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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / cmd1.c
index 9d852d7..db72178 100644 (file)
-/* File: cmd1.c */
-
-/*
+/*!
+ *  @file cmd1.c
+ *  @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
+ *  @date 2014/01/02
+ *  @author
  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
  *
  * This software may be copied and distributed for educational, research,
  * and not for profit purposes provided that this copyright and statement
  * are included in all such copies.  Other copyrights may also apply.
- */
-
-/* Purpose: Movement commands (part 1) */
-
-#include "angband.h"
-#define MAX_VAMPIRIC_DRAIN 50
-
-
-/*
- * Determine if the player "hits" a monster (normal combat).
- * Note -- Always miss 5%, always hit 5%, otherwise random.
- */
-bool test_hit_fire(int chance, int ac, int vis)
-{
-       int k;
-
-       /* Percentile dice */
-       k = randint0(100);
-
-       /* Hack -- Instant miss or hit */
-       if (k < 10) return (k < 5);
-
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (FALSE);
-
-       /* Never hit */
-       if (chance <= 0) return (FALSE);
-
-       /* Invisible monsters are harder to hit */
-       if (!vis) chance = (chance + 1) / 2;
-
-       /* Power competes against armor */
-       if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
-
-       /* Assume hit */
-       return (TRUE);
-}
-
-
-
-/*
- * Determine if the player "hits" a monster (normal combat).
+ * @note
+ * <pre>
+ * The running algorithm:                       -CJS-
+ *
+ * In the diagrams below, the player has just arrived in the
+ * grid marked as '@', and he has just come from a grid marked
+ * as 'o', and he is about to enter the grid marked as 'x'.
+ *
+ * Of course, if the "requested" move was impossible, then you
+ * will of course be blocked, and will stop.
+ *
+ * Overview: You keep moving until something interesting happens.
+ * If you are in an enclosed space, you follow corners. This is
+ * the usual corridor scheme. If you are in an open space, you go
+ * straight, but stop before entering enclosed space. This is
+ * analogous to reaching doorways. If you have enclosed space on
+ * one side only (that is, running along side a wall) stop if
+ * your wall opens out, or your open space closes in. Either case
+ * corresponds to a doorway.
+ *
+ * What happens depends on what you can really SEE. (i.e. if you
+ * have no light, then running along a dark corridor is JUST like
+ * running in a dark room.) The algorithm works equally well in
+ * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
+ *
+ * These conditions are kept in static memory:
+ * find_openarea         You are in the open on at least one
+ * side.
+ * find_breakleft        You have a wall on the left, and will
+ * stop if it opens
+ * find_breakright       You have a wall on the right, and will
+ * stop if it opens
+ *
+ * To initialize these conditions, we examine the grids adjacent
+ * to the grid marked 'x', two on each side (marked 'L' and 'R').
+ * If either one of the two grids on a given side is seen to be
+ * closed, then that side is considered to be closed. If both
+ * sides are closed, then it is an enclosed (corridor) run.
+ *
+ * LL           L
+ * @@x          LxR
+ * RR          @@R
+ *
+ * Looking at more than just the immediate squares is
+ * significant. Consider the following case. A run along the
+ * corridor will stop just before entering the center point,
+ * because a choice is clearly established. Running in any of
+ * three available directions will be defined as a corridor run.
+ * Note that a minor hack is inserted to make the angled corridor
+ * entry (with one side blocked near and the other side blocked
+ * further away from the runner) work correctly. The runner moves
+ * diagonally, but then saves the previous direction as being
+ * straight into the gap. Otherwise, the tail end of the other
+ * entry would be perceived as an alternative on the next move.
+ *
+ * \#.\#
+ * \#\#.\#\#
+ * \.\@x..
+ * \#\#.\#\#
+ * \#.\#
+ *
+ * Likewise, a run along a wall, and then into a doorway (two
+ * runs) will work correctly. A single run rightwards from \@ will
+ * stop at 1. Another run right and down will enter the corridor
+ * and make the corner, stopping at the 2.
+ *
+ * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
+ * o@@x       1
+ * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
+ * \#2          \#
+ * \#\#\#\#\#\#\#\#\#\#\#\#\#
+ *
+ * After any move, the function area_affect is called to
+ * determine the new surroundings, and the direction of
+ * subsequent moves. It examines the current player location
+ * (at which the runner has just arrived) and the previous
+ * direction (from which the runner is considered to have come).
+ *
+ * Moving one square in some direction places you adjacent to
+ * three or five new squares (for straight and diagonal moves
+ * respectively) to which you were not previously adjacent,
+ * marked as '!' in the diagrams below.
+ *
+ *   ...!              ...
+ *   .o@@!  (normal)    .o.!  (diagonal)
+ *   ...!  (east)      ..@@!  (south east)
+ *                      !!!
+ *
+ * You STOP if any of the new squares are interesting in any way:
+ * for example, if they contain visible monsters or treasure.
+ *
+ * You STOP if any of the newly adjacent squares seem to be open,
+ * and you are also looking for a break on that side. (that is,
+ * find_openarea AND find_break).
+ *
+ * You STOP if any of the newly adjacent squares do NOT seem to be
+ * open and you are in an open area, and that side was previously
+ * entirely open.
+ *
+ * Corners: If you are not in the open (i.e. you are in a corridor)
+ * and there is only one way to go in the new squares, then turn in
+ * that direction. If there are more than two new ways to go, STOP.
+ * If there are two ways to go, and those ways are separated by a
+ * square which does not seem to be open, then STOP.
+ *
+ * Otherwise, we have a potential corner. There are two new open
+ * squares, which are also adjacent. One of the new squares is
+ * diagonally located, the other is straight on (as in the diagram).
+ * We consider two more squares further out (marked below as ?).
+ *
+ * We assign "option" to the straight-on grid, and "option2" to the
+ * diagonal grid, and "check_dir" to the grid marked 's'.
+ *
+ * \#\#s
+ * @@x?
+ * \#.?
  *
- * Note -- Always miss 5%, always hit 5%, otherwise random.
+ * If they are both seen to be closed, then it is seen that no benefit
+ * is gained from moving straight. It is a known corner.  To cut the
+ * corner, go diagonally, otherwise go straight, but pretend you
+ * stepped diagonally into that next location for a full view next
+ * time. Conversely, if one of the ? squares is not seen to be closed,
+ * then there is a potential choice. We check to see whether it is a
+ * potential corner or an intersection/room entrance.  If the square
+ * two spaces straight ahead, and the space marked with 's' are both
+ * unknown space, then it is a potential corner and enter if
+ * find_examine is set, otherwise must stop because it is not a
+ * corner. (find_examine option is removed and always is TRUE.)
+ * </pre>
  */
-bool test_hit_norm(int chance, int ac, int vis)
-{
-       int k;
-
-       /* Percentile dice */
-       k = randint0(100);
-
-       /* Hack -- Instant miss or hit */
-       if (k < 10) return (k < 5);
-
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (FALSE);
-
-       /* Wimpy attack never hits */
-       if (chance <= 0) return (FALSE);
 
-       /* Penalize invisible targets */
-       if (!vis) chance = (chance + 1) / 2;
-
-       /* Power must defeat armor */
-       if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
-
-       /* Assume hit */
-       return (TRUE);
-}
+#include "angband.h"
+#include "trap.h"
 
 
 
-/*
- * Critical hits (from objects thrown by player)
- * Factor in item weight, total plusses, and player level.
+/*!
+ * @brief プレイヤー攻撃の種族スレイング倍率計算
+ * @param mult 算出前の基本倍率(/10倍)
+ * @param flgs スレイフラグ配列
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @return スレイング加味後の倍率(/10倍)
  */
-s16b critical_shot(int weight, int plus, int dam)
+static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
 {
-       int i, k;
-
-       /* Extract "shot" power */
-       i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
-
-       /* Snipers can shot more critically with crossbows */
-       if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
-       if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
+       static const struct slay_table_t {
+               int slay_flag;
+               BIT_FLAGS affect_race_flag;
+               MULTIPLY slay_mult;
+               size_t flag_offset;
+               size_t r_flag_offset;
+       } slay_table[] = {
+#define OFFSET(X) offsetof(monster_race, X)
+               {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_EVIL,   RF3_EVIL,   20, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_EVIL,   RF3_EVIL,   35, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_GOOD,   RF3_GOOD,   20, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_GOOD,   RF3_GOOD,   35, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_HUMAN,  RF2_HUMAN,  25, OFFSET(flags2), OFFSET(r_flags2)},
+               {TR_KILL_HUMAN,  RF2_HUMAN,  40, OFFSET(flags2), OFFSET(r_flags2)},
+               {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_DEMON,  RF3_DEMON,  30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_DEMON,  RF3_DEMON,  50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_ORC,    RF3_ORC,    30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_ORC,    RF3_ORC,    50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_TROLL,  RF3_TROLL,  30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_TROLL,  RF3_TROLL,  50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_GIANT,  RF3_GIANT,  30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_GIANT,  RF3_GIANT,  50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
+#undef OFFSET
+       };
+       int i;
+       monster_race* r_ptr = &r_info[m_ptr->r_idx];
 
-       /* Critical hit */
-       if (randint1(5000) <= i)
+       for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
        {
-               k = weight * randint1(500);
-
-               if (k < 900)
-               {
-#ifdef JP
-                       msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
-                       msg_print("It was a good hit!");
-#endif
-
-                       dam += (dam / 2);
-               }
-               else if (k < 1350)
-               {
-#ifdef JP
-                       msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
-                       msg_print("It was a great hit!");
-#endif
+               const struct slay_table_t* p = &slay_table[i];
 
-                       dam *= 2;
-               }
-               else
+               if ((have_flag(flgs, p->slay_flag)) &&
+                   (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
                {
-#ifdef JP
-                       msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
-#else
-                       msg_print("It was a superb hit!");
-#endif
+                       if (is_original_ap_and_seen(m_ptr))
+                       {
+                               atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
+                       }
 
-                       dam *= 3;
+                       mult = MAX(mult, p->slay_mult);
                }
        }
 
-       return (dam);
+       return mult;
 }
 
-
-
-/*
- * Critical hits (by player)
- *
- * Factor in weapon weight, total plusses, player level.
+/*!
+ * @brief プレイヤー攻撃の属性スレイング倍率計算
+ * @param mult 算出前の基本倍率(/10倍)
+ * @param flgs スレイフラグ配列
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @return スレイング加味後の倍率(/10倍)
  */
-s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
+static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
 {
-       int i, k;
-
-       /* Extract "blow" power */
-       i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
+       static const struct brand_table_t {
+               int brand_flag;
+               BIT_FLAGS resist_mask;
+               BIT_FLAGS hurt_flag;
+       } brand_table[] = {
+               {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
+               {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
+               {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
+               {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
+               {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U           },
+       };
+       int i;
+       monster_race* r_ptr = &r_info[m_ptr->r_idx];
 
-       /* Chance */
-       if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
+       for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
        {
-               k = weight + randint1(650);
-               if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
-
-               if (k < 400)
-               {
-#ifdef JP
-                       msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
-                       msg_print("It was a good hit!");
-#endif
-
-                       dam = 2 * dam + 5;
-               }
-               else if (k < 700)
-               {
-#ifdef JP
-                       msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
-                       msg_print("It was a great hit!");
-#endif
-
-                       dam = 2 * dam + 10;
-               }
-               else if (k < 900)
-               {
-#ifdef JP
-                       msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
-#else
-                       msg_print("It was a superb hit!");
-#endif
+               const struct brand_table_t* p = &brand_table[i];
 
-                       dam = 3 * dam + 15;
-               }
-               else if (k < 1300)
+               if (have_flag(flgs, p->brand_flag))
                {
-#ifdef JP
-                       msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
-#else
-                       msg_print("It was a *GREAT* hit!");
-#endif
+                       /* Notice immunity */
+                       if (r_ptr->flagsr & p->resist_mask)
+                       {
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
+                               }
+                       }
 
-                       dam = 3 * dam + 20;
-               }
-               else
-               {
-#ifdef JP
-                       msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
-#else
-                       msg_print("It was a *SUPERB* hit!");
-#endif
+                       /* Otherwise, take the damage */
+                       else if (r_ptr->flags3 & p->hurt_flag)
+                       {
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= p->hurt_flag;
+                               }
 
-                       dam = ((7 * dam) / 2) + 25;
+                               mult = MAX(mult, 50);
+                       }
+                       else
+                       {
+                               mult = MAX(mult, 25);
+                       }
                }
        }
 
-       return (dam);
+       return mult;
 }
 
-
-
-static const struct slay_table_t {
-       int slay_flag;
-       u32b affect_race_flag;
-       int slay_mult;
-       size_t flag_offset;
-       size_t r_flag_offset;
-} slay_table[] = {
-#define OFFSET(X) offsetof(struct monster_race, X)
-       {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_SLAY_EVIL,   RF3_EVIL,   20, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_KILL_EVIL,   RF3_EVIL,   35, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_SLAY_HUMAN,  RF2_HUMAN,  25, OFFSET(flags2), OFFSET(r_flags2)},
-       {TR_KILL_HUMAN,  RF2_HUMAN,  40, OFFSET(flags2), OFFSET(r_flags2)},
-       {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_SLAY_DEMON,  RF3_DEMON,  30, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_KILL_DEMON,  RF3_DEMON,  50, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_SLAY_ORC,    RF3_ORC,    30, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_KILL_ORC,    RF3_ORC,    50, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_SLAY_TROLL,  RF3_TROLL,  30, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_KILL_TROLL,  RF3_TROLL,  50, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_SLAY_GIANT,  RF3_GIANT,  30, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_KILL_GIANT,  RF3_GIANT,  50, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
-       {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
-#undef OFFSET
-};
-
-static const struct brand_table_t {
-       int brand_flag;
-       u32b resist_mask;
-       u32b hurt_flag;
-} brand_table[] = {
-       {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
-       {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
-       {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
-       {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
-       {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U           },
-};
-
-/*
+/*!
+ * @brief ダメージにスレイ要素を加える総合処理ルーチン /
  * Extract the "total damage" from a given object hitting a given monster.
- *
- * Note that "flasks of oil" do NOT do fire damage, although they
- * certainly could be made to do so.  XXX XXX
- *
- * Note that most brands and slays are x3, except Slay Animal (x2),
- * Slay Evil (x2), and Kill dragon (x5).
+ * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
+ * @param tdam 現在算出途中のダメージ値
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @param mode 剣術のID
+ * @param thrown 射撃処理ならばTRUEを指定する
+ * @return 総合的なスレイを加味したダメージ値
+ * @note
+ * Note that "flasks of oil" do NOT do fire damage, although they\n
+ * certainly could be made to do so.  XXX XXX\n
+ *\n
+ * Note that most brands and slays are x3, except Slay Animal (x2),\n
+ * Slay Evil (x2), and Kill dragon (x5).\n
  */
-s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
+HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
 {
-       int mult = 10;
-
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
+       MULTIPLY mult = 10;
 
