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authormogami <mogami@0568b783-4c39-0410-ac80-bf13821ea2a2>
Wed, 2 Oct 2002 10:34:34 +0000 (10:34 +0000)
committermogami <mogami@0568b783-4c39-0410-ac80-bf13821ea2a2>
Wed, 2 Oct 2002 10:34:34 +0000 (10:34 +0000)
src/dungeon.c

index a097761..dd8e418 100644 (file)
@@ -115,41 +115,41 @@ static void sense_inventory_aux(int slot, bool heavy)
        {
                switch (feel)
                {
-                case FEEL_TERRIBLE:
-                {
-                        feel = FEEL_SPECIAL;
-                        break;
-                }
-                case FEEL_WORTHLESS:
-                {
-                        feel = FEEL_EXCELLENT;
-                        break;
-                }
-                case FEEL_CURSED:
-                {
-                        feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
-                        break;
-                }
-                case FEEL_AVERAGE:
-                {
-                        feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
-                        break;
-                }
-                case FEEL_GOOD:
-                {
-                        feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
-                        break;
-                }
-                case FEEL_EXCELLENT:
-                {
-                        feel = FEEL_WORTHLESS;
-                        break;
-                }
-                case FEEL_SPECIAL:
-                {
-                        feel = FEEL_TERRIBLE;
-                        break;
-                }
+                       case FEEL_TERRIBLE:
+                       {
+                               feel = FEEL_SPECIAL;
+                               break;
+                       }
+                       case FEEL_WORTHLESS:
+                       {
+                               feel = FEEL_EXCELLENT;
+                               break;
+                       }
+                       case FEEL_CURSED:
+                       {
+                               feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
+                               break;
+                       }
+                       case FEEL_AVERAGE:
+                       {
+                               feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
+                               break;
+                       }
+                       case FEEL_GOOD:
+                       {
+                               feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
+                               break;
+                       }
+                       case FEEL_EXCELLENT:
+                       {
+                               feel = FEEL_WORTHLESS;
+                               break;
+                       }
+                       case FEEL_SPECIAL:
+                       {
+                               feel = FEEL_TERRIBLE;
+                               break;
+                       }
                }
        }
 
@@ -163,13 +163,13 @@ static void sense_inventory_aux(int slot, bool heavy)
        if (slot >= INVEN_RARM)
        {
 #ifdef JP
-                msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
-                           describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
+msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
+describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
 #else
                msg_format("You feel the %s (%c) you are %s %s %s...",
                           o_name, index_to_label(slot), describe_use(slot),
                           ((o_ptr->number == 1) ? "is" : "are"),
-                           game_inscriptions[feel]);
+                                  game_inscriptions[feel]);
 #endif
 
        }
@@ -178,13 +178,13 @@ static void sense_inventory_aux(int slot, bool heavy)
        else
        {
 #ifdef JP
-                msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
-                           o_name, index_to_label(slot),game_inscriptions[feel]);
+msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
+o_name, index_to_label(slot),game_inscriptions[feel]);
 #else
                msg_format("You feel the %s (%c) in your pack %s %s...",
                           o_name, index_to_label(slot),
                           ((o_ptr->number == 1) ? "is" : "are"),
-                           game_inscriptions[feel]);
+                                  game_inscriptions[feel]);
 #endif
 
        }
@@ -236,172 +236,172 @@ static void sense_inventory1(void)
        /* Analyze the class */
        switch (p_ptr->pclass)
        {
-        case CLASS_WARRIOR:
-        case CLASS_ARCHER:
-        case CLASS_SAMURAI:
-        case CLASS_CAVALRY:
-        {
-                /* Good sensing */
-                if (0 != randint0(9000L / (plev * plev + 40))) return;
+               case CLASS_WARRIOR:
+               case CLASS_ARCHER:
+               case CLASS_SAMURAI:
+               case CLASS_CAVALRY:
+               {
+                       /* Good sensing */
+                       if (0 != randint0(9000L / (plev * plev + 40))) return;
 
-                /* Heavy sensing */
-                heavy = TRUE;
+                       /* Heavy sensing */
+                       heavy = TRUE;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_SMITH:
-        {
-                /* Good sensing */
-                if (0 != randint0(6000L / (plev * plev + 50))) return;
+               case CLASS_SMITH:
+               {
+                       /* Good sensing */
+                       if (0 != randint0(6000L / (plev * plev + 50))) return;
 
-                /* Heavy sensing */
-                heavy = TRUE;
+                       /* Heavy sensing */
+                       heavy = TRUE;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_MAGE:
-        case CLASS_HIGH_MAGE:
-        case CLASS_SORCERER:
-        case CLASS_MAGIC_EATER:
-        {
-                /* Very bad (light) sensing */
-                if (0 != randint0(240000L / (plev + 5))) return;
+               case CLASS_MAGE:
+               case CLASS_HIGH_MAGE:
+               case CLASS_SORCERER:
+               case CLASS_MAGIC_EATER:
+               {
+                       /* Very bad (light) sensing */
+                       if (0 != randint0(240000L / (plev + 5))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_PRIEST:
-        case CLASS_BARD:
-        {
-                /* Good (light) sensing */
-                if (0 != randint0(10000L / (plev * plev + 40))) return;
+               case CLASS_PRIEST:
+               case CLASS_BARD:
+               {
+                       /* Good (light) sensing */
+                       if (0 != randint0(10000L / (plev * plev + 40))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_ROGUE:
-        case CLASS_NINJA:
-        {
-                /* Okay sensing */
-                if (0 != randint0(20000L / (plev * plev + 40))) return;
+               case CLASS_ROGUE:
+               case CLASS_NINJA:
+               {
+                       /* Okay sensing */
+                       if (0 != randint0(20000L / (plev * plev + 40))) return;
 
