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[Refactor] #37353 モンスター配置に関する関数整理中。 / Refactor functions for place monster.
[hengbandforosx/hengbandosx.git] / src / xtra2.c
index e898298..307abf1 100644 (file)
 #include "angband.h"
 #include "cmd-pet.h"
 #include "object-curse.h"
+#include "monster.h"
+#include "monsterrace-hook.h"
+#include "objectkind-hook.h"
+#include "sort.h"
+#include "projection.h"
+#include "spells-summon.h"
 
 #define REWARD_CHANCE 10
 
@@ -49,8 +55,6 @@ void check_experience(void)
 
        /* Redraw experience */
        p_ptr->redraw |= (PR_EXP);
-
-       /* Handle stuff */
        handle_stuff();
 
 
@@ -60,16 +64,9 @@ void check_experience(void)
        {
                /* Lose a level */
                p_ptr->lev--;
-
-               /* Update some stuff */
                p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
-               /* Redraw some stuff */
                p_ptr->redraw |= (PR_LEV | PR_TITLE);
-
                p_ptr->window |= (PW_PLAYER);
-
-               /* Handle stuff */
                handle_stuff();
        }
 
@@ -104,18 +101,12 @@ void check_experience(void)
 
                msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
 
-               /* Update some stuff */
                p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
-               /* Redraw some stuff */
                p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
-
                p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
 
                /* HPとMPの上昇量を表示 */
                level_up = 1;
-
-               /* Handle stuff */
                handle_stuff();
 
                level_up = 0;
@@ -131,43 +122,28 @@ void check_experience(void)
                                        int n;
                                        char tmp[32];
 
-#ifdef JP
-                                       cnv_stat(p_ptr->stat_max[0], tmp);
-                                       prt(format("        a) 腕力 (現在値 %s)", tmp), 2, 14);
-                                       cnv_stat(p_ptr->stat_max[1], tmp);
-                                       prt(format("        b) 知能 (現在値 %s)", tmp), 3, 14);
-                                       cnv_stat(p_ptr->stat_max[2], tmp);
-                                       prt(format("        c) 賢さ (現在値 %s)", tmp), 4, 14);
-                                       cnv_stat(p_ptr->stat_max[3], tmp);
-                                       prt(format("        d) 器用 (現在値 %s)", tmp), 5, 14);
-                                       cnv_stat(p_ptr->stat_max[4], tmp);
-                                       prt(format("        e) 耐久 (現在値 %s)", tmp), 6, 14);
-                                       cnv_stat(p_ptr->stat_max[5], tmp);
-                                       prt(format("        f) 魅力 (現在値 %s)", tmp), 7, 14);
-                                       prt("", 8, 14);
-                                       prt("        どの能力値を上げますか?", 1, 14);
-#else
                                        cnv_stat(p_ptr->stat_max[0], tmp);
-                                       prt(format("        a) Str (cur %s)", tmp), 2, 14);
+                                       prt(format(_("        a) 腕力 (現在値 %s)", "        a) Str (cur %s)"), tmp), 2, 14);
                                        cnv_stat(p_ptr->stat_max[1], tmp);
-                                       prt(format("        b) Int (cur %s)", tmp), 3, 14);
+                                       prt(format(_("        b) 知能 (現在値 %s)", "        a) Int (cur %s)"), tmp), 3, 14);
                                        cnv_stat(p_ptr->stat_max[2], tmp);
-                                       prt(format("        c) Wis (cur %s)", tmp), 4, 14);
+                                       prt(format(_("        c) 賢さ (現在値 %s)", "        a) Wis (cur %s)"), tmp), 4, 14);
                                        cnv_stat(p_ptr->stat_max[3], tmp);
-                                       prt(format("        d) Dex (cur %s)", tmp), 5, 14);
+                                       prt(format(_("        d) 器用 (現在値 %s)", "        a) Dex (cur %s)"), tmp), 5, 14);
                                        cnv_stat(p_ptr->stat_max[4], tmp);
-                                       prt(format("        e) Con (cur %s)", tmp), 6, 14);
+                                       prt(format(_("        e) 耐久 (現在値 %s)", "        a) Con (cur %s)"), tmp), 6, 14);
                                        cnv_stat(p_ptr->stat_max[5], tmp);
-                                       prt(format("        f) Chr (cur %s)", tmp), 7, 14);
+                                       prt(format(_("        f) 魅力 (現在値 %s)", "        a) Chr (cur %s)"), tmp), 7, 14);
+
                                        prt("", 8, 14);
-                                       prt("        Which stat do you want to raise?", 1, 14);
-#endif
+                                       prt(_("        どの能力値を上げますか?", "        Which stat do you want to raise?"), 1, 14);
+
                                        while(1)
                                        {
                                                choice = inkey();
                                                if ((choice >= 'a') && (choice <= 'f')) break;
                                        }
-                                       for(n = 0; n < 6; n++)
+                                       for(n = 0; n < A_MAX; n++)
                                                if (n != choice - 'a')
                                                        prt("",n+2,14);
                                        if (get_check(_("よろしいですか?", "Are you sure? "))) break;
@@ -196,15 +172,9 @@ void check_experience(void)
                        level_reward = FALSE;
                }
 
-               /* Update some stuff */
                p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
-               /* Redraw some stuff */
                p_ptr->redraw |= (PR_LEV | PR_TITLE);
-
                p_ptr->window |= (PW_PLAYER | PW_SPELL);
-
-               /* Handle stuff */
                handle_stuff();
        }
 
