_ptr->confused + dam / 2);
-                                                                       break;
-                                                               default:
-                                                               {
-                                                                       if (r_ptr->flags3 & RF3_NO_FEAR)
-                                                                               note = _("には効果がなかった。", " is unaffected.");
-                                                                       else
-                                                                               set_afraid(p_ptr, p_ptr->afraid + dam);
-                                                               }
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               /* No obvious effect */
-                                               note = _("には効果がなかった。", " is unaffected.");
-                                               obvious = FALSE;
-                                       }
-                               }
-                               else
-                               {
-                                       if (!common_saving_throw_charm(p_ptr, dam, m_ptr))
+                                       /* Saving throw */
+                                       if ((randint0(100 + r_ptr->level / 2) < caster_ptr->skill_sav) && !CHECK_MULTISHADOW(caster_ptr))
                                        {
-                                               note = _("があなたに隷属した。", " is in your thrall!");
-                                               set_pet(m_ptr);
+                                               msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
                                        }
                                        else
                                        {
-                                               switch (randint1(4))
+                                               /* Injure +/- confusion */
+                                               monster_desc(killer, m_ptr, MD_WRONGDOER_NAME);
+                                               take_hit(caster_ptr, DAMAGE_ATTACK, dam, killer, -1);  /* has already been /3 */
+                                               if (one_in_(4) && !CHECK_MULTISHADOW(caster_ptr))
                                                {
+                                                       switch (randint1(4))
+                                                       {
                                                        case 1:
-                                                               do_stun = dam / 2;
+                                                               set_confused(caster_ptr, caster_ptr->confused + 3 + randint1(dam));
                                                                break;
                                                        case 2:
-                                                               do_conf = dam / 2;
+                                                               set_stun(caster_ptr, caster_ptr->stun + randint1(dam));
+                                                               break;
+                                                       case 3:
+                                                       {
+                                                               if (r_ptr->flags3 & RF3_NO_FEAR)
+                                                                       note = _("には効果がなかった。", " is unaffected.");
+                                                               else
+                                                                       set_afraid(caster_ptr, caster_ptr->afraid + 3 + randint1(dam));
                                                                break;
+                                                       }
                                                        default:
-                                                               do_fear = dam;
+                                                               if (!caster_ptr->free_act)
+                                                                       (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(dam));
+                                                               break;
+                                                       }
                                                }
                                        }
+                                       dam = 0;
                                }
-
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
                        }
 
-                       /* Ice -- Cold + Cuts + Stun */
-                       case GF_ICE:
+                       if ((dam > 0) && one_in_(4))
                        {
-                               if (seen) obvious = TRUE;
-                               do_stun = (randint1(15) + 1) / (r + 1);
-                               if (r_ptr->flagsr & RFR_IM_COLD)
-                               {
-                                       note = _("にはかなり耐性がある!", " resists a lot.");
-                                       dam /= 9;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_COLD);
-                               }
-                               else if (r_ptr->flags3 & (RF3_HURT_COLD))
+                               switch (randint1(4))
                                {
-                                       note = _("はひどい痛手をうけた。", " is hit hard.");
-                                       dam *= 2;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
-                               }
-                               break;
+                               case 1:
+                                       do_conf = 3 + randint1(dam);
+                                       break;
+                               case 2:
+                                       do_stun = 3 + randint1(dam);
+                                       break;
+                               case 3:
+                                       do_fear = 3 + randint1(dam);
+                                       break;
+                               default:
+                                       note = _("は眠り込んでしまった!", " falls asleep!");
+                                       do_sleep = 3 + randint1(dam);
+                                       break;
+                               }
                        }
 
+                       note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
+                       break;
+               }
 
-                       /* Drain Life */
-                       case GF_HYPODYNAMIA:
+               case GF_PSI_DRAIN:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flags2 & RF2_EMPTY_MIND)
                        {
-                               if (seen) obvious = TRUE;
-                               if (!monster_living(m_ptr->r_idx))
+                               dam = 0;
+                               note = _("には完全な耐性がある!", " is immune.");
+                       }
+                       else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
+                               (r_ptr->flags3 & RF3_ANIMAL) ||
+                               (r_ptr->level > randint1(3 * dam)))
+                       {
+                               note = _("には耐性がある!", " resists!");
+                               dam /= 3;
+
+                               /*
+                                * Powerful demons & undead can turn a mindcrafter's
+                                * attacks back on them
+                                */
+                               if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
+                                       (r_ptr->level > caster_ptr->lev / 2) &&
+                                       (one_in_(2)))
                                {
-                                       if (is_original_ap_and_seen(m_ptr))
+                                       note = NULL;
+                                       msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
+                                               (seen ? "%^s's corrupted mind backlashes your attack!" :
+                                                       "%^ss corrupted mind backlashes your attack!")), m_name);
+                                       /* Saving throw */
+                                       if ((randint0(100 + r_ptr->level / 2) < caster_ptr->skill_sav) && !CHECK_MULTISHADOW(caster_ptr))
                                        {
-                                               if (r_ptr->flags3 & RF3_DEMON) r_ptr->r_flags3 |= (RF3_DEMON);
-                                               if (r_ptr->flags3 & RF3_UNDEAD) r_ptr->r_flags3 |= (RF3_UNDEAD);
-                                               if (r_ptr->flags3 & RF3_NONLIVING) r_ptr->r_flags3 |= (RF3_NONLIVING);
+                                               msg_print(_("あなたは効力を跳ね返した!", "You resist the effects!"));
+                                       }
+                                       else
+                                       {
+                                               /* Injure + mana drain */
+                                               monster_desc(killer, m_ptr, MD_WRONGDOER_NAME);
+                                               if (!CHECK_MULTISHADOW(caster_ptr))
+                                               {
+                                                       msg_print(_("超能力パワーを吸いとられた!", "Your psychic energy is drained!"));
+                                                       caster_ptr->csp -= damroll(5, dam) / 2;
+                                                       if (caster_ptr->csp < 0) caster_ptr->csp = 0;
+                                                       caster_ptr->redraw |= PR_MANA;
+                                                       caster_ptr->window |= (PW_SPELL);
+                                               }
+                                               take_hit(caster_ptr, DAMAGE_ATTACK, dam, killer, -1);  /* has already been /3 */
                                        }
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
                                        dam = 0;
                                }
-                               else do_time = (dam+7)/8;
+                       }
+                       else if (dam > 0)
+                       {
+                               int b = damroll(5, dam) / 4;
+                               concptr str = (caster_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
+                               concptr msg = _("あなたは%sの苦痛を%sに変換した!",
+                                       (seen ? "You convert %s's pain into %s!" :
+                                               "You convert %ss pain into %s!"));
+                               msg_format(msg, m_name, str);
 
-                               break;
+                               b = MIN(caster_ptr->msp, caster_ptr->csp + b);
+                               caster_ptr->csp = b;
+                               caster_ptr->redraw |= PR_MANA;
+                               caster_ptr->window |= (PW_SPELL);
                        }
+                       note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
+                       break;
+               }
 
-                       /* Death Ray */
-                       case GF_DEATH_RAY:
+               case GF_TELEKINESIS:
+               {
+                       if (seen) obvious = TRUE;
+                       if (one_in_(4))
                        {
-                               if (seen) obvious = TRUE;
-                               if (!monster_living(m_ptr->r_idx))
-                               {
-                                       if (is_original_ap_and_seen(m_ptr))
-                                       {
-                                               if (r_ptr->flags3 & RF3_DEMON) r_ptr->r_flags3 |= (RF3_DEMON);
-                                               if (r_ptr->flags3 & RF3_UNDEAD) r_ptr->r_flags3 |= (RF3_UNDEAD);
-                                               if (r_ptr->flags3 & RF3_NONLIVING) r_ptr->r_flags3 |= (RF3_NONLIVING);
-                                       }
-                                       note = _("には完全な耐性がある!", " is immune.");
-                                       obvious = FALSE;
-                                       dam = 0;
-                               }
-                               else if (((r_ptr->flags1 & RF1_UNIQUE) &&
-                                        (randint1(888) != 666)) ||
-                                        (((r_ptr->level + randint1(20)) > randint1((caster_lev / 2) + randint1(10))) &&
-                                        randint1(100) != 66))
-                               {
-                                       note = _("には耐性がある!", " resists!");
-                                       obvious = FALSE;
-                                       dam = 0;
-                               }
+                               if (caster_ptr->riding && (g_ptr->m_idx == caster_ptr->riding)) do_dist = 0;
+                               else do_dist = 7;
+                       }
 
-                               break;
+                       /* 1. stun */
+                       do_stun = damroll((caster_lev / 20) + 3, dam) + 1;
+
+                       /* Attempt a saving throw */
+                       if ((r_ptr->flags1 & RF1_UNIQUE) ||
+                               (r_ptr->level > 5 + randint1(dam)))
+                       {
+                               /* Resist */
+                               do_stun = 0;
+                               /* No obvious effect */
+                               obvious = FALSE;
                        }
+                       break;
+               }
+
+               /* Psycho-spear -- powerful magic missile */
+               case GF_PSY_SPEAR:
+               {
+                       if (seen) obvious = TRUE;
+                       break;
+               }
+
+               /* Meteor -- powerful magic missile */
+               case GF_METEOR:
+               {
+                       if (seen) obvious = TRUE;
+                       break;
+               }
 
-                       /* Polymorph monster (Use "dam" as "power") */
-                       case GF_OLD_POLY:
+               case GF_DOMINATION:
+               {
+                       if (!is_hostile(m_ptr)) break;
+                       if (seen) obvious = TRUE;
+                       /* Attempt a saving throw */
+                       if ((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
+                               (r_ptr->flags3 & RF3_NO_CONF) ||
+                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
                        {
-                               if (seen) obvious = TRUE;
-                               /* Attempt to polymorph (see below) */
-                               do_poly = TRUE;
+                               /* Memorize a flag */
+                               if (r_ptr->flags3 & RF3_NO_CONF)
+                               {
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
+                               }
 
-                               /* Powerful monsters can resist */
-                               if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                                       (r_ptr->flags1 & RF1_QUESTOR) ||
-                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+                               /* Resist */
+                               do_conf = 0;
+
+                               /*
+                                * Powerful demons & undead can turn a mindcrafter's
+                                * attacks back on them
+                                */
+                               if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
+                                       (r_ptr->level > caster_ptr->lev / 2) &&
+                                       (one_in_(2)))
+                               {
+                                       note = NULL;
+                                       msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
+                                               (seen ? "%^s's corrupted mind backlashes your attack!" :
+                                                       "%^ss corrupted mind backlashes your attack!")), m_name);
+
+                                       /* Saving throw */
+                                       if (randint0(100 + r_ptr->level / 2) < caster_ptr->skill_sav)
+                                       {
+                                               msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+                                       }
+                                       else
+                                       {
+                                               /* Confuse, stun, terrify */
+                                               switch (randint1(4))
+                                               {
+                                               case 1:
+                                                       set_stun(caster_ptr, caster_ptr->stun + dam / 2);
+                                                       break;
+                                               case 2:
+                                                       set_confused(caster_ptr, caster_ptr->confused + dam / 2);
+                                                       break;
+                                               default:
+                                               {
+                                                       if (r_ptr->flags3 & RF3_NO_FEAR)
+                                                               note = _("には効果がなかった。", " is unaffected.");
+                                                       else
+                                                               set_afraid(caster_ptr, caster_ptr->afraid + dam);
+                                               }
+                                               }
+                                       }
+                               }
+                               else
                                {
+                                       /* No obvious effect */
                                        note = _("には効果がなかった。", " is unaffected.");
-                                       do_poly = FALSE;
                                        obvious = FALSE;
                                }
-
-                               /* No "real" damage */
-                               dam = 0;
-
-                               break;
                        }
-
-
-                       /* Clone monsters (Ignore "dam") */
-                       case GF_OLD_CLONE:
+                       else
                        {
-                               if (seen) obvious = TRUE;
-
-                               if ((p_ptr->inside_arena) || is_pet(m_ptr) || (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)))
+                               if (!common_saving_throw_charm(caster_ptr, dam, m_ptr))
                                {
-                                       note = _("には効果がなかった。", " is unaffected.");
+                                       note = _("があなたに隷属した。", " is in your thrall!");
+                                       set_pet(m_ptr);
                                }
                                else
                                {
-                                       /* Heal fully */
-                                       m_ptr->hp = m_ptr->maxhp;
-
-                                       /* Attempt to clone. */
-                                       if (multiply_monster(g_ptr->m_idx, TRUE, 0L))
+                                       switch (randint1(4))
                                        {
-                                               note = _("が分裂した!", " spawns!");
+                                       case 1:
+                                               do_stun = dam / 2;
+                                               break;
+                                       case 2:
+                                               do_conf = dam / 2;
+                                               break;
+                                       default:
+                                               do_fear = dam;
                                        }
                                }
-
-                               /* No "real" damage */
-                               dam = 0;
-
-                               break;
                        }
 
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                       /* Heal Monster (use "dam" as amount of healing) */
-                       case GF_STAR_HEAL:
+               /* Ice -- Cold + Cuts + Stun */
+               case GF_ICE:
+               {
+                       if (seen) obvious = TRUE;
+                       do_stun = (randint1(15) + 1) / (r + 1);
+                       if (r_ptr->flagsr & RFR_IM_COLD)
                        {
-                               if (seen) obvious = TRUE;
+                               note = _("にはかなり耐性がある!", " resists a lot.");
+                               dam /= 9;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_COLD);
+                       }
+                       else if (r_ptr->flags3 & (RF3_HURT_COLD))
+                       {
+                               note = _("はひどい痛手をうけた。", " is hit hard.");
+                               dam *= 2;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
+                       }
+                       break;
+               }
 
-                               /* Wake up */
-                               (void)set_monster_csleep(g_ptr->m_idx, 0);
 
-                               if (m_ptr->maxhp < m_ptr->max_maxhp)
+               /* Drain Life */
+               case GF_HYPODYNAMIA:
+               {
+                       if (seen) obvious = TRUE;
+                       if (!monster_living(m_ptr->r_idx))
+                       {
+                               if (is_original_ap_and_seen(m_ptr))
                                {
-                                       if (seen_msg) msg_format(_("%^sの強さが戻った。", "%^s recovers %s vitality."), m_name, m_poss);
-                                       m_ptr->maxhp = m_ptr->max_maxhp;
+                                       if (r_ptr->flags3 & RF3_DEMON) r_ptr->r_flags3 |= (RF3_DEMON);
+                                       if (r_ptr->flags3 & RF3_UNDEAD) r_ptr->r_flags3 |= (RF3_UNDEAD);
+                                       if (r_ptr->flags3 & RF3_NONLIVING) r_ptr->r_flags3 |= (RF3_NONLIVING);
                                }
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
+                               dam = 0;
+                       }
+                       else do_time = (dam + 7) / 8;
+
+                       break;
+               }
 
-                               if (!dam)
+               /* Death Ray */
+               case GF_DEATH_RAY:
+               {
+                       if (seen) obvious = TRUE;
+                       if (!monster_living(m_ptr->r_idx))
+                       {
+                               if (is_original_ap_and_seen(m_ptr))
                                {
-                                       /* Redraw (later) if needed */
-                                       if (p_ptr->health_who == g_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
-                                       if (p_ptr->riding == g_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
-                                       break;
+                                       if (r_ptr->flags3 & RF3_DEMON) r_ptr->r_flags3 |= (RF3_DEMON);
+                                       if (r_ptr->flags3 & RF3_UNDEAD) r_ptr->r_flags3 |= (RF3_UNDEAD);
+                                       if (r_ptr->flags3 & RF3_NONLIVING) r_ptr->r_flags3 |= (RF3_NONLIVING);
                                }
-
-                               /* Fall through */
+                               note = _("には完全な耐性がある!", " is immune.");
+                               obvious = FALSE;
+                               dam = 0;
                        }
-                       case GF_OLD_HEAL:
+                       else if (((r_ptr->flags1 & RF1_UNIQUE) &&
+                               (randint1(888) != 666)) ||
+                               (((r_ptr->level + randint1(20)) > randint1((caster_lev / 2) + randint1(10))) &&
+                                       randint1(100) != 66))
                        {
-                               if (seen) obvious = TRUE;
+                               note = _("には耐性がある!", " resists!");
+                               obvious = FALSE;
+                               dam = 0;
+                       }
 
-                               /* Wake up */
-                               (void)set_monster_csleep(g_ptr->m_idx, 0);
-                               if (MON_STUNNED(m_ptr))
-                               {
-                                       if (seen_msg) msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
-                                       (void)set_monster_stunned(g_ptr->m_idx, 0);
-                               }
-                               if (MON_CONFUSED(m_ptr))
-                               {
-                                       if (seen_msg) msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
-                                       (void)set_monster_confused(g_ptr->m_idx, 0);
-                               }
-                               if (MON_MONFEAR(m_ptr))
-                               {
-                                       if (seen_msg) msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
-                                       (void)set_monster_monfear(g_ptr->m_idx, 0);
-                               }
+                       break;
+               }
 
-                               /* Heal */
-                               if (m_ptr->hp < 30000) m_ptr->hp += dam;
+               /* Polymorph monster (Use "dam" as "power") */
+               case GF_OLD_POLY:
+               {
+                       if (seen) obvious = TRUE;
+                       /* Attempt to polymorph (see below) */
+                       do_poly = TRUE;
 
-                               /* No overflow */
-                               if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
+                       /* Powerful monsters can resist */
+                       if ((r_ptr->flags1 & RF1_UNIQUE) ||
+                               (r_ptr->flags1 & RF1_QUESTOR) ||
+                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+                       {
+                               note = _("には効果がなかった。", " is unaffected.");
+                               do_poly = FALSE;
+                               obvious = FALSE;
+                       }
 
-                               if (!who)
-                               {
-                                       chg_virtue(V_VITALITY, 1);
+                       /* No "real" damage */
+                       dam = 0;
 
-                                       if (r_ptr->flags1 & RF1_UNIQUE)
-                                               chg_virtue(V_INDIVIDUALISM, 1);
+                       break;
+               }
 
-                                       if (is_friendly(m_ptr))
-                                               chg_virtue(V_HONOUR, 1);
-                                       else if (!(r_ptr->flags3 & RF3_EVIL))
-                                       {
-                                               if (r_ptr->flags3 & RF3_GOOD)
-                                                       chg_virtue(V_COMPASSION, 2);
-                                               else
-                                                       chg_virtue(V_COMPASSION, 1);
-                                       }
 
-                                       if (r_ptr->flags3 & RF3_ANIMAL)
-                                               chg_virtue(V_NATURE, 1);
-                               }
+               /* Clone monsters (Ignore "dam") */
+               case GF_OLD_CLONE:
+               {
+                       if (seen) obvious = TRUE;
+
+                       if ((floor_ptr->inside_arena) || is_pet(m_ptr) || (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)))
+                       {
+                               note = _("には効果がなかった。", " is unaffected.");
+                       }
+                       else
+                       {
+                               /* Heal fully */
+                               m_ptr->hp = m_ptr->maxhp;
 
-                               if (m_ptr->r_idx == MON_LEPER)
+                               /* Attempt to clone. */
+                               if (multiply_monster(g_ptr->m_idx, TRUE, 0L))
                                {
-                                       heal_leper = TRUE;
-                                       if (!who) chg_virtue(V_COMPASSION, 5);
+                                       note = _("が分裂した!", " spawns!");
                                }
+                       }
 
-                               /* Redraw (later) if needed */
-                               if (p_ptr->health_who == g_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
-                               if (p_ptr->riding == g_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
+                       /* No "real" damage */
+                       dam = 0;
 
-                               note = _("は体力を回復したようだ。", " looks healthier.");
+                       break;
+               }
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
-                       }
 
+               /* Heal Monster (use "dam" as amount of healing) */
+               case GF_STAR_HEAL:
+               {
+                       if (seen) obvious = TRUE;
+
+                       /* Wake up */
+                       (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
 
-                       /* Speed Monster (Ignore "dam") */
-                       case GF_OLD_SPEED:
+                       if (m_ptr->maxhp < m_ptr->max_maxhp)
                        {
-                               if (seen) obvious = TRUE;
+                               if (seen_msg) msg_format(_("%^sの強さが戻った。", "%^s recovers %s vitality."), m_name, m_poss);
+                               m_ptr->maxhp = m_ptr->max_maxhp;
+                       }
 
-                               /* Speed up */
-                               if (set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100))
-                               {
-                                       note = _("の動きが速くなった。", " starts moving faster.");
-                               }
+                       if (!dam)
+                       {
+                               /* Redraw (later) if needed */
+                               if (caster_ptr->health_who == g_ptr->m_idx) caster_ptr->redraw |= (PR_HEALTH);
+                               if (caster_ptr->riding == g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
+                               break;
+                       }
 
-                               if (!who)
-                               {
-                                       if (r_ptr->flags1 & RF1_UNIQUE)
-                                               chg_virtue(V_INDIVIDUALISM, 1);
-                                       if (is_friendly(m_ptr))
-                                               chg_virtue(V_HONOUR, 1);
-                               }
+                       /* Fall through */
+               }
+               case GF_OLD_HEAL:
+               {
+                       if (seen) obvious = TRUE;
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       /* Wake up */
+                       (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
+                       if (MON_STUNNED(m_ptr))
+                       {
+                               if (seen_msg) msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
+                               (void)set_monster_stunned(caster_ptr, g_ptr->m_idx, 0);
                        }
+                       if (MON_CONFUSED(m_ptr))
+                       {
+                               if (seen_msg) msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
+                               (void)set_monster_confused(caster_ptr, g_ptr->m_idx, 0);
+                       }
+                       if (MON_MONFEAR(m_ptr))
+                       {
+                               if (seen_msg) msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
+                               (void)set_monster_monfear(caster_ptr, g_ptr->m_idx, 0);
+                       }
+
+                       /* Heal */
+                       if (m_ptr->hp < 30000) m_ptr->hp += dam;
 
+                       /* No overflow */
+                       if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
 
-                       /* Slow Monster (Use "dam" as "power") */
-                       case GF_OLD_SLOW:
+                       if (!who)
                        {
-                               if (seen) obvious = TRUE;
+                               chg_virtue(caster_ptr, V_VITALITY, 1);
 
-                               /* Powerful monsters can resist */
-                               if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                               {
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
-                               }
+                               if (r_ptr->flags1 & RF1_UNIQUE)
+                                       chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
 
-                               /* Normal monsters slow down */
-                               else
+                               if (is_friendly(m_ptr))
+                                       chg_virtue(caster_ptr, V_HONOUR, 1);
+                               else if (!(r_ptr->flags3 & RF3_EVIL))
                                {
-                                       if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
-                                       {
-                                               note = _("の動きが遅くなった。", " starts moving slower.");
-                                       }
+                                       if (r_ptr->flags3 & RF3_GOOD)
+                                               chg_virtue(caster_ptr, V_COMPASSION, 2);
+                                       else
+                                               chg_virtue(caster_ptr, V_COMPASSION, 1);
                                }
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                               if (r_ptr->flags3 & RF3_ANIMAL)
+                                       chg_virtue(caster_ptr, V_NATURE, 1);
+                       }
+
+                       if (m_ptr->r_idx == MON_LEPER)
+                       {
+                               heal_leper = TRUE;
+                               if (!who) chg_virtue(caster_ptr, V_COMPASSION, 5);
                        }
 
+                       /* Redraw (later) if needed */
+                       if (caster_ptr->health_who == g_ptr->m_idx) caster_ptr->redraw |= (PR_HEALTH);
+                       if (caster_ptr->riding == g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
+
+                       note = _("は体力を回復したようだ。", " looks healthier.");
+
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
+
 
-                       /* Sleep (Use "dam" as "power") */
-                       case GF_OLD_SLEEP:
+               /* Speed Monster (Ignore "dam") */
+               case GF_OLD_SPEED:
+               {
+                       if (seen) obvious = TRUE;
+
+                       /* Speed up */
+                       if (set_monster_fast(caster_ptr, g_ptr->m_idx, MON_FAST(m_ptr) + 100))
                        {
-                               if (seen) obvious = TRUE;
+                               note = _("の動きが速くなった。", " starts moving faster.");
+                       }
 
-                               /* Attempt a saving throw */
-                               if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                                       (r_ptr->flags3 & RF3_NO_SLEEP) ||
-                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                               {
-                                       /* Memorize a flag */
-                                       if (r_ptr->flags3 & RF3_NO_SLEEP)
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
-                                       }
-                                       /* No obvious effect */
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
-                               }
-                               else
-                               {
-                                       /* Go to sleep (much) later */
-                                       note = _("は眠り込んでしまった!", " falls asleep!");
-                                       do_sleep = 500;
-                               }
-
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       if (!who)
+                       {
+                               if (r_ptr->flags1 & RF1_UNIQUE)
+                                       chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
+                               if (is_friendly(m_ptr))
+                                       chg_virtue(caster_ptr, V_HONOUR, 1);
                        }
 
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                       /* Sleep (Use "dam" as "power") */
-                       case GF_STASIS_EVIL:
-                       {
-                               if (seen) obvious = TRUE;
 
