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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / bldg.c
index d3ec854..f8d9975 100644 (file)
@@ -13,7 +13,7 @@
 */
 
 #include "angband.h"
-
+#include "object-hook.h"
 
 /*!
  * ループ中で / hack as in leave_store in store.c
@@ -241,7 +241,7 @@ static void arena_comm(int cmd)
                                        msg_print(NULL);
                                        if (get_check(_("挑戦するかね?", "Do you fight? ")))
                                        {       
-                        msg_print(_("死ぬがよい。", "Die, maggots."));
+                                               msg_print(_("死ぬがよい。", "Die, maggots."));
                                                msg_print(NULL);
                                        
                                                p_ptr->exit_bldg = FALSE;
@@ -299,17 +299,18 @@ static void arena_comm(int cmd)
                                r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
                                name = (r_name + r_ptr->name);
                                msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
+
+                               p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
+                               p_ptr->window |= (PW_MONSTER);
+                               window_stuff();
+
                        }
                        break;
                case BACT_ARENA_RULES:
-
-                       /* Save screen */
                        screen_save();
 
                        /* Peruse the arena help file */
                        (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
-
-                       /* Load screen */
                        screen_load();
 
                        break;
@@ -492,13 +493,14 @@ static bool yaku_check_flush(void)
 }
 
 /*!
- * @brief ポーカーの手札がストレート役を得ているかを帰す。
- * @return 役の判定結果
+ * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
+ * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
  */
 static int yaku_check_straight(void)
 {
        int i, lowest = 99;
        bool joker_is_used = FALSE;
+       bool straight = FALSE;
 
        /* get lowest */
        for (i = 0; i < 5; i++)
@@ -507,6 +509,7 @@ static int yaku_check_straight(void)
                        lowest = NUM_OF(cards[i]);
        }
        
+       /* Check Royal Straight Flush */
        if (yaku_check_flush())
        {
          if( lowest == 0 ){
@@ -519,33 +522,51 @@ static int yaku_check_straight(void)
                                  break;
                        }
                }
-               if (i == 4) return 3; /* Wow! Royal Flush!!! */
+               if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
          }
-         if( lowest == 9 ){
+         if(lowest == 9){
                for (i = 0; i < 3; i++)
                {
                        if (!find_card_num(10 + i))
                                break;
                }
-               if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
+               if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
          }
        }
 
        joker_is_used = FALSE;
+
+       /* Straight Only Check */
+
+       if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
+               for (i = 0; i < 4; i++)
+               {
+                       if (!find_card_num(9 + i)) {
+                               if (have_joker() && !joker_is_used)
+                                       joker_is_used = TRUE;
+                               else
+                                       break; /* None */
+                       }
+               }
+               if(i == 4) straight = TRUE;
+       }
+
+       joker_is_used = FALSE;
+
        for (i = 0; i < 5; i++)
        {
-               if (!find_card_num(lowest + i)){
-                 if( have_joker() && !joker_is_used )
-                   joker_is_used = TRUE;
-                 else
-                   return 0;
+               if(!find_card_num(lowest + i)){
+                       if( have_joker() && !joker_is_used )
+                               joker_is_used = TRUE;
+                       else
+                               break; /* None */
                }
        }
+       if(i == 5) straight = TRUE;
        
-       if (yaku_check_flush())
-               return 2; /* Straight Flush */
-
-       return 1;
+       if (straight && yaku_check_flush()) return 2; /* Straight Flush */
+       else if(straight) return 1; /* Only Straight */
+       else return 0;
 }
 
 /*!
@@ -650,7 +671,7 @@ static int yaku_check(void)
                c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
                return ODDS_4C;
        case 7:
-               if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
+               if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
                {
                        c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
                        return ODDS_5A;
@@ -954,47 +975,6 @@ static int do_poker(void)
                cards[i] = deck[deck_ptr++];
                kaeruka[i] = 0; /* default:nokosu */
        }
-       
-#if 0
-       /* debug:RF */
-       cards[0] = 12;
-       cards[1] = 0;
-       cards[2] = 9;
-       cards[3] = 11;
-       cards[4] = 10;
-#endif
-#if 0
-       /* debug:SF */
-       cards[0] = 3;
-       cards[1] = 2;
-       cards[2] = 4;
-       cards[3] = 6;
-       cards[4] = 5;
-#endif
-#if 0
-       /* debug:Four Cards */
-       cards[0] = 0;
-       cards[1] = 0 + 13 * 1;
-       cards[2] = 0 + 13 * 2;
-       cards[3] = 0 + 13 * 3;
-       cards[4] = 51;
-#endif
-#if 0
-       /* debug:Straight */
-       cards[0] = 1;
-       cards[1] = 0 + 13;
-       cards[2] = 3;
-       cards[3] = 2 + 26;
-       cards[4] = 4;
-#endif
-#if 0
-       /* debug */
-       cards[0] = 52;
-       cards[1] = 0;
-       cards[2] = 1;
-       cards[3] = 2;
-       cards[4] = 3;
-#endif
 
        /* suteruno wo kimeru */
        prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
@@ -1365,10 +1345,10 @@ static bool gamble_comm(int cmd)
  * 自爆以外のなんらかのHP攻撃手段を持っていること。
  * @return 参加できるか否か
  */
-static bool vault_aux_battle(int r_idx)
+static bool vault_aux_battle(MONRACE_IDX r_idx)
 {
        int i;
-       int dam = 0;
+       HIT_POINT dam = 0;
 
        monster_race *r_ptr = &r_info[r_idx];
 
@@ -1390,9 +1370,8 @@ static bool vault_aux_battle(int r_idx)
                if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
                if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
        }
-       if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
+       if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
 
