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#37287 #37353 (2.2.0.89) 型の置換を継続中。 / Ongoing type replacement.
[hengband/hengband.git] / src / xtra2.c
index 6425920..9c046e0 100644 (file)
@@ -1,50 +1,50 @@
-/* File: xtra2.c */
-
-/* Purpose: effects of various "objects" */
-
-/*
- * Copyright (c) 1989 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.
+/*!
+ * @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.
  */
 
+
 #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)
 {
-       int             i;
        bool level_reward = FALSE;
        bool level_mutation = FALSE;
        bool level_inc_stat = FALSE;
        bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
-
-
-       /* Note current level */
-       i = p_ptr->lev;
+       int  old_lev = p_ptr->lev;
 
        /* Hack -- lower limit */
        if (p_ptr->exp < 0) p_ptr->exp = 0;
-
-       /* Hack -- lower limit */
        if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
+       if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
 
        /* Hack -- upper limit */
        if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
-
-       /* Hack -- upper limit */
        if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
+       if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
 
        /* Hack -- maintain "max" experience */
        if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
 
+       /* Hack -- maintain "max max" experience */
+       if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
+
        /* Redraw experience */
        p_ptr->redraw |= (PR_EXP);
 
@@ -104,27 +104,28 @@ 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);
+
 #endif
 
                /* Update some stuff */
                p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
 
                /* Redraw some stuff */
-               p_ptr->redraw |= (PR_LEV | PR_TITLE);
+               p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
 
                /* Window stuff */
-               p_ptr->window |= (PW_PLAYER | PW_SPELL);
+               p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
 
-               /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
-                level_up = 1;
+               /* HPとMPの上昇量を表示 */
+               level_up = 1;
 
                /* Handle stuff */
                handle_stuff();
 
-                level_up = 0;
+               level_up = 0;
 
                if (level_inc_stat)
                {
@@ -139,19 +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);
@@ -176,11 +177,7 @@ msg_format("
                                        for(n = 0; n < 6; n++)
                                                if (n != choice - 'a')
                                                        prt("",n+2,14);
-#ifdef JP
-                                       if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
-#else
-                                       if (get_check("Are you sure? ")) break;
-#endif
+                                       if (get_check(_("よろしいですか?", "Are you sure? "))) break;
                                }
                                do_inc_stat(choice - 'a');
                                screen_load();
@@ -191,19 +188,14 @@ msg_format("
 
                if (level_mutation)
                {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
-#else
-                       msg_print("You feel different...");
-#endif
-
+                       msg_print(_("あなたは変わった気がする...", "You feel different..."));
                        (void)gain_random_mutation(0);
                        level_mutation = FALSE;
                }
 
                /*
-                * 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)
                {
@@ -223,42 +215,46 @@ msg_print("
                /* Handle stuff */
                handle_stuff();
        }
+
+       /* Load an autopick preference file */
+       if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
 }
 
 
-/*
+/*!
+ * @brief モンスターを倒した際の財宝svalを返す
+ * @param r_idx 倒したモンスターの種族ID
+ * @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)
+static int get_coin_type(MONRACE_IDX r_idx)
 {
-       monster_race    *r_ptr = &r_info[r_idx];
-
-       /* Analyze "coin" monsters */
-       if (r_ptr->d_char == '$')
+       /* Analyze monsters */
+       switch (r_idx)
        {
-               /* Look for textual clues */
-               switch (r_idx)
-               {
-               case MON_COPPER_COINS: return (2);
-               case MON_SILVER_COINS: return (5);
-               case MON_GOLD_COINS: return (10);
-               case MON_MITHRIL_COINS: return (16);
-               case MON_ADAMANT_COINS: return (17);
-               }
+               case MON_COPPER_COINS: return 2;
+               case MON_SILVER_COINS: return 5;
+               case MON_GOLD_COINS: return 10;
+               case MON_MITHRIL_COINS:
+               case MON_MITHRIL_GOLEM: return 16;
+               case MON_ADAMANT_COINS: return 17;
        }
 
        /* Assume nothing */
-       return (0);
+       return 0;
 }
 
 
-/*
+/*!
+ * @brief オブジェクトがクロークかどうかを判定する /
  * Hack -- determine if a template is Cloak
+ * @param k_idx 判定したいオブジェクトのベースアイテムID
+ * @return オブジェクトがクロークならばTRUEを返す
  */
-static bool kind_is_cloak(int k_idx)
+static bool kind_is_cloak(KIND_OBJECT_IDX k_idx)
 {
        object_kind *k_ptr = &k_info[k_idx];
 
@@ -273,10 +269,13 @@ 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)
+static bool kind_is_polearm(KIND_OBJECT_IDX k_idx)
 {
        object_kind *k_ptr = &k_info[k_idx];
 
@@ -291,10 +290,13 @@ 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)
+static bool kind_is_sword(KIND_OBJECT_IDX k_idx)
 {
        object_kind *k_ptr = &k_info[k_idx];
 
@@ -309,10 +311,13 @@ 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)
+static bool kind_is_book(KIND_OBJECT_IDX k_idx)
 {
        object_kind *k_ptr = &k_info[k_idx];
 
@@ -327,10 +332,13 @@ 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)
+static bool kind_is_good_book(KIND_OBJECT_IDX k_idx)
 {
        object_kind *k_ptr = &k_info[k_idx];
 
@@ -345,10 +353,13 @@ 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)
+static bool kind_is_armor(KIND_OBJECT_IDX k_idx)
 {
        object_kind *k_ptr = &k_info[k_idx];
 
@@ -363,12 +374,92 @@ 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(KIND_OBJECT_IDX k_idx)
+{
+       object_kind *k_ptr = &k_info[k_idx];
+
+       /* Analyze the item type */
+       if (k_ptr->tval == TV_HAFTED)
+       {
+               return (TRUE);
+       }
+
+       /* Assume not good */
+       return (FALSE);
+}
+
+/*!
+ * @brief クエストを達成状態にする /
+ * @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))
+       {
+               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
+               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)
+               {
+                       MONSTER_IDX 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;
+       POSITION y, x;
 
        int quest_num;
 
@@ -376,48 +467,53 @@ void check_quest_completion(monster_type *m_ptr)
        bool reward = FALSE;
 
        object_type forge;
-       object_type *q_ptr;
+       object_type *o_ptr;
 
        /* Get the location */
        y = m_ptr->fy;
        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;
                }
 
@@ -428,68 +524,35 @@ 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;
-
-                                       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);
-                                       }
+                                       complete_quest(quest_num);
 
-                                       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;
@@ -498,70 +561,60 @@ 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)
+                               {
+                                       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)
                                {
-                                       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;
+                                       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;
                        }
@@ -571,8 +624,10 @@ msg_print("
        /* Create a magical staircase */
        if (create_stairs)
        {
+               POSITION ny, nx;
+
                /* Stagger around */
-               while (cave_perma_bold(y, x) || cave[y][x].o_idx)
+               while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
                {
                        /* Pick a location */
                        scatter(&ny, &nx, y, x, 1, 0);
@@ -582,21 +637,13 @@ msg_print("
                }
 
                /* Explain the staircase */
-#ifdef JP
-msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
-#else
-               msg_print("A magical staircase appears...");
-#endif
-
+               msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
 
                /* Create stairs down */
-               cave_set_feat(y, x, FEAT_MORE);
-
-               /* Delete invisible trap */
-               cave[y][x].info &= ~(CAVE_TRAP);
+               cave_set_feat(y, x, feat_down_stair);
 
                /* Remember to update everything */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS);
+               p_ptr->update |= (PU_FLOW);
        }
 
        /*
@@ -604,38 +651,93 @@ 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;
+                       o_ptr = &forge;
 
                        /* Wipe the object */
-                       object_wipe(q_ptr);
+                       object_wipe(o_ptr);
 
                        /* Make a great object */
-                       make_object(q_ptr, TRUE, TRUE);
+                       make_object(o_ptr, AM_GOOD | AM_GREAT);
 
                        /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
+                       (void)drop_near(o_ptr, -1, y, x);
                }
        }
 }
 
-/*
+/*!
+ * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
+ * Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
+ * @return なし
+ */
+void check_find_art_quest_completion(object_type *o_ptr)
+{
+       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)
+{
+       /* Some monsters get "destroyed" */
+       if (!monster_living(r_ptr))
+       {
+               int i;
+
+               for (i = 0; i < 4; i++)
+               {
+                       if (r_ptr->blow[i].method == RBM_EXPLODE)
+                       {
+                               return _("は爆発して粉々になった。", " explodes into tiny shreds.");
+                       }
+               }
+               return _("を倒した。", " is destroyed.");
+       }
+
+       /* Assume a default death */
+       return _("は死んだ。", " dies.");
+}
+
+
+/*!
+ * @brief モンスターが死亡した時の処理 /
  * Handle the "death" of a monster.
- *
+ * @param m_idx 死亡したモンスターのID
+ * @param drop_item TRUEならばモンスターのドロップ処理を行う
+ * @return 撃破されたモンスターの述語
+ * @details
+ * <pre>
  * Disperse treasures centered at the monster location based on the
  * various flags contained in the monster flags fields.
- *
  * Check for "Quest" completion when a quest monster is killed.
- *
  * Note that only the player can induce "monster_death()" on Uniques.
  * Thus (for now) all Quest monsters should be Uniques.
- *
  * Note that monsters can now carry objects, and when a monster dies,
  * it drops all of its objects, which may disappear in crowded rooms.
+ * </pre>
  */
-void monster_death(int m_idx, bool drop_item)
+void monster_death(MONSTER_IDX m_idx, bool drop_item)
 {
        int i, j, y, x;
 
@@ -648,24 +750,26 @@ 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));
 
-       bool good = (r_ptr->flags1 & RF1_DROP_GOOD) ? TRUE : FALSE;
-       bool great = (r_ptr->flags1 & RF1_DROP_GREAT) ? TRUE : FALSE;
+       u32b mo_mode = 0L;
 
        bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
        bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
-       bool cloned = FALSE;
+       bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
        int force_coin = get_coin_type(m_ptr->r_idx);
 
        object_type forge;
        object_type *q_ptr;
 
+       bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
+               && !p_ptr->inside_battle && !is_pet(m_ptr);
 
-       if (world_monster) world_monster = FALSE;
+       /* The caster is dead? */
+       if (world_monster && world_monster == m_idx) world_monster = 0;
 
        /* Notice changes in view */
-       if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
+       if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
        {
                /* Update some things */
                p_ptr->update |= (PU_MON_LITE);
@@ -675,76 +779,31 @@ void monster_death(int m_idx, bool drop_item)
        y = m_ptr->fy;
        x = m_ptr->fx;
 
-       if (m_ptr->smart & SM_CLONED)
-               cloned = TRUE;
-
        if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
        {
                char m_name[80];
 
-               monster_desc(m_name, m_ptr, 0x08);
+               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
                do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
        }
 
        /* Let monsters explode! */
        for (i = 0; i < 4; i++)
        {
-               if ((r_ptr->blow[i].method == RBM_EXPLODE) || (m_ptr->r_idx == MON_ROLENTO))
+               if (r_ptr->blow[i].method == RBM_EXPLODE)
                {
                        int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       int typ = GF_MISSILE;
-                       int d_dice = r_ptr->blow[i].d_dice;
-                       int d_side = r_ptr->blow[i].d_side;
-                       int damage = damroll(d_dice, d_side);
-
-                       switch (r_ptr->blow[i].effect)
-                       {
-                               case RBE_HURT:      typ = GF_MISSILE; break;
-                               case RBE_POISON:    typ = GF_POIS; break;
-                               case RBE_UN_BONUS:  typ = GF_DISENCHANT; break;
-                               case RBE_UN_POWER:  typ = GF_MISSILE; break; /* ToDo: Apply the correct effects */
-                               case RBE_EAT_GOLD:  typ = GF_MISSILE; break;
-                               case RBE_EAT_ITEM:  typ = GF_MISSILE; break;
-                               case RBE_EAT_FOOD:  typ = GF_MISSILE; break;
-                               case RBE_EAT_LITE:  typ = GF_MISSILE; break;
-                               case RBE_ACID:      typ = GF_ACID; break;
-                               case RBE_ELEC:      typ = GF_ELEC; break;
-                               case RBE_FIRE:      typ = GF_FIRE; break;
-                               case RBE_COLD:      typ = GF_COLD; break;
-                               case RBE_BLIND:     typ = GF_MISSILE; break;
-                               case RBE_CONFUSE:   typ = GF_CONFUSION; break;
-                               case RBE_TERRIFY:   typ = GF_MISSILE; break;
-                               case RBE_PARALYZE:  typ = GF_MISSILE; break;
-                               case RBE_LOSE_STR:  typ = GF_MISSILE; break;
-                               case RBE_LOSE_DEX:  typ = GF_MISSILE; break;
-                               case RBE_LOSE_CON:  typ = GF_MISSILE; break;
-                               case RBE_LOSE_INT:  typ = GF_MISSILE; break;
-                               case RBE_LOSE_WIS:  typ = GF_MISSILE; break;
-                               case RBE_LOSE_CHR:  typ = GF_MISSILE; break;
-                               case RBE_LOSE_ALL:  typ = GF_MISSILE; break;
-                               case RBE_SHATTER:   typ = GF_ROCKET; break;
-                               case RBE_EXP_10:    typ = GF_MISSILE; break;
-                               case RBE_EXP_20:    typ = GF_MISSILE; break;
-                               case RBE_EXP_40:    typ = GF_MISSILE; break;
-                               case RBE_EXP_80:    typ = GF_MISSILE; break;
-                               case RBE_DISEASE:   typ = GF_POIS; break;
-                               case RBE_TIME:      typ = GF_TIME; break;
-                               case RBE_EXP_VAMP:  typ = GF_MISSILE; break;
-                               case RBE_DR_MANA:   typ = GF_MANA; break;
-                               case RBE_SUPERHURT: typ = GF_MISSILE; break;
-                       }
-                       if (m_ptr->r_idx == MON_ROLENTO)
-                       {
-                               typ = GF_FIRE;
-                               damage = damroll(20,10);
-                       }
+                       int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
+                       DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
+                       DICE_SID d_side = r_ptr->blow[i].d_side;
+                       HIT_POINT damage = damroll(d_dice, d_side);
 
                        project(m_idx, 3, y, x, damage, typ, flg, -1);
                        break;
                }
        }
 
-       if (m_ptr->mflag2 & MFLAG_CHAMELEON)
+       if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
        {
                choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
                r_ptr = &r_info[m_ptr->r_idx];
@@ -756,39 +815,26 @@ void monster_death(int m_idx, bool drop_item)
        /* Handle the possibility of player vanquishing arena combatant -KMW- */
        if (p_ptr->inside_arena && !is_pet(m_ptr))
        {
-               char m_name[80];
-
-               /* Extract monster name */
-               monster_desc(m_name, m_ptr, 0);
-
                p_ptr->exit_bldg = TRUE;
 
                if (p_ptr->arena_number > MAX_ARENA_MONS)
                {
-#ifdef JP
-msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
-#else
-                       msg_print("You are a Genuine Champion!");
-#endif
+                       msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
                }
                else
                {
-#ifdef JP
-msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
-#else
-                       msg_print("Victorious! You're on your way to becoming Champion.");
-#endif
+                       msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
                }
 
-               if (arena_shouhin[p_ptr->arena_number])
+               if (arena_info[p_ptr->arena_number].tval)
                {
                        /* Get local object */
                        q_ptr = &forge;
 
-                       /* Prepare to make a Blade of Chaos */
-                       object_prep(q_ptr, lookup_kind(k_info[arena_shouhin[p_ptr->arena_number]].tval, k_info[arena_shouhin[p_ptr->arena_number]].sval));
+                       /* Prepare to make a prize */
+                       object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
 
-                       apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
+                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
 
                        /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, y, x);
@@ -796,26 +842,29 @@ msg_print("
 
                if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
                p_ptr->arena_number++;
-               if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
+               if (record_arena)
+               {
+                       char m_name[80];
+                       
+                       /* Extract monster name */
+                       monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+                       
+                       do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
+               }
        }
 
        if (m_idx == p_ptr->riding)
        {
                if (rakuba(-1, FALSE))
                {
-#ifdef JP
-msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
-#else
-                       msg_print("You have fallen from your riding pet.");
-#endif
+                       msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
                }
        }
 
