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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / cmd1.c
index 9f038c4..db72178 100644 (file)
  * </pre>
  */
 
-
 #include "angband.h"
 #include "trap.h"
 
 
-/*!
- * @brief プレイヤーからモンスターへの射撃命中判定 /
- * Determine if the player "hits" a monster (normal combat).
- * @param chance 基本命中値
- * @param m_ptr モンスターの構造体参照ポインタ
- * @param vis 目標を視界に捕らえているならばTRUEを指定
- * @param o_name メッセージ表示時のモンスター名
- * @return 命中と判定された場合TRUEを返す
- * @note Always miss 5%, always hit 5%, otherwise random.
- */
-bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
-{
-       int k, ac;
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       /* Percentile dice */
-       k = randint1(100);
-       
-       /* Snipers with high-concentration reduce instant miss percentage.*/
-       k += p_ptr->concent;
-       
-       /* Hack -- Instant miss or hit */
-       if (k <= 5) return (FALSE);
-       if (k > 95) return (TRUE);
-
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (FALSE);
-
-       /* Never hit */
-       if (chance <= 0) return (FALSE);
-
-       ac = r_ptr->ac;
-       if (p_ptr->concent)
-       {
-               ac *= (8 - p_ptr->concent);
-               ac /= 8;
-       }
-
-       if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
-
-       /* Invisible monsters are harder to hit */
-       if (!vis) chance = (chance + 1) / 2;
-
-       /* Power competes against armor */
-       if (randint0(chance) < (ac * 3 / 4))
-       {
-               if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
-               {
-                       char m_name[80];
-                       
-                       /* Extract monster name */
-                       monster_desc(m_name, m_ptr, 0);
-                       msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
-               }
-               return (FALSE);
-       }
-
-       /* Assume hit */
-       return (TRUE);
-}
-
-
-
-
-/*!
- * @brief プレイヤーからモンスターへの射撃クリティカル判定 /
- * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
- * @param weight 矢弾の重量
- * @param plus_ammo 矢弾の命中修正
- * @param plus_bow 弓の命中修正
- * @param dam 現在算出中のダメージ値
- * @return クリティカル修正が入ったダメージ値
- */
-HIT_POINT critical_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam)
-{
-       int i, k;
-       object_type *j_ptr =  &inventory[INVEN_BOW];
-       
-       /* Extract "shot" power */
-       i = p_ptr->to_h_b + plus_ammo;
-       
-       if (p_ptr->tval_ammo == TV_BOLT)
-               i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
-       else
-               i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
-
-       
-       /* 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;
-       
-       /* Good bow makes more critical */
-       i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
-       
-       /* Critical hit */
-       if (randint1(10000) <= i)
-       {
-               k = weight * randint1(500);
-
-               if (k < 900)
-               {
-                       msg_print(_("手ごたえがあった!", "It was a good hit!"));
-                       dam += (dam / 2);
-               }
-               else if (k < 1350)
-               {
-                       msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
-                       dam *= 2;
-               }
-               else
-               {
-                       msg_print(_("会心の一撃だ!", "It was a superb hit!"));
-                       dam *= 3;
-               }
-       }
-
-       return (dam);
-}
-
-
-
-
 
 /*!
  * @brief プレイヤー攻撃の種族スレイング倍率計算
@@ -402,7 +279,7 @@ static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_t
  * 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, BIT_FLAGS mode, bool thrown)
+HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
 {
        MULTIPLY mult = 10;
 
@@ -481,8 +358,6 @@ static void discover_hidden_things(POSITION y, POSITION x)
 {
        OBJECT_IDX this_o_idx, next_o_idx = 0;
        cave_type *c_ptr;
-
-       /* Access the grid */
        c_ptr = &cave[y][x];
 
        /* Invisible trap */
@@ -491,32 +366,26 @@ static void discover_hidden_things(POSITION y, POSITION x)
                /* Pick a trap */
                disclose_grid(y, x);
 
-               /* Message */
                msg_print(_("トラップを発見した。", "You have found a trap."));
 
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
        }
 
        /* Secret door */
        if (is_hidden_door(c_ptr))
        {
-               /* Message */
                msg_print(_("隠しドアを発見した。", "You have found a secret door."));
 
                /* Disclose */
                disclose_grid(y, x);
 
-               /* Disturb */
-               disturb(0, 0);
+               disturb(FALSE, FALSE);
        }
 
        /* Scan all objects in the grid */
        for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
-
-               /* Acquire object */
                o_ptr = &o_list[this_o_idx];
 
                /* Acquire next object */
@@ -531,14 +400,13 @@ static void discover_hidden_things(POSITION y, POSITION x)
                /* Identify once */
                if (!object_is_known(o_ptr))
                {
-                       /* Message */
                        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!"));
 
                        /* Know the trap */
                        object_known(o_ptr);
 
                        /* Notice it */
-                       disturb(0, 0);
+                       disturb(FALSE, FALSE);
                }
        }
 }
@@ -585,9 +453,9 @@ void search(void)
  * 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;
+       INVENTORY_IDX slot;
 