-       /* Okay */
        return (TRUE);
 }
 
@@ -1428,9 +1407,10 @@ void battle_monsters(void)
        {
                total = 0;
                tekitou = FALSE;
-               for(i=0;i<4;i++)
+               for(i = 0; i < 4; i++)
                {
-                       int r_idx, j;
+                       MONRACE_IDX r_idx;
+                       int j;
                        while (1)
                        {
                                get_mon_num_prep(vault_aux_battle, NULL);
@@ -1470,139 +1450,20 @@ void battle_monsters(void)
                                power[i] = power[i] * (r_ptr->speed - 20) / 100;
                        if (num_taisei > 2)
                                power[i] = power[i] * (num_taisei*2+5) / 10;
-                       else if (r_ptr->flags6 & RF6_INVULNER)
+                       else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
                                power[i] = power[i] * 4 / 3;
-                       else if (r_ptr->flags6 & RF6_HEAL)
+                       else if (r_ptr->a_ability_flags2 & RF6_HEAL)
                                power[i] = power[i] * 4 / 3;
-                       else if (r_ptr->flags5 & RF5_DRAIN_MANA)
+                       else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
                                power[i] = power[i] * 11 / 10;
                        if (r_ptr->flags1 & RF1_RAND_25)
                                power[i] = power[i] * 9 / 10;
                        if (r_ptr->flags1 & RF1_RAND_50)
                                power[i] = power[i] * 9 / 10;
+                       if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
+                       if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
+
 
-                       switch (battle_mon[i])
-                       {
-                               case MON_GREEN_G:
-                               case MON_THAT_BAT:
-                               case MON_GHOST_Q:
-                                       power[i] /= 4;
-                                       break;
-                               case MON_LOST_SOUL:
-                               case MON_GHOST:
-                                       power[i] /= 2;
-                                       break;
-                               case MON_UND_BEHOLDER:
-                               case MON_SANTACLAUS:
-                               case MON_ULT_BEHOLDER:
-                               case MON_UNGOLIANT:
-                               case MON_ATLACH_NACHA:
-                               case MON_Y_GOLONAC:
-                                       power[i] = power[i] * 3 / 5;
-                                       break;
-                               case MON_ROBIN_HOOD:
-                               case MON_RICH:
-                               case MON_LICH:
-                               case MON_COLOSSUS:
-                               case MON_CRYPT_THING:
-                               case MON_MASTER_LICH:
-                               case MON_DREADMASTER:
-                               case MON_DEMILICH:
-                               case MON_SHADOWLORD:
-                               case MON_ARCHLICH:
-                               case MON_BLEYS:
-                               case MON_CAINE:
-                               case MON_JULIAN:
-                               case MON_VENOM_WYRM:
-                               case MON_MASTER_MYS:
-                               case MON_G_MASTER_MYS:
-                                       power[i] = power[i] * 3 / 4;
-                                       break;
-                               case MON_VORPAL_BUNNY:
-                               case MON_SHAGRAT:
-                               case MON_GORBAG:
-                               case MON_LOG_MASTER:
-                               case MON_JURT:
-                               case MON_GRAV_HOUND:
-                               case MON_SHIM_VOR:
-                               case MON_JUBJUB:
-                               case MON_CLUB_DEMON:
-                               case MON_LLOIGOR:
-                               case MON_NIGHTCRAWLER:
-                               case MON_NIGHTWALKER:
-                               case MON_RAPHAEL:
-                               case MON_SHAMBLER:
-                               case MON_SKY_DRAKE:
-                               case MON_GERARD:
-                               case MON_G_CTHULHU:
-                               case MON_SPECT_WYRM:
-                               case MON_BAZOOKER:
-                               case MON_GCWADL:
-                               case MON_KIRIN:
-                               case MON_FENGHUANG:
-                                       power[i] = power[i] * 4 / 3;
-                                       break;
-                               case MON_UMBER_HULK:
-                               case MON_FIRE_VOR:
-                               case MON_WATER_VOR:
-                               case MON_COLD_VOR:
-                               case MON_ENERGY_VOR:
-                               case MON_GACHAPIN:
-                               case MON_REVENANT:
-                               case MON_NEXUS_VOR:
-                               case MON_PLASMA_VOR:
-                               case MON_TIME_VOR:
-                               case MON_MANDOR:
-                               case MON_KAVLAX:
-                               case MON_RINALDO:
-                               case MON_STORMBRINGER:
-                               case MON_TIME_HOUND:
-                               case MON_PLASMA_HOUND:
-                               case MON_TINDALOS:
-                               case MON_CHAOS_VOR:
-                               case MON_AETHER_VOR:
-                               case MON_AETHER_HOUND:
-                               case MON_CANTORAS:
-                               case MON_GODZILLA:
-                               case MON_TARRASQUE:
-                               case MON_DESTROYER:
-                               case MON_MORGOTH:
-                               case MON_SERPENT:
-                               case MON_OROCHI:
-                               case MON_D_ELF_SHADE:
-                               case MON_MANA_HOUND:
-                               case MON_SHARD_VOR:
-                               case MON_BANORLUPART:
-                               case MON_BOTEI:
-                               case MON_JAIAN:
-                               case MON_BAHAMUT:
-                               case MON_WAHHA:
-                                       power[i] = power[i] * 3 / 2;
-                                       break;
-                               case MON_ROLENTO:
-                               case MON_CYBER:
-                               case MON_CYBER_KING:
-                               case MON_UNICORN_ORD:
-                                       power[i] = power[i] * 5 / 3;
-                                       break;
-                               case MON_ARCH_VILE:
-                               case MON_PHANTOM_B:
-                               case MON_WYRM_POWER:
-                                       power[i] *= 2;
-                                       break;
-                               case MON_NODENS:
-                               case MON_CULVERIN:
-                                       power[i] *= 3;
-                                       break;
-                               case MON_ECHIZEN:
-                                       power[i] *= 9;
-                                       break;
-                               case MON_HAGURE:
-                                       power[i] *= 100000;
-                                       break;
-                               default:
-                                       break;
-                       }
                        total += power[i];
                }
                for (i=0;i<4;i++)
@@ -1761,9 +1622,9 @@ static void today_target(void)
        c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
        sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
        c_put_str(TERM_YELLOW, buf, 6, 10);
-       sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"),r_ptr->level * 50 + 100);
+       sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
        prt(buf, 8, 10);
-       sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
+       sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
        prt(buf, 9, 10);
        p_ptr->today_mon = today_mon;
 }
@@ -1789,7 +1650,7 @@ static void tsuchinoko(void)
 static void shoukinkubi(void)
 {
        int i;
-       int y = 0;
+       TERM_LEN y = 0;
 