-       u32b flgs[TR_FLAG_SIZE];
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
 
        /* Extract the flags */
        object_flags(o_ptr, flgs);
@@ -283,6 +299,9 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
        }
 
+       /* Hex - Slay Good (Runesword) */
+       if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
+
        /* Some "weapons" and "ammo" do extra damage */
        switch (o_ptr->tval)
        {
@@ -295,69 +314,11 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                case TV_DIGGING:
                case TV_LITE:
                {
-                       int i;
-
                        /* Slaying */
-                       for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
-                       {
-                               const struct slay_table_t* p = &slay_table[i];
-
-                               if ((have_flag(flgs, p->slay_flag)) &&
-                                   (*(u32b*)(((char*)r_ptr) + p->flag_offset) & p->affect_race_flag))
-                               {
-                                       if (is_original_ap_and_seen(m_ptr))
-                                       {
-                                               *(u32b*)(((char*)r_ptr) + p->r_flag_offset) |= p->affect_race_flag;
-                                       }
-
-                                       if (mult < p->slay_mult) mult = p->slay_mult;
-                               }
-                       }
-
-                       /* Hack -- The Nothung cause special damage to Fafner */
-                       if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
-                               mult = 150;
-
-                       /* Hex - Slay Good (Runesword) */
-                       if (hex_spelling(HEX_RUNESWORD) &&
-                           (r_ptr->flags3 & RF3_GOOD))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_GOOD;
-                               }
-
-                               if (mult < 20) mult = 20;
-                       }
+                       mult = mult_slaying(mult, flgs, m_ptr);
 
                        /* Elemental Brand */
-                       for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
-                       {
-                               const struct brand_table_t* p = &brand_table[i];
-
-                               if (have_flag(flgs, p->brand_flag))
-                               {
-                                       /* Notice immunity */
-                                       if (r_ptr->flagsr & p->resist_mask)
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr))
-                                               {
-                                                       r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
-                                               }
-                                       }
-
-                                       /* Otherwise, take the damage */
-                                       else if (r_ptr->flags3 & p->hurt_flag)
-                                       {
-                                               if (mult < 50) mult = 50;
-                                               if (is_original_ap_and_seen(m_ptr))
-                                               {
-                                                       r_ptr->r_flags3 |= p->hurt_flag;
-                                               }
-                                       }
-                                       else if (mult < 25) mult = 25;
-                               }
-                       }
+                       mult = mult_brand(mult, flgs, m_ptr);
 
                        /* Hissatsu */
                        if (p_ptr->pclass == CLASS_SAMURAI)
@@ -365,12 +326,17 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                                mult = mult_hissatsu(mult, flgs, m_ptr, mode);
                        }
 
+                       /* Force Weapon */
                        if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
                        {
                                p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
                                p_ptr->redraw |= (PR_MANA);
                                mult = mult * 3 / 2 + 20;
                        }
+
+                       /* Hack -- The Nothung cause special damage to Fafner */
+                       if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
+                               mult = 150;
                        break;
                }
        }
@@ -381,129 +347,117 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
 }
 
 
-/*
+/*!
+ * @brief 地形やその上のアイテムの隠された要素を明かす /
  * Search for hidden things
+ * @param y 対象となるマスのY座標
+ * @param x 対象となるマスのX座標
+ * @return なし
  */
-void search(void)
+static void discover_hidden_things(POSITION y, POSITION x)
 {
-       int y, x, chance;
-
-       s16b this_o_idx, next_o_idx = 0;
-
+       OBJECT_IDX this_o_idx, next_o_idx = 0;
        cave_type *c_ptr;
+       c_ptr = &cave[y][x];
 
+       /* Invisible trap */
+       if (c_ptr->mimic && is_trap(c_ptr->feat))
+       {
+               /* Pick a trap */
+               disclose_grid(y, x);
 
-       /* Start with base search ability */
-       chance = p_ptr->skill_srh;
+               msg_print(_("トラップを発見した。", "You have found a trap."));
 
-       /* Penalize various conditions */
-       if (p_ptr->blind || no_lite()) chance = chance / 10;
-       if (p_ptr->confused || p_ptr->image) chance = chance / 10;
+               disturb(FALSE, TRUE);
+       }
 
-       /* Search the nearby grids, which are always in bounds */
-       for (y = (py - 1); y <= (py + 1); y++)
+       /* Secret door */
+       if (is_hidden_door(c_ptr))
        {
-               for (x = (px - 1); x <= (px + 1); x++)
-               {
-                       /* Sometimes, notice things */
-                       if (randint0(100) < chance)
-                       {
-                               /* Access the grid */
-                               c_ptr = &cave[y][x];
-
-                               /* Invisible trap */
-                               if (c_ptr->mimic && is_trap(c_ptr->feat))
-                               {
-                                       /* Pick a trap */
-                                       disclose_grid(y, x);
+               msg_print(_("隠しドアを発見した。", "You have found a secret door."));
 
-                                       /* Message */
-#ifdef JP
-                                       msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
-#else
-                                       msg_print("You have found a trap.");
-#endif
+               /* Disclose */
+               disclose_grid(y, x);
 
-                                       /* Disturb */
-                                       disturb(0, 1);
-                               }
+               disturb(FALSE, FALSE);
+       }
 
-                               /* Secret door */
-                               if (is_hidden_door(c_ptr))
-                               {
-                                       /* Message */
-#ifdef JP
-                                       msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
-#else
-                                       msg_print("You have found a secret door.");
-#endif
+       /* Scan all objects in the grid */
+       for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+       {
+               object_type *o_ptr;
+               o_ptr = &o_list[this_o_idx];
 
-                                       /* Disclose */
-                                       disclose_grid(y, x);
+               /* Acquire next object */
+               next_o_idx = o_ptr->next_o_idx;
 
-                                       /* Disturb */
-                                       disturb(0, 0);
-                               }
+               /* Skip non-chests */
+               if (o_ptr->tval != TV_CHEST) continue;
 
-                               /* Scan all objects in the grid */
-                               for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-                               {
-                                       object_type *o_ptr;
+               /* Skip non-trapped chests */
+               if (!chest_traps[o_ptr->pval]) continue;
 
-                                       /* Acquire object */
-                                       o_ptr = &o_list[this_o_idx];
+               /* Identify once */
+               if (!object_is_known(o_ptr))
+               {
+                       msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!"));
 
-                                       /* Acquire next object */
-                                       next_o_idx = o_ptr->next_o_idx;
+                       /* Know the trap */
+                       object_known(o_ptr);
 
-                                       /* Skip non-chests */
-                                       if (o_ptr->tval != TV_CHEST) continue;
+                       /* Notice it */
+                       disturb(FALSE, FALSE);
+               }
+       }
+}
 
-                                       /* Skip non-trapped chests */
-                                       if (!chest_traps[o_ptr->pval]) continue;
+/*!
+ * @brief プレイヤーの探索処理判定
+ * @return なし
+ */
+void search(void)
+{
+       DIRECTION i;
+       PERCENTAGE chance;
 
-                                       /* Identify once */
-                                       if (!object_is_known(o_ptr))
-                                       {
-                                               /* Message */
-#ifdef JP
-                                               msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
-#else
-                                               msg_print("You have discovered a trap on the chest!");
-#endif
+       /* Start with base search ability */
+       chance = p_ptr->skill_srh;
 
-                                               /* Know the trap */
-                                               object_known(o_ptr);
+       /* Penalize various conditions */
+       if (p_ptr->blind || no_lite()) chance = chance / 10;
+       if (p_ptr->confused || p_ptr->image) chance = chance / 10;
 
-                                               /* Notice it */
-                                               disturb(0, 0);
-                                       }
-                               }
-                       }
+       /* Search the nearby grids, which are always in bounds */
+       for (i = 0; i < 9; ++ i)
+       {
+               /* Sometimes, notice things */
+               if (randint0(100) < chance)
+               {
+                       discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
                }
        }
 }
 
 
-/*
+/*!
+ * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 /
  * Helper routine for py_pickup() and py_pickup_floor().
- *
- * Add the given dungeon object to the character's inventory.
- *
- * Delete the object afterwards.
+ * @param o_idx 取得したオブジェクトの参照ID
+ * @return なし
+ * @details
+ * アイテムを拾った際に「2つのケーキを持っている」\n
+ * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n
+ * だが、違和感が\n
+ * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n
+ * にかえてある。そのための配列。\n
+ * Add the given dungeon object to the character's inventory.\n
+ * Delete the object afterwards.\n
  */
-void py_pickup_aux(int o_idx)
+void py_pickup_aux(OBJECT_IDX o_idx)
 {
-       int slot, i;
+       INVENTORY_IDX slot;
 
 #ifdef JP
-/*
- * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
- * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
- * ¤À¤¬¡¢°ãÏ´¶¤¬
- * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
- * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
- */
        char o_name[MAX_NLEN];
        char old_name[MAX_NLEN];
        char kazu_str[80];
@@ -517,7 +471,6 @@ void py_pickup_aux(int o_idx)
        o_ptr = &o_list[o_idx];
 
 #ifdef JP
-       /* Describe the object */
        object_desc(old_name, o_ptr, OD_NAME_ONLY);
        object_desc_kosuu(kazu_str, o_ptr);
        hirottakazu = o_ptr->number;
@@ -528,7 +481,6 @@ void py_pickup_aux(int o_idx)
        /* Get the object again */
        o_ptr = &inventory[slot];
 
-       /* Delete the object */
        delete_object_idx(o_idx);
 
        if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
@@ -542,30 +494,28 @@ void py_pickup_aux(int o_idx)
                if (o_ptr->marked & OM_AUTODESTROY) return;
        }
 
-       /* Describe the object */
        object_desc(o_name, o_ptr, 0);
 
-       /* Message */
 #ifdef JP
        if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
        {
-               msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
-               msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
-               msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
+               msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
+               msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
+               msg_format("%sに襲いかかる...", p_ptr->name);
        }
        else
        {
                if (plain_pickup)
                {
-                       msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
+                       msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
                }
                else
                {
                        if (o_ptr->number > hirottakazu) {
-                           msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
+                           msg_format("%s拾って、%s(%c)を持っている。",
                               kazu_str, o_name, index_to_label(slot));
                        } else {
-                               msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
+                               msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
                        }
                }
        }
@@ -577,76 +527,50 @@ void py_pickup_aux(int o_idx)
        record_turn = turn;
 
 
-       /* Check if completed a quest */
-       for (i = 0; i < max_quests; i++)
-       {
-               if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
-                   (quest[i].status == QUEST_STATUS_TAKEN) &&
-                          (quest[i].k_idx == o_ptr->name1))
-               {
-                       if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
-                       quest[i].status = QUEST_STATUS_COMPLETED;
-                       quest[i].complev = (byte)p_ptr->lev;
-#ifdef JP
-                       msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
-                       msg_print("You completed your quest!");
-#endif
-
-                       msg_print(NULL);
-               }
-       }
+       check_find_art_quest_completion(o_ptr);
 }
 
 
-/*
+/*!
+ * @brief プレイヤーがオブジェクト上に乗った際の表示処理
+ * @param pickup 自動拾い処理を行うならばTRUEとする
+ * @return なし
+ * @details
  * Player "wants" to pick up an object or gold.
  * Note that we ONLY handle things that can be picked up.
  * See "move_player()" for handling of other things.
  */
 void carry(bool pickup)
 {
-       cave_type *c_ptr = &cave[py][px];
+       cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
 
-       s16b this_o_idx, next_o_idx = 0;
+       OBJECT_IDX this_o_idx, next_o_idx = 0;
 
        char    o_name[MAX_NLEN];
 
        /* Recenter the map around the player */
        verify_panel();
 
-       /* Update stuff */
        p_ptr->update |= (PU_MONSTERS);
 
-       /* Redraw map */
        p_ptr->redraw |= (PR_MAP);
 
-       /* Window stuff */
        p_ptr->window |= (PW_OVERHEAD);
-
-       /* Handle stuff */
        handle_stuff();
 
        /* Automatically pickup/destroy/inscribe items */
        autopick_pickup_items(c_ptr);
 
-
-#ifdef ALLOW_EASY_FLOOR
-
        if (easy_floor)
        {
                py_pickup_floor(pickup);
                return;
        }
 
-#endif /* ALLOW_EASY_FLOOR */
-
        /* Scan the pile of objects */
        for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
-
-               /* Acquire object */
                o_ptr = &o_list[this_o_idx];
 
 #ifdef ALLOW_EASY_SENSE /* TNB */
@@ -660,14 +584,13 @@ void carry(bool pickup)
 
 #endif /* ALLOW_EASY_SENSE -- TNB */
 
-               /* Describe the object */
                object_desc(o_name, o_ptr, 0);
 
                /* Acquire next object */
                next_o_idx = o_ptr->next_o_idx;
 
                /* Hack -- disturb */
-               disturb(0, 0);
+               disturb(FALSE, FALSE);
 
                /* Pick up gold */
                if (o_ptr->tval == TV_GOLD)
@@ -677,15 +600,8 @@ void carry(bool pickup)
                        /* Delete the gold */
                        delete_object_idx(this_o_idx);
 
-                       /* Message */
-#ifdef JP
-               msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
+                       msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
                           (long)value, o_name);
-#else
-                       msg_format("You collect %ld gold pieces worth of %s.",
-                                  (long)value, o_name);
-#endif
-
 
                        sound(SOUND_SELL);
 
@@ -695,7 +611,6 @@ void carry(bool pickup)
                        /* Redraw gold */
                        p_ptr->redraw |= (PR_GOLD);
 
-                       /* Window stuff */
                        p_ptr->window |= (PW_PLAYER);
                }
 
@@ -708,26 +623,15 @@ void carry(bool pickup)
                                /* Clear the flag. */
                                o_ptr->marked &= ~OM_NOMSG;
                        }
-                       /* Describe the object */
                        else if (!pickup)
                        {
-#ifdef JP
-                               msg_format("%s¤¬¤¢¤ë¡£", o_name);
-#else
-                               msg_format("You see %s.", o_name);
-#endif
-
+                               msg_format(_("%sがある。", "You see %s."), o_name);
                        }
 
                        /* Note that the pack is too full */
                        else if (!inven_carry_okay(o_ptr))
                        {
-#ifdef JP
-                               msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
-#else
-                               msg_format("You have no room for %s.", o_name);
-#endif
-
+                               msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
                        }
 