@@ -213,178 +183,6 @@ void check_experience(void)
 }
 
 
-/*!
- * @brief モンスターを倒した際の財宝svalを返す
- * @param r_idx 倒したモンスターの種族ID
- * @return 財宝のsval
- * @details
- * Hack -- Return the "automatic coin type" of a monster race
- * Used to allocate proper treasure when "Creeping coins" die
- * Note the use of actual "monster names"
- */
-static int get_coin_type(MONRACE_IDX r_idx)
-{
-       /* Analyze monsters */
-       switch (r_idx)
-       {
-               case MON_COPPER_COINS: return 2;
-               case MON_SILVER_COINS: return 5;
-               case MON_GOLD_COINS: return 10;
-               case MON_MITHRIL_COINS:
-               case MON_MITHRIL_GOLEM: return 16;
-               case MON_ADAMANT_COINS: return 17;
-       }
-
-       /* Assume nothing */
-       return 0;
-}
-
-
-/*!
- * @brief オブジェクトがクロークかどうかを判定する /
- * Hack -- determine if a template is Cloak
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトがクロークならばTRUEを返す
- */
-static bool kind_is_cloak(KIND_OBJECT_IDX k_idx)
-{
-       object_kind *k_ptr = &k_info[k_idx];
-
-       /* Analyze the item type */
-       if (k_ptr->tval == TV_CLOAK)
-       {
-               return (TRUE);
-       }
-
-       /* Assume not good */
-       return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトが竿状武器かどうかを判定する /
- * Hack -- determine if a template is Polearm
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトが竿状武器ならばTRUEを返す
- */
-static bool kind_is_polearm(KIND_OBJECT_IDX k_idx)
-{
-       object_kind *k_ptr = &k_info[k_idx];
-
-       /* Analyze the item type */
-       if (k_ptr->tval == TV_POLEARM)
-       {
-               return (TRUE);
-       }
-
-       /* Assume not good */
-       return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトが剣かどうかを判定する /
- * Hack -- determine if a template is Sword
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトが剣ならばTRUEを返す
- */
-static bool kind_is_sword(KIND_OBJECT_IDX k_idx)
-{
-       object_kind *k_ptr = &k_info[k_idx];
-
-       /* Analyze the item type */
-       if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
-       {
-               return (TRUE);
-       }
-
-       /* Assume not good */
-       return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトが魔法書かどうかを判定する /
- * Hack -- determine if a template is Book
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトが魔法書ならばTRUEを返す
- */
-static bool kind_is_book(KIND_OBJECT_IDX k_idx)
-{
-       object_kind *k_ptr = &k_info[k_idx];
-
-       /* Analyze the item type */
-       if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
-       {
-               return (TRUE);
-       }
-
-       /* Assume not good */
-       return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する /
- * Hack -- determine if a template is Good book
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す
- */
-static bool kind_is_good_book(KIND_OBJECT_IDX k_idx)
-{
-       object_kind *k_ptr = &k_info[k_idx];
-
-       /* Analyze the item type */
-       if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
-       {
-               return (TRUE);
-       }
-
-       /* Assume not good */
-       return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトが鎧かどうかを判定する /
- * Hack -- determine if a template is Armor
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトが鎧ならばTRUEを返す
- */
-static bool kind_is_armor(KIND_OBJECT_IDX k_idx)
-{
-       object_kind *k_ptr = &k_info[k_idx];
-
-       /* Analyze the item type */
-       if (k_ptr->tval == TV_HARD_ARMOR)
-       {
-               return (TRUE);
-       }
-
-       /* Assume not good */
-       return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトが打撃武器かどうかを判定する /
- * Hack -- determine if a template is hafted weapon
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトが打撃武器ならばTRUEを返す
- */
-static bool kind_is_hafted(KIND_OBJECT_IDX k_idx)
-{
-       object_kind *k_ptr = &k_info[k_idx];
-
-       /* Analyze the item type */
-       if (k_ptr->tval == TV_HAFTED)
-       {
-               return (TRUE);
-       }
-
-       /* Assume not good */
-       return (FALSE);
-}
 
 /*!
  * @brief クエストを達成状態にする /
@@ -406,7 +204,7 @@ void complete_quest(QUEST_IDX quest_num)
        }
 
        q_ptr->status = QUEST_STATUS_COMPLETED;
-       q_ptr->complev = (byte)p_ptr->lev;
+       q_ptr->complev = p_ptr->lev;
        update_playtime();
        q_ptr->comptime = playtime;
 
@@ -460,7 +258,6 @@ void check_quest_completion(monster_type *m_ptr)
        object_type forge;
        object_type *o_ptr;
 
-       /* Get the location */
        y = m_ptr->fy;
        x = m_ptr->fx;
 