-                               /* Attempt a saving throw */
-                               if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                                       !(r_ptr->flags3 & RF3_EVIL) ||
-                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                               {
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
-                               }
-                               else
-                               {
-                                       /* Go to sleep (much) later */
-                                       note = _("は動けなくなった!", " is suspended!");
-                                       do_sleep = 500;
-                               }
+               /* Slow Monster (Use "dam" as "power") */
+               case GF_OLD_SLOW:
+               {
+                       if (seen) obvious = TRUE;
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       /* Powerful monsters can resist */
+                       if ((r_ptr->flags1 & RF1_UNIQUE) ||
+                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+                       {
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
                        }
 
-                       /* Sleep (Use "dam" as "power") */
-                       case GF_STASIS:
+                       /* Normal monsters slow down */
+                       else
                        {
-                               if (seen) obvious = TRUE;
-
-                               /* Attempt a saving throw */
-                               if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                               {
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
-                               }
-                               else
+                               if (set_monster_slow(caster_ptr, g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
                                {
-                                       /* Go to sleep (much) later */
-                                       note = _("は動けなくなった!", " is suspended!");
-                                       do_sleep = 500;
+                                       note = _("の動きが遅くなった。", " starts moving slower.");
                                }
-
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
                        }
 
-                       /* Charm monster */
-                       case GF_CHARM:
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
+
+
+               /* Sleep (Use "dam" as "power") */
+               case GF_OLD_SLEEP:
+               {
+                       if (seen) obvious = TRUE;
+
+                       /* Attempt a saving throw */
+                       if ((r_ptr->flags1 & RF1_UNIQUE) ||
+                               (r_ptr->flags3 & RF3_NO_SLEEP) ||
+                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
                        {
-                               int vir;
-                               vir = virtue_number(V_HARMONY);
-                               if (vir)
+                               /* Memorize a flag */
+                               if (r_ptr->flags3 & RF3_NO_SLEEP)
                                {
-                                       dam += p_ptr->virtues[vir-1]/10;
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
                                }
+                               /* No obvious effect */
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
+                       }
+                       else
+                       {
+                               /* Go to sleep (much) later */
+                               note = _("は眠り込んでしまった!", " falls asleep!");
+                               do_sleep = 500;
+                       }
 
-                               vir = virtue_number(V_INDIVIDUALISM);
-                               if (vir)
-                               {
-                                       dam -= p_ptr->virtues[vir-1]/20;
-                               }
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                               if (seen) obvious = TRUE;
 
-                               /* Attempt a saving throw */
-                               if (common_saving_throw_charm(p_ptr, dam, m_ptr))
-                               {
+               /* Sleep (Use "dam" as "power") */
+               case GF_STASIS_EVIL:
+               {
+                       if (seen) obvious = TRUE;
 
-                                       /* Resist */
-                                       /* No obvious effect */
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
+                       /* Attempt a saving throw */
+                       if ((r_ptr->flags1 & RF1_UNIQUE) ||
+                               !(r_ptr->flags3 & RF3_EVIL) ||
+                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+                       {
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
+                       }
+                       else
+                       {
+                               /* Go to sleep (much) later */
+                               note = _("は動けなくなった!", " is suspended!");
+                               do_sleep = 500;
+                       }
 
-                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                               }
-                               else if (p_ptr->cursed & TRC_AGGRAVATE)
-                               {
-                                       note = _("はあなたに敵意を抱いている!", " hates you too much!");
-                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                               }
-                               else
-                               {
-                                       note = _("は突然友好的になったようだ!", " suddenly seems friendly!");
-                                       set_pet(m_ptr);
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                                       chg_virtue(V_INDIVIDUALISM, -1);
-                                       if (r_ptr->flags3 & RF3_ANIMAL)
-                                               chg_virtue(V_NATURE, 1);
-                               }
+               /* Sleep (Use "dam" as "power") */
+               case GF_STASIS:
+               {
+                       if (seen) obvious = TRUE;
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       /* Attempt a saving throw */
+                       if ((r_ptr->flags1 & RF1_UNIQUE) ||
+                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+                       {
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
                        }
+                       else
+                       {
+                               /* Go to sleep (much) later */
+                               note = _("は動けなくなった!", " is suspended!");
+                               do_sleep = 500;
+                       }
+
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                       /* Control undead */
-                       case GF_CONTROL_UNDEAD:
+               /* Charm monster */
+               case GF_CHARM:
+               {
+                       int vir;
+                       vir = virtue_number(caster_ptr, V_HARMONY);
+                       if (vir)
                        {
-                               int vir;
-                               if (seen) obvious = TRUE;
+                               dam += caster_ptr->virtues[vir - 1] / 10;
+                       }
 
-                               vir = virtue_number(V_UNLIFE);
-                               if (vir)
-                               {
-                                       dam += p_ptr->virtues[vir-1]/10;
-                               }
+                       vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
+                       if (vir)
+                       {
+                               dam -= caster_ptr->virtues[vir - 1] / 20;
+                       }
 
-                               vir = virtue_number(V_INDIVIDUALISM);
-                               if (vir)
-                               {
-                                       dam -= p_ptr->virtues[vir-1]/20;
-                               }
+                       if (seen) obvious = TRUE;
 
-                               /* Attempt a saving throw */
-                               if (common_saving_throw_control(p_ptr, dam, m_ptr) ||
-                                       !(r_ptr->flags3 & RF3_UNDEAD))
-                               {
-                                       /* No obvious effect */
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
-                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                               }
-                               else if (p_ptr->cursed & TRC_AGGRAVATE)
-                               {
-                                       note = _("はあなたに敵意を抱いている!", " hates you too much!");
-                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                               }
-                               else
-                               {
-                                       note = _("は既にあなたの奴隷だ!", " is in your thrall!");
-                                       set_pet(m_ptr);
-                               }
+                       /* Attempt a saving throw */
+                       if (common_saving_throw_charm(caster_ptr, dam, m_ptr))
+                       {
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
-                       }
+                               /* Resist */
+                               /* No obvious effect */
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
 
-                       /* Control demon */
-                       case GF_CONTROL_DEMON:
+                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
+                       }
+                       else if (caster_ptr->cursed & TRC_AGGRAVATE)
                        {
-                               int vir;
-                               if (seen) obvious = TRUE;
+                               note = _("はあなたに敵意を抱いている!", " hates you too much!");
+                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
+                       }
+                       else
+                       {
+                               note = _("は突然友好的になったようだ!", " suddenly seems friendly!");
+                               set_pet(m_ptr);
 
-                               vir = virtue_number(V_UNLIFE);
-                               if (vir)
-                               {
-                                       dam += p_ptr->virtues[vir-1]/10;
-                               }
+                               chg_virtue(caster_ptr, V_INDIVIDUALISM, -1);
+                               if (r_ptr->flags3 & RF3_ANIMAL)
+                                       chg_virtue(caster_ptr, V_NATURE, 1);
+                       }
 
-                               vir = virtue_number(V_INDIVIDUALISM);
-                               if (vir)
-                               {
-                                       dam -= p_ptr->virtues[vir-1]/20;
-                               }
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                               /* Attempt a saving throw */
-                               if (common_saving_throw_control(p_ptr, dam, m_ptr) ||
-                                       !(r_ptr->flags3 & RF3_DEMON))
-                               {
-                                       /* No obvious effect */
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
-                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                               }
-                               else if (p_ptr->cursed & TRC_AGGRAVATE)
-                               {
-                                       note = _("はあなたに敵意を抱いている!", " hates you too much!");
-                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                               }
-                               else
-                               {
-                                       note = _("は既にあなたの奴隷だ!", " is in your thrall!");
-                                       set_pet(m_ptr);
-                               }
+               /* Control undead */
+               case GF_CONTROL_UNDEAD:
+               {
+                       int vir;
+                       if (seen) obvious = TRUE;
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       vir = virtue_number(caster_ptr, V_UNLIFE);
+                       if (vir)
+                       {
+                               dam += caster_ptr->virtues[vir - 1] / 10;
                        }
 
-                       /* Tame animal */
-                       case GF_CONTROL_ANIMAL:
+                       vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
+                       if (vir)
                        {
-                               int vir;
-                               if (seen) obvious = TRUE;
+                               dam -= caster_ptr->virtues[vir - 1] / 20;
+                       }
 
-                               vir = virtue_number(V_NATURE);
-                               if (vir)
-                               {
-                                       dam += p_ptr->virtues[vir-1]/10;
-                               }
+                       /* Attempt a saving throw */
+                       if (common_saving_throw_control(caster_ptr, dam, m_ptr) ||
+                               !(r_ptr->flags3 & RF3_UNDEAD))
+                       {
+                               /* No obvious effect */
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
+                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
+                       }
+                       else if (caster_ptr->cursed & TRC_AGGRAVATE)
+                       {
+                               note = _("はあなたに敵意を抱いている!", " hates you too much!");
+                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
+                       }
+                       else
+                       {
+                               note = _("は既にあなたの奴隷だ!", " is in your thrall!");
+                               set_pet(m_ptr);
+                       }
 
-                               vir = virtue_number(V_INDIVIDUALISM);
-                               if (vir)
-                               {
-                                       dam -= p_ptr->virtues[vir-1]/20;
-                               }
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                               /* Attempt a saving throw */
-                               if (common_saving_throw_control(p_ptr, dam, m_ptr) ||
-                                       !(r_ptr->flags3 & RF3_ANIMAL))
-                               {
-                                       /* Resist */
-                                       /* No obvious effect */
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
-                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                               }
-                               else if (p_ptr->cursed & TRC_AGGRAVATE)
-                               {
-                                       note = _("はあなたに敵意を抱いている!", " hates you too much!");
-                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                               }
-                               else
-                               {
-                                       note = _("はなついた。", " is tamed!");
-                                       set_pet(m_ptr);
-                                       if (r_ptr->flags3 & RF3_ANIMAL)
-                                               chg_virtue(V_NATURE, 1);
-                               }
+               /* Control demon */
+               case GF_CONTROL_DEMON:
+               {
+                       int vir;
+                       if (seen) obvious = TRUE;
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       vir = virtue_number(caster_ptr, V_UNLIFE);
+                       if (vir)
+                       {
+                               dam += caster_ptr->virtues[vir - 1] / 10;
                        }
 
-                       /* Tame animal */
-                       case GF_CHARM_LIVING:
+                       vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
+                       if (vir)
                        {
-                               int vir;
-
-                               vir = virtue_number(V_UNLIFE);
-                               if (seen) obvious = TRUE;
+                               dam -= caster_ptr->virtues[vir - 1] / 20;
+                       }
 
-                               vir = virtue_number(V_UNLIFE);
-                               if (vir)
-                               {
-                                       dam -= p_ptr->virtues[vir-1]/10;
-                               }
+                       /* Attempt a saving throw */
+                       if (common_saving_throw_control(caster_ptr, dam, m_ptr) ||
+                               !(r_ptr->flags3 & RF3_DEMON))
+                       {
+                               /* No obvious effect */
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
+                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
+                       }
+                       else if (caster_ptr->cursed & TRC_AGGRAVATE)
+                       {
+                               note = _("はあなたに敵意を抱いている!", " hates you too much!");
+                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
+                       }
+                       else
+                       {
+                               note = _("は既にあなたの奴隷だ!", " is in your thrall!");
+                               set_pet(m_ptr);
+                       }
 
-                               vir = virtue_number(V_INDIVIDUALISM);
-                               if (vir)
-                               {
-                                       dam -= p_ptr->virtues[vir-1]/20;
-                               }
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                               msg_format(_("%sを見つめた。", "You stare into %s."), m_name);
+               /* Tame animal */
+               case GF_CONTROL_ANIMAL:
+               {
+                       int vir;
+                       if (seen) obvious = TRUE;
 
-                               /* Attempt a saving throw */
-                               if (common_saving_throw_charm(p_ptr, dam, m_ptr) ||
-                                       !monster_living(m_ptr->r_idx))
-                               {
-                                       /* Resist */
-                                       /* No obvious effect */
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
-                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                               }
-                               else if (p_ptr->cursed & TRC_AGGRAVATE)
-                               {
-                                       note = _("はあなたに敵意を抱いている!", " hates you too much!");
-                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                               }
-                               else
-                               {
-                                       note = _("を支配した。", " is tamed!");
-                                       set_pet(m_ptr);
-                                       if (r_ptr->flags3 & RF3_ANIMAL)
-                                               chg_virtue(V_NATURE, 1);
-                               }
+                       vir = virtue_number(caster_ptr, V_NATURE);
+                       if (vir)
+                       {
+                               dam += caster_ptr->virtues[vir - 1] / 10;
+                       }
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
+                       if (vir)
+                       {
+                               dam -= caster_ptr->virtues[vir - 1] / 20;
                        }
 
-                       /* Confusion (Use "dam" as "power") */
-                       case GF_OLD_CONF:
+                       /* Attempt a saving throw */
+                       if (common_saving_throw_control(caster_ptr, dam, m_ptr) ||
+                               !(r_ptr->flags3 & RF3_ANIMAL))
                        {
-                               if (seen) obvious = TRUE;
-
-                               /* Get confused later */
-                               do_conf = damroll(3, (dam / 2)) + 1;
+                               /* Resist */
+                               /* No obvious effect */
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
+                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
+                       }
+                       else if (caster_ptr->cursed & TRC_AGGRAVATE)
+                       {
+                               note = _("はあなたに敵意を抱いている!", " hates you too much!");
+                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
+                       }
+                       else
+                       {
+                               note = _("はなついた。", " is tamed!");
+                               set_pet(m_ptr);
+                               if (r_ptr->flags3 & RF3_ANIMAL)
+                                       chg_virtue(caster_ptr, V_NATURE, 1);
+                       }
 
-                               /* Attempt a saving throw */
-                               if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
-                                       (r_ptr->flags3 & (RF3_NO_CONF)) ||
-                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                               {
-                                       /* Memorize a flag */
-                                       if (r_ptr->flags3 & (RF3_NO_CONF))
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
-                                       }
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                                       /* Resist */
-                                       do_conf = 0;
+               /* Tame animal */
+               case GF_CHARM_LIVING:
+               {
+                       int vir;
 
-                                       /* No obvious effect */
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
-                               }
+                       vir = virtue_number(caster_ptr, V_UNLIFE);
+                       if (seen) obvious = TRUE;
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       vir = virtue_number(caster_ptr, V_UNLIFE);
+                       if (vir)
+                       {
+                               dam -= caster_ptr->virtues[vir - 1] / 10;
                        }
 
-                       case GF_STUN:
+                       vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
+                       if (vir)
                        {
-                               if (seen) obvious = TRUE;
-
-                               do_stun = damroll((caster_lev / 20) + 3 , (dam)) + 1;
-
-                               /* Attempt a saving throw */
-                               if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
-                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                               {
-                                       /* Resist */
-                                       do_stun = 0;
+                               dam -= caster_ptr->virtues[vir - 1] / 20;
+                       }
 
-                                       /* No obvious effect */
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       obvious = FALSE;
-                               }
+                       msg_format(_("%sを見つめた。", "You stare into %s."), m_name);
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       /* Attempt a saving throw */
+                       if (common_saving_throw_charm(caster_ptr, dam, m_ptr) ||
+                               !monster_living(m_ptr->r_idx))
+                       {
+                               /* Resist */
+                               /* No obvious effect */
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
+                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
                        }
-
-                       /* Lite, but only hurts susceptible creatures */
-                       case GF_LITE_WEAK:
+                       else if (caster_ptr->cursed & TRC_AGGRAVATE)
                        {
-                               if (!dam)
-                               {
-                                       skipped = TRUE;
-                                       break;
-                               }
-                               /* Hurt by light */
-                               if (r_ptr->flags3 & (RF3_HURT_LITE))
-                               {
-                                       /* Obvious effect */
-                                       if (seen) obvious = TRUE;
+                               note = _("はあなたに敵意を抱いている!", " hates you too much!");
+                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
+                       }
+                       else
+                       {
+                               note = _("を支配した。", " is tamed!");
+                               set_pet(m_ptr);
+                               if (r_ptr->flags3 & RF3_ANIMAL)
+                                       chg_virtue(caster_ptr, V_NATURE, 1);
+                       }
 
-                                       /* Memorize the effects */
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                                       /* Special effect */
-                                       note = _("は光に身をすくめた!", " cringes from the light!");
-                                       note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
-                               }
+               /* Confusion (Use "dam" as "power") */
+               case GF_OLD_CONF:
+               {
+                       if (seen) obvious = TRUE;
 
-                               /* Normally no damage */
-                               else
+                       /* Get confused later */
+                       do_conf = damroll(3, (dam / 2)) + 1;
+
+                       /* Attempt a saving throw */
+                       if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
+                               (r_ptr->flags3 & (RF3_NO_CONF)) ||
+                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+                       {
+                               /* Memorize a flag */
+                               if (r_ptr->flags3 & (RF3_NO_CONF))
                                {
-                                       /* No damage */
-                                       dam = 0;
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
                                }
 
-                               break;
+                               /* Resist */
+                               do_conf = 0;
+
+                               /* No obvious effect */
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
                        }
 
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
+
+               case GF_STUN:
+               {
+                       if (seen) obvious = TRUE;
 
+                       do_stun = damroll((caster_lev / 20) + 3, (dam)) + 1;
 
-                       /* Lite -- opposite of Dark */
-                       case GF_LITE:
+                       /* Attempt a saving throw */
+                       if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
+                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
                        {
-                               if (seen) obvious = TRUE;
+                               /* Resist */
+                               do_stun = 0;
 
-                               if (r_ptr->flagsr & RFR_RES_LITE)
-                               {
-                                       note = _("には耐性がある!", " resists!");
-                                       dam *= 2; dam /= (randint1(6)+6);
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_LITE);
-                               }
-                               else if (r_ptr->flags3 & (RF3_HURT_LITE))
-                               {
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
-                                       note = _("は光に身をすくめた!", " cringes from the light!");
-                                       note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
-                                       dam *= 2;
-                               }
-                               break;
+                               /* No obvious effect */
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
                        }
 
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                       /* Dark -- opposite of Lite */
-                       case GF_DARK:
+               /* Lite, but only hurts susceptible creatures */
+               case GF_LITE_WEAK:
+               {
+                       if (!dam)
                        {
-                               if (seen) obvious = TRUE;
-
-                               if (r_ptr->flagsr & RFR_RES_DARK)
-                               {
-                                       note = _("には耐性がある!", " resists!");
-                                       dam *= 2; dam /= (randint1(6)+6);
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_DARK);
-                               }
+                               skipped = TRUE;
                                break;
                        }
+                       /* Hurt by light */
+                       if (r_ptr->flags3 & (RF3_HURT_LITE))
+                       {
+                               /* Obvious effect */
+                               if (seen) obvious = TRUE;
 
+                               /* Memorize the effects */
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
+
+                               /* Special effect */
+                               note = _("は光に身をすくめた!", " cringes from the light!");
+                               note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
+                       }
 
-                       /* Stone to Mud */
-                       case GF_KILL_WALL:
+                       /* Normally no damage */
+                       else
                        {
-                               /* Hurt by rock remover */
-                               if (r_ptr->flags3 & (RF3_HURT_ROCK))
-                               {
-                                       /* Notice effect */
-                                       if (seen) obvious = TRUE;
+                               /* No damage */
+                               dam = 0;
+                       }
 
-                                       /* Memorize the effects */
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
+                       break;
+               }
 
-                                       /* Cute little message */
-                                       note = _("の皮膚がただれた!", " loses some skin!");
-                                       note_dies = _("はドロドロに溶けた!", " dissolves!");
-                               }
 
-                               /* Usually, ignore the effects */
-                               else
-                               {
-                                       /* No damage */
-                                       dam = 0;
-                               }
 
-                               break;
+               /* Lite -- opposite of Dark */
+               case GF_LITE:
+               {
+                       if (seen) obvious = TRUE;
+
+                       if (r_ptr->flagsr & RFR_RES_LITE)
+                       {
+                               note = _("には耐性がある!", " resists!");
+                               dam *= 2; dam /= (randint1(6) + 6);
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_LITE);
+                       }
+                       else if (r_ptr->flags3 & (RF3_HURT_LITE))
+                       {
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
+                               note = _("は光に身をすくめた!", " cringes from the light!");
+                               note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
+                               dam *= 2;
                        }
+                       break;
+               }
 
 
-                       /* Teleport undead (Use "dam" as "power") */
-                       case GF_AWAY_UNDEAD:
+               /* Dark -- opposite of Lite */
+               case GF_DARK:
+               {
+                       if (seen) obvious = TRUE;
+
+                       if (r_ptr->flagsr & RFR_RES_DARK)
                        {
-                               /* Only affect undead */
-                               if (r_ptr->flags3 & (RF3_UNDEAD))
-                               {
-                                       bool resists_tele = FALSE;
+                               note = _("には耐性がある!", " resists!");
+                               dam *= 2; dam /= (randint1(6) + 6);
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_DARK);
+                       }
+                       break;
+               }
 
-                                       if (r_ptr->flagsr & RFR_RES_TELE)
-                                       {
-                                               if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
-                                               {
-                                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-                                                       note = _("には効果がなかった。", " is unaffected.");
-                                                       resists_tele = TRUE;
-                                               }
-                                               else if (r_ptr->level > randint1(100))
-                                               {
-                                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-                                                       note = _("には耐性がある!", " resists!");
-                                                       resists_tele = TRUE;
-                                               }
-                                       }
 
-                                       if (!resists_tele)
-                                       {
-                                               if (seen) obvious = TRUE;
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
-                                               do_dist = dam;
-                                       }
-                               }
+               /* Stone to Mud */
+               case GF_KILL_WALL:
+               {
+                       /* Hurt by rock remover */
+                       if (r_ptr->flags3 & (RF3_HURT_ROCK))
+                       {
+                               /* Notice effect */
+                               if (seen) obvious = TRUE;
 
-                               /* Others ignore */
-                               else
-                               {
-                                       /* Irrelevant */
-                                       skipped = TRUE;
-                               }
+                               /* Memorize the effects */
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
 
-                               /* No "real" damage */
+                               /* Cute little message */
+                               note = _("の皮膚がただれた!", " loses some skin!");
+                               note_dies = _("はドロドロに溶けた!", " dissolves!");
+                       }
+
+                       /* Usually, ignore the effects */
+                       else
+                       {
+                               /* No damage */
                                dam = 0;
-                               break;
                        }
 
+                       break;
+               }
+
 
-                       /* Teleport evil (Use "dam" as "power") */
-                       case GF_AWAY_EVIL:
+               /* Teleport undead (Use "dam" as "power") */
+               case GF_AWAY_UNDEAD:
+               {
+                       /* Only affect undead */
+                       if (r_ptr->flags3 & (RF3_UNDEAD))
                        {
-                               /* Only affect evil */
-                               if (r_ptr->flags3 & (RF3_EVIL))
-                               {
-                                       bool resists_tele = FALSE;
+                               bool resists_tele = FALSE;
 
-                                       if (r_ptr->flagsr & RFR_RES_TELE)
+                               if (r_ptr->flagsr & RFR_RES_TELE)
+                               {
+                                       if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
                                        {
-                                               if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
-                                               {
-                                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-                                                       note = _("には効果がなかった。", " is unaffected.");
-                                                       resists_tele = TRUE;
-                                               }
-                                               else if (r_ptr->level > randint1(100))
-                                               {
-                                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-                                                       note = _("には耐性がある!", " resists!");
-                                                       resists_tele = TRUE;
-                                               }
+                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+                                               note = _("には効果がなかった。", " is unaffected.");
+                                               resists_tele = TRUE;
                                        }
-
-                                       if (!resists_tele)
+                                       else if (r_ptr->level > randint1(100))
                                        {
-                                               if (seen) obvious = TRUE;
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
-                                               do_dist = dam;
+                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+                                               note = _("には耐性がある!", " resists!");
+                                               resists_tele = TRUE;
                                        }
                                }
 
-                               /* Others ignore */
-                               else
+                               if (!resists_tele)
                                {
-                                       /* Irrelevant */
-                                       skipped = TRUE;
+                                       if (seen) obvious = TRUE;
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
+                                       do_dist = dam;
                                }
+                       }
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       /* Others ignore */
+                       else
+                       {
+                               /* Irrelevant */
+                               skipped = TRUE;
                        }
 
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
+
 
-                       /* Teleport monster (Use "dam" as "power") */
-                       case GF_AWAY_ALL:
+               /* Teleport evil (Use "dam" as "power") */
+               case GF_AWAY_EVIL:
+               {
+                       /* Only affect evil */
+                       if (r_ptr->flags3 & (RF3_EVIL))
                        {
                                bool resists_tele = FALSE;
+
                                if (r_ptr->flagsr & RFR_RES_TELE)
                                {
                                        if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
@@ -2835,774 +2803,815 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                if (!resists_tele)
                                {
                                        if (seen) obvious = TRUE;
-
-                                       /* Prepare to teleport */
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
                                        do_dist = dam;
                                }
-
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
                        }
 
-
-                       /* Turn undead (Use "dam" as "power") */
-                       case GF_TURN_UNDEAD:
+                       /* Others ignore */
+                       else
                        {
-                               /* Only affect undead */
-                               if (r_ptr->flags3 & (RF3_UNDEAD))
-                               {
-                                       if (seen) obvious = TRUE;
+                               /* Irrelevant */
+                               skipped = TRUE;
+                       }
 
-                                       /* Learn about type */
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                                       /* Apply some fear */
-                                       do_fear = damroll(3, (dam / 2)) + 1;
 
