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ascii_to_zenkakuの全角マイナス記号を適切なものに修正
[hengband/hengband.git] / src / xtra2.c
index 57a0924..8c50514 100644 (file)
@@ -1,22 +1,25 @@
-/* File: xtra2.c */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies.  Other copyrights may also apply.
+/*!
+ * @file xtra2.c
+ * @brief 雑多なその他の処理2 / effects of various "objects"
+ * @date 2014/02/06
+ * @author
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research, and\n
+ * not for profit purposes provided that this copyright and statement are\n
+ * included in all such copies.\n
+ * 2014 Deskull rearranged comment for Doxygen.
  */
 
-/* Purpose: effects of various "objects" */
 
 #include "angband.h"
 
 #define REWARD_CHANCE 10
 
 
-/*
+/*!
+ * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
  * Advance experience levels and print experience
+ * @return なし
  */
 void check_experience(void)
 {
@@ -101,7 +104,7 @@ void check_experience(void)
 
                /* Message */
 #ifdef JP
-msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
+msg_format("レベル %d にようこそ。", p_ptr->lev);
 #else
                msg_format("Welcome to level %d.", p_ptr->lev);
 
@@ -116,7 +119,7 @@ msg_format("
                /* Window stuff */
                p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
 
-               /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
+               /* HPとMPの上昇量を表示 */
                level_up = 1;
 
                /* Handle stuff */
@@ -137,19 +140,19 @@ msg_format("
 
 #ifdef JP
                                        cnv_stat(p_ptr->stat_max[0], tmp);
-                                       prt(format("        a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14);
+                                       prt(format("        a) 腕力 (現在値 %s)", tmp), 2, 14);
                                        cnv_stat(p_ptr->stat_max[1], tmp);
-                                       prt(format("        b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14);
+                                       prt(format("        b) 知能 (現在値 %s)", tmp), 3, 14);
                                        cnv_stat(p_ptr->stat_max[2], tmp);
-                                       prt(format("        c) ¸­¤µ (¸½ºßÃÍ %s)", tmp), 4, 14);
+                                       prt(format("        c) 賢さ (現在値 %s)", tmp), 4, 14);
                                        cnv_stat(p_ptr->stat_max[3], tmp);
-                                       prt(format("        d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14);
+                                       prt(format("        d) 器用 (現在値 %s)", tmp), 5, 14);
                                        cnv_stat(p_ptr->stat_max[4], tmp);
-                                       prt(format("        e) Âѵנ(¸½ºßÃÍ %s)", tmp), 6, 14);
+                                       prt(format("        e) 耐久 (現在値 %s)", tmp), 6, 14);
                                        cnv_stat(p_ptr->stat_max[5], tmp);
-                                       prt(format("        f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14);
+                                       prt(format("        f) 魅力 (現在値 %s)", tmp), 7, 14);
                                        prt("", 8, 14);
-                                       prt("        ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 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);
@@ -175,7 +178,7 @@ msg_format("
                                                if (n != choice - 'a')
                                                        prt("",n+2,14);
 #ifdef JP
-                                       if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
+                                       if (get_check("よろしいですか?")) break;
 #else
                                        if (get_check("Are you sure? ")) break;
 #endif
@@ -190,7 +193,7 @@ msg_format("
                if (level_mutation)
                {
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
+msg_print("あなたは変わった気がする...");
 #else
                        msg_print("You feel different...");
 #endif
@@ -200,8 +203,8 @@ msg_print("
                }
 
                /*
-                * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬
-                * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£
+                * 報酬でレベルが上ると再帰的に check_experience() が
+                * 呼ばれるので順番を最後にする。
                 */
                if (level_reward)
                {
@@ -227,10 +230,13 @@ msg_print("
 }
 
 
-/*
+/*!
+ * @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
- *
  * XXX XXX XXX Note the use of actual "monster names"
  */
 static int get_coin_type(int r_idx)
@@ -251,8 +257,11 @@ static int get_coin_type(int r_idx)
 }
 
 
-/*
+/*!
+ * @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(int k_idx)
 {
@@ -269,8 +278,11 @@ static bool kind_is_cloak(int k_idx)
 }
 
 
-/*
+/*!
+ * @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(int k_idx)
 {
@@ -287,8 +299,11 @@ static bool kind_is_polearm(int k_idx)
 }
 
 
-/*
+/*!
+ * @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(int k_idx)
 {
@@ -305,8 +320,11 @@ static bool kind_is_sword(int k_idx)
 }
 
 
-/*
+/*!
+ * @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(int k_idx)
 {
@@ -323,8 +341,11 @@ static bool kind_is_book(int k_idx)
 }
 
 
-/*
+/*!
+ * @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(int k_idx)
 {
@@ -341,8 +362,11 @@ static bool kind_is_good_book(int k_idx)
 }
 
 
-/*
+/*!
+ * @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(int k_idx)
 {
@@ -359,8 +383,11 @@ static bool kind_is_armor(int k_idx)
 }
 
 
-/*
+/*!
+ * @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(int k_idx)
 {
@@ -376,13 +403,71 @@ static bool kind_is_hafted(int k_idx)
        return (FALSE);
 }
 
+/*!
+ * @brief クエストを達成状態にする /
+ * @param quest_num 達成状態にしたいクエストのID
+ * @return なし
+ */
+void complete_quest(int quest_num)
+{
+       quest_type* const q_ptr = &quest[quest_num];
 
-/*
+       switch (q_ptr->type)
+       {
+       case QUEST_TYPE_RANDOM:
+               if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
+               break;
+       default:
+               if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
+               break;
+       }
+
+       q_ptr->status = QUEST_STATUS_COMPLETED;
+       q_ptr->complev = (byte)p_ptr->lev;
+       update_playtime();
+       q_ptr->comptime = playtime;
+
+       if (!(q_ptr->flags & QUEST_FLAG_SILENT))
+       {
+               msg_print(_("クエストを達成した!", "You just completed your quest!"));
+               msg_print(NULL);
+       }
+}
+
+/*!
+ * @brief 現在フロアに残っている敵モンスターの数を返す /
+ * @return 現在の敵モンスターの数
+ */
+static int count_all_hostile_monsters(void)
+{
+       int x, y;
+       int number_mon = 0;
+
+       for (x = 0; x < cur_wid; ++ x)
+       {
+               for (y = 0; y < cur_hgt; ++ y)
+               {
+                       int m_idx = cave[y][x].m_idx;
+
+                       if (m_idx > 0 && is_hostile(&m_list[m_idx]))
+                       {
+                               ++ number_mon;
+                       }
+               }
+       }
+
+       return number_mon;
+}
+
+/*!
+ * @brief 特定の敵を倒した際にクエスト達成処理 /
  * Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param m_ptr 撃破したモンスターの構造体参照ポインタ
+ * @return なし
  */
 void check_quest_completion(monster_type *m_ptr)
 {
-       int i, j, y, x, ny, nx, i2, j2;
+       int y, x;
 
        int quest_num;
 
@@ -397,41 +482,46 @@ void check_quest_completion(monster_type *m_ptr)
        x = m_ptr->fx;
 
        /* Inside a quest */
-       quest_num = p_ptr->inside_quest;
+       quest_num = p_ptr->inside_quest;                
 
        /* Search for an active quest on this dungeon level */
        if (!quest_num)
        {
+               int i;
+
                for (i = max_quests - 1; i > 0; i--)
                {
+                       quest_type* const q_ptr = &quest[i];
+                       
                        /* Quest is not active */
-                       if (quest[i].status != QUEST_STATUS_TAKEN)
+                       if (q_ptr->status != QUEST_STATUS_TAKEN)
                                continue;
 
                        /* Quest is not a dungeon quest */
-                       if (quest[i].flags & QUEST_FLAG_PRESET)
+                       if (q_ptr->flags & QUEST_FLAG_PRESET)
                                continue;
 
                        /* Quest is not on this level */
-                       if ((quest[i].level != dun_level) &&
-                           (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
+                       if ((q_ptr->level != dun_level) &&
+                           (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
                                continue;
 
                        /* Not a "kill monster" quest */
-                       if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
-                           (quest[i].type == QUEST_TYPE_FIND_EXIT))
+                       if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
+                           (q_ptr->type == QUEST_TYPE_FIND_EXIT))
                                continue;
 
                        /* Interesting quest */
-                       if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
-                           (quest[i].type == QUEST_TYPE_KILL_ALL))
+                       if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
+                           (q_ptr->type == QUEST_TYPE_TOWER) ||
+                           (q_ptr->type == QUEST_TYPE_KILL_ALL))
                                break;
 
                        /* Interesting quest */
-                       if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
-                            (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
-                            (quest[i].type == QUEST_TYPE_RANDOM)) &&
-                            (quest[i].r_idx == m_ptr->r_idx))
+                       if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
+                            (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
+                            (q_ptr->type == QUEST_TYPE_RANDOM)) &&
+                            (q_ptr->r_idx == m_ptr->r_idx))
                                break;
                }
 
@@ -442,68 +532,35 @@ void check_quest_completion(monster_type *m_ptr)
        if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
        {
                /* Current quest */
-               i = quest_num;
+               quest_type* const q_ptr = &quest[quest_num];
 
-               switch (quest[i].type)
+               switch (q_ptr->type)
                {
                        case QUEST_TYPE_KILL_NUMBER:
                        {
-                               quest[i].cur_num++;
+                               q_ptr->cur_num++;
 
-                               if (quest[i].cur_num >= quest[i].num_mon)
+                               if (q_ptr->cur_num >= q_ptr->num_mon)
                                {
-                                       if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
-                                       /* completed quest */
-                                       quest[i].status = QUEST_STATUS_COMPLETED;
-                                       quest[i].complev = (byte)p_ptr->lev;
+                                       complete_quest(quest_num);
 
-                                       if (!(quest[i].flags & QUEST_FLAG_SILENT))
-                                       {
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
-                                               msg_print("You just completed your quest!");
-#endif
-
-                                               msg_print(NULL);
-                                       }
-
-                                       quest[i].cur_num = 0;
+                                       q_ptr->cur_num = 0;
                                }
                                break;
                        }
                        case QUEST_TYPE_KILL_ALL:
                        {
-                               int number_mon = 0;
-
                                if (!is_hostile(m_ptr)) break;
 