@@ -607,793 +404,106 @@ void check_quest_completion(monster_type *m_ptr)
                                                complete_quest(QUEST_TOWER1);
                                        }
                                }
-                               break;
-                       }
-               }
-       }
-
-       /* Create a magical staircase */
-       if (create_stairs)
-       {
-               POSITION ny, nx;
-
-               /* Stagger around */
-               while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
-               {
-                       /* Pick a location */
-                       scatter(&ny, &nx, y, x, 1, 0);
-
-                       /* Stagger */
-                       y = ny; x = nx;
-               }
-
-               /* Explain the staircase */
-               msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
-
-               /* Create stairs down */
-               cave_set_feat(y, x, feat_down_stair);
-
-               /* Remember to update everything */
-               p_ptr->update |= (PU_FLOW);
-       }
-
-       /*
-        * Drop quest reward
-        */
-       if (reward)
-       {
-               int i;
-
-               for (i = 0; i < (dun_level / 15)+1; i++)
-               {
-                       /* Get local object */
-                       o_ptr = &forge;
-                       object_wipe(o_ptr);
-
-                       /* Make a great object */
-                       make_object(o_ptr, AM_GOOD | AM_GREAT);
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(o_ptr, -1, y, x);
-               }
-       }
-}
-
-/*!
- * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
- * @return なし
- */
-void check_find_art_quest_completion(object_type *o_ptr)
-{
-       QUEST_IDX i;
-       /* Check if completed a quest */
-       for (i = 0; i < max_q_idx; i++)
-       {
-               if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
-                       (quest[i].status == QUEST_STATUS_TAKEN) &&
-                       (quest[i].k_idx == o_ptr->name1))
-               {
-                       complete_quest(i);
-               }
-       }
-}
-
-
-/*!
- * @brief モンスターを撃破した際の述語メッセージを返す /
- * Return monster death string
- * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
- * @return 撃破されたモンスターの述語
- */
-cptr extract_note_dies(monster_race *r_ptr)
-{
-       /* Some monsters get "destroyed" */
-       if (!monster_living(r_ptr))
-       {
-               int i;
-
-               for (i = 0; i < 4; i++)
-               {
-                       if (r_ptr->blow[i].method == RBM_EXPLODE)
-                       {
-                               return _("は爆発して粉々になった。", " explodes into tiny shreds.");
-                       }
-               }
-               return _("を倒した。", " is destroyed.");
-       }
-
-       /* Assume a default death */
-       return _("は死んだ。", " dies.");
-}
-
-
-/*!
- * @brief モンスターが死亡した時の処理 /
- * Handle the "death" of a monster.
- * @param m_idx 死亡したモンスターのID
- * @param drop_item TRUEならばモンスターのドロップ処理を行う
- * @return 撃破されたモンスターの述語
- * @details
- * <pre>
- * Disperse treasures centered at the monster location based on the
- * various flags contained in the monster flags fields.
- * Check for "Quest" completion when a quest monster is killed.
- * Note that only the player can induce "monster_death()" on Uniques.
- * Thus (for now) all Quest monsters should be Uniques.
- * Note that monsters can now carry objects, and when a monster dies,
- * it drops all of its objects, which may disappear in crowded rooms.
- * </pre>
- */
-void monster_death(MONSTER_IDX m_idx, bool drop_item)
-{
-       int i, j, y, x;
-
-       int dump_item = 0;
-       int dump_gold = 0;
-
-       int number = 0;
-
-       monster_type *m_ptr = &m_list[m_idx];
-
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
-
-       u32b mo_mode = 0L;
-
-       bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
-       bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
-       bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
-       int force_coin = get_coin_type(m_ptr->r_idx);
-
-       object_type forge;
-       object_type *q_ptr;
-
-       bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
-               && !p_ptr->inside_battle && !is_pet(m_ptr);
-
-       /* The caster is dead? */
-       if (world_monster && world_monster == m_idx) world_monster = 0;
-
-       /* Notice changes in view */
-       if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-       {
-               /* Update some things */
-               p_ptr->update |= (PU_MON_LITE);
-       }
-
-       /* Get the location */
-       y = m_ptr->fy;
-       x = m_ptr->fx;
-
-       if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
-       {
-               char m_name[80];
-
-               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-               do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
-       }
-
-       /* Let monsters explode! */
-       for (i = 0; i < 4; i++)
-       {
-               if (r_ptr->blow[i].method == RBM_EXPLODE)
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
-                       DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
-                       DICE_SID d_side = r_ptr->blow[i].d_side;
-                       HIT_POINT damage = damroll(d_dice, d_side);
-
-                       project(m_idx, 3, y, x, damage, typ, flg, -1);
-                       break;
-               }
-       }
-
-       if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
-       {
-               choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
-               r_ptr = &r_info[m_ptr->r_idx];
-       }
-
-       /* Check for quest completion */
-       check_quest_completion(m_ptr);
-
-       /* Handle the possibility of player vanquishing arena combatant -KMW- */
-       if (p_ptr->inside_arena && !is_pet(m_ptr))
-       {
-               p_ptr->exit_bldg = TRUE;
-
-               if (p_ptr->arena_number > MAX_ARENA_MONS)
-               {
-                       msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
-               }
-               else
-               {
-                       msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
-               }
-
-               if (arena_info[p_ptr->arena_number].tval)
-               {
-                       /* Get local object */
-                       q_ptr = &forge;
-
-                       /* Prepare to make a prize */
-                       object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
-
-                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-
-               if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
-               p_ptr->arena_number++;
-               if (record_arena)
-               {
-                       char m_name[80];
-                       
-                       /* Extract monster name */
-                       monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-                       
-                       do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
-               }
-       }
-
-       if (m_idx == p_ptr->riding)
-       {
-               if (rakuba(-1, FALSE))
-               {
-                       msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
-               }
-       }
-
-       /* Drop a dead corpse? */
-       if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
-           (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
-       {
-               /* Assume skeleton */
-               bool corpse = FALSE;
-
-               /*
-                * We cannot drop a skeleton? Note, if we are in this check,
-                * we *know* we can drop at least a corpse or a skeleton
-                */
-               if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
-                       corpse = TRUE;
-               else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
-                       corpse = TRUE;
-
-               /* Else, a corpse is more likely unless we did a "lot" of damage */
-               else if (r_ptr->flags9 & RF9_DROP_CORPSE)
-               {
-                       /* Lots of damage in one blow */
-                       if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
-                       {
-                               if (one_in_(5)) corpse = TRUE;
-                       }
-                       else
-                       {
-                               if (!one_in_(5)) corpse = TRUE;
-                       }
-               }
-
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Prepare to make an object */
-               object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
-
-               apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
-               q_ptr->pval = m_ptr->r_idx;
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-       }
-
-       /* Drop objects being carried */
-       monster_drop_carried_objects(m_ptr);
-
-       if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
-       if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
-
-       switch (m_ptr->r_idx)
-       {
-       case MON_PINK_HORROR:
-               /* Pink horrors are replaced with 2 Blue horrors */
-               if (!(p_ptr->inside_arena || p_ptr->inside_battle))
-               {
-                       bool notice = FALSE;
-
-                       for (i = 0; i < 2; i++)
-                       {
-                               int wy = y, wx = x;
-                               bool pet = is_pet(m_ptr);
-                               BIT_FLAGS mode = 0L;
-
-                               if (pet) mode |= PM_FORCE_PET;
-
-                               if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
-                               {
-                                       if (player_can_see_bold(wy, wx))
-                                               notice = TRUE;
-                               }
-                       }
-
-                       if (notice)
-                               msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
-               }
-               break;
-
-       case MON_BLOODLETTER:
-               /* Bloodletters of Khorne may drop a blade of chaos */
-               if (drop_chosen_item && (randint1(100) < 15))
-               {
-                       /* Get local object */
-                       q_ptr = &forge;
-
-                       /* Prepare to make a Blade of Chaos */
-                       object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
-
-                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_RAAL:
-               if (drop_chosen_item && (dun_level > 9))
-               {
-                       /* Get local object */
-                       q_ptr = &forge;
-                       object_wipe(q_ptr);
-
-                       /* Activate restriction */
-                       if ((dun_level > 49) && one_in_(5))
-                               get_obj_num_hook = kind_is_good_book;
-                       else
-                               get_obj_num_hook = kind_is_book;
-
-                       /* Make a book */
-                       make_object(q_ptr, mo_mode);
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_DAWN:
-               /*
-                * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
-                * spawn another in the fallen one's place!
-                */
-               if (!p_ptr->inside_arena && !p_ptr->inside_battle)
-               {
-                       if (!one_in_(7))
-                       {
-                               POSITION wy = y, wx = x;
-                               int attempts = 100;
-                               bool pet = is_pet(m_ptr);
-
-                               do
-                               {
-                                       scatter(&wy, &wx, y, x, 20, 0);
-                               }
-                               while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
-
-                               if (attempts > 0)
-                               {
-                                       BIT_FLAGS mode = 0L;
-                                       if (pet) mode |= PM_FORCE_PET;
-
-                                       if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
-                                       {
-                                               if (player_can_see_bold(wy, wx))
-                                                       msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
-                                       }
-                               }
-                       }
-               }
-               break;
-
-       case MON_UNMAKER:
-               /* One more ultra-hack: An Unmaker goes out with a big bang! */
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
-               }
-               break;
-
-       case MON_UNICORN_ORD:
-       case MON_MORGOTH:
-       case MON_ONE_RING:
-               /* Reward for "lazy" player */
-               if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               {
-                       ARTIFACT_IDX a_idx = 0;
-                       artifact_type *a_ptr = NULL;
-
-                       if (!drop_chosen_item) break;
-
-                       do
-                       {
-                               switch (randint0(3))
-                               {
-                               case 0:
-                                       a_idx = ART_NAMAKE_HAMMER;
-                                       break;
-                               case 1:
-                                       a_idx = ART_NAMAKE_BOW;
-                                       break;
-                               case 2:
-                                       a_idx = ART_NAMAKE_ARMOR;
-                                       break;
-                               }
-
-                               a_ptr = &a_info[a_idx];
-                       }
-                       while (a_ptr->cur_num);
-
-                       /* Create the artifact */
-                       if (create_named_art(a_idx, y, x))
-                       {
-                               a_ptr->cur_num = 1;
-
-                               /* Hack -- Memorize location of artifact in saved floors */
-                               if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                       }
-                       else if (!preserve_mode) a_ptr->cur_num = 1;
-               }
-               break;
-
-       case MON_SERPENT:
-               if (!drop_chosen_item) break;
-
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Mega-Hack -- Prepare to make "Grond" */
-               object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
-
-               /* Mega-Hack -- Mark this item as "Grond" */
-               q_ptr->name1 = ART_GROND;
-
-               /* Mega-Hack -- Actually create "Grond" */
-               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Mega-Hack -- Prepare to make "Chaos" */
-               object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
-
-               /* Mega-Hack -- Mark this item as "Chaos" */
-               q_ptr->name1 = ART_CHAOS;
-
-               /* Mega-Hack -- Actually create "Chaos" */
-               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-               break;
-
-       case MON_B_DEATH_SWORD:
-               if (drop_chosen_item)
-               {
-                       /* Get local object */
-                       q_ptr = &forge;
-
-                       /* Prepare to make a broken sword */
-                       object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_A_GOLD:
-       case MON_A_SILVER:
-               if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
-                    ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
-               {
-                       /* Get local object */
-                       q_ptr = &forge;
-
-                       /* Prepare to make a Can of Toys */
-                       object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
-
-                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_ROLENTO:
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
-               }
-               break;
-
-       default:
-               if (!drop_chosen_item) break;
-
-               switch (r_ptr->d_char)
-               {
-               case '(':
-                       if (dun_level > 0)
-                       {
-                               /* Get local object */
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_cloak;
-
-                               /* Make a cloak */
-                               make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '/':
-                       if (dun_level > 4)
-                       {
-                               /* Get local object */
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_polearm;
-
-                               /* Make a poleweapon */
-                               make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '[':
-                       if (dun_level > 19)
-                       {
-                               /* Get local object */
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_armor;
-
-                               /* Make a hard armor */
-                               make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '\\':
-                       if (dun_level > 4)
-                       {
-                               /* Get local object */
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_hafted;
-
-                               /* Make a hafted weapon */
-                               make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '|':
-                       if (m_ptr->r_idx != MON_STORMBRINGER)
-                       {
-                               /* Get local object */
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_sword;
-
-                               /* Make a sword */
-                               make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-               }
-               break;
-       }
-
-       /* Mega-Hack -- drop fixed items */
-       if (drop_chosen_item)
-       {
-               ARTIFACT_IDX a_idx = 0;
-               int chance = 0;
-
-               for(i = 0; i < 4; i++)
-               {
-                       if(!r_ptr->artifact_id[i]) break;
-                       a_idx = r_ptr->artifact_id[i];
-                       chance = r_ptr->artifact_percent[i];
-               }
-
-               if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
-               {
-                       artifact_type *a_ptr = &a_info[a_idx];
-
-                       if (!a_ptr->cur_num)
-                       {
-                               /* Create the artifact */
-                               if (create_named_art(a_idx, y, x))
-                               {
-                                       a_ptr->cur_num = 1;
-
-                                       /* Hack -- Memorize location of artifact in saved floors */
-                                       if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                               }
-                               else if (!preserve_mode) a_ptr->cur_num = 1;
-                       }
-               }
-
-               if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
-               {
-                       KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
-                               : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
-
-                       if (d_info[dungeon_type].final_artifact)
-                       {
-                               a_idx = d_info[dungeon_type].final_artifact;
-                               artifact_type *a_ptr = &a_info[a_idx];
-
-                               if (!a_ptr->cur_num)
-                               {
-                                       /* Create the artifact */
-                                       if (create_named_art(a_idx, y, x))
-                                       {
-                                               a_ptr->cur_num = 1;
-
-                                               /* Hack -- Memorize location of artifact in saved floors */
-                                               if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                                       }
-                                       else if (!preserve_mode) a_ptr->cur_num = 1;
-
-                                       /* Prevent rewarding both artifact and "default" object */
-                                       if (!d_info[dungeon_type].final_object) k_idx = 0;
-                               }
-                       }
-
-                       if (k_idx)
-                       {
-                               /* Get local object */
-                               q_ptr = &forge;
-
-                               /* Prepare to make a reward */
-                               object_prep(q_ptr, k_idx);
-
-                               apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
+                               break;
                        }
-                       msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
                }
        }
 