        /* Drop a dead corpse? */
        if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
-           ((r_ptr->flags9 & RF9_DROP_CORPSE) ||
-            (r_ptr->flags9 & RF9_DROP_SKELETON)) &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle || (m_ptr->smart & SM_CLONED) || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
+           (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
+           !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
        {
                /* Assume skeleton */
                bool corpse = FALSE;
@@ -826,7 +875,7 @@ 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 */
@@ -849,7 +898,7 @@ msg_print("
                /* Prepare to make an object */
                object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
 
-               apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
+               apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
 
                q_ptr->pval = m_ptr->r_idx;
 
@@ -860,526 +909,415 @@ msg_print("
        /* Drop objects being carried */
        monster_drop_carried_objects(m_ptr);
 
-       /*
-        * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
-        * spawn another in the fallen one's place!
-        */
-       if (m_ptr->r_idx == MON_DAWN &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle))
+       if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
+       if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
+
+       switch (m_ptr->r_idx)
        {
-               if (!one_in_(7))
+       case MON_PINK_HORROR:
+               /* Pink horrors are replaced with 2 Blue horrors */
+               if (!(p_ptr->inside_arena || p_ptr->inside_battle))
                {
-                       int wy = py, wx = px;
-                       int attempts = 100;
-                       bool pet = is_pet(m_ptr);
-
-                       do
-                       {
-                               scatter(&wy, &wx, py, px, 20, 0);
-                       }
-                       while (!(in_bounds(wy, wx) && cave_floor_bold(wy, wx)) && --attempts);
+                       bool notice = FALSE;
 
-                       if (attempts > 0)
+                       for (i = 0; i < 2; i++)
                        {
+                               int wy = y, wx = x;
+                               bool pet = is_pet(m_ptr);
                                u32b mode = 0L;
+
                                if (pet) mode |= PM_FORCE_PET;
 
-                               if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
+                               if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
                                {
                                        if (player_can_see_bold(wy, wx))
-#ifdef JP
-                                               msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
-#else
-                                               msg_print("A new warrior steps forth!");
-#endif
-
+                                               notice = TRUE;
                                }
                        }
+
+                       if (notice)
+                               msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
                }
-       }
+               break;
 
-       /* Pink horrors are replaced with 2 Blue horrors */
-       else if (m_ptr->r_idx == MON_PINK_HORROR &&
-                !(p_ptr->inside_arena || p_ptr->inside_battle))
-       {
-               bool notice = FALSE;
+       case MON_BLOODLETTER:
+               /* Bloodletters of Khorne may drop a blade of chaos */
+               if (drop_chosen_item && (randint1(100) < 15))
+               {
+                       /* Get local object */
+                       q_ptr = &forge;
 
-               for (i = 0; i < 2; i++)
+                       /* Prepare to make a Blade of Chaos */
+                       object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
+
+                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
+
+                       /* Drop it in the dungeon */
+                       (void)drop_near(q_ptr, -1, y, x);
+               }
+               break;
+
+       case MON_RAAL:
+               if (drop_chosen_item && (dun_level > 9))
                {
-                       int wy = y, wx = x;
-                       bool pet = is_pet(m_ptr);
-                       u32b mode = 0L;
+                       /* Get local object */
+                       q_ptr = &forge;
+
+                       /* Wipe the object */
+                       object_wipe(q_ptr);
+
+                       /* Activate restriction */
+                       if ((dun_level > 49) && one_in_(5))
+                               get_obj_num_hook = kind_is_good_book;
+                       else
+                               get_obj_num_hook = kind_is_book;
+
+                       /* Make a book */
+                       make_object(q_ptr, mo_mode);
 
-                       if (pet) mode |= PM_FORCE_PET;
+                       /* Drop it in the dungeon */
+                       (void)drop_near(q_ptr, -1, y, x);
+               }
+               break;
 
-                       if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
+       case MON_DAWN:
+               /*
+                * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
+                * spawn another in the fallen one's place!
+                */
+               if (!p_ptr->inside_arena && !p_ptr->inside_battle)
+               {
+                       if (!one_in_(7))
                        {
-                               if (player_can_see_bold(wy, wx))
-                                       notice = TRUE;
+                               POSITION wy = y, wx = x;
+                               int attempts = 100;
+                               bool pet = is_pet(m_ptr);
+
+                               do
+                               {
+                                       scatter(&wy, &wx, y, x, 20, 0);
+                               }
+                               while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
+
+                               if (attempts > 0)
+                               {
+                                       u32b mode = 0L;
+                                       if (pet) mode |= PM_FORCE_PET;
+
+                                       if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
+                                       {
+                                               if (player_can_see_bold(wy, wx))
+                                                       msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
+                                       }
+                               }
                        }
                }
+               break;
 
-               if (notice)
-#ifdef JP
-                       msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
-#else
-                       msg_print("The Pink horror divides!");
-#endif
+       case MON_UNMAKER:
+               /* One more ultra-hack: An Unmaker goes out with a big bang! */
+               {
+                       int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+                       (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
+               }
+               break;
 
-       }
-       /* One more ultra-hack: An Unmaker goes out with a big bang! */
-       else if (m_ptr->r_idx == MON_UNMAKER)
+       case MON_UNICORN_ORD:
+       case MON_MORGOTH:
+       case MON_ONE_RING:
+               /* Reward for "lazy" player */
+               if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
+               {
+                       int a_idx = 0;
+                       artifact_type *a_ptr = NULL;
 
-       {
-               int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-               (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
-       }
+                       if (!drop_chosen_item) break;
+
+                       do
+                       {
+                               switch (randint0(3))
+                               {
+                               case 0:
+                                       a_idx = ART_NAMAKE_HAMMER;
+                                       break;
+                               case 1:
+                                       a_idx = ART_NAMAKE_BOW;
+                                       break;
+                               case 2:
+                                       a_idx = ART_NAMAKE_ARMOR;
+                                       break;
+                               }
 
-       /* Bloodletters of Khorne may drop a blade of chaos */
-       else if (m_ptr->r_idx == MON_BLOODLETTER &&
+                               a_ptr = &a_info[a_idx];
+                       }
+                       while (a_ptr->cur_num);
+
+                       /* Create the artifact */
+                       if (create_named_art(a_idx, y, x))
+                       {
+                               a_ptr->cur_num = 1;
+
+                               /* Hack -- Memorize location of artifact in saved floors */
+                               if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+                       }
+                       else if (!preserve_mode) a_ptr->cur_num = 1;
+               }
+               break;
+
+       case MON_SERPENT:
+               if (!drop_chosen_item) break;
 
-                (randint1(100) < 15) &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle))
-       {
                /* Get local object */
                q_ptr = &forge;
 
-               /* Prepare to make a Blade of Chaos */
-               object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
+               /* Mega-Hack -- Prepare to make "Grond" */
+               object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
 
-               apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
+               /* Mega-Hack -- Mark this item as "Grond" */
+               q_ptr->name1 = ART_GROND;
+
+               /* Mega-Hack -- Actually create "Grond" */
+               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
 
                /* Drop it in the dungeon */
                (void)drop_near(q_ptr, -1, y, x);
-       }
 
-       else if (m_ptr->r_idx == MON_RAAL &&
-           (dun_level > 9) &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle))
-       {
                /* Get local object */
                q_ptr = &forge;
 
-               /* Wipe the object */
-               object_wipe(q_ptr);
-
-               /* Activate restriction */
-               if ((dun_level > 49) && one_in_(5))
-                       get_obj_num_hook = kind_is_good_book;
-               else
-                       get_obj_num_hook = kind_is_book;
-
-               /* Prepare allocation table */
-               get_obj_num_prep();
-
-               /* Make a great object */
-               make_object(q_ptr, FALSE, FALSE);
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-       }
-
-       else if (m_ptr->r_idx == MON_B_DEATH_SWORD &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle))
-       {
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Prepare to make a Blade of Chaos */
-               object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-       }
-
-       else if ((r_ptr->d_char == '|') && !(m_ptr->r_idx == MON_STORMBRINGER) &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle))
-       {
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Wipe the object */
-               object_wipe(q_ptr);
-
-               /* Activate restriction */
-               get_obj_num_hook = kind_is_sword;
-
-               /* Prepare allocation table */
-               get_obj_num_prep();
-
-               /* Make a great object */
-               make_object(q_ptr, FALSE, FALSE);
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-       }
-
-       else if ((r_ptr->d_char == '(') && (dun_level > 0) &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle))
-       {
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Wipe the object */
-               object_wipe(q_ptr);
-
-               /* Activate restriction */
-               get_obj_num_hook = kind_is_cloak;
-
-               /* Prepare allocation table */
-               get_obj_num_prep();
-
-               /* Make a great object */
-               make_object(q_ptr, FALSE, FALSE);
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-       }
+               /* Mega-Hack -- Prepare to make "Chaos" */
+               object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
 
-       else if ((r_ptr->d_char == '/') && (dun_level > 4) &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle))
-       {
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Wipe the object */
-               object_wipe(q_ptr);
-
-               /* Activate restriction */
-               get_obj_num_hook = kind_is_polearm;
-
-               /* Prepare allocation table */
-               get_obj_num_prep();
-
-               /* Make a great object */
-               make_object(q_ptr, FALSE, FALSE);
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-       }
-
-       else if ((r_ptr->d_char == '[') && (dun_level > 19) &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle))
-       {
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Wipe the object */
-               object_wipe(q_ptr);
-
-               /* Activate restriction */
-               get_obj_num_hook = kind_is_armor;
-
-               /* Prepare allocation table */
-               get_obj_num_prep();
-
-               /* Make a great object */
-               make_object(q_ptr, FALSE, FALSE);
+               /* Mega-Hack -- Mark this item as "Chaos" */
+               q_ptr->name1 = ART_CHAOS;
 
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-       }
-
-       else if ((m_ptr->r_idx == MON_A_GOLD || (m_ptr->r_idx == MON_A_SILVER && !((r_ptr->r_pkills+1)%5))) && !(p_ptr->inside_arena || p_ptr->inside_battle))
-       {
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Prepare to make a Blade of Chaos */
-               object_prep(q_ptr, lookup_kind(TV_CHEST, 50));
-
-               apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
+               /* Mega-Hack -- Actually create "Chaos" */
+               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
 
                /* Drop it in the dungeon */
                (void)drop_near(q_ptr, -1, y, x);
-       }
-       /* Mega-Hack -- drop "winner" treasures */
-       else
-       {
-               if (m_ptr->r_idx == MON_SERPENT)
+               break;
 
+       case MON_B_DEATH_SWORD:
+               if (drop_chosen_item)
                {
                        /* Get local object */
                        q_ptr = &forge;
 
-                       /* Mega-Hack -- Prepare to make "Grond" */
-                       object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
-
-                       /* Mega-Hack -- Mark this item as "Grond" */
-                       q_ptr->name1 = ART_GROND;
-
-                       /* Mega-Hack -- Actually create "Grond" */
-                       apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
+                       /* Prepare to make a broken sword */
+                       object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
 
                        /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, y, x);
+               }
+               break;
 
+       case MON_A_GOLD:
+       case MON_A_SILVER:
+               if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
+                    ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
+               {
                        /* Get local object */
                        q_ptr = &forge;
 
-                       /* Mega-Hack -- Prepare to make "Morgoth" */
-                       object_prep(q_ptr, lookup_kind(TV_CROWN, SV_MORGOTH));
-
-                       /* Mega-Hack -- Mark this item as "Morgoth" */
-                       q_ptr->name1 = ART_CHAOS;
+                       /* Prepare to make a Can of Toys */
+                       object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
 
-                       /* Mega-Hack -- Actually create "Morgoth" */
-                       apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
+                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
 
                        /* Drop it in the dungeon */
                        (void)drop_near(q_ptr, -1, y, x);
                }
-               else
+               break;
+
+       case MON_ROLENTO:
                {
-                       int a_idx = 0;
-                       int chance = 0;
+                       int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+                       (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
+               }
+               break;
 
-                       switch (m_ptr->r_idx)
-                       {
-                       case MON_OBERON:
-                               if (one_in_(3))
-                               {
-                                       a_idx = ART_JUDGE;
-                                       chance = 33;
-                               }
-                               else
-                               {
-                                       a_idx = ART_AMBER;
-                                       chance = 50;
-                               }
-                               break;
+       default:
+               if (!drop_chosen_item) break;
 
-                       case MON_UNICORN_ORD:
-                       case MON_MORGOTH:
-                       case MON_ONE_RING:
-                               if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-                               {
-                                       do
-                                       {
-                                               switch (randint0(3))
-                                               {
-                                               case 0:
-                                                       a_idx = ART_NAMAKE_HAMMER;
-                                                       break;
-                                               case 1:
-                                                       a_idx = ART_NAMAKE_BOW;
-                                                       break;
-                                               case 2:
-                                                       a_idx = ART_NAMAKE_ARMOR;
-                                                       break;
-                                               }
-                                       }
-                                       while (a_info[a_idx].cur_num);
+               switch (r_ptr->d_char)
+               {
+               case '(':
+                       if (dun_level > 0)
+                       {
+                               /* Get local object */
+                               q_ptr = &forge;
 
-                                       chance = 100;
-                               }
-                               break;
+                               /* Wipe the object */
+                               object_wipe(q_ptr);
 
-                       case MON_GHB:
-                               a_idx = ART_GHB;
-                               chance = 100;
-                               break;
+                               /* Activate restriction */
+                               get_obj_num_hook = kind_is_cloak;
 
-                       case MON_STORMBRINGER:
-                               a_idx = ART_STORMBRINGER;
-                               chance = 100;
-                               break;
+                               /* Make a cloak */
+                               make_object(q_ptr, mo_mode);
 
-                       case MON_ECHIZEN:
-                               a_idx = ART_CRIMSON;
-                               chance = 50;
-                               break;
+                               /* Drop it in the dungeon */
+                               (void)drop_near(q_ptr, -1, y, x);
+                       }
+                       break;
 
-                       case MON_GANDALF:
-                               a_idx = ART_ICANUS;
-                               chance = 20;
-                               break;
+               case '/':
+                       if (dun_level > 4)
+                       {
+                               /* Get local object */
+                               q_ptr = &forge;
 
-                       case MON_OROCHI:
-                               a_idx = ART_KUSANAGI;
-                               chance = 25;
-                               break;
+                               /* Wipe the object */
+                               object_wipe(q_ptr);
 
-                       case MON_DWORKIN:
-                               a_idx = ART_JUDGE;
-                               chance = 20;
-                               break;
+                               /* Activate restriction */
+                               get_obj_num_hook = kind_is_polearm;
 
-                       case MON_SAURON:
-                               if (one_in_(10))
-                               {
-                                       a_idx = ART_POWER;
-                                       chance = 100;
-                               }
-                               else
-                               {
-                                       a_idx = ART_AHO;
-                                       chance = 100;
-                               }
-                               break;
+                               /* Make a poleweapon */
+                               make_object(q_ptr, mo_mode);
 
-                       case MON_BRAND:
-                               if (!one_in_(3))
-                               {
-                                       a_idx = ART_BRAND;
-                                       chance = 25;
-                               }
-                               else
-                               {
-                                       a_idx = ART_WEREWINDLE;
-                                       chance = 33;
-                               }
-                               break;
+                               /* Drop it in the dungeon */
+                               (void)drop_near(q_ptr, -1, y, x);
+                       }
+                       break;
 
-                       case MON_CORWIN:
-                               if (!one_in_(3))
-                               {
-                                       a_idx = ART_GRAYSWANDIR;
-                                       chance = 33;
-                               }
-                               else
-                               {
-                                       a_idx = ART_CORWIN;
-                                       chance = 33;
-                               }
-                               break;
+               case '[':
+                       if (dun_level > 19)
+                       {
+                               /* Get local object */
+                               q_ptr = &forge;
 
-                       case MON_SURTUR:
-                               a_idx = ART_TWILIGHT;
-                               chance = 66;
-                               break;
+                               /* Wipe the object */
+                               object_wipe(q_ptr);
 