-                /* Heavy sensing */
-                heavy = TRUE;
+                       /* Heavy sensing */
+                       heavy = TRUE;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_RANGER:
-        {
-                /* Bad sensing */
-                if (0 != randint0(95000L / (plev * plev + 40))) return;
+               case CLASS_RANGER:
+               {
+                       /* Bad sensing */
+                       if (0 != randint0(95000L / (plev * plev + 40))) return;
 
-                /* Changed! */
-                heavy = TRUE;
+                       /* Changed! */
+                       heavy = TRUE;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_PALADIN:
-        {
-                /* Bad sensing */
-                if (0 != randint0(77777L / (plev * plev + 40))) return;
+               case CLASS_PALADIN:
+               {
+                       /* Bad sensing */
+                       if (0 != randint0(77777L / (plev * plev + 40))) return;
 
-                /* Heavy sensing */
-                heavy = TRUE;
+                       /* Heavy sensing */
+                       heavy = TRUE;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_WARRIOR_MAGE:
-        case CLASS_RED_MAGE:
-        {
-                /* Bad sensing */
-                if (0 != randint0(75000L / (plev * plev + 40))) return;
+               case CLASS_WARRIOR_MAGE:
+               case CLASS_RED_MAGE:
+               {
+                       /* Bad sensing */
+                       if (0 != randint0(75000L / (plev * plev + 40))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_MINDCRAFTER:
-        case CLASS_MIRROR_MASTER:
-        {
-                /* Bad sensing */
-                if (0 != randint0(55000L / (plev * plev + 40))) return;
+               case CLASS_MINDCRAFTER:
+               case CLASS_MIRROR_MASTER:
+               {
+                       /* Bad sensing */
+                       if (0 != randint0(55000L / (plev * plev + 40))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_CHAOS_WARRIOR:
-        {
-                /* Bad sensing */
-                if (0 != randint0(80000L / (plev * plev + 40))) return;
+               case CLASS_CHAOS_WARRIOR:
+               {
+                       /* Bad sensing */
+                       if (0 != randint0(80000L / (plev * plev + 40))) return;
 
-                /* Changed! */
-                heavy = TRUE;
+                       /* Changed! */
+                       heavy = TRUE;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_MONK:
-        case CLASS_FORCETRAINER:
-        {
-                /* Okay sensing */
-                if (0 != randint0(20000L / (plev * plev + 40))) return;
+               case CLASS_MONK:
+               case CLASS_FORCETRAINER:
+               {
+                       /* Okay sensing */
+                       if (0 != randint0(20000L / (plev * plev + 40))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_TOURIST:
-        {
-                /* Good sensing */
-                if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
+               case CLASS_TOURIST:
+               {
+                       /* Good sensing */
+                       if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
 
-                /* Heavy sensing */
-                heavy = TRUE;
+                       /* Heavy sensing */
+                       heavy = TRUE;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_IMITATOR:
-        case CLASS_BLUE_MAGE:
-        {
-                /* Bad sensing */
-                if (0 != randint0(55000L / (plev * plev + 40))) return;
+               case CLASS_IMITATOR:
+               case CLASS_BLUE_MAGE:
+               {
+                       /* Bad sensing */
+                       if (0 != randint0(55000L / (plev * plev + 40))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_BEASTMASTER:
-        {
-                /* Bad sensing */
-                if (0 != randint0(65000L / (plev * plev + 40))) return;
+               case CLASS_BEASTMASTER:
+               {
+                       /* Bad sensing */
+                       if (0 != randint0(65000L / (plev * plev + 40))) return;
 
-                /* Done */
-                break;
-        }
-        case CLASS_BERSERKER:
-        {
-                /* Heavy sensing */
-                heavy = TRUE;
+                       /* Done */
+                       break;
+               }
+               case CLASS_BERSERKER:
+               {
+                       /* Heavy sensing */
+                       heavy = TRUE;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
        }
 
        if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
@@ -421,28 +421,28 @@ static void sense_inventory1(void)
                /* Valid "tval" codes */
                switch (o_ptr->tval)
                {
-                case TV_SHOT:
-                case TV_ARROW:
-                case TV_BOLT:
-                case TV_BOW:
-                case TV_DIGGING:
-                case TV_HAFTED:
-                case TV_POLEARM:
-                case TV_SWORD:
-                case TV_BOOTS:
-                case TV_GLOVES:
-                case TV_HELM:
-                case TV_CROWN:
-                case TV_SHIELD:
-                case TV_CLOAK:
-                case TV_SOFT_ARMOR:
-                case TV_HARD_ARMOR:
-                case TV_DRAG_ARMOR:
-                case TV_CARD:
-                {
-                        okay = TRUE;
-                        break;
-                }
+                       case TV_SHOT:
+                       case TV_ARROW:
+                       case TV_BOLT:
+                       case TV_BOW:
+                       case TV_DIGGING:
+                       case TV_HAFTED:
+                       case TV_POLEARM:
+                       case TV_SWORD:
+                       case TV_BOOTS:
+                       case TV_GLOVES:
+                       case TV_HELM:
+                       case TV_CROWN:
+                       case TV_SHIELD:
+                       case TV_CLOAK:
+                       case TV_SOFT_ARMOR:
+                       case TV_HARD_ARMOR:
+                       case TV_DRAG_ARMOR:
+                       case TV_CARD:
+                       {
+                               okay = TRUE;
+                               break;
+                       }
                }
 