        clear_bldg(4,18);
        prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10);
@@ -1831,8 +1692,8 @@ static void shoukinkubi(void)
  * 賞金首の報酬テーブル / List of prize object
  */
 static struct {
-       s16b tval; /*!< ベースアイテムのメイン種別ID */
-       s16b sval; /*!< ベースアイテムのサブ種別ID */
+       OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
+       OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
 } prize_list[MAX_KUBI] = 
 {
        {TV_POTION, SV_POTION_CURING},
@@ -1866,7 +1727,8 @@ static struct {
  */
 static bool kankin(void)
 {
-       int i, j;
+       INVENTORY_IDX i;
+       int j;
        bool change = FALSE;
        char o_name[MAX_NLEN];
        object_type *o_ptr;
@@ -1993,7 +1855,8 @@ static bool kankin(void)
                        if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
                        {
                                char buf[MAX_NLEN+20];
-                               int num, k, item_new;
+                               int num, k;
+                               INVENTORY_IDX item_new;
                                object_type forge;
 
                                object_desc(o_name, o_ptr, 0);
@@ -2043,14 +1906,11 @@ static bool kankin(void)
                                 */
                                item_new = inven_carry(&forge);
 
-                               /* Describe the object */
                                object_desc(o_name, &forge, 0);
                                msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
 
                                /* Auto-inscription */
                                autopick_alter_item(item_new, FALSE);
-
-                               /* Handle stuff */
                                handle_stuff();
 
                                change = TRUE;
@@ -2072,7 +1932,7 @@ static bool kankin(void)
  * @param r_idx 判定対象となるモンスターのID
  * @return 悪夢の元凶となり得るか否か。
  */
-bool get_nightmare(int r_idx)
+bool get_nightmare(MONRACE_IDX r_idx)
 {
        monster_race *r_ptr = &r_info[r_idx];
 
@@ -2087,236 +1947,6 @@ bool get_nightmare(int r_idx)
 }
 
 /*!
- * @brief 悪夢モード時に睡眠/麻痺に陥った際のEldritchHorror処理
- * @param r_idx 狂気の元凶となるモンスターのID
- * @return なし
- * @todo 重複関数あり、要リファクタリング。
- */
-void have_nightmare(int r_idx)
-{
-       bool happened = FALSE;
-       monster_race *r_ptr = &r_info[r_idx];
-       int power = r_ptr->level + 10;
-       char m_name[80];
-       cptr desc = r_name + r_ptr->name;
-
-       /* Describe it */
-#ifndef JP
-       if (!(r_ptr->flags1 & RF1_UNIQUE))
-               sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
-       else
-#endif
-               sprintf(m_name, "%s", desc);
-
-       if (!(r_ptr->flags1 & RF1_UNIQUE))
-       {
-               if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
-       }
-       else power *= 2;
-
-       if (saving_throw(p_ptr->skill_sav * 100 / power))
-       {
-               msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
-               /* Safe */
-               return;
-       }
-
-       if (p_ptr->image)
-       {
-               /* Something silly happens... */
-               msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
-                                       funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
-
-               if (one_in_(3))
-               {
-                       msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
-                       p_ptr->image = p_ptr->image + randint1(r_ptr->level);
-               }
-
-               /* Never mind; we can't see it clearly enough */
-               return;
-       }
-
-       /* Something frightening happens... */
-       msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
-                                 horror_desc[randint0(MAX_SAN_HORROR)], desc);
-
-       r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
-
-       if (!p_ptr->mimic_form)
-       {
-               switch (p_ptr->prace)
-               {
-               /* Demons may make a saving throw */
-               case RACE_IMP:
-               case RACE_DEMON:
-                       if (saving_throw(20 + p_ptr->lev)) return;
-                       break;
-               /* Undead may make a saving throw */
-               case RACE_SKELETON:
-               case RACE_ZOMBIE:
-               case RACE_SPECTRE:
-               case RACE_VAMPIRE:
-                       if (saving_throw(10 + p_ptr->lev)) return;
-                       break;
-               }
-       }
-       else
-       {
-               /* Demons may make a saving throw */
-               if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
-               {
-                       if (saving_throw(20 + p_ptr->lev)) return;
-               }
-               /* Undead may make a saving throw */
-               else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
-               {
-                       if (saving_throw(10 + p_ptr->lev)) return;
-               }
-       }
-
-       /* Mind blast */
-       if (!saving_throw(p_ptr->skill_sav * 100 / power))
-       {
-               if (!p_ptr->resist_conf)
-               {
-                       (void)set_confused(p_ptr->confused + randint0(4) + 4);
-               }
-               if (!p_ptr->resist_chaos && one_in_(3))
-               {
-                       (void)set_image(p_ptr->image + randint0(250) + 150);
-               }
-               return;
-       }
-
-       /* Lose int & wis */
-       if (!saving_throw(p_ptr->skill_sav * 100 / power))
-       {
-               do_dec_stat(A_INT);
-               do_dec_stat(A_WIS);
-               return;
-       }
-
-       /* Brain smash */
-       if (!saving_throw(p_ptr->skill_sav * 100 / power))
-       {
-               if (!p_ptr->resist_conf)
-               {
-                       (void)set_confused(p_ptr->confused + randint0(4) + 4);
-               }
-               if (!p_ptr->free_act)
-               {
-                       (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
-               }
-               while (!saving_throw(p_ptr->skill_sav))
-               {
-                       (void)do_dec_stat(A_INT);
-               }
-               while (!saving_throw(p_ptr->skill_sav))
-               {
-                       (void)do_dec_stat(A_WIS);
-               }
-               if (!p_ptr->resist_chaos)
-               {
-                       (void)set_image(p_ptr->image + randint0(250) + 150);
-               }
-               return;
-       }
-
-
-       /* Amnesia */
-       if (!saving_throw(p_ptr->skill_sav * 100 / power))
-       {
-               if (lose_all_info())
-               {
-                       msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
-               }
-               return;
-       }
-
-       /* Else gain permanent insanity */
-       if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
-               ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
-               ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
-       {
-               /* The poor bastard already has all possible insanities! */
-               return;
-       }
-
-       while (!happened)
-       {
-               switch (randint1(4))
-               {
-                       case 1:
-                       {
-                               if (!(p_ptr->muta3 & MUT3_MORONIC))
-                               {
-                                       if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
-                                       {
-                                               msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
-                                       }
-                                       else
-                                       {
-                                               msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
-                                       }
-
-                                       if (p_ptr->muta3 & MUT3_HYPER_INT)
-                                       {
-                                               msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
-                                               p_ptr->muta3 &= ~(MUT3_HYPER_INT);
-                                       }
-                                       p_ptr->muta3 |= MUT3_MORONIC;
-                                       happened = TRUE;
-                               }
-                               break;
-                       }
-                       case 2:
-                       {
-                               if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
-                               {
-                                       msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
-
-                                       /* Duh, the following should never happen, but anyway... */
-                                       if (p_ptr->muta3 & MUT3_FEARLESS)
-                                       {
-                                               msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
-                                               p_ptr->muta3 &= ~(MUT3_FEARLESS);
-                                       }
-
-                                       p_ptr->muta2 |= MUT2_COWARDICE;
-                                       happened = TRUE;
-                               }
-                               break;
-                       }
-                       case 3:
-                       {
-                               if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
-                               {
-                                       msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
-                                       p_ptr->muta2 |= MUT2_HALLU;
-                                       happened = TRUE;
-                               }
-                               break;
-                       }
-                       default:
-                       {
-                               if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
-                               {
-                                       msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
-                                       p_ptr->muta2 |= MUT2_BERS_RAGE;
-                                       happened = TRUE;
-                               }
-                               break;
-                       }
-               }
-       }
-
-       p_ptr->update |= PU_BONUS;
-       handle_stuff();
-}
-
-
-/*!
  * @brief 宿屋の利用サブルーチン
  * @details inn commands\n
  * Note that resting for the night was a perfect way to avoid player\n
@@ -2360,10 +1990,10 @@ static bool inn_comm(int cmd)
                                else
                                        do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
                                