                        /* Pick up the item (if requested and allowed) */
@@ -739,2286 +643,31 @@ void carry(bool pickup)
                                if (carry_query_flag)
                                {
                                        char out_val[MAX_NLEN+20];
-#ifdef JP
-                                       sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
-#else
-                                       sprintf(out_val, "Pick up %s? ", o_name);
-#endif
-
+                                       sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
                                        okay = get_check(out_val);
-                               }
-
-                               /* Attempt to pick up an object. */
-                               if (okay)
-                               {
-                                       /* Pick up the object */
-                                       py_pickup_aux(this_o_idx);
-                               }
-                       }
-               }
-       }
-}
-
-
-/*
- * Determine if a trap affects the player.
- * Always miss 5% of the time, Always hit 5% of the time.
- * Otherwise, match trap power against player armor.
- */
-static int check_hit(int power)
-{
-       int k, ac;
-
-       /* Percentile dice */
-       k = randint0(100);
-
-       /* Hack -- 5% hit, 5% miss */
-       if (k < 10) return (k < 5);
-
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (TRUE);
-
-       /* Paranoia -- No power */
-       if (power <= 0) return (FALSE);
-
-       /* Total armor */
-       ac = p_ptr->ac + p_ptr->to_a;
-
-       /* Power competes against Armor */
-       if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
-
-       /* Assume miss */
-       return (FALSE);
-}
-
-
-
-/*
- * Handle player hitting a real trap
- */
-static void hit_trap(bool break_trap)
-{
-       int i, num, dam;
-       int x = px, y = py;
-
-       /* Get the cave grid */
-       cave_type *c_ptr = &cave[y][x];
-       feature_type *f_ptr = &f_info[c_ptr->feat];
-       int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
-
-#ifdef JP
-       cptr name = "¥È¥é¥Ã¥×";
-#else
-       cptr name = "a trap";
-#endif
-
-       /* Disturb the player */
-       disturb(0, 1);
-
-       cave_alter_feat(y, x, FF_HIT_TRAP);
-
-       /* Analyze XXX XXX XXX */
-       switch (trap_feat_type)
-       {
-               case TRAP_TRAPDOOR:
-               {
-                       if (p_ptr->levitation)
-                       {
-#ifdef JP
-                               msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
-#else
-                               msg_print("You fly over a trap door.");
-#endif
-
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
-                               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                       msg_print("¤¯¤Ã¤½¡Á¡ª");
-#else
-                               msg_print("You have fallen through a trap door!");
-#endif
-
-                               sound(SOUND_FALL);
-                               dam = damroll(2, 8);
-#ifdef JP
-                               name = "Íî¤È¤·¸Í";
-#else
-                               name = "a trap door";
-#endif
-
-                               take_hit(DAMAGE_NOESCAPE, dam, name, -1);
-
-                               /* Still alive and autosave enabled */
-                               if (autosave_l && (p_ptr->chp >= 0))
-                                       do_cmd_save_game(TRUE);
-
-#ifdef JP
-                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
-#else
-                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
-#endif
-                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-
-                               /* Leaving */
-                               p_ptr->leaving = TRUE;
-                       }
-                       break;
-               }
-
-               case TRAP_PIT:
-               {
-                       if (p_ptr->levitation)
-                       {
-#ifdef JP
-                               msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
-#else
-                               msg_print("You fly over a pit trap.");
-#endif
-
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
-                               msg_print("You have fallen into a pit!");
-#endif
-
-                               dam = damroll(2, 6);
-#ifdef JP
-                               name = "Íî¤È¤··ê";
-#else
-                               name = "a pit trap";
-#endif
-
-                               take_hit(DAMAGE_NOESCAPE, dam, name, -1);
-                       }
-                       break;
-               }
-
-               case TRAP_SPIKED_PIT:
-               {
-                       if (p_ptr->levitation)
-                       {
-#ifdef JP
-                               msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
-#else
-                               msg_print("You fly over a spiked pit.");
-#endif
-
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
-                               msg_print("You fall into a spiked pit!");
-#endif
-
-
-                               /* Base damage */
-#ifdef JP
-                               name = "Íî¤È¤··ê";
-#else
-                               name = "a pit trap";
-#endif
-
-                               dam = damroll(2, 6);
-
-                               /* Extra spike damage */
-                               if (randint0(100) < 50)
-                               {
-#ifdef JP
-                                       msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
-#else
-                                       msg_print("You are impaled!");
-#endif
-
-
-#ifdef JP
-                                       name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
-#else
-                                       name = "a spiked pit";
-#endif
-
-                                       dam = dam * 2;
-                                       (void)set_cut(p_ptr->cut + randint1(dam));
-                               }
-
-                               /* Take the damage */
-                               take_hit(DAMAGE_NOESCAPE, dam, name, -1);
-                       }
-                       break;
-               }
-
-               case TRAP_POISON_PIT:
-               {
-                       if (p_ptr->levitation)
-                       {
-#ifdef JP
-                               msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
-#else
-                               msg_print("You fly over a spiked pit.");
-#endif
-
-                       }
-                       else
-                       {
-#ifdef JP
-                       msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
-                               msg_print("You fall into a spiked pit!");
-#endif
-
-
-                               /* Base damage */
-                               dam = damroll(2, 6);
-
-#ifdef JP
-                               name = "Íî¤È¤··ê";
-#else
-                               name = "a pit trap";
-#endif
-
-
-                               /* Extra spike damage */
-                               if (randint0(100) < 50)
-                               {
-#ifdef JP
-                                       msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
-#else
-                                       msg_print("You are impaled on poisonous spikes!");
-#endif
-
-
-#ifdef JP
-                                       name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
-#else
-                                       name = "a spiked pit";
-#endif
-
-
-                                       dam = dam * 2;
-                                       (void)set_cut(p_ptr->cut + randint1(dam));
-
-                                       if (p_ptr->resist_pois || IS_OPPOSE_POIS())
-                                       {
-#ifdef JP
-                                               msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
-#else
-                                               msg_print("The poison does not affect you!");
-#endif
-
-                                       }
-
-                                       else
-                                       {
-                                               dam = dam * 2;
-                                               (void)set_poisoned(p_ptr->poisoned + randint1(dam));
-                                       }
-                               }
-
-                               /* Take the damage */
-                               take_hit(DAMAGE_NOESCAPE, dam, name, -1);
-                       }
-
-                       break;
-               }
-
-               case TRAP_TY_CURSE:
-               {
-#ifdef JP
-                       msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
-#else
-                       msg_print("There is a flash of shimmering light!");
-#endif
-
-                       num = 2 + randint1(3);
-                       for (i = 0; i < num; i++)
-                       {
-                               (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
-                       }
-
-                       if (dun_level > randint1(100)) /* No nasty effect for low levels */
-                       {
-                               bool stop_ty = FALSE;
-                               int count = 0;
-
-                               do
-                               {
-                                       stop_ty = activate_ty_curse(stop_ty, &count);
-                               }
-                               while (one_in_(6));
-                       }
-                       break;
-               }
-
-               case TRAP_TELEPORT:
-               {
-#ifdef JP
-                       msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
-#else
-                       msg_print("You hit a teleport trap!");
-#endif
-
-                       teleport_player(100, TELEPORT_PASSIVE);
-                       break;
-               }
-
-               case TRAP_FIRE:
-               {
-#ifdef JP
-                       msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
-#else
-                       msg_print("You are enveloped in flames!");
-#endif
-
-                       dam = damroll(4, 6);
-#ifdef JP
-                       (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
-#else
-                       (void)fire_dam(dam, "a fire trap", -1);
-#endif
-
-                       break;
-               }
-
-               case TRAP_ACID:
-               {
-#ifdef JP
-                       msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
-#else
-                       msg_print("You are splashed with acid!");
-#endif
-
-                       dam = damroll(4, 6);
-#ifdef JP
-                       (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
-#else
-                       (void)acid_dam(dam, "an acid trap", -1);
-#endif
-
-                       break;
-               }
-
-               case TRAP_SLOW:
-               {
-                       if (check_hit(125))
-                       {
-#ifdef JP
-                               msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
-#else
-                               msg_print("A small dart hits you!");
-#endif
-
-                               dam = damroll(1, 4);
-#ifdef JP
-                               take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
-#else
-                               take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
-#endif
-
-                               if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
-#else
-                               msg_print("A small dart barely misses you.");
-#endif
-
-                       }
-                       break;
-               }
-
-               case TRAP_LOSE_STR:
-               {
-                       if (check_hit(125))
-                       {
-#ifdef JP
-                               msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
-#else
-                               msg_print("A small dart hits you!");
-#endif
-
-                               dam = damroll(1, 4);
-#ifdef JP
-                               take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
-#else
-                               take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
-#endif
-
-                               if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
-#else
-                               msg_print("A small dart barely misses you.");
-#endif
-
-                       }
-                       break;
-               }
-
-               case TRAP_LOSE_DEX:
-               {
-                       if (check_hit(125))
-                       {
-#ifdef JP
-                               msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
-#else
-                               msg_print("A small dart hits you!");
-#endif
-
-                               dam = damroll(1, 4);
-#ifdef JP
-                               take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
-#else
-                               take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
-#endif
-
-                               if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
-#else
-                               msg_print("A small dart barely misses you.");
-#endif
-
-                       }
-                       break;
-               }
-
-               case TRAP_LOSE_CON:
-               {
-                       if (check_hit(125))
-                       {
-#ifdef JP
-                               msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
-#else
-                               msg_print("A small dart hits you!");
-#endif
-
-                               dam = damroll(1, 4);
-#ifdef JP
-                               take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
-#else
-                               take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
-#endif
-
-                               if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
-#else
-                               msg_print("A small dart barely misses you.");
-#endif
-
-                       }
-                       break;
-               }
-
-               case TRAP_BLIND:
-               {
-#ifdef JP
-                       msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
-                       msg_print("A black gas surrounds you!");
-#endif
-
-                       if (!p_ptr->resist_blind)
-                       {
-                               (void)set_blind(p_ptr->blind + randint0(50) + 25);
-                       }
-                       break;
-               }
-
-               case TRAP_CONFUSE:
-               {
-#ifdef JP
-                       msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
-                       msg_print("A gas of scintillating colors surrounds you!");
-#endif
-
-                       if (!p_ptr->resist_conf)
-                       {
-                               (void)set_confused(p_ptr->confused + randint0(20) + 10);
-                       }
-                       break;
-               }
-
-               case TRAP_POISON:
-               {
-#ifdef JP
-                       msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
-                       msg_print("A pungent green gas surrounds you!");
-#endif
-
-                       if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
-                       {
-                               (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
-                       }
-                       break;
-               }
-
-               case TRAP_SLEEP:
-               {
-#ifdef JP
-                       msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
-#else
-                       msg_print("A strange white mist surrounds you!");
-#endif
-
-                       if (!p_ptr->free_act)
-                       {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
-#else
-                               msg_print("You fall asleep.");
-#endif
-
-
-                               if (ironman_nightmare)
-                               {
-#ifdef JP
-msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
-#else
-                                       msg_print("A horrible vision enters your mind.");
-#endif
-
-
-                                       /* Pick a nightmare */
-                                       get_mon_num_prep(get_nightmare, NULL);
-
-                                       /* Have some nightmares */
-                                       have_nightmare(get_mon_num(MAX_DEPTH));
-
-                                       /* Remove the monster restriction */
-                                       get_mon_num_prep(NULL, NULL);
-                               }
-                               (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
-                       }
-                       break;
-               }
-
-               case TRAP_TRAPS:
-               {
-#ifdef JP
-msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
-#else
-                       msg_print("There is a bright flash of light!");
-#endif
-
-                       /* Make some new traps */
-                       project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
-
-                       break;
-               }
-
-               case TRAP_ALARM:
-               {
-#ifdef JP
-                       msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
-#else
-                       msg_print("An alarm sounds!");
-#endif
-
-                       aggravate_monsters(0);
-
-                       break;
-               }
-
-               case TRAP_OPEN:
-               {
-#ifdef JP
-                       msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
-#else
-                       msg_print("Suddenly, surrounding walls are opened!");
-#endif
-                       (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
-                       (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
-                       (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
-                       aggravate_monsters(0);
-
-                       break;
-               }
-
-               case TRAP_ARMAGEDDON:
-               {
-                       static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
-                       int evil_idx = 0, good_idx = 0;
-
-                       int lev;
-#ifdef JP
-                       msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
-#else
-                       msg_print("Suddenly, you are surrounded by immotal beings!");
-#endif
-
-                       /* Summon Demons and Angels */
-                       for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
-                       {
-                               num = levs[MIN(lev/10, 9)];
-                               for (i = 0; i < num; i++)
-                               {
-                                       int x1 = rand_spread(x, 7);
-                                       int y1 = rand_spread(y, 5);
-
-                                       /* Skip illegal grids */
-                                       if (!in_bounds(y1, x1)) continue;
-
-                                       /* Require line of projection */
-                                       if (!projectable(py, px, y1, x1)) continue;
-
-                                       if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
-                                               evil_idx = hack_m_idx_ii;
-
-                                       if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
-                                       {
-                                               good_idx = hack_m_idx_ii;
-                                       }
-
-                                       /* Let them fight each other */
-                                       if (evil_idx && good_idx)
-                                       {
-                                               monster_type *evil_ptr = &m_list[evil_idx];
-                                               monster_type *good_ptr = &m_list[good_idx];
-                                               evil_ptr->target_y = good_ptr->fy;
-                                               evil_ptr->target_x = good_ptr->fx;
-                                               good_ptr->target_y = evil_ptr->fy;
-                                               good_ptr->target_x = evil_ptr->fx;
-                                       }
-                               }
-                       }
-                       break;
-               }
-
-               case TRAP_PIRANHA:
-               {
-#ifdef JP
-                       msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
-#else
-                       msg_print("Suddenly, the room is filled with water with piranhas!");
-#endif
-
-                       /* Water fills room */
-                       fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
-
-                       /* Summon Piranhas */
-                       num = 1 + dun_level/20;
-                       for (i = 0; i < num; i++)
-                       {
-                               (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
-                       }
-                       break;
-               }
-       }
-
-       if (break_trap && is_trap(c_ptr->feat))
-       {
-               cave_alter_feat(y, x, FF_DISARM);
-#ifdef JP
-               msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
-#else
-               msg_print("You destroyed the trap.");
-#endif
-       }
-}
-
-
-static void touch_zap_player(monster_type *m_ptr)
-{
-       int aura_damage = 0;
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       if (r_ptr->flags2 & RF2_AURA_FIRE)
-       {
-               if (!p_ptr->immune_fire)
-               {
-                       char aura_dam[80];
-
-                       aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
-
-                       /* Hack -- Get the "died from" name */
-                       monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
-#ifdef JP
-                       msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
-#else
-                       msg_print("You are suddenly very hot!");
-#endif
-
-                       if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
-                       if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
-                       if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
-
-                       take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
-                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
-                       handle_stuff();
-               }
-       }
-
-       if (r_ptr->flags3 & RF3_AURA_COLD)
-       {
-               if (!p_ptr->immune_cold)
-               {
-                       char aura_dam[80];
-
-                       aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
-
-                       /* Hack -- Get the "died from" name */
-                       monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
-#ifdef JP
-                       msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
-#else
-                       msg_print("You are suddenly very cold!");
-#endif
-
-                       if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
-                       if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
-
-                       take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
-                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
-                       handle_stuff();
-               }
-       }
-
-       if (r_ptr->flags2 & RF2_AURA_ELEC)
-       {
-               if (!p_ptr->immune_elec)
-               {
-                       char aura_dam[80];
-
-                       aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
-
-                       /* Hack -- Get the "died from" name */
-                       monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
-                       if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
-                       if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
-                       if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
-
-#ifdef JP
-                       msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
-#else
-                       msg_print("You get zapped!");
-#endif
-
-                       take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
-                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
-                       handle_stuff();
-               }
-       }
-}
-
-
-static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
-{
-       int             k, bonus, chance;
-       int             n_weight = 0;
-       monster_type    *m_ptr = &m_list[m_idx];
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-       char            m_name[80];
-
-       int             dss, ddd;
-
-       cptr            atk_desc;
-
-       switch (attack)
-       {
-               case MUT2_SCOR_TAIL:
-                       dss = 3;
-                       ddd = 7;
-                       n_weight = 5;
-#ifdef JP
-                       atk_desc = "¿¬Èø";
-#else
-                       atk_desc = "tail";
-#endif
-
-                       break;
-               case MUT2_HORNS:
-                       dss = 2;
-                       ddd = 6;
-                       n_weight = 15;
-#ifdef JP
-                       atk_desc = "³Ñ";
-#else
-                       atk_desc = "horns";
-#endif
-
-                       break;
-               case MUT2_BEAK:
-                       dss = 2;
-                       ddd = 4;
-                       n_weight = 5;
-#ifdef JP
-                       atk_desc = "¥¯¥Á¥Ð¥·";
-#else
-                       atk_desc = "beak";
-#endif
-
-                       break;
-               case MUT2_TRUNK:
-                       dss = 1;
-                       ddd = 4;
-                       n_weight = 35;
-#ifdef JP
-                       atk_desc = "¾Ý¤ÎÉ¡";
-#else
-                       atk_desc = "trunk";
-#endif
-
-                       break;
-               case MUT2_TENTACLES:
-                       dss = 2;
-                       ddd = 5;
-                       n_weight = 5;
-#ifdef JP
-                       atk_desc = "¿¨¼ê";
-#else
-                       atk_desc = "tentacles";
-#endif
-
-                       break;
-               default:
-                       dss = ddd = n_weight = 1;
-#ifdef JP
-                       atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
-#else
-                       atk_desc = "undefined body part";
-#endif
-
-       }
-
-       /* Extract monster name (or "it") */
-       monster_desc(m_name, m_ptr, 0);
-
-
-       /* Calculate the "attack quality" */
-       bonus = p_ptr->to_h_m;
-       bonus += (p_ptr->lev * 6 / 5);
-       chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
-
-       /* Test for hit */
-       if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
-       {
-               /* Sound */
-               sound(SOUND_HIT);
-
-#ifdef JP
-               msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
-#else
-               msg_format("You hit %s with your %s.", m_name, atk_desc);
-#endif
-
-
-               k = damroll(ddd, dss);
-               k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
-
-               /* Apply the player damage bonuses */
-               k += p_ptr->to_d_m;
-
-               /* No negative damage */
-               if (k < 0) k = 0;
-
-               /* Modify the damage */
-               k = mon_damage_mod(m_ptr, k, FALSE);
-
-               /* Complex message */
-               if (p_ptr->wizard)
-               {
-#ifdef JP
-                               msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
-#else
-                       msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
-#endif
-
-               }
-
-               /* Anger the monster */
-               if (k > 0) anger_monster(m_ptr);
-
-               /* Damage, check for fear and mdeath */
-               switch (attack)
-               {
-                       case MUT2_SCOR_TAIL:
-                               project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
-                               *mdeath = (m_ptr->r_idx == 0);
-                               break;
-                       case MUT2_HORNS:
-                               *mdeath = mon_take_hit(m_idx, k, fear, NULL);
-                               break;
-                       case MUT2_BEAK:
-                               *mdeath = mon_take_hit(m_idx, k, fear, NULL);
-                               break;
-                       case MUT2_TRUNK:
-                               *mdeath = mon_take_hit(m_idx, k, fear, NULL);
-                               break;
-                       case MUT2_TENTACLES:
-                               *mdeath = mon_take_hit(m_idx, k, fear, NULL);
-                               break;
-                       default:
-                               *mdeath = mon_take_hit(m_idx, k, fear, NULL);
-               }
-
-               touch_zap_player(m_ptr);
-       }
-       /* Player misses */
-       else
-       {
-               /* Sound */
-               sound(SOUND_MISS);
-
-               /* Message */
-#ifdef JP
-                       msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
-#else
-               msg_format("You miss %s.", m_name);
-#endif
-
-       }
-}
-
-
-
-/*
- * Player attacks a (poor, defenseless) creature        -RAK-
- *
- * If no "weapon" is available, then "punch" the monster one time.
- */
-static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
-{
-       int             num = 0, k, bonus, chance, vir;
-
-       cave_type       *c_ptr = &cave[y][x];
-
-       monster_type    *m_ptr = &m_list[c_ptr->m_idx];
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-
-       /* Access the weapon */
-       object_type     *o_ptr = &inventory[INVEN_RARM + hand];
-
-       char            m_name[80];
-
-       bool            success_hit = FALSE;
-       bool            backstab = FALSE;
-       bool            vorpal_cut = FALSE;
-       int             chaos_effect = 0;
-       bool            stab_fleeing = FALSE;
-       bool            fuiuchi = FALSE;
-       bool            monk_attack = FALSE;
-       bool            do_quake = FALSE;
-       bool            weak = FALSE;
-       bool            drain_msg = TRUE;
-       int             drain_result = 0, drain_heal = 0;
-       bool            can_drain = FALSE;
-       int             num_blow;
-       int             drain_left = MAX_VAMPIRIC_DRAIN;
-       u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
-       bool            is_human = (r_ptr->d_char == 'p');
-       bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
-       bool            zantetsu_mukou, e_j_mukou;
-
-       switch (p_ptr->pclass)
-       {
-       case CLASS_ROGUE:
-       case CLASS_NINJA:
-               if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
-               {
-                       int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
-                       if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
-                       if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
-                       if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
-                       if (MON_CSLEEP(m_ptr) && m_ptr->ml)
-                       {
-                               /* Can't backstab creatures that we can't see, right? */
-                               backstab = TRUE;
-                       }
-                       else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
-                       {
-                               fuiuchi = TRUE;
-                       }
-                       else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
-                       {
-                               stab_fleeing = TRUE;
-                       }
-               }
-               break;
-
-       case CLASS_MONK:
-       case CLASS_FORCETRAINER:
-       case CLASS_BERSERKER:
-               if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
-               break;
-       }
-
-       if (!o_ptr->k_idx) /* Empty hand */
-       {
-               if ((r_ptr->level + 10) > p_ptr->lev)
-               {
-                       if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
-                       {
-                               if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
-                                       p_ptr->skill_exp[GINOU_SUDE] += 40;
-                               else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
-                                       p_ptr->skill_exp[GINOU_SUDE] += 5;
-                               else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
-                                       p_ptr->skill_exp[GINOU_SUDE] += 1;
-                               else if ((p_ptr->lev > 34))
-                                       if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
-                               p_ptr->update |= (PU_BONUS);
-                       }
-               }
-       }
-       else if (object_is_melee_weapon(o_ptr))
-       {
-               if ((r_ptr->level + 10) > p_ptr->lev)
-               {
-                       int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
-                       int sval = inventory[INVEN_RARM+hand].sval;
-                       int now_exp = p_ptr->weapon_exp[tval][sval];
-                       if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
-                       {
-                               int amount = 0;
-                               if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
-                               else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
-                               else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
-                               else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
-                               p_ptr->weapon_exp[tval][sval] += amount;
-                               p_ptr->update |= (PU_BONUS);
-                       }
-               }
-       }
-
-       /* Disturb the monster */
-       (void)set_monster_csleep(c_ptr->m_idx, 0);
-
-       /* Extract monster name (or "it") */
-       monster_desc(m_name, m_ptr, 0);
-
-       /* Calculate the "attack quality" */
-       bonus = p_ptr->to_h[hand] + o_ptr->to_h;
-       chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
-       if (mode == HISSATSU_IAI) chance += 60;
-       if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
-
-       if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
-
-       vir = virtue_number(V_VALOUR);
-       if (vir)
-       {
-               chance += (p_ptr->virtues[vir - 1]/10);
-       }
-
-       zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
-       e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
-
-       if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
-       else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
-       else num_blow = p_ptr->num_blow[hand];
-
-       /* Hack -- DOKUBARI always hit once */
-       if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
-
-       /* Attack once for each legal blow */
-       while ((num++ < num_blow) && !p_ptr->is_dead)
-       {
-               if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
-               {
-                       int n = 1;
-
-                       if (p_ptr->migite && p_ptr->hidarite)
-                       {
-                               n *= 2;
-                       }
-                       if (mode == HISSATSU_3DAN)
-                       {
-                               n *= 2;
-                       }
-
-                       success_hit = one_in_(n);
-               }
-               else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
-               else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
-
-               if (mode == HISSATSU_MAJIN)
-               {
-                       if (one_in_(2))
-                               success_hit = FALSE;
-               }
-
-               /* Test for hit */
-               if (success_hit)
-               {
-                       int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
-
-                       /* Sound */
-                       sound(SOUND_HIT);
-
-                       /* Message */
-#ifdef JP
-                       if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
-                       else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
-                       else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
-                       else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
-#else
-                       if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
-                       else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
-                       else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
-                       else if (!monk_attack) msg_format("You hit %s.", m_name);
-#endif
-
-                       /* Hack -- bare hands do one damage */
-                       k = 1;
-
-                       object_flags(o_ptr, flgs);
-
-                       /* Select a chaotic effect (50% chance) */
-                       if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
-                       {
-                               if (one_in_(10))
-                               chg_virtue(V_CHANCE, 1);
-
-                               if (randint1(5) < 3)
-                               {
-                                       /* Vampiric (20%) */
-                                       chaos_effect = 1;
-                               }
-                               else if (one_in_(250))
-                               {
-                                       /* Quake (0.12%) */
-                                       chaos_effect = 2;
-                               }
-                               else if (!one_in_(10))
-                               {
-                                       /* Confusion (26.892%) */
-                                       chaos_effect = 3;
-                               }
-                               else if (one_in_(2))
-                               {
-                                       /* Teleport away (1.494%) */
-                                       chaos_effect = 4;
-                               }
-                               else
-                               {
-                                       /* Polymorph (1.494%) */
-                                       chaos_effect = 5;
-                               }
-                       }
-
-                       /* Vampiric drain */
-                       if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
-                       {
-                               /* Only drain "living" monsters */
-                               if (monster_living(r_ptr))
-                                       can_drain = TRUE;
-                               else
-                                       can_drain = FALSE;
-                       }
-
-                       if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
-                               vorpal_cut = TRUE;
-                       else vorpal_cut = FALSE;
-
-                       if (monk_attack)
-                       {
-                               int special_effect = 0, stun_effect = 0, times = 0, max_times;
-                               int min_level = 1;
-                               const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
-                               int resist_stun = 0;
-                               int weight = 8;
-
-                               if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
-                               if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
-                               if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
-                               if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
-                               if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
-                                       resist_stun += 66;
-
-                               if (p_ptr->special_defense & KAMAE_BYAKKO)
-                                       max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
-                               else if (p_ptr->special_defense & KAMAE_SUZAKU)
-                                       max_times = 1;
-                               else if (p_ptr->special_defense & KAMAE_GENBU)
-                                       max_times = 1;
-                               else
-                                       max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
-                               /* Attempt 'times' */
-                               for (times = 0; times < max_times; times++)
-                               {
-                                       do
-                                       {
-                                               ma_ptr = &ma_blows[randint0(MAX_MA)];
-                                               if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
-                                               else min_level = ma_ptr->min_level;
-                                       }
-                                       while ((min_level > p_ptr->lev) ||
-                                              (randint1(p_ptr->lev) < ma_ptr->chance));
-
-                                       /* keep the highest level attack available we found */
-                                       if ((ma_ptr->min_level > old_ptr->min_level) &&
-                                           !p_ptr->stun && !p_ptr->confused)
-                                       {
-                                               old_ptr = ma_ptr;
-
-                                               if (p_ptr->wizard && cheat_xtra)
-                                               {
-#ifdef JP
-                                                       msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
-#else
-                                                       msg_print("Attack re-selected.");
-#endif
-                                               }
-                                       }
-                                       else
-                                       {
-                                               ma_ptr = old_ptr;
-                                       }
-                               }
-
-                               if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
-                               else min_level = ma_ptr->min_level;
-                               k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
-                               if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
-
-                               if (ma_ptr->effect == MA_KNEE)
-                               {
-                                       if (r_ptr->flags1 & RF1_MALE)
-                                       {
-#ifdef JP
-                                               msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
-#else