-                                       /* Attempt a saving throw */
-                                       if (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10)
-                                       {
-                                               /* No obvious effect */
-                                               note = _("には効果がなかった。", " is unaffected.");
-                                               obvious = FALSE;
-                                               do_fear = 0;
-                                       }
+               /* Teleport monster (Use "dam" as "power") */
+               case GF_AWAY_ALL:
+               {
+                       bool resists_tele = FALSE;
+                       if (r_ptr->flagsr & RFR_RES_TELE)
+                       {
+                               if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
+                               {
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+                                       note = _("には効果がなかった。", " is unaffected.");
+                                       resists_tele = TRUE;
                                }
-
-                               /* Others ignore */
-                               else
+                               else if (r_ptr->level > randint1(100))
                                {
-                                       /* Irrelevant */
-                                       skipped = TRUE;
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+                                       note = _("には耐性がある!", " resists!");
+                                       resists_tele = TRUE;
                                }
+                       }
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       if (!resists_tele)
+                       {
+                               if (seen) obvious = TRUE;
+
+                               /* Prepare to teleport */
+                               do_dist = dam;
                        }
 
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                       /* Turn evil (Use "dam" as "power") */
-                       case GF_TURN_EVIL:
-                       {
-                               /* Only affect evil */
-                               if (r_ptr->flags3 & (RF3_EVIL))
-                               {
-                                       if (seen) obvious = TRUE;
 
-                                       /* Learn about type */
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
+               /* Turn undead (Use "dam" as "power") */
+               case GF_TURN_UNDEAD:
+               {
+                       /* Only affect undead */
+                       if (r_ptr->flags3 & (RF3_UNDEAD))
+                       {
+                               if (seen) obvious = TRUE;
 
-                                       /* Apply some fear */
-                                       do_fear = damroll(3, (dam / 2)) + 1;
+                               /* Learn about type */
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
 
-                                       /* Attempt a saving throw */
-                                       if (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10)
-                                       {
-                                               /* No obvious effect */
-                                               note = _("には効果がなかった。", " is unaffected.");
-                                               obvious = FALSE;
-                                               do_fear = 0;
-                                       }
-                               }
+                               /* Apply some fear */
+                               do_fear = damroll(3, (dam / 2)) + 1;
 
-                               /* Others ignore */
-                               else
+                               /* Attempt a saving throw */
+                               if (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10)
                                {
-                                       /* Irrelevant */
-                                       skipped = TRUE;
+                                       /* No obvious effect */
+                                       note = _("には効果がなかった。", " is unaffected.");
+                                       obvious = FALSE;
+                                       do_fear = 0;
                                }
+                       }
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       /* Others ignore */
+                       else
+                       {
+                               /* Irrelevant */
+                               skipped = TRUE;
                        }
 
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
+
 
-                       /* Turn monster (Use "dam" as "power") */
-                       case GF_TURN_ALL:
+               /* Turn evil (Use "dam" as "power") */
+               case GF_TURN_EVIL:
+               {
+                       /* Only affect evil */
+                       if (r_ptr->flags3 & (RF3_EVIL))
                        {
                                if (seen) obvious = TRUE;
 
+                               /* Learn about type */
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
+
                                /* Apply some fear */
                                do_fear = damroll(3, (dam / 2)) + 1;
 
                                /* Attempt a saving throw */
-                               if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
-                                       (r_ptr->flags3 & (RF3_NO_FEAR)) ||
-                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+                               if (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10)
                                {
                                        /* No obvious effect */
                                        note = _("には効果がなかった。", " is unaffected.");
                                        obvious = FALSE;
                                        do_fear = 0;
                                }
+                       }
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                       /* Others ignore */
+                       else
+                       {
+                               /* Irrelevant */
+                               skipped = TRUE;
                        }
 
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
+
+
+               /* Turn monster (Use "dam" as "power") */
+               case GF_TURN_ALL:
+               {
+                       if (seen) obvious = TRUE;
+
+                       /* Apply some fear */
+                       do_fear = damroll(3, (dam / 2)) + 1;
 
-                       /* Dispel undead */
-                       case GF_DISP_UNDEAD:
+                       /* Attempt a saving throw */
+                       if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
+                               (r_ptr->flags3 & (RF3_NO_FEAR)) ||
+                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
                        {
-                               /* Only affect undead */
-                               if (r_ptr->flags3 & (RF3_UNDEAD))
-                               {
-                                       if (seen) obvious = TRUE;
+                               /* No obvious effect */
+                               note = _("には効果がなかった。", " is unaffected.");
+                               obvious = FALSE;
+                               do_fear = 0;
+                       }
 
-                                       /* Learn about type */
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                                       note = _("は身震いした。", " shudders.");
-                                       note_dies = _("はドロドロに溶けた!", " dissolves!");
-                               }
 
-                               /* Others ignore */
-                               else
-                               {
-                                       /* Irrelevant */
-                                       skipped = TRUE;
+               /* Dispel undead */
+               case GF_DISP_UNDEAD:
+               {
+                       /* Only affect undead */
+                       if (r_ptr->flags3 & (RF3_UNDEAD))
+                       {
+                               if (seen) obvious = TRUE;
 
-                                       /* No damage */
-                                       dam = 0;
-                               }
+                               /* Learn about type */
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
 
-                               break;
+                               note = _("は身震いした。", " shudders.");
+                               note_dies = _("はドロドロに溶けた!", " dissolves!");
                        }
 
-
-                       /* Dispel evil */
-                       case GF_DISP_EVIL:
+                       /* Others ignore */
+                       else
                        {
-                               /* Only affect evil */
-                               if (r_ptr->flags3 & (RF3_EVIL))
-                               {
-                                       if (seen) obvious = TRUE;
+                               /* Irrelevant */
+                               skipped = TRUE;
 
-                                       /* Learn about type */
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
+                               /* No damage */
+                               dam = 0;
+                       }
 
-                                       note = _("は身震いした。", " shudders.");
-                                       note_dies = _("はドロドロに溶けた!", " dissolves!");
-                               }
+                       break;
+               }
 
-                               /* Others ignore */
-                               else
-                               {
-                                       /* Irrelevant */
-                                       skipped = TRUE;
 
-                                       /* No damage */
-                                       dam = 0;
-                               }
+               /* Dispel evil */
+               case GF_DISP_EVIL:
+               {
+                       /* Only affect evil */
+                       if (r_ptr->flags3 & (RF3_EVIL))
+                       {
+                               if (seen) obvious = TRUE;
 
-                               break;
+                               /* Learn about type */
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
+
+                               note = _("は身震いした。", " shudders.");
+                               note_dies = _("はドロドロに溶けた!", " dissolves!");
                        }
 
-                       /* Dispel good */
-                       case GF_DISP_GOOD:
+                       /* Others ignore */
+                       else
                        {
-                               /* Only affect good */
-                               if (r_ptr->flags3 & (RF3_GOOD))
-                               {
-                                       if (seen) obvious = TRUE;
+                               /* Irrelevant */
+                               skipped = TRUE;
 
-                                       /* Learn about type */
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
+                               /* No damage */
+                               dam = 0;
+                       }
 
-                                       note = _("は身震いした。", " shudders.");
-                                       note_dies = _("はドロドロに溶けた!", " dissolves!");
-                               }
+                       break;
+               }
 
-                               /* Others ignore */
-                               else
-                               {
-                                       /* Irrelevant */
-                                       skipped = TRUE;
+               /* Dispel good */
+               case GF_DISP_GOOD:
+               {
+                       /* Only affect good */
+                       if (r_ptr->flags3 & (RF3_GOOD))
+                       {
+                               if (seen) obvious = TRUE;
 
-                                       /* No damage */
-                                       dam = 0;
-                               }
+                               /* Learn about type */
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
 
-                               break;
+                               note = _("は身震いした。", " shudders.");
+                               note_dies = _("はドロドロに溶けた!", " dissolves!");
                        }
 
-                       /* Dispel living */
-                       case GF_DISP_LIVING:
+                       /* Others ignore */
+                       else
                        {
-                               /* Only affect non-undead */
-                               if (monster_living(m_ptr->r_idx))
-                               {
-                                       if (seen) obvious = TRUE;
+                               /* Irrelevant */
+                               skipped = TRUE;
 
-                                       note = _("は身震いした。", " shudders.");
-                                       note_dies = _("はドロドロに溶けた!", " dissolves!");
-                               }
+                               /* No damage */
+                               dam = 0;
+                       }
 
-                               /* Others ignore */
-                               else
-                               {
-                                       /* Irrelevant */
-                                       skipped = TRUE;
+                       break;
+               }
 
-                                       /* No damage */
-                                       dam = 0;
-                               }
+               /* Dispel living */
+               case GF_DISP_LIVING:
+               {
+                       /* Only affect non-undead */
+                       if (monster_living(m_ptr->r_idx))
+                       {
+                               if (seen) obvious = TRUE;
 
-                               break;
+                               note = _("は身震いした。", " shudders.");
+                               note_dies = _("はドロドロに溶けた!", " dissolves!");
                        }
 
-                       /* Dispel demons */
-                       case GF_DISP_DEMON:
+                       /* Others ignore */
+                       else
                        {
-                               /* Only affect demons */
-                               if (r_ptr->flags3 & (RF3_DEMON))
-                               {
-                                       if (seen) obvious = TRUE;
+                               /* Irrelevant */
+                               skipped = TRUE;
 
-                                       /* Learn about type */
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
+                               /* No damage */
+                               dam = 0;
+                       }
 
-                                       note = _("は身震いした。", " shudders.");
-                                       note_dies = _("はドロドロに溶けた!", " dissolves!");
-                               }
+                       break;
+               }
 
-                               /* Others ignore */
-                               else
-                               {
-                                       /* Irrelevant */
-                                       skipped = TRUE;
+               /* Dispel demons */
+               case GF_DISP_DEMON:
+               {
+                       /* Only affect demons */
+                       if (r_ptr->flags3 & (RF3_DEMON))
+                       {
+                               if (seen) obvious = TRUE;
 
-                                       /* No damage */
-                                       dam = 0;
-                               }
+                               /* Learn about type */
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
 
-                               break;
+                               note = _("は身震いした。", " shudders.");
+                               note_dies = _("はドロドロに溶けた!", " dissolves!");
                        }
 
-                       /* Dispel monster */
-                       case GF_DISP_ALL:
+                       /* Others ignore */
+                       else
                        {
-                               if (seen) obvious = TRUE;
-                               note = _("は身震いした。", " shudders.");
-                               note_dies = _("はドロドロに溶けた!", " dissolves!");
-                               break;
+                               /* Irrelevant */
+                               skipped = TRUE;
+
+                               /* No damage */
+                               dam = 0;
                        }
 
-                       /* Drain mana */
-                       case GF_DRAIN_MANA:
+                       break;
+               }
+
+               /* Dispel monster */
+               case GF_DISP_ALL:
+               {
+                       if (seen) obvious = TRUE;
+                       note = _("は身震いした。", " shudders.");
+                       note_dies = _("はドロドロに溶けた!", " dissolves!");
+                       break;
+               }
+
+               /* Drain mana */
+               case GF_DRAIN_MANA:
+               {
+                       if (seen) obvious = TRUE;
+                       if ((r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) || (r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) || (r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
                        {
-                               if (seen) obvious = TRUE;
-                               if ((r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) || (r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) || (r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
+                               if (who > 0)
                                {
-                                       if (who > 0)
+                                       /* Heal the monster */
+                                       if (m_caster_ptr->hp < m_caster_ptr->maxhp)
                                        {
-                                               /* Heal the monster */
-                                               if (caster_ptr->hp < caster_ptr->maxhp)
-                                               {
-                                                       /* Heal */
-                                                       caster_ptr->hp += dam;
-                                                       if (caster_ptr->hp > caster_ptr->maxhp) caster_ptr->hp = caster_ptr->maxhp;
+                                               /* Heal */
+                                               m_caster_ptr->hp += dam;
+                                               if (m_caster_ptr->hp > m_caster_ptr->maxhp) m_caster_ptr->hp = m_caster_ptr->maxhp;
 
-                                                       /* Redraw (later) if needed */
-                                                       if (p_ptr->health_who == who) p_ptr->redraw |= (PR_HEALTH);
-                                                       if (p_ptr->riding == who) p_ptr->redraw |= (PR_UHEALTH);
+                                               /* Redraw (later) if needed */
+                                               if (caster_ptr->health_who == who) caster_ptr->redraw |= (PR_HEALTH);
+                                               if (caster_ptr->riding == who) caster_ptr->redraw |= (PR_UHEALTH);
 
-                                                       /* Special message */
-                                                       if (see_s_msg)
-                                                       {
-                                                               monster_desc(killer, caster_ptr, 0);
-                                                               msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), killer);
-                                                       }
+                                               /* Special message */
+                                               if (see_s_msg)
+                                               {
+                                                       monster_desc(killer, m_caster_ptr, 0);
+                                                       msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), killer);
                                                }
                                        }
-                                       else
-                                       {
-                                               msg_format(_("%sから精神エネルギーを吸いとった。", "You draw psychic energy from %s."), m_name);
-                                               (void)hp_player(p_ptr, dam);
-                                       }
                                }
                                else
                                {
-                                       if (see_s_msg) msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
+                                       msg_format(_("%sから精神エネルギーを吸いとった。", "You draw psychic energy from %s."), m_name);
+                                       (void)hp_player(caster_ptr, dam);
                                }
-                               dam = 0;
-                               break;
                        }
+                       else
+                       {
+                               if (see_s_msg) msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
+                       }
+                       dam = 0;
+                       break;
+               }
 
-                       /* Mind blast */
-                       case GF_MIND_BLAST:
+               /* Mind blast */
+               case GF_MIND_BLAST:
+               {
+                       if (seen) obvious = TRUE;
+                       if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
+                       /* Attempt a saving throw */
+                       if ((r_ptr->flags1 & RF1_UNIQUE) ||
+                               (r_ptr->flags3 & RF3_NO_CONF) ||
+                               (r_ptr->level > randint1((caster_lev - 10) < 1 ? 1 : (caster_lev - 10)) + 10))
                        {
-                               if (seen) obvious = TRUE;
-                               if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
-                               /* Attempt a saving throw */
-                               if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                                        (r_ptr->flags3 & RF3_NO_CONF) ||
-                                        (r_ptr->level > randint1((caster_lev - 10) < 1 ? 1 : (caster_lev - 10)) + 10))
-                               {
-                                       /* Memorize a flag */
-                                       if (r_ptr->flags3 & (RF3_NO_CONF))
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
-                                       }
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       dam = 0;
-                               }
-                               else if (r_ptr->flags2 & RF2_EMPTY_MIND)
+                               /* Memorize a flag */
+                               if (r_ptr->flags3 & (RF3_NO_CONF))
                                {
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
-                                       note = _("には完全な耐性がある!", " is immune.");
-                                       dam = 0;
-                               }
-                               else if (r_ptr->flags2 & RF2_WEIRD_MIND)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
-                                       note = _("には耐性がある。", " resists.");
-                                       dam /= 3;
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
                                }
-                               else
-                               {
-                                       note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
-                                       note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
+                               note = _("には効果がなかった。", " is unaffected.");
+                               dam = 0;
+                       }
+                       else if (r_ptr->flags2 & RF2_EMPTY_MIND)
+                       {
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+                               note = _("には完全な耐性がある!", " is immune.");
+                               dam = 0;
+                       }
+                       else if (r_ptr->flags2 & RF2_WEIRD_MIND)
+                       {
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
+                               note = _("には耐性がある。", " resists.");
+                               dam /= 3;
+                       }
+                       else
+                       {
+                               note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
+                               note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
 
-                                       if (who > 0) do_conf = randint0(4) + 4;
-                                       else do_conf = randint0(8) + 8;
-                               }
-                               break;
+                               if (who > 0) do_conf = randint0(4) + 4;
+                               else do_conf = randint0(8) + 8;
                        }
+                       break;
+               }
 
-                       /* Brain smash */
-                       case GF_BRAIN_SMASH:
-                       {
-                               if (seen) obvious = TRUE;
-                               if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
+               /* Brain smash */
+               case GF_BRAIN_SMASH:
+               {
+                       if (seen) obvious = TRUE;
+                       if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
 
-                               /* Attempt a saving throw */
-                               if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                                        (r_ptr->flags3 & RF3_NO_CONF) ||
-                                        (r_ptr->level > randint1((caster_lev - 10) < 1 ? 1 : (caster_lev - 10)) + 10))
-                               {
-                                       /* Memorize a flag */
-                                       if (r_ptr->flags3 & (RF3_NO_CONF))
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
-                                       }
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       dam = 0;
-                               }
-                               else if (r_ptr->flags2 & RF2_EMPTY_MIND)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
-                                       note = _("には完全な耐性がある!", " is immune.");
-                                       dam = 0;
-                               }
-                               else if (r_ptr->flags2 & RF2_WEIRD_MIND)
+                       /* Attempt a saving throw */
+                       if ((r_ptr->flags1 & RF1_UNIQUE) ||
+                               (r_ptr->flags3 & RF3_NO_CONF) ||
+                               (r_ptr->level > randint1((caster_lev - 10) < 1 ? 1 : (caster_lev - 10)) + 10))
+                       {
+                               /* Memorize a flag */
+                               if (r_ptr->flags3 & (RF3_NO_CONF))
                                {
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
-                                       note = _("には耐性がある!", " resists!");
-                                       dam /= 3;
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
                                }
-                               else
-                               {
-                                       note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
-                                       note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
+                               note = _("には効果がなかった。", " is unaffected.");
+                               dam = 0;
+                       }
+                       else if (r_ptr->flags2 & RF2_EMPTY_MIND)
+                       {
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+                               note = _("には完全な耐性がある!", " is immune.");
+                               dam = 0;
+                       }
+                       else if (r_ptr->flags2 & RF2_WEIRD_MIND)
+                       {
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
+                               note = _("には耐性がある!", " resists!");
+                               dam /= 3;
+                       }
+                       else
+                       {
+                               note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
+                               note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
 
-                                       if (who > 0)
-                                       {
-                                               do_conf = randint0(4) + 4;
-                                               do_stun = randint0(4) + 4;
-                                       }
-                                       else
-                                       {
-                                               do_conf = randint0(8) + 8;
-                                               do_stun = randint0(8) + 8;
-                                       }
-                                       (void)set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 10);
+                               if (who > 0)
+                               {
+                                       do_conf = randint0(4) + 4;
+                                       do_stun = randint0(4) + 4;
                                }
-                               break;
+                               else
+                               {
+                                       do_conf = randint0(8) + 8;
+                                       do_stun = randint0(8) + 8;
+                               }
+                               (void)set_monster_slow(caster_ptr, g_ptr->m_idx, MON_SLOW(m_ptr) + 10);
                        }
+                       break;
+               }
 
-                       /* CAUSE_1 */
-                       case GF_CAUSE_1:
+               /* CAUSE_1 */
+               case GF_CAUSE_1:
+               {
+                       if (seen) obvious = TRUE;
+                       if (!who) msg_format(_("%sを指差して呪いをかけた。", "You point at %s and curse."), m_name);
+                       /* Attempt a saving throw */
+                       if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
                        {
-                               if (seen) obvious = TRUE;
-                               if (!who) msg_format(_("%sを指差して呪いをかけた。", "You point at %s and curse."), m_name);
-                               /* Attempt a saving throw */
-                               if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
-                               {
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       dam = 0;
-                               }
-                               break;
+                               note = _("には効果がなかった。", " is unaffected.");
+                               dam = 0;
                        }
+                       break;
+               }
 
-                       /* CAUSE_2 */
-                       case GF_CAUSE_2:
+               /* CAUSE_2 */
+               case GF_CAUSE_2:
+               {
+                       if (seen) obvious = TRUE;
+                       if (!who) msg_format(_("%sを指差して恐ろしげに呪いをかけた。", "You point at %s and curse horribly."), m_name);
+                       /* Attempt a saving throw */
+                       if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
                        {
-                               if (seen) obvious = TRUE;
-                               if (!who) msg_format(_("%sを指差して恐ろしげに呪いをかけた。", "You point at %s and curse horribly."), m_name);
-                               /* Attempt a saving throw */
-                               if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
-                               {
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       dam = 0;
-                               }
-                               break;
+                               note = _("には効果がなかった。", " is unaffected.");
+                               dam = 0;
                        }
+                       break;
+               }
 
-                       /* CAUSE_3 */
-                       case GF_CAUSE_3:
+               /* CAUSE_3 */
+               case GF_CAUSE_3:
+               {
+                       if (seen) obvious = TRUE;
+                       if (!who) msg_format(_("%sを指差し、恐ろしげに呪文を唱えた!", "You point at %s, incanting terribly!"), m_name);
+                       /* Attempt a saving throw */
+                       if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
                        {
-                               if (seen) obvious = TRUE;
-                               if (!who) msg_format(_("%sを指差し、恐ろしげに呪文を唱えた!", "You point at %s, incanting terribly!"), m_name);
-                               /* Attempt a saving throw */
-                               if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
-                               {
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       dam = 0;
-                               }
-                               break;
+                               note = _("には効果がなかった。", " is unaffected.");
+                               dam = 0;
                        }
+                       break;
+               }
 
-                       /* CAUSE_4 */
-                       case GF_CAUSE_4:
+               /* CAUSE_4 */
+               case GF_CAUSE_4:
+               {
+                       if (seen) obvious = TRUE;
+                       if (!who)
+                               msg_format(_("%sの秘孔を突いて、「お前は既に死んでいる」と叫んだ。",
+                                       "You point at %s, screaming the word, 'DIE!'."), m_name);
+                       /* Attempt a saving throw */
+                       if ((randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35)) && ((who <= 0) || (m_caster_ptr->r_idx != MON_KENSHIROU)))
                        {
-                               if (seen) obvious = TRUE;
-                               if (!who) 
-                                       msg_format(_("%sの秘孔を突いて、「お前は既に死んでいる」と叫んだ。", 
-                                                                "You point at %s, screaming the word, 'DIE!'."), m_name);
-                               /* Attempt a saving throw */
-                               if ((randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35)) && ((who <= 0) || (caster_ptr->r_idx != MON_KENSHIROU)))
-                               {
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       dam = 0;
-                               }
-                               break;
+                               note = _("には効果がなかった。", " is unaffected.");
+                               dam = 0;
                        }
+                       break;
+               }
 
-                       /* HAND_DOOM */
-                       case GF_HAND_DOOM:
+               /* HAND_DOOM */
+               case GF_HAND_DOOM:
+               {
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flags1 & RF1_UNIQUE)
                        {
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flags1 & RF1_UNIQUE)
+                               note = _("には効果がなかった。", " is unaffected.");
+                               dam = 0;
+                       }
+                       else
+                       {
+                               if ((who > 0) ? ((caster_lev + randint1(dam)) > (r_ptr->level + 10 + randint1(20))) :
+                                       (((caster_lev / 2) + randint1(dam)) > (r_ptr->level + randint1(200))))
                                {
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       dam = 0;
+                                       dam = ((40 + randint1(20)) * m_ptr->hp) / 100;
+
+                                       if (m_ptr->hp < dam) dam = m_ptr->hp - 1;
                                }
                                else
                                {
-                                       if ((who > 0) ? ((caster_lev + randint1(dam)) > (r_ptr->level + 10 + randint1(20))) :
-                                          (((caster_lev / 2) + randint1(dam)) > (r_ptr->level + randint1(200))))
-                                       {
-                                               dam = ((40 + randint1(20)) * m_ptr->hp) / 100;
-
-                                               if (m_ptr->hp < dam) dam = m_ptr->hp - 1;
-                                       }
-                                       else
-                                       {
-                                               note = _("は耐性を持っている!", "resists!");
-                                               dam = 0;
-                                       }
+                                       note = _("は耐性を持っている!", "resists!");
+                                       dam = 0;
                                }
-                               break;
                        }
+                       break;
+               }
 
-                       /* Capture monster */
-                       case GF_CAPTURE:
+               /* Capture monster */
+               case GF_CAPTURE:
+               {
+                       int nokori_hp;
+                       if ((floor_ptr->inside_quest && (quest[floor_ptr->inside_quest].type == QUEST_TYPE_KILL_ALL) && !is_pet(m_ptr)) ||
+                               (r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags7 & (RF7_NAZGUL)) || (r_ptr->flags7 & (RF7_UNIQUE2)) || (r_ptr->flags1 & RF1_QUESTOR) || m_ptr->parent_m_idx)
                        {
-                               int nokori_hp;
-                               if ((p_ptr->inside_quest && (quest[p_ptr->inside_quest].type == QUEST_TYPE_KILL_ALL) && !is_pet(m_ptr)) ||
-                                       (r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags7 & (RF7_NAZGUL)) || (r_ptr->flags7 & (RF7_UNIQUE2)) || (r_ptr->flags1 & RF1_QUESTOR) || m_ptr->parent_m_idx)
-                               {
-                                       msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
-                                       skipped = TRUE;
-                                       break;
-                               }
+                               msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
+                               skipped = TRUE;
+                               break;
+                       }
 