-                               /* Count all hostile monsters */
-                               for (i2 = 0; i2 < cur_wid; ++i2)
-                                       for (j2 = 0; j2 < cur_hgt; j2++)
-                                               if (cave[j2][i2].m_idx > 0)
-                                                       if (is_hostile(&m_list[cave[j2][i2].m_idx])) 
-                                                               number_mon++;
-
-                               if ((number_mon - 1) == 0)
+                               if (count_all_hostile_monsters() == 1)
                                {
-                                       if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
-                                       /* completed */
-                                       if (quest[i].flags & QUEST_FLAG_SILENT)
+                                       if (q_ptr->flags & QUEST_FLAG_SILENT)
                                        {
-                                               quest[i].status = QUEST_STATUS_FINISHED;
+                                               q_ptr->status = QUEST_STATUS_FINISHED;
                                        }
                                        else
                                        {
-                                               quest[i].status = QUEST_STATUS_COMPLETED;
-                                               quest[i].complev = (byte)p_ptr->lev;
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
-                                               msg_print("You just completed your quest!");
-#endif
-
-                                               msg_print(NULL);
+                                               complete_quest(quest_num);
                                        }
                                }
                                break;
@@ -512,70 +569,60 @@ msg_print("
                        case QUEST_TYPE_RANDOM:
                        {
                                /* Only count valid monsters */
-                               if (quest[i].r_idx != m_ptr->r_idx)
+                               if (q_ptr->r_idx != m_ptr->r_idx)
                                        break;
 
-                               quest[i].cur_num++;
+                               q_ptr->cur_num++;
 
-                               if (quest[i].cur_num >= quest[i].max_num)
+                               if (q_ptr->cur_num >= q_ptr->max_num)
                                {
-                                       if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
-                                       if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL);
-                                       /* completed quest */
-                                       quest[i].status = QUEST_STATUS_COMPLETED;
-                                       quest[i].complev = (byte)p_ptr->lev;
-                                       if (!(quest[i].flags & QUEST_FLAG_PRESET))
+                                       complete_quest(quest_num);
+
+                                       if (!(q_ptr->flags & QUEST_FLAG_PRESET))
                                        {
                                                create_stairs = TRUE;
                                                p_ptr->inside_quest = 0;
                                        }
 
-                                       if (!(quest[i].flags & QUEST_FLAG_SILENT))
-                                       {
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
-                                               msg_print("You just completed your quest!");
-#endif
-
-                                               msg_print(NULL);
-                                       }
-
                                        /* Finish the two main quests without rewarding */
-                                       if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
+                                       if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
                                        {
-                                               quest[i].status = QUEST_STATUS_FINISHED;
+                                               q_ptr->status = QUEST_STATUS_FINISHED;
                                        }
 
-                                       if (quest[i].type == QUEST_TYPE_RANDOM)
+                                       if (q_ptr->type == QUEST_TYPE_RANDOM)
                                        {
                                                reward = TRUE;
-                                               quest[i].status = QUEST_STATUS_FINISHED;
+                                               q_ptr->status = QUEST_STATUS_FINISHED;
                                        }
                                }
                                break;
                        }
                        case QUEST_TYPE_KILL_ANY_LEVEL:
                        {
-                               quest[i].cur_num++;
-                               if (quest[i].cur_num >= quest[i].max_num)
+                               q_ptr->cur_num++;
+                               if (q_ptr->cur_num >= q_ptr->max_num)
                                {
-                                       if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
-                                        /* completed quest */
-                                       quest[i].status = QUEST_STATUS_COMPLETED;
-                                       quest[i].complev = (byte)p_ptr->lev;
+                                       complete_quest(quest_num);
+                                       q_ptr->cur_num = 0;
+                               }
+                               break;
+                       }
+                       case QUEST_TYPE_TOWER:
+                       {
+                               if (!is_hostile(m_ptr)) break;
+
+                               if (count_all_hostile_monsters() == 1)
+                               {
+                                       q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
 
-                                       if (!(quest[i].flags & QUEST_FLAG_SILENT))
+                                       if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
+                                          (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
+                                          (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
                                        {
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
-                                               msg_print("You just completed your quest!");
-#endif
 
-                                               msg_print(NULL);
+                                               complete_quest(QUEST_TOWER1);
                                        }
-                                       quest[i].cur_num = 0;
                                }
                                break;
                        }
@@ -585,6 +632,8 @@ msg_print("
        /* Create a magical staircase */
        if (create_stairs)
        {
+               int ny, nx;
+
                /* Stagger around */
                while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
                {
@@ -597,14 +646,14 @@ msg_print("
 
                /* Explain the staircase */
 #ifdef JP
-msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
+msg_print("魔法の階段が現れた...");
 #else
                msg_print("A magical staircase appears...");
 #endif
 
 
                /* Create stairs down */
-               cave_set_feat(y, x, FEAT_MORE);
+               cave_set_feat(y, x, feat_down_stair);
 
                /* Remember to update everything */
                p_ptr->update |= (PU_FLOW);
@@ -615,7 +664,9 @@ msg_print("
         */
        if (reward)
        {
-               for (j = 0; j < (dun_level / 15)+1; j++)
+               int i;
+
+               for (i = 0; i < (dun_level / 15)+1; i++)
                {
                        /* Get local object */
                        q_ptr = &forge;
@@ -632,9 +683,33 @@ msg_print("
        }
 }
 
+/*!
+ * @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)
+{
+       int i;
+       /* Check if completed a quest */
+       for (i = 0; i < max_quests; 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)
 {
@@ -648,7 +723,7 @@ cptr extract_note_dies(monster_race *r_ptr)
                        if (r_ptr->blow[i].method == RBM_EXPLODE)
                        {
 #ifdef JP
-                               return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
+                               return "は爆発して粉々になった。";
 #else
                                return " explodes into tiny shreds.";
 #endif
@@ -656,7 +731,7 @@ cptr extract_note_dies(monster_race *r_ptr)
                }
 
 #ifdef JP
-               return "¤òÅݤ·¤¿¡£";
+               return "を倒した。";
 #else
                return " is destroyed.";
 #endif
@@ -664,26 +739,29 @@ cptr extract_note_dies(monster_race *r_ptr)
 
        /* Assume a default death */
 #ifdef JP
-       return "¤Ï»à¤ó¤À¡£";
+       return "は死んだ。";
 #else
        return " dies.";
 #endif
 }
 
 
-/*
+/*!
+ * @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(int m_idx, bool drop_item)
 {
@@ -698,7 +776,7 @@ void monster_death(int m_idx, bool drop_item)
 
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-       bool visible = (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE));
+       bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
 
        u32b mo_mode = 0L;
 
@@ -768,7 +846,7 @@ void monster_death(int m_idx, bool drop_item)
                if (p_ptr->arena_number > MAX_ARENA_MONS)
                {
 #ifdef JP
-msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
+msg_print("素晴らしい!君こそ真の勝利者だ。");
 #else
                        msg_print("You are a Genuine Champion!");
 #endif
@@ -776,7 +854,7 @@ msg_print("
                else
                {
 #ifdef JP
-msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
+msg_print("勝利!チャンピオンへの道を進んでいる。");
 #else
                        msg_print("Victorious! You're on your way to becoming Champion.");
 #endif
@@ -814,7 +892,7 @@ msg_print("
                if (rakuba(-1, FALSE))
                {
 #ifdef JP
-msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
+msg_print("地面に落とされた。");
 #else
                        msg_print("You have fallen from your riding pet.");
 #endif
@@ -823,8 +901,7 @@ msg_print("
 
        /* Drop a dead corpse? */
        if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
-           ((r_ptr->flags9 & RF9_DROP_CORPSE) ||
-            (r_ptr->flags9 & RF9_DROP_SKELETON)) &&
+           (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 */
@@ -836,7 +913,7 @@ msg_print("
                 */
                if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
                        corpse = TRUE;
-               else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 && RF1_UNIQUE))
+               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 */
@@ -898,7 +975,7 @@ msg_print("
 
                        if (notice)
 #ifdef JP
-                               msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
+                               msg_print("ピンク・ホラーは分裂した!");
 #else
                                msg_print("The Pink horror divides!");
 #endif
@@ -973,7 +1050,7 @@ msg_print("
                                        {
                                                if (player_can_see_bold(wy, wx))
 #ifdef JP
-                                                       msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
+                                                       msg_print("新たな戦士が現れた!");
 #else
                                                        msg_print("A new warrior steps forth!");
 #endif
@@ -999,6 +1076,7 @@ msg_print("
                if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
                {
                        int a_idx = 0;
+                       artifact_type *a_ptr = NULL;
 
                        if (!drop_chosen_item) break;
 
@@ -1016,15 +1094,20 @@ msg_print("
                                        a_idx = ART_NAMAKE_ARMOR;
                                        break;
                                }
+
+                               a_ptr = &a_info[a_idx];
                        }
-                       while (a_info[a_idx].cur_num);
+                       while (a_ptr->cur_num);
 
-                       if (a_info[a_idx].cur_num == 0)
+                       /* Create the artifact */
+                       if (create_named_art(a_idx, y, x))
                        {
-                               /* Create the artifact */
-                               create_named_art(a_idx, y, x);
-                               a_info[a_idx].cur_num = 1;
+                               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;
 
@@ -1079,7 +1162,7 @@ msg_print("
        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_pkills % 5 == 0))))
+                    ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
                {
                        /* Get local object */
                        q_ptr = &forge;
@@ -1178,7 +1261,7 @@ msg_print("
                                /* Activate restriction */
                                get_obj_num_hook = kind_is_hafted;
 
-                               /* Make a poleweapon */
+                               /* Make a hafted weapon */
                                make_object(q_ptr, mo_mode);
 
                                /* Drop it in the dungeon */
@@ -1300,8 +1383,16 @@ msg_print("
                        break;
 
                case MON_SURTUR:
-                       a_idx = ART_TWILIGHT;
-                       chance = 66;
+                       if (!one_in_(3))
+                       {
+                               a_idx = ART_TWILIGHT;
+                               chance = 100;
+                       }
+                       else
+                       {
+                               a_idx = ART_ORB_OF_FATE;
+                               chance = 100;
+                       }
                        break;
 
                case MON_SARUMAN:
@@ -1326,7 +1417,7 @@ msg_print("
 
                case MON_GOEMON:
                        a_idx = ART_ZANTETSU;
-                       chance = 75;
+                       chance = 100;
                        break;
 
                case MON_HAGEN:
@@ -1383,15 +1474,34 @@ msg_print("
                        a_idx = ART_FUNDIN;
                        chance = 5;
                        break;
+
+               case MON_ROBIN_HOOD:
+                       a_idx = ART_ROBIN_HOOD;
+                       chance = 5;
+                       break;
+
+               case MON_KOGAN:
+                       a_idx = ART_NANACHO;
+                       chance = 80;
+                       break;
+
                }
 
                if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
                {
-                       if (a_info[a_idx].cur_num == 0)
+                       artifact_type *a_ptr = &a_info[a_idx];
+
+                       if (!a_ptr->cur_num)
                        {
                                /* Create the artifact */
-                               create_named_art(a_idx, y, x);
-                               a_info[a_idx].cur_num = 1;
+                               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;
                        }
                }
 