                /* Skip non-sense machines */
@@ -477,76 +477,76 @@ static void sense_inventory2(void)
        /* Analyze the class */
        switch (p_ptr->pclass)
        {
-        case CLASS_WARRIOR:
-        case CLASS_ARCHER:
-        case CLASS_SAMURAI:
-        case CLASS_CAVALRY:
-        case CLASS_BERSERKER:
-        {
-                return;
-        }
+               case CLASS_WARRIOR:
+               case CLASS_ARCHER:
+               case CLASS_SAMURAI:
+               case CLASS_CAVALRY:
+               case CLASS_BERSERKER:
+               {
+                       return;
+               }
 
-        case CLASS_SMITH:
-        case CLASS_PALADIN:
-        case CLASS_CHAOS_WARRIOR:
-        case CLASS_IMITATOR:
-        case CLASS_BEASTMASTER:
-        case CLASS_NINJA:
-        {
-                /* Very bad (light) sensing */
-                if (0 != randint0(240000L / (plev + 5))) return;
+               case CLASS_SMITH:
+               case CLASS_PALADIN:
+               case CLASS_CHAOS_WARRIOR:
+               case CLASS_IMITATOR:
+               case CLASS_BEASTMASTER:
+               case CLASS_NINJA:
+               {
+                       /* Very bad (light) sensing */
+                       if (0 != randint0(240000L / (plev + 5))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_RANGER:
-        case CLASS_WARRIOR_MAGE:
-        case CLASS_RED_MAGE:
-        case CLASS_MONK:
-        {
-                /* Bad sensing */
-                if (0 != randint0(95000L / (plev * plev + 40))) return;
+               case CLASS_RANGER:
+               case CLASS_WARRIOR_MAGE:
+               case CLASS_RED_MAGE:
+               case CLASS_MONK:
+               {
+                       /* Bad sensing */
+                       if (0 != randint0(95000L / (plev * plev + 40))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_PRIEST:
-        case CLASS_BARD:
-        case CLASS_ROGUE:
-        case CLASS_FORCETRAINER:
-        case CLASS_MINDCRAFTER:
-        {
-                /* Good sensing */
-                if (0 != randint0(20000L / (plev * plev + 40))) return;
+               case CLASS_PRIEST:
+               case CLASS_BARD:
+               case CLASS_ROGUE:
+               case CLASS_FORCETRAINER:
+               case CLASS_MINDCRAFTER:
+               {
+                       /* Good sensing */
+                       if (0 != randint0(20000L / (plev * plev + 40))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_MAGE:
-        case CLASS_HIGH_MAGE:
-        case CLASS_SORCERER:
-        case CLASS_MAGIC_EATER:
-        case CLASS_MIRROR_MASTER:
-        case CLASS_BLUE_MAGE:
-        {
-                /* Good sensing */
-                if (0 != randint0(9000L / (plev * plev + 40))) return;
+               case CLASS_MAGE:
+               case CLASS_HIGH_MAGE:
+               case CLASS_SORCERER:
+               case CLASS_MAGIC_EATER:
+               case CLASS_MIRROR_MASTER:
+               case CLASS_BLUE_MAGE:
+               {
+                       /* Good sensing */
+                       if (0 != randint0(9000L / (plev * plev + 40))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
 
-        case CLASS_TOURIST:
-        {
-                /* Good sensing */
-                if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
+               case CLASS_TOURIST:
+               {
+                       /* Good sensing */
+                       if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
 
-                /* Done */
-                break;
-        }
+                       /* Done */
+                       break;
+               }
        }
 
        /*** Sense everything ***/
@@ -564,14 +564,14 @@ static void sense_inventory2(void)
                /* Valid "tval" codes */
                switch (o_ptr->tval)
                {
-                case TV_RING:
-                case TV_AMULET:
-                case TV_LITE:
-                case TV_FIGURINE:
-                {
-                        okay = TRUE;
-                        break;
-                }
+                       case TV_RING:
+                       case TV_AMULET:
+                       case TV_LITE:
+                       case TV_FIGURINE:
+                       {
+                               okay = TRUE;
+                               break;
+                       }
                }
 
                /* Skip non-sense machines */
@@ -596,64 +596,64 @@ static void pattern_teleport(void)
 
        /* Ask for level */
 #ifdef JP
-        if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
+if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
 #else
-                if (get_check("Teleport level? "))
+       if (get_check("Teleport level? "))
 #endif
 
-                {
-                        char   ppp[80];
-                        char   tmp_val[160];
+       {
+               char    ppp[80];
+               char    tmp_val[160];
 
-                        /* Only downward in ironman mode */
-                        if (ironman_downward)
-                                min_level = dun_level;
+               /* Only downward in ironman mode */
+               if (ironman_downward)
+                       min_level = dun_level;
 