 #ifdef JP
        char o_name[MAX_NLEN];
@@ -603,7 +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;
@@ -614,7 +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)
@@ -628,10 +494,8 @@ 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))
        {
@@ -680,45 +544,33 @@ void carry(bool pickup)
 {
        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 */
@@ -732,14 +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)
@@ -749,7 +600,6 @@ void carry(bool pickup)
                        /* Delete the gold */
                        delete_object_idx(this_o_idx);
 
-                       /* Message */
                        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);
 
@@ -761,7 +611,6 @@ void carry(bool pickup)
                        /* Redraw gold */
                        p_ptr->redraw |= (PR_GOLD);
 
-                       /* Window stuff */
                        p_ptr->window |= (PW_PLAYER);
                }
 
@@ -774,7 +623,6 @@ void carry(bool pickup)
                                /* Clear the flag. */
                                o_ptr->marked &= ~OM_NOMSG;
                        }
-                       /* Describe the object */
                        else if (!pickup)
                        {
                                msg_format(_("%sがある。", "You see %s."), o_name);
@@ -811,1302 +659,6 @@ void carry(bool pickup)
 }
 
 
-
-/*!
- * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
- * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
- * @param immune ダメージを回避できる免疫フラグ
- * @param flags_offset オーラフラグ配列の参照オフセット
- * @param r_flags_offset モンスターの耐性配列の参照オフセット
- * @param aura_flag オーラフラグ配列
- * @param dam_func ダメージ処理を行う関数の参照ポインタ
- * @param message オーラダメージを受けた際のメッセージ
- * @return なし
- */
-static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
-                                int (*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
-{
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
-       {
-               char mon_name[80];
-               int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
-
-               /* Hack -- Get the "died from" name */
-               monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
-               msg_print(message);
-
-               dam_func(aura_damage, mon_name, -1, TRUE);
-
-               if (is_original_ap_and_seen(m_ptr))
-               {
-                       atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
-               }
-
-               handle_stuff();
-       }
-}
-
-/*!
- * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
- * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
- * @return なし
- */
-static void touch_zap_player(monster_type *m_ptr)
-{
-       touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
-                            fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
-       touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
-                            cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
-       touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
-                            elec_dam, _("電撃をくらった!", "You get zapped!"));
-}
-
-
-/*!
- * @brief プレイヤーの変異要素による打撃処理
- * @param m_idx 攻撃目標となったモンスターの参照ID
- * @param attack 変異要素による攻撃要素の種類
- * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
- * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
- * @return なし
- */
-static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
-{
-       HIT_POINT k;
-       int 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             dice_num, dice_side;
-
-       cptr            atk_desc;
-
-       switch (attack)
-       {
-               case MUT2_SCOR_TAIL:
-                       dice_num = 3;
-                       dice_side = 7;
-                       n_weight = 5;
-                       atk_desc = _("尻尾", "tail");
-
-                       break;
-               case MUT2_HORNS:
-                       dice_num = 2;
-                       dice_side = 6;
-                       n_weight = 15;
-                       atk_desc = _("角", "horns");
-
-                       break;
-               case MUT2_BEAK:
-                       dice_num = 2;
-                       dice_side = 4;
-                       n_weight = 5;
-                       atk_desc = _("クチバシ", "beak");
-
-                       break;
-               case MUT2_TRUNK:
-                       dice_num = 1;
-                       dice_side = 4;
-                       n_weight = 35;
-                       atk_desc = _("象の鼻", "trunk");
-
-                       break;
-               case MUT2_TENTACLES:
-                       dice_num = 2;
-                       dice_side = 5;
-                       n_weight = 5;
-                       atk_desc = _("触手", "tentacles");
-
-                       break;
-               default:
-                       dice_num = dice_side = n_weight = 1;
-                       atk_desc = _("未定義の部位", "undefined body part");
-
-       }
-
-       /* 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);
-               msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
-
-               k = damroll(dice_num, dice_side);
-               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 */
-               msg_format_wizard(CHEAT_MONSTER,
-                       _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
-                       k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
-
-               /* 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 */
-               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
-       }
-}
-
-
-/*!
- * @brief プレイヤーの打撃処理サブルーチン /
- * Player attacks a (poor, defenseless) creature        -RAK-
- * @param y 攻撃目標のY座標
- * @param x 攻撃目標のX座標
- * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
- * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
- * @param hand 攻撃を行うための武器を持つ手
- * @param mode 発動中の剣術ID
- * @return なし
- * @details
- * 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, BIT_FLAGS mode)
-{
-       int             num = 0, bonus, chance, vir;
-       HIT_POINT k;
-
-       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)
-               {
-                       OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
-                       OBJECT_SUBTYPE_VALUE 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])
-                       {
-                               SUB_EXP 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 */
-                       if (backstab) msg_format(_("あなたは冷酷にも眠っている無力な%sを突き刺した!", "You cruelly stab the helpless, sleeping %s!"), m_name);
-                       else if (fuiuchi) msg_format(_("不意を突いて%sに強烈な一撃を喰らわせた!", "You make surprise attack, and hit %s with a powerful blow!"), m_name);
-                       else if (stab_fleeing) msg_format(_("逃げる%sを背中から突き刺した!", "You backstab the fleeing %s!"), m_name);
-                       else if (!monk_attack) msg_format(_("%sを攻撃した。", "You hit %s."), m_name);
-
-                       /* 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)
-                                               {
-                                                       msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
-                                               }
-                                       }
-                                       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)
-                                       {
-                                               msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), m_name);
-                                               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)))
-                                       {
-                                               msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), m_name);
-                                               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_KI)
-                               {
-                                       weight += (P_PTR_KI / 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))
-                               {
-                                       msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
-                                       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)
-                                       {
-                                               msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
-                                               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)))
-                                               {
-                                                       msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
-                                               }
-                                               else
-                                               {
-                                                       msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
-                                               }
-                                       }
-                               }
-                       }
-
-                       /* 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];
-                                               if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
-                                               {
-                                                       msg_print(chainsword_noise);
-                                               }
-                                       }
-
-                                       if (o_ptr->name1 == ART_VORPAL_BLADE)
-                                       {
-                                               msg_print(_("目にも止まらぬヴォーパルブレード、手錬の早業!", "Your Vorpal Blade goes snicker-snack!"));
-                                       }
-                                       else
-                                       {
-                                               msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