-                                               msg_format("You hit %s in the groin with your knee!", m_name);
-#endif
-
-                                               sound(SOUND_PAIN);
-                                               special_effect = MA_KNEE;
-                                       }
-                                       else
-                                               msg_format(ma_ptr->desc, m_name);
-                               }
-
-                               else if (ma_ptr->effect == MA_SLOW)
-                               {
-                                       if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
-                                           my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
-                                       {
-#ifdef JP
-                                               msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
-#else
-                                               msg_format("You kick %s in the ankle.", m_name);
-#endif
-
-                                               special_effect = MA_SLOW;
-                                       }
-                                       else msg_format(ma_ptr->desc, m_name);
-                               }
-                               else
-                               {
-                                       if (ma_ptr->effect)
-                                       {
-                                               stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
-                                       }
-
-                                       msg_format(ma_ptr->desc, m_name);
-                               }
-
-                               if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
-                               if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
-                               {
-                                       weight += (p_ptr->magic_num1[0]/30);
-                                       if (weight > 20) weight = 20;
-                               }
-
-                               k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
-
-                               if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
-                               {
-#ifdef JP
-                                       msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
-#else
-                                       msg_format("%^s moans in agony!", m_name);
-#endif
-
-                                       stun_effect = 7 + randint1(13);
-                                       resist_stun /= 3;
-                               }
-
-                               else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
-                               {
-                                       if (!(r_ptr->flags1 & RF1_UNIQUE) &&
-                                           (randint1(p_ptr->lev) > r_ptr->level) &&
-                                           m_ptr->mspeed > 60)
-                                       {
-#ifdef JP
-                                               msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
-#else
-                                               msg_format("%^s starts limping slower.", m_name);
-#endif
-
-                                               m_ptr->mspeed -= 10;
-                                       }
-                               }
-
-                               if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
-                               {
-                                       if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
-                                       {
-                                               if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
-                                               {
-#ifdef JP
-                                                       msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
-#else
-                                                       msg_format("%^s is stunned.", m_name);
-#endif
-                                               }
-                                               else
-                                               {
-#ifdef JP
-                                                       msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
-#else
-                                                       msg_format("%^s is more stunned.", m_name);
-#endif
-                                               }
-                                       }
-                               }
-                       }
-
-                       /* Handle normal weapon */
-                       else if (o_ptr->k_idx)
-                       {
-                               k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
-                               k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
-
-                               if (backstab)
-                               {
-                                       k *= (3 + (p_ptr->lev / 20));
-                               }
-                               else if (fuiuchi)
-                               {
-                                       k = k*(5+(p_ptr->lev*2/25))/2;
-                               }
-                               else if (stab_fleeing)
-                               {
-                                       k = (3 * k) / 2;
-                               }
-
-                               if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
-                                        (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
-                               {
-                                       do_quake = TRUE;
-                               }
-
-                               if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
-                                       k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
-
-                               drain_result = k;
-
-                               if (vorpal_cut)
-                               {
-                                       int mult = 2;
-
-                                       if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
-                                       {
-                                               char chainsword_noise[1024];
-#ifdef JP
-                                               if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
-#else
-                                               if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
-#endif
-                                               {
-                                                       msg_print(chainsword_noise);
-                                               }
-                                       }
-
-                                       if (o_ptr->name1 == ART_VORPAL_BLADE)
-                                       {
-#ifdef JP
-                                               msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
-#else
-                                               msg_print("Your Vorpal Blade goes snicker-snack!");
-#endif
-                                       }
-                                       else
-                                       {
-#ifdef JP
-                                               msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
-#else
-                                               msg_format("Your weapon cuts deep into %s!", m_name);
-#endif
-                                       }
-
-                                       /* Try to increase the damage */
-                                       while (one_in_(vorpal_chance))
-                                       {
-                                               mult++;
-                                       }
-
-                                       k *= mult;
-
-                                       /* Ouch! */
-                                       if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
-                                       {
-#ifdef JP
-                                               msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
-#else
-                                               msg_format("You cut %s in half!", m_name);
-#endif
-                                       }
-                                       else
-                                       {
-                                               switch (mult)
-                                               {
-#ifdef JP
-                                               case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
-                                               case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
-                                               case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
-                                               case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
-                                               case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
-                                               case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
-                                               default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
-#else
-                                               case 2: msg_format("You gouge %s!", m_name); break;
-                                               case 3: msg_format("You maim %s!", m_name); break;
-                                               case 4: msg_format("You carve %s!", m_name); break;
-                                               case 5: msg_format("You cleave %s!", m_name); break;
-                                               case 6: msg_format("You smite %s!", m_name); break;
-                                               case 7: msg_format("You eviscerate %s!", m_name); break;
-                                               default: msg_format("You shred %s!", m_name); break;
-#endif
-                                               }
-                                       }
-                                       drain_result = drain_result * 3 / 2;
-                               }
-
-                               k += o_ptr->to_d;
-                               drain_result += o_ptr->to_d;
-                       }
-
-                       /* Apply the player damage bonuses */
-                       k += p_ptr->to_d[hand];
-                       drain_result += p_ptr->to_d[hand];
-
-                       if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
-                       if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
-                       if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
-
-                       /* No negative damage */
-                       if (k < 0) k = 0;
-
-                       if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
-                       {
-                               k = 0;
-                       }
-
-                       if (zantetsu_mukou)
-                       {
-#ifdef JP
-                               msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
-#else
-                               msg_print("You cannot cut such a elastic thing!");
-#endif
-                               k = 0;
-                       }
-
-                       if (e_j_mukou)
-                       {
-#ifdef JP
-                               msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
-#else
-                               msg_print("Spiders are difficult for you to deal with!");
-#endif
-                               k /= 2;
-                       }
-
-                       if (mode == HISSATSU_MINEUCHI)
-                       {
-                               int tmp = (10 + randint1(15) + p_ptr->lev / 5);
-
-                               k = 0;
-                               anger_monster(m_ptr);
-
-                               if (!(r_ptr->flags3 & (RF3_NO_STUN)))
-                               {
-                                       /* Get stunned */
-                                       if (MON_STUNNED(m_ptr))
-                                       {
-#ifdef JP
-                                               msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
-#else
-                                               msg_format("%s is more dazed.", m_name);
-#endif
-
-                                               tmp /= 2;
-                                       }
-                                       else
-                                       {
-#ifdef JP
-                                               msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
-#else
-                                               msg_format("%s is dazed.", m_name);
-#endif
-                                       }
-
-                                       /* Apply stun */
-                                       (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
-                               }
-                               else
-                               {
-#ifdef JP
-                                       msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
-                                       msg_format("%s is not effected.", m_name);
-#endif
-                               }
-                       }
-
-                       /* Modify the damage */
-                       k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
-                       if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
-                       {
-                               if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
-                               {
-                                       k = m_ptr->hp + 1;
-#ifdef JP
-                                       msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
-#else
-                                       msg_format("You hit %s on a fatal spot!", m_name);
-#endif
-                               }
-                               else k = 1;
-                       }
-                       else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
-                       {
-                               int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
-                               if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
-                               {
-                                       k *= 5;
-                                       drain_result *= 2;
-#ifdef JP
-                                       msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
-#else
-                                       msg_format("You critically injured %s!", m_name);
-#endif
-                               }
-                               else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
-                               {
-                                       if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
-                                       {
-                                               k = MAX(k*5, m_ptr->hp/2);
-                                               drain_result *= 2;
-#ifdef JP
-                                               msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
-#else
-                                               msg_format("You fatally injured %s!", m_name);
-#endif
-                                       }
-                                       else
-                                       {
-                                               k = m_ptr->hp + 1;
-#ifdef JP
-                                               msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
-#else
-                                               msg_format("You hit %s on a fatal spot!", m_name);
-#endif
-                                       }
-                               }
-                       }
-
-                       /* Complex message */
-                       if (p_ptr->wizard || cheat_xtra)
-                       {
-#ifdef JP
-                               msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
-#else
-                               msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
-#endif
-                       }
-
-                       if (k <= 0) can_drain = FALSE;
-
-                       if (drain_result > m_ptr->hp)
-                               drain_result = m_ptr->hp;
-
-                       /* Damage, check for fear and death */
-                       if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
-                       {
-                               *mdeath = TRUE;
-                               if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
-                               {
-                                       if (p_ptr->migite && p_ptr->hidarite)
-                                       {
-                                               if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
-                                               else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
-                                       }
-                                       else
-                                       {
-                                               energy_use = energy_use*num/p_ptr->num_blow[hand];
-                                       }
-                               }
-                               if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
-#ifdef JP
-                                       msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
-#else
-                                       msg_print("Sigh... Another trifling thing I've cut....");
-#endif
-                               break;
-                       }
-
-                       /* Anger the monster */
-                       if (k > 0) anger_monster(m_ptr);
-
-                       touch_zap_player(m_ptr);
-
-                       /* Are we draining it?  A little note: If the monster is
-                       dead, the drain does not work... */
-
-                       if (can_drain && (drain_result > 0))
-                       {
-                               if (o_ptr->name1 == ART_MURAMASA)
-                               {
-                                       if (is_human)
-                                       {
-                                               int to_h = o_ptr->to_h;
-                                               int to_d = o_ptr->to_d;
-                                               int i, flag;
-
-                                               flag = 1;
-                                               for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
-                                               if (flag) to_h++;
-
-                                               flag = 1;
-                                               for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
-                                               if (flag) to_d++;
-
-                                               if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
-                                               {
-#ifdef JP
-                                                       msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
-#else
-                                                       msg_print("Muramasa sucked blood, and became more powerful!");
-#endif
-                                                       o_ptr->to_h = to_h;
-                                                       o_ptr->to_d = to_d;
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (drain_result > 5) /* Did we really hurt it? */
-                                       {
-                                               drain_heal = damroll(2, drain_result / 6);
-
-                                               /* Hex */
-                                               if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
-
-                                               if (cheat_xtra)
-                                               {
-#ifdef JP
-                                                       msg_format("Draining left: %d", drain_left);
-#else
-                                                       msg_format("Draining left: %d", drain_left);
-#endif
-
-                                               }
-
-                                               if (drain_left)
-                                               {
-                                                       if (drain_heal < drain_left)
-                                                       {
-                                                               drain_left -= drain_heal;
-                                                       }
-                                                       else
-                                                       {
-                                                               drain_heal = drain_left;
-                                                               drain_left = 0;
-                                                       }
-
-                                                       if (drain_msg)
-                                                       {
-#ifdef JP
-                                                               msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
-#else
-                                                               msg_format("Your weapon drains life from %s!", m_name);
-#endif
-
-                                                               drain_msg = FALSE;
-                                                       }
-
-                                                       drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
-
-                                                       hp_player(drain_heal);
-                                                       /* We get to keep some of it! */
-                                               }
-                                       }
-                               }
-                               m_ptr->maxhp -= (k+7)/8;
-                               if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
-                               if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
-                               weak = TRUE;
-                       }
-                       can_drain = FALSE;
-                       drain_result = 0;
-
-                       /* Confusion attack */
-                       if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
-                       {
-                               /* Cancel glowing hands */
-                               if (p_ptr->special_attack & ATTACK_CONFUSE)
-                               {
-                                       p_ptr->special_attack &= ~(ATTACK_CONFUSE);
-#ifdef JP
-                                       msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
-                                       msg_print("Your hands stop glowing.");
-#endif
-                                       p_ptr->redraw |= (PR_STATUS);
-
-                               }
-
-                               /* Confuse the monster */
-                               if (r_ptr->flags3 & RF3_NO_CONF)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
-
-#ifdef JP
-                                       msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
-                                       msg_format("%^s is unaffected.", m_name);
-#endif
-
-                               }
-                               else if (randint0(100) < r_ptr->level)
-                               {
-#ifdef JP
-                                       msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
-                                       msg_format("%^s is unaffected.", m_name);
-#endif
-
-                               }
-                               else
-                               {
-#ifdef JP
-                                       msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
-#else
-                                       msg_format("%^s appears confused.", m_name);
-#endif
-
-                                       (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
-                               }
-                       }
-
-                       else if (chaos_effect == 4)
-                       {
-                               bool resists_tele = FALSE;
-
-                               if (r_ptr->flagsr & RFR_RES_TELE)
-                               {
-                                       if (r_ptr->flags1 & RF1_UNIQUE)
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
-                                               msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
-                                               msg_format("%^s is unaffected!", m_name);
-#endif
-
-                                               resists_tele = TRUE;
-                                       }
-                                       else if (r_ptr->level > randint1(100))
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
-                                               msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
-#else
-                                               msg_format("%^s resists!", m_name);
-#endif
-
-                                               resists_tele = TRUE;
-                                       }
-                               }
-
-                               if (!resists_tele)
-                               {
-#ifdef JP
-                                       msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
-#else
-                                       msg_format("%^s disappears!", m_name);
-#endif
-
-                                       teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
-                                       num = num_blow + 1; /* Can't hit it anymore! */
-                                       *mdeath = TRUE;
-                               }
-                       }
-
-                       else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
-                       {
-                               if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
-                                   !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
-                               {
-                                       if (polymorph_monster(y, x))
-                                       {
-#ifdef JP
-                                               msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
-#else
-                                               msg_format("%^s changes!", m_name);
-#endif
-
-                                               *fear = FALSE;
-                                               weak = FALSE;
-                                       }
-                                       else
-                                       {
-#ifdef JP
-                                               msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
-                                               msg_format("%^s is unaffected.", m_name);
-#endif
-                                       }
-
-                                       /* Hack -- Get new monster */
-                                       m_ptr = &m_list[c_ptr->m_idx];
-
-                                       /* Oops, we need a different name... */
-                                       monster_desc(m_name, m_ptr, 0);
-
-                                       /* Hack -- Get new race */
-                                       r_ptr = &r_info[m_ptr->r_idx];
-                               }
-                       }
-                       else if (o_ptr->name1 == ART_G_HAMMER)
-                       {
-                               monster_type *m_ptr = &m_list[c_ptr->m_idx];
-
-                               if (m_ptr->hold_o_idx)
-                               {
-                                       object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
-                                       char o_name[MAX_NLEN];
-
-                                       object_desc(o_name, q_ptr, OD_NAME_ONLY);
-                                       q_ptr->held_m_idx = 0;
-                                       q_ptr->marked = OM_TOUCHED;
-                                       m_ptr->hold_o_idx = q_ptr->next_o_idx;
-                                       q_ptr->next_o_idx = 0;
-#ifdef JP
-                                       msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
-#else
-                                       msg_format("You snatched %s.", o_name);
-#endif
-                                       inven_carry(q_ptr);
-                               }
-                       }
-               }
-
-               /* Player misses */
-               else
-               {
-                       backstab = FALSE; /* Clumsy! */
-                       fuiuchi = FALSE; /* Clumsy! */
-
-                       if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
-                       {
-                               u32b flgs[TR_FLAG_SIZE];
-
-                               /* Sound */
-                               sound(SOUND_HIT);
-
-                               /* Message */
-#ifdef JP
-                               msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
-#else
-                               msg_format("You miss %s.", m_name);
-#endif
-                               /* Message */
-#ifdef JP
-                               msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
-#else
-                               msg_print("Your scythe returns to you!");
-#endif
-
-                               /* Extract the flags */
-                               object_flags(o_ptr, flgs);
-
-                               k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
-                               {
-                                       int mult;
-                                       switch (p_ptr->mimic_form)
-                                       {
-                                       case MIMIC_NONE:
-                                               switch (p_ptr->prace)
-                                               {
-                                                       case RACE_YEEK:
-                                                       case RACE_KLACKON:
-                                                       case RACE_HUMAN:
-                                                       case RACE_AMBERITE:
-                                                       case RACE_DUNADAN:
-                                                       case RACE_BARBARIAN:
-                                                       case RACE_BEASTMAN:
-                                                               mult = 25;break;
-                                                       case RACE_HALF_ORC:
-                                                       case RACE_HALF_TROLL:
-                                                       case RACE_HALF_OGRE:
-                                                       case RACE_HALF_GIANT:
-                                                       case RACE_HALF_TITAN:
-                                                       case RACE_CYCLOPS:
-                                                       case RACE_IMP:
-                                                       case RACE_SKELETON:
-                                                       case RACE_ZOMBIE:
-                                                       case RACE_VAMPIRE:
-                                                       case RACE_SPECTRE:
-                                                       case RACE_DEMON:
-                                                       case RACE_DRACONIAN:
-                                                               mult = 30;break;
-                                                       default:
-                                                               mult = 10;break;
-                                               }
-                                               break;
-                                       case MIMIC_DEMON:
-                                       case MIMIC_DEMON_LORD:
-                                       case MIMIC_VAMPIRE:
-                                               mult = 30;break;
-                                       default:
-                                               mult = 10;break;
-                                       }
-
-                                       if (p_ptr->align < 0 && mult < 20)
-                                               mult = 20;
-                                       if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
-                                               mult = 25;
-                                       if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
-                                               mult = 25;
-                                       if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
-                                               mult = 25;
-                                       if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
-                                               mult = 25;
-                                       if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
-                                               mult = 25;
-
-                                       if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
-                                       {
-                                               p_ptr->csp -= (1+(p_ptr->msp / 30));
-                                               p_ptr->redraw |= (PR_MANA);
-                                               mult = mult * 3 / 2 + 20;
-                                       }
-                                       k *= mult;
-                                       k /= 10;
-                               }
-
-                               k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
-                               if (one_in_(6))
-                               {
-                                       int mult = 2;
-#ifdef JP
-                                       msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
-#else
-                                       msg_format("Your weapon cuts deep into yourself!");
-#endif
-                                       /* Try to increase the damage */
-                                       while (one_in_(4))
-                                       {
-                                               mult++;
-                                       }
-
-                                       k *= mult;
-                               }
-                               k += (p_ptr->to_d[hand] + o_ptr->to_d);
-
-                               if (k < 0) k = 0;
-
-#ifdef JP
-                               take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
-#else
-                               take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
-#endif
-
-                               redraw_stuff();
-                       }
-                       else
-                       {
-                               /* Sound */
-                               sound(SOUND_MISS);
-
-                               /* Message */
-#ifdef JP
-                               msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
-#else
-                               msg_format("You miss %s.", m_name);
-#endif
-                       }
-               }
-               backstab = FALSE;
-               fuiuchi = FALSE;
-       }
-
-
-       if (weak && !(*mdeath))
-       {
-#ifdef JP
-               msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
-#else
-               msg_format("%^s seems weakened.", m_name);
-#endif
-       }
-       if (drain_left != MAX_VAMPIRIC_DRAIN)
-       {
-               if (one_in_(4))
-               {
-                       chg_virtue(V_UNLIFE, 1);
-               }
-       }
-       /* Mega-Hack -- apply earthquake brand */
-       if (do_quake)
-       {
-               earthquake(py, px, 10);
-               if (!cave[y][x].m_idx) *mdeath = TRUE;
-       }
-}
-
-bool py_attack(int y, int x, int mode)
-{
-       bool            fear = FALSE;
-       bool            mdeath = FALSE;
-       bool            stormbringer = FALSE;
-
-       cave_type       *c_ptr = &cave[y][x];
-       monster_type    *m_ptr = &m_list[c_ptr->m_idx];
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-       char            m_name[80];
-
-       /* Disturb the player */
-       disturb(0, 1);
-
-       energy_use = 100;
-
-       if (!p_ptr->migite && !p_ptr->hidarite &&
-           !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
-       {
-#ifdef JP
-               msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
-#else
-               msg_print("You cannot do attacking.");
-#endif
-               return FALSE;
-       }
-
-       /* Extract monster name (or "it") */
-       monster_desc(m_name, m_ptr, 0);
-
-       if (m_ptr->ml)
-       {
-               /* Auto-Recall if possible and visible */
-               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-
-               /* Track a new monster */
-               health_track(c_ptr->m_idx);
-       }
-
-       if ((r_ptr->flags1 & RF1_FEMALE) &&
-           !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
-       {
-               if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
-               {
-#ifdef JP
-                       msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
-#else
-                       msg_print("I can not attack women!");
-#endif
-                       return FALSE;
-               }
-       }
-
-       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
-       {
-#ifdef JP
-               msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
-#else
-               msg_print("Something prevent you from attacking.");
-#endif
-               return FALSE;
-       }
-
-       /* Stop if friendly */
-       if (!is_hostile(m_ptr) &&
-           !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
-           p_ptr->shero || !m_ptr->ml))
-       {
-               if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
-               if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
-               if (stormbringer)
-               {
-#ifdef JP
-                       msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
-#else
-                       msg_format("Your black blade greedily attacks %s!", m_name);
-#endif
-                       chg_virtue(V_INDIVIDUALISM, 1);
-                       chg_virtue(V_HONOUR, -1);
-                       chg_virtue(V_JUSTICE, -1);
-                       chg_virtue(V_COMPASSION, -1);
-               }
-               else if (p_ptr->pclass != CLASS_BERSERKER)
-               {
-#ifdef JP
-                       if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
-#else
-                       if (get_check("Really hit it? "))
-#endif
-                       {
-                               chg_virtue(V_INDIVIDUALISM, 1);
-                               chg_virtue(V_HONOUR, -1);
-                               chg_virtue(V_JUSTICE, -1);
-                               chg_virtue(V_COMPASSION, -1);
-                       }
-                       else
-                       {
-#ifdef JP
-                               msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
-#else
-                               msg_format("You stop to avoid hitting %s.", m_name);
-#endif
-                               return FALSE;
-                       }
-               }
-       }
-
-
-       /* Handle player fear */
-       if (p_ptr->afraid)
-       {
-               /* Message */
-               if (m_ptr->ml)
-#ifdef JP
-                       msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
-#else
-                       msg_format("You are too afraid to attack %s!", m_name);
-#endif
-
-               else
-#ifdef JP
-                       msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
-#else
-                       msg_format ("There is something scary in your way!");
-#endif
-
-               /* Disturb the monster */
-               (void)set_monster_csleep(c_ptr->m_idx, 0);
-
-               /* Done */
-               return FALSE;
-       }
-
-       if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
-       {
-               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
-               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
-       }
-
-       if (p_ptr->migite && p_ptr->hidarite)
-       {
-               if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
-               {
-                       if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
-                               p_ptr->skill_exp[GINOU_NITOURYU] += 80;
-                       else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
-                               p_ptr->skill_exp[GINOU_NITOURYU] += 4;
-                       else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
-                               p_ptr->skill_exp[GINOU_NITOURYU] += 1;
-                       else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
-                               if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
-                       p_ptr->update |= (PU_BONUS);
-               }
-       }
-
-       /* Gain riding experience */
-       if (p_ptr->riding)
-       {
-               int cur = p_ptr->skill_exp[GINOU_RIDING];
-               int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
-
-               if (cur < max)
-               {
-                       int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
-                       int targetlevel = r_ptr->level;
-                       int inc = 0;
-
-                       if ((cur / 200 - 5) < targetlevel)
-                               inc += 1;
-
-                       /* Extra experience */
-                       if ((cur / 100) < ridinglevel)
-                       {
-                               if ((cur / 100 + 15) < ridinglevel)
-                                       inc += 1 + (ridinglevel - (cur / 100 + 15));
-                               else
-                                       inc += 1;
-                       }
-
-                       p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
-
-                       p_ptr->update |= (PU_BONUS);
-               }
-       }
-
-       riding_t_m_idx = c_ptr->m_idx;
-       if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
-       if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
-
-       /* Mutations which yield extra 'natural' attacks */
-       if (!mdeath)
-       {
-               if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
-               if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
-               if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
-               if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
-               if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
-       }
-
-       /* Hack -- delay fear messages */
-       if (fear && m_ptr->ml && !mdeath)
-       {
-               /* Sound */
-               sound(SOUND_FLEE);
-
-               /* Message */
-#ifdef JP
-               msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
-#else
-               msg_format("%^s flees in terror!", m_name);
-#endif
-
-       }
+                               }
 