-                       case MON_SARUMAN:
-                               a_idx = ART_ELENDIL;
-                               chance = 33;
-                               break;
+                               /* Activate restriction */
+                               get_obj_num_hook = kind_is_armor;
 
-                       case MON_FIONA:
-                               a_idx = ART_FIONA;
-                               chance = 50;
-                               break;
+                               /* Make a hard armor */
+                               make_object(q_ptr, mo_mode);
 
-                       case MON_JULIAN:
-                               a_idx = ART_JULIAN;
-                               chance = 45;
-                               break;
+                               /* Drop it in the dungeon */
+                               (void)drop_near(q_ptr, -1, y, x);
+                       }
+                       break;
 
-                       case MON_KLING:
-                               a_idx = ART_DESTINY;
-                               chance = 40;
-                               break;
+               case '\\':
+                       if (dun_level > 4)
+                       {
+                               /* Get local object */
+                               q_ptr = &forge;
 
-                       case MON_GOEMON:
-                               a_idx = ART_ZANTETSU;
-                               chance = 75;
-                               break;
+                               /* Wipe the object */
+                               object_wipe(q_ptr);
 
-                       case MON_HAGEN:
-                               a_idx = ART_HAGEN;
-                               chance = 66;
-                               break;
+                               /* Activate restriction */
+                               get_obj_num_hook = kind_is_hafted;
 
-                       case MON_CAIN:
-                               a_idx = ART_CAINE;
-                               chance = 50;
-                               break;
+                               /* Make a hafted weapon */
+                               make_object(q_ptr, mo_mode);
 
-                       case MON_BULLGATES:
-                               a_idx = ART_WINBLOWS;
-                               chance = 66;
-                               break;
+                               /* Drop it in the dungeon */
+                               (void)drop_near(q_ptr, -1, y, x);
+                       }
+                       break;
 
-                       case MON_LUNGORTHIN:
-                               a_idx = ART_CALRIS;
-                               chance = 50;
-                               break;
+               case '|':
+                       if (m_ptr->r_idx != MON_STORMBRINGER)
+                       {
+                               /* Get local object */
+                               q_ptr = &forge;
 
-                       case MON_JACK_SHADOWS:
-                               a_idx = ART_JACK;
-                               chance = 15;
-                               break;
+                               /* Wipe the object */
+                               object_wipe(q_ptr);
 
-                       case MON_DIO:
-                               a_idx = ART_STONEMASK;
-                               chance = 20;
-                               break;
+                               /* Activate restriction */
+                               get_obj_num_hook = kind_is_sword;
 
-                       case MON_BELD:
-                               a_idx = ART_SOULCRUSH;
-                               chance = 10;
-                               break;
+                               /* Make a sword */
+                               make_object(q_ptr, mo_mode);
 
-                       case MON_PIP:
-                               a_idx = ART_EXCALIBUR_J;
-                               chance = 50;
-                               break;
+                               /* Drop it in the dungeon */
+                               (void)drop_near(q_ptr, -1, y, x);
+                       }
+                       break;
+               }
+               break;
+       }
 
-                       case MON_SHUTEN:
-                               a_idx = ART_SHUTEN_DOJI;
-                               chance = 33;
-                               break;
+       /* Mega-Hack -- drop fixed items */
+       if (drop_chosen_item)
+       {
+               int a_idx = 0;
+               int chance = 0;
 
-                       case MON_GOTHMOG:
-                               a_idx = ART_GOTHMOG;
-                               chance = 33;
-                               break;
+               for(i = 0; i < 4; i++)
+               {
+                       if(!r_ptr->artifact_id[i]) break;
+                       a_idx = r_ptr->artifact_id[i];
+                       chance = r_ptr->artifact_percent[i];
+               }
 
-                       case MON_FUNDIN:
-                               a_idx = ART_FUNDIN;
-                               chance = 5;
-                               break;
-                       }
+               if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
+               {
+                       artifact_type *a_ptr = &a_info[a_idx];
 
-                       if ((a_idx > 0) && ((randint0(100) < chance) || (p_ptr->wizard)))
+                       if (!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_ptr->cur_num = 1;
 
-                                       a_info[a_idx].cur_num = 1;
+                                       /* Hack -- Memorize location of artifact in saved floors */
+                                       if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
                                }
+                               else if (!preserve_mode) a_ptr->cur_num = 1;
                        }
                }
-       }
-       if ((r_ptr->flags7 & RF7_GUARDIAN) && !p_ptr->inside_battle && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
-       {
-               int k_idx = 198; /* Acquirement */;
-
-               if (d_info[dungeon_type].final_object)
-                       k_idx = d_info[dungeon_type].final_object;
 
-               if (d_info[dungeon_type].final_artifact)
+               if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
                {
-                       int a_idx = d_info[dungeon_type].final_artifact;
-                       if (a_info[a_idx].cur_num == 0)
+                       IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
+                               : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
+
+                       if (d_info[dungeon_type].final_artifact)
                        {
-                               /* Create the artifact */
-                               create_named_art(a_idx, y, x);
+                               a_idx = d_info[dungeon_type].final_artifact;
+                               artifact_type *a_ptr = &a_info[a_idx];
 
-                               a_info[a_idx].cur_num = 1;
-                               k_idx = 0;
+                               if (!a_ptr->cur_num)
+                               {
+                                       /* Create the artifact */
+                                       if (create_named_art(a_idx, y, x))
+                                       {
+                                               a_ptr->cur_num = 1;
+
+                                               /* Hack -- Memorize location of artifact in saved floors */
+                                               if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+                                       }
+                                       else if (!preserve_mode) a_ptr->cur_num = 1;
+
+                                       /* Prevent rewarding both artifact and "default" object */
+                                       if (!d_info[dungeon_type].final_object) k_idx = 0;
+                               }
                        }
-               }
 
-               if (k_idx)
-               {
-                       /* Get local object */
-                       q_ptr = &forge;
+                       if (k_idx)
+                       {
+                               /* Get local object */
+                               q_ptr = &forge;
 
-                       /* Prepare to make a reward */
-                       object_prep(q_ptr, k_idx);
+                               /* Prepare to make a reward */
+                               object_prep(q_ptr, k_idx);
 
-                       apply_magic(q_ptr, object_level, FALSE, TRUE, FALSE, FALSE);
+                               apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
 
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
+                               /* Drop it in the dungeon */
+                               (void)drop_near(q_ptr, -1, y, x);
+                       }
+                       msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
                }
-#ifdef JP
-               msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
-#else
-               msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
-#endif
        }
 
        /* Determine how much we can drop */
@@ -1396,6 +1334,9 @@ 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;
@@ -1426,7 +1367,7 @@ msg_print("
                else
                {
                        /* Make an object */
-                       if (!make_object(q_ptr, good, great)) continue;
+                       if (!make_object(q_ptr, mo_mode)) continue;
 
                        /* XXX XXX XXX */
                        dump_item++;
@@ -1455,7 +1396,7 @@ msg_print("
        if (p_ptr->inside_battle) return;
 
        /* Winner? */
-       if (m_ptr->r_idx == MON_SERPENT)
+       if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
        {
                /* Total winner */
                p_ptr->total_winner = TRUE;
@@ -1463,75 +1404,55 @@ msg_print("
                /* Redraw the "title" */
                p_ptr->redraw |= (PR_TITLE);
 
-#ifdef JP
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
-#else
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finly!");
-#endif
+               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
 
-               if (p_ptr->pclass == CLASS_CHAOS_WARRIOR)
+               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
+
+               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");
-#else
-                       msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print("'Thou art donst well, mortal!'");
-#endif
+                       msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+                       msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
                }
 
                /* Congratulations */
-#ifdef JP
-msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
-#else
-               msg_print("*** CONGRATULATIONS ***");
-#endif
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
-#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¡£");
-#else
-               msg_print("You may retire (commit suicide) when you are ready.");
-#endif
-
+               msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
+               msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
+               msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
        }
 }
 
-/*
+/*!
+ * @brief モンスター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)
+HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
 {
        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
 
-       if ((r_ptr->flags3 & RF3_RES_ALL) && dam > 0)
+       if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
        {
                dam /= 100;
-               if((dam == 0) && one_in_(3)) dam = 1;
+               if ((dam == 0) && one_in_(3)) dam = 1;
        }
 
-       if (m_ptr->invulner)
+       if (MON_INVULNER(m_ptr))
        {
                if (is_psy_spear)
                {
-                       if(!p_ptr->blind && m_ptr->ml)
+                       if (!p_ptr->blind && is_seen(m_ptr))
                        {
-#ifdef JP
-msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
-#else
-                               msg_print("The barrier is penetrated!");
-#endif
+                               msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
                        }
                }
                else if (!one_in_(PENETRATE_INVULNERABILITY))
@@ -1542,147 +1463,121 @@ msg_print("
        return (dam);
 }
 
-static void get_exp_from_mon(int dam, monster_type *m_ptr)
+
+/*!
+ * @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(HIT_POINT dam, monster_type *m_ptr)
 {
-       s32b         div, new_exp, new_exp_frac;
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
-       int          monnum_penarty = 0;
+
+       s32b new_exp;
+       u32b new_exp_frac;
+       s32b div_h;
+       u32b div_l;
 
        if (!m_ptr->r_idx) return;
        if (is_pet(m_ptr) || p_ptr->inside_battle) return;
+
+       /*
+        * - Ratio of monster's level to player's level effects
+        * - Varying speed effects
+        * - Get a fraction in proportion of damage point
+        */
+       new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
+       new_exp_frac = 0;
+       div_h = 0L;
+       div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
+
+       /* Use (average maxhp * 2) as a denominator */
+       if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
+               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 * (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)))
+               s64b_mul(&div_h, &div_l, 0, 5);
+
+       /* Do division first to prevent overflaw */
+       s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
+
+       /* Special penalty for mutiply-monster */
+       if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
        {
-               u32b m_exp;
-               u32b m_exp_h, m_exp_l;
-               u32b div_h, div_l;
-               if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
-               {
-                       monnum_penarty = r_ptr->r_pkills / 400;
-                       if (monnum_penarty > 8) monnum_penarty = 8;
-               }
-               if (r_ptr->flags1 & RF1_UNIQUE)
-               {
-                       m_exp = (long)r_ptr->mexp * r_ptr->level;
-                       div = (p_ptr->max_plv+2);
-               }
-               else
-               {
-                       m_exp = (long)r_ptr->mexp * r_ptr->level * extract_energy[m_ptr->mspeed];
-                       div = (p_ptr->max_plv+2) * extract_energy[r_ptr->speed];
-               }
-               m_exp_h = m_exp/0x10000L;
-               m_exp_l = m_exp%0x10000L;
-               m_exp_h *= dam;
-               m_exp_l *= dam;
-               m_exp_h += m_exp_l / 0x10000L;
-               m_exp_l %= 0x10000L;
-
-               /* real monster maxhp have effect on EXP */
-               if(!(r_ptr->flags1 & RF1_FORCE_MAXHP))
-               {
-                 u32b maxhp = m_ptr->max_maxhp*2;
-                 m_exp_h *= maxhp;
-                 m_exp_l *= maxhp;
-                 m_exp_h += m_exp_l / 0x10000L;
-                 m_exp_l %= 0x10000L;
+               int monnum_penarty = r_ptr->r_akills / 400;
+               if (monnum_penarty > 8) monnum_penarty = 8;
 
-                 div *= r_ptr->hdice * (r_ptr->hside + 1);
-               }
-               if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE))) div *= 5;
-               div_h = div/0x10000L;
-               div_l = div%0x10000L;
-               div_h *= (m_ptr->max_maxhp*2);
-               div_l *= (m_ptr->max_maxhp*2);
-               div_h += div_l / 0x10000L;
-               div_l %= 0x10000L;
-
-               while (monnum_penarty)
+               while (monnum_penarty--)
                {
-                       div_h *= 4;
-                       div_l *= 4;
-                       div_h += div_l / 0x10000L;
-                       div_l %= 0x10000L;
-                       monnum_penarty--;
+                       /* Divide by 4 */
+                       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;
 
-               m_exp_l = (0x7fffffff & (m_exp_h << 16)) | m_exp_l;
-               m_exp_h = m_exp_h >> 15;
-               div_l = (0x7fffffff & (div_h << 16)) | div_l;
-               div_h = div_h >> 15;
-
-#define M_INT_GREATER63(h1,l1,h2,l2)  ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
-#define M_INT_SUB63(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x80000000;h1--;}l1-=l2;}
-#define M_INT_LSHIFT63(h1,l1) {h1=(h1<<1)|(l1>>30);l1=(l1<<1)&0x7fffffff;}
-#define M_INT_RSHIFT63(h1,l1) {l1=(l1>>1)|(h1<<30);h1>>=1;}
-#define M_INT_DIV63(h1,l1,h2,l2,result) \
-               do{ \
-                 int bit=1; \
-                  result = 0; \
-                 while( M_INT_GREATER63(h1,l1, h2, l2) ){M_INT_LSHIFT63(h2, l2); bit<<=1;} \
-                 for(bit>>=1; bit>=1; bit>>=1){ \
-                   M_INT_RSHIFT63(h2, l2); \
-                   if(M_INT_GREATER63(h1, l1, h2, l2)) \
-                     {result|=bit;M_INT_SUB63(h1, l1, h2, l2);} \
-                 } \
-                } while(0)
-
-               /* Give some experience for the kill */
-               M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp);
-
-               /* Handle fractional experience */
-               /* multiply 0x10000L to remainder */
-               m_exp_h = (m_exp_h<<16) | (m_exp_l>>15);
-               m_exp_l <<= 16;
-               M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp_frac);
-               new_exp_frac += p_ptr->exp_frac;
-               /* Keep track of experience */
-               if (new_exp_frac >= 0x10000L)
-               {
-                       new_exp++;
-                       p_ptr->exp_frac = (u16b)(new_exp_frac - 0x10000L);
-               }
-               else
+               while (over_damage--)
                {
-                       p_ptr->exp_frac = (u16b)new_exp_frac;
+                       /* 9/10 for once */
+                       s64b_mul(&new_exp, &new_exp_frac, 0, 9);
+                       s64b_div(&new_exp, &new_exp_frac, 0, 10);
                }
-
-               /* Gain experience */
-               gain_exp(new_exp);
        }
-}
 
+       /* Finally multiply base experience point of the monster */
+       s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
 
+       /* Gain experience */
+       gain_exp_64(new_exp, new_exp_frac);
+}
 
-/*
+
+/*!
+ * @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)
+bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
 {
        monster_type    *m_ptr = &m_list[m_idx];
        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
@@ -1693,22 +1588,23 @@ 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);
 
        /* Wake it up */
-       m_ptr->csleep = 0;
+       (void)set_monster_csleep(m_idx, 0);
 
        /* Hack - Cancel any special player stealth magics. -LM- */
        if (p_ptr->special_defense & NINJA_S_STEALTH)
@@ -1716,8 +1612,22 @@ 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)
@@ -1726,13 +1636,71 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
 
                if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
                {
+                       /* You might have unmasked Tanuki first time */
                        r_ptr = &r_info[m_ptr->r_idx];
                        m_ptr->ap_r_idx = m_ptr->r_idx;
                        if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
                }
 
+               if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
+               {
+                       /* You might have unmasked Chameleon first time */
+                       r_ptr = real_r_ptr(m_ptr);
+                       if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
+               }
+
+               if (!(m_ptr->smart & SM_CLONED))
+               {
+                       /* When the player kills a Unique, it stays dead */
+                       if (r_ptr->flags1 & RF1_UNIQUE)
+                       {
+                               r_ptr->max_num = 0;
+
+                               /* Mega-Hack -- Banor & Lupart */
+                               if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
+                               {
+                                       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++;
+                               }
+                       }
+
+                       /* When the player kills a Nazgul, it stays dead */
+                       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 && !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++;
+                       else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
+
+                       /* Count kills in all lives */
+                       if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
+                       else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
+
+                       /* Hack -- Auto-recall */
+                       monster_race_track(m_ptr->ap_r_idx);
+               }
+
                /* Extract monster name */
-               monster_desc(m_name, m_ptr, 0x100);
+               monster_desc(m_name, m_ptr, MD_TRUE_NAME);
 