-                        /* Maximum level */
-                        if (dungeon_type == DUNGEON_ANGBAND)
-                        {
-                                if (dun_level > 100)
-                                        max_level = MAX_DEPTH - 1;
-                                else if (dun_level == 100)
-                                        max_level = 100;
-                        }
-                        else
-                        {
-                                max_level = d_info[dungeon_type].maxdepth;
-                                min_level = d_info[dungeon_type].mindepth;
-                        }
+               /* Maximum level */
+               if (dungeon_type == DUNGEON_ANGBAND)
+               {
+                       if (dun_level > 100)
+                               max_level = MAX_DEPTH - 1;
+                       else if (dun_level == 100)
+                               max_level = 100;
+               }
+               else
+                {
+                        max_level = d_info[dungeon_type].maxdepth;
+                        min_level = d_info[dungeon_type].mindepth;
+                }
 
-                        /* Prompt */
+               /* Prompt */
 #ifdef JP
-                        sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
+sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
 #else
-                        sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
+               sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
 #endif
 
 
-                        /* Default */
-                        sprintf(tmp_val, "%d", dun_level);
+               /* Default */
+               sprintf(tmp_val, "%d", dun_level);
 
-                        /* Ask for a level */
-                        if (!get_string(ppp, tmp_val, 10)) return;
+               /* Ask for a level */
+               if (!get_string(ppp, tmp_val, 10)) return;
 
-                        /* Extract request */
-                        command_arg = atoi(tmp_val);
-                }
+               /* Extract request */
+               command_arg = atoi(tmp_val);
+       }
 #ifdef JP
-                else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
+else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
 #else
-                        else if (get_check("Normal teleport? "))
+       else if (get_check("Normal teleport? "))
 #endif
 
-                        {
-                                teleport_player(200);
-                                return;
-                        }
-                else
-                {
-                        return;
-                }
+       {
+               teleport_player(200);
+               return;
+       }
+       else
+       {
+               return;
+       }
 
        /* Paranoia */
        if (command_arg < min_level) command_arg = min_level;
@@ -663,7 +663,7 @@ static void pattern_teleport(void)
 
        /* Accept request */
 #ifdef JP
-        msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
+msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
 #else
        msg_format("You teleport to dungeon level %d.", command_arg);
 #endif
@@ -698,8 +698,8 @@ static void wreck_the_pattern(void)
        }
 
 #ifdef JP
-        msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
-        msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
+msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
+msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
 #else
        msg_print("You bleed on the Pattern!");
        msg_print("Something terrible happens!");
@@ -708,9 +708,9 @@ static void wreck_the_pattern(void)
 
        if (!p_ptr->invuln)
 #ifdef JP
-                take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
+take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
 #else
-        take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
+               take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
 #endif
 
 
@@ -762,7 +762,7 @@ static bool pattern_effect(void)
                (void)hp_player(1000);
                cave_set_feat(py, px, FEAT_PATTERN_OLD);
 #ifdef JP
-                msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
+msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
 #else
                msg_print("This section of the Pattern looks less powerful.");
 #endif
@@ -789,7 +789,7 @@ static bool pattern_effect(void)
        {
                if (!p_ptr->invuln)
 #ifdef JP
-                        take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
+take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
 #else
                take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
 #endif
@@ -801,9 +801,9 @@ static bool pattern_effect(void)
                        return TRUE;
                else if (!p_ptr->invuln)
 #ifdef JP
-                        take_hit(DAMAGE_NOESCAPE, damroll(1,3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
+take_hit(DAMAGE_NOESCAPE, damroll(1,3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
 #else
-                take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
+                       take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
 #endif
 
        }
@@ -1095,7 +1095,7 @@ static void notice_lite_change(object_type *o_ptr)
        {
                disturb(0, 0);
 #ifdef JP
-                msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
+msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                msg_print("Your light has gone out!");
 #endif
@@ -1110,7 +1110,7 @@ static void notice_lite_change(object_type *o_ptr)
                {
                        if (disturb_minor) disturb(0, 0);
 #ifdef JP
-                        msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
+msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
 #else
                        msg_print("Your light is growing faint.");
 #endif
@@ -1123,7 +1123,7 @@ static void notice_lite_change(object_type *o_ptr)
        {
                if (disturb_minor) disturb(0, 0);
 #ifdef JP
-                msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
+msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤­¤Æ¤¤¤ë¡£");
 #else
                msg_print("Your light is growing faint.");
 #endif
@@ -1181,8 +1181,8 @@ bool psychometry(void)
        item_tester_no_ryoute = TRUE;
        /* Get an item */
 #ifdef JP
-        q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
-        s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
+q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
+s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
 #else
        q = "Meditate on which item? ";
        s = "You have nothing appropriate.";
@@ -1206,7 +1206,7 @@ bool psychometry(void)
        if (object_known_p(o_ptr))
        {
 #ifdef JP
-                msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
+msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
 #else
                msg_print("You cannot find out anything more about that.");
 #endif
@@ -1224,7 +1224,7 @@ bool psychometry(void)
        if (!feel)
        {
 #ifdef JP
-                msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
+msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
 #else
                msg_format("You do not perceive anything unusual about the %s.", o_name);
 #endif
@@ -1233,12 +1233,12 @@ bool psychometry(void)
        }
 