-                               if (is_pet(m_ptr)) nokori_hp = m_ptr->maxhp * 4L;
-                               else if ((p_ptr->pclass == CLASS_BEASTMASTER) && monster_living(m_ptr->r_idx))
-                                       nokori_hp = m_ptr->maxhp * 3 / 10;
-                               else
-                                       nokori_hp = m_ptr->maxhp * 3 / 20;
+                       if (is_pet(m_ptr)) nokori_hp = m_ptr->maxhp * 4L;
+                       else if ((caster_ptr->pclass == CLASS_BEASTMASTER) && monster_living(m_ptr->r_idx))
+                               nokori_hp = m_ptr->maxhp * 3 / 10;
+                       else
+                               nokori_hp = m_ptr->maxhp * 3 / 20;
 
-                               if (m_ptr->hp >= nokori_hp)
-                               {
-                                       msg_format(_("もっと弱らせないと。", "You need to weaken %s more."), m_name);
-                                       skipped = TRUE;
-                               }
-                               else if (m_ptr->hp < randint0(nokori_hp))
+                       if (m_ptr->hp >= nokori_hp)
+                       {
+                               msg_format(_("もっと弱らせないと。", "You need to weaken %s more."), m_name);
+                               skipped = TRUE;
+                       }
+                       else if (m_ptr->hp < randint0(nokori_hp))
+                       {
+                               if (m_ptr->mflag2 & MFLAG2_CHAMELEON) choose_new_monster(g_ptr->m_idx, FALSE, MON_CHAMELEON);
+                               msg_format(_("%sを捕えた!", "You capture %^s!"), m_name);
+                               cap_mon = m_ptr->r_idx;
+                               cap_mspeed = m_ptr->mspeed;
+                               cap_hp = m_ptr->hp;
+                               cap_maxhp = m_ptr->max_maxhp;
+                               cap_nickname = m_ptr->nickname; /* Quark transfer */
+                               if (g_ptr->m_idx == caster_ptr->riding)
                                {
-                                       if (m_ptr->mflag2 & MFLAG2_CHAMELEON) choose_new_monster(g_ptr->m_idx, FALSE, MON_CHAMELEON);
-                                       msg_format(_("%sを捕えた!", "You capture %^s!"), m_name);
-                                       cap_mon = m_ptr->r_idx;
-                                       cap_mspeed = m_ptr->mspeed;
-                                       cap_hp = m_ptr->hp;
-                                       cap_maxhp = m_ptr->max_maxhp;
-                                       cap_nickname = m_ptr->nickname; /* Quark transfer */
-                                       if (g_ptr->m_idx == p_ptr->riding)
+                                       if (rakuba(caster_ptr, -1, FALSE))
                                        {
-                                               if (rakuba(-1, FALSE))
-                                               {
-                                                       msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
-                                               }
+                                               msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
                                        }
+                               }
 
-                                       delete_monster_idx(g_ptr->m_idx);
+                               delete_monster_idx(g_ptr->m_idx);
 
-                                       return (TRUE);
-                               }
-                               else
-                               {
-                                       msg_format(_("うまく捕まえられなかった。", "You failed to capture %s."), m_name);
-                                       skipped = TRUE;
-                               }
-                               break;
+                               return TRUE;
                        }
-
-                       /* Attack (Use "dam" as attack type) */
-                       case GF_ATTACK:
+                       else
                        {
-                               /* Return this monster's death */
-                               return py_attack(y, x, dam);
+                               msg_format(_("うまく捕まえられなかった。", "You failed to capture %s."), m_name);
+                               skipped = TRUE;
                        }
+                       break;
+               }
+
+               /* Attack (Use "dam" as attack type) */
+               case GF_ATTACK:
+               {
+                       /* Return this monster's death */
+                       return py_attack(caster_ptr, y, x, dam);
+               }
+
+               /* Sleep (Use "dam" as "power") */
+               case GF_ENGETSU:
+               {
+                       int effect = 0;
+                       bool done = TRUE;
 
-                       /* Sleep (Use "dam" as "power") */
-                       case GF_ENGETSU:
+                       if (seen) obvious = TRUE;
+                       if (r_ptr->flags2 & RF2_EMPTY_MIND)
+                       {
+                               note = _("には効果がなかった。", " is unaffected.");
+                               dam = 0;
+                               skipped = TRUE;
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+                               break;
+                       }
+                       if (MON_CSLEEP(m_ptr))
                        {
-                               int effect = 0;
-                               bool done = TRUE;
+                               note = _("には効果がなかった。", " is unaffected.");
+                               dam = 0;
+                               skipped = TRUE;
+                               break;
+                       }
 
-                               if (seen) obvious = TRUE;
-                               if (r_ptr->flags2 & RF2_EMPTY_MIND)
-                               {
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       dam = 0;
-                                       skipped = TRUE;
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
-                                       break;
-                               }
-                               if (MON_CSLEEP(m_ptr))
+                       if (one_in_(5)) effect = 1;
+                       else if (one_in_(4)) effect = 2;
+                       else if (one_in_(3)) effect = 3;
+                       else done = FALSE;
+
+                       if (effect == 1)
+                       {
+                               /* Powerful monsters can resist */
+                               if ((r_ptr->flags1 & RF1_UNIQUE) ||
+                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
                                {
                                        note = _("には効果がなかった。", " is unaffected.");
-                                       dam = 0;
-                                       skipped = TRUE;
-                                       break;
+                                       obvious = FALSE;
                                }
 
-                               if (one_in_(5)) effect = 1;
-                               else if (one_in_(4)) effect = 2;
-                               else if (one_in_(3)) effect = 3;
-                               else done = FALSE;
-
-                               if (effect == 1)
+                               /* Normal monsters slow down */
+                               else
                                {
-                                       /* Powerful monsters can resist */
-                                       if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                                       {
-                                               note = _("には効果がなかった。", " is unaffected.");
-                                               obvious = FALSE;
-                                       }
-
-                                       /* Normal monsters slow down */
-                                       else
+                                       if (set_monster_slow(caster_ptr, g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
                                        {
-                                               if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
-                                               {
-                                                       note = _("の動きが遅くなった。", " starts moving slower.");
-                                               }
+                                               note = _("の動きが遅くなった。", " starts moving slower.");
                                        }
                                }
+                       }
 
-                               else if (effect == 2)
-                               {
-                                       do_stun = damroll((p_ptr->lev / 10) + 3 , (dam)) + 1;
+                       else if (effect == 2)
+                       {
+                               do_stun = damroll((caster_ptr->lev / 10) + 3, (dam)) + 1;
 
-                                       /* Attempt a saving throw */
-                                       if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
-                                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                                       {
-                                               /* Resist */
-                                               do_stun = 0;
+                               /* Attempt a saving throw */
+                               if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
+                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+                               {
+                                       /* Resist */
+                                       do_stun = 0;
 
-                                               /* No obvious effect */
-                                               note = _("には効果がなかった。", " is unaffected.");
-                                               obvious = FALSE;
-                                       }
+                                       /* No obvious effect */
+                                       note = _("には効果がなかった。", " is unaffected.");
+                                       obvious = FALSE;
                                }
+                       }
 
-                               else if (effect == 3)
+                       else if (effect == 3)
+                       {
+                               /* Attempt a saving throw */
+                               if ((r_ptr->flags1 & RF1_UNIQUE) ||
+                                       (r_ptr->flags3 & RF3_NO_SLEEP) ||
+                                       (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
                                {
-                                       /* Attempt a saving throw */
-                                       if ((r_ptr->flags1 & RF1_UNIQUE) ||
-                                               (r_ptr->flags3 & RF3_NO_SLEEP) ||
-                                               (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
-                                       {
-                                               /* Memorize a flag */
-                                               if (r_ptr->flags3 & RF3_NO_SLEEP)
-                                               {
-                                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
-                                               }
-
-                                               /* No obvious effect */
-                                               note = _("には効果がなかった。", " is unaffected.");
-                                               obvious = FALSE;
-                                       }
-                                       else
+                                       /* Memorize a flag */
+                                       if (r_ptr->flags3 & RF3_NO_SLEEP)
                                        {
-                                               /* Go to sleep (much) later */
-                                               note = _("は眠り込んでしまった!", " falls asleep!");
-                                               do_sleep = 500;
+                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
                                        }
-                               }
 
-                               if (!done)
-                               {
+                                       /* No obvious effect */
                                        note = _("には効果がなかった。", " is unaffected.");
+                                       obvious = FALSE;
                                }
-
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
-                       }
-
-                       /* GENOCIDE */
-                       case GF_GENOCIDE:
-                       {
-                               if (seen) obvious = TRUE;
-                               if (genocide_aux(g_ptr->m_idx, dam, !who, (r_ptr->level + 1) / 2, _("モンスター消滅", "Genocide One")))
+                               else
                                {
-                                       if (seen_msg) msg_format(_("%sは消滅した!", "%^s disappered!"), m_name);
-                                       chg_virtue(V_VITALITY, -1);
-                                       return TRUE;
+                                       /* Go to sleep (much) later */
+                                       note = _("は眠り込んでしまった!", " falls asleep!");
+                                       do_sleep = 500;
                                }
-
-                               skipped = TRUE;
-                               break;
                        }
 
-                       case GF_PHOTO:
+                       if (!done)
                        {
-                               if (!who) msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), m_name);
-                               /* Hurt by light */
-                               if (r_ptr->flags3 & (RF3_HURT_LITE))
-                               {
-                                       /* Obvious effect */
-                                       if (seen) obvious = TRUE;
-
-                                       /* Memorize the effects */
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
-
-                                       /* Special effect */
-                                       note = _("は光に身をすくめた!", " cringes from the light!");
-                                       note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
-                               }
-
-                               /* Normally no damage */
-                               else
-                               {
-                                       /* No damage */
-                                       dam = 0;
-                               }
+                               note = _("には効果がなかった。", " is unaffected.");
+                       }
 
-                               photo = m_ptr->r_idx;
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                               break;
+               /* GENOCIDE */
+               case GF_GENOCIDE:
+               {
+                       if (seen) obvious = TRUE;
+                       if (genocide_aux(caster_ptr, g_ptr->m_idx, dam, !who, (r_ptr->level + 1) / 2, _("モンスター消滅", "Genocide One")))
+                       {
+                               if (seen_msg) msg_format(_("%sは消滅した!", "%^s disappeared!"), m_name);
+                               chg_virtue(caster_ptr, V_VITALITY, -1);
+                               return TRUE;
                        }
 
+                       skipped = TRUE;
+                       break;
+               }
 
-                       /* blood curse */
-                       case GF_BLOOD_CURSE:
+               case GF_PHOTO:
+               {
+                       if (!who) msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), m_name);
+                       /* Hurt by light */
+                       if (r_ptr->flags3 & (RF3_HURT_LITE))
                        {
+                               /* Obvious effect */
                                if (seen) obvious = TRUE;
-                               break;
+
+                               /* Memorize the effects */
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
+
+                               /* Special effect */
+                               note = _("は光に身をすくめた!", " cringes from the light!");
+                               note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
                        }
 
-                       case GF_CRUSADE:
+                       /* Normally no damage */
+                       else
                        {
-                               bool success = FALSE;
-                               if (seen) obvious = TRUE;
+                               /* No damage */
+                               dam = 0;
+                       }
 
-                               if ((r_ptr->flags3 & (RF3_GOOD)) && !p_ptr->inside_arena)
-                               {
-                                       if (r_ptr->flags3 & (RF3_NO_CONF)) dam -= 50;
-                                       if (dam < 1) dam = 1;
+                       photo = m_ptr->r_idx;
 
-                                       /* No need to tame your pet */
-                                       if (is_pet(m_ptr))
-                                       {
-                                               note = _("の動きが速くなった。", " starts moving faster.");
-                                               (void)set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100);
-                                               success = TRUE;
-                                       }
+                       break;
+               }
 
-                                       /* Attempt a saving throw */
-                                       else if ((r_ptr->flags1 & (RF1_QUESTOR)) ||
-                                               (r_ptr->flags1 & (RF1_UNIQUE)) ||
-                                               (m_ptr->mflag2 & MFLAG2_NOPET) ||
-                                               (p_ptr->cursed & TRC_AGGRAVATE) ||
-                                                ((r_ptr->level+10) > randint1(dam)))
-                                       {
-                                               /* Resist */
-                                               if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
-                                       }
-                                       else
-                                       {
-                                               note = _("を支配した。", " is tamed!");
-                                               set_pet(m_ptr);
-                                               (void)set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100);
 
-                                               /* Learn about type */
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
-                                               success = TRUE;
-                                       }
+               /* blood curse */
+               case GF_BLOOD_CURSE:
+               {
+                       if (seen) obvious = TRUE;
+                       break;
+               }
+
+               case GF_CRUSADE:
+               {
+                       bool success = FALSE;
+                       if (seen) obvious = TRUE;
+
+                       if ((r_ptr->flags3 & (RF3_GOOD)) && !floor_ptr->inside_arena)
+                       {
+                               if (r_ptr->flags3 & (RF3_NO_CONF)) dam -= 50;
+                               if (dam < 1) dam = 1;
+
+                               /* No need to tame your pet */
+                               if (is_pet(m_ptr))
+                               {
+                                       note = _("の動きが速くなった。", " starts moving faster.");
+                                       (void)set_monster_fast(caster_ptr, g_ptr->m_idx, MON_FAST(m_ptr) + 100);
+                                       success = TRUE;
                                }
 
-                               if (!success)
+                               /* Attempt a saving throw */
+                               else if ((r_ptr->flags1 & (RF1_QUESTOR)) ||
+                                       (r_ptr->flags1 & (RF1_UNIQUE)) ||
+                                       (m_ptr->mflag2 & MFLAG2_NOPET) ||
+                                       (caster_ptr->cursed & TRC_AGGRAVATE) ||
+                                       ((r_ptr->level + 10) > randint1(dam)))
                                {
-                                       if (!(r_ptr->flags3 & RF3_NO_FEAR))
-                                       {
-                                               do_fear = randint1(90)+10;
-                                       }
-                                       else if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_FEAR);
+                                       /* Resist */
+                                       if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
                                }
+                               else
+                               {
+                                       note = _("を支配した。", " is tamed!");
+                                       set_pet(m_ptr);
+                                       (void)set_monster_fast(caster_ptr, g_ptr->m_idx, MON_FAST(m_ptr) + 100);
 
-                               /* No "real" damage */
-                               dam = 0;
-                               break;
+                                       /* Learn about type */
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
+                                       success = TRUE;
+                               }
                        }
 
-                       case GF_WOUNDS:
+                       if (!success)
                        {
-                               if (seen) obvious = TRUE;
-                               /* Attempt a saving throw */
-                               if (randint0(100 + dam) < (r_ptr->level + 50))
+                               if (!(r_ptr->flags3 & RF3_NO_FEAR))
                                {
-                                       note = _("には効果がなかった。", " is unaffected.");
-                                       dam = 0;
+                                       do_fear = randint1(90) + 10;
                                }
-                               break;
+                               else if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_FEAR);
                        }
 
-                       /* Default */
-                       default:
-                       {
-                               /* Irrelevant */
-                               skipped = TRUE;
+                       /* No "real" damage */
+                       dam = 0;
+                       break;
+               }
 
-                               /* No damage */
+               case GF_WOUNDS:
+               {
+                       if (seen) obvious = TRUE;
+                       /* Attempt a saving throw */
+                       if (randint0(100 + dam) < (r_ptr->level + 50))
+                       {
+                               note = _("には効果がなかった。", " is unaffected.");
                                dam = 0;
-
-                               break;
                        }
+                       break;
+               }
+
+               /* Default */
+               default:
+               {
+                       /* Irrelevant */
+                       skipped = TRUE;
+
+                       /* No damage */
+                       dam = 0;
+
+                       break;
+               }
                }
        }
 
        /* Absolutely no effect */
-       if (skipped) return (FALSE);
+       if (skipped) return FALSE;
 
        /* "Unique" monsters cannot be polymorphed */
        if (r_ptr->flags1 & (RF1_UNIQUE)) do_poly = FALSE;
@@ -3610,23 +3619,23 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
        /* Quest monsters cannot be polymorphed */
        if (r_ptr->flags1 & RF1_QUESTOR) do_poly = FALSE;
 
-       if (p_ptr->riding && (g_ptr->m_idx == p_ptr->riding)) do_poly = FALSE;
+       if (caster_ptr->riding && (g_ptr->m_idx == caster_ptr->riding)) do_poly = FALSE;
 
        /* "Unique" and "quest" monsters can only be "killed" by the player. */
-       if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->phase_out)
+       if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & RF7_NAZGUL)) && !caster_ptr->phase_out)
        {
                if (who && (dam > m_ptr->hp)) dam = m_ptr->hp;
        }
 
        if (!who && slept)
        {
-               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
-               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
+               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(caster_ptr, V_COMPASSION, -1);
+               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(caster_ptr, V_HONOUR, -1);
        }
 
        /* Modify the damage */
        tmp = dam;
-       dam = mon_damage_mod(m_ptr, dam, (bool)(typ == GF_PSY_SPEAR));
+       dam = mon_damage_mod(caster_ptr, m_ptr, dam, (bool)(typ == GF_PSY_SPEAR));
        if ((tmp > 0) && (dam == 0)) note = _("はダメージを受けていない。", " is unharmed.");
 
        /* Check for death */
@@ -3657,7 +3666,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                        }
 
                        /* Apply stun */
-                       (void)set_monster_stunned(g_ptr->m_idx, tmp);
+                       (void)set_monster_stunned(caster_ptr, g_ptr->m_idx, tmp);
 
                        /* Get angry */
                        get_angry = TRUE;
@@ -3665,8 +3674,8 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
 
                /* Confusion and Chaos resisters (and sleepers) never confuse */
                if (do_conf &&
-                        !(r_ptr->flags3 & RF3_NO_CONF) &&
-                        !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
+                       !(r_ptr->flags3 & RF3_NO_CONF) &&
+                       !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
                {
                        if (seen) obvious = TRUE;
 
@@ -3685,7 +3694,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                        }
 
                        /* Apply confusion */
-                       (void)set_monster_confused(g_ptr->m_idx, tmp);
+                       (void)set_monster_confused(caster_ptr, g_ptr->m_idx, tmp);
 
                        /* Get angry */
                        get_angry = TRUE;
@@ -3709,7 +3718,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                /* Mega-Hack -- Handle "polymorph" -- monsters get a saving throw */
                if (do_poly && (randint1(90) > r_ptr->level))
                {
-                       if (polymorph_monster(y, x))
+                       if (polymorph_monster(caster_ptr, y, x))
                        {
                                if (seen) obvious = TRUE;
 
@@ -3719,14 +3728,9 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                /* Turn off the damage */
                                dam = 0;
                        }
-                       else
-                       {
-                               /* No polymorph */
-                               note = _("には効果がなかった。", " is unaffected.");
-                       }
 
                        /* Hack -- Get new monster */
-                       m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
+                       m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
 
                        /* Hack -- Get new race */
                        r_ptr = &r_info[m_ptr->r_idx];
@@ -3739,25 +3743,25 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
 
                        note = _("が消え去った!", " disappears!");
 
-                       if (!who) chg_virtue(V_VALOUR, -1);
+                       if (!who) chg_virtue(caster_ptr, V_VALOUR, -1);
 
                        /* Teleport */
-                       teleport_away(g_ptr->m_idx, do_dist,
-                                               (!who ? TELEPORT_DEC_VALOUR : 0L) | TELEPORT_PASSIVE);
+                       teleport_away(caster_ptr, g_ptr->m_idx, do_dist,
+                               (!who ? TELEPORT_DEC_VALOUR : 0L) | TELEPORT_PASSIVE);
 
                        /* Hack -- get new location */
                        y = m_ptr->fy;
                        x = m_ptr->fx;
 
                        /* Hack -- get new grid */
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
+                       g_ptr = &floor_ptr->grid_array[y][x];
                }
 
                /* Fear */
                if (do_fear)
                {
                        /* Set fear */
-                       (void)set_monster_monfear(g_ptr->m_idx, MON_MONFEAR(m_ptr) + do_fear);
+                       (void)set_monster_monfear(caster_ptr, g_ptr->m_idx, MON_MONFEAR(m_ptr) + do_fear);
 
                        /* Get angry */
                        get_angry = TRUE;
@@ -3773,11 +3777,11 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
        else if (who)
        {
                /* Redraw (later) if needed */
-               if (p_ptr->health_who == g_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
-               if (p_ptr->riding == g_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
+               if (caster_ptr->health_who == g_ptr->m_idx) caster_ptr->redraw |= (PR_HEALTH);
+               if (caster_ptr->riding == g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
 
                /* Wake the monster up */
-               (void)set_monster_csleep(g_ptr->m_idx, 0);
+               (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
 
                /* Hurt the monster */
                m_ptr->hp -= dam;
@@ -3800,11 +3804,11 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                }
                                else
                                {
-                                       current_floor_ptr->monster_noise = TRUE;
+                                       floor_ptr->monster_noise = TRUE;
                                }
                        }
 
-                       if (who > 0) monster_gain_exp(who, m_ptr->r_idx);
+                       if (who > 0) monster_gain_exp(caster_ptr, who, m_ptr->r_idx);
 
                        /* Generate treasure, etc */
                        monster_death(g_ptr->m_idx, FALSE);
@@ -3831,11 +3835,11 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                        }
                        else
                        {
-                               current_floor_ptr->monster_noise = TRUE;
+                               floor_ptr->monster_noise = TRUE;
                        }
 
                        /* Hack -- handle sleep */
-                       if (do_sleep) (void)set_monster_csleep(g_ptr->m_idx, do_sleep);
+                       if (do_sleep) (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, do_sleep);
                }
        }
 
@@ -3848,7 +3852,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                        char m2_name[MAX_NLEN];
 
                        monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
-                       do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name);
+                       exe_write_diary(caster_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name);
                }
 
                delete_monster_idx(g_ptr->m_idx);
@@ -3860,7 +3864,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                bool fear = FALSE;
 
                /* Hurt the monster, check for fear and death */
-               if (mon_take_hit(g_ptr->m_idx, dam, &fear, note_dies))
+               if (mon_take_hit(caster_ptr, g_ptr->m_idx, dam, &fear, note_dies))
                {
                        /* Dead monster */
                }
@@ -3892,32 +3896,32 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                        }
 
                        /* Hack -- handle sleep */
-                       if (do_sleep) (void)set_monster_csleep(g_ptr->m_idx, do_sleep);
+                       if (do_sleep) (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, do_sleep);
                }
        }
 
        if ((typ == GF_BLOOD_CURSE) && one_in_(4))
        {
-               blood_curse_to_enemy(who);
+               blood_curse_to_enemy(caster_ptr, who);
        }
 
-       if (p_ptr->phase_out)
+       if (caster_ptr->phase_out)
        {
-               p_ptr->health_who = g_ptr->m_idx;
-               p_ptr->redraw |= (PR_HEALTH);
-               handle_stuff();
+               caster_ptr->health_who = g_ptr->m_idx;
+               caster_ptr->redraw |= (PR_HEALTH);
+               handle_stuff(caster_ptr);
        }
 
        /* Verify this code */
-       if (m_ptr->r_idx) update_monster(g_ptr->m_idx, FALSE);
+       if (m_ptr->r_idx) update_monster(caster_ptr, g_ptr->m_idx, FALSE);
 
        /* Redraw the monster grid */
        lite_spot(y, x);
 
        /* Update monster recall window */
-       if ((p_ptr->monster_race_idx == m_ptr->r_idx) && (seen || !m_ptr->r_idx))
+       if ((caster_ptr->monster_race_idx == m_ptr->r_idx) && (seen || !m_ptr->r_idx))
        {
-               p_ptr->window |= (PW_MONSTER);
+               caster_ptr->window |= (PW_MONSTER);
        }
 
        if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr))
@@ -3929,15 +3933,15 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
                                set_target(m_ptr, monster_target_y, monster_target_x);
                        }
                }
-               else if ((who > 0) && is_pet(caster_ptr) && !player_bold(m_ptr->target_y, m_ptr->target_x))
+               else if ((who > 0) && is_pet(m_caster_ptr) && !player_bold(caster_ptr, m_ptr->target_y, m_ptr->target_x))
                {
-                       set_target(m_ptr, caster_ptr->fy, caster_ptr->fx);
+                       set_target(m_ptr, m_caster_ptr->fy, m_caster_ptr->fx);
                }
        }
 
-       if (p_ptr->riding && (p_ptr->riding == g_ptr->m_idx) && (dam > 0))
+       if (caster_ptr->riding && (caster_ptr->riding == g_ptr->m_idx) && (dam > 0))
        {
-               if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
+               if (m_ptr->hp > m_ptr->maxhp / 3) dam = (dam + 1) / 2;
                rakubadam_m = (dam > 200) ? 200 : dam;
        }
 
@@ -3955,7 +3959,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
 
                /* Mark the item as fully known */
                q_ptr->ident |= (IDENT_MENTAL);
-               (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+               (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
        }
 
        /* Track it */
@@ -3967,6 +3971,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
        return (obvious);
 }
 