-       /* Determine how much we can drop */
-       if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
-       if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
-       if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
-       if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
-       if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
-       if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
-
-       if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
-               number = 0; /* Clones drop no stuff unless Cloning Pits */
-
-       if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
-               number = 0; /* Pets drop no stuff */
-       if (!drop_item && (r_ptr->d_char != '$')) number = 0;
-       
-       if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
-               number = 0; /* Limit of Multiply monster drop */
-
-       /* Hack -- handle creeping coins */
-       coin_type = force_coin;
-
-       /* Average dungeon and monster levels */
-       object_level = (dun_level + r_ptr->level) / 2;
-
-       /* Drop some objects */
-       for (j = 0; j < number; j++)
+       /* Create a magical staircase */
+       if (create_stairs)
        {
-               /* Get local object */
-               q_ptr = &forge;
-               object_wipe(q_ptr);
+               POSITION ny, nx;
 
-               /* Make Gold */
-               if (do_gold && (!do_item || (randint0(100) < 50)))
+               /* Stagger around */
+               while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
                {
-                       /* Make some gold */
-                       if (!make_gold(q_ptr)) continue;
+                       /* Pick a location */
+                       scatter(&ny, &nx, y, x, 1, 0);
 
-                       dump_gold++;
+                       /* Stagger */
+                       y = ny; x = nx;
                }
 
-               /* Make Object */
-               else
-               {
-                       /* Make an object */
-                       if (!make_object(q_ptr, mo_mode)) continue;
+               /* Explain the staircase */
+               msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
 
-                       dump_item++;
-               }
+               /* Create stairs down */
+               cave_set_feat(y, x, feat_down_stair);
 
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
+               /* Remember to update everything */
+               p_ptr->update |= (PU_FLOW);
        }
 
-       /* Reset the object level */
-       object_level = base_level;
+       /*
+        * Drop quest reward
+        */
+       if (reward)
+       {
+               int i;
 
-       /* Reset "coin" type */
-       coin_type = 0;
+               for (i = 0; i < (dun_level / 15)+1; i++)
+               {
+                       o_ptr = &forge;
+                       object_wipe(o_ptr);
 
+                       /* Make a great object */
+                       make_object(o_ptr, AM_GOOD | AM_GREAT);
+                       (void)drop_near(o_ptr, -1, y, x);
+               }
+       }
+}
 
-       /* Take note of any dropped treasure */
-       if (visible && (dump_item || dump_gold))
+/*!
+ * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
+ * Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
+ * @return なし
+ */
+void check_find_art_quest_completion(object_type *o_ptr)
+{
+       QUEST_IDX i;
+       /* Check if completed a quest */
+       for (i = 0; i < max_q_idx; i++)
        {
-               /* Take notes on treasure */
-               lore_treasure(m_idx, dump_item, dump_gold);
+               if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
+                       (quest[i].status == QUEST_STATUS_TAKEN) &&
+                       (quest[i].k_idx == o_ptr->name1))
+               {
+                       complete_quest(i);
+               }
        }
+}
 
-       /* Only process "Quest Monsters" */
-       if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
-       if (p_ptr->inside_battle) return;
 
-       /* Winner? */
-       if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
+/*!
+ * @brief モンスターを撃破した際の述語メッセージを返す /
+ * Return monster death string
+ * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
+ * @return 撃破されたモンスターの述語
+ */
+concptr extract_note_dies(MONRACE_IDX r_idx)
+{
+       monster_race *r_ptr = &r_info[r_idx];
+       /* Some monsters get "destroyed" */
+       if (!monster_living(r_idx))
        {
-               /* Total winner */
-               p_ptr->total_winner = TRUE;
-
-               /* Redraw the "title" */
-               p_ptr->redraw |= (PR_TITLE);
-
-               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
-
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
+               int i;
 
-               if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
+               for (i = 0; i < 4; i++)
                {
-                       msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
+                       if (r_ptr->blow[i].method == RBM_EXPLODE)
+                       {
+                               return _("は爆発して粉々になった。", " explodes into tiny shreds.");
+                       }
                }
-
-               /* Congratulations */
-               msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
-               msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
-               msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
+               return _("を倒した。", " is destroyed.");
        }
+
+       /* Assume a default death */
+       return _("は死んだ。", " dies.");
 }
 
+
 /*!
  * @brief モンスターに与えたダメージの修正処理 /
  * Modify the physical damage done to the monster.
@@ -1550,17 +660,16 @@ static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
  * to induce changes in the monster recall code.
  * </pre>
  */
-bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
+bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
 {
-       monster_type    *m_ptr = &m_list[m_idx];
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-
-       monster_type    exp_mon;
+       monster_type *m_ptr = &m_list[m_idx];
+       monster_race *r_ptr = &r_info[m_ptr->r_idx];
+       monster_type exp_mon;
 