                /* Don't kill Amberites */
                if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
@@ -1741,12 +1709,7 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
                        bool stop_ty = FALSE;
                        int count = 0;
 
-#ifdef JP
-msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
-#else
-                       msg_format("%^s puts a terrible blood curse on you!", m_name);
-#endif
-
+                       msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
                        curse_equipment(100, 50);
 
                        do
@@ -1761,11 +1724,7 @@ msg_format("%^s
                        char line_got[1024];
 
                        /* Dump a message */
-#ifdef JP
-                       if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
-#else
-                       if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
-#endif
+                       if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
 
                                msg_format("%^s %s", m_name, line_got);
 
@@ -1797,19 +1756,18 @@ msg_format("%^s
                                chg_virtue(V_VALOUR, 2);
                }
 
-               if ((r_ptr->flags1 & RF1_UNIQUE) && ((r_ptr->flags3 & RF3_EVIL) ||
-                       (r_ptr->flags3 & RF3_GOOD)))
-                       
-                       chg_virtue(V_HARMONY, 2);
-
-               if ((r_ptr->flags1 & RF1_UNIQUE) && (r_ptr->flags3 & RF3_GOOD))
+               if (r_ptr->flags1 & RF1_UNIQUE)
                {
-                       chg_virtue(V_UNLIFE, 2);
-                       chg_virtue(V_VITALITY, -2);
-               }
+                       if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
 
-               if ((r_ptr->flags1 & RF1_UNIQUE) && one_in_(3))
-                       chg_virtue(V_INDIVIDUALISM, -1);
+                       if (r_ptr->flags3 & RF3_GOOD)
+                       {
+                               chg_virtue(V_UNLIFE, 2);
+                               chg_virtue(V_VITALITY, -2);
+                       }
+
+                       if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
+               }
 
                if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
                {
@@ -1818,7 +1776,6 @@ msg_format("%^s
 
                if ((r_ptr->flags3 & RF3_GOOD) &&
                        ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
-                       
                        chg_virtue(V_UNLIFE, 1);
 
                if (r_ptr->d_char == 'A')
@@ -1853,18 +1810,18 @@ 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);
                }
-               
+
                for (i = 0; i < 4; i++)
                {
-                       if(r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
-               
+                       if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
+
                        if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
                                || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
-                       
+
                                thief = TRUE; /* Thief! */
                }
 
@@ -1877,7 +1834,6 @@ msg_format("%^s
                                chg_virtue(V_JUSTICE, 3);
                        else if (1+((r_ptr->level) / 10 + (2 * dun_level))
                                >= randint1(100))
-                               
                                chg_virtue(V_JUSTICE, 1);
                }
                else if (innocent)
@@ -1885,13 +1841,21 @@ msg_format("%^s
                        chg_virtue (V_JUSTICE, -1);
                }
 
-               if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->flags6 & ~(RF6_NOMAGIC_MASK)))
+               if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
                {
                        if (one_in_(4)) chg_virtue(V_NATURE, -1);
                }
 
-               if((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
-                       do_cmd_write_nikki(NIKKI_UNIQUE, 0, r_name + r_ptr->name);
+               if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
+               {
+                       char note_buf[160];
+#ifdef JP
+                       sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : "");
+#else
+                       sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
+#endif
+                       do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
+               }
 
                /* Make a sound */
                sound(SOUND_KILL);
@@ -1907,9 +1871,9 @@ 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
@@ -1919,7 +1883,6 @@ msg_format("%s
                /* Death by Physical attack -- non-living monster */
                else if (!monster_living(r_ptr))
                {
-                       int i;
                        bool explode = FALSE;
 
                        for (i = 0; i < 4; i++)
@@ -1929,18 +1892,14 @@ msg_format("%s
 
                        /* Special note at death */
                        if (explode)
-#ifdef JP
-msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
-#else
-                               msg_format("%s explodes into tiny shreds.", m_name);
-#endif
+                               msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
                        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
@@ -1952,84 +1911,28 @@ 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);
-                       else
-msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
-#else
-                               msg_format("You have slain %s.", m_name);
-#endif
-
-               }
-               if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
-               {
-                       for (i = 0; i < MAX_KUBI; i++)
-                       {
-                               if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG_CHAMELEON))
-                               {
-#ifdef JP
-msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
-#else
-                                       msg_format("There is a price on %s's head.", m_name);
-#endif
-                                       break;
-                               }
-                       }
-               }
-
-               if (r_ptr->flags7 & RF7_KILL_EXP)
-                       get_exp_from_mon((long)m_ptr->max_maxhp*2, &exp_mon);
-               else
-                       get_exp_from_mon(((long)m_ptr->max_maxhp+1L) * 9L / 10L, &exp_mon);
-
-               /* Generate treasure */
-               monster_death(m_idx, TRUE);
-               if (m_ptr->mflag2 & MFLAG_CHAMELEON)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                               r_ptr = &r_info[MON_CHAMELEON_K];
-                       else
-                               r_ptr = &r_info[MON_CHAMELEON];
-                       if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
-               }
-
-               /* When the player kills a Unique, it stays dead */
-               if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
-                       r_ptr->max_num = 0;
-
-               /* When the player kills a Nazgul, it stays dead */
-               if (r_ptr->flags7 & RF7_UNIQUE_7) r_ptr->max_num--;
-
-               /* Recall even invisible uniques or winners */
-               if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE))
-               {
-                       /* Count kills this life */
-                       if ((m_ptr->mflag2 & MFLAG_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
-                       else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
-
-                       /* Count kills in all lives */
-                       if ((m_ptr->mflag2 & MFLAG_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
-                       else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
+                               msg_format("せっかくだから%sを葬り去った。", m_name);
+                       else
+msg_format("%sを葬り去った。", m_name);
+#else
+                               msg_format("You have slain %s.", m_name);
+#endif
 
-                       /* Hack -- Auto-recall */
-                       monster_race_track(m_ptr->ap_r_idx);
                }
-
-               if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
+               if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
                {
-                       r_info[MON_BANORLUPART].max_num = 0;
-                       r_info[MON_BANORLUPART].r_pkills++;
-                       if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
+                       for (i = 0; i < MAX_KUBI; i++)
+                       {
+                               if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
+                               {
+                                       msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
+                                       break;
+                               }
+                       }
                }
 
-               if (m_ptr->r_idx == MON_BANORLUPART)
-               {
-                       r_info[MON_BANOR].max_num = 0;
-                       r_info[MON_BANOR].r_pkills++;
-                       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++;
-                       if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
-               }
+               /* Generate treasure */
+               monster_death(m_idx, TRUE);
 
                /* Mega hack : replace IKETA to BIKETAL */
                if ((m_ptr->r_idx == MON_IKETA) &&
@@ -2046,11 +1949,7 @@ 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¡×");
-#else
-                               msg_print("Uwa-hahaha!  *I* am Biketal!");
-#endif
+                               msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
                        }
                }
                else
@@ -2059,6 +1958,8 @@ msg_format("%s
                        delete_monster_idx(m_idx);
                }
 
+               get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
+
                /* Not afraid */
                (*fear) = FALSE;
 
@@ -2070,50 +1971,36 @@ msg_format("%s
 #ifdef ALLOW_FEAR
 
        /* Mega-Hack -- Pain cancels fear */
-       if (m_ptr->monfear && (dam > 0))
+       if (MON_MONFEAR(m_ptr) && (dam > 0))
        {
-               int tmp = randint1(dam);
-
-               /* Cure a little fear */
-               if (tmp < m_ptr->monfear)
-               {
-                       /* Reduce fear */
-                       m_ptr->monfear -= tmp;
-               }
-
-               /* Cure all the fear */
-               else
+               /* Cure fear */
+               if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
                {
-                       /* Cure fear */
-                       m_ptr->monfear = 0;
-
                        /* No more fear */
                        (*fear) = FALSE;
                }
        }
 
        /* Sometimes a monster gets scared by damage */
-       if (!m_ptr->monfear && !(r_ptr->flags3 & (RF3_NO_FEAR)))
+       if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
        {
-               int percentage;
-
                /* Percentage of fully healthy */
-               percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
+               int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
 
                /*
                 * Run (sometimes) if at 10% or less of max hit points,
                 * or (usually) when hit for half its current hit points
                 */
-               if (((percentage <= 10) && (randint0(10) < percentage)) ||
+               if ((randint1(10) >= percentage) ||
                    ((dam >= m_ptr->hp) && (randint0(100) < 80)))
                {
                        /* Hack -- note fear */
                        (*fear) = TRUE;
 
                        /* XXX XXX XXX Hack -- Add some timed fear */
-                       m_ptr->monfear = (randint1(10) +
-                                         (((dam >= m_ptr->hp) && (percentage > 7)) ?
-                                          20 : ((11 - percentage) * 5)));
+                       (void)set_monster_monfear(m_idx, (randint1(10) +
+                                         (((dam >= m_ptr->hp) && (percentage > 7)) ?
+                                          20 : ((11 - percentage) * 5))));
                }
        }
 
@@ -2130,11 +2017,7 @@ msg_format("%s
                if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
                if (rakuba((dam > 200) ? 200 : dam, FALSE))
                {
-#ifdef JP
-msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
-#else
-                               msg_format("%^s has thrown you off!", m_name);
-#endif
+               msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
                }
        }
 #endif
@@ -2144,8 +2027,12 @@ 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)
 {
@@ -2156,9 +2043,10 @@ 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)
 {
@@ -2174,8 +2062,10 @@ 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)
 {
@@ -2217,25 +2107,21 @@ void resize_map(void)
         * Waiting command;
         * Place the cursor on the player
         */
-       if (can_save) move_cursor_relative(py, px);
+       if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
 
        /* Refresh */
        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)
 {
        /* Only if the dungeon exists */
        if (!character_dungeon) return;
-       
-       /* Hack - Activate term zero for the redraw */
-       Term_activate(&term_screen[0]);
-       
-       /* Hack -- react to changes */
-       Term_xtra(TERM_XTRA_REACT, 0);
 
        /* Window stuff */
        p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
@@ -2248,18 +2134,17 @@ void redraw_window(void)
 
        /* Redraw */
        Term_redraw();
-
-       /* Refresh */
-       Term_fresh();
 }
 
 
-/*
+/*!
+ * @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)
 {
@@ -2308,19 +2193,48 @@ 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)
 {
-       int y = py;
-       int x = px;
+       int y = p_ptr->y;
+       int x = p_ptr->x;
        int wid, hgt;
 
        int prow_min;
@@ -2424,13 +2338,14 @@ void verify_panel(void)
 /*
  * Monster health description
  */
-cptr look_mon_desc(int m_idx)
+cptr look_mon_desc(monster_type *m_ptr, u32b mode)
 {
-       monster_type *m_ptr = &m_list[m_idx];
        monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
        bool         living;
        int          perc;
-       cptr desc = NULL;
+       cptr desc;
+       cptr attitude;
+       cptr clone;
 
        /* Determine if the monster is "living" */
        living = monster_living(ap_r_ptr);
@@ -2443,7 +2358,7 @@ cptr look_mon_desc(int m_idx)
        {
                /* 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
@@ -2453,7 +2368,7 @@ cptr look_mon_desc(int m_idx)
        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
@@ -2463,7 +2378,7 @@ cptr look_mon_desc(int m_idx)
        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
@@ -2473,7 +2388,7 @@ cptr look_mon_desc(int m_idx)
        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
@@ -2483,28 +2398,51 @@ cptr look_mon_desc(int m_idx)
        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
        }
 
+
+       /* Need attitude information? */
+       if (!(mode & 0x01))
+       {
+               /* Full information is not needed */
+               attitude = "";
+       }
+       else if (is_pet(m_ptr))
+       {
+               attitude = _(", ペット", ", pet");
+       }
+       else if (is_friendly(m_ptr))
+       {
+               attitude = _(", 友好的", ", friendly");
+       }
+       else
+       {
+               attitude = _("", "");
+       }
+
+
+       /* Clone monster? */
+       if (m_ptr->smart & SM_CLONED)
+       {
+               clone = ", clone";
+       }
+       else
+       {
+               clone = "";
+       }
+
        /* Display monster's level --- idea borrowed from ToME */
-       if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG_KAGE))
+       if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
        {
-#ifdef JP
-               return format("¥ì¥Ù¥ë%d, %s", ap_r_ptr->level, desc);
-#else
-               return format("Level %d, %s", ap_r_ptr->level, desc);
-#endif
+               return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
        }
        else 
        {
-#ifdef JP
-               return format("¥ì¥Ù¥ë???, %s", desc);
-#else
-               return format("Level ???, %s", desc);
-#endif
+               return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
        }
 }
 
@@ -2592,7 +2530,7 @@ void ang_sort(vptr u, vptr v, int n)
  * Future versions may restrict the ability to target "trappers"
  * and "mimics", but the semantics is a little bit weird.
  */
-bool target_able(int m_idx)
+bool target_able(MONSTER_IDX m_idx)
 {
        monster_type *m_ptr = &m_list[m_idx];
 
@@ -2608,7 +2546,7 @@ bool target_able(int m_idx)
        if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
 
        /* Monster must be projectable */
-       if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
+       if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
 
        /* XXX XXX XXX Hack -- Never target trappers */
        /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
@@ -2652,7 +2590,6 @@ bool target_okay(void)
 }
 
 
-
 /*
  * Sorting hook -- comp function -- by "distance to player"
  *
@@ -2661,21 +2598,21 @@ bool target_okay(void)
  */
 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
 {
-       byte *x = (byte*)(u);
-       byte *y = (byte*)(v);
+       POSITION *x = (POSITION*)(u);
+       POSITION *y = (POSITION*)(v);
 
-       int da, db, kx, ky;
+       POSITION da, db, kx, ky;
 
        /* Absolute distance components */
-       kx = x[a]; kx -= px; kx = ABS(kx);
-       ky = y[a]; ky -= py; ky = ABS(ky);
+       kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
+       ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
 
        /* Approximate Double Distance to the first point */
        da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
 
        /* Absolute distance components */
-       kx = x[b]; kx -= px; kx = ABS(kx);
-       ky = y[b]; ky -= py; ky = ABS(ky);
+       kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
+       ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
 
        /* Approximate Double Distance to the first point */
        db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
@@ -2686,6 +2623,75 @@ static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
 
 
 /*
+ * Sorting hook -- comp function -- by importance level of grids
+ *
+ * We use "u" and "v" to point to arrays of "x" and "y" positions,
+ * and sort the arrays by level of monster
+ */
+static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
+{
+       POSITION *x = (POSITION*)(u);
+       POSITION *y = (POSITION*)(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] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
+       if (y[b] == p_ptr->y && x[b] == p_ptr->x) 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;
+
+               /* 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;
+
+               /* 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);
+}
+
+
+/*
  * Sorting hook -- swap function -- by "distance to player"
  *
  * We use "u" and "v" to point to arrays of "x" and "y" positions,
@@ -2693,10 +2699,10 @@ static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
  */
 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
 {
-       byte *x = (byte*)(u);
-       byte *y = (byte*)(v);
+       POSITION *x = (POSITION*)(u);
+       POSITION *y = (POSITION*)(v);
 
-       byte temp;
+       POSITION temp;
 
        /* Swap "x" */
        temp = x[a];
@@ -2714,7 +2720,7 @@ static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
 /*
  * Hack -- help "select" a location (see below)
  */
-static s16b target_pick(int y1, int x1, int dy, int dx)
+static s16b target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
 {
        int i, v;
 
@@ -2776,7 +2782,7 @@ static bool target_set_accept(int y, int x)
        if (!(in_bounds(y, x))) return (FALSE);
 
        /* Player grid is always interesting */
-       if ((y == py) && (x == px)) return (TRUE);
+       if (player_bold(y, x)) return (TRUE);
 
 
        /* Handle hallucination */
@@ -2807,65 +2813,17 @@ static bool target_set_accept(int y, int x)
                next_o_idx = o_ptr->next_o_idx;
 
                /* Memorized object */
-               if (o_ptr->marked) return (TRUE);
+               if (o_ptr->marked & OM_FOUND) return (TRUE);
        }
 