+
 /*!
  * @brief 汎用的なビーム/ボルト/ボール系によるプレイヤーへの効果処理 / Helper function for "project()" below.
  * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
@@ -3991,7 +3996,7 @@ static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_P
  * We return "TRUE" if any "obvious" effects were observed.  XXX XXX Actually,
  * we just assume that the effects were obvious, for historical reasons.
  */
-static bool project_p(MONSTER_IDX who, concptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
+static bool project_p(MONSTER_IDX who, player_type *target_ptr, concptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
 {
        int k = 0;
        DEPTH rlev = 0;
@@ -4000,7 +4005,7 @@ static bool project_p(MONSTER_IDX who, concptr who_name, int r, POSITION y, POSI
        bool obvious = TRUE;
 
        /* Player blind-ness */
-       bool blind = (p_ptr->blind ? TRUE : FALSE);
+       bool blind = (target_ptr->blind ? TRUE : FALSE);
 
        /* Player needs a "description" (he is blind) */
        bool fuzzy = FALSE;
@@ -4021,57 +4026,55 @@ static bool project_p(MONSTER_IDX who, concptr who_name, int r, POSITION y, POSI
 
 
        /* Player is not here */
-       if (!player_bold(y, x)) return (FALSE);
+       if (!player_bold(target_ptr, y, x)) return FALSE;
 
-       if ((p_ptr->special_defense & NINJA_KAWARIMI) && dam && (randint0(55) < (p_ptr->lev*3/5+20)) && who && (who != p_ptr->riding))
+       if ((target_ptr->special_defense & NINJA_KAWARIMI) && dam && (randint0(55) < (target_ptr->lev * 3 / 5 + 20)) && who && (who != target_ptr->riding))
        {
-               if (kawarimi(TRUE)) return FALSE;
+               if (kawarimi(target_ptr, TRUE)) return FALSE;
        }
 
        /* Player cannot hurt himself */
-       if (!who) return (FALSE);
-       if (who == p_ptr->riding) return (FALSE);
+       if (!who) return FALSE;
+       if (who == target_ptr->riding) return FALSE;
 
-       if ((p_ptr->reflect || ((p_ptr->special_defense & KATA_FUUJIN) && !p_ptr->blind)) && (flg & PROJECT_REFLECTABLE) && !one_in_(10))
+       if ((target_ptr->reflect || ((target_ptr->special_defense & KATA_FUUJIN) && !target_ptr->blind)) && (flg & PROJECT_REFLECTABLE) && !one_in_(10))
        {
                POSITION t_y, t_x;
                int max_attempts = 10;
                sound(SOUND_REFLECT);
 
-               if (blind) 
+               if (blind)
                        msg_print(_("何かが跳ね返った!", "Something bounces!"));
-               else if (p_ptr->special_defense & KATA_FUUJIN) 
+               else if (target_ptr->special_defense & KATA_FUUJIN)
                        msg_print(_("風の如く武器を振るって弾き返した!", "The attack bounces!"));
-               else 
+               else
                        msg_print(_("攻撃が跳ね返った!", "The attack bounces!"));
 
-
                /* Choose 'new' target */
                if (who > 0)
                {
                        do
                        {
-                               t_y = current_floor_ptr->m_list[who].fy - 1 + randint1(3);
-                               t_x = current_floor_ptr->m_list[who].fx - 1 + randint1(3);
+                               t_y = target_ptr->current_floor_ptr->m_list[who].fy - 1 + randint1(3);
+                               t_x = target_ptr->current_floor_ptr->m_list[who].fx - 1 + randint1(3);
                                max_attempts--;
-                       }
-                       while (max_attempts && in_bounds2u(t_y, t_x) && !projectable(p_ptr->y, p_ptr->x, t_y, t_x));
+                       } while (max_attempts && in_bounds2u(target_ptr->current_floor_ptr, t_y, t_x) && !projectable(target_ptr, target_ptr->y, target_ptr->x, t_y, t_x));
 
                        if (max_attempts < 1)
                        {
-                               t_y = current_floor_ptr->m_list[who].fy;
-                               t_x = current_floor_ptr->m_list[who].fx;
+                               t_y = target_ptr->current_floor_ptr->m_list[who].fy;
+                               t_x = target_ptr->current_floor_ptr->m_list[who].fx;
                        }
                }
                else
                {
-                       t_y = p_ptr->y - 1 + randint1(3);
-                       t_x = p_ptr->x - 1 + randint1(3);
+                       t_y = target_ptr->y - 1 + randint1(3);
+                       t_x = target_ptr->x - 1 + randint1(3);
                }
 
-               project(0, 0, t_y, t_x, dam, typ, (PROJECT_STOP|PROJECT_KILL|PROJECT_REFLECTABLE), monspell);
+               project(target_ptr, 0, 0, t_y, t_x, dam, typ, (PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE), monspell);
 
-               disturb(TRUE, TRUE);
+               disturb(target_ptr, TRUE, TRUE);
                return TRUE;
        }
 
@@ -4088,7 +4091,7 @@ static bool project_p(MONSTER_IDX who, concptr who_name, int r, POSITION y, POSI
 
        if (who > 0)
        {
-               m_ptr = &current_floor_ptr->m_list[who];
+               m_ptr = &target_ptr->current_floor_ptr->m_list[who];
                rlev = (((&r_info[m_ptr->r_idx])->level >= 1) ? (&r_info[m_ptr->r_idx])->level : 1);
                monster_desc(m_name, m_ptr, 0);
 
@@ -4117,943 +4120,943 @@ static bool project_p(MONSTER_IDX who, concptr who_name, int r, POSITION y, POSI
        /* Analyze the damage */
        switch (typ)
        {
-               /* Standard damage -- hurts p_ptr->inventory_list too */
-               case GF_ACID:
-               {
-                       if (fuzzy) msg_print(_("酸で攻撃された!", "You are hit by acid!"));                    
-                       get_damage = acid_dam(dam, killer, monspell, FALSE);
-                       break;
-               }
+               /* Standard damage -- hurts target_ptr->inventory_list too */
+       case GF_ACID:
+       {
+               if (fuzzy) msg_print(_("酸で攻撃された!", "You are hit by acid!"));
+               get_damage = acid_dam(target_ptr, dam, killer, monspell, FALSE);
+               break;
+       }
 
-               /* Standard damage -- hurts p_ptr->inventory_list too */
-               case GF_FIRE:
-               {
-                       if (fuzzy) msg_print(_("火炎で攻撃された!", "You are hit by fire!"));
-                       get_damage = fire_dam(dam, killer, monspell, FALSE);
-                       break;
-               }
+       /* Standard damage -- hurts target_ptr->inventory_list too */
+       case GF_FIRE:
+       {
+               if (fuzzy) msg_print(_("火炎で攻撃された!", "You are hit by fire!"));
+               get_damage = fire_dam(target_ptr, dam, killer, monspell, FALSE);
+               break;
+       }
 
-               /* Standard damage -- hurts p_ptr->inventory_list too */
-               case GF_COLD:
+       /* Standard damage -- hurts target_ptr->inventory_list too */
+       case GF_COLD:
+       {
+               if (fuzzy) msg_print(_("冷気で攻撃された!", "You are hit by cold!"));
+               get_damage = cold_dam(target_ptr, dam, killer, monspell, FALSE);
+               break;
+       }
+
+       /* Standard damage -- hurts target_ptr->inventory_list too */
+       case GF_ELEC:
+       {
+               if (fuzzy) msg_print(_("電撃で攻撃された!", "You are hit by lightning!"));
+               get_damage = elec_dam(target_ptr, dam, killer, monspell, FALSE);
+               break;
+       }
+
+       /* Standard damage -- also poisons player */
+       case GF_POIS:
+       {
+               bool double_resist = is_oppose_pois(target_ptr);
+               if (fuzzy) msg_print(_("毒で攻撃された!", "You are hit by poison!"));
+
+               if (target_ptr->resist_pois) dam = (dam + 2) / 3;
+               if (double_resist) dam = (dam + 2) / 3;
+
+               if ((!(double_resist || target_ptr->resist_pois)) && one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("冷気で攻撃された!", "You are hit by cold!"));
-                       get_damage = cold_dam(dam, killer, monspell, FALSE);
-                       break;
+                       do_dec_stat(target_ptr, A_CON);
                }
 
-               /* Standard damage -- hurts p_ptr->inventory_list too */
-               case GF_ELEC:
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+
+               if (!(double_resist || target_ptr->resist_pois) && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("電撃で攻撃された!", "You are hit by lightning!"));
-                       get_damage = elec_dam(dam, killer, monspell, FALSE);
-                       break;
+                       set_poisoned(target_ptr, target_ptr->poisoned + randint0(dam) + 10);
                }
+               break;
+       }
 
-               /* Standard damage -- also poisons player */
-               case GF_POIS:
-               {
-                       bool double_resist = IS_OPPOSE_POIS();
-                       if (fuzzy) msg_print(_("毒で攻撃された!", "You are hit by poison!"));
+       /* Standard damage -- also poisons / mutates player */
+       case GF_NUKE:
+       {
+               bool double_resist = is_oppose_pois(target_ptr);
+               if (fuzzy) msg_print(_("放射能で攻撃された!", "You are hit by radiation!"));
 
-                       if (p_ptr->resist_pois) dam = (dam + 2) / 3;
-                       if (double_resist) dam = (dam + 2) / 3;
+               if (target_ptr->resist_pois) dam = (2 * dam + 2) / 5;
+               if (double_resist) dam = (2 * dam + 2) / 5;
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               if (!(double_resist || target_ptr->resist_pois) && !CHECK_MULTISHADOW(target_ptr))
+               {
+                       set_poisoned(target_ptr, target_ptr->poisoned + randint0(dam) + 10);
 
-                       if ((!(double_resist || p_ptr->resist_pois)) && one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
+                       if (one_in_(5)) /* 6 */
                        {
-                               do_dec_stat(p_ptr, A_CON);
+                               msg_print(_("奇形的な変身を遂げた!", "You undergo a freakish metamorphosis!"));
+                               if (one_in_(4)) /* 4 */
+                                       do_poly_self(target_ptr);
+                               else
+                                       status_shuffle(target_ptr);
                        }
 
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-
-                       if (!(double_resist || p_ptr->resist_pois) && !CHECK_MULTISHADOW())
+                       if (one_in_(6))
                        {
-                               set_poisoned(p_ptr, p_ptr->poisoned + randint0(dam) + 10);
+                               inventory_damage(target_ptr, set_acid_destroy, 2);
                        }
-                       break;
                }
+               break;
+       }
 
-               /* Standard damage -- also poisons / mutates player */
-               case GF_NUKE:
-               {
-                       bool double_resist = IS_OPPOSE_POIS();
-                       if (fuzzy) msg_print(_("放射能で攻撃された!", "You are hit by radiation!"));
+       /* Standard damage */
+       case GF_MISSILE:
+       {
+               if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-                       if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
-                       if (double_resist) dam = (2 * dam + 2) / 5;
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       if (!(double_resist || p_ptr->resist_pois) && !CHECK_MULTISHADOW())
-                       {
-                               set_poisoned(p_ptr, p_ptr->poisoned + randint0(dam) + 10);
+       /* Holy Orb -- Player only takes partial damage */
+       case GF_HOLY_FIRE:
+       {
+               if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
+               if (target_ptr->align > 10)
+                       dam /= 2;
+               else if (target_ptr->align < -10)
+                       dam *= 2;
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-                               if (one_in_(5)) /* 6 */
-                               {
-                                       msg_print(_("奇形的な変身を遂げた!", "You undergo a freakish metamorphosis!"));
-                                       if (one_in_(4)) /* 4 */
-                                               do_poly_self();
-                                       else
-                                               status_shuffle();
-                               }
+       case GF_HELL_FIRE:
+       {
+               if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
+               if (target_ptr->align > 10)
+                       dam *= 2;
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-                               if (one_in_(6))
-                               {
-                                       inven_damage(set_acid_destroy, 2);
-                               }
-                       }
-                       break;
+       /* Arrow -- XXX no dodging */
+       case GF_ARROW:
+       {
+               if (fuzzy)
+               {
+                       msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
                }
-
-               /* Standard damage */
-               case GF_MISSILE:
+               else if ((target_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (target_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))
                {
-                       if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
+                       msg_print(_("矢を斬り捨てた!", "You cut down the arrow!"));
                        break;
                }
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-               /* Holy Orb -- Player only takes partial damage */
-               case GF_HOLY_FIRE:
+       /* Plasma -- XXX No resist */
+       case GF_PLASMA:
+       {
+               if (fuzzy) msg_print(_("何かとても熱いもので攻撃された!", "You are hit by something *HOT*!"));
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+
+               if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
-                       if (p_ptr->align > 10)
-                               dam /= 2;
-                       else if (p_ptr->align < -10)
-                               dam *= 2;
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+                       int plus_stun = (randint1((dam > 40) ? 35 : (dam * 3 / 4 + 5)));
+                       (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
                }
 
-               case GF_HELL_FIRE:
+               if (!(target_ptr->resist_fire || is_oppose_fire(target_ptr) || target_ptr->immune_fire))
                {
-                       if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
-                       if (p_ptr->align > 10)
-                               dam *= 2;
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+                       inventory_damage(target_ptr, set_acid_destroy, 3);
                }
 
-               /* Arrow -- XXX no dodging */
-               case GF_ARROW:
+               break;
+       }
+
+       /* Nether -- drain experience */
+       case GF_NETHER:
+       {
+               if (fuzzy) msg_print(_("地獄の力で攻撃された!", "You are hit by nether forces!"));
+               if (target_ptr->resist_neth)
                {
-                       if (fuzzy)
+                       if (!PRACE_IS_(target_ptr, RACE_SPECTRE))
                        {
-                               msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
-                       }
-                       else if ((p_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (p_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU))
-                       {
-                               msg_print(_("矢を斬り捨てた!", "You cut down the arrow!"));
-                               break;
+                               dam *= 6; dam /= (randint1(4) + 7);
                        }
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
                }
+               else if (!CHECK_MULTISHADOW(target_ptr)) drain_exp(target_ptr, 200 + (target_ptr->exp / 100), 200 + (target_ptr->exp / 1000), 75);
 
-               /* Plasma -- XXX No resist */
-               case GF_PLASMA:
+               if (PRACE_IS_(target_ptr, RACE_SPECTRE) && !CHECK_MULTISHADOW(target_ptr))
+               {
+                       msg_print(_("気分がよくなった。", "You feel invigorated!"));
+                       hp_player(target_ptr, dam / 4);
+                       learn_spell(target_ptr, monspell);
+               }
+               else
                {
-                       if (fuzzy) msg_print(_("何かとても熱いもので攻撃された!", "You are hit by something *HOT*!"));
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
+                       get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               }
+
+               break;
+       }
 
-                       if (!p_ptr->resist_sound && !CHECK_MULTISHADOW())
+       /* Water -- stun/confuse */
+       case GF_WATER:
+       {
+               if (fuzzy) msg_print(_("何か湿ったもので攻撃された!", "You are hit by something wet!"));
+               if (!CHECK_MULTISHADOW(target_ptr))
+               {
+                       if (!target_ptr->resist_sound && !target_ptr->resist_water)
+                       {
+                               set_stun(target_ptr, target_ptr->stun + randint1(40));
+                       }
+                       if (!target_ptr->resist_conf && !target_ptr->resist_water)
                        {
-                               int plus_stun = (randint1((dam > 40) ? 35 : (dam * 3 / 4 + 5)));
-                               (void)set_stun(p_ptr->stun + plus_stun);
+                               set_confused(target_ptr, target_ptr->confused + randint1(5) + 5);
                        }
 
-                       if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire))
+                       if (one_in_(5) && !target_ptr->resist_water)
                        {
-                               inven_damage(set_acid_destroy, 3);
+                               inventory_damage(target_ptr, set_cold_destroy, 3);
                        }
 
-                       break;
+                       if (target_ptr->resist_water) get_damage /= 4;
                }
 
-               /* Nether -- drain experience */
-               case GF_NETHER:
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
+
+       /* Chaos -- many effects */
+       case GF_CHAOS:
+       {
+               if (fuzzy) msg_print(_("無秩序の波動で攻撃された!", "You are hit by a wave of anarchy!"));
+               if (target_ptr->resist_chaos)
+               {
+                       dam *= 6; dam /= (randint1(4) + 7);
+               }
+
+               if (!CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("地獄の力で攻撃された!", "You are hit by nether forces!"));
-                       if (p_ptr->resist_neth)
+                       if (!target_ptr->resist_conf)
+                       {
+                               (void)set_confused(target_ptr, target_ptr->confused + randint0(20) + 10);
+                       }
+                       if (!target_ptr->resist_chaos)
                        {
-                               if (!PRACE_IS_(p_ptr, RACE_SPECTRE))
+                               (void)set_image(target_ptr, target_ptr->image + randint1(10));
+                               if (one_in_(3))
                                {
-                                       dam *= 6; dam /= (randint1(4) + 7);
+                                       msg_print(_("あなたの身体はカオスの力で捻じ曲げられた!", "Your body is twisted by chaos!"));
+                                       (void)gain_mutation(target_ptr, 0);
                                }
                        }
-                       else if (!CHECK_MULTISHADOW()) drain_exp(200 + (p_ptr->exp / 100), 200 + (p_ptr->exp / 1000), 75);
-
-                       if (PRACE_IS_(p_ptr, RACE_SPECTRE) && !CHECK_MULTISHADOW())
+                       if (!target_ptr->resist_neth && !target_ptr->resist_chaos)
                        {
-                               msg_print(_("気分がよくなった。", "You feel invigorated!"));
-                               hp_player(p_ptr, dam / 4);
-                               learn_spell(monspell);
+                               drain_exp(target_ptr, 5000 + (target_ptr->exp / 100), 500 + (target_ptr->exp / 1000), 75);
                        }
-                       else
+
+                       if (!target_ptr->resist_chaos || one_in_(9))
                        {
-                               get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
+                               inventory_damage(target_ptr, set_elec_destroy, 2);
+                               inventory_damage(target_ptr, set_fire_destroy, 2);
                        }
-
-                       break;
                }
 
-               /* Water -- stun/confuse */
-               case GF_WATER:
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
+
+       /* Shards -- mostly cutting */
+       case GF_SHARDS:
+       {
+               if (fuzzy) msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
+               if (target_ptr->resist_shard)
                {
-                       if (fuzzy) msg_print(_("何か湿ったもので攻撃された!", "You are hit by something wet!"));
-                       if (!CHECK_MULTISHADOW())
-                       {
-                               if (!p_ptr->resist_sound && !p_ptr->resist_water)
-                               {
-                                       set_stun(p_ptr->stun + randint1(40));
-                               }
-                               if (!p_ptr->resist_conf && !p_ptr->resist_water)
-                               {
-                                       set_confused(p_ptr, p_ptr->confused + randint1(5) + 5);
-                               }
+                       dam *= 6; dam /= (randint1(4) + 7);
+               }
+               else if (!CHECK_MULTISHADOW(target_ptr))
+               {
+                       (void)set_cut(target_ptr, target_ptr->cut + dam);
+               }
 
-                               if (one_in_(5) && !p_ptr->resist_water)
-                               {
-                                       inven_damage(set_cold_destroy, 3);
-                               }
+               if (!target_ptr->resist_shard || one_in_(13))
+               {
+                       inventory_damage(target_ptr, set_cold_destroy, 2);
+               }
 
-                               if (p_ptr->resist_water) get_damage /= 4;
-                       }
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+       /* Sound -- mostly stunning */
+       case GF_SOUND:
+       {
+               if (fuzzy) msg_print(_("轟音で攻撃された!", "You are hit by a loud noise!"));
+               if (target_ptr->resist_sound)
+               {
+                       dam *= 5; dam /= (randint1(4) + 7);
                }
-
-               /* Chaos -- many effects */
-               case GF_CHAOS:
+               else if (!CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("無秩序の波動で攻撃された!", "You are hit by a wave of anarchy!"));
-                       if (p_ptr->resist_chaos)
-                       {
-                               dam *= 6; dam /= (randint1(4) + 7);
-                       }
+                       int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
+                       (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
+               }
 
-                       if (!CHECK_MULTISHADOW())
-                       {
-                               if (!p_ptr->resist_conf)
-                               {
-                                       (void)set_confused(p_ptr, p_ptr->confused + randint0(20) + 10);
-                               }
-                               if (!p_ptr->resist_chaos)
-                               {
-                                       (void)set_image(p_ptr->image + randint1(10));
-                                       if (one_in_(3))
-                                       {
-                                               msg_print(_("あなたの身体はカオスの力で捻じ曲げられた!", "Your body is twisted by chaos!"));
-                                               (void)gain_mutation(p_ptr, 0);
-                                       }
-                               }
-                               if (!p_ptr->resist_neth && !p_ptr->resist_chaos)
-                               {
-                                       drain_exp(5000 + (p_ptr->exp / 100), 500 + (p_ptr->exp / 1000), 75);
-                               }
+               if (!target_ptr->resist_sound || one_in_(13))
+               {
+                       inventory_damage(target_ptr, set_cold_destroy, 2);
+               }
 
-                               if (!p_ptr->resist_chaos || one_in_(9))
-                               {
-                                       inven_damage(set_elec_destroy, 2);
-                                       inven_damage(set_fire_destroy, 2);
-                               }
-                       }
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+       /* Pure confusion */
+       case GF_CONFUSION:
+       {
+               if (fuzzy) msg_print(_("何か混乱するもので攻撃された!", "You are hit by something puzzling!"));
+               if (target_ptr->resist_conf)
+               {
+                       dam *= 5; dam /= (randint1(4) + 7);
                }
-
-               /* Shards -- mostly cutting */
-               case GF_SHARDS:
+               else if (!CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
-                       if (p_ptr->resist_shard)
-                       {
-                               dam *= 6; dam /= (randint1(4) + 7);
-                       }
-                       else if (!CHECK_MULTISHADOW())
-                       {
-                               (void)set_cut(p_ptr->cut + dam);
-                       }
+                       (void)set_confused(target_ptr, target_ptr->confused + randint1(20) + 10);
+               }
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-                       if (!p_ptr->resist_shard || one_in_(13))
-                       {
-                               inven_damage(set_cold_destroy, 2);
-                       }
+       /* Disenchantment -- see above */
+       case GF_DISENCHANT:
+       {
+               if (fuzzy) msg_print(_("何かさえないもので攻撃された!", "You are hit by something static!"));
+               if (target_ptr->resist_disen)
+               {
+                       dam *= 6; dam /= (randint1(4) + 7);
+               }
+               else if (!CHECK_MULTISHADOW(target_ptr))
+               {
+                       (void)apply_disenchant(target_ptr, 0);
+               }
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+       /* Nexus -- see above */
+       case GF_NEXUS:
+       {
+               if (fuzzy) msg_print(_("何か奇妙なもので攻撃された!", "You are hit by something strange!"));
+               if (target_ptr->resist_nexus)
+               {
+                       dam *= 6; dam /= (randint1(4) + 7);
+               }
+               else if (!CHECK_MULTISHADOW(target_ptr))
+               {
+                       apply_nexus(m_ptr, target_ptr);
                }
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-               /* Sound -- mostly stunning */
-               case GF_SOUND:
+       /* Force -- mostly stun */
+       case GF_FORCE:
+       {
+               if (fuzzy) msg_print(_("運動エネルギーで攻撃された!", "You are hit by kinetic force!"));
+               if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("轟音で攻撃された!", "You are hit by a loud noise!"));
-                       if (p_ptr->resist_sound)
-                       {
-                               dam *= 5; dam /= (randint1(4) + 7);
-                       }
-                       else if (!CHECK_MULTISHADOW())
-                       {
-                               int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
-                               (void)set_stun(p_ptr->stun + plus_stun);
-                       }
+                       (void)set_stun(target_ptr, target_ptr->stun + randint1(20));
+               }
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-                       if (!p_ptr->resist_sound || one_in_(13))
-                       {
-                               inven_damage(set_cold_destroy, 2);
-                       }
 
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+       /* Rocket -- stun, cut */
+       case GF_ROCKET:
+       {
+               if (fuzzy) msg_print(_("爆発があった!", "There is an explosion!"));
+               if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr))
+               {
+                       (void)set_stun(target_ptr, target_ptr->stun + randint1(20));
                }
 
-               /* Pure confusion */
-               case GF_CONFUSION:
+               if (target_ptr->resist_shard)
                {
-                       if (fuzzy) msg_print(_("何か混乱するもので攻撃された!", "You are hit by something puzzling!"));
-                       if (p_ptr->resist_conf)
-                       {
-                               dam *= 5; dam /= (randint1(4) + 7);
-                       }
-                       else if (!CHECK_MULTISHADOW())
-                       {
-                               (void)set_confused(p_ptr, p_ptr->confused + randint1(20) + 10);
-                       }
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+                       dam /= 2;
+               }
+               else if (!CHECK_MULTISHADOW(target_ptr))
+               {
+                       (void)set_cut(target_ptr, target_ptr->cut + (dam / 2));
                }
 
-               /* Disenchantment -- see above */
-               case GF_DISENCHANT:
+               if (!target_ptr->resist_shard || one_in_(12))
                {
-                       if (fuzzy) msg_print(_("何かさえないもので攻撃された!", "You are hit by something static!"));
-                       if (p_ptr->resist_disen)
-                       {
-                               dam *= 6; dam /= (randint1(4) + 7);
-                       }
-                       else if (!CHECK_MULTISHADOW())
-                       {
-                               (void)apply_disenchant(0);
-                       }
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+                       inventory_damage(target_ptr, set_cold_destroy, 3);
                }
 