        /* Innocent until proven otherwise */
-       bool        innocent = TRUE, thief = FALSE;
-       int         i;
-       int         expdam;
+       bool innocent = TRUE, thief = FALSE;
+       int i;
+       HIT_POINT expdam;
 
        (void)COPY(&exp_mon, m_ptr, monster_type);
        
@@ -1575,7 +684,6 @@ bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
        if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
        if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
 
-       /* Wake it up */
        (void)set_monster_csleep(m_idx, 0);
 
        /* Hack - Cancel any special player stealth magics. -LM- */
@@ -1587,21 +695,20 @@ bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
        /* Genocided by chaos patron */
        if (!m_idx) return TRUE;
        
-       /* Hurt it */
        m_ptr->hp -= dam;
-       
        m_ptr->dealt_damage += dam;
+
        if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
+
        if (p_ptr->wizard)
        {
-               msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."),
-                                       m_ptr->dealt_damage, m_ptr->maxhp);
+               msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
        }
 
        /* It is dead now */
        if (m_ptr->hp < 0)
        {
-               char m_name[80];
+               GAME_TEXT m_name[MAX_NLEN];
 
                if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
                {
@@ -1691,16 +798,14 @@ bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
                if (r_ptr->flags2 & RF2_CAN_SPEAK)
                {
                        char line_got[1024];
-
-                       /* Dump a message */
                        if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
-
+                       {
                                msg_format("%^s %s", m_name, line_got);
+                       }
 
 #ifdef WORLD_SCORE
                        if (m_ptr->r_idx == MON_SERPENT)
                        {
-                               /* Make screen dump */
                                screen_dump = make_screen_dump();
                        }
 #endif
@@ -1743,8 +848,7 @@ bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
                        chg_virtue(V_COMPASSION, -1);
                }
 
-               if ((r_ptr->flags3 & RF3_GOOD) &&
-                       ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
+               if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
                        chg_virtue(V_UNLIFE, 1);
 
                if (r_ptr->d_char == 'A')
@@ -1801,8 +905,7 @@ bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
                {
                        if (r_ptr->flags1 & RF1_UNIQUE)
                                chg_virtue(V_JUSTICE, 3);
-                       else if (1+((r_ptr->level) / 10 + (2 * dun_level))
-                               >= randint1(100))
+                       else if (1+((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100))
                                chg_virtue(V_JUSTICE, 1);
                }
                else if (innocent)
@@ -1818,11 +921,7 @@ bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
                if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
                {
                        char note_buf[160];
-#ifdef JP
-                       sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : "");
-#else
-                       sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
-#endif
+                       sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
                        do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
                }
 
@@ -1850,7 +949,7 @@ bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
                }
 
                /* Death by Physical attack -- non-living monster */
-               else if (!monster_living(r_ptr))
+               else if (!monster_living(m_ptr->r_idx))
                {
                        bool explode = FALSE;
 
@@ -1868,7 +967,7 @@ bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
                                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
                                        msg_format("せっかくだから%sを倒した。", m_name);
                                else
-msg_format("%sを倒した。", m_name);
+                               msg_format("%sを倒した。", m_name);
 #else
                                msg_format("You have destroyed %s.", m_name);
 #endif
@@ -1882,7 +981,7 @@ msg_format("%sを倒した。", m_name);
                        if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
                                msg_format("せっかくだから%sを葬り去った。", m_name);
                        else
-msg_format("%sを葬り去った。", m_name);
+                               msg_format("%sを葬り去った。", m_name);
 #else
                                msg_format("You have slain %s.", m_name);
 #endif
@@ -1904,18 +1003,13 @@ msg_format("%sを葬り去った。", m_name);
                monster_death(m_idx, TRUE);
 
                /* Mega hack : replace IKETA to BIKETAL */
-               if ((m_ptr->r_idx == MON_IKETA) &&
-                   !(p_ptr->inside_arena || p_ptr->inside_battle))
+               if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
                {
-                       int dummy_y = m_ptr->fy;
-                       int dummy_x = m_ptr->fx;
+                       POSITION dummy_y = m_ptr->fy;
+                       POSITION dummy_x = m_ptr->fx;
                        BIT_FLAGS mode = 0L;
-
                        if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
-
-
                        delete_monster_idx(m_idx);
-
                        if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
                        {
                                msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
@@ -1923,7 +1017,6 @@ msg_format("%sを葬り去った。", m_name);
                }
                else
                {
-
                        delete_monster_idx(m_idx);
                }
 
@@ -1960,8 +1053,7 @@ msg_format("%sを葬り去った。", m_name);
                 * Run (sometimes) if at 10% or less of max hit points,
                 * or (usually) when hit for half its current hit points
                 */
-               if ((randint1(10) >= percentage) ||
-                   ((dam >= m_ptr->hp) && (randint0(100) < 80)))
+               if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
                {
                        /* Hack -- note fear */
                        (*fear) = TRUE;
@@ -1975,22 +1067,6 @@ msg_format("%sを葬り去った。", m_name);
 
 #endif
 
-#if 0
-       if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
-       {
-               char m_name[80];
-
-               /* Extract monster name */
-               monster_desc(m_name, m_ptr, 0);
-
-               if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
-               if (rakuba((dam > 200) ? 200 : dam, FALSE))
-               {
-               msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
-               }
-       }
-#endif
-
        /* Not dead yet */
        return (FALSE);
 }
@@ -2019,7 +1095,7 @@ void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
  */
 void panel_bounds_center(void)
 {
-       int wid, hgt;
+       TERM_LEN wid, hgt;
 
        get_screen_size(&wid, &hgt);
 
@@ -2051,23 +1127,12 @@ void resize_map(void)
        verify_panel();
 
        p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
-       /* Forget lite/view */
        p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
-       /* Update lite/view */
        p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
-
-       /* Update monsters */
        p_ptr->update |= (PU_MONSTERS);
-
-       /* Redraw everything */
        p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
 
-       /* Hack -- update */
        handle_stuff();
-       
-       /* Redraw */
        Term_redraw();
 
        /*
@@ -2076,7 +1141,6 @@ void resize_map(void)
         */
        if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
 
-       /* Refresh */
        Term_fresh();
 }
 
@@ -2091,13 +1155,9 @@ void redraw_window(void)
        if (!character_dungeon) return;
 
        p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
-
        p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
 
-       /* Hack -- update */
        handle_stuff();
-
-       /* Redraw */
        Term_redraw();
 }
 
@@ -2141,10 +1201,7 @@ bool change_panel(POSITION dy, POSITION dx)
                panel_bounds_center();
 
                p_ptr->update |= (PU_MONSTERS);
-
                p_ptr->redraw |= (PR_MAP);
-
-               /* Handle stuff */
                handle_stuff();
 
                /* Success */
@@ -2196,7 +1253,7 @@ void verify_panel(void)
 {
        POSITION y = p_ptr->y;
        POSITION x = p_ptr->x;
-       int wid, hgt;
+       TERM_LEN wid, hgt;
 
        int prow_min;
        int pcol_min;
@@ -2285,9 +1342,7 @@ void verify_panel(void)
        panel_bounds_center();
 
        p_ptr->update |= (PU_MONSTERS);
-
        p_ptr->redraw |= (PR_MAP);
-
        p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
 }
 