-       if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
-       {
-               set_action(ACTION_NONE);
+                               /* Attempt to pick up an object. */
+                               if (okay)
+                               {
+                                       /* Pick up the object */
+                                       py_pickup_aux(this_o_idx);
+                               }
+                       }
+               }
        }
-
-       return mdeath;
 }
 
 
-bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
+/*!
+ * @brief パターンによる移動制限処理
+ * @param c_y プレイヤーの移動元Y座標
+ * @param c_x プレイヤーの移動元X座標
+ * @param n_y プレイヤーの移動先Y座標
+ * @param n_x プレイヤーの移動先X座標
+ * @return 移動処理が可能である場合(可能な場合に選択した場合)TRUEを返す。
+ */
+bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
 {
        feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
        feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
@@ -3035,11 +684,8 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
        {
                if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
                {
-#ifdef JP
-                       if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
-#else
-                       if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
-#endif
+                       if (get_check(_("パターンの上を歩き始めると、全てを歩かなければなりません。いいですか?", 
+                                                       "If you start walking the Pattern, you must walk the whole way. Ok? ")))
                                return TRUE;
                        else
                                return FALSE;
@@ -3057,11 +703,8 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                }
                else
                {
-#ifdef JP
-                       msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
-                       msg_print("You must start walking the Pattern from the startpoint.");
-#endif
+                       msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
+                                               "You must start walking the Pattern from the startpoint."));
 