 #ifdef JP
-        msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
-                   o_name,  game_inscriptions[feel]);
+msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
+    o_name,  game_inscriptions[feel]);
 #else
        msg_format("You feel that the %s %s %s...",
-                   o_name, ((o_ptr->number == 1) ? "is" : "are"),
-                   game_inscriptions[feel]);
+                          o_name, ((o_ptr->number == 1) ? "is" : "are"),
+                          game_inscriptions[feel]);
 #endif
 
 
@@ -1298,94 +1298,94 @@ static void gere_music(s32b music)
 {
         switch(music)
         {
-        case MUSIC_SLOW:
-                slow_monsters();
-                break;
-        case MUSIC_STUN:
-                stun_monsters(damroll(p_ptr->lev/10,2));
-                break;
-        case MUSIC_L_LIFE:
-                hp_player(damroll(2,6));
-                break;
-        case MUSIC_FEAR:
-                project_hack(GF_TURN_ALL, p_ptr->lev);
-                break;
-        case MUSIC_PSI:
-                project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
-                break;
-        case MUSIC_ID:
-                project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
-                break;
-        case MUSIC_CONF:
-                confuse_monsters(p_ptr->lev * 2);
-                break;
-        case MUSIC_SOUND:
-                project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
-                break;
-        case MUSIC_CHARM:
-                charm_monsters(damroll(10 + p_ptr->lev/15,6));
-                break;
-        case MUSIC_WALL:
-                project(0, 0, py, px,
-                        0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
-                break;
-        case MUSIC_DISPEL:
-                dispel_monsters(randint1(p_ptr->lev * 3));
-                dispel_evil(randint1(p_ptr->lev * 3));
-                break;
-        case MUSIC_SARUMAN:
-                slow_monsters();
-                sleep_monsters();
-                break;
-        case MUSIC_QUAKE:
-                earthquake(py, px, 10);
-                break;
-        case MUSIC_STASIS:
-                stasis_monsters(p_ptr->lev * 4);
-                break;
-        case MUSIC_SHERO:
-                dispel_monsters(randint1(p_ptr->lev * 3));
-                break;
-        case MUSIC_H_LIFE:
-                hp_player(damroll(15,10));
-                set_stun(0);
-                set_cut(0);
-                break;
-        case MUSIC_DETECT+19:
-                wiz_lite(FALSE, FALSE);
-        case MUSIC_DETECT+11:
-        case MUSIC_DETECT+12:
-        case MUSIC_DETECT+13:
-        case MUSIC_DETECT+14:
-        case MUSIC_DETECT+15:
-        case MUSIC_DETECT+16:
-        case MUSIC_DETECT+17:
-        case MUSIC_DETECT+18:
-                map_area(DETECT_RAD_MAP);
-                if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
-        case MUSIC_DETECT+6:
-        case MUSIC_DETECT+7:
-        case MUSIC_DETECT+8:
-        case MUSIC_DETECT+9:
-        case MUSIC_DETECT+10:
-                detect_treasure(DETECT_RAD_DEFAULT);
-                detect_objects_gold(DETECT_RAD_DEFAULT);
-                detect_objects_normal(DETECT_RAD_DEFAULT);
-                if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
-        case MUSIC_DETECT+3:
-        case MUSIC_DETECT+4:
-        case MUSIC_DETECT+5:
-                detect_monsters_invis(DETECT_RAD_DEFAULT);
-                detect_monsters_normal(DETECT_RAD_DEFAULT);
-                if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
-        case MUSIC_DETECT:
-        case MUSIC_DETECT+1:
-        case MUSIC_DETECT+2:
-                detect_traps(DETECT_RAD_DEFAULT, TRUE);
-                detect_doors(DETECT_RAD_DEFAULT);
-                detect_stairs(DETECT_RAD_DEFAULT);
-                if ((p_ptr->lev > 14)  && (music  < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
-                break;
+                case MUSIC_SLOW:
+                        slow_monsters();
+                        break;
+                case MUSIC_STUN:
+                        stun_monsters(damroll(p_ptr->lev/10,2));
+                        break;
+                case MUSIC_L_LIFE:
+                        hp_player(damroll(2,6));
+                        break;
+                case MUSIC_FEAR:
+                        project_hack(GF_TURN_ALL, p_ptr->lev);
+                        break;
+                case MUSIC_PSI:
+                        project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
+                        break;
+                case MUSIC_ID:
+                        project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
+                        break;
+                case MUSIC_CONF:
+                        confuse_monsters(p_ptr->lev * 2);
+                        break;
+                case MUSIC_SOUND:
+                        project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
+                        break;
+                case MUSIC_CHARM:
+                        charm_monsters(damroll(10 + p_ptr->lev/15,6));
+                        break;
+                case MUSIC_WALL:
+                       project(0, 0, py, px,
+                               0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
+                        break;
+                case MUSIC_DISPEL:
+                        dispel_monsters(randint1(p_ptr->lev * 3));
+                        dispel_evil(randint1(p_ptr->lev * 3));
+                        break;
+                case MUSIC_SARUMAN:
+                        slow_monsters();
+                        sleep_monsters();
+                        break;
+                case MUSIC_QUAKE:
+                        earthquake(py, px, 10);
+                        break;
+                case MUSIC_STASIS:
+                        stasis_monsters(p_ptr->lev * 4);
+                        break;
+                case MUSIC_SHERO:
+                        dispel_monsters(randint1(p_ptr->lev * 3));
+                        break;
+                case MUSIC_H_LIFE:
+                        hp_player(damroll(15,10));
+                       set_stun(0);
+                       set_cut(0);
+                        break;
+                case MUSIC_DETECT+19:
+                       wiz_lite(FALSE, FALSE);
+                case MUSIC_DETECT+11:
+                case MUSIC_DETECT+12:
+                case MUSIC_DETECT+13:
+                case MUSIC_DETECT+14:
+                case MUSIC_DETECT+15:
+                case MUSIC_DETECT+16:
+                case MUSIC_DETECT+17:
+                case MUSIC_DETECT+18:
+                       map_area(DETECT_RAD_MAP);
+                       if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
+                case MUSIC_DETECT+6:
+                case MUSIC_DETECT+7:
+                case MUSIC_DETECT+8:
+                case MUSIC_DETECT+9:
+                case MUSIC_DETECT+10:
+                       detect_treasure(DETECT_RAD_DEFAULT);
+                       detect_objects_gold(DETECT_RAD_DEFAULT);
+                       detect_objects_normal(DETECT_RAD_DEFAULT);
+                       if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
+                case MUSIC_DETECT+3:
+                case MUSIC_DETECT+4:
+                case MUSIC_DETECT+5:
+                       detect_monsters_invis(DETECT_RAD_DEFAULT);
+                       detect_monsters_normal(DETECT_RAD_DEFAULT);
+                       if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
+                case MUSIC_DETECT:
+                case MUSIC_DETECT+1:
+                case MUSIC_DETECT+2:
+                       detect_traps(DETECT_RAD_DEFAULT, TRUE);
+                       detect_doors(DETECT_RAD_DEFAULT);
+                       detect_stairs(DETECT_RAD_DEFAULT);
+                       if ((p_ptr->lev > 14)  && (music  < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
+                       break;
         }
 }
 