@@ -2295,73 +1350,47 @@ void verify_panel(void)
 /*
  * Monster health description
  */
-cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
+concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
 {
        monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-       bool         living;
-       int          perc;
-       cptr desc;
-       cptr attitude;
-       cptr clone;
+       bool living;
+       int perc;
+       concptr desc;
+       concptr attitude;
+       concptr clone;
 
        /* Determine if the monster is "living" */
-       living = monster_living(ap_r_ptr);
+       living = monster_living(m_ptr->ap_r_idx);
 
        /* Calculate a health "percentage" */
-       perc = 100L * m_ptr->hp / m_ptr->maxhp;
+       perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
 
        /* Healthy monsters */
        if (m_ptr->hp >= m_ptr->maxhp)
        {
-               /* No damage */
-#ifdef JP
-               desc = living ? "無傷" : "無ダメージ";
-#else
-               desc = living ? "unhurt" : "undamaged";
-#endif
-
+               desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
        }
 
        else if (perc >= 60)
        {
-#ifdef JP
-               desc = living ? "軽傷" : "小ダメージ";
-#else
-               desc = living ? "somewhat wounded" : "somewhat damaged";
-#endif
-
+               desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
        }
 
        else if (perc >= 25)
        {
-#ifdef JP
-               desc = living ? "負傷" : "中ダメージ";
-#else
-               desc = living ? "wounded" : "damaged";
-#endif
-
+               desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
        }
 
        else if (perc >= 10)
        {
-#ifdef JP
-               desc = living ? "重傷" : "大ダメージ";
-#else
-               desc = living ? "badly wounded" : "badly damaged";
-#endif
-
+               desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
        }
 
        else 
        {
-#ifdef JP
-               desc = living ? "半死半生" : "倒れかけ";
-#else
-               desc = living ? "almost dead" : "almost destroyed";
-#endif
+               desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
        }
 
-
        /* Need attitude information? */
        if (!(mode & 0x01))
        {
@@ -2381,7 +1410,6 @@ cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
                attitude = _("", "");
        }
 
-
        /* Clone monster? */
        if (m_ptr->smart & SM_CLONED)
        {
@@ -2401,71 +1429,7 @@ cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
        {
                return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
        }
-}
-
-
-
-/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
- */
-void ang_sort_aux(vptr u, vptr v, int p, int q)
-{
-       int z, a, b;
-
-       /* Done sort */
-       if (p >= q) return;
-
-       /* Pivot */
-       z = p;
-
-       /* Begin */
-       a = p;
-       b = q;
-
-       /* Partition */
-       while (TRUE)
-       {
-               /* Slide i2 */
-               while (!(*ang_sort_comp)(u, v, b, z)) b--;
-
-               /* Slide i1 */
-               while (!(*ang_sort_comp)(u, v, z, a)) a++;
-
-               /* Done partition */
-               if (a >= b) break;
-
-               /* Swap */
-               (*ang_sort_swap)(u, v, a, b);
-
-               /* Advance */
-               a++, b--;
-       }
-
-       /* Recurse left side */
-       ang_sort_aux(u, v, p, b);
 
-       /* Recurse right side */
-       ang_sort_aux(u, v, b+1, q);
-}
-
-
-/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
- */
-void ang_sort(vptr u, vptr v, int n)
-{
-       /* Sort the array */
-       ang_sort_aux(u, v, 0, n-1);
 }
 
 
@@ -2755,8 +1719,6 @@ static bool target_set_accept(POSITION y, POSITION x)
        for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
-
-               /* Acquire object */
                o_ptr = &o_list[this_o_idx];
 
                /* Acquire next object */
@@ -2947,11 +1909,11 @@ bool show_gold_on_floor = FALSE;
  *
  * This function must handle blindness/hallucination.
  */
-static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
+static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
 {
        cave_type *c_ptr = &cave[y][x];
        OBJECT_IDX this_o_idx, next_o_idx = 0;
-       cptr s1 = "", s2 = "", s3 = "", x_info = "";
+       concptr s1 = "", s2 = "", s3 = "", x_info = "";
        bool boring = TRUE;
        FEAT_IDX feat;
        feature_type *f_ptr;
@@ -2974,15 +1936,12 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
        /* Hack -- under the player */
        if (player_bold(y, x))
        {
-               /* Description */
 #ifdef JP
                s1 = "あなたは";
                s2 = "の上";
                s3 = "にいる";
 #else
                s1 = "You are ";
-
-               /* Preposition */
                s2 = "on ";
 #endif
        }
@@ -2994,7 +1953,7 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
        /* Hack -- hallucination */
        if (p_ptr->image)
        {
-               cptr name = _("何か奇妙な物", "something strange");
+               concptr name = _("何か奇妙な物", "something strange");
 
                /* Display a message */
 #ifdef JP
@@ -3020,22 +1979,15 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
        {
                monster_type *m_ptr = &m_list[c_ptr->m_idx];
                monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-               char m_name[80];
+               GAME_TEXT m_name[MAX_NLEN];
                bool recall = FALSE;
 
                /* Not boring */
                boring = FALSE;
 
-               /* Get the monster name ("a kobold") */
                monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-
-               /* Hack -- track this monster race */
                monster_race_track(m_ptr->ap_r_idx);
-
-               /* Hack -- health bar for this monster */
                health_track(c_ptr->m_idx);
-
-               /* Hack -- handle stuff */
                handle_stuff();
 
                /* Interact */
@@ -3046,7 +1998,6 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
                        /* Recall */
                        if (recall)
                        {
-                               /* Save */
                                screen_save();
 
                                /* Recall on screen */
@@ -3058,7 +2009,6 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
                                /* Command */
                                query = inkey();
 
-                               /* Restore */
                                screen_load();
 
                                /* Normal commands */
@@ -3122,11 +2072,9 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
                /* Scan all objects being carried */
                for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
                {
-                       char o_name[MAX_NLEN];
+                       GAME_TEXT o_name[MAX_NLEN];
 
                        object_type *o_ptr;
-
-                       /* Acquire object */
                        o_ptr = &o_list[this_o_idx];
 
                        /* Acquire next object */
@@ -3172,11 +2120,9 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
                {
                        if (floor_num == 1)
                        {
-                               char o_name[MAX_NLEN];
+                               GAME_TEXT o_name[MAX_NLEN];
 
                                object_type *o_ptr;
-
-                               /* Acquire object */
                                o_ptr = &o_list[floor_list[0]];
 
                                object_desc(o_name, o_ptr, 0);
@@ -3202,11 +2148,9 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
                        {
                                /* Display rough information about items */
 #ifdef JP
-                               sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
-                                       s1, (int)floor_num, s2, s3, info);
+                               sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]", s1, (int)floor_num, s2, s3, info);
 #else
-                               sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
-                                       s1, s2, s3, (int)floor_num, info);
+                               sprintf(out_val, "%s%s%sa pile of %d items [x,%s]", s1, s2, s3, (int)floor_num, info);
 #endif
 
                                prt(out_val, 0, 0);
@@ -3227,8 +2171,6 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
                        {
                                int i;
                                OBJECT_IDX o_idx;
-
-                               /* Save screen */
                                screen_save();
 
                                /* Display */
@@ -3238,19 +2180,13 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
 