@@ -1403,11 +1513,19 @@ msg_print("
                        if (d_info[dungeon_type].final_artifact)
                        {
                                int a_idx = d_info[dungeon_type].final_artifact;
-                               if (!a_info[a_idx].cur_num)
+                               artifact_type *a_ptr = &a_info[a_idx];
+
+                               if (!a_ptr->cur_num)
                                {
                                        /* Create the artifact */
-                                       create_named_art(a_idx, y, x);
-                                       a_info[a_idx].cur_num = 1;
+                                       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;
@@ -1428,7 +1546,7 @@ msg_print("
                                (void)drop_near(q_ptr, -1, y, x);
                        }
 #ifdef JP
-                       msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
+                       msg_format("あなたは%sを制覇した!",d_name+d_info[dungeon_type].name);
 #else
                        msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
 #endif
@@ -1449,6 +1567,9 @@ msg_print("
        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;
@@ -1517,7 +1638,7 @@ msg_print("
                p_ptr->redraw |= (PR_TITLE);
 
 #ifdef JP
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
+               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "見事に変愚蛮怒の勝利者となった!");
 #else
                do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
 #endif
@@ -1525,8 +1646,8 @@ msg_print("
                if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
                {
 #ifdef JP
-                       msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
+                       msg_format("%sからの声が響いた。", chaos_patrons[p_ptr->chaos_patron]);
+                       msg_print("『よくやった、定命の者よ!』");
 #else
                        msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
                        msg_print("'Thou art donst well, mortal!'");
@@ -1535,33 +1656,39 @@ msg_print("
 
                /* Congratulations */
 #ifdef JP
-               msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
+               msg_print("*** おめでとう ***");
 #else
                msg_print("*** CONGRATULATIONS ***");
 #endif
 
 #ifdef JP
-               msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
+               msg_print("あなたはゲームをコンプリートしました。");
 #else
                msg_print("You have won the game!");
 #endif
 
 #ifdef JP
-               msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
+               msg_print("準備が整ったら引退(自殺コマンド)しても結構です。");
 #else
                msg_print("You may retire (commit suicide) when you are ready.");
 #endif
        }
 }
 
-/*
+/*!
+ * @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.
+ * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
+ * @param dam ダメージ基本値
+ * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
+ * @return 修正を行った結果のダメージ量
+ * @details
+ * <pre>
  * (for example when it's invulnerable or shielded)
- *
  * ToDo: Accept a damage-type to calculate the modified damage from
  * things like fire, frost, lightning, poison, ... attacks.
- *
  * "type" is not yet used and should be 0.
+ * </pre>
  */
 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
 {
@@ -1580,7 +1707,7 @@ int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
                        if (!p_ptr->blind && is_seen(m_ptr))
                        {
 #ifdef JP
-                               msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
+                               msg_print("バリアを切り裂いた!");
 #else
                                msg_print("The barrier is penetrated!");
 #endif
@@ -1595,14 +1722,19 @@ int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
 }
 
 
-/*
+/*!
+ * @brief モンスターに与えたダメージを元に経験値を加算する /
  * Calculate experience point to be get
- *
+ * @param dam 与えたダメージ量
+ * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
+ * @return なし
+ * @details
+ * <pre>
  * Even the 64 bit operation is not big enough to avoid overflaw
  * unless we carefully choose orders of multiplication and division.
- *
  * Get the coefficient first, and multiply (potentially huge) base
  * experience point of a monster later.
+ * </pre>
  */
 static void get_exp_from_mon(int dam, monster_type *m_ptr)
 {
@@ -1628,9 +1760,9 @@ static void get_exp_from_mon(int dam, monster_type *m_ptr)
 
        /* Use (average maxhp * 2) as a denominator */
        if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
-               s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (r_ptr->hside + 1));
+               s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
        else
-               s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * r_ptr->hside * 2);
+               s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
 
        /* Special penalty in the wilderness */
        if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
@@ -1642,7 +1774,7 @@ static void get_exp_from_mon(int dam, monster_type *m_ptr)
        /* Special penalty for mutiply-monster */
        if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
        {
-               int monnum_penarty = r_ptr->r_pkills / 400;
+               int monnum_penarty = r_ptr->r_akills / 400;
                if (monnum_penarty > 8) monnum_penarty = 8;
 
                while (monnum_penarty--)
@@ -1651,6 +1783,20 @@ static void get_exp_from_mon(int dam, monster_type *m_ptr)
                        s64b_RSHIFT(new_exp, new_exp_frac, 2);
                }
        }
+       
+       /* Special penalty for rest_and_shoot exp scum */
+       if ((m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp) && (m_ptr->hp >= 0))
+       {
+               int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
+               if (over_damage > 32) over_damage = 32;
+
+               while (over_damage--)
+               {
+                       /* 9/10 for once */
+                       s64b_mul(&new_exp, &new_exp_frac, 0, 9);
+                       s64b_div(&new_exp, &new_exp_frac, 0, 10);
+               }
+       }
 
        /* Finally multiply base experience point of the monster */
        s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
@@ -1660,34 +1806,34 @@ static void get_exp_from_mon(int dam, monster_type *m_ptr)
 }
 
 
-/*
+/*!
+ * @brief モンスターのHPをダメージに応じて減算する /
  * Decreases monsters hit points, handling monster death.
- *
+ * @param dam 与えたダメージ量
+ * @param m_idx ダメージを与えたモンスターのID
+ * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
+ * @param note モンスターが倒された際の特別なメッセージ述語
+ * @return なし
+ * @details
+ * <pre>
  * We return TRUE if the monster has been killed (and deleted).
- *
  * We announce monster death (using an optional "death message"
  * if given, and a otherwise a generic killed/destroyed message).
- *
  * Only "physical attacks" can induce the "You have slain" message.
  * Missile and Spell attacks will induce the "dies" message, or
  * various "specialized" messages.  Note that "You have destroyed"
  * and "is destroyed" are synonyms for "You have slain" and "dies".
- *
  * Hack -- unseen monsters yield "You have killed it." message.
- *
  * Added fear (DGK) and check whether to print fear messages -CWS
- *
  * Made name, sex, and capitalization generic -BEN-
- *
  * As always, the "ghost" processing is a total hack.
- *
  * Hack -- we "delay" fear messages by passing around a "fear" flag.
- *
  * XXX XXX XXX Consider decreasing monster experience over time, say,
  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
  * monster worth more than subsequent monsters.  This would also need
  * to induce changes in the monster recall code.
+ * </pre>
  */
 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
 {
@@ -1700,16 +1846,17 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
        bool        innocent = TRUE, thief = FALSE;
        int         i;
        int         expdam;
+       int                     dealt_damage;
 
-       COPY(&exp_mon, m_ptr, monster_type);
-       if (!(r_ptr->flags7 & RF7_KILL_EXP))
-       {
-               expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
-               if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
+       (void)COPY(&exp_mon, m_ptr, monster_type);
+       
+       expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
 
-               get_exp_from_mon(expdam, &exp_mon);
-       }
+       get_exp_from_mon(expdam, &exp_mon);
 
+       /* Genocided by chaos patron */
+       if (!m_ptr->r_idx) m_idx = 0;
+       
        /* Redraw (later) if needed */
        if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
        if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
@@ -1723,8 +1870,22 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
                set_superstealth(FALSE);
        }
 
+       /* Genocided by chaos patron */
+       if (!m_idx) return TRUE;
+       
+       /* Remember dealt_damage before this attack*/
+       dealt_damage = m_ptr->dealt_damage;
+
        /* Hurt it */
        m_ptr->hp -= dam;
+       
+       m_ptr->dealt_damage += dam;
+       if(m_ptr->dealt_damage > (u32b)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);
+       }
 
        /* It is dead now */
        if (m_ptr->hp < 0)
@@ -1758,15 +1919,18 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
                                {
                                        r_info[MON_BANORLUPART].max_num = 0;
                                        r_info[MON_BANORLUPART].r_pkills++;
+                                       r_info[MON_BANORLUPART].r_akills++;
                                        if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
                                }
                                else if (m_ptr->r_idx == MON_BANORLUPART)
                                {
                                        r_info[MON_BANOR].max_num = 0;
                                        r_info[MON_BANOR].r_pkills++;
+                                       r_info[MON_BANOR].r_akills++;
                                        if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
                                        r_info[MON_LUPART].max_num = 0;
                                        r_info[MON_LUPART].r_pkills++;
+                                       r_info[MON_LUPART].r_akills++;
                                        if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
                                }
                        }
@@ -1775,8 +1939,11 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
                        else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
                }
 
+               /* Count all monsters killed */
+               if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
+
                /* Recall even invisible uniques or winners */
-               if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE))
+               if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
                {
                        /* Count kills this life */
                        if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
@@ -1801,7 +1968,7 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
                        int count = 0;
 
 #ifdef JP
-msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
+msg_format("%^sは恐ろしい血の呪いをあなたにかけた!", m_name);
 #else
                        msg_format("%^s puts a terrible blood curse on you!", m_name);
 #endif
@@ -1910,7 +2077,7 @@ msg_format("%^s
                                chg_virtue(V_HONOUR, 1);
                        }
                }
-               if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_pkills > 1000) && one_in_(10))
+               if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
                {
                        chg_virtue(V_VALOUR, -1);
                }
@@ -1950,7 +2117,7 @@ msg_format("%^s
                {
                        char note_buf[160];
 #ifdef JP
-                       sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
+                       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
@@ -1971,9 +2138,9 @@ msg_format("%^s
                {
 #ifdef JP
                        if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
+                               msg_format("せっかくだから%sを殺した。", m_name);
                        else
-msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
+msg_format("%sを殺した。", m_name);
 #else
                                msg_format("You have killed %s.", m_name);
 #endif
@@ -1994,17 +2161,17 @@ msg_format("%s
                        /* Special note at death */
                        if (explode)
 #ifdef JP
-msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
+                               msg_format("%sは爆発して粉々になった。", m_name);
 #else
-                               msg_format("%s explodes into tiny shreds.", m_name);
+                               msg_format("%^s explodes into tiny shreds.", m_name);
 #endif
                        else
                        {
 #ifdef JP
                                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                       msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
+                                       msg_format("せっかくだから%sを倒した。", m_name);
                                else
-msg_format("%s¤òÅݤ·¤¿¡£", m_name);
+msg_format("%sを倒した。", m_name);
 #else
                                msg_format("You have destroyed %s.", m_name);
 #endif
@@ -2016,9 +2183,9 @@ msg_format("%s
                {
 #ifdef JP
                        if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
+                               msg_format("せっかくだから%sを葬り去った。", m_name);
                        else
-msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
+msg_format("%sを葬り去った。", m_name);
 #else
                                msg_format("You have slain %s.", m_name);
 #endif
@@ -2031,7 +2198,7 @@ msg_format("%s
                                if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
                                {
 #ifdef JP
-msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
+msg_format("%sの首には賞金がかかっている。", m_name);
 #else
                                        msg_format("There is a price on %s's head.", m_name);
 #endif
@@ -2059,7 +2226,7 @@ msg_format("%s
                        if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
                        {
 #ifdef JP
-                               msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
+                               msg_print("「ハァッハッハッハ!!私がバイケタルだ!!」");
 #else
                                msg_print("Uwa-hahaha!  *I* am Biketal!");
 #endif
@@ -2071,11 +2238,7 @@ msg_format("%s
                        delete_monster_idx(m_idx);
                }
 