        /* Interesting memorized features */
        if (c_ptr->info & (CAVE_MARK))
        {
-               /* Notice glyphs */
-               if (c_ptr->feat == FEAT_GLYPH) return (TRUE);
-               if (c_ptr->feat == FEAT_MINOR_GLYPH) return (TRUE);
-               if ((c_ptr->info & CAVE_IN_MIRROR)) return (TRUE);
-
-               /* Notice the Pattern */
-               if ((c_ptr->feat <= FEAT_PATTERN_XTRA2) &&
-                   (c_ptr->feat >= FEAT_PATTERN_START))
-                       return (TRUE);
-
-               /* Notice doors */
-               if (c_ptr->feat == FEAT_OPEN) return (TRUE);
-               if (c_ptr->feat == FEAT_BROKEN) return (TRUE);
-
-               /* Notice stairs */
-               if (c_ptr->feat == FEAT_LESS) return (TRUE);
-               if (c_ptr->feat == FEAT_MORE) return (TRUE);
-               if (c_ptr->feat == FEAT_LESS_LESS) return (TRUE);
-               if (c_ptr->feat == FEAT_MORE_MORE) return (TRUE);
-
-               /* Notice shops */
-               if ((c_ptr->feat >= FEAT_SHOP_HEAD) &&
-                   (c_ptr->feat <= FEAT_SHOP_TAIL)) return (TRUE);
-
-               if (c_ptr->feat == FEAT_MUSEUM) return (TRUE);
+               /* Notice object features */
+               if (c_ptr->info & CAVE_OBJECT) return (TRUE);
 
-               /* Notice buildings -KMW- */
-               if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
-                   (c_ptr->feat <= FEAT_BLDG_TAIL)) return (TRUE);
-
-               /* Notice traps */
-               if (is_trap(c_ptr->feat)) return (TRUE);
-
-               /* Notice doors */
-               if ((c_ptr->feat >= FEAT_DOOR_HEAD) &&
-                   (c_ptr->feat <= FEAT_DOOR_TAIL)) return (TRUE);
-
-               /* Notice rubble */
-               /* I think FEAT_RUBBLEs should not be "interesting" */
-#if 0
-               if (c_ptr->feat == FEAT_RUBBLE) return (TRUE);
-#endif
-               /* Notice veins with treasure */
-               if (c_ptr->feat == FEAT_MAGMA_K) return (TRUE);
-               if (c_ptr->feat == FEAT_QUARTZ_K) return (TRUE);
-
-               /* Notice quest features */
-               if (c_ptr->feat == FEAT_QUEST_ENTER) return (TRUE);
-               if (c_ptr->feat == FEAT_QUEST_EXIT) return (TRUE);
-               if (c_ptr->feat == FEAT_QUEST_DOWN) return (TRUE);
-               if (c_ptr->feat == FEAT_QUEST_UP) return (TRUE);
-               if (c_ptr->feat == FEAT_TOWN) return (TRUE);
-               if (c_ptr->feat == FEAT_ENTRANCE) return (TRUE);
+               /* Feature code (applying "mimic" field) */
+               if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
        }
 
        /* Nope */
@@ -2881,20 +2839,35 @@ 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((p_ptr->y - MAX_RANGE), 0);
+               max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
+               min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
+               max_wid = MIN((p_ptr->x + 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;
 
-                       /* Require line of sight, unless "look" is "expanded" */
-                       if (!expand_look && !player_has_los_bold(y, x)) continue;
-
                        /* Require "interesting" contents */
                        if (!target_set_accept(y, x)) continue;
 
@@ -2913,15 +2886,25 @@ static void target_set_prepare(int mode)
        }
 
        /* Set the sort hooks */
-       ang_sort_comp = ang_sort_comp_distance;
-       ang_sort_swap = ang_sort_swap_distance;
+       if (mode & (TARGET_KILL))
+       {
+               /* Target the nearest monster for shooting */
+               ang_sort_comp = ang_sort_comp_distance;
+               ang_sort_swap = ang_sort_swap_distance;
+       }
+       else
+       {
+               /* Look important grids first in Look command */
+               ang_sort_comp = ang_sort_comp_importance;
+               ang_sort_swap = ang_sort_swap_distance;
+       }
 
        /* Sort the positions */
        ang_sort(temp_x, temp_y, temp_n);
 
        if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
        {
-               byte tmp;
+               POSITION tmp;
 
                tmp = temp_y[0];
                temp_y[0] = temp_y[1];
@@ -2932,6 +2915,67 @@ static void target_set_prepare(int mode)
        }
 }
 
+void target_set_prepare_look(void){
+       target_set_prepare(TARGET_LOOK);
+}
+
+
+/*
+ * Evaluate number of kill needed to gain level
+ */
+static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
+{
+       monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
+       u32b num;
+       s32b exp_mon, exp_adv;
+       u32b exp_mon_frac, exp_adv_frac;
+
+       if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
+       {
+               sprintf(buf,"**");
+               return;
+       }
+       else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
+       {
+               if (!p_ptr->wizard)
+               {
+                       sprintf(buf,"??");
+                       return;
+               }
+       }
+
+
+       /* The monster's experience point (assuming average monster speed) */
+       exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
+       exp_mon_frac = 0;
+       s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
+
+
+       /* Total experience value for next level */
+       exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
+       exp_adv_frac = 0;
+       s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
+
+       /* Experience value need to get */
+       s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
+
+
+       /* You need to kill at least one monster to get any experience */
+       s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
+       s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
+
+       /* Extract number of monsters needed */
+       s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
+
+       /* If 999 or more monsters needed, only display "999". */
+       num = MIN(999, exp_adv_frac);
+
+       /* Display the number */
+       sprintf(buf,"%03ld", (long int)num);
+}
+
+
+bool show_gold_on_floor = FALSE;
 
 /*
  * Examine a grid, return a keypress.
@@ -2957,700 +3001,541 @@ static void target_set_prepare(int mode)
 static int target_set_aux(int y, int x, int mode, cptr info)
 {
        cave_type *c_ptr = &cave[y][x];
-
        s16b this_o_idx, next_o_idx = 0;
-
-       cptr s1, s2, s3;
-
-       bool boring;
-
-       int feat;
-
-       int query;
-
+       cptr s1 = "", s2 = "", s3 = "", x_info = "";
+       bool boring = TRUE;
+       s16b feat;
+       feature_type *f_ptr;
+       int query = '\001';
        char out_val[MAX_NLEN+80];
 
+#ifdef ALLOW_EASY_FLOOR
+       int floor_list[23], floor_num = 0;
 
-       /* Repeat forever */
-       while (1)
+       /* Scan all objects in the grid */
+       if (easy_floor)
        {
-               /* Paranoia */
-               query = ' ';
-
-               /* Assume boring */
-               boring = TRUE;
-
-               /* Default */
-#ifdef JP
-s1 = "";
-#else
-               s1 = "You see ";
-#endif
-
-               s2 = "";
-               s3 = "";
-
-               /* Hack -- under the player */
-               if ((y == py) && (x == px))
-               {
-                       /* Description */
-#ifdef JP
-                       s1 = "¤¢¤Ê¤¿¤Ï";
-                       s2 = "¤Î¾å";
-                       s3 = "¤Ë¤¤¤ë";
-#else
-                       s1 = "You are ";
-
-                       /* Preposition */
-                       s2 = "on ";
-#endif
+               floor_num = scan_floor(floor_list, y, x, 0x02);
 
-               }
-               else
+               if (floor_num)
                {
-#ifdef JP
-                       s1 = "¥¿¡¼¥²¥Ã¥È:";
-#else
-                       s1 = "Target:";
-#endif
+                       x_info = _("x物 ", "x,");
                }
+       }
 
-               /* Hack -- hallucination */
-               if (p_ptr->image)
-               {
-#ifdef JP
-cptr name = "²¿¤«´ñ̯¤Êʪ";
-#else
-                       cptr name = "something strange";
-#endif
-
+#endif /* ALLOW_EASY_FLOOR */
 
-                       /* Display a message */
+       /* Hack -- under the player */
+       if (player_bold(y, x))
+       {
+               /* Description */
 #ifdef JP
-                       sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
+               s1 = "あなたは";
+               s2 = "の上";
+               s3 = "にいる";
 #else
-                       sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
-#endif
-
-                       prt(out_val, 0, 0);
-                       move_cursor_relative(y, x);
-                       query = inkey();
-
-                       /* Stop on everything but "return" */
-                       if ((query != '\r') && (query != '\n')) break;
-
-                       /* Repeat forever */
-                       continue;
-               }
-
-
-               /* Actual monsters */
-               if (c_ptr->m_idx)
-               {
-                       monster_type *m_ptr = &m_list[c_ptr->m_idx];
-                       monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-
-                       /* Visible */
-                       if (m_ptr->ml)
-                       {
-                               bool recall = FALSE;
-
-                               char m_name[80];
-
-                               /* Not boring */
-                               boring = FALSE;
-
-                               /* Get the monster name ("a kobold") */
-                               monster_desc(m_name, m_ptr, 0x08);
+               s1 = "You are ";
 
-                               /* Hack -- track this monster race */
-                               monster_race_track(m_ptr->ap_r_idx);
-
-                               /* Hack -- health bar for this monster */
-                               health_track(c_ptr->m_idx);
-
-                               /* Hack -- handle stuff */
-                               handle_stuff();
-
-                               /* Interact */
-                               while (1)
-                               {
-                                       /* Recall */
-                                       if (recall)
-                                       {
-                                               /* Save */
-                                               screen_save();
+               /* Preposition */
+               s2 = "on ";
+#endif
+       }
+       else
+       {
+               s1 = _("ターゲット:", "Target:");
+       }
 
-                                               /* Recall on screen */
-                                               screen_roff(m_ptr->ap_r_idx, 0);
+       /* Hack -- hallucination */
+       if (p_ptr->image)
+       {
+               cptr name = _("何か奇妙な物", "something strange");
 
-                                               /* Hack -- Complete the prompt (again) */
+               /* Display a message */
 #ifdef JP
-Term_addstr(-1, TERM_WHITE, format("  [r»× %s]", info));
+               sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
 #else
-                                               Term_addstr(-1, TERM_WHITE, format("  [r,%s]", info));
+               sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
 #endif
 
+               prt(out_val, 0, 0);
+               move_cursor_relative(y, x);
+               query = inkey();
 
-                                               /* Command */
-                                               query = inkey();
-
-                                               /* Restore */
-                                               screen_load();
-                                       }
+               /* Stop on everything but "return" */
+               if ((query != '\r') && (query != '\n')) return query;
 
-                                       /* Normal */
-                                       else
-                                       {
-                                               cptr attitude;
-                                               cptr tekitou;
+               /* Repeat forever */
+               return 0;
+       }
 
-                                               if (p_ptr->riding && (p_ptr->riding == c_ptr->m_idx))
-                                               {
-#ifdef JP
-                                                        tekitou = "(¥Ú¥Ã¥È)";
-#else
-                                                        tekitou = "(pet)";
-#endif
-                                               }
-                                               else
-                                               {
-                                                        tekitou = "";
-                                               }
 
-                                               if (is_pet(m_ptr) && (p_ptr->riding != c_ptr->m_idx))
-#ifdef JP
-attitude = " (¥Ú¥Ã¥È) ";
-#else
-                                                       attitude = " (pet) ";
-#endif
+       /* Actual monsters */
+       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];
+               char m_name[80];
+               bool recall = FALSE;
 
-                                               else if (is_friendly(m_ptr))
-#ifdef JP
-attitude = " (ͧ¹¥Åª) ";
-#else
-                                                       attitude = " (friendly) ";
-#endif
+               /* Not boring */
+               boring = FALSE;
 
-                                               else
-#ifdef JP
-attitude = " ";
-#else
-                                                       attitude = " ";
-#endif
+               /* Get the monster name ("a kobold") */
+               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
 
+               /* Hack -- track this monster race */
+               monster_race_track(m_ptr->ap_r_idx);
 
-                                               /* Describe, and prompt for recall */
-{
-#define M_INT_GREATER(h1,l1,h2,l2)  ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
-#define M_INT_SUB(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x10000;h1--;}l1-=l2;}
-#define M_INT_ADD(h1,l1, h2,l2) {h1+=h2;l1+=l2;if(l1>=0x10000L){l1&=0xFFFF;h1++;}}
-#define M_INT_LSHIFT(h1,l1) {h1=(h1<<1)|(l1>>15);l1=(l1<<1)&0xffff;}
-#define M_INT_RSHIFT(h1,l1) {l1=(l1>>1)|((h1&1)<<15);h1>>=1;}
-#define M_INT_MULT(h1,l1,mul,h2,l2) {l2=(l1*mul)&0xffff;h2=((l1*mul)>>16)+h1*mul;}
-       char acount[10];
-       u32b tmp_h,tmp_l;
-       int bit,result;
-       u32b exp_mon= (ap_r_ptr->mexp)*(ap_r_ptr->level);
-       u32b exp_mon_h= exp_mon / (p_ptr->max_plv+2);
-       u32b exp_mon_l= ((exp_mon % (p_ptr->max_plv+2))*0x10000/(p_ptr->max_plv+2))&0xFFFF;
-       
-       u32b exp_adv_h = player_exp[p_ptr->lev -1] * p_ptr->expfact /100;
-       u32b exp_adv_l = ((player_exp[p_ptr->lev -1]%100) * p_ptr->expfact *0x10000/100)&0xFFFF;
-       
-       M_INT_SUB(exp_adv_h, exp_adv_l, p_ptr->exp, p_ptr->exp_frac);
-       if ((p_ptr->lev>=PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
-               sprintf(acount,"[**]");
-       else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG_KAGE))
-               sprintf(acount,"[??]");
-       else if (M_INT_GREATER(exp_mon_h, exp_mon_l, exp_adv_h, exp_adv_l))
-               sprintf(acount,"[001]");
-       else 
-       {
-               M_INT_MULT(exp_mon_h, exp_mon_l, 1000,tmp_h, tmp_l);
-               if( M_INT_GREATER(exp_adv_h, exp_adv_l, tmp_h, tmp_l) )
-                       sprintf(acount,"[999]");
-               else
+               /* Hack -- health bar for this monster */
+               health_track(c_ptr->m_idx);
+
+               /* Hack -- handle stuff */
+               handle_stuff();
+
+               /* Interact */
+               while (1)
                {
-                       bit=1; result=0;
-                       M_INT_ADD(exp_adv_h, exp_adv_l, exp_mon_h, exp_mon_l);
-                       M_INT_SUB(exp_adv_h, exp_adv_l, 0, 1);
-                       while(M_INT_GREATER(exp_adv_h, exp_adv_l, exp_mon_h,exp_mon_l))
-                       {
-                               M_INT_LSHIFT(exp_mon_h,exp_mon_l);
-                               bit <<= 1;
-                       }
-                       M_INT_RSHIFT(exp_mon_h,exp_mon_l);bit>>=1;
-                       for(;bit>=1;bit>>=1)
+                       char acount[10];
+
+                       /* Recall */
+                       if (recall)
                        {
-                               if(M_INT_GREATER(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l))
-                               {
-                                       result |= bit;
-                                       M_INT_SUB(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l);
-                               }
-                               M_INT_RSHIFT(exp_mon_h,exp_mon_l); 
-                       }
-                       sprintf(acount,"[%03d]",result);
-               }
-       }
-       sprintf(out_val, 
-#ifdef JP
-               "%s%s%s(%s)%s%s%s%s%s[r»× %s]",
-               acount, s1, m_name, look_mon_desc(c_ptr->m_idx), tekitou, s2, s3, 
-#else
-               "%s%s%s%s%s(%s)%s%s%s[r, %s]",
-               acount, s1, s2, s3, m_name, look_mon_desc(c_ptr->m_idx), tekitou, 
-#endif
-               (m_ptr->smart & SM_CLONED ? " (clone)": ""),
-               attitude,info);
-}
+                               /* Save */
+                               screen_save();
 
-                                               prt(out_val, 0, 0);
+                               /* Recall on screen */
+                               screen_roff(m_ptr->ap_r_idx, 0);
 