-               /* Nexus -- see above */
-               case GF_NEXUS:
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
+
+       /* Inertia -- slowness */
+       case GF_INERTIAL:
+       {
+               if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
+               if (!CHECK_MULTISHADOW(target_ptr)) (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
+
+       /* Lite -- blinding */
+       case GF_LITE:
+       {
+               if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
+               if (target_ptr->resist_lite)
                {
-                       if (fuzzy) msg_print(_("何か奇妙なもので攻撃された!", "You are hit by something strange!"));
-                       if (p_ptr->resist_nexus)
-                       {
-                               dam *= 6; dam /= (randint1(4) + 7);
-                       }
-                       else if (!CHECK_MULTISHADOW())
-                       {
-                               apply_nexus(m_ptr);
-                       }
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+                       dam *= 4; dam /= (randint1(4) + 7);
+               }
+               else if (!blind && !target_ptr->resist_blind && !CHECK_MULTISHADOW(target_ptr))
+               {
+                       (void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
                }
 
-               /* Force -- mostly stun */
-               case GF_FORCE:
+               if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE))
                {
-                       if (fuzzy) msg_print(_("運動エネルギーで攻撃された!", "You are hit by kinetic force!"));
-                       if (!p_ptr->resist_sound && !CHECK_MULTISHADOW())
-                       {
-                               (void)set_stun(p_ptr->stun + randint1(20));
-                       }
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+                       if (!CHECK_MULTISHADOW(target_ptr)) msg_print(_("光で肉体が焦がされた!", "The light scorches your flesh!"));
+                       dam *= 2;
+               }
+               else if (PRACE_IS_(target_ptr, RACE_S_FAIRY))
+               {
+                       dam = dam * 4 / 3;
                }
 
+               if (target_ptr->wraith_form) dam *= 2;
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
 
-               /* Rocket -- stun, cut */
-               case GF_ROCKET:
+               if (target_ptr->wraith_form && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("爆発があった!", "There is an explosion!"));
-                       if (!p_ptr->resist_sound && !CHECK_MULTISHADOW())
-                       {
-                               (void)set_stun(p_ptr->stun + randint1(20));
-                       }
+                       target_ptr->wraith_form = 0;
+                       msg_print(_("閃光のため非物質的な影の存在でいられなくなった。",
+                               "The light forces you out of your incorporeal shadow form."));
 
-                       if (p_ptr->resist_shard)
-                       {
-                               dam /= 2;
-                       }
-                       else if (!CHECK_MULTISHADOW())
-                       {
-                               (void)set_cut(p_ptr->cut + (dam / 2));
-                       }
+                       target_ptr->redraw |= (PR_MAP | PR_STATUS);
+                       target_ptr->update |= (PU_MONSTERS);
+                       target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+               }
 
-                       if (!p_ptr->resist_shard || one_in_(12))
-                       {
-                               inven_damage(set_cold_destroy, 3);
-                       }
+               break;
+       }
 
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
-               }
+       /* Dark -- blinding */
+       case GF_DARK:
+       {
+               if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
+               if (target_ptr->resist_dark)
+               {
+                       dam *= 4; dam /= (randint1(4) + 7);
 
-               /* Inertia -- slowness */
-               case GF_INERTIAL:
+                       if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE) || target_ptr->wraith_form) dam = 0;
+               }
+               else if (!blind && !target_ptr->resist_blind && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
-                       if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+                       (void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
                }
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-               /* Lite -- blinding */
-               case GF_LITE:
+       /* Time -- bolt fewer effects XXX */
+       case GF_TIME:
+       {
+               if (fuzzy) msg_print(_("過去からの衝撃に攻撃された!", "You are hit by a blast from the past!"));
+               if (target_ptr->resist_time)
+               {
+                       dam *= 4;
+                       dam /= (randint1(4) + 7);
+                       msg_print(_("時間が通り過ぎていく気がする。", "You feel as if time is passing you by."));
+               }
+               else if (!CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
-                       if (p_ptr->resist_lite)
+                       switch (randint1(10))
                        {
-                               dam *= 4; dam /= (randint1(4) + 7);
-                       }
-                       else if (!blind && !p_ptr->resist_blind && !CHECK_MULTISHADOW())
+                       case 1: case 2: case 3: case 4: case 5:
                        {
-                               (void)set_blind(p_ptr, p_ptr->blind + randint1(5) + 2);
+                               if (target_ptr->prace == RACE_ANDROID) break;
+                               msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
+                               lose_exp(target_ptr, 100 + (target_ptr->exp / 100) * MON_DRAIN_LIFE);
+                               break;
                        }
 
-                       if (PRACE_IS_(p_ptr, RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
-                       {
-                               if (!CHECK_MULTISHADOW()) msg_print(_("光で肉体が焦がされた!", "The light scorches your flesh!"));
-                               dam *= 2;
-                       }
-                       else if (PRACE_IS_(p_ptr, RACE_S_FAIRY))
+                       case 6: case 7: case 8: case 9:
                        {
-                               dam = dam * 4 / 3;
-                       }
-
-                       if (p_ptr->wraith_form) dam *= 2;
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
+                               switch (randint1(6))
+                               {
+                               case 1: k = A_STR; act = _("強く", "strong"); break;
+                               case 2: k = A_INT; act = _("聡明で", "bright"); break;
+                               case 3: k = A_WIS; act = _("賢明で", "wise"); break;
+                               case 4: k = A_DEX; act = _("器用で", "agile"); break;
+                               case 5: k = A_CON; act = _("健康で", "hale"); break;
+                               case 6: k = A_CHR; act = _("美しく", "beautiful"); break;
+                               }
 
-                       if (p_ptr->wraith_form && !CHECK_MULTISHADOW())
-                       {
-                               p_ptr->wraith_form = 0;
-                               msg_print(_("閃光のため非物質的な影の存在でいられなくなった。",
-                                       "The light forces you out of your incorporeal shadow form."));
+                               msg_format(_("あなたは以前ほど%sなくなってしまった...。",
+                                       "You're not as %s as you used to be..."), act);
 
-                               p_ptr->redraw |= (PR_MAP | PR_STATUS);
-                               p_ptr->update |= (PU_MONSTERS);
-                               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+                               target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 3) / 4;
+                               if (target_ptr->stat_cur[k] < 3) target_ptr->stat_cur[k] = 3;
+                               target_ptr->update |= (PU_BONUS);
+                               break;
                        }
 
-                       break;
-               }
-
-               /* Dark -- blinding */
-               case GF_DARK:
-               {
-                       if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
-                       if (p_ptr->resist_dark)
+                       case 10:
                        {
-                               dam *= 4; dam /= (randint1(4) + 7);
+                               msg_print(_("あなたは以前ほど力強くなくなってしまった...。",
+                                       "You're not as powerful as you used to be..."));
 
-                               if (PRACE_IS_(p_ptr, RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form) dam = 0;
+                               for (k = 0; k < A_MAX; k++)
+                               {
+                                       target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 7) / 8;
+                                       if (target_ptr->stat_cur[k] < 3) target_ptr->stat_cur[k] = 3;
+                               }
+                               target_ptr->update |= (PU_BONUS);
+                               break;
                        }
-                       else if (!blind && !p_ptr->resist_blind && !CHECK_MULTISHADOW())
-                       {
-                               (void)set_blind(p_ptr, p_ptr->blind + randint1(5) + 2);
                        }
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
                }
 
-               /* Time -- bolt fewer effects XXX */
-               case GF_TIME:
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
+
+       /* Gravity -- stun plus slowness plus teleport */
+       case GF_GRAVITY:
+       {
+               if (fuzzy) msg_print(_("何か重いもので攻撃された!", "You are hit by something heavy!"));
+               msg_print(_("周辺の重力がゆがんだ。", "Gravity warps around you."));
+
+               if (!CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("過去からの衝撃に攻撃された!", "You are hit by a blast from the past!"));
-                       if (p_ptr->resist_time)
+                       teleport_player(target_ptr, 5, TELEPORT_PASSIVE);
+                       if (!target_ptr->levitation)
+                               (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+                       if (!(target_ptr->resist_sound || target_ptr->levitation))
                        {
-                               dam *= 4;
-                               dam /= (randint1(4) + 7);
-                               msg_print(_("時間が通り過ぎていく気がする。", "You feel as if time is passing you by."));
+                               int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
+                               (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
                        }
-                       else if (!CHECK_MULTISHADOW())
-                       {
-                               switch (randint1(10))
-                               {
-                                       case 1: case 2: case 3: case 4: case 5:
-                                       {
-                                               if (p_ptr->prace == RACE_ANDROID) break;
-                                               msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
-                                               lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
-                                               break;
-                                       }
+               }
+               if (target_ptr->levitation)
+               {
+                       dam = (dam * 2) / 3;
+               }
 
-                                       case 6: case 7: case 8: case 9:
-                                       {
-                                               switch (randint1(6))
-                                               {
-                                                       case 1: k = A_STR; act = _("強く", "strong"); break;
-                                                       case 2: k = A_INT; act = _("聡明で", "bright"); break;
-                                                       case 3: k = A_WIS; act = _("賢明で", "wise"); break;
-                                                       case 4: k = A_DEX; act = _("器用で", "agile"); break;
-                                                       case 5: k = A_CON; act = _("健康で", "hale"); break;
-                                                       case 6: k = A_CHR; act = _("美しく", "beautiful"); break;
-                                               }
+               if (!target_ptr->levitation || one_in_(13))
+               {
+                       inventory_damage(target_ptr, set_cold_destroy, 2);
+               }
 
-                                               msg_format(_("あなたは以前ほど%sなくなってしまった...。", 
-                                                                        "You're not as %s as you used to be..."), act);
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-                                               p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 3) / 4;
-                                               if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
-                                               p_ptr->update |= (PU_BONUS);
-                                               break;
-                                       }
+       /* Standard damage */
+       case GF_DISINTEGRATE:
+       {
+               if (fuzzy) msg_print(_("純粋なエネルギーで攻撃された!", "You are hit by pure energy!"));
 
-                                       case 10:
-                                       {
-                                               msg_print(_("あなたは以前ほど力強くなくなってしまった...。", 
-                                                                       "You're not as powerful as you used to be..."));
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-                                               for (k = 0; k < A_MAX; k++)
-                                               {
-                                                       p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
-                                                       if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
-                                               }
-                                               p_ptr->update |= (PU_BONUS);
-                                               break;
-                                       }
-                               }
-                       }
+       case GF_OLD_HEAL:
+       {
+               if (fuzzy) msg_print(_("何らかの攻撃によって気分がよくなった。", "You are hit by something invigorating!"));
 
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
-               }
+               (void)hp_player(target_ptr, dam);
+               dam = 0;
+               break;
+       }
 
-               /* Gravity -- stun plus slowness plus teleport */
-               case GF_GRAVITY:
-               {
-                       if (fuzzy) msg_print(_("何か重いもので攻撃された!", "You are hit by something heavy!"));
-                               msg_print(_("周辺の重力がゆがんだ。", "Gravity warps around you."));
+       case GF_OLD_SPEED:
+       {
+               if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
+               (void)set_fast(target_ptr, target_ptr->fast + randint1(5), FALSE);
+               dam = 0;
+               break;
+       }
 
-                       if (!CHECK_MULTISHADOW())
-                       {
-                               teleport_player(5, TELEPORT_PASSIVE);
-                               if (!p_ptr->levitation)
-                                       (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
-                               if (!(p_ptr->resist_sound || p_ptr->levitation))
-                               {
-                                       int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
-                                       (void)set_stun(p_ptr->stun + plus_stun);
-                               }
-                       }
-                       if (p_ptr->levitation)
-                       {
-                               dam = (dam * 2) / 3;
-                       }
+       case GF_OLD_SLOW:
+       {
+               if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
+               (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+               break;
+       }
 
-                       if (!p_ptr->levitation || one_in_(13))
-                       {
-                               inven_damage(set_cold_destroy, 2);
-                       }
+       case GF_OLD_SLEEP:
+       {
+               if (target_ptr->free_act)  break;
+               if (fuzzy) msg_print(_("眠ってしまった!", "You fall asleep!"));
 
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
+               if (ironman_nightmare)
+               {
+                       msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
+                       /* Have some nightmares */
+                       sanity_blast(target_ptr, NULL, FALSE);
                }
 
-               /* Standard damage */
-               case GF_DISINTEGRATE:
-               {
-                       if (fuzzy) msg_print(_("純粋なエネルギーで攻撃された!", "You are hit by pure energy!"));
+               set_paralyzed(target_ptr, target_ptr->paralyzed + dam);
+               dam = 0;
+               break;
+       }
 
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
-               }
+       /* Pure damage */
+       case GF_MANA:
+       case GF_SEEKER:
+       case GF_SUPER_RAY:
+       {
+               if (fuzzy) msg_print(_("魔法のオーラで攻撃された!", "You are hit by an aura of magic!"));
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               break;
+       }
 
-               case GF_OLD_HEAL:
-               {
-                       if (fuzzy) msg_print(_("何らかの攻撃によって気分がよくなった。", "You are hit by something invigorating!"));
+       /* Pure damage */
+       case GF_PSY_SPEAR:
+       {
+               if (fuzzy) msg_print(_("エネルギーの塊で攻撃された!", "You are hit by an energy!"));
+               get_damage = take_hit(target_ptr, DAMAGE_FORCE, dam, killer, monspell);
+               break;
+       }
 
-                       (void)hp_player(p_ptr, dam);
-                       dam = 0;
-                       break;
-               }
+       /* Pure damage */
+       case GF_METEOR:
+       {
+               if (fuzzy) msg_print(_("何かが空からあなたの頭上に落ちてきた!", "Something falls from the sky on you!"));
 
-               case GF_OLD_SPEED:
+               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               if (!target_ptr->resist_shard || one_in_(13))
                {
-                       if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
-                       (void)set_fast(p_ptr->fast + randint1(5), FALSE);
-                       dam = 0;
-                       break;
+                       if (!target_ptr->immune_fire) inventory_damage(target_ptr, set_fire_destroy, 2);
+                       inventory_damage(target_ptr, set_cold_destroy, 2);
                }
 
-               case GF_OLD_SLOW:
-               {
-                       if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
-                       (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
-                       break;
-               }
+               break;
+       }
 
-               case GF_OLD_SLEEP:
+       /* Ice -- cold plus stun plus cuts */
+       case GF_ICE:
+       {
+               if (fuzzy) msg_print(_("何か鋭く冷たいもので攻撃された!", "You are hit by something sharp and cold!"));
+               get_damage = cold_dam(target_ptr, dam, killer, monspell, FALSE);
+               if (!CHECK_MULTISHADOW(target_ptr))
                {
-                       if (p_ptr->free_act)  break;
-                       if (fuzzy) msg_print(_("眠ってしまった!", "You fall asleep!"));
-
-                       if (ironman_nightmare)
+                       if (!target_ptr->resist_shard)
                        {
-                               msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
-                               /* Have some nightmares */
-                               sanity_blast(NULL, FALSE);
+                               (void)set_cut(target_ptr, target_ptr->cut + damroll(5, 8));
+                       }
+                       if (!target_ptr->resist_sound)
+                       {
+                               (void)set_stun(target_ptr, target_ptr->stun + randint1(15));
                        }
 
-                       set_paralyzed(p_ptr, p_ptr->paralyzed + dam);
-                       dam = 0;
-                       break;
+                       if ((!(target_ptr->resist_cold || is_oppose_cold(target_ptr))) || one_in_(12))
+                       {
+                               if (!target_ptr->immune_cold) inventory_damage(target_ptr, set_cold_destroy, 3);
+                       }
                }
 
-               /* Pure damage */
-               case GF_MANA:
-               case GF_SEEKER:
-               case GF_SUPER_RAY:
-               {
-                       if (fuzzy) msg_print(_("魔法のオーラで攻撃された!", "You are hit by an aura of magic!"));
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       break;
-               }
+               break;
+       }
 
-               /* Pure damage */
-               case GF_PSY_SPEAR:
+       /* Death Ray */
+       case GF_DEATH_RAY:
+       {
+               if (fuzzy) msg_print(_("何か非常に冷たいもので攻撃された!", "You are hit by something extremely cold!"));
+
+               if (target_ptr->mimic_form)
                {
-                       if (fuzzy) msg_print(_("エネルギーの塊で攻撃された!", "You are hit by an energy!"));
-                       get_damage = take_hit(DAMAGE_FORCE, dam, killer, monspell);
-                       break;
+                       if (!(mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
+                               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
                }
-
-               /* Pure damage */
-               case GF_METEOR:
+               else
                {
-                       if (fuzzy) msg_print(_("何かが空からあなたの頭上に落ちてきた!", "Something falls from the sky on you!"));
 
-                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       if (!p_ptr->resist_shard || one_in_(13))
+                       switch (target_ptr->prace)
                        {
-                               if (!p_ptr->immune_fire) inven_damage(set_fire_destroy, 2);
-                               inven_damage(set_cold_destroy, 2);
+                               /* Some races are immune */
+                       case RACE_GOLEM:
+                       case RACE_SKELETON:
+                       case RACE_ZOMBIE:
+                       case RACE_VAMPIRE:
+                       case RACE_DEMON:
+                       case RACE_SPECTRE:
+                       {
+                               dam = 0;
+                               break;
                        }
-
-                       break;
-               }
-
-               /* Ice -- cold plus stun plus cuts */
-               case GF_ICE:
-               {
-                       if (fuzzy) msg_print(_("何か鋭く冷たいもので攻撃された!", "You are hit by something sharp and cold!"));
-                       get_damage = cold_dam(dam, killer, monspell, FALSE);
-                       if (!CHECK_MULTISHADOW())
+                       /* Hurt a lot */
+                       default:
                        {
-                               if (!p_ptr->resist_shard)
-                               {
-                                       (void)set_cut(p_ptr->cut + damroll(5, 8));
-                               }
-                               if (!p_ptr->resist_sound)
-                               {
-                                       (void)set_stun(p_ptr->stun + randint1(15));
-                               }
-
-                               if ((!(p_ptr->resist_cold || IS_OPPOSE_COLD())) || one_in_(12))
-                               {
-                                       if (!p_ptr->immune_cold) inven_damage(set_cold_destroy, 3);
-                               }
+                               get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+                               break;
+                       }
                        }
-
-                       break;
                }
 
-               /* Death Ray */
-               case GF_DEATH_RAY:
+               break;
+       }
+
+       /* Drain mana */
+       case GF_DRAIN_MANA:
+       {
+               if (CHECK_MULTISHADOW(target_ptr))
                {
-                       if (fuzzy) msg_print(_("何か非常に冷たいもので攻撃された!", "You are hit by something extremely cold!"));
+                       msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
+               }
+               else if (target_ptr->csp)
+               {
+                       /* Basic message */
+                       if (who > 0)
+                               msg_format(_("%^sに精神エネルギーを吸い取られてしまった!", "%^s draws psychic energy from you!"), m_name);
+                       else
+                               msg_print(_("精神エネルギーを吸い取られてしまった!", "Your psychic energy is drawn!"));
 
-                       if (p_ptr->mimic_form)
+                       /* Full drain */
+                       if (dam >= target_ptr->csp)
                        {
-                               if (!(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
-                                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
+                               dam = target_ptr->csp;
+                               target_ptr->csp = 0;
+                               target_ptr->csp_frac = 0;
                        }
+
+                       /* Partial drain */
                        else
                        {
+                               target_ptr->csp -= dam;
+                       }
+
+                       learn_spell(target_ptr, monspell);
+                       target_ptr->redraw |= (PR_MANA);
+                       target_ptr->window |= (PW_PLAYER | PW_SPELL);
 
-                       switch (p_ptr->prace)
+                       if (who > 0)
                        {
-                               /* Some races are immune */
-                               case RACE_GOLEM:
-                               case RACE_SKELETON:
-                               case RACE_ZOMBIE:
-                               case RACE_VAMPIRE:
-                               case RACE_DEMON:
-                               case RACE_SPECTRE:
-                               {
-                                       dam = 0;
-                                       break;
-                               }
-                               /* Hurt a lot */
-                               default:
+                               /* Heal the monster */
+                               if (m_ptr->hp < m_ptr->maxhp)
                                {
-                                       get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                                       break;
+                                       /* Heal */
+                                       m_ptr->hp += dam;
+                                       if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
+
+                                       /* Redraw (later) if needed */
+                                       if (target_ptr->health_who == who) target_ptr->redraw |= (PR_HEALTH);
+                                       if (target_ptr->riding == who) target_ptr->redraw |= (PR_UHEALTH);
+
+                                       /* Special message */
+                                       if (m_ptr->ml)
+                                       {
+                                               msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), m_name);
+                                       }
                                }
                        }
-                       }
+               }
+
+               dam = 0;
+               break;
+       }
 
-                       break;
+       /* Mind blast */
+       case GF_MIND_BLAST:
+       {
+               if ((randint0(100 + rlev / 2) < MAX(5, target_ptr->skill_sav)) && !CHECK_MULTISHADOW(target_ptr))
+               {
+                       msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+                       learn_spell(target_ptr, monspell);
                }
-
-               /* Drain mana */
-               case GF_DRAIN_MANA:
+               else
                {
-                       if (CHECK_MULTISHADOW())
+                       if (!CHECK_MULTISHADOW(target_ptr))
                        {
-                               msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
-                       }
-                       else if (p_ptr->csp)
-                       {
-                               /* Basic message */
-                               if (who > 0) 
-                                       msg_format(_("%^sに精神エネルギーを吸い取られてしまった!", "%^s draws psychic energy from you!"), m_name);
-                               else 
-                                       msg_print(_("精神エネルギーを吸い取られてしまった!", "Your psychic energy is drawn!"));
+                               msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
 
-                               /* Full drain */
-                               if (dam >= p_ptr->csp)
+                               if (!target_ptr->resist_conf)
                                {
-                                       dam = p_ptr->csp;
-                                       p_ptr->csp = 0;
-                                       p_ptr->csp_frac = 0;
+                                       (void)set_confused(target_ptr, target_ptr->confused + randint0(4) + 4);
                                }
 
-                               /* Partial drain */
-                               else
+                               if (!target_ptr->resist_chaos && one_in_(3))
                                {
-                                       p_ptr->csp -= dam;
+                                       (void)set_image(target_ptr, target_ptr->image + randint0(250) + 150);
                                }
 
-                               learn_spell(monspell);
-                               p_ptr->redraw |= (PR_MANA);
-                               p_ptr->window |= (PW_PLAYER | PW_SPELL);
-
-                               if (who > 0)
+                               target_ptr->csp -= 50;
+                               if (target_ptr->csp < 0)
                                {
-                                       /* Heal the monster */
-                                       if (m_ptr->hp < m_ptr->maxhp)
-                                       {
-                                               /* Heal */
-                                               m_ptr->hp += dam;
-                                               if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
-
-                                               /* Redraw (later) if needed */
-                                               if (p_ptr->health_who == who) p_ptr->redraw |= (PR_HEALTH);
-                                               if (p_ptr->riding == who) p_ptr->redraw |= (PR_UHEALTH);
-
-                                               /* Special message */
-                                               if (m_ptr->ml)
-                                               {
-                                                       msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), m_name);
-                                               }
-                                       }
+                                       target_ptr->csp = 0;
+                                       target_ptr->csp_frac = 0;
                                }
+                               target_ptr->redraw |= PR_MANA;
                        }
 
-                       dam = 0;
-                       break;
+                       get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
                }
+               break;
+       }
 
-               /* Mind blast */
-               case GF_MIND_BLAST:
+       /* Brain smash */
+       case GF_BRAIN_SMASH:
+       {
+               if ((randint0(100 + rlev / 2) < MAX(5, target_ptr->skill_sav)) && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if ((randint0(100 + rlev / 2) < MAX(5, p_ptr->skill_sav)) && !CHECK_MULTISHADOW())
-                       {
-                               msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
-                               learn_spell(monspell);
-                       }
-                       else
+                       msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+                       learn_spell(target_ptr, monspell);
+               }
+               else
+               {
+                       if (!CHECK_MULTISHADOW(target_ptr))
                        {
-                               if (!CHECK_MULTISHADOW())
-                               {
-                                       msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
-
-                                       if (!p_ptr->resist_conf)
-                                       {
-                                               (void)set_confused(p_ptr, p_ptr->confused + randint0(4) + 4);
-                                       }
+                               msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
 
-                                       if (!p_ptr->resist_chaos && one_in_(3))
-                                       {
-                                               (void)set_image(p_ptr->image + randint0(250) + 150);
-                                       }
-
-                                       p_ptr->csp -= 50;
-                                       if (p_ptr->csp < 0)
-                                       {
-                                               p_ptr->csp = 0;
-                                               p_ptr->csp_frac = 0;
-                                       }
-                                       p_ptr->redraw |= PR_MANA;
+                               target_ptr->csp -= 100;
+                               if (target_ptr->csp < 0)
+                               {
+                                       target_ptr->csp = 0;
+                                       target_ptr->csp_frac = 0;
                                }
-
-                               get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
+                               target_ptr->redraw |= PR_MANA;
                        }
-                       break;
-               }
 