-               /* Prevent bug of chaos patron's reward */
-               if (r_ptr->flags7 & RF7_KILL_EXP)
-                       get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
-               else
-                       get_exp_from_mon(((long)exp_mon.max_maxhp+1L) * 9L / 10L, &exp_mon);
+               get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
 
                /* Not afraid */
                (*fear) = FALSE;
@@ -2135,7 +2298,7 @@ msg_format("%s
                if (rakuba((dam > 200) ? 200 : dam, FALSE))
                {
 #ifdef JP
-msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
+msg_format("%^sに振り落とされた!", m_name);
 #else
                                msg_format("%^s has thrown you off!", m_name);
 #endif
@@ -2148,8 +2311,12 @@ msg_format("%^s
 }
 
 
-/*
+/*!
+ * @brief 現在のコンソール表示の縦横を返す。 /
  * Get term size and calculate screen size
+ * @param wid_p コンソールの表示幅文字数を返す
+ * @param hgt_p コンソールの表示行数を返す
+ * @return なし
  */
 void get_screen_size(int *wid_p, int *hgt_p)
 {
@@ -2160,9 +2327,10 @@ void get_screen_size(int *wid_p, int *hgt_p)
 }
 
 
-/*
- * Calculates current boundaries
- * Called below and from "do_cmd_locate()".
+/*!
+ * @brief コンソール上におけるマップ表示の左上位置を返す /
+ * Calculates current boundaries Called below and from "do_cmd_locate()".
+ * @return なし
  */
 void panel_bounds_center(void)
 {
@@ -2178,8 +2346,10 @@ void panel_bounds_center(void)
 }
 
 
-/*
+/*!
+ * @brief コンソールのリサイズに合わせてマップを再描画する /
  * Map resizing whenever the main term changes size
+ * @return なし
  */
 void resize_map(void)
 {
@@ -2227,8 +2397,10 @@ void resize_map(void)
        Term_fresh();
 }
 
-/*
+/*!
+ * @brief コンソールを再描画する /
  * Redraw a term when it is resized
+ * @return なし
  */
 void redraw_window(void)
 {
@@ -2249,12 +2421,14 @@ void redraw_window(void)
 }
 
 
-/*
+/*!
+ * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
+ * @param dy 変更先のフロアY座標
+ * @param dx 変更先のフロアX座標
  * Handle a request to change the current panel
- *
  * Return TRUE if the panel was changed.
- *
  * Also used in do_cmd_locate
+ * @return 実際に再描画が必要だった場合TRUEを返す
  */
 bool change_panel(int dy, int dx)
 {
@@ -2303,14 +2477,43 @@ bool change_panel(int dy, int dx)
        return (FALSE);
 }
 
+/*!
+ * @brief フォーカスを当てるべきマップ描画の基準座標を指定する
+ * @param y 変更先のフロアY座標
+ * @param x 変更先のフロアX座標
+ * @details
+ * Handle a request to change the current panel
+ * Return TRUE if the panel was changed.
+ * Also used in do_cmd_locate
+ * @return 実際に再描画が必要だった場合TRUEを返す
+ */
+bool change_panel_xy(int y, int x)
+{
+       int dy = 0, dx = 0;
+       int wid, hgt;
+
+       /* Get size */
+       get_screen_size(&wid, &hgt);
 
-/*
+       if (y < panel_row_min) dy = -1;
+       if (y > panel_row_max) dy = 1;
+       if (x < panel_col_min) dx = -1;
+       if (x > panel_col_max) dx = 1;
+
+       if (!dy && !dx) return (FALSE);
+
+       return change_panel(dy, dx);
+}
+
+
+/*!
+ * @brief マップ描画のフォーカスを当てるべき座標を更新する
+ * @details
  * Given an row (y) and col (x), this routine detects when a move
  * off the screen has occurred and figures new borders. -RAK-
- *
  * "Update" forces a "full update" to take place.
- *
  * The map is reprinted if necessary, and "TRUE" is returned.
+ * @return 実際に再描画が必要だった場合TRUEを返す
  */
 void verify_panel(void)
 {
@@ -2439,7 +2642,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode)
        {
                /* No damage */
 #ifdef JP
-               desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
+               desc = living ? "ç\84¡å\82·" : "ç\84¡ã\83\80ã\83¡ã\83¼ã\82¸";
 #else
                desc = living ? "unhurt" : "undamaged";
 #endif
@@ -2449,7 +2652,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode)
        else if (perc >= 60)
        {
 #ifdef JP
-               desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
+               desc = living ? "軽å\82·" : "å°\8fã\83\80ã\83¡ã\83¼ã\82¸";
 #else
                desc = living ? "somewhat wounded" : "somewhat damaged";
 #endif
@@ -2459,7 +2662,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode)
        else if (perc >= 25)
        {
 #ifdef JP
-               desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
+               desc = living ? "è² å\82·" : "中ã\83\80ã\83¡ã\83¼ã\82¸";
 #else
                desc = living ? "wounded" : "damaged";
 #endif
@@ -2469,7 +2672,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode)
        else if (perc >= 10)
        {
 #ifdef JP
-               desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
+               desc = living ? "é\87\8då\82·" : "大ã\83\80ã\83¡ã\83¼ã\82¸";
 #else
                desc = living ? "badly wounded" : "badly damaged";
 #endif
@@ -2479,7 +2682,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode)
        else 
        {
 #ifdef JP
-               desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
+               desc = living ? "半死半生" : "倒れかけ";
 #else
                desc = living ? "almost dead" : "almost destroyed";
 #endif
@@ -2495,7 +2698,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode)
        else if (is_pet(m_ptr))
        {
 #ifdef JP
-               attitude = ", ¥Ú¥Ã¥È";
+               attitude = ", ペット";
 #else
                attitude = ", pet";
 #endif
@@ -2503,7 +2706,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode)
        else if (is_friendly(m_ptr))
        {
 #ifdef JP
-               attitude = ", Í§¹¥Åª";
+               attitude = ", 友好的";
 #else
                attitude = ", friendly";
 #endif
@@ -2532,7 +2735,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode)
        if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
        {
 #ifdef JP
-               return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
+               return format("レベル%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
 #else
                return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
 #endif
@@ -2540,7 +2743,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode)
        else 
        {
 #ifdef JP
-               return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
+               return format("レベル???, %s%s%s", desc, attitude, clone);
 #else
                return format("Level ???, %s%s%s", desc, attitude, clone);
 #endif
@@ -2692,55 +2895,6 @@ bool target_okay(void)
 
 
 /*
- * Examine importance level of the grid.
- *
- * Unknown unique monster -> 5000
- * Unique monster         -> 4000 + level 
- * Unknown normal monster -> 3000
- * Shadower              -> 2999
- * Normal monster        -> 2000 + level
- * Object                -> 1000
- * Empty                 -> priotity of the terrain
- */
-static int get_grid_importance(int y, int x)
-{
-       cave_type *c_ptr = &cave[y][x];
-
-       /* A monster */
-       if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
-       {
-               monster_type *m_ptr = &m_list[c_ptr->m_idx];
-               monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-
-               /* Unique monster */
-               if (ap_r_ptr->flags1 & RF1_UNIQUE)
-               {
-                       /* Unknown unique monster */
-                       if (!ap_r_ptr->r_tkills) return 5000;
-
-                       /* Known unique monster */
-                       return 4000 + ap_r_ptr->level;
-               }
-
-               /* ¤¢¤ä¤·¤¤±Æ (Shadower) */
-               if (m_ptr->mflag2 & MFLAG2_KAGE) return 2999;
-
-               /* Unknown monster */
-               if (!ap_r_ptr->r_tkills) return 3000;
-
-               /* Known normal monster */
-               return 2000 + ap_r_ptr->level;
-       }
-
-       /* Object */
-       if (c_ptr->o_idx) return 1000;
-
-       /* Empty floor or other terrain */
-       return f_info[c_ptr->feat].priority;
-}
-
-
-/*
  * Sorting hook -- comp function -- by "distance to player"
  *
  * We use "u" and "v" to point to arrays of "x" and "y" positions,
@@ -2782,13 +2936,61 @@ static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
 {
        byte *x = (byte*)(u);
        byte *y = (byte*)(v);
+       cave_type *ca_ptr = &cave[y[a]][x[a]];
+       cave_type *cb_ptr = &cave[y[b]][x[b]];
+       monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
+       monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
+       monster_race *ap_ra_ptr, *ap_rb_ptr;
+
+       /* The player grid */
+       if (y[a] == py && x[a] == px) return TRUE;
+       if (y[b] == py && x[b] == px) return FALSE;
+
+       /* Extract monster race */
+       if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
+       else ap_ra_ptr = NULL;
+       if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
+       else ap_rb_ptr = NULL;
+
+       if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
+       if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
+
+       /* Compare two monsters */
+       if (ap_ra_ptr && ap_rb_ptr)
+       {
+               /* Unique monsters first */
+               if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
+               if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
 
-       int la = get_grid_importance(y[a], x[a]);
-       int lb = get_grid_importance(y[b], x[b]);
+               /* Shadowers first (あやしい影) */
+               if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
+               if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
 
-       if (la < lb) return FALSE;
-       if (la > lb) return TRUE;
+               /* Unknown monsters first */
+               if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
+               if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
 
+               /* Higher level monsters first (if known) */
+               if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
+               {
+                       if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
+                       if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
+               }
+
+               /* Sort by index if all conditions are same */
+               if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
+               if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
+       }
+
+       /* An object get higher priority */
+       if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
+       if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
+
+       /* Priority from the terrain */
+       if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
+       if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
+
+       /* If all conditions are same, compare distance */
        return ang_sort_comp_distance(u, v, a, b);
 }
 
@@ -2941,14 +3143,32 @@ static bool target_set_accept(int y, int x)
 static void target_set_prepare(int mode)
 {
        int y, x;
+       int min_hgt, max_hgt, min_wid, max_wid;
+
+       if (mode & TARGET_KILL)
+       {
+               /* Inner range */
+               min_hgt = MAX((py - MAX_RANGE), 0);
+               max_hgt = MIN((py + MAX_RANGE), cur_hgt - 1);
+               min_wid = MAX((px - MAX_RANGE), 0);
+               max_wid = MIN((px + MAX_RANGE), cur_wid - 1);
+       }
+       else /* not targetting */
+       {
+               /* Inner panel */
+               min_hgt = panel_row_min;
+               max_hgt = panel_row_max;
+               min_wid = panel_col_min;
+               max_wid = panel_col_max;
+       }
 