                                /* Prompt */
 #ifdef JP
-                               sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
-                                       s1, (int)floor_num, s2, s3, info);
+                               sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]", s1, (int)floor_num, s2, s3, info);
 #else
-                               sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
-                                       s1, s2, s3, (int)floor_num, info);
+                               sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]", s1, s2, s3, (int)floor_num, info);
 #endif
                                prt(out_val, 0, 0);
 
-
-                               /* Wait */
                                query = inkey();
-
-                               /* Load screen */
                                screen_load();
 
                                /* Exit unless 'Enter' */
@@ -3287,17 +2223,14 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
        for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
-
-               /* Acquire object */
                o_ptr = &o_list[this_o_idx];
 
                /* Acquire next object */
                next_o_idx = o_ptr->next_o_idx;
 
-               /* Describe it */
                if (o_ptr->marked & OM_FOUND)
                {
-                       char o_name[MAX_NLEN];
+                       GAME_TEXT o_name[MAX_NLEN];
 
                        /* Not boring */
                        boring = FALSE;
@@ -3354,7 +2287,7 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
        /* Terrain feature if needed */
        if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
        {
-               cptr name;
+               concptr name;
 
                /* Hack -- special handling for quest entrances */
                if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
@@ -3419,11 +2352,7 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
                    (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
                    have_flag(f_ptr->flags, FF_ENTRANCE))
                {
-#ifdef JP
-                       s2 = "の入口";
-#else
-                       s3 = "";
-#endif
+                       s2 = _("の入口", "");
                }
 #ifndef JP
                else if (have_flag(f_ptr->flags, FF_FLOOR) ||
@@ -3518,29 +2447,23 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
  */
 bool target_set(BIT_FLAGS mode)
 {
-       int             i, d, m, t, bd;
+       int i, d, m, t, bd;
        POSITION y = p_ptr->y;
        POSITION x = p_ptr->x;
 
-       bool    done = FALSE;
-       bool    flag = TRUE;
-       char    query;
-       char    info[80];
-       char    same_key;
-
-       cave_type               *c_ptr;
-
-       int wid, hgt;
+       bool done = FALSE;
+       bool flag = TRUE;
+       char query;
+       char info[80];
+       char same_key;
+       cave_type *c_ptr;
+       TERM_LEN wid, hgt;
        
        get_screen_size(&wid, &hgt);
 
        /* Cancel target */
        target_who = 0;
 
-
-       /* Cancel tracking */
-       /* health_track(0); */
-
        if (rogue_like_commands)
        {
                same_key = 'x';
@@ -3589,8 +2512,7 @@ bool target_set(BIT_FLAGS mode)
                        {
                                char cheatinfo[30];
                                sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
-                                       los(p_ptr->y, p_ptr->x, y, x),
-                                       projectable(p_ptr->y, p_ptr->x, y, x));
+                                       los(p_ptr->y, p_ptr->x, y, x), projectable(p_ptr->y, p_ptr->x, y, x));
                                strcat(info, cheatinfo);
                        }
                        
@@ -3600,9 +2522,6 @@ bool target_set(BIT_FLAGS mode)
                                if(query)break;
                        }
 
-                       /* Cancel tracking */
-                       /* health_track(0); */
-
                        /* Assume no "direction" */
                        d = 0;
 
@@ -3667,14 +2586,9 @@ bool target_set(BIT_FLAGS mode)
                                {
                                        /* Recenter the map around the player */
                                        verify_panel();
-
                                        p_ptr->update |= (PU_MONSTERS);
-
                                        p_ptr->redraw |= (PR_MAP);
-
                                        p_ptr->window |= (PW_OVERHEAD);
-
-                                       /* Handle stuff */
                                        handle_stuff();
 
                                        /* Recalculate interesting grids */
@@ -3750,8 +2664,8 @@ bool target_set(BIT_FLAGS mode)
                                        /* Nothing interesting */
                                        else
                                        {
-                                               int dx = ddx[d];
-                                               int dy = ddy[d];
+                                               POSITION dx = ddx[d];
+                                               POSITION dy = ddy[d];
 
                                                /* Restore previous position */
                                                panel_row_min = y2;
@@ -3759,12 +2673,8 @@ bool target_set(BIT_FLAGS mode)
                                                panel_bounds_center();
 
                                                p_ptr->update |= (PU_MONSTERS);
-
                                                p_ptr->redraw |= (PR_MAP);
-
                                                p_ptr->window |= (PW_OVERHEAD);
-
-                                               /* Handle stuff */
                                                handle_stuff();
 
                                                /* Recalculate interesting grids */
@@ -3838,9 +2748,6 @@ bool target_set(BIT_FLAGS mode)
                        /* Describe and Prompt (enable "TARGET_LOOK") */
                        while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
 
-                       /* Cancel tracking */
-                       /* health_track(0); */
-
                        /* Assume no direction */
                        d = 0;
 
@@ -3875,14 +2782,9 @@ bool target_set(BIT_FLAGS mode)
                                {
                                        /* Recenter the map around the player */
                                        verify_panel();
-
                                        p_ptr->update |= (PU_MONSTERS);
-
                                        p_ptr->redraw |= (PR_MAP);
-
                                        p_ptr->window |= (PW_OVERHEAD);
-
-                                       /* Handle stuff */
                                        handle_stuff();
 
                                        /* Recalculate interesting grids */
@@ -3943,8 +2845,8 @@ bool target_set(BIT_FLAGS mode)
                        /* Handle "direction" */
                        if (d)
                        {
-                               int dx = ddx[d];
-                               int dy = ddy[d];
+                               POSITION dx = ddx[d];
+                               POSITION dy = ddy[d];
 
                                /* XTRA HACK MOVEFAST */
                                if (move_fast)
@@ -3999,14 +2901,9 @@ bool target_set(BIT_FLAGS mode)
 
        /* Recenter the map around the player */
        verify_panel();
-
        p_ptr->update |= (PU_MONSTERS);
-
        p_ptr->redraw |= (PR_MAP);
-
        p_ptr->window |= (PW_OVERHEAD);
-
-       /* Handle stuff */
        handle_stuff();
 
        /* Failure to set target */
@@ -4032,7 +2929,7 @@ bool get_aim_dir(DIRECTION *dp)
 {
        DIRECTION dir;
        char    command;
-       cptr    p;
+       concptr p;
        COMMAND_CODE code;
 
        (*dp) = 0;
@@ -4154,7 +3051,7 @@ bool get_aim_dir(DIRECTION *dp)
 bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
 {
        DIRECTION dir;
-       cptr prompt;
+       concptr prompt;
        COMMAND_CODE code;
 
        (*dp) = 0;
@@ -4255,7 +3152,7 @@ bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
                }
                else
                {
-                       char m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        monster_type *m_ptr = &m_list[p_ptr->riding];
 
                        monster_desc(m_name, m_ptr, 0);
@@ -4299,7 +3196,7 @@ bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
 bool get_rep_dir(DIRECTION *dp, bool under)
 {
        DIRECTION dir;
-       cptr prompt;
+       concptr prompt;
        COMMAND_CODE code;
 
        (*dp) = 0;
@@ -4400,7 +3297,7 @@ bool get_rep_dir(DIRECTION *dp, bool under)
                }
                else
                {
-                       char m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        monster_type *m_ptr = &m_list[p_ptr->riding];
 