@@ -1417,10 +1417,10 @@ static void recharged_notice(object_type *o_ptr)
                        /* Notify the player */
                        if (o_ptr->number > 1)
 #ifdef JP
-                                msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
-                        else msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
+msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
+else msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
 #else
-                        msg_format("Your %s are recharged.", o_name);
+                               msg_format("Your %s are recharged.", o_name);
                        else msg_format("Your %s is recharged.", o_name);
 #endif
 
@@ -1460,9 +1460,9 @@ static void check_music(void)
         }
         else
         {
-                p_ptr->csp -= (u16b) (shouhimana / 0x10000);
-                shouhimana = (shouhimana & 0xffff);
-                if (p_ptr->csp_frac < shouhimana)
+                       p_ptr->csp -= (u16b) (shouhimana / 0x10000);
+                       shouhimana = (shouhimana & 0xffff);
+                       if (p_ptr->csp_frac < shouhimana)
                {
                        p_ptr->csp--;
                        p_ptr->csp_frac += (u16b)(0x10000L - shouhimana);
@@ -1494,11 +1494,11 @@ static void check_music(void)
        if (p_ptr->spell_exp[p_ptr->magic_num2[0]] < 900)
                p_ptr->spell_exp[p_ptr->magic_num2[0]]+=5;
        else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1200)
-        {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
+               {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
        else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1400)
-        {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
+               {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
        else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1600)
-        {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
+               {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
 
         gere_music(p_ptr->magic_num1[0]);
 }
@@ -1578,7 +1578,7 @@ static void process_world(void)
                if (number_mon == 0)
                {
 #ifdef JP
-                        msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
+msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
 #else
                        msg_print("They have kill each other at the same time.");
 #endif
@@ -1595,7 +1595,7 @@ static void process_world(void)
 
                        monster_desc(m_name, wm_ptr, 0);
 #ifdef JP
-                        msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
+msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
 #else
                        msg_format("%s is winner!", m_name);
 #endif
@@ -1604,21 +1604,21 @@ static void process_world(void)
                        if (win_m_idx == (sel_monster+1))
                        {
 #ifdef JP
-                                msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
+msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
 #else
                                msg_print("Congratulations.");
 #endif
 #ifdef JP
-                                msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
+msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
 #else
                                msg_format("You received %d gold.", battle_odds);
 #endif
-                                p_ptr->au += battle_odds;
+                       p_ptr->au += battle_odds;
                        }
                        else
                        {
 #ifdef JP
-                                msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
+msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
 #else
                                msg_print("You lost gold.");
 #endif
@@ -1630,7 +1630,7 @@ static void process_world(void)
                else if(turn - old_turn == 150*TURNS_PER_TICK)
                {
 #ifdef JP
-                        msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤­Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤­¤Þ¤¹¡£");
+msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤­Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤­¤Þ¤¹¡£");
 #else
                        msg_format("This battle have ended in a draw.");
 #endif
@@ -1662,8 +1662,8 @@ static void process_world(void)
 