-                                               /* Place cursor */
-                                               move_cursor_relative(y, x);
+                               /* Hack -- Complete the prompt (again) */
+                               Term_addstr(-1, TERM_WHITE, format(_("  [r思 %s%s]", "  [r,%s%s]"), x_info, info));
 
-                                               /* Command */
-                                               query = inkey();
-                                       }
+                               /* Command */
+                               query = inkey();
 
-                                       /* Normal commands */
-                                       if (query != 'r') break;
+                               /* Restore */
+                               screen_load();
 
-                                       /* Toggle recall */
-                                       recall = !recall;
-                               }
+                               /* Normal commands */
+                               if (query != 'r') break;
 
-                               /* Always stop at "normal" keys */
-                               if ((query != '\r') && (query != '\n') && (query != ' ')) break;
+                               /* Toggle recall */
+                               recall = FALSE;
 
-                               /* Sometimes stop at "space" key */
-                               if ((query == ' ') && !(mode & (TARGET_LOOK))) break;
+                               /* Cleare recall text and repeat */
+                               continue;
+                       }
 
-                               /* Change the intro */
-#ifdef JP
-s1 = "¤½¤ì¤Ï";
-#else
-                               s1 = "It is ";
-#endif
+                       /*** Normal ***/
 
+                       /* Describe, and prompt for recall */
+                       evaluate_monster_exp(acount, m_ptr);
 
-                               /* Hack -- take account of gender */
 #ifdef JP
-if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
+                       sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
 #else
-                               if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
+                       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
 
-#ifdef JP
-else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
-#else
-                               else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
-#endif
+                       prt(out_val, 0, 0);
 
+                       /* Place cursor */
+                       move_cursor_relative(y, x);
 
-                               /* Use a preposition */
-#ifdef JP
-                               s2 = "¤ò";
-                               s3 = "»ý¤Ã¤Æ¤¤¤ë";
-#else
-                               s2 = "carrying ";
-#endif
+                       /* Command */
+                       query = inkey();
 
+                       /* Normal commands */
+                       if (query != 'r') break;
 
-                               /* Scan all objects being carried */
-                               for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
-                               {
-                                       char o_name[MAX_NLEN];
+                       /* Toggle recall */
+                       recall = TRUE;
+               }
 
-                                       object_type *o_ptr;
+               /* Always stop at "normal" keys */
+               if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
 
-                                       /* Acquire object */
-                                       o_ptr = &o_list[this_o_idx];
+               /* Sometimes stop at "space" key */
+               if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
 
-                                       /* Acquire next object */
-                                       next_o_idx = o_ptr->next_o_idx;
+               /* Change the intro */
+               s1 = _("それは", "It is ");
 
-                                       /* Obtain an object description */
-                                       object_desc(o_name, o_ptr, TRUE, 3);
+               /* Hack -- take account of gender */
+               if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
+               else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
 
-                                       /* Describe the object */
+               /* Use a preposition */
 #ifdef JP
-                                       sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
+               s2 = "を";
+               s3 = "持っている";
 #else
-                                       sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
+               s2 = "carrying ";
 #endif
 
-                                       prt(out_val, 0, 0);
-                                       move_cursor_relative(y, x);
-                                       query = inkey();
 
-                                       /* Always stop at "normal" keys */
-                                       if ((query != '\r') && (query != '\n') && (query != ' ')) break;
+               /* Scan all objects being carried */
+               for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+               {
+                       char o_name[MAX_NLEN];
+
+                       object_type *o_ptr;
+
+                       /* Acquire object */
+                       o_ptr = &o_list[this_o_idx];
+
+                       /* Acquire next object */
+                       next_o_idx = o_ptr->next_o_idx;
 
-                                       /* Sometimes stop at "space" key */
-                                       if ((query == ' ') && !(mode & (TARGET_LOOK))) break;
+                       /* Obtain an object description */
+                       object_desc(o_name, o_ptr, 0);
 
-                                       /* Change the intro */
+                       /* Describe the object */
 #ifdef JP
-s2 = "¤ò¤Þ¤¿";
+                       sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
 #else
-                                       s2 = "also carrying ";
+                       sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
 #endif
 
-                               }
+                       prt(out_val, 0, 0);
+                       move_cursor_relative(y, x);
+                       query = inkey();
+
+                       /* Always stop at "normal" keys */
+                       if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
+
+                       /* Sometimes stop at "space" key */
+                       if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
 
-                               /* Double break */
-                               if (this_o_idx) break;
+                       /* Change the intro */
+                       s2 = _("をまた", "also carrying ");
+               }
 
-                               /* Use a preposition */
+               /* Use a preposition */
 #ifdef JP
-                              s2 = "¤Î¾å";
-                              s3 = "¤Ë¤¤¤ë";
+               s2 = "の上";
+               s3 = "にいる";
 #else
-                               s2 = "on ";
+               s2 = "on ";
 #endif
-
-                       }
-               }
+       }
 
 
 #ifdef ALLOW_EASY_FLOOR
+       if (floor_num)
+       {
+               int min_width = 0;
 
-               /* Scan all objects in the grid */
-               if (easy_floor)
+               while (1)
                {
-                       int floor_list[23], floor_num;
-                       int min_width = 0;
-
-                       floor_num = scan_floor(floor_list, y, x, 0x02);
-
-                       if (floor_num)
+                       if (floor_num == 1)
                        {
-                               /* Not boring */
-                               boring = FALSE;
-
-                               while (1)
-                               {
-                                       if (floor_num == 1)
-                                       {
-                                               char o_name[MAX_NLEN];
+                               char o_name[MAX_NLEN];
 
-                                               object_type *o_ptr;
+                               object_type *o_ptr;
 
-                                               /* Acquire object */
-                                               o_ptr = &o_list[floor_list[0]];
+                               /* Acquire object */
+                               o_ptr = &o_list[floor_list[0]];
 
-                                               /* Describe the object */
-                                               object_desc(o_name, o_ptr, TRUE, 3);
+                               /* Describe the object */
+                               object_desc(o_name, o_ptr, 0);
 
-                                               /* Message */
+                               /* Message */
 #ifdef JP
-sprintf(out_val, "%s%s%s%s[%s]",
-s1, o_name, s2, s3, info);
+                               sprintf(out_val, "%s%s%s%s[%s]",
+                                       s1, o_name, s2, s3, info);
 #else
-                                               sprintf(out_val, "%s%s%s%s [%s]",
-                                                       s1, s2, s3, o_name, info);
+                               sprintf(out_val, "%s%s%s%s [%s]",
+                                       s1, s2, s3, o_name, info);
 #endif
 
-                                       }
-                                       else
-                                       {
-                                               /* Message */
+                               prt(out_val, 0, 0);
+                               move_cursor_relative(y, x);
+
+                               /* Command */
+                               query = inkey();
+
+                               /* End this grid */
+                               return query;
+                       }
+
+                       /* Provide one cushion before item listing  */
+                       if (boring)
+                       {
+                               /* Display rough information about items */
 #ifdef JP
-                                               sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
-                                                       s1, floor_num, s2, s3, info);
+                               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]",
-                                                       s1, s2, s3, floor_num, info);
+                               sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
+                                       s1, s2, s3, floor_num, info);
 #endif
 
-                                       }
+                               prt(out_val, 0, 0);
+                               move_cursor_relative(y, x);
 
-                                       prt(out_val, 0, 0);
-                                       move_cursor_relative(y, x);
+                               /* Command */
+                               query = inkey();
 
-                                       /* Command */
-                                       query = inkey();
+                               /* No request for listing */
+                               if (query != 'x' && query != ' ') return query;
+                       }
 
-                                       /* Display list of items (query == "el", not "won") */
-                                       if (floor_num == 1 || query != 'x')
-                                       {
-                                               /* Stop */
-                                               break;
-                                       }
-                                       else while (1)
-                                       {
-                                               int i, o_idx;
-                                               cave_type *c_ptr;
 
-                                               /* Save screen */
-                                               screen_save();
+                       /** Display list of items **/
+
+                       /* Continue scrolling list if requested */
+                       while (1)
+                       {
+                               int i;
+                               IDX o_idx;
+
+                               /* Save screen */
+                               screen_save();
 
-                                               /* Display */
-                                               (void)show_floor(0, y, x, &min_width);
+                               /* Display */
+                               show_gold_on_floor = TRUE;
+                               (void)show_floor(0, y, x, &min_width);
+                               show_gold_on_floor = FALSE;
 
-                                               /* Prompt */
+                               /* Prompt */
 #ifdef JP
-                                               prt("Enter¤Ç¼¡¤Ø¡¢Â¾¤Î¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 0, 0);
+                               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
-                                               prt("Hit Enter to scroll, Hit any other key to continue", 0, 0);
+                               sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
+                                       s1, s2, s3, floor_num, info);
 #endif
+                               prt(out_val, 0, 0);
+
 
-                                               /* Wait */
-                                               query = inkey();
+                               /* Wait */
+                               query = inkey();
 
-                                               /* Load screen */
-                                               screen_load();
+                               /* Load screen */
+                               screen_load();
 
-                                               /* Exit unless 'Enter' */
-                                               if (query != '\n' && query != '\r') break;
+                               /* Exit unless 'Enter' */
+                               if (query != '\n' && query != '\r')
+                               {
+                                       return query;
+                               }
 
-                                               /* Get the object being moved. */
-                                               c_ptr = &cave[y][x];
-                                               o_idx = c_ptr->o_idx;
+                               /* Get the object being moved. */
+                               o_idx = c_ptr->o_idx;
  
-                                               /* Only rotate a pile of two or more objects. */
-                                               if (o_idx && o_list[o_idx].next_o_idx)
-                                               {
+                               /* Only rotate a pile of two or more objects. */
+                               if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
 
-                                                       /* Remove the first object from the list. */
-                                                       excise_object_idx(o_idx);
-       
-                                                       /* Find end of the list. */
-                                                       i = c_ptr->o_idx;
-                                                       while (o_list[i].next_o_idx)
-                                                               i = o_list[i].next_o_idx;
-       
-                                                       /* Add after the last object. */
-                                                       o_list[i].next_o_idx = o_idx;
-                                               }
-                                       }
-                               }
+                               /* Remove the first object from the list. */
+                               excise_object_idx(o_idx);
 
-                               /* Stop */
-                               break;
+                               /* Find end of the list. */
+                               i = c_ptr->o_idx;
+                               while (o_list[i].next_o_idx)
+                                       i = o_list[i].next_o_idx;
+
+                               /* Add after the last object. */
+                               o_list[i].next_o_idx = o_idx;
+
+                               /* Loop and re-display the list */
                        }
                }
 
+               /* NOTREACHED */
+       }
 #endif /* ALLOW_EASY_FLOOR */
 
 
-               /* Scan all objects in the grid */
-               for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-               {
-                       object_type *o_ptr;
+       /* Scan all objects in the grid */
+       for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+       {
+               object_type *o_ptr;
 
-                       /* Acquire object */
-                       o_ptr = &o_list[this_o_idx];
+               /* Acquire object */
+               o_ptr = &o_list[this_o_idx];
 
-                       /* Acquire next object */
-                       next_o_idx = o_ptr->next_o_idx;
+               /* Acquire next object */
+               next_o_idx = o_ptr->next_o_idx;
 
-                       /* Describe it */
-                       if (o_ptr->marked)
-                       {
-                               char o_name[MAX_NLEN];
+               /* Describe it */
+               if (o_ptr->marked & OM_FOUND)
+               {
+                       char o_name[MAX_NLEN];
 
-                               /* Not boring */
-                               boring = FALSE;
+                       /* Not boring */
+                       boring = FALSE;
 
-                               /* Obtain an object description */
-                               object_desc(o_name, o_ptr, TRUE, 3);
+                       /* Obtain an object description */
+                       object_desc(o_name, o_ptr, 0);
 
-                               /* Describe the object */
+                       /* Describe the object */
 #ifdef JP
-sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
+                       sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
 #else
-                               sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
+                       sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
 #endif
 
-                               prt(out_val, 0, 0);
-                               move_cursor_relative(y, x);
-                               query = inkey();
+                       prt(out_val, 0, 0);
+                       move_cursor_relative(y, x);
+                       query = inkey();
 
-                               /* Always stop at "normal" keys */
-                               if ((query != '\r') && (query != '\n') && (query != ' ')) break;
+                       /* Always stop at "normal" keys */
+                       if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
 
-                               /* Sometimes stop at "space" key */
-                               if ((query == ' ') && !(mode & TARGET_LOOK)) break;
+                       /* Sometimes stop at "space" key */
+                       if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
 
-                               /* Change the intro */
-#ifdef JP
-s1 = "¤½¤ì¤Ï";
-#else
-                               s1 = "It is ";
-#endif
+                       /* Change the intro */
+                       s1 = _("それは", "It is ");
 
+                       /* Plurals */
+                       if (o_ptr->number != 1) s1 = _("それらは", "They are ");
 
-                               /* Plurals */
+                       /* Preposition */
 #ifdef JP
-if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
+                       s2 = "の上";
+                       s3 = "に見える";
 #else
-                               if (o_ptr->number != 1) s1 = "They are ";
+                       s2 = "on ";
 #endif
 
+               }
+       }
 
-                               /* Preposition */
-#ifdef JP
-                               s2 = "¤Î¾å";
-                               s3 = "¤Ë¸«¤¨¤ë";
-#else
-                               s2 = "on ";
-#endif
 
-                       }
-               }
+       /* Feature code (applying "mimic" field) */
+       feat = get_feat_mimic(c_ptr);
 
-               /* Double break */
-               if (this_o_idx) break;
+       /* Require knowledge about grid, or ability to see grid */
+       if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
+       {
+               /* Forget feature */
+               feat = feat_none;
+       }
 
-               if (c_ptr->mimic)
-               {
-                       feat = c_ptr->mimic;
-               }
-               else
-               {
-                       feat = f_info[c_ptr->feat].mimic;
-               }
+       f_ptr = &f_info[feat];
 
-               /* Require knowledge about grid, or ability to see grid */
-               if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
-               {
-                       /* Forget feature */
-                       feat = FEAT_NONE;
-               }
+       /* Terrain feature if needed */
+       if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
+       {
+               cptr name;
 
-               /* Terrain feature if needed */
-               if (boring || (feat > FEAT_INVIS) || (c_ptr->info & CAVE_IN_MIRROR))
+               /* Hack -- special handling for quest entrances */
+               if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
                {
-                       cptr name;
+                       /* Set the quest number temporary */
+                       IDX old_quest = p_ptr->inside_quest;
+                       int j;
 
-                       /* Hack -- special handling for building doors */
-                       if ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL))
-                       {
-                               name = building[feat - FEAT_BLDG_HEAD].name;
-                       }
-                       else if (feat == FEAT_ENTRANCE)
-                       {
-#ifdef JP
-                               name = format("%s(%d³¬ÁêÅö)", 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
-                        }
-                       else if (feat == FEAT_TOWN)
-                       {
-                               name = town[c_ptr->special].name;
-                        }
-                       else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
-                       {
-#ifdef JP
-                               name = "ƻ";
-#else
-                               name = "road";
-#endif
-                       }
-                       else if ( (c_ptr->info & CAVE_IN_MIRROR) )
-                       {
-#ifdef JP
-                               name = "¶À";
-#else
-                               name = "a mirror";
-#endif
-                       }
-                       else
-                       {
-                               name = f_name + f_info[feat].name;
-                       }
+                       /* 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;
 
-                       /* Pick a prefix */
-                       if (*s2 && ((feat >= FEAT_MINOR_GLYPH) &&
-                          (feat <= FEAT_PATTERN_XTRA2)))
-                       {
-#ifdef JP
-s2 = "¤Î¾å";
-#else
-                               s2 = "on ";
-#endif
+                       /* Get the quest text */
+                       init_flags = INIT_NAME_ONLY;
 
-                       }
-                       else if (*s2 && ((feat >= FEAT_DOOR_HEAD) &&
-                               (feat <= FEAT_PERM_SOLID)))
-                       {
-#ifdef JP
-s2 = "¤ÎÃæ";
-#else
-                               s2 = "in ";
-#endif
+                       process_dungeon_file("q_info.txt", 0, 0, 0, 0);
 