                        monster_desc(m_name, m_ptr, 0);
@@ -4434,8 +3331,8 @@ void gain_level_reward(int chosen_reward)
        OBJECT_TYPE_VALUE dummy = 0;
        OBJECT_SUBTYPE_VALUE dummy2 = 0;
        int         type, effect;
-       cptr        reward = NULL;
-       char o_name[MAX_NLEN];
+       concptr        reward = NULL;
+       GAME_TEXT o_name[MAX_NLEN];
 
        int count = 0;
 
@@ -4548,8 +3445,6 @@ void gain_level_reward(int chosen_reward)
 
                        msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
                        msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
-
-                       /* Get local object */
                        q_ptr = &forge;
                        dummy = TV_SWORD;
                        switch (randint1(p_ptr->lev))
@@ -4644,8 +3539,6 @@ void gain_level_reward(int chosen_reward)
                        q_ptr->to_d = 3 + randint1(dun_level) % 10;
                        one_resistance(q_ptr);
                        q_ptr->name2 = EGO_CHAOTIC;
-
-                       /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
                        reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
                        break;
@@ -4688,7 +3581,7 @@ void gain_level_reward(int chosen_reward)
 
                        for (dummy = 0; dummy < randint1(5) + 1; dummy++)
                        {
-                               (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+                               (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
                        }
                        reward = _("モンスターを召喚された。", "summoning hostile monsters");
                        break;
@@ -4771,7 +3664,7 @@ void gain_level_reward(int chosen_reward)
                        msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
                        msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
 
-                       for (dummy = 0; dummy < 6; dummy++)
+                       for (dummy = 0; dummy < A_MAX; dummy++)
                        {
                                (void)dec_stat(dummy, 10 + randint1(15), TRUE);
                        }
@@ -4792,7 +3685,7 @@ void gain_level_reward(int chosen_reward)
 
                        msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
 
-                       for (dummy = 0; dummy < 6; dummy++)
+                       for (dummy = 0; dummy < A_MAX; dummy++)
                        {
                                (void)do_inc_stat(dummy);
                        }
@@ -4883,7 +3776,7 @@ void gain_level_reward(int chosen_reward)
                                        }
                                        break;
                                default:
-                                       for (dummy = 0; dummy < 6; dummy++)
+                                       for (dummy = 0; dummy < A_MAX; dummy++)
                                        {
                                                (void)dec_stat(dummy, 10 + randint1(15), TRUE);
                                        }
@@ -4898,7 +3791,7 @@ void gain_level_reward(int chosen_reward)
                        msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
 
                        take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
-                       for (dummy = 0; dummy < 6; dummy++)
+                       for (dummy = 0; dummy < A_MAX; dummy++)
                        {
                                (void)dec_stat(dummy, 10 + randint1(15), FALSE);
                        }
@@ -4961,7 +3854,7 @@ void gain_level_reward(int chosen_reward)
 
                        msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
 
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
+                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0'))
                                msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
                        else
                                reward = _("悪魔がペットになった。", "a demonic servant");
@@ -4971,7 +3864,7 @@ void gain_level_reward(int chosen_reward)
                case REW_SER_MONS:
                        msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
 
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
+                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET, '\0'))
                                msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
                        else
                                reward = _("モンスターがペットになった。", "a servant");
@@ -4981,7 +3874,7 @@ void gain_level_reward(int chosen_reward)
                case REW_SER_UNDE:
                        msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
 
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
+                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0'))
                                msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
                        else
                                reward = _("アンデッドがペットになった。", "an undead servant");
@@ -5085,7 +3978,7 @@ bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
        POSITION x, y;
        bool success = FALSE;
 
-       int wid, hgt;
+       TERM_LEN wid, hgt;
 
        get_screen_size(&wid, &hgt);
 
@@ -5159,8 +4052,6 @@ bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
                                        p_ptr->redraw |= (PR_MAP);
 
                                        p_ptr->window |= (PW_OVERHEAD);
-
-                                       /* Handle stuff */
                                        handle_stuff();
                                }
                                else    /* move cursor to next stair and change panel */
@@ -5247,8 +4138,6 @@ bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
        p_ptr->redraw |= (PR_MAP);
 
        p_ptr->window |= (PW_OVERHEAD);
-
-       /* Handle stuff */
        handle_stuff();
 
        *x_ptr = x;
@@ -5260,7 +4149,7 @@ bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
 bool get_hack_dir(DIRECTION *dp)
 {
        DIRECTION dir;
-       cptr    p;
+       concptr    p;
        char    command;
 
        (*dp) = 0;
@@ -5358,29 +4247,6 @@ bool get_hack_dir(DIRECTION *dp)
 }
 
 
-/*
- * エネルギーの増加量10d5を速く計算するための関数
- */
-
-#define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
-
-s16b gain_energy(void)
-{
-       int i;
-       s32b energy_result = 10;
-       s32b tmp;
-
-       tmp = randint0(Go_no_JuuJou);
-
-       for (i = 0; i < 9; i ++){
-               energy_result += tmp % 5;
-               tmp /= 5;
-       }
-
-       return (s16b)(energy_result + tmp);
-}
-
-
 /*!
  * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
  * @param sval 射撃武器のアイテム副分類ID 
@@ -5496,69 +4362,6 @@ int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
        return (tmul);
 }
 
-/*
- * Return alignment title
- */
-cptr your_alignment(void)
-{
-#ifdef JP
-       if (p_ptr->align > 150) return "大善";
-       else if (p_ptr->align > 50) return "中善";
-       else if (p_ptr->align > 10) return "小善";
-       else if (p_ptr->align > -11) return "中立";
-       else if (p_ptr->align > -51) return "小悪";
-       else if (p_ptr->align > -151) return "中悪";
-       else return "大悪";
-#else
-       if (p_ptr->align > 150) return "Lawful";
-       else if (p_ptr->align > 50) return "Good";
-       else if (p_ptr->align > 10) return "Neutral Good";
-       else if (p_ptr->align > -11) return "Neutral";
-       else if (p_ptr->align > -51) return "Neutral Evil";
-       else if (p_ptr->align > -151) return "Evil";
-       else return "Chaotic";
-#endif
-}
-
-
-/*
- * Return proficiency level of weapons and misc. skills (except riding)
- */
-int weapon_exp_level(int weapon_exp)
-{
-       if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
-       else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
-       else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
-       else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
-       else return EXP_LEVEL_MASTER;
-}
-
-
-/*
- * Return proficiency level of riding
- */
-int riding_exp_level(int riding_exp)
-{
-       if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
-       else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
-       else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
-       else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
-       else return EXP_LEVEL_MASTER;
-}
-
-
-/*
- * Return proficiency level of spells
- */
-int spell_exp_level(int spell_exp)
-{
-       if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
-       else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
-       else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
-       else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
-       else return EXP_LEVEL_MASTER;
-}
-
 
 /*
  * Display a rumor and apply its effects
@@ -5570,7 +4373,7 @@ IDX rumor_num(char *zz, IDX max_idx)
        return (IDX)atoi(zz);
 }
 
-cptr rumor_bind_name(char *base, cptr fullname)
+concptr rumor_bind_name(char *base, concptr fullname)
 {
        char *s, *v;
 
@@ -5608,8 +4411,8 @@ void display_rumor(bool ex)
        if (strncmp(Rumor, "R:", 2) == 0)
        {
                char *zz[4];
-               cptr rumor_msg = NULL;
-               cptr rumor_eff_format = NULL;
+               concptr rumor_msg = NULL;
+               concptr rumor_eff_format = NULL;
                char fullname[1024] = "";
 
                if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)