-                               turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
+                               turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
                                if (dungeon_turn < dungeon_turn_limit)
                                {
-                                       dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
+                                       dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
                                        if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
                                }
 
@@ -2376,20 +2006,13 @@ static bool inn_comm(int cmd)
                                {
                                        msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
 
-                                       /* Pick a nightmare */
-                                       get_mon_num_prep(get_nightmare, NULL);
-
                                        /* Have some nightmares */
                                        while(1)
                                        {
-                                               have_nightmare(get_mon_num(MAX_DEPTH));
-
+                                               sanity_blast(NULL, FALSE);
                                                if (!one_in_(3)) break;
                                        }
 
-                                       /* Remove the monster restriction */
-                                       get_mon_num_prep(NULL, NULL);
-
                                        msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
                                        do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
                                }
@@ -2405,7 +2028,7 @@ static bool inn_comm(int cmd)
                                                int i;
                                                for (i = 0; i < 72; i++)
                                                {
-                                                       p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
+                                                       p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
                                                }
                                                for (; i < 108; i++)
                                                {
@@ -2444,13 +2067,12 @@ static bool inn_comm(int cmd)
  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
  * @return なし
  */
-static void get_questinfo(int questnum, bool do_init)
+static void get_questinfo(IDX questnum, bool do_init)
 {
        int     i;
-       int     old_quest;
+       IDX     old_quest;
        char    tmp_str[80];
 
-
        /* Clear the text */
        for (i = 0; i < 10; i++)
        {
@@ -2473,7 +2095,7 @@ static void get_questinfo(int questnum, bool do_init)
        p_ptr->inside_quest = old_quest;
 
        /* Print the quest info */
-       sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
+       sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
 
        prt(tmp_str, 5, 0);
 
@@ -2491,7 +2113,7 @@ static void get_questinfo(int questnum, bool do_init)
  */
 static void castle_quest(void)
 {
-       int             q_index = 0;
+       IDX q_index = 0;
        monster_race    *r_ptr;
        quest_type      *q_ptr;
        cptr            name;
@@ -2500,7 +2122,7 @@ static void castle_quest(void)
        clear_bldg(4, 18);
 
        /* Current quest of the building */
-       q_index = cave[py][px].special;
+       q_index = cave[p_ptr->y][p_ptr->x].special;
 
        /* Is there a quest available at the building? */
        if (!q_index)
@@ -2589,27 +2211,23 @@ static void castle_quest(void)
  */
 static void town_history(void)
 {
-       /* Save screen */
        screen_save();
 
        /* Peruse the building help file */
        (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
-
-       /* Load screen */
        screen_load();
 }
 
 /*!
  * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
- * @param weight 武器の重量
  * @param plus_ammo 矢弾のダメージ修正
  * @param plus_bow 弓のダメージ修正
- * @param dam 基本ダメージ量
  * @return ダメージ期待値
+ * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
  */
-s16b calc_crit_ratio_shot(int weight, int plus_ammo, int plus_bow,  int dam)
+HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
 {
-       int i;
+       HIT_POINT i;
        object_type *j_ptr =  &inventory[INVEN_BOW];
        