-               /* Brain smash */
-               case GF_BRAIN_SMASH:
-               {
-                       if ((randint0(100 + rlev / 2) < MAX(5, p_ptr->skill_sav)) && !CHECK_MULTISHADOW())
+                       get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+                       if (!CHECK_MULTISHADOW(target_ptr))
                        {
-                               msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
-                               learn_spell(monspell);
-                       }
-                       else
-                       {
-                               if (!CHECK_MULTISHADOW())
+                               if (!target_ptr->resist_blind)
                                {
-                                       msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
-
-                                       p_ptr->csp -= 100;
-                                       if (p_ptr->csp < 0)
-                                       {
-                                               p_ptr->csp = 0;
-                                               p_ptr->csp_frac = 0;
-                                       }
-                                       p_ptr->redraw |= PR_MANA;
+                                       (void)set_blind(target_ptr, target_ptr->blind + 8 + randint0(8));
                                }
-
-                               get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                               if (!CHECK_MULTISHADOW())
+                               if (!target_ptr->resist_conf)
                                {
-                                       if (!p_ptr->resist_blind)
-                                       {
-                                               (void)set_blind(p_ptr, p_ptr->blind + 8 + randint0(8));
-                                       }
-                                       if (!p_ptr->resist_conf)
-                                       {
-                                               (void)set_confused(p_ptr, p_ptr->confused + randint0(4) + 4);
-                                       }
-                                       if (!p_ptr->free_act)
-                                       {
-                                               (void)set_paralyzed(p_ptr, p_ptr->paralyzed + randint0(4) + 4);
-                                       }
-                                       (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
+                                       (void)set_confused(target_ptr, target_ptr->confused + randint0(4) + 4);
+                               }
+                               if (!target_ptr->free_act)
+                               {
+                                       (void)set_paralyzed(target_ptr, target_ptr->paralyzed + randint0(4) + 4);
+                               }
+                               (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
 
-                                       while (randint0(100 + rlev / 2) > (MAX(5, p_ptr->skill_sav)))
-                                               (void)do_dec_stat(p_ptr, A_INT);
-                                       while (randint0(100 + rlev / 2) > (MAX(5, p_ptr->skill_sav)))
-                                               (void)do_dec_stat(p_ptr, A_WIS);
+                               while (randint0(100 + rlev / 2) > (MAX(5, target_ptr->skill_sav)))
+                                       (void)do_dec_stat(target_ptr, A_INT);
+                               while (randint0(100 + rlev / 2) > (MAX(5, target_ptr->skill_sav)))
+                                       (void)do_dec_stat(target_ptr, A_WIS);
 
-                                       if (!p_ptr->resist_chaos)
-                                       {
-                                               (void)set_image(p_ptr->image + randint0(250) + 150);
-                                       }
+                               if (!target_ptr->resist_chaos)
+                               {
+                                       (void)set_image(target_ptr, target_ptr->image + randint0(250) + 150);
                                }
                        }
-                       break;
                }
+               break;
+       }
 
-               /* cause 1 */
-               case GF_CAUSE_1:
+       /* cause 1 */
+       case GF_CAUSE_1:
+       {
+               if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
-                       {
-                               msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
-                               learn_spell(monspell);
-                       }
-                       else
-                       {
-                               if (!CHECK_MULTISHADOW()) curse_equipment(15, 0);
-                               get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       }
-                       break;
+                       msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+                       learn_spell(target_ptr, monspell);
+               }
+               else
+               {
+                       if (!CHECK_MULTISHADOW(target_ptr)) curse_equipment(15, 0);
+                       get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
                }
+               break;
+       }
 
-               /* cause 2 */
-               case GF_CAUSE_2:
+       /* cause 2 */
+       case GF_CAUSE_2:
+       {
+               if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
-                       {
-                               msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
-                               learn_spell(monspell);
-                       }
-                       else
-                       {
-                               if (!CHECK_MULTISHADOW()) curse_equipment(25, MIN(rlev / 2 - 15, 5));
-                               get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       }
-                       break;
+                       msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+                       learn_spell(target_ptr, monspell);
+               }
+               else
+               {
+                       if (!CHECK_MULTISHADOW(target_ptr)) curse_equipment(25, MIN(rlev / 2 - 15, 5));
+                       get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
                }
+               break;
+       }
 
-               /* cause 3 */
-               case GF_CAUSE_3:
+       /* cause 3 */
+       case GF_CAUSE_3:
+       {
+               if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
-                       {
-                               msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
-                               learn_spell(monspell);
-                       }
-                       else
-                       {
-                               if (!CHECK_MULTISHADOW()) curse_equipment(33, MIN(rlev / 2 - 15, 15));
-                               get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                       }
-                       break;
+                       msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+                       learn_spell(target_ptr, monspell);
                }
+               else
+               {
+                       if (!CHECK_MULTISHADOW(target_ptr)) curse_equipment(33, MIN(rlev / 2 - 15, 15));
+                       get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+               }
+               break;
+       }
 
-               /* cause 4 */
-               case GF_CAUSE_4:
+       /* cause 4 */
+       case GF_CAUSE_4:
+       {
+               if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !(m_ptr->r_idx == MON_KENSHIROU) && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !(m_ptr->r_idx == MON_KENSHIROU) && !CHECK_MULTISHADOW())
-                       {
-                               msg_print(_("しかし秘孔を跳ね返した!", "You resist the effects!"));
-                               learn_spell(monspell);
-                       }
-                       else
-                       {
-                               get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
-                               if (!CHECK_MULTISHADOW()) (void)set_cut(p_ptr->cut + damroll(10, 10));
-                       }
-                       break;
+                       msg_print(_("しかし秘孔を跳ね返した!", "You resist the effects!"));
+                       learn_spell(target_ptr, monspell);
+               }
+               else
+               {
+                       get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
+                       if (!CHECK_MULTISHADOW(target_ptr)) (void)set_cut(target_ptr, target_ptr->cut + damroll(10, 10));
                }
+               break;
+       }
 
-               /* Hand of Doom */
-               case GF_HAND_DOOM:
+       /* Hand of Doom */
+       case GF_HAND_DOOM:
+       {
+               if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
                {
-                       if ((randint0(100 + rlev/2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+                       msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+                       learn_spell(target_ptr, monspell);
+               }
+               else
+               {
+                       if (!CHECK_MULTISHADOW(target_ptr))
                        {
-                               msg_print(_("ã\81\97ã\81\8bã\81\97å\8a¹å\8a\9bã\82\92è·³ã\81­è¿\94ã\81\97ã\81\9fï¼\81", "You resist the effects!"));
-                               learn_spell(monspell);
+                               msg_print(_("ã\81\82ã\81ªã\81\9fã\81¯å\91½ã\81\8cè\96\84ã\81¾ã\81£ã\81¦ã\81\84ã\81\8fã\82\88ã\81\86ã\81«æ\84\9fã\81\98ã\81\9fï¼\81", "You feel your life fade away!"));
+                               curse_equipment(40, 20);
                        }
-                       else
-                       {
-                               if (!CHECK_MULTISHADOW())
-                               {
-                                       msg_print(_("あなたは命が薄まっていくように感じた!", "You feel your life fade away!"));
-                                       curse_equipment(40, 20);
-                               }
 
-                               get_damage = take_hit(DAMAGE_ATTACK, dam, m_name, monspell);
+                       get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, m_name, monspell);
 
-                               if (p_ptr->chp < 1) p_ptr->chp = 1;
-                       }
-                       break;
+                       if (target_ptr->chp < 1) target_ptr->chp = 1;
                }
+               break;
+       }
 
-               /* Default */
-               default:
-               {
-                       /* No damage */
-                       dam = 0;
+       /* Default */
+       default:
+       {
+               /* No damage */
+               dam = 0;
 
-                       break;
-               }
+               break;
+       }
        }
 
        /* Hex - revenge damage stored */
-       revenge_store(get_damage);
+       revenge_store(target_ptr, get_damage);
 
-       if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
-               && (get_damage > 0) && !p_ptr->is_dead && (who > 0))
+       if ((target_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
+               && (get_damage > 0) && !target_ptr->is_dead && (who > 0))
        {
                GAME_TEXT m_name_self[80];
 
@@ -5061,22 +5064,22 @@ static bool project_p(MONSTER_IDX who, concptr who_name, int r, POSITION y, POSI
                monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
 
                msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), m_name, m_name_self);
-               project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
-               if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
+               project(target_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
+               if (target_ptr->tim_eyeeye) set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
        }
 
-       if (p_ptr->riding && dam > 0)
+       if (target_ptr->riding && dam > 0)
        {
                rakubadam_p = (dam > 200) ? 200 : dam;
        }
 
 
-       disturb(TRUE, TRUE);
+       disturb(target_ptr, TRUE, TRUE);
 
 
-       if ((p_ptr->special_defense & NINJA_KAWARIMI) && dam && who && (who != p_ptr->riding))
+       if ((target_ptr->special_defense & NINJA_KAWARIMI) && dam && who && (who != target_ptr->riding))
        {
-               (void)kawarimi(FALSE);
+               (void)kawarimi(target_ptr, FALSE);
        }
 
        /* Return "Anything seen?" */
@@ -5111,13 +5114,12 @@ POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION
 }
 
 
-
 /*
  * 
  * Modified version of los() for calculation of disintegration balls.
  * Disintegration effects are stopped by permanent walls.
  */
-bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
+bool in_disintegration_range(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
 {
        POSITION dx, dy; /* Delta */
        POSITION ax, ay; /* Absolute */
@@ -5136,10 +5138,10 @@ bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
        ax = ABS(dx);
 
        /* Handle adjacent (or identical) grids */
-       if ((ax < 2) && (ay < 2)) return (TRUE);
+       if ((ax < 2) && (ay < 2)) return TRUE;
 
        /* Paranoia -- require "safe" origin */
-       /* if (!in_bounds(y1, x1)) return (FALSE); */
+       /* if (!in_bounds(floor_ptr, y1, x1)) return FALSE; */
 
        /* Directly South/North */
        if (!dx)
@@ -5149,7 +5151,7 @@ bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
                {
                        for (ty = y1 + 1; ty < y2; ty++)
                        {
-                               if (cave_stop_disintegration(ty, x1)) return (FALSE);
+                               if (cave_stop_disintegration(floor_ptr, ty, x1)) return FALSE;
                        }
                }
 
@@ -5158,12 +5160,12 @@ bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
                {
                        for (ty = y1 - 1; ty > y2; ty--)
                        {
-                               if (cave_stop_disintegration(ty, x1)) return (FALSE);
+                               if (cave_stop_disintegration(floor_ptr, ty, x1)) return FALSE;
                        }
                }
 
                /* Assume los */
-               return (TRUE);
+               return TRUE;
        }
 
        /* Directly East/West */
@@ -5174,7 +5176,7 @@ bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
                {
                        for (tx = x1 + 1; tx < x2; tx++)
                        {
-                               if (cave_stop_disintegration(y1, tx)) return (FALSE);
+                               if (cave_stop_disintegration(floor_ptr, y1, tx)) return FALSE;
                        }
                }
 
@@ -5183,12 +5185,12 @@ bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
                {
                        for (tx = x1 - 1; tx > x2; tx--)
                        {
-                               if (cave_stop_disintegration(y1, tx)) return (FALSE);
+                               if (cave_stop_disintegration(floor_ptr, y1, tx)) return FALSE;
                        }
                }
 
                /* Assume los */
-               return (TRUE);
+               return TRUE;
        }
 
        /* Extract some signs */
@@ -5200,7 +5202,7 @@ bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
        {
                if (ay == 2)
                {
-                       if (!cave_stop_disintegration(y1 + sy, x1)) return (TRUE);
+                       if (!cave_stop_disintegration(floor_ptr, y1 + sy, x1)) return TRUE;
                }
        }
 
@@ -5209,7 +5211,7 @@ bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
        {
                if (ax == 2)
                {
-                       if (!cave_stop_disintegration(y1, x1 + sx)) return (TRUE);
+                       if (!cave_stop_disintegration(floor_ptr, y1, x1 + sx)) return TRUE;
                }
        }
 
@@ -5244,7 +5246,7 @@ bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
                /* the LOS exactly meets the corner of a tile. */
                while (x2 - tx)
                {
-                       if (cave_stop_disintegration(ty, tx)) return (FALSE);
+                       if (cave_stop_disintegration(floor_ptr, ty, tx)) return FALSE;
 
                        qy += m;
 
@@ -5255,7 +5257,7 @@ bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
                        else if (qy > f2)
                        {
                                ty += sy;
-                               if (cave_stop_disintegration(ty, tx)) return (FALSE);
+                               if (cave_stop_disintegration(floor_ptr, ty, tx)) return FALSE;
                                qy -= f1;
                                tx += sx;
                        }
@@ -5266,64 +5268,61 @@ bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
                                tx += sx;
                        }
                }
+
+               return TRUE;
        }
 
-       /* Travel vertically */
+       /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
+       qx = ax * ax;
+       m = qx << 1;
+
+       ty = y1 + sy;
+
+       if (qx == f2)
+       {
+               tx = x1 + sx;
+               qx -= f1;
+       }
        else
        {
-               /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
-               qx = ax * ax;
-               m = qx << 1;
+               tx = x1;
+       }
+
+       /* Note (below) the case (qx == f2), where */
+       /* the LOS exactly meets the corner of a tile. */
+       while (y2 - ty)
+       {
+               if (cave_stop_disintegration(floor_ptr, ty, tx)) return FALSE;
 
-               ty = y1 + sy;
+               qx += m;
 
-               if (qx == f2)
+               if (qx < f2)
                {
-                       tx = x1 + sx;
-                       qx -= f1;
+                       ty += sy;
                }
-               else
+               else if (qx > f2)
                {
-                       tx = x1;
+                       tx += sx;
+                       if (cave_stop_disintegration(floor_ptr, ty, tx)) return FALSE;
+                       qx -= f1;
+                       ty += sy;
                }
-
-               /* Note (below) the case (qx == f2), where */
-               /* the LOS exactly meets the corner of a tile. */
-               while (y2 - ty)
+               else
                {
-                       if (cave_stop_disintegration(ty, tx)) return (FALSE);
-
-                       qx += m;
-
-                       if (qx < f2)
-                       {
-                               ty += sy;
-                       }
-                       else if (qx > f2)
-                       {
-                               tx += sx;
-                               if (cave_stop_disintegration(ty, tx)) return (FALSE);
-                               qx -= f1;
-                               ty += sy;
-                       }
-                       else
-                       {
-                               tx += sx;
-                               qx -= f1;
-                               ty += sy;
-                       }
+                       tx += sx;
+                       qx -= f1;
+                       ty += sy;
                }
        }
 
-       /* Assume los */
-       return (TRUE);
+       return TRUE;
 }
 
 
 /*
  * breath shape
  */
-void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ)
+void breath_shape(player_type *caster_ptr, u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ)
 {
        POSITION by = y1;
        POSITION bx = x1;
@@ -5334,6 +5333,7 @@ void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *g
        int path_n = 0;
        int mdis = distance(y1, x1, y2, x2) + rad;
 
+       floor_type *floor_ptr = caster_ptr->current_floor_ptr;
        while (bdis <= mdis)
        {
                POSITION x, y;
@@ -5362,7 +5362,7 @@ void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *g
                                for (x = bx - cdis; x <= bx + cdis; x++)
                                {
                                        /* Ignore "illegal" locations */
-                                       if (!in_bounds(y, x)) continue;
+                                       if (!in_bounds(floor_ptr, y, x)) continue;
 
                                        /* Enforce a circular "ripple" */
                                        if (distance(y1, x1, y, x) != bdis) continue;
@@ -5375,15 +5375,15 @@ void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *g
                                        case GF_LITE:
                                        case GF_LITE_WEAK:
                                                /* Lights are stopped by opaque terrains */
-                                               if (!los(by, bx, y, x)) continue;
+                                               if (!los(caster_ptr, by, bx, y, x)) continue;
                                                break;
                                        case GF_DISINTEGRATE:
                                                /* Disintegration are stopped only by perma-walls */
-                                               if (!in_disintegration_range(by, bx, y, x)) continue;
+                                               if (!in_disintegration_range(floor_ptr, by, bx, y, x)) continue;
                                                break;
                                        default:
                                                /* Ball explosions are stopped by walls */
-                                               if (!projectable(by, bx, y, x)) continue;
+                                               if (!projectable(caster_ptr, by, bx, y, x)) continue;
                                                break;
                                        }
 
@@ -5552,7 +5552,7 @@ void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *g
  * and "update_view()" and "update_monsters()" need to be called.
  * </pre>
  */
-bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
+bool project(player_type *caster_ptr, MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
 {
        int i, t, dist;
 
@@ -5579,7 +5579,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
        bool breath = FALSE;
 
        /* Is the player blind? */
-       bool blind = (p_ptr->blind ? TRUE : FALSE);
+       bool blind = (caster_ptr->blind ? TRUE : FALSE);
 
        bool old_hide = FALSE;
 
@@ -5616,8 +5616,8 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
        rakubadam_m = 0;
 
        /* Default target of monsterspell is player */
-       monster_target_y = p_ptr->y;
-       monster_target_x = p_ptr->x;
+       monster_target_y = caster_ptr->y;
+       monster_target_x = caster_ptr->x;
 
        /* Hack -- Jump to target */
        if (flg & (PROJECT_JUMP))
@@ -5634,16 +5634,16 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
        /* Start at player */
        else if (who <= 0)
        {
-               x1 = p_ptr->x;
-               y1 = p_ptr->y;
+               x1 = caster_ptr->x;
+               y1 = caster_ptr->y;
        }
 
        /* Start at monster */
        else if (who > 0)
        {
-               x1 = current_floor_ptr->m_list[who].fx;
-               y1 = current_floor_ptr->m_list[who].fy;
-               monster_desc(who_name, &current_floor_ptr->m_list[who], MD_WRONGDOER_NAME);
+               x1 = caster_ptr->current_floor_ptr->m_list[who].fx;
+               y1 = caster_ptr->current_floor_ptr->m_list[who].fy;
+               monster_desc(who_name, &caster_ptr->current_floor_ptr->m_list[who], MD_WRONGDOER_NAME);
        }
 
        else
@@ -5678,7 +5678,6 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                flg |= PROJECT_HIDE;
        }
 
-
        /* Hack -- Assume there will be no blast (max radius 32) */
        for (dist = 0; dist < 32; dist++) gm[dist] = 0;
 
@@ -5710,15 +5709,15 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
 
        /* Calculate the projection path */
 
-       path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, flg);
-       handle_stuff();
+       path_n = project_path(caster_ptr, path_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, flg);
+       handle_stuff(caster_ptr);
 
        /* Giga-Hack SEEKER & SUPER_RAY */
 
-       if( typ == GF_SEEKER )
+       if (typ == GF_SEEKER)
        {
                int j;
-               int last_i=0;
+               int last_i = 0;
 
                /* Mega-Hack */
                project_m_n = 0;
@@ -5741,32 +5740,29 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                        gx[grids] = x;
                        grids++;
 
-
                        /* Only do visuals if requested */
                        if (!blind && !(flg & (PROJECT_HIDE)))
                        {
                                /* Only do visuals if the player can "see" the bolt */
-                               if (panel_contains(y, x) && player_has_los_bold(y, x))
+                               if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
                                {
-                                       u16b p;
-
                                        TERM_COLOR a;
                                        SYMBOL_CODE c;
 
                                        /* Obtain the bolt pict */
-                                       p = bolt_pict(oy, ox, y, x, typ);
+                                       u16b p = bolt_pict(oy, ox, y, x, typ);
 
                                        /* Extract attr/char */
                                        a = PICT_A(p);
                                        c = PICT_C(p);
 
                                        /* Visual effects */
-                                       print_rel(c, a, y, x);
+                                       print_rel(caster_ptr, c, a, y, x);
                                        move_cursor_relative(y, x);
-                                       /*if (fresh_before)*/ Term_fresh();
+                                       Term_fresh();
                                        Term_xtra(TERM_XTRA_DELAY, msec);
                                        lite_spot(y, x);
-                                       /*if (fresh_before)*/ Term_fresh();
+                                       Term_fresh();
 
                                        /* Display "beam" grids */
                                        if (flg & (PROJECT_BEAM))
@@ -5779,7 +5775,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                                c = PICT_C(p);
 
                                                /* Visual effects */
-                                               print_rel(c, a, y, x);
+                                               print_rel(caster_ptr, c, a, y, x);
                                        }
 
                                        /* Hack -- Activate delay */
@@ -5793,62 +5789,70 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                        Term_xtra(TERM_XTRA_DELAY, msec);
                                }
                        }
-                       if (project_o(0, 0, y, x, dam, GF_SEEKER))notice = TRUE;
-                       if (is_mirror_grid(&current_floor_ptr->grid_array[y][x]))
+
+                       if (project_o(caster_ptr, 0, 0, y, x, dam, GF_SEEKER))notice = TRUE;
+                       if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
                        {
                                /* The target of monsterspell becomes tha mirror(broken) */
                                monster_target_y = y;
                                monster_target_x = x;
 
-                               remove_mirror(y, x);
-                               next_mirror(&oy, &ox, y, x);
+                               remove_mirror(caster_ptr, y, x);
+                               next_mirror(caster_ptr, &oy, &ox, y, x);
 
-                               path_n = i + project_path(&(path_g[i + 1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
+                               path_n = i + project_path(caster_ptr, &(path_g[i + 1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
                                for (j = last_i; j <= i; j++)
                                {
                                        y = GRID_Y(path_g[j]);
                                        x = GRID_X(path_g[j]);
-                                       if (project_m(0, 0, y, x, dam, GF_SEEKER, flg, TRUE)) notice = TRUE;
+                                       if (project_m(caster_ptr, 0, 0, y, x, dam, GF_SEEKER, flg, TRUE)) notice = TRUE;
                                        if (!who && (project_m_n == 1) && !jump) {
-                                               if (current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
-                                                       monster_type *m_ptr = &current_floor_ptr->m_list[current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
+                                               if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0)
+                                               {
+                                                       monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
 
                                                        if (m_ptr->ml)
                                                        {
-                                                               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-                                                               health_track(current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
+                                                               if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+                                                               health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
                                                        }
                                                }
                                        }
-                                       (void)project_f(0, 0, y, x, dam, GF_SEEKER);
+
+                                       (void)project_f(caster_ptr, 0, 0, y, x, dam, GF_SEEKER);
                                }
+
                                last_i = i;
                        }
                }
-               for(i = last_i ; i < path_n ; i++)
+
+               for (i = last_i; i < path_n; i++)
                {
                        POSITION py, px;
                        py = GRID_Y(path_g[i]);
                        px = GRID_X(path_g[i]);
-                       if (project_m(0, 0, py, px, dam, GF_SEEKER, flg, TRUE))
+                       if (project_m(caster_ptr, 0, 0, py, px, dam, GF_SEEKER, flg, TRUE))
                                notice = TRUE;
                        if (!who && (project_m_n == 1) && !jump) {
-                               if (current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0)
+                               if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0)
                                {
-                                       monster_type *m_ptr = &current_floor_ptr->m_list[current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
+                                       monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
 
                                        if (m_ptr->ml)
                                        {
-                                               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-                                               health_track(current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
+                                               if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+                                               health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
                                        }
                                }
                        }
-                       (void)project_f(0, 0, py, px, dam, GF_SEEKER);
+
+                       (void)project_f(caster_ptr, 0, 0, py, px, dam, GF_SEEKER);
                }
+
                return notice;
        }
-       else if(typ == GF_SUPER_RAY){
+       else if (typ == GF_SUPER_RAY)
+       {
                int j;
                int second_step = 0;
 
@@ -5872,13 +5876,12 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                        gy[grids] = y;
                        gx[grids] = x;
                        grids++;
-
-
+                       
                        /* Only do visuals if requested */
                        if (!blind && !(flg & (PROJECT_HIDE)))
                        {
                                /* Only do visuals if the player can "see" the bolt */
-                               if (panel_contains(y, x) && player_has_los_bold(y, x))
+                               if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
                                {
                                        u16b p;
 
@@ -5893,7 +5896,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                        c = PICT_C(p);
 
                                        /* Visual effects */
-                                       print_rel(c, a, y, x);
+                                       print_rel(caster_ptr, c, a, y, x);
                                        move_cursor_relative(y, x);
                                        /*if (fresh_before)*/ Term_fresh();
                                        Term_xtra(TERM_XTRA_DELAY, msec);
@@ -5911,7 +5914,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                                c = PICT_C(p);
 
                                                /* Visual effects */
-                                               print_rel(c, a, y, x);
+                                               print_rel(caster_ptr, c, a, y, x);
                                        }
 
                                        /* Hack -- Activate delay */
@@ -5925,56 +5928,61 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                        Term_xtra(TERM_XTRA_DELAY, msec);
                                }
                        }
-                       if(project_o(0,0,y,x,dam,GF_SUPER_RAY) )notice=TRUE;
-                       if (!cave_have_flag_bold(y, x, FF_PROJECT))
+
+                       if (project_o(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY))notice = TRUE;
+                       if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
                        {
-                               if( second_step )continue;
+                               if (second_step)continue;
                                break;
                        }
-                       if( is_mirror_grid(&current_floor_ptr->grid_array[y][x]) && !second_step )
+
+                       if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]) && !second_step)
                        {
-                         /* The target of monsterspell becomes tha mirror(broken) */
+                               /* The target of monsterspell becomes tha mirror(broken) */
                                monster_target_y = y;
                                monster_target_x = x;
 