                                /* Message */
 #ifdef JP
-                                msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
-                                msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
+msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
+msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
 #else
                                msg_print("The gates to ANGBAND are closing...");
                                msg_print("Please finish up and/or save your game.");
@@ -1676,7 +1676,7 @@ static void process_world(void)
                        {
                                /* Message */
 #ifdef JP
-                                msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
+msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
 #else
                                msg_print("The gates to ANGBAND are now closed.");
 #endif
@@ -1725,7 +1725,7 @@ static void process_world(void)
                        {
                                /* Message */
 #ifdef JP
-                                msg_print("Ì뤬ÌÀ¤±¤¿¡£");
+msg_print("Ì뤬ÌÀ¤±¤¿¡£");
 #else
                                msg_print("The sun has risen.");
 #endif
@@ -1756,7 +1756,7 @@ static void process_world(void)
                        {
                                /* Message */
 #ifdef JP
-                                msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
+msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
 #else
                                msg_print("The sun has fallen.");
 #endif
@@ -1773,7 +1773,7 @@ static void process_world(void)
                                                /* Darken "boring" features */
                                                if ((c_ptr->feat <= FEAT_INVIS) ||
                                                    ((c_ptr->feat >= FEAT_DEEP_WATER) &&
-                                                     (c_ptr->feat <= FEAT_MOUNTAIN) &&
+                                                       (c_ptr->feat <= FEAT_MOUNTAIN) &&
                                                     (c_ptr->feat != FEAT_MUSEUM)) ||
                                                    (x == 0) || (x == cur_wid-1) ||
                                                    (y == 0) || (y == cur_hgt-1))
@@ -1812,7 +1812,7 @@ static void process_world(void)
 
                /* Message */
 #ifdef JP
-                if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
+if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
 #else
                if (cheat_xtra) msg_print("Rewards reset.");
 #endif
@@ -1842,7 +1842,7 @@ static void process_world(void)
        {
                /* Take damage */
 #ifdef JP
-                take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
+take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
 #else
                take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
 #endif
@@ -1859,8 +1859,8 @@ static void process_world(void)
                        {
                                /* Take damage */
 #ifdef JP
-                                msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª");
-                                take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
+msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª");
+take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
 #else
                                msg_print("The sun's rays scorch your undead flesh!");
                                take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
@@ -1881,7 +1881,7 @@ static void process_world(void)
                        object_desc(o_name, o_ptr, FALSE, 0);
 
 #ifdef JP
-                        msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª", o_name);
+msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤­¾Ç¤¬¤·¤¿¡ª", o_name);
 #else
                        msg_format("The %s scorches your undead flesh!", o_name);
 #endif
@@ -1893,7 +1893,7 @@ static void process_world(void)
                        object_desc(o_name, o_ptr, TRUE, 0);
 
 #ifdef JP
-                        sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
+sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
 #else
                        sprintf(ouch, "wielding %s", o_name);
 #endif
@@ -1903,7 +1903,7 @@ static void process_world(void)
        }
 
        if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
-            !p_ptr->invuln && !p_ptr->immune_fire && !p_ptr->ffall)
+               !p_ptr->invuln && !p_ptr->immune_fire && !p_ptr->ffall)
        {
                int damage = 3000 + randint0(2000);
 
@@ -1917,8 +1917,8 @@ static void process_world(void)
                {
                        /* Take damage */
 #ifdef JP
-                        msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
-                        take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
+msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
+take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
 #else
                        msg_print("The lava burns you!");
                        take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
@@ -1929,7 +1929,7 @@ static void process_world(void)
        }
 
        else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
-                 !p_ptr->invuln && !p_ptr->immune_fire)
+               !p_ptr->invuln && !p_ptr->immune_fire)
        {
                int damage = 6000 + randint0(4000);
 
@@ -1944,8 +1944,8 @@ static void process_world(void)
                        damage = damage / 5;
 
 #ifdef JP
-                        message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
-                        hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
+message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
+hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
 #else
                        message = "The heat burns you!";
                        hit_from = "flying over deep lava";
@@ -1955,8 +1955,8 @@ static void process_world(void)
                else
                {
 #ifdef JP
-                        message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
-                        hit_from = "¿¼¤¤ÍÏ´äή";
+message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
+hit_from = "¿¼¤¤ÍÏ´äή";
 #else
                        message = "The lava burns you!";
                        hit_from = "deep lava";
@@ -1981,8 +1981,8 @@ static void process_world(void)
                {
                        /* Take damage */
 #ifdef JP
-                        msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
-                        take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
+msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
+take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
 #else
                        msg_print("You are drowning!");
                        take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
@@ -2002,8 +2002,8 @@ static void process_world(void)
                        if (p_ptr->resist_fire) damage = damage / 3;
                        if (p_ptr->oppose_fire) damage = damage / 3;
 #ifdef JP
-                        msg_print("Ç®¤¤¡ª");
-                        take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
+msg_print("Ç®¤¤¡ª");
+take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
 #else
                        msg_print("It's hot!");
                        take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
@@ -2015,8 +2015,8 @@ static void process_world(void)
                        if (p_ptr->resist_elec) damage = damage / 3;
                        if (p_ptr->oppose_elec) damage = damage / 3;
 #ifdef JP
-                        msg_print("Äˤ¤¡ª");
-                        take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
+msg_print("Äˤ¤¡ª");
+take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
 #else
                        msg_print("It hurts!");
                        take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
@@ -2028,8 +2028,8 @@ static void process_world(void)
                        if (p_ptr->resist_cold) damage = damage / 3;
                        if (p_ptr->oppose_cold) damage = damage / 3;
 #ifdef JP
-                        msg_print("Î䤿¤¤¡ª");
-                        take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
+msg_print("Î䤿¤¤¡ª");
+take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
 #else
                        msg_print("It's cold!");
                        take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
@@ -2052,7 +2052,7 @@ static void process_world(void)
                        /* Do nothing */
                }
                else if (!p_ptr->invuln && !p_ptr->wraith_form && !p_ptr->kabenuke &&
-                         ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
+                   ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
                {
                        cptr dam_desc;
 