        /* Extract "shot" power */
@@ -2640,11 +2258,11 @@ s16b calc_crit_ratio_shot(int weight, int plus_ammo, int plus_bow,  int dam)
  * @param dam 基本ダメージ量
  * @return ダメージ期待値
  */
-s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  int dam)
+HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
 {
        u32b num;
        int i, k, crit;
-       i = calc_crit_ratio_shot(weight, plus_ammo, plus_bow, dam);
+       i = calc_crit_ratio_shot(plus_ammo, plus_bow);
        
        k = 0;
        num = 0;
@@ -2682,7 +2300,7 @@ s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  int dam)
  * @param dokubari 毒針処理か否か
  * @return ダメージ期待値
  */
-s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
+HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
 {
        u32b k, num;
        int i;
@@ -2726,7 +2344,7 @@ s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari
  * @param force 理力特別計算フラグ
  * @return ダメージ期待値
  */
-static s16b calc_slaydam(int dam, int mult, int div, bool force)
+static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
 {
        int tmp;
        if(force)
@@ -2761,7 +2379,7 @@ static s16b calc_slaydam(int dam, int mult, int div, bool force)
  * @param vorpal_div 切れ味倍率(割り算部分)
  * @return ダメージ期待値
  */
-static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
+static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
 {
        dam = calc_slaydam(dam, mult, div, force);
        dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
@@ -2821,7 +2439,7 @@ static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, i
  */
 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
 {
-       u32b flgs[TR_FLAG_SIZE];
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
        int blow = p_ptr->num_blow[0];
        bool force = FALSE;
        bool dokubari = FALSE;
@@ -3025,11 +2643,11 @@ static void compare_weapon_aux(object_type *o_ptr, int col, int r)
  * @brief モンスターへの命中率の計算
  * @param to_h 命中値
  * @param ac 敵AC
- * @return なし
+ * @return 命中確率
  */
-static int hit_chance(int to_h, int ac)
+static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
 {
-       int chance = 0;
+       PERCENTAGE chance = 0;
        int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
 
        if (meichuu <= 0) return 5;
@@ -3039,7 +2657,7 @@ static int hit_chance(int to_h, int ac)
        if (chance > 95) chance = 95;
        if (chance < 5) chance = 5;
        if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               chance = (chance*19+9)/20;
+               chance = (chance * 19 + 9) / 20;
        return chance;
 }
 
@@ -3055,14 +2673,14 @@ static int hit_chance(int to_h, int ac)
  * various info about the player's +to_dam and number of blows.
  * @return なし
  */
-static void list_weapon(object_type *o_ptr, int row, int col)
+static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
 {
        char o_name[MAX_NLEN];
        char tmp_str[80];
 
        /* Effective dices */
-       int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
-       int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
+       DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
+       DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
 
        /* Print the weapon name */
        object_desc(o_name, o_ptr, OD_NAME_ONLY);
@@ -3085,64 +2703,17 @@ static void list_weapon(object_type *o_ptr, int row, int col)
 
        /* Damage for one blow (if it hits) */
        sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
-           eff_dd + o_ptr->to_d + p_ptr->to_d[0],
-           eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
+           (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
+               (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
        put_str(tmp_str, row+6, col+1);
 
        /* Damage for the complete attack (if all blows hit) */
        sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
-           p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
-           p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
+               (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
+                       (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
        put_str(tmp_str, row+7, col+1);
 }
 
-
-/*!
- * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-static bool item_tester_hook_melee_weapon(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               {
-                       return (TRUE);
-               }
-               case TV_SWORD:
-               {
-                       if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-
-/*!
- * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-static bool item_tester_hook_ammo(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_SHOT:
-               case TV_ARROW:
-               case TV_BOLT:
-               {
-                       return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-
 /*!
  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
  * @details 
@@ -3152,20 +2723,20 @@ static bool item_tester_hook_ammo(object_type *o_ptr)
  * @param bcost 基本鑑定費用
  * @return 最終的にかかった費用
  */
-static int compare_weapons(int bcost)
+static PRICE compare_weapons(PRICE bcost)
 {
        int i, n;
-       int item, item2;
+       OBJECT_IDX item, item2;
        object_type *o_ptr[2];
        object_type orig_weapon;
        object_type *i_ptr;
        cptr q, s;
-       int row = 2;
-       int wid = 38, mgn = 2;
+       TERM_LEN row = 2;
+       TERM_LEN wid = 38, mgn = 2;
        bool old_character_xtra = character_xtra;
        char ch;
-       int total = 0;
-       int cost = 0; /* First time no price */
+       PRICE total = 0;
+       PRICE cost = 0; /* First time no price */
 
        /* Save the screen */
        screen_save();
@@ -3179,7 +2750,7 @@ static int compare_weapons(int bcost)
 
        /* Only compare melee weapons */
        item_tester_no_ryoute = TRUE;
-       item_tester_hook = item_tester_hook_melee_weapon;
+       item_tester_hook = item_tester_hook_orthodox_melee_weapons;
 
        /* Get the first weapon */
        q = _("第一の武器は?", "What is your first weapon? ");
@@ -3203,7 +2774,7 @@ static int compare_weapons(int bcost)
 
                /* Only compare melee weapons */
                item_tester_no_ryoute = TRUE;
-               item_tester_hook = item_tester_hook_melee_weapon;
+               item_tester_hook = item_tester_hook_orthodox_melee_weapons;
 
                /* Hack -- prevent "icky" message */
                character_xtra = TRUE;
@@ -3276,7 +2847,6 @@ static int compare_weapons(int bcost)
        /* Restore the screen */
        screen_load();
 
-       /* Done */
        return (total);
 }
 
@@ -3289,7 +2859,7 @@ static int compare_weapons(int bcost)
  * @param iAC プレイヤーのAC。
  * @return 常にTRUEを返す。
  */
-static bool eval_ac(int iAC)
+static bool eval_ac(ARMOUR_CLASS iAC)
 {
 #ifdef JP
        const char memo[] =
@@ -3316,8 +2886,8 @@ static bool eval_ac(int iAC)
 #endif
 
        int protection;
-       int col, row = 2;
-       int lvl;
+       TERM_LEN col, row = 2;
+       DEPTH lvl;
        char buf[80*20], *t;
 
        /* AC lower than zero has no effect */
@@ -3369,40 +2939,16 @@ static bool eval_ac(int iAC)
        for (t = buf; t[0]; t += strlen(t) + 1)
                put_str(t, (row++) + 4, 4);
 
-#ifdef JP
-       prt("現在のあなたの装備からすると、あなたの防御力は"
-                  "これくらいです:", 0, 0);
-#else
-       prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
-#endif
+       prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
   
        flush();
        (void)inkey();
        screen_load();
 