        /* Reset "temp" array */
        temp_n = 0;
 
        /* Scan the current panel */
-       for (y = panel_row_min; y <= panel_row_max; y++)
+       for (y = min_hgt; y <= max_hgt; y++)
        {
-               for (x = panel_col_min; x <= panel_col_max; x++)
+               for (x = min_wid; x <= max_wid; x++)
                {
                        cave_type *c_ptr;
 
@@ -2998,6 +3218,9 @@ static void target_set_prepare(int mode)
                temp_x[1] = tmp;
        }
 }
+void target_set_prepare_look(){
+       target_set_prepare(TARGET_LOOK);
+}
 
 
 /*
@@ -3051,10 +3274,12 @@ static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
        num = MIN(999, exp_adv_frac);
 
        /* Display the number */
-       sprintf(buf,"%03ld", num);
+       sprintf(buf,"%03ld", (long int)num);
 }
 
 
+bool show_gold_on_floor = FALSE;
+
 /*
  * Examine a grid, return a keypress.
  *
@@ -3098,7 +3323,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
                if (floor_num)
                {
 #ifdef JP
-                       x_info = "xʪ ";
+                       x_info = "x ";
 #else
                        x_info = "x,";
 #endif
@@ -3112,9 +3337,9 @@ static int target_set_aux(int y, int x, int mode, cptr info)
        {
                /* Description */
 #ifdef JP
-               s1 = "¤¢¤Ê¤¿¤Ï";
-               s2 = "¤Î¾å";
-               s3 = "¤Ë¤¤¤ë";
+               s1 = "あなたは";
+               s2 = "の上";
+               s3 = "にいる";
 #else
                s1 = "You are ";
 
@@ -3125,7 +3350,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
        else
        {
 #ifdef JP
-               s1 = "¥¿¡¼¥²¥Ã¥È:";
+               s1 = "ターゲット:";
 #else
                s1 = "Target:";
 #endif
@@ -3135,7 +3360,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
        if (p_ptr->image)
        {
 #ifdef JP
-               cptr name = "²¿¤«´ñ̯¤Êʪ";
+               cptr name = "何か奇妙な物";
 #else
                cptr name = "something strange";
 #endif
@@ -3199,7 +3424,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
 
                                /* Hack -- Complete the prompt (again) */
 #ifdef JP
-                               Term_addstr(-1, TERM_WHITE, format("  [r»× %s%s]", x_info, info));
+                               Term_addstr(-1, TERM_WHITE, format("  [r %s%s]", x_info, info));
 #else
                                Term_addstr(-1, TERM_WHITE, format("  [r,%s%s]", x_info, info));
 #endif
@@ -3226,7 +3451,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
                        evaluate_monster_exp(acount, m_ptr);
 
 #ifdef JP
-                       sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
+                       sprintf(out_val, "[%s]%s%s(%s)%s%s [r %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
 #else
                        sprintf(out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, s1, s2, s3, m_name, look_mon_desc(m_ptr, 0x01), x_info, info);
 #endif
@@ -3254,7 +3479,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
 
                /* Change the intro */
 #ifdef JP
-               s1 = "¤½¤ì¤Ï";
+               s1 = "それは";
 #else
                s1 = "It is ";
 #endif
@@ -3262,13 +3487,13 @@ static int target_set_aux(int y, int x, int mode, cptr info)
 
                /* Hack -- take account of gender */
 #ifdef JP
-               if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
+               if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "彼女は";
 #else
                if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
 #endif
 
 #ifdef JP
-               else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
+               else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "彼は";
 #else
                else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
 #endif
@@ -3276,8 +3501,8 @@ static int target_set_aux(int y, int x, int mode, cptr info)
 
                /* Use a preposition */
 #ifdef JP
-               s2 = "¤ò";
-               s3 = "»ý¤Ã¤Æ¤¤¤ë";
+               s2 = "";
+               s3 = "持っている";
 #else
                s2 = "carrying ";
 #endif
@@ -3318,7 +3543,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
 
                        /* Change the intro */
 #ifdef JP
-                       s2 = "¤ò¤Þ¤¿";
+                       s2 = "をまた";
 #else
                        s2 = "also carrying ";
 #endif
@@ -3326,8 +3551,8 @@ static int target_set_aux(int y, int x, int mode, cptr info)
 
                /* Use a preposition */
 #ifdef JP
-               s2 = "¤Î¾å";
-               s3 = "¤Ë¤¤¤ë";
+               s2 = "の上";
+               s3 = "にいる";
 #else
                s2 = "on ";
 #endif
@@ -3377,7 +3602,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
                        {
                                /* Display rough information about items */
 #ifdef JP
-                               sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
+                               sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
                                        s1, floor_num, s2, s3, info);
 #else
                                sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
@@ -3406,11 +3631,13 @@ static int target_set_aux(int y, int x, int mode, cptr info)
                                screen_save();
 
                                /* Display */
+                               show_gold_on_floor = TRUE;
                                (void)show_floor(0, y, x, &min_width);
+                               show_gold_on_floor = FALSE;
 
                                /* Prompt */
 #ifdef JP
-                               sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
+                               sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
                                        s1, floor_num, s2, s3, info);
 #else
                                sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
@@ -3498,7 +3725,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
 
                        /* Change the intro */
 #ifdef JP
-                       s1 = "¤½¤ì¤Ï";
+                       s1 = "それは";
 #else
                        s1 = "It is ";
 #endif
@@ -3506,7 +3733,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
 
                        /* Plurals */
 #ifdef JP
-                       if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
+                       if (o_ptr->number != 1) s1 = "それらは";
 #else
                        if (o_ptr->number != 1) s1 = "They are ";
 #endif
@@ -3514,8 +3741,8 @@ static int target_set_aux(int y, int x, int mode, cptr info)
 
                        /* Preposition */
 #ifdef JP
-                       s2 = "¤Î¾å";
-                       s3 = "¤Ë¸«¤¨¤ë";
+                       s2 = "の上";
+                       s3 = "に見える";
 #else
                        s2 = "on ";
 #endif
@@ -3531,7 +3758,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
        if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
        {
                /* Forget feature */
-               feat = FEAT_NONE;
+               feat = feat_none;
        }
 
        f_ptr = &f_info[feat];
@@ -3541,15 +3768,43 @@ static int target_set_aux(int y, int x, int mode, cptr info)
        {
                cptr name;
 
+               /* Hack -- special handling for quest entrances */
+               if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
+               {
+                       /* Set the quest number temporary */
+                       int old_quest = p_ptr->inside_quest;
+                       int j;
+
+                       /* Clear the text */
+                       for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
+                       quest_text_line = 0;
+
+                       p_ptr->inside_quest = c_ptr->special;
+
+                       /* Get the quest text */
+                       init_flags = INIT_NAME_ONLY;
+
+                       process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+
+#ifdef JP
+                       name = format("クエスト「%s」(%d階相当)", quest[c_ptr->special].name, quest[c_ptr->special].level);
+#else
+                       name = format("the entrance to the quest '%s'(level %d)", quest[c_ptr->special].name, quest[c_ptr->special].level);
+#endif
+
+                       /* Reset the old quest number */
+                       p_ptr->inside_quest = old_quest;
+               }
+
                /* Hack -- special handling for building doors */
-               if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
+               else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
                {
-                       name = building[f_ptr->power].name;
+                       name = building[f_ptr->subtype].name;
                }
                else if (have_flag(f_ptr->flags, FF_ENTRANCE))
                {
 #ifdef JP
-                       name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
+                       name = format("%s(%d階相当)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
 #else
                        name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
 #endif
@@ -3558,10 +3813,10 @@ static int target_set_aux(int y, int x, int mode, cptr info)
                {
                        name = town[c_ptr->special].name;
                }
-               else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
+               else if (p_ptr->wild_mode && (feat == feat_floor))
                {
 #ifdef JP
-                       name = "ƻ";
+                       name = "";
 #else
                        name = "road";
 #endif
@@ -3579,7 +3834,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
                     have_flag(f_ptr->flags, FF_TOWN)))
                {
 #ifdef JP
-                       s2 = "¤ÎÃæ";
+                       s2 = "の中";
 #else
                        s2 = "in ";
 #endif
@@ -3587,11 +3842,12 @@ static int target_set_aux(int y, int x, int mode, cptr info)
 
                /* Hack -- special introduction for store & building doors -KMW- */
                if (have_flag(f_ptr->flags, FF_STORE) ||
+                   have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
                    (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
                    have_flag(f_ptr->flags, FF_ENTRANCE))
                {
 #ifdef JP
-                       s2 = "¤ÎÆþ¸ý";
+                       s2 = "の入口";
 #else
                        s3 = "";
 #endif
@@ -3618,7 +3874,7 @@ static int target_set_aux(int y, int x, int mode, cptr info)
                        if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
                        else sprintf(f_idx_str, "%d", c_ptr->feat);
 #ifdef JP
-                       sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x);
+                       sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x, travel.cost[y][x]);
 #else
                        sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x);
 #endif
@@ -3704,8 +3960,7 @@ bool target_set(int mode)
        cave_type               *c_ptr;
 
        int wid, hgt;
-
-
+       
        /* Get size */
        get_screen_size(&wid, &hgt);
 
@@ -3732,6 +3987,9 @@ bool target_set(int mode)
                        y = temp_y[m];
                        x = temp_x[m];
 
+                       /* Set forcus */
+                       change_panel_xy(y, x);
+
                        if (!(mode & TARGET_LOOK)) prt_path(y, x);
 
                        /* Access */
@@ -3741,7 +3999,7 @@ bool target_set(int mode)
                        if (target_able(c_ptr->m_idx))
                        {
 #ifdef JP
-strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
+strcpy(info, "q止 t決 p自 o現 +次 -前");
 #else
                                strcpy(info, "q,t,p,o,+,-,<dir>");
 #endif
@@ -3752,15 +4010,18 @@ strcpy(info, "q
                        else
                        {
 #ifdef JP
-strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
+strcpy(info, "q止 p自 o現 +次 -前");
 #else
                                strcpy(info, "q,p,o,+,-,<dir>");
 #endif
 
                        }
-
+                       
                        /* Describe and Prompt */
-                       while (!(query = target_set_aux(y, x, mode, info)));
+                       while (TRUE){
+                               query = target_set_aux(y, x, mode, info);
+                               if(query)break;
+                       }
 
                        /* Cancel tracking */
                        /* health_track(0); */
@@ -3983,7 +4244,7 @@ strcpy(info, "q
 