                        return FALSE;
                }
@@ -3077,12 +720,7 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                        return TRUE;
                else
                {
-#ifdef JP
-                       msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
-                       msg_print("You must walk the Pattern in correct order.");
-#endif
-
+                       msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
                        return FALSE;
                }
        }
@@ -3092,12 +730,7 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
        {
                if (!is_pattern_tile_new)
                {
-#ifdef JP
-                       msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
-#else
-                       msg_print("You may not step off from the Pattern.");
-#endif
-
+                       msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
                        return FALSE;
                }
                else
@@ -3109,11 +742,8 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
        {
                if (!is_pattern_tile_cur)
                {
-#ifdef JP
-                       msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
-                       msg_print("You must start walking the Pattern from the startpoint.");
-#endif
+                       msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
+                                               "You must start walking the Pattern from the startpoint."));
 
                        return FALSE;
                }
@@ -3136,11 +766,7 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                                        break;
                                default:
                                        if (p_ptr->wizard)
-#ifdef JP
-                                               msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
-#else
-                                               msg_format("Funny Pattern walking, %d.", pattern_type_cur);
-#endif
+                                               msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
 
                                        return TRUE; /* Goof-up */
                        }
@@ -3151,17 +777,9 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                        else
                        {
                                if (!is_pattern_tile_new)
-#ifdef JP
-                                       msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
-#else
-                                       msg_print("You may not step off from the Pattern.");
-#endif
+                                       msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
                                else
-#ifdef JP
-                                       msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
-                                       msg_print("You must walk the Pattern in correct order.");
-#endif
+                                       msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
 
                                return FALSE;
                        }
@@ -3170,6 +788,12 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
 }
 
 
+/*!
+ * @brief プレイヤーが地形踏破可能かを返す
+ * @param feature 判定したい地形ID
+ * @param mode 移動に関するオプションフラグ
+ * @return 移動可能ならばTRUEを返す
+ */
 bool player_can_enter(s16b feature, u16b mode)
 {
        feature_type *f_ptr = &f_info[feature];
@@ -3193,25 +817,29 @@ bool player_can_enter(s16b feature, u16b mode)
 }
 
 
-/*
- * Move the player
+/*!
+ * @brief 移動に伴うプレイヤーのステータス変化処理
+ * @param ny 移動先Y座標
+ * @param nx 移動先X座標
+ * @param mpe_mode 移動オプションフラグ
+ * @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
  */
-bool move_player_effect(int ny, int nx, u32b mpe_mode)
+bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
 {
        cave_type *c_ptr = &cave[ny][nx];
        feature_type *f_ptr = &f_info[c_ptr->feat];
 
        if (!(mpe_mode & MPE_STAYING))
        {
-               int oy = py;
-               int ox = px;
+               POSITION oy = p_ptr->y;
+               POSITION ox = p_ptr->x;
                cave_type *oc_ptr = &cave[oy][ox];
-               int om_idx = oc_ptr->m_idx;
-               int nm_idx = c_ptr->m_idx;
+               IDX om_idx = oc_ptr->m_idx;
+               IDX nm_idx = c_ptr->m_idx;
 
                /* Move the player */
-               py = ny;
-               px = nx;
+               p_ptr->y = ny;
+               p_ptr->x = nx;
 
                /* Hack -- For moving monster or riding player's moving */
                if (!(mpe_mode & MPE_DONT_SWAP_MON))
@@ -3225,7 +853,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                                monster_type *om_ptr = &m_list[om_idx];
                                om_ptr->fy = ny;
                                om_ptr->fx = nx;
-                               update_mon(om_idx, TRUE);
+                               update_monster(om_idx, TRUE);
                        }
 
                        if (nm_idx > 0) /* Monster on new spot */
@@ -3233,7 +861,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                                monster_type *nm_ptr = &m_list[nm_idx];
                                nm_ptr->fy = oy;
                                nm_ptr->fx = ox;
-                               update_mon(nm_idx, TRUE);
+                               update_monster(nm_idx, TRUE);
                        }
                }
 
@@ -3253,14 +881,11 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                        /* Mega-Hack -- Forget the view */
                        p_ptr->update |= (PU_UN_VIEW);
 
-                       /* Redraw map */
                        p_ptr->redraw |= (PR_MAP);
                }
 
-               /* Update stuff */
                p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
 
-               /* Window stuff */
                p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
 
                /* Remove "unsafe" flag */
@@ -3268,8 +893,6 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
 