-       /* Done */
        return (TRUE);
 }
 
 
-/*!
- * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 修復対象になるならTRUEを返す。
- */
-static bool item_tester_hook_broken_weapon(object_type *o_ptr)
-{
-       if (o_ptr->tval != TV_SWORD) return FALSE;
-
-       switch (o_ptr->sval)
-       {
-       case SV_BROKEN_DAGGER:
-       case SV_BROKEN_SWORD:
-               return TRUE;
-       }
-
-       return FALSE;
-}
 
 /*!
  * @brief 修復材料のオブジェクトから修復対象に特性を移植する。
@@ -3414,8 +2960,8 @@ static void give_one_ability_of_object(object_type *to_ptr, object_type *from_pt
 {
        int i, n = 0;
        int cand[TR_FLAG_MAX];
-       u32b to_flgs[TR_FLAG_SIZE];
-       u32b from_flgs[TR_FLAG_SIZE];
+       BIT_FLAGS to_flgs[TR_FLAG_SIZE];
+       BIT_FLAGS from_flgs[TR_FLAG_SIZE];
 
        object_flags(to_ptr, to_flgs);
        object_flags(from_ptr, from_flgs);
@@ -3462,16 +3008,17 @@ static void give_one_ability_of_object(object_type *to_ptr, object_type *from_pt
 
 /*!
  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
- * @param bcost 基本鑑定費用
+ * @param bcost 基本修復費用
  * @return 実際にかかった費用
  */
-static int repair_broken_weapon_aux(int bcost)
+static PRICE repair_broken_weapon_aux(PRICE bcost)
 {
-       s32b cost;
-       int item, mater;
+       PRICE cost;
+       OBJECT_IDX item, mater;
        object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
        object_kind *k_ptr;
-       int i, k_idx, dd_bonus, ds_bonus;
+       int i, dd_bonus, ds_bonus;
+       KIND_OBJECT_IDX k_idx;
        char basenm[MAX_NLEN];
        cptr q, s; /* For get_item prompt */
        int row = 7;
@@ -3479,11 +3026,9 @@ static int repair_broken_weapon_aux(int bcost)
        /* Clear screen */
        clear_bldg(0, 22);
 
-       /* Notice */
        prt(_("修復には材料となるもう1つの武器が必要です。", "Hand one material weapon to repair a broken weapon."), row, 2);
        prt(_("材料に使用した武器はなくなります!", "The material weapon will disappear after repairing!!"), row+1, 2);
 
-       /* Get an item */
        q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
        s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
 
@@ -3513,12 +3058,11 @@ static int repair_broken_weapon_aux(int bcost)
        object_desc(basenm, o_ptr, OD_NAME_ONLY);
        prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
 
-       /* Get an item */
        q = _("材料となる武器は?", "Which weapon for material? ");
        s = _("材料となる武器がありません。", "You have no material to repair.");
 
        /* Only forge broken weapons */
-       item_tester_hook = item_tester_hook_melee_weapon;
+       item_tester_hook = item_tester_hook_orthodox_melee_weapons;
 
        if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
        if (mater == item)
@@ -3543,32 +3087,32 @@ static int repair_broken_weapon_aux(int bcost)
        if (p_ptr->au < cost)
        {
                object_desc(basenm, o_ptr, OD_NAME_ONLY);
-               msg_format(_("%sを修復するだけのゴールドがありません!",
-                       "You do not have the gold to repair %s!"), basenm);
+               msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
                msg_print(NULL);
                return (0);
        }
 
        if (o_ptr->sval == SV_BROKEN_DAGGER)
        {
-               int i, n = 1;
+               IDX j;
+               int n = 1;
 
                /* Suppress compiler warning */
                k_idx = 0;
 
-               for (i = 1; i < max_k_idx; i++)
+               for (j = 1; j < max_k_idx; j++)
                {
-                       object_kind *k_ptr = &k_info[i];
+                       object_kind *k_aux_ptr = &k_info[j];
 
-                       if (k_ptr->tval != TV_SWORD) continue;
-                       if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
-                               (k_ptr->sval == SV_BROKEN_SWORD) ||
-                               (k_ptr->sval == SV_DOKUBARI)) continue;
-                       if (k_ptr->weight > 99) continue;
+                       if (k_aux_ptr->tval != TV_SWORD) continue;
+                       if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
+                               (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
+                               (k_aux_ptr->sval == SV_DOKUBARI)) continue;
+                       if (k_aux_ptr->weight > 99) continue;
 
                        if (one_in_(n)) 
                        {
-                               k_idx = i;
+                               k_idx = j;
                                n++;
                        }
                }
@@ -3576,7 +3120,7 @@ static int repair_broken_weapon_aux(int bcost)
        else /* TV_BROKEN_SWORD */
        {
                /* Repair to a sword or sometimes material's type weapon */
-               int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
+               OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
 
                while(1)
                {
@@ -3626,13 +3170,13 @@ static int repair_broken_weapon_aux(int bcost)
        /* Copy base object's ability */
        for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
        if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
-       if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
+       if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
 
        /* Dice up */
        if (dd_bonus > 0)
        {
                o_ptr->dd++;
-               for (i = 0; i < dd_bonus; i++)
+               for (i = 1; i < dd_bonus; i++)
                {
                        if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
                }
@@ -3640,7 +3184,7 @@ static int repair_broken_weapon_aux(int bcost)
        if (ds_bonus > 0)
        {
                o_ptr->ds++;
-               for (i = 0; i < ds_bonus; i++)
+               for (i = 1; i < ds_bonus; i++)
                {
                        if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
                }
@@ -3719,10 +3263,9 @@ static int repair_broken_weapon_aux(int bcost)
  * @param bcost 基本鑑定費用
  * @return 実際にかかった費用
  */
-static int repair_broken_weapon(int bcost)
+static int repair_broken_weapon(PRICE bcost)
 {
-       int cost;
-
+       PRICE cost;
        screen_save();
        cost = repair_broken_weapon_aux(bcost);
        screen_load();
@@ -3736,11 +3279,12 @@ static int repair_broken_weapon(int bcost)
  * @param to_hit 命中をアップさせる量
  * @param to_dam ダメージをアップさせる量
  * @param to_ac ACをアップさせる量
- * @return 実際にかかった費用
+ * @return 実際に行ったらTRUE
  */
-static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
+static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
 {
-       int         i, item;
+       int         i;
+       OBJECT_IDX  item;
        bool        okay = FALSE;
        object_type *o_ptr;
        cptr        q, s;
@@ -3758,7 +3302,6 @@ static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
 
        item_tester_no_ryoute = TRUE;
 