                        /* Default prompt */
 #ifdef JP
-strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
+strcpy(info, "q止 t決 p自 m近 +次 -前");
 #else
                        strcpy(info, "q,t,p,m,+,-,<dir>");
 #endif
@@ -4228,7 +4489,7 @@ bool get_aim_dir(int *dp)
                if (!target_okay())
                {
 #ifdef JP
-p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
+p = "方向 ('*'でターゲット選択, ESCで中断)? ";
 #else
                        p = "Direction ('*' to choose a target, Escape to cancel)? ";
 #endif
@@ -4237,7 +4498,7 @@ p = "
                else
                {
 #ifdef JP
-p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
+p = "方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ";
 #else
                        p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
 #endif
@@ -4314,7 +4575,7 @@ p = "
        {
                /* Warn the user */
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
+msg_print("あなたは混乱している。");
 #else
                msg_print("You are confused.");
 #endif
@@ -4356,6 +4617,7 @@ msg_print("
 bool get_rep_dir(int *dp, bool under)
 {
        int dir;
+       cptr prompt;
 
        /* Initialize */
        (*dp) = 0;
@@ -4373,24 +4635,36 @@ bool get_rep_dir(int *dp, bool under)
 
 #endif /* ALLOW_REPEAT -- TNB */
 
+       if (under)
+       {
+               prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
+       }
+       else
+       {
+               prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
+       }
+       
        /* Get a direction */
        while (!dir)
        {
                char ch;
 
                /* Get a command (or Cancel) */
-#ifdef JP
-if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
-#else
-               if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
-#endif
-
+               if (!get_com(prompt, &ch, TRUE)) break;
 
-               /* Look up the direction */
-               dir = get_keymap_dir(ch);
+               /* Look down */
+               if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
+               {
+                       dir = 5;
+               }
+               else
+               {
+                       /* Look up the direction */
+                       dir = get_keymap_dir(ch);
 
-               /* Oops */
-               if (!dir) bell();
+                       /* Oops */
+                       if (!dir) bell();
+               }
        }
 
        /* Prevent weirdness */
@@ -4445,7 +4719,7 @@ if (!get_com("
                {
                        /* Warn the user */
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
+msg_print("あなたは混乱している。");
 #else
                        msg_print("You are confused.");
 #endif
@@ -4459,7 +4733,7 @@ msg_print("
                        if (MON_CONFUSED(m_ptr))
                        {
 #ifdef JP
-msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
+msg_format("%sは混乱している。", m_name);
 #else
  msg_format("%^s is confusing.", m_name);
 
@@ -4468,7 +4742,7 @@ msg_format("%s
                        else
                        {
 #ifdef JP
-msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
+msg_format("%sは思い通りに動いてくれない。", m_name);
 #else
 msg_format("You cannot control %s.", m_name);
 #endif
@@ -4518,7 +4792,7 @@ bool get_rep_dir2(int *dp)
 
                /* Get a command (or Cancel) */
 #ifdef JP
-if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
+if (!get_com("方向 (ESCで中断)? ", &ch, TRUE)) break;
 #else
                if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
 #endif
@@ -4556,7 +4830,7 @@ if (!get_com("
        {
                /* Warn the user */
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
+msg_print("あなたは混乱している。");
 #else
                msg_print("You are confused.");
 #endif
@@ -4577,7 +4851,6 @@ msg_print("
        return (TRUE);
 }
 
-
 void gain_level_reward(int chosen_reward)
 {
        object_type *q_ptr;
@@ -4613,7 +4886,7 @@ void gain_level_reward(int chosen_reward)
 
 
 #ifdef JP
-sprintf(wrath_reason, "%s¤ÎÅܤê",
+sprintf(wrath_reason, "%sの怒り",
                chaos_patrons[p_ptr->chaos_patron]);
 #else
        sprintf(wrath_reason, "the Wrath of %s",
@@ -4626,7 +4899,7 @@ sprintf(wrath_reason, "%s
        if (one_in_(6) && !chosen_reward)
        {
 #ifdef JP
-msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
+msg_format("%^sは褒美としてあなたを突然変異させた。",
                        chaos_patrons[p_ptr->chaos_patron]);
 #else
                msg_format("%^s rewards you with a mutation!",
@@ -4635,7 +4908,7 @@ msg_format("%^s
 
                (void)gain_random_mutation(0);
 #ifdef JP
-               reward = "ÊÑ°Û¤·¤¿¡£";
+               reward = "変異した。";
 #else
                reward = "mutation";
 #endif
@@ -4646,7 +4919,7 @@ msg_format("%^s
        {
                case REW_POLY_SLF:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -4654,21 +4927,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
+msg_print("「汝、新たなる姿を必要とせり!」");
 #else
                        msg_print("'Thou needst a new form, mortal!'");
 #endif
 
                        do_poly_self();
 #ifdef JP
-                       reward = "ÊÑ°Û¤·¤¿¡£";
+                       reward = "変異した。";
 #else
                        reward = "polymorphing";
 #endif
                        break;
                case REW_GAIN_EXP:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -4676,7 +4949,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
+msg_print("「汝は良く行いたり!続けよ!」");
 #else
                        msg_print("'Well done, mortal! Lead on!'");
 #endif
@@ -4684,7 +4957,7 @@ msg_print("
                        if (p_ptr->prace == RACE_ANDROID)
                        {
 #ifdef JP
-                               msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
+                               msg_print("しかし何も起こらなかった。");
 #else
                                msg_print("But, nothing happen.");
 #endif
@@ -4694,14 +4967,14 @@ msg_print("
                                s32b ee = (p_ptr->exp / 2) + 10;
                                if (ee > 100000L) ee = 100000L;
 #ifdef JP
-msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
+msg_print("更に経験を積んだような気がする。");
 #else
                                msg_print("You feel more experienced.");
 #endif
 
                                gain_exp(ee);
 #ifdef JP
-                               reward = "·Ð¸³ÃͤòÆÀ¤¿";
+                               reward = "経験値を得た";
 #else
                                reward = "experience";
 #endif
@@ -4709,7 +4982,7 @@ msg_print("
                        break;
                case REW_LOSE_EXP:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -4717,7 +4990,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
+msg_print("「下僕よ、汝それに値せず。」");
 #else
                        msg_print("'Thou didst not deserve that, slave.'");
 #endif
@@ -4725,7 +4998,7 @@ msg_print("
                        if (p_ptr->prace == RACE_ANDROID)
                        {
 #ifdef JP
-                               msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
+                               msg_print("しかし何も起こらなかった。");
 #else
                                msg_print("But, nothing happen.");
 #endif
@@ -4734,7 +5007,7 @@ msg_print("
                        {
                                lose_exp(p_ptr->exp / 6);
 #ifdef JP
-                               reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
+                               reward = "経験値を失った。";
 #else
                                reward = "losing experience";
 #endif
@@ -4742,7 +5015,7 @@ msg_print("
                        break;
                case REW_GOOD_OBJ:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
+msg_format("%sの声がささやいた:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s whispers:",
@@ -4750,21 +5023,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
+msg_print("「我が与えし物を賢明に使うべし。」");
 #else
                        msg_print("'Use my gift wisely.'");
 #endif
 
-                       acquirement(py, px, 1, FALSE, FALSE);
+                       acquirement(py, px, 1, FALSE, FALSE, FALSE);
 #ifdef JP
-                       reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
+                       reward = "上質なアイテムを手に入れた。";
 #else
                        reward = "a good item";
 #endif
                        break;
                case REW_GREA_OBJ:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -4772,21 +5045,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
+msg_print("「我が与えし物を賢明に使うべし。」");
 #else
                        msg_print("'Use my gift wisely.'");
 #endif
 
-                       acquirement(py, px, 1, TRUE, FALSE);
+                       acquirement(py, px, 1, TRUE, FALSE, FALSE);
 #ifdef JP
-                       reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
+                       reward = "高級品のアイテムを手に入れた。";
 #else
                        reward = "an excellent item";
 #endif
                        break;
                case REW_CHAOS_WP:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -4794,7 +5067,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­·õ¤ËÃͤ»¤ê¡£¡×");
+msg_print("「汝の行いは貴き剣に値せり。」");
 #else
                        msg_print("'Thy deed hath earned thee a worthy blade.'");
 #endif
@@ -4898,14 +5171,14 @@ msg_print("
                        /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, py, px);
 #ifdef JP
-                       reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
+                       reward = "(混沌)の武器を手に入れた。";
 #else
                        reward = "chaos weapon";
 #endif
                        break;
                case REW_GOOD_OBS:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -4913,21 +5186,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­Ê󤤤ËÃͤ»¤ê¡£¡×");
+msg_print("「汝の行いは貴き報いに値せり。」");
 #else
                        msg_print("'Thy deed hath earned thee a worthy reward.'");
 #endif
 
-                       acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
+                       acquirement(py, px, randint1(2) + 1, FALSE, FALSE, FALSE);
 #ifdef JP
-                       reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
+                       reward = "上質なアイテムを手に入れた。";
 #else
                        reward = "good items";
 #endif
                        break;
                case REW_GREA_OBS:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -4935,21 +5208,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤­Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
+msg_print("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」");
 #else
                        msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
 #endif
 
-                       acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
+                       acquirement(py, px, randint1(2) + 1, TRUE, FALSE, FALSE);
 #ifdef JP
-                       reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
+                       reward = "高級品のアイテムを手に入れた。";
 #else
                        reward = "excellent items";
 #endif
                        break;
                case REW_TY_CURSE:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
+msg_format("%sの声が轟き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s thunders:",
@@ -4957,21 +5230,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
+msg_print("「下僕よ、汝傲慢なり。」");
 #else
                        msg_print("'Thou art growing arrogant, mortal.'");
 #endif
 
                        (void)activate_ty_curse(FALSE, &count);
 #ifdef JP
-                       reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
+                       reward = "禍々しい呪いをかけられた。";
 #else
                        reward = "cursing";
 #endif
                        break;
                case REW_SUMMON_M:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -4979,7 +5252,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
+msg_print("「我が下僕たちよ、かの傲慢なる者を倒すべし!」");
 #else
                        msg_print("'My pets, destroy the arrogant mortal!'");
 #endif
@@ -4989,14 +5262,14 @@ msg_print("
                                (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                        }
 #ifdef JP
-                       reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
+                       reward = "モンスターを召喚された。";
 #else
                        reward = "summoning hostile monsters";
 #endif
                        break;
                case REW_H_SUMMON:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5004,21 +5277,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤­Å¨¤òɬÍפȤ»¤ê¡ª¡×");
+msg_print("「汝、より強き敵を必要とせり!」");
 #else
                        msg_print("'Thou needst worthier opponents!'");
 #endif
 