                /* For get everything when requested hehe I'm *NASTY* */
                if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
-
-               /* Handle stuff */
                if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
 
                if (p_ptr->pclass == CLASS_NINJA)
@@ -3282,11 +905,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                    (!have_flag(f_ptr->flags, FF_PROJECT) ||
                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
                {
-#ifdef JP
-                       msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
-#else
-                       msg_print("You cannot run in here.");
-#endif
+                       msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
                        set_action(ACTION_NONE);
                }
        }
@@ -3295,7 +914,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        {
                if (music_singing(MUSIC_WALL))
                {
-                       (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
+                       (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
                                PROJECT_KILL | PROJECT_ITEM, -1);
 
                        if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
@@ -3323,10 +942,9 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        /* Handle "store doors" */
        if (have_flag(f_ptr->flags, FF_STORE))
        {
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
-               energy_use = 0;
+               p_ptr->energy_use = 0;
                /* Hack -- Enter store */
                command_new = SPECIAL_KEY_STORE;
        }
@@ -3334,10 +952,9 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        /* Handle "building doors" -KMW- */
        else if (have_flag(f_ptr->flags, FF_BLDG))
        {
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
-               energy_use = 0;
+               p_ptr->energy_use = 0;
                /* Hack -- Enter building */
                command_new = SPECIAL_KEY_BUILDING;
        }
@@ -3345,10 +962,9 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        /* Handle quest areas -KMW- */
        else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
        {
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
-               energy_use = 0;
+               p_ptr->energy_use = 0;
                /* Hack -- Enter quest level */
                command_new = SPECIAL_KEY_QUEST;
        }
@@ -3357,16 +973,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        {
                if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
                {
-                       if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
-                       quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
-                       quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
-#ifdef JP
-                       msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
-                       msg_print("You accomplished your quest!");
-#endif
-
-                       msg_print(NULL);
+                       complete_quest(p_ptr->inside_quest);
                }
 
                leave_quest_check();
@@ -3382,21 +989,15 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        /* Set off a trap */
        else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
        {
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
                /* Hidden trap */
                if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
                {
-                       /* Message */
-#ifdef JP
-                       msg_print("¥È¥é¥Ã¥×¤À¡ª");
-#else
-                       msg_print("You found a trap!");
-#endif
+                       msg_print(_("トラップだ!", "You found a trap!"));
 
                        /* Pick a trap */
-                       disclose_grid(py, px);
+                       disclose_grid(p_ptr->y, p_ptr->x);
                }
 
                /* Hit the trap */
@@ -3417,22 +1018,22 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                {
                        if (alert_trap_detect)
                        {
-#ifdef JP
-                               msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
-#else
-                               msg_print("*Leaving trap detect region!*");
-#endif
+                               msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
                        }
 
-                       if (disturb_trap_detect) disturb(0, 1);
+                       if (disturb_trap_detect) disturb(FALSE, TRUE);
                }
        }
 
        return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
 }
 
-
-bool trap_can_be_ignored(int feat)
+/*!
+ * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す
+ * @param feat 地形ID
+ * @return トラップが自動的に無効ならばTRUEを返す
+ */
+bool trap_can_be_ignored(FEAT_IDX feat)
 {
        feature_type *f_ptr = &f_info[feat];
 
@@ -3482,20 +1083,26 @@ bool trap_can_be_ignored(int feat)
         have_flag((MF)->flags, FF_PROJECT) && \
         !have_flag((MF)->flags, FF_OPEN))
 
-/*
+
+/*!
+ * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す /
  * Move player in the given direction, with the given "pickup" flag.
- *
- * This routine should (probably) always induce energy expenditure.
- *
- * Note that moving will *always* take a turn, and will *always* hit
- * any monster which might be in the destination grid.  Previously,
- * moving into walls was "free" and did NOT hit invisible monsters.
+ * @param dir 移動方向ID
+ * @param do_pickup 罠解除を試みながらの移動ならばTRUE
+ * @param break_trap トラップ粉砕処理を行うならばTRUE
+ * @return 実際に移動が行われたならばTRUEを返す。
+ * @note
+ * This routine should (probably) always induce energy expenditure.\n
+ * @details
+ * Note that moving will *always* take a turn, and will *always* hit\n
+ * any monster which might be in the destination grid.  Previously,\n
+ * moving into walls was "free" and did NOT hit invisible monsters.\n
  */
-void move_player(int dir, bool do_pickup, bool break_trap)
+void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
 {
        /* Find the result of moving */
-       int y = py + ddy[dir];
-       int x = px + ddx[dir];
+       POSITION y = p_ptr->y + ddy[dir];
+       POSITION x = p_ptr->x + ddx[dir];
 
        /* Examine the destination */
        cave_type *c_ptr = &cave[y][x];
@@ -3594,7 +1201,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        }
 
                        p_ptr->leaving = TRUE;
-                       energy_use = 100;
+                       p_ptr->energy_use = 100;
 
                        return;
                }
@@ -3626,7 +1233,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                if (!is_hostile(m_ptr) &&
                    !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
                    ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
-                   pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
+                   pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
                {
                        /* Disturb the monster */
                        (void)set_monster_csleep(c_ptr->m_idx, 0);
@@ -3649,19 +1256,14 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                                py_attack(y, x, 0);
                                oktomove = FALSE;
                        }
-                       else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
+                       else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
                        {
                                do_past = TRUE;
                        }
                        else
                        {
-#ifdef JP
-                               msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
-#else
-                               msg_format("%^s is in your way!", m_name);
-#endif
-
-                               energy_use = 0;
+                               msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
+                               p_ptr->energy_use = 0;
                                oktomove = FALSE;
                        }
 
@@ -3678,35 +1280,25 @@ void move_player(int dir, bool do_pickup, bool break_trap)
        {
                if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
                {
-#ifdef JP
-                       msg_print("Æ°¤±¤Ê¤¤¡ª");
-#else
-                       msg_print("Can't move!");
-#endif
-                       energy_use = 0;
+                       msg_print(_("動けない!", "Can't move!"));
+                       p_ptr->energy_use = 0;
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
                else if (MON_MONFEAR(riding_m_ptr))
                {
-                       char m_name[80];
-
-                       /* Acquire the monster name */
-                       monster_desc(m_name, riding_m_ptr, 0);
+                       char steed_name[80];
+                       monster_desc(steed_name, riding_m_ptr, 0);
 
                        /* Dump a message */
-#ifdef JP
-                       msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
-#else
-                       msg_format("%^s is too scared to control.", m_name);
-#endif
+                       msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
                else if (p_ptr->riding_ryoute)
                {
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
                else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
                {
@@ -3720,49 +1312,33 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
                        (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
                {
-#ifdef JP
-                       msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
-                       msg_print("Can't swim.");
-#endif
-                       energy_use = 0;
+                       msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+                       p_ptr->energy_use = 0;
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
                else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
                {
-#ifdef JP
-                       msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
-#else
-                       msg_print("Can't land.");
-#endif
-                       energy_use = 0;
+                       msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name);
+                       p_ptr->energy_use = 0;
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
                else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
                {
-#ifdef JP
-                       msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
-                       msg_print("Too hot to go through.");
-#endif
-                       energy_use = 0;
+                       msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+                       p_ptr->energy_use = 0;
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
 
                if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
                {
-                       char m_name[80];
-                       monster_desc(m_name, riding_m_ptr, 0);
-#ifdef JP
-                       msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
-#else
-                       msg_format("You cannot control stunned %s!",m_name);
-#endif
+                       char steed_name[80];
+                       monster_desc(steed_name, riding_m_ptr, 0);
+                       msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
        }
 
@@ -3772,13 +1348,8 @@ void move_player(int dir, bool do_pickup, bool break_trap)
 
        else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
        {
-#ifdef JP
-               msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
-               msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#endif
-
-               energy_use = 0;
+               msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+               p_ptr->energy_use = 0;
                running = 0;
                oktomove = FALSE;
        }
@@ -3790,10 +1361,9 @@ void move_player(int dir, bool do_pickup, bool break_trap)
         */
        else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
        {
-               if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
+               if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
        }
 
-#ifdef ALLOW_EASY_DISARM /* TNB */
 
        /* Disarm a visible trap */
        else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
@@ -3805,13 +1375,12 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                }
        }
 
-#endif /* ALLOW_EASY_DISARM -- TNB */
 
        /* Player can not walk through "walls" unless in wraith form...*/
        else if (!p_can_enter && !p_can_kill_walls)
        {
                /* Feature code (applying "mimic" field) */
-               s16b feat = get_feat_mimic(c_ptr);
+               FEAT_IDX feat = get_feat_mimic(c_ptr);
                feature_type *mimic_f_ptr = &f_info[feat];
                cptr name = f_name + mimic_f_ptr->name;
 
@@ -3823,18 +1392,14 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        /* Boundary floor mimic */
                        if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
                        {
-#ifdef JP
-                               msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
-#else
-                               msg_print("You feel you cannot go any more.");
-#endif
+                               msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
                        }
 
                        /* Wall (or secret door) */
                        else
                        {
 #ifdef JP
-                               msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
+                               msg_format("%sが行く手をはばんでいるようだ。", name);
 #else
                                msg_format("You feel %s %s blocking your way.",
                                        is_a_vowel(name[0]) ? "an" : "a", name);
@@ -3851,26 +1416,19 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        /* Boundary floor mimic */
                        if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
                        {
-#ifdef JP
-                               msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
-#else
-                               msg_print("You cannot go any more.");
-#endif
-
+                               msg_print(_("それ以上先には進めない。", "You cannot go any more."));
                                if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
-                                       energy_use = 0;
+                                       p_ptr->energy_use = 0;
                        }
 
                        /* Wall (or secret door) */
                        else
                        {
-#ifdef ALLOW_EASY_OPEN
                                /* Closed doors */
                                if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
-#endif /* ALLOW_EASY_OPEN */
 
 #ifdef JP
-                               msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
+                               msg_format("%sが行く手をはばんでいる。", name);
 #else
                                msg_format("There is %s %s blocking your way.",
                                        is_a_vowel(name[0]) ? "an" : "a", name);
@@ -3882,27 +1440,25 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                                 * typing mistakes should not cost you a turn...
                                 */
                                if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
-                                       energy_use = 0;
+                                       p_ptr->energy_use = 0;
                        }
                }
 
-               /* Disturb the player */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
-               /* Sound */
                if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
        }
 
        /* Normal movement */
-       if (oktomove && !pattern_seq(py, px, y, x))
+       if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
        {
                if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
                {
-                       energy_use = 0;
+                       p_ptr->energy_use = 0;
                }
 
                /* To avoid a loop with running */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
                oktomove = FALSE;
        }
@@ -3916,18 +1472,14 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                {
                        if (!process_warning(x, y))
                        {
-                               energy_use = 25;
+                               p_ptr->energy_use = 25;
                                return;
                        }
                }
 
                if (do_past)
                {
-#ifdef JP
-                       msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
-#else
-                       msg_format("You push past %s.", m_name);
-#endif
+                       msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
                }
 
                /* Change oldpx and oldpy to place the player well when going back to big mode */
@@ -3949,19 +1501,9 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        p_ptr->update |= (PU_FLOW);
                }
 
-               /* Sound */
                /* sound(SOUND_WALK); */
 
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
                if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
-               if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
                if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
 
                /* Move the player */
@@ -3972,12 +1514,17 @@ void move_player(int dir, bool do_pickup, bool break_trap)
 
 static bool ignore_avoid_run;
 
-/*
+/*!
+ * @brief ダッシュ移動処理中、移動先のマスが既知の壁かどうかを判定する /
  * Hack -- Check for a "known wall" (see below)
+ * @param dir 想定する移動方向ID
+ * @param y 移動元のY座標
+ * @param x 移動元のX座標
+ * @return 移動先が既知の壁ならばTRUE
  */
-static int see_wall(int dir, int y, int x)
+static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
 {
-       cave_type   *c_ptr;
+       cave_type *c_ptr;
 
        /* Get the new location */
        y += ddy[dir];
@@ -4012,10 +1559,15 @@ static int see_wall(int dir, int y, int x)
 }
 
 
-/*
+/*!
+ * @brief ダッシュ移動処理中、移動先のマスか未知の地形かどうかを判定する /
  * Hack -- Check for an "unknown corner" (see below)
+ * @param dir 想定する移動方向ID
+ * @param y 移動元のY座標
+ * @param x 移動元のX座標
+ * @return 移動先が未知の地形ならばTRUE
  */
-static int see_nothing(int dir, int y, int x)
+static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
 {
        /* Get the new location */
        y += ddy[dir];
@@ -4035,162 +1587,25 @@ static int see_nothing(int dir, int y, int x)
 }
 