-       /* Get an item */
        q = _("どのアイテムを改良しますか?", "Improve which item? ");
        s = _("改良できるものがありません。", "You have nothing to improve.");
 
@@ -3817,12 +3360,8 @@ static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
        /* Failure */
        if (!okay)
        {
-               /* Flush */
                if (flush_failure) flush();
-
-               /* Message */
                msg_print(_("改良に失敗した。", "The improvement failed."));
-
                return (FALSE);
        }
        else
@@ -3858,12 +3397,13 @@ static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
  */
 static void building_recharge(void)
 {
-       int         item, lev;
+       OBJECT_IDX  item;
+       DEPTH       lev;
        object_type *o_ptr;
        object_kind *k_ptr;
        cptr        q, s;
-       int         price;
-       int         charges;
+       PRICE       price;
+       PARAMETER_VALUE charges;
        int         max_charges;
        char        tmp_str[MAX_NLEN];
 
@@ -3877,7 +3417,6 @@ static void building_recharge(void)
        /* Only accept legal items */
        item_tester_hook = item_tester_hook_recharge;
 
-       /* Get an item */
        q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
        s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
        if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
@@ -4035,7 +3574,7 @@ if (get_check(format("そのロッドを$%d で再充填しますか?",
                        max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
 
                /* Get the quantity for staves and wands */
-               charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
+               charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
                                        MIN(p_ptr->au / price, max_charges));
 
                /* Do nothing */
@@ -4062,7 +3601,6 @@ if (get_check(format("そのロッドを$%d で再充填しますか?",
        /* Combine / Reorder the pack (later) */
        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
 
-       /* Window stuff */
        p_ptr->window |= (PW_INVEN);
 
        /* Pay the price */
@@ -4086,12 +3624,12 @@ if (get_check(format("そのロッドを$%d で再充填しますか?",
  */
 static void building_recharge_all(void)
 {
-       int         i;
-       int         lev;
+       INVENTORY_IDX i;
+       DEPTH lev;
        object_type *o_ptr;
        object_kind *k_ptr;
-       int         price = 0;
-       int         total_cost = 0;
+       PRICE price = 0;
+       PRICE total_cost = 0;
 
 
        /* Display some info */
@@ -4208,7 +3746,6 @@ static void building_recharge_all(void)
        /* Combine / Reorder the pack (later) */
        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
 
-       /* Window stuff */
        p_ptr->window |= (PW_INVEN);
 
        /* Pay the price */
@@ -4242,14 +3779,14 @@ bool tele_town(void)
        screen_save();
        clear_bldg(4, 10);
 
-       for (i=1;i<max_towns;i++)
+       for (i = 1; i < max_towns; i++)
        {
                char buf[80];
 
-               if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
+               if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
 
-               sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
-               prt(buf, 5+i, 5);
+               sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
+               prt(buf, 5 + i, 5);
                num++;
        }
 
@@ -4302,17 +3839,15 @@ bool tele_town(void)
  */
 static bool research_mon(void)
 {
-       int i, n, r_idx;
+       IDX i;
+       int n;
+       MONRACE_IDX r_idx;
        char sym, query;
        char buf[128];
-
        bool notpicked;
-
        bool recall = FALSE;
-
        u16b why = 0;
-
-       u16b    *who;
+       MONSTER_IDX *who;
 
        /* XTRA HACK WHATSEARCH */
        bool    all = FALSE;
@@ -4322,7 +3857,7 @@ static bool research_mon(void)
 
        /* XTRA HACK REMEMBER_IDX */
        static int old_sym = '\0';
-       static int old_i = 0;
+       static IDX old_i = 0;
 
 
        /* Save the screen */
@@ -4389,7 +3924,7 @@ static bool research_mon(void)
 
 
        /* Allocate the "who" array */
-       C_MAKE(who, max_r_idx, u16b);
+       C_MAKE(who, max_r_idx, IDX);
 
        /* Collect matching monsters */
        for (n = 0, i = 1; i < max_r_idx; i++)
@@ -4421,7 +3956,7 @@ static bool research_mon(void)
                                        continue;
                                }
 #endif
-                               if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
+                               if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
                        }
   
 #ifdef JP
@@ -4430,7 +3965,7 @@ static bool research_mon(void)
                        strcpy(temp2, r_name + r_ptr->name);
 #endif
                        for (xx = 0; temp2[xx] && xx < 80; xx++)
-                               if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
+                               if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
 
 #ifdef JP
                        if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
@@ -4446,7 +3981,7 @@ static bool research_mon(void)
        if (!n)
        {
                /* Free the "who" array */
-               C_KILL(who, max_r_idx, u16b);
+               C_KILL(who, max_r_idx, IDX);
 
                /* Restore */
                screen_load();
@@ -4554,7 +4089,7 @@ static bool research_mon(void)
        /* prt(buf, 5, 5);*/
 
        /* Free the "who" array */
-       C_KILL(who, max_r_idx, u16b);
+       C_KILL(who, max_r_idx, IDX);
 
        /* Restore */
        screen_load();
@@ -4571,12 +4106,12 @@ static bool research_mon(void)
  */
 static void bldg_process_command(building_type *bldg, int i)
 {
-       int bact = bldg->actions[i];
-       int bcost;
+       BACT_IDX bact = bldg->actions[i];
+       PRICE bcost;
        bool paid = FALSE;
        int amt;
 
-       /* Flush messages XXX XXX XXX */
+       /* Flush messages */
        msg_flag = FALSE;
        msg_print(NULL);
 