                        activate_hi_summon(py, px, FALSE);
 #ifdef JP
-                       reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
+                       reward = "モンスターを召喚された。";
 #else
                        reward = "summoning many hostile monsters";
 #endif
                        break;
                case REW_DO_HAVOC:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5026,21 +5299,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
+msg_print("「死と破壊こそ我が喜びなり!」");
 #else
                        msg_print("'Death and destruction! This pleaseth me!'");
 #endif
 
                        call_chaos();
 #ifdef JP
-                       reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
+                       reward = "カオスの力が渦巻いた。";
 #else
                        reward = "calling chaos";
 #endif
                        break;
                case REW_GAIN_ABL:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
+msg_format("%sの声が鳴り響いた:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s rings out:",
@@ -5048,7 +5321,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
+msg_print("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」");
 #else
                        msg_print("'Stay, mortal, and let me mold thee.'");
 #endif
@@ -5058,14 +5331,14 @@ msg_print("
                        else
                                do_inc_stat(randint0(6));
 #ifdef JP
-                       reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
+                       reward = "能力値が上がった。";
 #else
                        reward = "increasing a stat";
 #endif
                        break;
                case REW_LOSE_ABL:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5073,7 +5346,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
+msg_print("「下僕よ、余は汝に飽みたり。」");
 #else
                        msg_print("'I grow tired of thee, mortal.'");
 #endif
@@ -5083,14 +5356,14 @@ msg_print("
                        else
                                (void)do_dec_stat(randint0(6));
 #ifdef JP
-                       reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
+                       reward = "能力値が下がった。";
 #else
                        reward = "decreasing a stat";
 #endif
                        break;
                case REW_RUIN_ABL:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
+msg_format("%sの声が轟き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s thunders:",
@@ -5098,8 +5371,8 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
-msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
+msg_print("「汝、謙虚たることを学ぶべし!」");
+msg_print("あなたは以前より弱くなった!");
 #else
                        msg_print("'Thou needst a lesson in humility, mortal!'");
                        msg_print("You feel less powerful!");
@@ -5110,14 +5383,14 @@ msg_print("
                                (void)dec_stat(dummy, 10 + randint1(15), TRUE);
                        }
 #ifdef JP
-                       reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
+                       reward = "全能力値が下がった。";
 #else
                        reward = "decreasing all stats";
 #endif
                        break;
                case REW_POLY_WND:
 #ifdef JP
-msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
+msg_format("%sの力が触れるのを感じた。",
 #else
                        msg_format("You feel the power of %s touch you.",
 #endif
@@ -5125,14 +5398,14 @@ msg_format("%s
                                chaos_patrons[p_ptr->chaos_patron]);
                        do_poly_wounds();
 #ifdef JP
-                       reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
+                       reward = "傷が変化した。";
 #else
                        reward = "polymorphing wounds";
 #endif
                        break;
                case REW_AUGM_ABL:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5140,7 +5413,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
+msg_print("「我がささやかなる賜物を受けとるがよい!」");
 #else
                        msg_print("'Receive this modest gift from me!'");
 #endif
@@ -5150,14 +5423,14 @@ msg_print("
                                (void)do_inc_stat(dummy);
                        }
 #ifdef JP
-                       reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
+                       reward = "全能力値が上がった。";
 #else
                        reward = "increasing all stats";
 #endif
                        break;
                case REW_HURT_LOT:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5165,7 +5438,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
+msg_print("「苦しむがよい、無能な愚か者よ!」");
 #else
                        msg_print("'Suffer, pathetic fool!'");
 #endif
@@ -5173,14 +5446,14 @@ msg_print("
                        fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
                        take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
 #ifdef JP
-                       reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
+                       reward = "分解の球が発生した。";
 #else
                        reward = "generating disintegration ball";
 #endif
                        break;
           case REW_HEAL_FUL:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5188,7 +5461,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
+msg_print("「甦るがよい、我が下僕よ!」");
 #else
                        msg_print("'Rise, my servant!'");
 #endif
@@ -5206,7 +5479,7 @@ msg_print("
                                (void)do_res_stat(dummy);
                        }
 #ifdef JP
-                       reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
+                       reward = "体力が回復した。";
 #else
                        reward = "healing";
 #endif
@@ -5214,7 +5487,7 @@ msg_print("
                case REW_CURSE_WP:
                        if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5222,7 +5495,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
+msg_print("「汝、武器に頼ることなかれ。」");
 #else
                        msg_print("'Thou reliest too much on thy weapon.'");
 #endif
@@ -5236,7 +5509,7 @@ msg_print("
                        object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
                        (void)curse_weapon(FALSE, dummy);
 #ifdef JP
-                       reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
+                       reward = format("%sが破壊された。", o_name);
 #else
                        reward = format("destroying %s", o_name);
 #endif
@@ -5244,7 +5517,7 @@ msg_print("
                case REW_CURSE_AR:
                        if (!inventory[INVEN_BODY].k_idx) break;
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5252,7 +5525,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
+msg_print("「汝、防具に頼ることなかれ。」");
 #else
                        msg_print("'Thou reliest too much on thine equipment.'");
 #endif
@@ -5260,14 +5533,14 @@ msg_print("
                        object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
                        (void)curse_armor();
 #ifdef JP
-                       reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
+                       reward = format("%sが破壊された。", o_name);
 #else
                        reward = format("destroying %s", o_name);
 #endif
                        break;
                case REW_PISS_OFF:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
+msg_format("%sの声がささやいた:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s whispers:",
@@ -5275,7 +5548,7 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
+msg_print("「我を怒りしめた罪を償うべし。」");
 #else
                        msg_print("'Now thou shalt pay for annoying me.'");
 #endif
@@ -5285,7 +5558,7 @@ msg_print("
                                case 1:
                                        (void)activate_ty_curse(FALSE, &count);
 #ifdef JP
-                                       reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
+                                       reward = "禍々しい呪いをかけられた。";
 #else
                                        reward = "cursing";
 #endif
@@ -5293,7 +5566,7 @@ msg_print("
                                case 2:
                                        activate_hi_summon(py, px, FALSE);
 #ifdef JP
-                                       reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
+                                       reward = "モンスターを召喚された。";
 #else
                                        reward = "summoning hostile monsters";
 #endif
@@ -5311,7 +5584,7 @@ msg_print("
                                                object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
                                                (void)curse_weapon(FALSE, dummy);
 #ifdef JP
-                                               reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
+                                               reward = format("%sが破壊された。", o_name);
 #else
                                                reward = format("destroying %s", o_name);
 #endif
@@ -5322,7 +5595,7 @@ msg_print("
                                                object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
                                                (void)curse_armor();
 #ifdef JP
-                                               reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
+                                               reward = format("%sが破壊された。", o_name);
 #else
                                                reward = format("destroying %s", o_name);
 #endif
@@ -5334,7 +5607,7 @@ msg_print("
                                                (void)dec_stat(dummy, 10 + randint1(15), TRUE);
                                        }
 #ifdef JP
-                                       reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
+                                       reward = "全能力値が下がった。";
 #else
                                        reward = "decreasing all stats";
 #endif
@@ -5343,14 +5616,14 @@ msg_print("
                        break;
                case REW_WRATH:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
+msg_format("%sの声が轟き渡った:",
 #else
                        msg_format("The voice of %s thunders:",
 #endif
 
                                chaos_patrons[p_ptr->chaos_patron]);
 #ifdef JP
-msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
+msg_print("「死ぬがよい、下僕よ!」");
 #else
                        msg_print("'Die, mortal!'");
 #endif
@@ -5379,7 +5652,7 @@ msg_print("
                        break;
                case REW_DESTRUCT:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5387,21 +5660,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
+msg_print("「死と破壊こそ我が喜びなり!」");
 #else
                        msg_print("'Death and destruction! This pleaseth me!'");
 #endif
 
                        (void)destroy_area(py, px, 25, FALSE);
 #ifdef JP
-                       reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
+                       reward = "ダンジョンが*破壊*された。";
 #else
                        reward = "*destruct*ing dungeon";
 #endif
                        break;
                case REW_GENOCIDE:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5409,21 +5682,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
+msg_print("「我、汝の敵を抹殺せん!」");
 #else
                        msg_print("'Let me relieve thee of thine oppressors!'");
 #endif
 
                        (void)symbol_genocide(0, FALSE);
 #ifdef JP
-                       reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
+                       reward = "モンスターが抹殺された。";
 #else
                        reward = "genociding monsters";
 #endif
                        break;
                case REW_MASS_GEN:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("The voice of %s booms out:",
@@ -5431,21 +5704,21 @@ msg_format("%s
 #endif
 
 #ifdef JP
-msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
+msg_print("「我、汝の敵を抹殺せん!」");
 #else
                        msg_print("'Let me relieve thee of thine oppressors!'");
 #endif
 
                        (void)mass_genocide(0, FALSE);
 #ifdef JP
-                       reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
+                       reward = "モンスターが抹殺された。";
 #else
                        reward = "genociding nearby monsters";
 #endif
                        break;
                case REW_DISPEL_C:
 #ifdef JP
-msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
+msg_format("%sの力が敵を攻撃するのを感じた!",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("You can feel the power of %s assault your enemies!",
@@ -5456,7 +5729,7 @@ msg_format("%s
                        break;
                case REW_IGNORE:
 #ifdef JP
-msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
+msg_format("%sはあなたを無視した。",
                                chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("%s ignores you.",
@@ -5466,20 +5739,20 @@ msg_format("%s
                        break;
                case REW_SER_DEMO:
 #ifdef JP
-msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°­Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
+msg_format("%sは褒美として悪魔の使いをよこした!",chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
                        if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
 #ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
+msg_print("何も現れなかった...");
 #else
                                msg_print("Nobody ever turns up...");
 #endif
                        else
 #ifdef JP
-                               reward = "°­Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
+                               reward = "悪魔がペットになった。";
 #else
                                reward = "a demonic servant";
 #endif
@@ -5487,20 +5760,20 @@ msg_print("
                        break;
                case REW_SER_MONS:
 #ifdef JP
-msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
+msg_format("%sは褒美として使いをよこした!",chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
                        if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
 #ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
+msg_print("何も現れなかった...");
 #else
                                msg_print("Nobody ever turns up...");
 #endif
                        else
 #ifdef JP
-                               reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
+                               reward = "モンスターがペットになった。";
 #else
                                reward = "a servant";
 #endif
@@ -5508,20 +5781,20 @@ msg_print("
                        break;
                case REW_SER_UNDE:
 #ifdef JP
-msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
+msg_format("%sは褒美としてアンデッドの使いをよこした。",chaos_patrons[p_ptr->chaos_patron]);
 #else
                        msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
                        if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
 #ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
+msg_print("何も現れなかった...");
 #else
                                msg_print("Nobody ever turns up...");
 #endif
                        else
 #ifdef JP
-                               reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
+                               reward = "アンデッドがペットになった。";
 #else
                                reward = "an undead servant";
 #endif
@@ -5529,14 +5802,14 @@ msg_print("
                        break;
                default:
 #ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
+msg_format("%sの声がどもった:",
 #else
                        msg_format("The voice of %s stammers:",
 #endif
 