 
-
-
-
-/*
- * The running algorithm:                       -CJS-
- *
- * In the diagrams below, the player has just arrived in the
- * grid marked as '@', and he has just come from a grid marked
- * as 'o', and he is about to enter the grid marked as 'x'.
- *
- * Of course, if the "requested" move was impossible, then you
- * will of course be blocked, and will stop.
- *
- * Overview: You keep moving until something interesting happens.
- * If you are in an enclosed space, you follow corners. This is
- * the usual corridor scheme. If you are in an open space, you go
- * straight, but stop before entering enclosed space. This is
- * analogous to reaching doorways. If you have enclosed space on
- * one side only (that is, running along side a wall) stop if
- * your wall opens out, or your open space closes in. Either case
- * corresponds to a doorway.
- *
- * What happens depends on what you can really SEE. (i.e. if you
- * have no light, then running along a dark corridor is JUST like
- * running in a dark room.) The algorithm works equally well in
- * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
- *
- * These conditions are kept in static memory:
- * find_openarea         You are in the open on at least one
- * side.
- * find_breakleft        You have a wall on the left, and will
- * stop if it opens
- * find_breakright       You have a wall on the right, and will
- * stop if it opens
- *
- * To initialize these conditions, we examine the grids adjacent
- * to the grid marked 'x', two on each side (marked 'L' and 'R').
- * If either one of the two grids on a given side is seen to be
- * closed, then that side is considered to be closed. If both
- * sides are closed, then it is an enclosed (corridor) run.
- *
- * LL           L
- * @x          LxR
- * RR          @R
- *
- * Looking at more than just the immediate squares is
- * significant. Consider the following case. A run along the
- * corridor will stop just before entering the center point,
- * because a choice is clearly established. Running in any of
- * three available directions will be defined as a corridor run.
- * Note that a minor hack is inserted to make the angled corridor
- * entry (with one side blocked near and the other side blocked
- * further away from the runner) work correctly. The runner moves
- * diagonally, but then saves the previous direction as being
- * straight into the gap. Otherwise, the tail end of the other
- * entry would be perceived as an alternative on the next move.
- *
- * #.#
- * ##.##
- * .@x..
- * ##.##
- * #.#
- *
- * Likewise, a run along a wall, and then into a doorway (two
- * runs) will work correctly. A single run rightwards from @ will
- * stop at 1. Another run right and down will enter the corridor
- * and make the corner, stopping at the 2.
- *
- * ##################
- * o@x       1
- * ########### ######
- * #2          #
- * #############
- *
- * After any move, the function area_affect is called to
- * determine the new surroundings, and the direction of
- * subsequent moves. It examines the current player location
- * (at which the runner has just arrived) and the previous
- * direction (from which the runner is considered to have come).
- *
- * Moving one square in some direction places you adjacent to
- * three or five new squares (for straight and diagonal moves
- * respectively) to which you were not previously adjacent,
- * marked as '!' in the diagrams below.
- *
- *   ...!              ...
- *   .o@!  (normal)    .o.!  (diagonal)
- *   ...!  (east)      ..@!  (south east)
- *                      !!!
- *
- * You STOP if any of the new squares are interesting in any way:
- * for example, if they contain visible monsters or treasure.
- *
- * You STOP if any of the newly adjacent squares seem to be open,
- * and you are also looking for a break on that side. (that is,
- * find_openarea AND find_break).
- *
- * You STOP if any of the newly adjacent squares do NOT seem to be
- * open and you are in an open area, and that side was previously
- * entirely open.
- *
- * Corners: If you are not in the open (i.e. you are in a corridor)
- * and there is only one way to go in the new squares, then turn in
- * that direction. If there are more than two new ways to go, STOP.
- * If there are two ways to go, and those ways are separated by a
- * square which does not seem to be open, then STOP.
- *
- * Otherwise, we have a potential corner. There are two new open
- * squares, which are also adjacent. One of the new squares is
- * diagonally located, the other is straight on (as in the diagram).
- * We consider two more squares further out (marked below as ?).
- *
- * We assign "option" to the straight-on grid, and "option2" to the
- * diagonal grid, and "check_dir" to the grid marked 's'.
- *
- * ##s
- * @x?
- * #.?
- *
- * If they are both seen to be closed, then it is seen that no benefit
- * is gained from moving straight. It is a known corner.  To cut the
- * corner, go diagonally, otherwise go straight, but pretend you
- * stepped diagonally into that next location for a full view next
- * time. Conversely, if one of the ? squares is not seen to be closed,
- * then there is a potential choice. We check to see whether it is a
- * potential corner or an intersection/room entrance.  If the square
- * two spaces straight ahead, and the space marked with 's' are both
- * unknown space, then it is a potential corner and enter if
- * find_examine is set, otherwise must stop because it is not a
- * corner. (find_examine option is removed and always is TRUE.)
- */
-
-
-
-
 /*
  * Hack -- allow quick "cycling" through the legal directions
  */
-static byte cycle[] =
-{ 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
+static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
 
 /*
  * Hack -- map each direction into the "middle" of the "cycle[]" array
  */
-static byte chome[] =
-{ 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
+static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
 
 /*
  * The direction we are running
  */
-static byte find_current;
+static DIRECTION find_current;
 
 /*
  * The direction we came from
  */
-static byte find_prevdir;
+static DIRECTION find_prevdir;
 
 /*
  * We are looking for open area
@@ -4203,27 +1618,26 @@ static bool find_openarea;
 static bool find_breakright;
 static bool find_breakleft;
 
-
-
-/*
+/*!
+ * @brief ダッシュ処理の導入 /
  * Initialize the running algorithm for a new direction.
- *
- * Diagonal Corridor -- allow diaginal entry into corridors.
- *
- * Blunt Corridor -- If there is a wall two spaces ahead and
- * we seem to be in a corridor, then force a turn into the side
- * corridor, must be moving straight into a corridor here. ???
- *
- * Diagonal Corridor    Blunt Corridor (?)
- *       # #                  #
- *       #x#                 @x#
- *       @p.                  p
+ * @param dir 導入の移動先
+ * @details
+ * Diagonal Corridor -- allow diaginal entry into corridors.\n
+ *\n
+ * Blunt Corridor -- If there is a wall two spaces ahead and\n
+ * we seem to be in a corridor, then force a turn into the side\n
+ * corridor, must be moving straight into a corridor here. ???\n
+ *\n
+ * Diagonal Corridor    Blunt Corridor (?)\n
+ *       \# \#                  \#\n
+ *       \#x\#                  \@x\#\n
+ *       \@\@p.                  p\n
  */
-static void run_init(int dir)
+static void run_init(DIRECTION dir)
 {
-       int             row, col, deepleft, deepright;
-       int             i, shortleft, shortright;
-
+       int row, col, deepleft, deepright;
+       int i, shortleft, shortright;
 
        /* Save the direction */
        find_current = dir;
@@ -4241,12 +1655,12 @@ static void run_init(int dir)
        deepleft = deepright = FALSE;
        shortright = shortleft = FALSE;
 
-       p_ptr->run_py = py;
-       p_ptr->run_px = px;
+       p_ptr->run_py = p_ptr->y;
+       p_ptr->run_px = p_ptr->x;
 
        /* Find the destination grid */
-       row = py + ddy[dir];
-       col = px + ddx[dir];
+       row = p_ptr->y + ddy[dir];
+       col = p_ptr->x + ddx[dir];
 
        ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
 
@@ -4254,7 +1668,7 @@ static void run_init(int dir)
        i = chome[dir];
 
        /* Check for walls */
-       if (see_wall(cycle[i+1], py, px))
+       if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
        {
                find_breakleft = TRUE;
                shortleft = TRUE;
@@ -4266,7 +1680,7 @@ static void run_init(int dir)
        }
 
        /* Check for walls */
-       if (see_wall(cycle[i-1], py, px))
+       if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
        {
                find_breakright = TRUE;
                shortright = TRUE;
@@ -4312,19 +1726,21 @@ static void run_init(int dir)
 }
 
 
-/*
+/*!
+ * @brief ダッシュ移動が継続できるかどうかの判定 /
  * Update the current "run" path
- *
+ * @return
+ * ダッシュ移動が継続できるならばTRUEを返す。
  * Return TRUE if the running should be stopped
  */
 static bool run_test(void)
 {
-       int         prev_dir, new_dir, check_dir = 0;
-       int         row, col;
-       int         i, max, inv;
-       int         option = 0, option2 = 0;
-       cave_type   *c_ptr;
-       s16b        feat;
+       DIRECTION prev_dir, new_dir, check_dir = 0;
+       int row, col;
+       int i, max, inv;
+       int option = 0, option2 = 0;
+       cave_type *c_ptr;
+       FEAT_IDX feat;
        feature_type *f_ptr;
 
        /* Where we came from */
@@ -4336,21 +1752,17 @@ static bool run_test(void)
 
        /* break run when leaving trap detected region */
        if ((disturb_trap_detect || alert_trap_detect)
-           && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
+           && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
        {
                /* No duplicate warning */
                p_ptr->dtrap = FALSE;
 
                /* You are just on the edge */
-               if (!(cave[py][px].info & CAVE_UNSAFE))
+               if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
                {
                        if (alert_trap_detect)
                        {
-#ifdef JP
-                               msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
-#else
-                               msg_print("*Leaving trap detect region!*");
-#endif
+                               msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
                        }
 
                        if (disturb_trap_detect)
@@ -4364,14 +1776,14 @@ static bool run_test(void)
        /* Look at every newly adjacent square. */
        for (i = -max; i <= max; i++)
        {
-               s16b this_o_idx, next_o_idx = 0;
+               OBJECT_IDX this_o_idx, next_o_idx = 0;
 
                /* New direction */
                new_dir = cycle[chome[prev_dir] + i];
 
                /* New location */
-               row = py + ddy[new_dir];
-               col = px + ddx[new_dir];
+               row = p_ptr->y + ddy[new_dir];
+               col = p_ptr->x + ddx[new_dir];
 
                /* Access grid */
                c_ptr = &cave[row][col];
@@ -4393,8 +1805,6 @@ static bool run_test(void)
                for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
                {
                        object_type *o_ptr;
-
-                       /* Acquire object */
                        o_ptr = &o_list[this_o_idx];
 
                        /* Acquire next object */
@@ -4521,7 +1931,7 @@ static bool run_test(void)
                for (i = -max; i < 0; i++)
                {
                        /* Unknown grid or non-wall */
-                       if (!see_wall(cycle[chome[prev_dir] + i], py, px))
+                       if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
                        {
                                /* Looking to break right */
                                if (find_breakright)
@@ -4545,7 +1955,7 @@ static bool run_test(void)
                for (i = max; i > 0; i--)
                {
                        /* Unknown grid or non-wall */
-                       if (!see_wall(cycle[chome[prev_dir] + i], py, px))
+                       if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
                        {
                                /* Looking to break left */
                                if (find_breakleft)
@@ -4599,8 +2009,8 @@ static bool run_test(void)
                else
                {
                        /* Get next location */
-                       row = py + ddy[option];
-                       col = px + ddx[option];
+                       row = p_ptr->y + ddy[option];
+                       col = p_ptr->x + ddx[option];
 
                        /* Don't see that it is closed off. */
                        /* This could be a potential corner or an intersection. */
@@ -4641,7 +2051,7 @@ static bool run_test(void)
        }
 
        /* About to hit a known wall, stop */
-       if (see_wall(find_current, py, px))
+       if (see_wall(find_current, p_ptr->y, p_ptr->x))
        {
                return (TRUE);
        }
@@ -4652,10 +2062,13 @@ static bool run_test(void)
 
 
 
-/*
+/*!
+ * @brief 継続的なダッシュ処理 /
  * Take one step along the current "run" path
+ * @param dir 移動を試みる方向ID
+ * @return なし
  */
-void run_step(int dir)
+void run_step(DIRECTION dir)
 {
        /* Start running */
        if (dir)
@@ -4664,23 +2077,17 @@ void run_step(int dir)
                ignore_avoid_run = TRUE;
 
                /* Hack -- do not start silly run */
-               if (see_wall(dir, py, px))
+               if (see_wall(dir, p_ptr->y, p_ptr->x))
                {
-                       /* Message */
-#ifdef JP
-                       msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
-#else
-                       msg_print("You cannot run in that direction.");
-#endif
+                       sound(SOUND_HITWALL);
 
-                       /* Disturb */
-                       disturb(0, 0);
+                       msg_print(_("その方向には走れません。", "You cannot run in that direction."));
+
+                       disturb(FALSE, FALSE);
 
-                       /* Done */
                        return;
                }
 
-               /* Initialize */
                run_init(dir);
        }
 
@@ -4690,10 +2097,8 @@ void run_step(int dir)
                /* Update run */
                if (run_test())
                {
-                       /* Disturb */
-                       disturb(0, 0);
+                       disturb(FALSE, FALSE);
 
-                       /* Done */
                        return;
                }
        }
@@ -4702,35 +2107,31 @@ void run_step(int dir)
        if (--running <= 0) return;
 
        /* Take time */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Move the player, using the "pickup" flag */
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
        move_player(find_current, FALSE, FALSE);
 
-#else /* ALLOW_EASY_DISARM -- TNB */
-
-       move_player(find_current, always_pickup, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
        if (player_bold(p_ptr->run_py, p_ptr->run_px))
        {
                p_ptr->run_py = 0;
                p_ptr->run_px = 0;
-               disturb(0, 0);
+               disturb(FALSE, FALSE);
        }
 }
 
 
 #ifdef TRAVEL
-/*
+
+/*!
+ * @brief トラベル機能の判定処理 /
  * Test for traveling
+ * @param prev_dir 前回移動を行った元の方角ID
+ * @return 次の方向
  */
-static int travel_test(int prev_dir)
+static DIRECTION travel_test(DIRECTION prev_dir)
 {
-       int new_dir = 0;
+       DIRECTION new_dir = 0;
        int i, max;
        const cave_type *c_ptr;
        int cost;
@@ -4738,27 +2139,23 @@ static int travel_test(int prev_dir)
        /* Cannot travel when blind */
        if (p_ptr->blind || no_lite())
        {
-               msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
+               msg_print(_("目が見えない!", "You cannot see!"));
                return (0);
        }
 
        /* break run when leaving trap detected region */
        if ((disturb_trap_detect || alert_trap_detect)
-           && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
+           && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
        {
                /* No duplicate warning */
                p_ptr->dtrap = FALSE;
 
                /* You are just on the edge */
-               if (!(cave[py][px].info & CAVE_UNSAFE))
+               if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
                {
                        if (alert_trap_detect)
                        {
-#ifdef JP
-                               msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
-#else
-                               msg_print("*Leaving trap detect region!*");
-#endif
+                               msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
                        }
 
                        if (disturb_trap_detect)
@@ -4776,11 +2173,11 @@ static int travel_test(int prev_dir)
        for (i = -max; i <= max; i++)
        {
                /* New direction */
-               int dir = cycle[chome[prev_dir] + i];
+               DIRECTION dir = cycle[chome[prev_dir] + i];
 
                /* New location */
-               int row = py + ddy[dir];
-               int col = px + ddx[dir];
+               POSITION row = p_ptr->y + ddy[dir];
+               POSITION col = p_ptr->x + ddx[dir];
 
                /* Access grid */
                c_ptr = &cave[row][col];
@@ -4797,11 +2194,11 @@ static int travel_test(int prev_dir)
        }
 
        /* Travel cost of current grid */
-       cost = travel.cost[py][px];
+       cost = travel.cost[p_ptr->y][p_ptr->x];
 
        /* Determine travel direction */
        for (i = 0; i < 8; ++ i) {
-               int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
+               int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
 
                if (dir_cost < cost)
                {
@@ -4813,7 +2210,7 @@ static int travel_test(int prev_dir)
        if (!new_dir) return (0);
 
        /* Access newly move grid */
-       c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
+       c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
 
        /* Close door abort traveling */
        if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
@@ -4826,35 +2223,36 @@ static int travel_test(int prev_dir)
 }
 
 
-/*
+/*!
+ * @brief トラベル機能の実装 /
  * Travel command
+ * @return なし
  */
 void travel_step(void)
 {
        /* Get travel direction */
        travel.dir = travel_test(travel.dir);
 
-       /* disturb */
        if (!travel.dir)
        {
                if (travel.run == 255)
                {
-#ifdef JP
-                       msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
-#else
-                       msg_print("No route is found!");
-#endif
+                       msg_print(_("道筋が見つかりません!", "No route is found!"));
+                       travel.y = travel.x = 0;
                }
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
                return;
        }
 
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        move_player(travel.dir, always_pickup, FALSE);
 
-       if ((py == travel.y) && (px == travel.x))
+       if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
+       {
                travel.run = 0;
+               travel.y = travel.x = 0;
+       }
        else if (travel.run > 0)
                travel.run--;