-                       }
-                       else if (*s2 && (feat == FEAT_TOWN))
-                       {
-#ifdef JP
-s2 = "¤ÎÃæ";
-#else
-                               s2 = "in ";
-#endif
+                       name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"), 
+                                               quest[c_ptr->special].name, quest[c_ptr->special].level);
 
-                       }
+                       /* Reset the old quest number */
+                       p_ptr->inside_quest = old_quest;
+               }
 
-                       /* Hack -- special introduction for store & building doors -KMW- */
-                       if (((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
-                           ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
-                           (feat == FEAT_MUSEUM) ||
-                           (feat == FEAT_ENTRANCE))
-                       {
+               /* Hack -- special handling for building doors */
+               else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
+               {
+                       name = building[f_ptr->subtype].name;
+               }
+               else if (have_flag(f_ptr->flags, FF_ENTRANCE))
+               {
+                       name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
+               }
+               else if (have_flag(f_ptr->flags, FF_TOWN))
+               {
+                       name = town[c_ptr->special].name;
+               }
+               else if (p_ptr->wild_mode && (feat == feat_floor))
+               {
+                       name = _("道", "road");
+               }
+               else
+               {
+                       name = f_name + f_ptr->name;
+               }
+
+
+               /* Pick a prefix */
+               if (*s2 &&
+                   ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
+                    (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
+                    have_flag(f_ptr->flags, FF_TOWN)))
+               {
+                       s2 = _("の中", "in ");
+               }
+
+               /* 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
-
-                       }
-                       else if ((feat == FEAT_TOWN) || (feat == FEAT_FLOOR) || (feat == FEAT_DIRT) || (feat == FEAT_FLOWER) || (c_ptr->info & CAVE_IN_MIRROR))
-                       {
-#ifndef JP
-                               s3 ="";
+                       s3 = "";
 #endif
-                       }
-                       else
-                       {
-                               /* Pick proper indefinite article */
+               }
 #ifndef JP
-                               s3 = (is_a_vowel(name[0])) ? "an " : "a ";
+               else if (have_flag(f_ptr->flags, FF_FLOOR) ||
+                        have_flag(f_ptr->flags, FF_TOWN) ||
+                        have_flag(f_ptr->flags, FF_SHALLOW) ||
+                        have_flag(f_ptr->flags, FF_DEEP))
+               {
+                       s3 ="";
+               }
+               else
+               {
+                       /* Pick proper indefinite article */
+                       s3 = (is_a_vowel(name[0])) ? "an " : "a ";
+               }
 #endif
-                       }
 
-                       /* Display a message */
-                       if (p_ptr->wizard)
+               /* Display a message */
+               if (p_ptr->wizard)
+               {
+                       char f_idx_str[32];
+                       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 %d %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y);
+                       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 %d %d %d %d", s1, s2, s3, name, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when);
+                       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
-                       else
+               }
+               else
 #ifdef JP
                        sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
 #else
                        sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
 #endif
 
-                       prt(out_val, 0, 0);
-                       move_cursor_relative(y, x);
-                       query = inkey();
-
-                       /* Always stop at "normal" keys */
-                       if ((query != '\r') && (query != '\n') && (query != ' ')) break;
-               }
+               prt(out_val, 0, 0);
+               move_cursor_relative(y, x);
+               query = inkey();
 
-               /* Stop on everything but "return" */
-               if ((query != '\r') && (query != '\n')) break;
+               /* Always stop at "normal" keys */
+               if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
        }
 
-       /* Keep going */
-       return (query);
+       /* Stop on everything but "return" */
+       if ((query != '\r') && (query != '\n')) return query;
+
+       /* Repeat forever */
+       return 0;
 }
 
 
@@ -3698,21 +3583,19 @@ s2 = "
 bool target_set(int mode)
 {
        int             i, d, m, t, bd;
-       int             y = py;
-       int             x = px;
+       POSITION y = p_ptr->y;
+       POSITION x = p_ptr->x;
 
        bool    done = FALSE;
-
        bool    flag = TRUE;
-
        char    query;
-
        char    info[80];
+       char    same_key;
 
        cave_type               *c_ptr;
 
        int wid, hgt;
-
+       
        /* Get size */
        get_screen_size(&wid, &hgt);
 
@@ -3723,6 +3606,14 @@ bool target_set(int mode)
        /* Cancel tracking */
        /* health_track(0); */
 
+       if (rogue_like_commands)
+       {
+               same_key = 'x';
+       }
+       else
+       {
+               same_key = 'l';
+       }
 
        /* Prepare the "temp" array */
        target_set_prepare(mode);
@@ -3739,6 +3630,9 @@ 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 */
@@ -3747,27 +3641,20 @@ bool target_set(int mode)
                        /* Allow target */
                        if (target_able(c_ptr->m_idx))
                        {
-#ifdef JP
-strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
-#else
-                               strcpy(info, "q,t,p,o,+,-,<dir>");
-#endif
-
+                               strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
                        }
 
                        /* Dis-allow target */
                        else
                        {
-#ifdef JP
-strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
-#else
-                               strcpy(info, "q,p,o,+,-,<dir>");
-#endif
-
+                               strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
                        }
-
+                       
                        /* Describe and Prompt */
-                       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); */
@@ -3852,8 +3739,8 @@ strcpy(info, "q
                                        /* Recalculate interesting grids */
                                        target_set_prepare(mode);
 
-                                       y = py;
-                                       x = px;
+                                       y = p_ptr->y;
+                                       x = p_ptr->x;
                                }
 
                                case 'o':
@@ -3869,14 +3756,24 @@ strcpy(info, "q
 
                                default:
                                {
-                                       /* Extract the action (if any) */
-                                       d = get_keymap_dir(query);
+                                       if(query == same_key)
+                                       {
+                                               if (++m == temp_n)
+                                               {
+                                                       m = 0;
+                                                       if (!expand_list) done = TRUE;
+                                               }
+                                       }
+                                       else
+                                       {
+                                               /* Extract the action (if any) */
+                                               d = get_keymap_dir(query);
 
-                                       if (!d) bell();
-                                       break;
+                                               if (!d) bell();
+                                               break;
+                                       }
                                }
                        }
-
                        /* Hack -- move around */
                        if (d)
                        {
@@ -3981,21 +3878,18 @@ strcpy(info, "q
                /* Arbitrary grids */
                else
                {
+                       bool move_fast = FALSE;
+
                        if (!(mode & TARGET_LOOK)) prt_path(y, x);
 
                        /* Access */
                        c_ptr = &cave[y][x];
 
                        /* Default prompt */
-#ifdef JP
-strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
-#else
-                       strcpy(info, "q,t,p,m,+,-,<dir>");
-#endif
-
+                       strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
 
                        /* Describe and Prompt (enable "TARGET_LOOK") */
-                       query = target_set_aux(y, x, mode | TARGET_LOOK, info);
+                       while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
 
                        /* Cancel tracking */
                        /* health_track(0); */
@@ -4050,8 +3944,8 @@ strcpy(info, "q
                                        /* Recalculate interesting grids */
                                        target_set_prepare(mode);
 
-                                       y = py;
-                                       x = px;
+                                       y = p_ptr->y;
+                                       x = p_ptr->x;
                                }
 
                                case 'o':
@@ -4094,6 +3988,9 @@ strcpy(info, "q
                                        /* Extract the action (if any) */
                                        d = get_keymap_dir(query);
 
+                                       /* XTRA HACK MOVEFAST */
+                                       if (isupper(query)) move_fast = TRUE;
+
                                        if (!d) bell();
                                        break;
                                }
@@ -4105,9 +4002,18 @@ strcpy(info, "q
                                int dx = ddx[d];
                                int dy = ddy[d];
 
-                               /* Move */
-                               x += dx;
-                               y += dy;
+                               /* XTRA HACK MOVEFAST */
+                               if (move_fast)
+                               {
+                                       int mag = MIN(wid / 2, hgt / 2);
+                                       x += dx * mag;
+                                       y += dy * mag;
+                               }
+                               else
+                               {
+                                       x += dx;
+                                       y += dy;
+                               }
 
                                /* Do not move horizontally if unnecessary */
                                if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
@@ -4181,12 +4087,10 @@ strcpy(info, "q
  *
  * Note that confusion over-rides any (explicit?) user choice.
  */
-bool get_aim_dir(int *dp)
+bool get_aim_dir(DIRECTION *dp)
 {
-       int             dir;
-
+       DIRECTION dir;
        char    command;
-
        cptr    p;
 
        /* Initialize */
@@ -4220,21 +4124,11 @@ bool get_aim_dir(int *dp)
                /* Choose a prompt */
                if (!target_okay())
                {
-#ifdef JP
-p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
-#else
-                       p = "Direction ('*' to choose a target, Escape to cancel)? ";
-#endif
-
+                       p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
                }
                else
                {
-#ifdef JP
-p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
-#else
-                       p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
-#endif
-
+                       p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
                }
 
                /* Get a command (or Cancel) */
@@ -4306,12 +4200,7 @@ p = "
        if (command_dir != dir)
        {
                /* Warn the user */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
-#else
-               msg_print("You are confused.");
-#endif
-
+               msg_print(_("あなたは混乱している。", "You are confused."));
        }
 
        /* Save direction */
@@ -4346,9 +4235,10 @@ msg_print("
  * This function tracks and uses the "global direction", and uses
  * that as the "desired direction", to which "confusion" is applied.
  */
-bool get_rep_dir(int *dp, bool under)
+bool get_rep_dir(DIRECTION *dp, bool under)
 {
-       int dir;
+       DIRECTION dir;
+       cptr prompt;
 
        /* Initialize */
        (*dp) = 0;
@@ -4366,24 +4256,36 @@ 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 */
@@ -4410,7 +4312,7 @@ if (!get_com("
                monster_type *m_ptr = &m_list[p_ptr->riding];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-               if (m_ptr->confused)
+               if (MON_CONFUSED(m_ptr))
                {
                        /* Standard confusion */
                        if (randint0(100) < 75)
@@ -4437,11 +4339,7 @@ if (!get_com("
                if (p_ptr->confused)
                {
                        /* Warn the user */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
-#else
-                       msg_print("You are confused.");
-#endif
+                       msg_print(_("あなたは混乱している。", "You are confused."));
                }
                else
                {
@@ -4449,22 +4347,13 @@ msg_print("
                        monster_type *m_ptr = &m_list[p_ptr->riding];
 
                        monster_desc(m_name, m_ptr, 0);
-                       if (m_ptr->confused)
+                       if (MON_CONFUSED(m_ptr))
                        {
-#ifdef JP
-msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
-#else
- msg_format("%^s is confusing.", m_name);
-
-#endif
+                               msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
                        }
                        else
                        {
-#ifdef JP
-msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
-#else
-msg_format("You cannot control %s.", m_name);
-#endif
+                               msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
                        }
                }
        }
@@ -4510,12 +4399,7 @@ bool get_rep_dir2(int *dp)
                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(_("方向 (ESCで中断)? ", "Direction (Escape to cancel)? "), &ch, TRUE)) break;
 
                /* Look up the direction */
                dir = get_keymap_dir(ch);
@@ -4548,12 +4432,7 @@ if (!get_com("
        if (command_dir != dir)
        {
                /* Warn the user */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
-#else
-               msg_print("You are confused.");
-#endif
-
+               msg_print(_("あなたは混乱している。", "You are confused."));
        }
 
        /* Save direction */
@@ -4570,20 +4449,14 @@ msg_print("
        return (TRUE);
 }
 
-
-int get_chaos_patron(void)
-{
-       return ((p_ptr->age + p_ptr->sc) % MAX_PATRON);
-}
-
-
 void gain_level_reward(int chosen_reward)
 {
        object_type *q_ptr;
        object_type forge;
        char        wrath_reason[32] = "";
        int         nasty_chance = 6;
-       int         dummy = 0, dummy2 = 0;
+       OBJECT_TYPE_VALUE dummy = 0;
+       OBJECT_SUBTYPE_VALUE dummy2 = 0;
        int         type, effect;
        cptr        reward = NULL;
        char o_name[MAX_NLEN];
@@ -4612,7 +4485,7 @@ 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",
@@ -4625,7 +4498,7 @@ 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!",
@@ -4633,11 +4506,7 @@ msg_format("%^s
 #endif
 
                (void)gain_random_mutation(0);
-#ifdef JP
-               reward = "ÊÑ°Û¤·¤¿¡£";
-#else
-               reward = "mutation";
-#endif
+               reward = _("変異した。", "mutation");
        }
        else
        {
@@ -4645,158 +4514,102 @@ 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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
-#else
-                       msg_print("'Thou needst a new form, mortal!'");
-#endif
+                       msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
 
                        do_poly_self();
-#ifdef JP
-                       reward = "ÊÑ°Û¤·¤¿¡£";
-#else
-                       reward = "polymorphing";
-#endif
+                       reward = _("変異した。", "polymorphing");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
-#else
-                       msg_print("'Well done, mortal! Lead on!'");
-#endif
+                       msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
 
                        if (p_ptr->prace == RACE_ANDROID)
                        {
-#ifdef JP
-                               msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
-#else
-                               msg_print("But, nothing happen.");
-#endif
+                               msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
                        }
                        else if (p_ptr->exp < PY_MAX_EXP)
                        {
                                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¡£");
-#else
-                               msg_print("You feel more experienced.");
-#endif
+                               msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
 
                                gain_exp(ee);
-#ifdef JP
-                               reward = "·Ð¸³ÃͤòÆÀ¤¿";
-#else
-                               reward = "experience";
-#endif
+                               reward = _("経験値を得た", "experience");
                        }
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
-#else
-                       msg_print("'Thou didst not deserve that, slave.'");
-#endif
+                       msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
 
                        if (p_ptr->prace == RACE_ANDROID)
                        {
-#ifdef JP
-                               msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
-#else
-                               msg_print("But, nothing happen.");
-#endif
+                               msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
                        }
                        else
                        {
                                lose_exp(p_ptr->exp / 6);
-#ifdef JP
-                               reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
-#else
-                               reward = "losing experience";
-#endif
+                               reward = _("経験値を失った。", "losing experience");
                        }
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
-#else
-                       msg_print("'Use my gift wisely.'");
-#endif
+                       msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
 
-                       acquirement(py, px, 1, FALSE, FALSE);
-#ifdef JP
-                       reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
-#else
-                       reward = "a good item";
-#endif
+                       acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
+                       reward = _("上質なアイテムを手に入れた。", "a good item");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
-#else
-                       msg_print("'Use my gift wisely.'");
-#endif
+                       msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
 
-                       acquirement(py, px, 1, TRUE, FALSE);
-#ifdef JP
-                       reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
-#else
-                       reward = "an excellent item";
-#endif
+                       acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
+                       reward = _("高級品のアイテムを手に入れた。", "an excellent item");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­·õ¤ËÃͤ»¤ê¡£¡×");
-#else
-                       msg_print("'Thy deed hath earned thee a worthy blade.'");
-#endif
+                       msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
 
                        /* Get local object */
                        q_ptr = &forge;
@@ -4895,302 +4708,197 @@ msg_print("
                        q_ptr->name2 = EGO_CHAOTIC;
 
                        /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, py, px);
-#ifdef JP
-                       reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
-#else
-                       reward = "chaos weapon";
-#endif
+                       (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+                       reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
                        break;
                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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­Ê󤤤ËÃͤ»¤ê¡£¡×");
-#else
-                       msg_print("'Thy deed hath earned thee a worthy reward.'");
-#endif
+                       msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
 
-                       acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
-#ifdef JP
-                       reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
-#else
-                       reward = "good items";
-#endif
+                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
+                       reward = _("上質なアイテムを手に入れた。", "good items");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤­Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
-#else
-                       msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
-#endif
+                       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。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
 
-                       acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
-#ifdef JP
-                       reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
-#else
-                       reward = "excellent items";
-#endif
+                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
+                       reward = _("高級品のアイテムを手に入れた。", "excellent items");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
-#else
-                       msg_print("'Thou art growing arrogant, mortal.'");
-#endif
+                       msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
 