@@ -4664,16 +4199,9 @@ static void bldg_process_command(building_type *bldg, int i)
                building_recharge_all();
                break;
        case BACT_IDENTS: /* needs work */
-#ifdef JP
-               if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
-               identify_pack();
-               msg_print(" 持ち物全てが鑑定されました。");
-#else
-               if (!get_check("Do you pay for identify all your possession? ")) break;
+               if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
                identify_pack();
-               msg_print("Your possessions have been identified.");
-#endif
-
+               msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
                paid = TRUE;
                break;
        case BACT_IDENT_ONE: /* needs work */
@@ -4683,21 +4211,10 @@ static void bldg_process_command(building_type *bldg, int i)
                do_cmd_study();
                break;
        case BACT_HEALING: /* needs work */
-               hp_player(200);
-               set_poisoned(0);
-               set_blind(0);
-               set_confused(0);
-               set_cut(0);
-               set_stun(0);
-               paid = TRUE;
+               paid = cure_critical_wounds(200);
                break;
        case BACT_RESTORE: /* needs work */
-               if (do_res_stat(A_STR)) paid = TRUE;
-               if (do_res_stat(A_INT)) paid = TRUE;
-               if (do_res_stat(A_WIS)) paid = TRUE;
-               if (do_res_stat(A_DEX)) paid = TRUE;
-               if (do_res_stat(A_CON)) paid = TRUE;
-               if (do_res_stat(A_CHR)) paid = TRUE;
+               paid = restore_all_status();
                break;
        case BACT_ENCHANT_ARROWS:
                item_tester_hook = item_tester_hook_ammo;
@@ -4712,8 +4229,8 @@ static void bldg_process_command(building_type *bldg, int i)
                break;
        case BACT_TELEPORT_LEVEL:
        {
-               int select_dungeon;
-               int max_depth;
+               IDX select_dungeon;
+               DEPTH max_depth;
 
                clear_bldg(4, 20);
                select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
@@ -4729,7 +4246,7 @@ static void bldg_process_command(building_type *bldg, int i)
                        else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
                }
                amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
-                                                       d_name + d_info[select_dungeon].name), max_depth);
+                                                       d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
 
                if (amt > 0)
                {
@@ -4823,9 +4340,9 @@ static void bldg_process_command(building_type *bldg, int i)
  */
 void do_cmd_quest(void)
 {
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
-       if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
+       if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
        {
                msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
                return;
@@ -4844,7 +4361,7 @@ void do_cmd_quest(void)
                leave_quest_check();
 
                if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
-               p_ptr->inside_quest = cave[py][px].special;
+               p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
 
                p_ptr->leaving = TRUE;
        }
@@ -4863,15 +4380,15 @@ void do_cmd_bldg(void)
        building_type   *bldg;
 
 
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
-       if (!cave_have_flag_bold(py, px, FF_BLDG))
+       if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
        {
                msg_print(_("ここには建物はない。", "You see no building here."));
                return;
        }
 
-       which = f_info[cave[py][px].feat].subtype;
+       which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
 
        bldg = &building[which];
 
@@ -4901,7 +4418,7 @@ void do_cmd_bldg(void)
                        command_new = SPECIAL_KEY_BUILDING;
 
                        /* No energy needed to re-enter the arena */
-                       energy_use = 0;
+                       p_ptr->energy_use = 0;
                }
 
                return;
@@ -4918,14 +4435,14 @@ void do_cmd_bldg(void)
                command_new = SPECIAL_KEY_BUILDING;
 
                /* No energy needed to re-enter the arena */
-               energy_use = 0;
+               p_ptr->energy_use = 0;
 
                return;
        }
        else
        {
-               p_ptr->oldpy = py;
-               p_ptr->oldpx = px;
+               p_ptr->oldpy = p_ptr->y;
+               p_ptr->oldpx = p_ptr->x;
        }
 
        /* Forget the lite */
@@ -4980,14 +4497,12 @@ void do_cmd_bldg(void)
 
                /* Notice stuff */
                notice_stuff();
-
-               /* Handle stuff */
                handle_stuff();
        }
 
        select_floor_music();
 
-       /* Flush messages XXX XXX XXX */
+       /* Flush messages */
        msg_flag = FALSE;
        msg_print(NULL);
 
@@ -5009,7 +4524,6 @@ void do_cmd_bldg(void)
        /* Redraw entire screen */
        p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
 
-       /* Window stuff */
        p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
 }
 
@@ -5031,7 +4545,7 @@ static cptr find_quest[] =
  * @brief クエストの導入メッセージを表示する / Discover quest
  * @param q_idx 開始されたクエストのID
  */
-void quest_discovery(int q_idx)
+void quest_discovery(QUEST_IDX q_idx)
 {
        quest_type      *q_ptr = &quest[q_idx];
        monster_race    *r_ptr = &r_info[q_ptr->r_idx];
@@ -5084,15 +4598,15 @@ void quest_discovery(int q_idx)
  * @param level 検索対象になる階
  * @return クエストIDを返す。該当がない場合0を返す。
  */
-int quest_number(int level)
+QUEST_IDX quest_number(DEPTH level)
 {
-       int i;
+       QUEST_IDX i;
 
        /* Check quests */
        if (p_ptr->inside_quest)
                return (p_ptr->inside_quest);
 
-       for (i = 0; i < max_quests; i++)
+       for (i = 0; i < max_q_idx; i++)
        {
                if (quest[i].status != QUEST_STATUS_TAKEN) continue;
 
@@ -5112,23 +4626,22 @@ int quest_number(int level)
  * @param level 検索対象になる階
  * @return クエストIDを返す。該当がない場合0を返す。
  */
-int random_quest_number(int level)
+QUEST_IDX random_quest_number(DEPTH level)
 {
-       int i;
+       QUEST_IDX i;
 
        if (dungeon_type != DUNGEON_ANGBAND) return 0;
 
        for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
        {
                if ((quest[i].type == QUEST_TYPE_RANDOM) &&
-                   (quest[i].status == QUEST_STATUS_TAKEN) &&
-                   (quest[i].level == level) &&
-                   (quest[i].dungeon == DUNGEON_ANGBAND))
+                       (quest[i].status == QUEST_STATUS_TAKEN) &&
+                       (quest[i].level == level) &&
+                       (quest[i].dungeon == DUNGEON_ANGBAND))
                {
                        return i;
                }
        }
 
-       /* Nope */
        return 0;
 }