-                               remove_mirror(y,x);
-                               for( j = 0; j <=i ; j++ )
+                               remove_mirror(caster_ptr, y, x);
+                               for (j = 0; j <= i; j++)
                                {
                                        y = GRID_Y(path_g[j]);
                                        x = GRID_X(path_g[j]);
-                                       (void)project_f(0,0,y,x,dam,GF_SUPER_RAY);
+                                       (void)project_f(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY);
                                }
+
                                path_n = i;
-                               second_step =i+1;
-                               path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y-1, x-1, flg);
-                               path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y-1, x  , flg);
-                               path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y-1, x+1, flg);
-                               path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y  , x-1, flg);
-                               path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y  , x+1, flg);
-                               path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y+1, x-1, flg);
-                               path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y+1, x  , flg);
-                               path_n += project_path(&(path_g[path_n+1]), (project_length ? project_length : MAX_RANGE), y, x, y+1, x+1, flg);
+                               second_step = i + 1;
+                               path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x - 1, flg);
+                               path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x, flg);
+                               path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x + 1, flg);
+                               path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x - 1, flg);
+                               path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x + 1, flg);
+                               path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x - 1, flg);
+                               path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x, flg);
+                               path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x + 1, flg);
                        }
                }
-               for( i = 0; i < path_n ; i++ )
+
+               for (i = 0; i < path_n; i++)
                {
-                       POSITION py, px;
-                       py = GRID_Y(path_g[i]);
-                       px = GRID_X(path_g[i]);
-                       (void)project_m(0, 0, py, px, dam, GF_SUPER_RAY, flg, TRUE);
-                       if(!who && (project_m_n == 1) && !jump){
-                               if(current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx >0 ){
-                                       monster_type *m_ptr = &current_floor_ptr->m_list[current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
+                       POSITION py = GRID_Y(path_g[i]);
+                       POSITION px = GRID_X(path_g[i]);
+                       (void)project_m(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY, flg, TRUE);
+                       if (!who && (project_m_n == 1) && !jump) {
+                               if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
+                                       monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
 
                                        if (m_ptr->ml)
                                        {
-                                               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-                                               health_track(current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
+                                               if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+                                               health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
                                        }
                                }
                        }
-                       (void)project_f(0, 0, py, px, dam, GF_SUPER_RAY);
+
+                       (void)project_f(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY);
                }
+
                return notice;
        }
 
@@ -5990,17 +5998,17 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                if (flg & PROJECT_DISI)
                {
                        /* Hack -- Balls explode before reaching walls */
-                       if (cave_stop_disintegration(ny, nx) && (rad > 0)) break;
+                       if (cave_stop_disintegration(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0)) break;
                }
                else if (flg & PROJECT_LOS)
                {
                        /* Hack -- Balls explode before reaching walls */
-                       if (!cave_los_bold(ny, nx) && (rad > 0)) break;
+                       if (!cave_los_bold(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0)) break;
                }
                else
                {
                        /* Hack -- Balls explode before reaching walls */
-                       if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && (rad > 0)) break;
+                       if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && (rad > 0)) break;
                }
 
                /* Advance */
@@ -6019,7 +6027,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                if (!blind && !(flg & (PROJECT_HIDE | PROJECT_FAST)))
                {
                        /* Only do visuals if the player can "see" the bolt */
-                       if (panel_contains(y, x) && player_has_los_bold(y, x))
+                       if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
                        {
                                u16b p;
 
@@ -6034,7 +6042,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                c = PICT_C(p);
 
                                /* Visual effects */
-                               print_rel(c, a, y, x);
+                               print_rel(caster_ptr, c, a, y, x);
                                move_cursor_relative(y, x);
                                /*if (fresh_before)*/ Term_fresh();
                                Term_xtra(TERM_XTRA_DELAY, msec);
@@ -6052,7 +6060,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                        c = PICT_C(p);
 
                                        /* Visual effects */
-                                       print_rel(c, a, y, x);
+                                       print_rel(caster_ptr, c, a, y, x);
                                }
 
                                /* Hack -- Activate delay */
@@ -6115,7 +6123,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                {
                        flg &= ~(PROJECT_HIDE);
 
-                       breath_shape(path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, by, bx, typ);
+                       breath_shape(caster_ptr, path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, by, bx, typ);
                }
                else
                {
@@ -6128,7 +6136,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                        for (x = bx - dist; x <= bx + dist; x++)
                                        {
                                                /* Ignore "illegal" locations */
-                                               if (!in_bounds2(y, x)) continue;
+                                               if (!in_bounds2(caster_ptr->current_floor_ptr, y, x)) continue;
 
                                                /* Enforce a "circular" explosion */
                                                if (distance(by, bx, y, x) != dist) continue;
@@ -6138,15 +6146,15 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                                case GF_LITE:
                                                case GF_LITE_WEAK:
                                                        /* Lights are stopped by opaque terrains */
-                                                       if (!los(by, bx, y, x)) continue;
+                                                       if (!los(caster_ptr, by, bx, y, x)) continue;
                                                        break;
                                                case GF_DISINTEGRATE:
                                                        /* Disintegration are stopped only by perma-walls */
-                                                       if (!in_disintegration_range(by, bx, y, x)) continue;
+                                                       if (!in_disintegration_range(caster_ptr->current_floor_ptr, by, bx, y, x)) continue;
                                                        break;
                                                default:
                                                        /* Ball explosions are stopped by walls */
-                                                       if (!projectable(by, bx, y, x)) continue;
+                                                       if (!projectable(caster_ptr, by, bx, y, x)) continue;
                                                        break;
                                                }
 
@@ -6158,13 +6166,13 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                }
 
                                /* Encode some more "radius" info */
-                               gm[dist+1] = grids;
+                               gm[dist + 1] = grids;
                        }
                }
        }
 
        /* Speed -- ignore "non-explosions" */
-       if (!grids) return (FALSE);
+       if (!grids) return FALSE;
 
 
        /* Display the "blast area" if requested */
@@ -6174,13 +6182,13 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                for (t = 0; t <= gm_rad; t++)
                {
                        /* Dump everything with this radius */
-                       for (i = gm[t]; i < gm[t+1]; i++)
+                       for (i = gm[t]; i < gm[t + 1]; i++)
                        {
                                y = gy[i];
                                x = gx[i];
 
                                /* Only do visuals if the player can "see" the blast */
-                               if (panel_contains(y, x) && player_has_los_bold(y, x))
+                               if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
                                {
                                        u16b p;
 
@@ -6197,7 +6205,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                        c = PICT_C(p);
 
                                        /* Visual effects -- Display */
-                                       print_rel(c, a, y, x);
+                                       print_rel(caster_ptr, c, a, y, x);
                                }
                        }
 
@@ -6224,7 +6232,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                x = gx[i];
 
                                /* Hack -- Erase if needed */
-                               if (panel_contains(y, x) && player_has_los_bold(y, x))
+                               if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
                                {
                                        lite_spot(y, x);
                                }
@@ -6238,15 +6246,14 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                }
        }
 
-       update_creature(p_ptr);
+       update_creature(caster_ptr);
 
        if (flg & PROJECT_KILL)
        {
-               see_s_msg = (who > 0) ? is_seen(&current_floor_ptr->m_list[who]) :
-                       (!who ? TRUE : (player_can_see_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)));
+               see_s_msg = (who > 0) ? is_seen(&caster_ptr->current_floor_ptr->m_list[who]) :
+                       (!who ? TRUE : (player_can_see_bold(caster_ptr, y1, x1) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y1, x1)));
        }
 
-
        /* Check features */
        if (flg & (PROJECT_GRID))
        {
@@ -6257,7 +6264,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                for (i = 0; i < grids; i++)
                {
                        /* Hack -- Notice new "dist" values */
-                       if (gm[dist+1] == i) dist++;
+                       if (gm[dist + 1] == i) dist++;
 
                        /* Get the grid location */
                        y = gy[i];
@@ -6269,17 +6276,18 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                int d = dist_to_line(y, x, y1, x1, by, bx);
 
                                /* Affect the grid */
-                               if (project_f(who, d, y, x, dam, typ)) notice = TRUE;
+                               if (project_f(caster_ptr, who, d, y, x, dam, typ)) notice = TRUE;
                        }
+
                        else
                        {
                                /* Affect the grid */
-                               if (project_f(who, dist, y, x, dam, typ)) notice = TRUE;
+                               if (project_f(caster_ptr, who, dist, y, x, dam, typ)) notice = TRUE;
                        }
                }
        }
 
-       update_creature(p_ptr);
+       update_creature(caster_ptr);
 
        /* Check objects */
        if (flg & (PROJECT_ITEM))
@@ -6291,7 +6299,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                for (i = 0; i < grids; i++)
                {
                        /* Hack -- Notice new "dist" values */
-                       if (gm[dist+1] == i) dist++;
+                       if (gm[dist + 1] == i) dist++;
 
                        /* Get the grid location */
                        y = gy[i];
@@ -6303,17 +6311,16 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                int d = dist_to_line(y, x, y1, x1, by, bx);
 
                                /* Affect the object in the grid */
-                               if (project_o(who, d, y, x, dam, typ)) notice = TRUE;
+                               if (project_o(caster_ptr, who, d, y, x, dam, typ)) notice = TRUE;
                        }
                        else
                        {
                                /* Affect the object in the grid */
-                               if (project_o(who, dist, y, x, dam, typ)) notice = TRUE;
+                               if (project_o(caster_ptr, who, dist, y, x, dam, typ)) notice = TRUE;
                        }
                }
        }
 
-
        /* Check monsters */
        if (flg & (PROJECT_KILL))
        {
@@ -6340,11 +6347,11 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                        /* A single bolt may be reflected */
                        if (grids <= 1)
                        {
-                               monster_type *m_ptr = &current_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
+                               monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[y][x].m_idx];
                                monster_race *ref_ptr = &r_info[m_ptr->r_idx];
 
-                               if ((flg & PROJECT_REFLECTABLE) && current_floor_ptr->grid_array[y][x].m_idx && (ref_ptr->flags2 & RF2_REFLECTING) &&
-                                       ((current_floor_ptr->grid_array[y][x].m_idx != p_ptr->riding) || !(flg & PROJECT_PLAYER)) &&
+                               if ((flg & PROJECT_REFLECTABLE) && caster_ptr->current_floor_ptr->grid_array[y][x].m_idx && (ref_ptr->flags2 & RF2_REFLECTING) &&
+                                       ((caster_ptr->current_floor_ptr->grid_array[y][x].m_idx != caster_ptr->riding) || !(flg & PROJECT_PLAYER)) &&
                                        (!who || dist_hack > 1) && !one_in_(10))
                                {
                                        POSITION t_y, t_x;
@@ -6356,8 +6363,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                                t_y = y_saver - 1 + randint1(3);
                                                t_x = x_saver - 1 + randint1(3);
                                                max_attempts--;
-                                       }
-                                       while (max_attempts && in_bounds2u(t_y, t_x) && !projectable(y, x, t_y, t_x));
+                                       } while (max_attempts && in_bounds2u(caster_ptr->current_floor_ptr, t_y, t_x) && !projectable(caster_ptr, y, x, t_y, t_x));
 
                                        if (max_attempts < 1)
                                        {
@@ -6370,26 +6376,25 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                        {
                                                if ((m_ptr->r_idx == MON_KENSHIROU) || (m_ptr->r_idx == MON_RAOU))
                                                        msg_print(_("「北斗神拳奥義・二指真空把!」", "The attack bounces!"));
-                                               else if (m_ptr->r_idx == MON_DIO) 
+                                               else if (m_ptr->r_idx == MON_DIO)
                                                        msg_print(_("ディオ・ブランドーは指一本で攻撃を弾き返した!", "The attack bounces!"));
-                                               else 
+                                               else
                                                        msg_print(_("攻撃は跳ね返った!", "The attack bounces!"));
                                        }
                                        if (is_original_ap_and_seen(m_ptr)) ref_ptr->r_flags2 |= RF2_REFLECTING;
 
                                        /* Reflected bolts randomly target either one */
-                                       if (player_bold(y, x) || one_in_(2)) flg &= ~(PROJECT_PLAYER);
+                                       if (player_bold(caster_ptr, y, x) || one_in_(2)) flg &= ~(PROJECT_PLAYER);
                                        else flg |= PROJECT_PLAYER;
 
                                        /* The bolt is reflected */
-                                       project(current_floor_ptr->grid_array[y][x].m_idx, 0, t_y, t_x, dam, typ, flg, monspell);
+                                       project(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].m_idx, 0, t_y, t_x, dam, typ, flg, monspell);
 
                                        /* Don't affect the monster any longer */
                                        continue;
                                }
                        }
 
-
                        /* Find the closest point in the blast */
                        if (breath)
                        {
@@ -6400,9 +6405,8 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                effective_dist = dist;
                        }
 
-
                        /* There is the riding player on this monster */
-                       if (p_ptr->riding && player_bold(y, x))
+                       if (caster_ptr->riding && player_bold(caster_ptr, y, x))
                        {
                                /* Aimed on the player */
                                if (flg & PROJECT_PLAYER)
@@ -6419,7 +6423,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                        else
                                        {
                                                /*
-                                                * The spell is not well aimed, 
+                                                * The spell is not well aimed,
                                                 * So partly affect the mount too.
                                                 */
                                                effective_dist++;
@@ -6441,10 +6445,10 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                 * of fire is obstructed by this
                                 * monster.
                                 */
-                               /*
-                                * A beam or bolt will hit either
-                                * player or mount.  Choose randomly.
-                                */
+                                /*
+                                 * A beam or bolt will hit either
+                                 * player or mount.  Choose randomly.
+                                 */
                                else if (flg & (PROJECT_BEAM | PROJECT_REFLECTABLE))
                                {
                                        if (one_in_(2))
@@ -6473,7 +6477,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                        }
 
                        /* Affect the monster in the grid */
-                       if (project_m(who, effective_dist, y, x, dam, typ, flg, see_s_msg)) notice = TRUE;
+                       if (project_m(caster_ptr, who, effective_dist, y, x, dam, typ, flg, see_s_msg)) notice = TRUE;
                }
 
 
@@ -6484,20 +6488,19 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                        y = project_m_y;
 
                        /* Track if possible */
-                       if (current_floor_ptr->grid_array[y][x].m_idx > 0)
+                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0)
                        {
-                               monster_type *m_ptr = &current_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
+                               monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[y][x].m_idx];
 
                                if (m_ptr->ml)
                                {
-                                       if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-                                       health_track(current_floor_ptr->grid_array[y][x].m_idx);
+                                       if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+                                       health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].m_idx);
                                }
                        }
                }
        }
 
-
        /* Check player */
        if (flg & (PROJECT_KILL))
        {
@@ -6510,14 +6513,14 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                        int effective_dist;
 
                        /* Hack -- Notice new "dist" values */
-                       if (gm[dist+1] == i) dist++;
+                       if (gm[dist + 1] == i) dist++;
 
                        /* Get the grid location */
                        y = gy[i];
                        x = gx[i];
 
                        /* Affect the player? */
-                       if (!player_bold(y, x)) continue;
+                       if (!player_bold(caster_ptr, y, x)) continue;
 
                        /* Find the closest point in the blast */
                        if (breath)
@@ -6530,7 +6533,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                        }
 
                        /* Target may be your horse */
-                       if (p_ptr->riding)
+                       if (caster_ptr->riding)
                        {
                                /* Aimed on the player */
                                if (flg & PROJECT_PLAYER)
@@ -6561,7 +6564,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                                else
                                {
                                        /*
-                                        * The spell is not well aimed, 
+                                        * The spell is not well aimed,
                                         * So partly affect the player too.
                                         */
                                        effective_dist++;
@@ -6569,26 +6572,26 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
                        }
 
                        /* Affect the player */
-                       if (project_p(who, who_name, effective_dist, y, x, dam, typ, flg, monspell)) notice = TRUE;
+                       if (project_p(who, caster_ptr, who_name, effective_dist, y, x, dam, typ, flg, monspell)) notice = TRUE;
                }
        }
 
-       if (p_ptr->riding)
+       if (caster_ptr->riding)
        {
                GAME_TEXT m_name[MAX_NLEN];
 
-               monster_desc(m_name, &current_floor_ptr->m_list[p_ptr->riding], 0);
+               monster_desc(m_name, &caster_ptr->current_floor_ptr->m_list[caster_ptr->riding], 0);
 
                if (rakubadam_m > 0)
                {
-                       if (rakuba(rakubadam_m, FALSE))
+                       if (rakuba(caster_ptr, rakubadam_m, FALSE))
                        {
                                msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
                        }
                }
-               if (p_ptr->riding && rakubadam_p > 0)
+               if (caster_ptr->riding && rakubadam_p > 0)
                {
-                       if(rakuba(rakubadam_p, FALSE))
+                       if (rakuba(caster_ptr, rakubadam_p, FALSE))
                        {
                                msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_name);
                        }
@@ -6604,7 +6607,7 @@ bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT da
  * @param dam ダメージ量
  * @return 効果があったらTRUEを返す
  */
-bool binding_field(HIT_POINT dam)
+bool binding_field(player_type *caster_ptr, HIT_POINT dam)
 {
        POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
        int mirror_num = 0;                       /* 鏡の数 */
@@ -6619,19 +6622,19 @@ bool binding_field(HIT_POINT dam)
        POSITION point_y[3];
 
        /* Default target of monsterspell is player */
-       monster_target_y = p_ptr->y;
-       monster_target_x = p_ptr->x;
+       monster_target_y = caster_ptr->y;
+       monster_target_x = caster_ptr->x;
 
-       for (x = 0; x < current_floor_ptr->width; x++)
+       for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
        {
-               for (y = 0; y < current_floor_ptr->height; y++)
-               {
-                       if (is_mirror_grid(&current_floor_ptr->grid_array[y][x]) &&
-                               distance(p_ptr->y, p_ptr->x, y, x) <= MAX_RANGE &&
-                               distance(p_ptr->y, p_ptr->x, y, x) != 0 &&
-                               player_has_los_bold(y, x) &&
-                               projectable(p_ptr->y, p_ptr->x, y, x)
-                               ) {
+               for (y = 0; y < caster_ptr->current_floor_ptr->height; y++)
+               {
+                       if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]) &&
+                               distance(caster_ptr->y, caster_ptr->x, y, x) <= MAX_RANGE &&
+                               distance(caster_ptr->y, caster_ptr->x, y, x) != 0 &&
+                               player_has_los_bold(caster_ptr, y, x) &&
+                               projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
+                       {
                                mirror_y[mirror_num] = y;
                                mirror_x[mirror_num] = x;
                                mirror_num++;
@@ -6650,8 +6653,8 @@ bool binding_field(HIT_POINT dam)
        point_x[0] = mirror_x[point_x[0]];
        point_y[1] = mirror_y[point_x[1]];
        point_x[1] = mirror_x[point_x[1]];
-       point_y[2] = p_ptr->y;
-       point_x[2] = p_ptr->x;
+       point_y[2] = caster_ptr->y;
+       point_x[2] = caster_ptr->x;
 
        x = point_x[0] + point_x[1] + point_x[2];
        y = point_y[0] + point_y[1] + point_y[2];
@@ -6670,8 +6673,10 @@ bool binding_field(HIT_POINT dam)
        y2 = point_y[0] > point_y[1] ? point_y[0] : point_y[1];
        y2 = y2 > point_y[2] ? y2 : point_y[2];
 
-       for (y = y1; y <= y2; y++) {
-               for (x = x1; x <= x2; x++) {
+       for (y = y1; y <= y2; y++)
+       {
+               for (x = x1; x <= x2; x++)
+               {
                        if (centersign*((point_x[0] - x)*(point_y[1] - y)
                                - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
                                centersign*((point_x[1] - x)*(point_y[2] - y)
@@ -6679,12 +6684,14 @@ bool binding_field(HIT_POINT dam)
                                centersign*((point_x[2] - x)*(point_y[0] - y)
                                        - (point_y[2] - y)*(point_x[0] - x)) >= 0)
                        {
-                               if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
+                               if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
+                               {
                                        /* Visual effects */
-                                       if (!(p_ptr->blind)
-                                               && panel_contains(y, x)) {
+                                       if (!(caster_ptr->blind)
+                                               && panel_contains(y, x))
+                                       {
                                                p = bolt_pict(y, x, y, x, GF_MANA);
-                                               print_rel(PICT_C(p), PICT_A(p), y, x);
+                                               print_rel(caster_ptr, PICT_C(p), PICT_A(p), y, x);
                                                move_cursor_relative(y, x);
                                                /*if (fresh_before)*/ Term_fresh();
                                                Term_xtra(TERM_XTRA_DELAY, msec);
@@ -6693,8 +6700,11 @@ bool binding_field(HIT_POINT dam)
                        }
                }
        }
-       for (y = y1; y <= y2; y++) {
-               for (x = x1; x <= x2; x++) {
+
+       for (y = y1; y <= y2; y++)
+       {
+               for (x = x1; x <= x2; x++)
+               {
                        if (centersign*((point_x[0] - x)*(point_y[1] - y)
                                - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
                                centersign*((point_x[1] - x)*(point_y[2] - y)
@@ -6702,14 +6712,18 @@ bool binding_field(HIT_POINT dam)
                                centersign*((point_x[2] - x)*(point_y[0] - y)
                                        - (point_y[2] - y)*(point_x[0] - x)) >= 0)
                        {
-                               if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
-                                       (void)project_f(0, 0, y, x, dam, GF_MANA);
+                               if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
+                               {
+                                       (void)project_f(caster_ptr, 0, 0, y, x, dam, GF_MANA);
                                }
                        }
                }
        }
-       for (y = y1; y <= y2; y++) {
-               for (x = x1; x <= x2; x++) {
+
+       for (y = y1; y <= y2; y++)
+       {
+               for (x = x1; x <= x2; x++)
+               {
                        if (centersign*((point_x[0] - x)*(point_y[1] - y)
                                - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
                                centersign*((point_x[1] - x)*(point_y[2] - y)
@@ -6717,14 +6731,18 @@ bool binding_field(HIT_POINT dam)
                                centersign*((point_x[2] - x)*(point_y[0] - y)
                                        - (point_y[2] - y)*(point_x[0] - x)) >= 0)
                        {
-                               if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
-                                       (void)project_o(0, 0, y, x, dam, GF_MANA);
+                               if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
+                               {
+                                       (void)project_o(caster_ptr, 0, 0, y, x, dam, GF_MANA);
                                }
                        }
                }
        }
-       for (y = y1; y <= y2; y++) {
-               for (x = x1; x <= x2; x++) {
+
+       for (y = y1; y <= y2; y++)
+       {
+               for (x = x1; x <= x2; x++)
+               {
                        if (centersign*((point_x[0] - x)*(point_y[1] - y)
                                - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
                                centersign*((point_x[1] - x)*(point_y[2] - y)
@@ -6732,16 +6750,19 @@ bool binding_field(HIT_POINT dam)
                                centersign*((point_x[2] - x)*(point_y[0] - y)
                                        - (point_y[2] - y)*(point_x[0] - x)) >= 0)
                        {
-                               if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
-                                       (void)project_m(0, 0, y, x, dam, GF_MANA,
+                               if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
+                               {
+                                       (void)project_m(caster_ptr, 0, 0, y, x, dam, GF_MANA,
                                                (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE);
                                }
                        }
                }
        }
-       if (one_in_(7)) {
+
+       if (one_in_(7))
+       {
                msg_print(_("鏡が結界に耐えきれず、壊れてしまった。", "The field broke a mirror"));
-               remove_mirror(point_y[0], point_x[0]);
+               remove_mirror(caster_ptr, point_y[0], point_x[0]);
        }
 
        return TRUE;
@@ -6752,32 +6773,28 @@ bool binding_field(HIT_POINT dam)
  * @param dam ダメージ量
  * @return 効果があったらTRUEを返す
  */
-void seal_of_mirror(HIT_POINT dam)
+void seal_of_mirror(player_type *caster_ptr, HIT_POINT dam)
 {
-       POSITION x, y;
-
-       for (x = 0; x < current_floor_ptr->width; x++)
+       for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
        {
-               for (y = 0; y < current_floor_ptr->height; y++)
+               for (POSITION y = 0; y < caster_ptr->current_floor_ptr->height; y++)
                {
-                       if (is_mirror_grid(&current_floor_ptr->grid_array[y][x]))
+                       if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
+                               continue;
+                       
+                       if (!project_m(caster_ptr, 0, 0, y, x, dam, GF_GENOCIDE,
+                               (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE))
+                               continue;
+                       
+                       if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
                        {
-                               if (project_m(0, 0, y, x, dam, GF_GENOCIDE,
-                                       (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE))
-                               {
-                                       if (!current_floor_ptr->grid_array[y][x].m_idx)
-                                       {
-                                               remove_mirror(y, x);
-                                       }
-                               }
+                               remove_mirror(caster_ptr, y, x);
                        }
                }
        }
-       return;
 }
 
 
-
 /*!
  * @brief 領域魔法に応じて技能の名称を返す。
  * @param tval 魔法書のtval
@@ -6797,4 +6814,3 @@ concptr spell_category_name(OBJECT_TYPE_VALUE tval)
                return _("呪文", "spell");
        }
 }
-