                        (void)activate_ty_curse(FALSE, &count);
-#ifdef JP
-                       reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
-#else
-                       reward = "cursing";
-#endif
+                       reward = _("禍々しい呪いをかけられた。", "cursing");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
-#else
-                       msg_print("'My pets, destroy the arrogant mortal!'");
-#endif
+                       msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
 
                        for (dummy = 0; dummy < randint1(5) + 1; dummy++)
                        {
-                               (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+                               (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                        }
-#ifdef JP
-                       reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
-#else
-                       reward = "summoning hostile monsters";
-#endif
+                       reward = _("モンスターを召喚された。", "summoning hostile monsters");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤­Å¨¤òɬÍפȤ»¤ê¡ª¡×");
-#else
-                       msg_print("'Thou needst worthier opponents!'");
-#endif
+                       msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
 
-                       activate_hi_summon(py, px, FALSE);
-#ifdef JP
-                       reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
-#else
-                       reward = "summoning many hostile monsters";
-#endif
+                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
+                       reward = _("モンスターを召喚された。", "summoning many hostile monsters");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
-#else
-                       msg_print("'Death and destruction! This pleaseth me!'");
-#endif
+                       msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
 
                        call_chaos();
-#ifdef JP
-                       reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
-#else
-                       reward = "calling chaos";
-#endif
+                       reward = _("カオスの力が渦巻いた。", "calling chaos");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
-#else
-                       msg_print("'Stay, mortal, and let me mold thee.'");
-#endif
+                       msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
 
                        if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
                                do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
                        else
                                do_inc_stat(randint0(6));
-#ifdef JP
-                       reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
-#else
-                       reward = "increasing a stat";
-#endif
+                       reward = _("能力値が上がった。", "increasing a stat");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
-#else
-                       msg_print("'I grow tired of thee, mortal.'");
-#endif
+                       msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
 
                        if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
                                do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
                        else
                                (void)do_dec_stat(randint0(6));
-#ifdef JP
-                       reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
-#else
-                       reward = "decreasing a stat";
-#endif
+                       reward = _("能力値が下がった。", "decreasing a stat");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
-msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
-#else
-                       msg_print("'Thou needst a lesson in humility, mortal!'");
-                       msg_print("You feel less powerful!");
-#endif
+                       msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
+                       msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
 
                        for (dummy = 0; dummy < 6; dummy++)
                        {
                                (void)dec_stat(dummy, 10 + randint1(15), TRUE);
                        }
-#ifdef JP
-                       reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
-#else
-                       reward = "decreasing all stats";
-#endif
+                       reward = _("全能力値が下がった。", "decreasing all stats");
                        break;
                case REW_POLY_WND:
-#ifdef JP
-msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
-#else
-                       msg_format("You feel the power of %s touch you.",
-#endif
+                       msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
 
                                chaos_patrons[p_ptr->chaos_patron]);
                        do_poly_wounds();
-#ifdef JP
-                       reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
-#else
-                       reward = "polymorphing wounds";
-#endif
+                       reward = _("傷が変化した。", "polymorphing wounds");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
-#else
-                       msg_print("'Receive this modest gift from me!'");
-#endif
+                       msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
 
                        for (dummy = 0; dummy < 6; dummy++)
                        {
                                (void)do_inc_stat(dummy);
                        }
-#ifdef JP
-                       reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
-#else
-                       reward = "increasing all stats";
-#endif
+                       reward = _("全能力値が上がった。", "increasing all stats");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
-#else
-                       msg_print("'Suffer, pathetic fool!'");
-#endif
+                       msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
 
                        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¸¤·¤¿¡£";
-#else
-                       reward = "generating disintegration ball";
-#endif
+                       reward = _("分解の球が発生した。", "generating disintegration ball");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
-#else
-                       msg_print("'Rise, my servant!'");
-#endif
+                       msg_print(_("「甦るがよい、我が下僕よ!」", "'Rise, my servant!'"));
 
                        restore_level();
                        (void)set_poisoned(0);
@@ -5204,115 +4912,87 @@ msg_print("
                        {
                                (void)do_res_stat(dummy);
                        }
-#ifdef JP
-                       reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
-#else
-                       reward = "healing";
-#endif
+                       reward = _("体力が回復した。", "healing");
                        break;
                case REW_CURSE_WP:
-                       if (!buki_motteruka(INVEN_RARM)) break;
+                       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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
-#else
-                       msg_print("'Thou reliest too much on thy weapon.'");
-#endif
+                       msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
 
-                       object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
-                       (void)curse_weapon(FALSE, INVEN_RARM);
-#ifdef JP
-                       reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
-#else
-                       reward = format("destroying %s", o_name);
-#endif
+                       dummy = INVEN_RARM;
+                       if (buki_motteruka(INVEN_LARM))
+                       {
+                               dummy = INVEN_LARM;
+                               if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
+                       }
+                       object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
+                       (void)curse_weapon(FALSE, dummy);
+                       reward = format(_("%sが破壊された。", "destroying %s"), o_name);
                        break;
                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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
-#else
-                       msg_print("'Thou reliest too much on thine equipment.'");
-#endif
+                       msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
 
-                       object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
+                       object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
                        (void)curse_armor();
-#ifdef JP
-                       reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
-#else
-                       reward = format("destroying %s", o_name);
-#endif
+                       reward = format(_("%sが破壊された。", "destroying %s"), o_name);
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
-#else
-                       msg_print("'Now thou shalt pay for annoying me.'");
-#endif
+                       msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
 
                        switch (randint1(4))
                        {
                                case 1:
                                        (void)activate_ty_curse(FALSE, &count);
-#ifdef JP
-                                       reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
-#else
-                                       reward = "cursing";
-#endif
+                                       reward = _("禍々しい呪いをかけられた。", "cursing");
                                        break;
                                case 2:
-                                       activate_hi_summon(py, px, FALSE);
-#ifdef JP
-                                       reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
-#else
-                                       reward = "summoning hostile monsters";
-#endif
+                                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
+                                       reward = _("モンスターを召喚された。", "summoning hostile monsters");
                                        break;
                                case 3:
                                        if (one_in_(2))
                                        {
-                                               if (!buki_motteruka(INVEN_RARM)) break;
-                                               object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
-                                               (void)curse_weapon(FALSE, INVEN_RARM);
-#ifdef JP
-                                               reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
-#else
-                                               reward = format("destroying %s", o_name);
-#endif
+                                               if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
+                                               dummy = INVEN_RARM;
+                                               if (buki_motteruka(INVEN_LARM))
+                                               {
+                                                       dummy = INVEN_LARM;
+                                                       if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
+                                               }
+                                               object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
+                                               (void)curse_weapon(FALSE, dummy);
+                                               reward = format(_("%sが破壊された。", "destroying %s"), o_name);
                                        }
                                        else
                                        {
                                                if (!inventory[INVEN_BODY].k_idx) break;
-                                               object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
+                                               object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
                                                (void)curse_armor();
-#ifdef JP
-                                               reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
-#else
-                                               reward = format("destroying %s", o_name);
-#endif
+                                               reward = format(_("%sが破壊された。", "destroying %s"), o_name);
                                        }
                                        break;
                                default:
@@ -5320,107 +5000,83 @@ msg_print("
                                        {
                                                (void)dec_stat(dummy, 10 + randint1(15), TRUE);
                                        }
-#ifdef JP
-                                       reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
-#else
-                                       reward = "decreasing all stats";
-#endif
+                                       reward = _("全能力値が下がった。", "decreasing all stats");
                                        break;
                        }
                        break;
                case REW_WRATH:
-#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
-#else
-                       msg_format("The voice of %s thunders:",
-#endif
+                       msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"),
 
                                chaos_patrons[p_ptr->chaos_patron]);
-#ifdef JP
-msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
-#else
-                       msg_print("'Die, mortal!'");
-#endif
+                       msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
 
                        take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
                        for (dummy = 0; dummy < 6; dummy++)
                        {
                                (void)dec_stat(dummy, 10 + randint1(15), FALSE);
                        }
-                       activate_hi_summon(py, px, FALSE);
+                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
                        (void)activate_ty_curse(FALSE, &count);
-                       if (one_in_(2)) (void)curse_weapon(FALSE, INVEN_RARM);
+                       if (one_in_(2))
+                       {
+                               dummy = 0;
+
+                               if (buki_motteruka(INVEN_RARM))
+                               {
+                                       dummy = INVEN_RARM;
+                                       if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
+                               }
+                               else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
+
+                               if (dummy) (void)curse_weapon(FALSE, dummy);
+                       }
                        if (one_in_(2)) (void)curse_armor();
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
-#else
-                       msg_print("'Death and destruction! This pleaseth me!'");
-#endif
+                       msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
 
-                       destroy_area(py, px, 25, TRUE);
-#ifdef JP
-                       reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
-#else
-                       reward = "*destruct*ing dungeon";
-#endif
+                       (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
+                       reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
-#else
-                       msg_print("'Let me relieve thee of thine oppressors!'");
-#endif
+                       msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
 
                        (void)symbol_genocide(0, FALSE);
-#ifdef JP
-                       reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
-#else
-                       reward = "genociding monsters";
-#endif
+                       reward = _("モンスターが抹殺された。", "genociding monsters");
                        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:",
                                chaos_patrons[p_ptr->chaos_patron]);
 #endif
 
-#ifdef JP
-msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
-#else
-                       msg_print("'Let me relieve thee of thine oppressors!'");
-#endif
+                       msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
 
                        (void)mass_genocide(0, FALSE);
-#ifdef JP
-                       reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
-#else
-                       reward = "genociding nearby monsters";
-#endif
+                       reward = _("モンスターが抹殺された。", "genociding nearby monsters");
                        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!",
@@ -5431,7 +5087,7 @@ 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.",
@@ -5440,102 +5096,128 @@ 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]);
-#else
-                       msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
-#endif
+                       msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
 
-                       if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
-#ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
-#else
-                               msg_print("Nobody ever turns up...");
-#endif
+                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
+                               msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
                        else
-#ifdef JP
-                               reward = "°­Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
-#else
-                               reward = "a demonic servant";
-#endif
+                               reward = _("悪魔がペットになった。", "a demonic servant");
 
                        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]);
-#else
-                       msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
-#endif
+                       msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
 
-                       if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
-#ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
-#else
-                               msg_print("Nobody ever turns up...");
-#endif
+                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
+                               msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
                        else
-#ifdef JP
-                               reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
-#else
-                               reward = "a servant";
-#endif
+                               reward = _("モンスターがペットになった。", "a servant");
 
                        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]);
-#else
-                       msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
-#endif
+                       msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
 
-                       if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
-#ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
-#else
-                               msg_print("Nobody ever turns up...");
-#endif
+                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
+                               msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
                        else
-#ifdef JP
-                               reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
-#else
-                               reward = "an undead servant";
-#endif
+                               reward = _("アンデッドがペットになった。", "an undead servant");
 
                        break;
                default:
-#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
-#else
-                       msg_format("The voice of %s stammers:",
-#endif
+                       msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
 
                                chaos_patrons[p_ptr->chaos_patron]);
-#ifdef JP
-msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
-#else
-                       msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
-#endif
+                       msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
 
        }
        }
        if (reward)
        {
-#ifdef JP
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
-#else
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
-#endif
+               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
+       }
+}
+
+
+/*
+ * XAngband: determine if a given location is "interesting"
+ * based on target_set_accept function.
+ */
+static bool tgt_pt_accept(POSITION y, POSITION x)
+{
+       cave_type *c_ptr;
+
+       /* Bounds */
+       if (!(in_bounds(y, x))) return (FALSE);
+
+       /* Player grid is always interesting */
+       if ((y == p_ptr->y) && (x == p_ptr->x)) 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)
+{
+       POSITION 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)
+bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
 {
        char ch = 0;
-       int d, x, y;
+       int d, n = 0;
+       POSITION x, y;
        bool success = FALSE;
 
        int wid, hgt;
@@ -5543,14 +5225,15 @@ bool tgt_pt(int *x_ptr, int *y_ptr)
        /* Get size */
        get_screen_size(&wid, &hgt);
 
-       x = px;
-       y = py;
+       x = p_ptr->x;
+       y = p_ptr->y;
 
-#ifdef JP
-msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
-#else
-       msg_print("Select a point and press space.");
-#endif
+       if (expand_list) 
+       {
+               tgt_pt_prepare();
+       }
+
+       msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
        msg_flag = FALSE; /* prevents "-more-" message. */
 
        while ((ch != ESCAPE) && !success)
@@ -5569,12 +5252,68 @@ msg_print("
                case '5':
                case '0':
                        /* illegal place */
-                       if (x == px && y == py) ch = 0;
-                       
+                       if (player_bold(y, x)) ch = 0;
+
                        /* okay place */
                        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 = p_ptr->y;
+                                       x = p_ptr->x;
+                                       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);
@@ -5588,15 +5327,18 @@ msg_print("
                                int dx = ddx[d];
                                int dy = ddy[d];
 
-                                /* XTRA HACK MOVEFAST */
-                                if (move_fast)
-                                {
-                                     x += dx * wid / 2;
-                                     y += dy * hgt / 2;
-                                } else {
-                                x += dx;
-                                y += dy;
-                                }
+                               /* XTRA HACK MOVEFAST */
+                               if (move_fast)
+                               {
+                                       int mag = MIN(wid / 2, hgt / 2);
+                                       x += dx * mag;
+                                       y += dy * mag;
+                               }
+                               else
+                               {
+                                       x += dx;
+                                       y += dy;
+                               }
 
                                /* Do not move horizontally if unnecessary */
                                if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
@@ -5678,21 +5420,11 @@ bool get_hack_dir(int *dp)
                /* Choose a prompt */
                if (!target_okay())
                {
-#ifdef JP
-p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
-#else
-                       p = "Direction ('*' to choose a target, Escape to cancel)? ";
-#endif
-
+                       p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
                }
                else
                {
-#ifdef JP
-p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
-#else
-                       p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
-#endif
-
+                       p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
                }
 
                /* Get a command (or Cancel) */
@@ -5760,12 +5492,7 @@ p = "
        if (command_dir != dir)
        {
                /* Warn the user */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
-#else
-               msg_print("You are confused.");
-#endif
-
+               msg_print(_("あなたは混乱している。", "You are confused."));
        }
 
        /* Save direction */
@@ -5777,7 +5504,7 @@ 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
@@ -5802,7 +5529,7 @@ s16b gain_energy(void)
 /*
  * Return bow energy 
  */
-s16b bow_energy(int sval)
+s16b bow_energy(OBJECT_SUBTYPE_VALUE sval)
 {
        int energy = 100;
 
@@ -5859,7 +5586,7 @@ s16b bow_energy(int sval)
 /*
  * Return bow tmul
  */
-int bow_tmul(int sval)
+int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
 {
        int tmul = 0;
 
@@ -5918,13 +5645,13 @@ 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";
@@ -5937,4 +5664,195 @@ cptr your_alignment(void)
 }
 
 
+/*
+ * Return proficiency level of weapons and misc. skills (except riding)
+ */
+int weapon_exp_level(int weapon_exp)
+{
+       if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
+       else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
+       else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
+       else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
+       else return EXP_LEVEL_MASTER;
+}
+
+
+/*
+ * Return proficiency level of riding
+ */
+int riding_exp_level(int riding_exp)
+{
+       if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
+       else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
+       else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
+       else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
+       else return EXP_LEVEL_MASTER;
+}
+
+
+/*
+ * Return proficiency level of spells
+ */
+int spell_exp_level(int spell_exp)
+{
+       if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
+       else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
+       else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
+       else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
+       else return EXP_LEVEL_MASTER;
+}
+
+
+/*
+ * Display a rumor and apply its effects
+ */
+
+IDX rumor_num(char *zz, IDX max_idx)
+{
+       if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
+       return (IDX)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;
+       }
+
+       err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
+                       get_rnd_line("rumors.txt", section, Rumor));
+       if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
+
+       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)
+                       {
+                               IDX 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)
+                       {
+                               MONRACE_IDX 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)
+                       {
+                               IDX 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 */
+       if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
+       }
+                       else
+       {
+               msg_format("%s", Rumor);
+       }
+}