@@ -2061,8 +2061,8 @@ static void process_world(void)
                        if (p_ptr->pass_wall)
                        {
 #ifdef JP
-                                msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
-                                dam_desc = "Ì©ÅÙ";
+msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
+dam_desc = "Ì©ÅÙ";
 #else
                                msg_print("Your molecules feel disrupted!");
                                dam_desc = "density";
@@ -2072,8 +2072,8 @@ static void process_world(void)
                        else
                        {
 #ifdef JP
-                                msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
-                                dam_desc = "¹Å¤¤´ä";
+msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
+dam_desc = "¹Å¤¤´ä";
 #else
                                msg_print("You are being crushed!");
                                dam_desc = "solid rock";
@@ -2137,46 +2137,46 @@ static void process_world(void)
 
                                switch (min / 15)
                                {
-                                case 0:
-                                {
+                                       case 0:
+                                       {
 #ifdef JP
-                                        msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
+msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
 #else
-                                        msg_print("You hear a distant bell toll ominously.");
+                                               msg_print("You hear a distant bell toll ominously.");
 #endif
 
-                                        break;
-                                }
-                                case 1:
-                                {
+                                               break;
+                                       }
+                                       case 1:
+                                       {
 #ifdef JP
-                                        msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
+msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
 #else
-                                        msg_print("A distant bell sounds twice.");
+                                               msg_print("A distant bell sounds twice.");
 #endif
 
-                                        break;
-                                }
-                                case 2:
-                                {
+                                               break;
+                                       }
+                                       case 2:
+       {
 #ifdef JP
-                                        msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
+msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
 #else
-                                        msg_print("A distant bell sounds three times.");
+                                               msg_print("A distant bell sounds three times.");
 #endif
 
-                                        break;
-                                }
-                                case 3:
-                                {
+                                               break;
+                                       }
+                                       case 3:
+                                       {
 #ifdef JP
-                                        msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
+msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
 #else
-                                        msg_print("A distant bell tolls four times.");
+                                               msg_print("A distant bell tolls four times.");
 #endif
 
-                                        break;
-                                }
+                                               break;
+                                       }
                                }
                        }
 
@@ -2187,13 +2187,13 @@ static void process_world(void)
 
                                disturb(1, 0);
 #ifdef JP
-                                msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
+msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
 #else
                                msg_print("A distant bell tolls many times, fading into an deathly silence.");
 #endif
 
-                                activate_ty_curse(FALSE, &count);
-                        }
+               activate_ty_curse(FALSE, &count);
+       }
                }
        }
 
@@ -2240,7 +2240,7 @@ static void process_world(void)
 
                /* Take damage */
 #ifdef JP
-                take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
+take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
 #else
                take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
 #endif
@@ -2260,8 +2260,8 @@ static void process_world(void)
                        {
                                /* Basic digestion rate based on speed */
                                i = /* extract_energy[p_ptr->pspeed] * 2;*/
-                                        ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
-                                                                       1 : extract_energy[p_ptr->pspeed]));
+                               ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
+                               1 : extract_energy[p_ptr->pspeed]));
 
                                /* Regeneration takes more food */
                                if (p_ptr->regenerate) i += 20;
@@ -2297,7 +2297,7 @@ static void process_world(void)
 
                /* Take damage */
 #ifdef JP
-                if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
+if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
 #else
                if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
 #endif
@@ -2332,7 +2332,7 @@ static void process_world(void)
                        {
                                /* Message */
 #ifdef JP
-                                msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
+msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
 #else
                                msg_print("You faint from the lack of food.");
 #endif
@@ -2390,7 +2390,7 @@ static void process_world(void)
                        if (p_ptr->wizard)
                        {
 #ifdef JP
-                                msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
+msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
 #else
                                msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
 #endif
@@ -2414,7 +2414,7 @@ static void process_world(void)
                while (upkeep_factor > 100)
                {
 #ifdef JP
-                        msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
+msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
 #else
                        msg_print("Such much pets cannot be controled at once!");
 #endif
@@ -6039,7 +6039,6 @@ msg_print("
        /* Not save-and-quit and not dead? */
        if (p_ptr->playing && !p_ptr->is_dead)
        {
-                /* Clear at fist */
                for(num = 0; num < 21; num++)
                {
                        party_mon[num].r_idx = 0;
@@ -6105,7 +6104,6 @@ msg_print("
                                if (!m_ptr->nickname) continue;
                                if (p_ptr->riding == i) continue;
                                
-                                /* Lost sight of a pet */
                                monster_desc(m_name, m_ptr, 0x88);
                                do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
                        }