                                chaos_patrons[p_ptr->chaos_patron]);
 #ifdef JP
-msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
+msg_format("「あー、あー、答えは %d/%d。質問は何?」", type, effect);
 #else
                        msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
 #endif
@@ -5546,7 +5819,7 @@ msg_format("
        if (reward)
        {
 #ifdef JP
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
+               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("パトロンの報酬で%s", reward));
 #else
                do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
 #endif
@@ -5555,12 +5828,85 @@ msg_format("
 
 
 /*
+ * XAngband: determine if a given location is "interesting"
+ * based on target_set_accept function.
+ */
+static bool tgt_pt_accept(int y, int x)
+{
+       cave_type *c_ptr;
+
+       /* Bounds */
+       if (!(in_bounds(y, x))) return (FALSE);
+
+       /* Player grid is always interesting */
+       if ((y == py) && (x == px)) return (TRUE);
+
+       /* Handle hallucination */
+       if (p_ptr->image) return (FALSE);
+
+       /* Examine the grid */
+       c_ptr = &cave[y][x];
+
+       /* Interesting memorized features */
+       if (c_ptr->info & (CAVE_MARK))
+       {
+               /* Notice stairs */
+               if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
+               if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
+
+               /* Notice quest features */
+               if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
+               if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
+       }
+
+       /* Nope */
+       return (FALSE);
+}
+
+
+/*
+ * XAngband: Prepare the "temp" array for "tget_pt"
+ * based on target_set_prepare funciton.
+ */
+static void tgt_pt_prepare(void)
+{
+       int y, x;
+
+       /* Reset "temp" array */
+       temp_n = 0;
+
+       if (!expand_list) return;
+
+       /* Scan the current panel */
+       for (y = 1; y < cur_hgt; y++)
+       {
+               for (x = 1; x < cur_wid; x++)
+               {
+                       /* Require "interesting" contents */
+                       if (!tgt_pt_accept(y, x)) continue;
+
+                       /* Save the location */
+                       temp_x[temp_n] = x;
+                       temp_y[temp_n] = y;
+                       temp_n++;
+               }
+       }
+
+       /* Target the nearest monster for shooting */
+       ang_sort_comp = ang_sort_comp_distance;
+       ang_sort_swap = ang_sort_swap_distance;
+
+       /* Sort the positions */
+       ang_sort(temp_x, temp_y, temp_n);
+}
+
+/*
  * old -- from PsiAngband.
  */
 bool tgt_pt(int *x_ptr, int *y_ptr)
 {
        char ch = 0;
-       int d, x, y;
+       int d, x, y, n;
        bool success = FALSE;
 
        int wid, hgt;
@@ -5571,8 +5917,14 @@ bool tgt_pt(int *x_ptr, int *y_ptr)
        x = px;
        y = py;
 
+       if (expand_list) 
+       {
+               tgt_pt_prepare();
+               n = 0;
+       }
+
 #ifdef JP
-msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
+       msg_print("場所を選んでスペースキーを押して下さい。");
 #else
        msg_print("Select a point and press space.");
 #endif
@@ -5600,6 +5952,62 @@ msg_print("
                        else success = TRUE;
 
                        break;
+
+               /* XAngband: Move cursor to stairs */
+               case '>':
+               case '<':
+                       if (expand_list && temp_n)
+                       {
+                               int dx, dy;
+                               int cx = (panel_col_min + panel_col_max) / 2;
+                               int cy = (panel_row_min + panel_row_max) / 2;
+
+                               n++;
+
+                               /* Skip stairs which have defferent distance */
+                               for (; n < temp_n; ++ n)
+                               {
+                                       cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
+
+                                       if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
+                                           cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
+                                       {
+                                               /* Found */
+                                               break;
+                                       }
+                               }
+
+                               if (n == temp_n)        /* Loop out taget list */
+                               {
+                                       n = 0;
+                                       y = py;
+                                       x = px;
+                                       verify_panel(); /* Move cursor to player */
+
+                                       /* Update stuff */
+                                       p_ptr->update |= (PU_MONSTERS);
+
+                                       /* Redraw map */
+                                       p_ptr->redraw |= (PR_MAP);
+
+                                       /* Window stuff */
+                                       p_ptr->window |= (PW_OVERHEAD);
+
+                                       /* Handle stuff */
+                                       handle_stuff();
+                               }
+                               else    /* move cursor to next stair and change panel */
+                               {
+                                       y = temp_y[n];
+                                       x = temp_x[n];
+
+                                       dy = 2 * (y - cy) / hgt;
+                                       dx = 2 * (x - cx) / wid;
+                                       if (dy || dx) change_panel(dy, dx);
+                               }
+                       }
+                       break;
+
                default:
                        /* Look up the direction */
                        d = get_keymap_dir(ch);
@@ -5707,7 +6115,7 @@ bool get_hack_dir(int *dp)
                if (!target_okay())
                {
 #ifdef JP
-p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
+p = "方向 ('*'でターゲット選択, ESCで中断)? ";
 #else
                        p = "Direction ('*' to choose a target, Escape to cancel)? ";
 #endif
@@ -5716,7 +6124,7 @@ p = "
                else
                {
 #ifdef JP
-p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
+p = "方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ";
 #else
                        p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
 #endif
@@ -5789,7 +6197,7 @@ p = "
        {
                /* Warn the user */
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
+msg_print("あなたは混乱している。");
 #else
                msg_print("You are confused.");
 #endif
@@ -5805,7 +6213,7 @@ msg_print("
 
 
 /*
- * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
+ * 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
@@ -5946,13 +6354,13 @@ int bow_tmul(int sval)
 cptr your_alignment(void)
 {
 #ifdef JP
-       if (p_ptr->align > 150) return "ÂçÁ±";
-       else if (p_ptr->align > 50) return "ÃæÁ±";
-       else if (p_ptr->align > 10) return "¾®Á±";
-       else if (p_ptr->align > -11) return "ÃæΩ";
-       else if (p_ptr->align > -51) return "¾®°­";
-       else if (p_ptr->align > -151) return "Ãæ°­";
-       else return "Âç°­";
+       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";
@@ -6002,3 +6410,166 @@ int spell_exp_level(int spell_exp)
        else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
        else return EXP_LEVEL_MASTER;
 }
+
+
+/*
+ * Display a rumor and apply its effects
+ */
+
+int rumor_num(char *zz, int max_idx)
+{
+       if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
+       return atoi(zz);
+}
+
+cptr rumor_bind_name(char *base, cptr fullname)
+{
+       char *s, *v;
+
+       s = strstr(base, "{Name}");
+       if (s)
+       {
+               s[0] = '\0';
+               v = format("%s%s%s", base, fullname, (s + 6));
+       }
+       else
+       {
+               v = base;
+       }
+
+       return v;
+}
+
+void display_rumor(bool ex)
+{
+       bool err;
+       int section = 0;
+       char Rumor[1024];
+
+       if (ex)
+       {
+               if (randint0(3) == 0) section = 1;
+       }
+
+#ifdef JP
+       err = get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10);
+       if (err) strcpy(Rumor, "嘘の噂もある。");
+#else
+       err = get_rnd_line("rumors.txt", section, Rumor);
+       if (err) strcpy(Rumor, "Some rumors are wrong.");
+#endif
+
+       err = TRUE;
+
+       if (strncmp(Rumor, "R:", 2) == 0)
+       {
+               char *zz[4];
+               cptr rumor_msg = NULL;
+               cptr rumor_eff_format = NULL;
+               char fullname[1024] = "";
+
+               if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
+               {
+                       if (strcmp(zz[0], "ARTIFACT") == 0)
+                       {
+                               int a_idx, k_idx;
+                               object_type forge;
+                               object_type *q_ptr = &forge;
+                               artifact_type *a_ptr;
+
+                               while (1)
+                               {
+                                       a_idx = rumor_num(zz[1], max_a_idx);
+
+                                       a_ptr = &a_info[a_idx];
+                                       if (a_ptr->name) break;
+                               }
+
+                               k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
+                               object_prep(q_ptr, k_idx);
+                               q_ptr->name1 = a_idx;
+                               q_ptr->ident = IDENT_STORE;
+                               object_desc(fullname, q_ptr, OD_NAME_ONLY);
+                       }
+                       else if  (strcmp(zz[0], "MONSTER") == 0)
+                       {
+                               int r_idx;
+                               monster_race *r_ptr;
+
+                               while(1)
+                               {
+                                       r_idx = rumor_num(zz[1], max_r_idx);
+                                       r_ptr = &r_info[r_idx];
+                                       if (r_ptr->name) break;
+                               }
+
+                               strcpy(fullname, r_name + r_ptr->name);
+
+                               /* Remember this monster */
+                               if (!r_ptr->r_sights)
+                               {
+                                       r_ptr->r_sights++;
+                               }
+                       }
+                       else if  (strcmp(zz[0], "DUNGEON") == 0)
+                       {
+                               int d_idx;
+                               dungeon_info_type *d_ptr;
+
+                               while (1)
+                               {
+                                       d_idx = rumor_num(zz[1], max_d_idx);
+                                       d_ptr = &d_info[d_idx];
+                                       if (d_ptr->name) break;
+                               }
+
+                               strcpy(fullname, d_name + d_ptr->name);
+
+                               if (!max_dlv[d_idx])
+                               {
+                                       max_dlv[d_idx] = d_ptr->mindepth;
+                                       rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
+                               }
+                       }
+                       else if  (strcmp(zz[0], "TOWN") == 0)
+                       {
+                               int t_idx;
+                               s32b visit;
+
+                               while(1)
+                               {
+                                       t_idx = rumor_num(zz[1], NO_TOWN);
+                                       if (town[t_idx].name) break;
+                               }
+
+                               strcpy(fullname, town[t_idx].name);
+
+                               visit = (1L << (t_idx - 1));
+                               if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
+                               {
+                                       p_ptr->visit |= visit;
+                                       rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
+                               }
+                       }
+
+                       rumor_msg = rumor_bind_name(zz[2], fullname);
+                       msg_print(rumor_msg);
+                       if (rumor_eff_format)
+                       {
+                               msg_print(NULL);
+                               msg_format(rumor_eff_format, fullname);
+                       }
+                       err = FALSE;
+               }
+       /* error */
+#ifdef JP
+               if (err) msg_print("この情報は間違っている。");
+#else
+               if (err) msg_print("This information is wrong.");
+#endif
+       }
+                       else
+       {
+               msg_format("%s", Rumor);
+       }
+}