-                                       }
-
-                                       /* Try to increase the damage */
-                                       while (one_in_(vorpal_chance))
-                                       {
-                                               mult++;
-                                       }
-
-                                       k *= (HIT_POINT)mult;
-
-                                       /* Ouch! */
-                                       if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
-                                       {
-                                               msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
-                                       }
-                                       else
-                                       {
-                                               switch (mult)
-                                               {
-                                               case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
-                                               case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
-                                               case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
-                                               case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
-                                               case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
-                                               case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
-                                               default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
-                                               }
-                                       }
-                                       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)
-                       {
-                               msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
-                               k = 0;
-                       }
-
-                       if (e_j_mukou)
-                       {
-                               msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
-                               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))
-                                       {
-                                               msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
-                                               tmp /= 2;
-                                       }
-                                       else
-                                       {
-                                               msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
-                                       }
-
-                                       /* Apply stun */
-                                       (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
-                               }
-                               else
-                               {
-                                       msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
-                               }
-                       }
-
-                       /* 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;
-                                       msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
-                               }
-                               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;
-                                       msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
-                               }
-                               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;
-                                               msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
-                                       }
-                                       else
-                                       {
-                                               k = m_ptr->hp + 1;
-                                               msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
-                                       }
-                               }
-                       }
-
-                       msg_format_wizard(CHEAT_MONSTER,
-                               _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), k,
-                               m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
-
-                       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) && p_ptr->energy_use)
-                               {
-                                       if (p_ptr->migite && p_ptr->hidarite)
-                                       {
-                                               if (hand) p_ptr->energy_use = p_ptr->energy_use*3/5+p_ptr->energy_use*num*2/(p_ptr->num_blow[hand]*5);
-                                               else p_ptr->energy_use = p_ptr->energy_use*num*3/(p_ptr->num_blow[hand]*5);
-                                       }
-                                       else
-                                       {
-                                               p_ptr->energy_use = p_ptr->energy_use*num/p_ptr->num_blow[hand];
-                                       }
-                               }
-                               if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
-                                       msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut...."));
-                               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)
-                                       {
-                                               HIT_PROB to_h = o_ptr->to_h;
-                                               HIT_POINT 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)
-                                               {
-                                                       msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
-                                                       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)
-                                               {
-                                                       msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
-                                               }
-
-                                               if (drain_left)
-                                               {
-                                                       if (drain_heal < drain_left)
-                                                       {
-                                                               drain_left -= drain_heal;
-                                                       }
-                                                       else
-                                                       {
-                                                               drain_heal = drain_left;
-                                                               drain_left = 0;
-                                                       }
-
-                                                       if (drain_msg)
-                                                       {
-                                                               msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
-                                                               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);
-                                       msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
-                                       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;
-                                       msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
-
-                               }
-                               else if (randint0(100) < r_ptr->level)
-                               {
-                                       msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
-                               }
-                               else
-                               {
-                                       msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
-                                       (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;
-                                               msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
-                                               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;
-                                               msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
-                                               resists_tele = TRUE;
-                                       }
-                               }
-
-                               if (!resists_tele)
-                               {
-                                       msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
-                                       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))
-                                       {
-                                               msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
-                                               *fear = FALSE;
-                                               weak = FALSE;
-                                       }
-                                       else
-                                       {
-                                               msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
-                                       }
-
-                                       /* 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 *target_ptr = &m_list[c_ptr->m_idx];
-
-                               if (target_ptr->hold_o_idx)
-                               {
-                                       object_type *q_ptr = &o_list[target_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;
-                                       target_ptr->hold_o_idx = q_ptr->next_o_idx;
-                                       q_ptr->next_o_idx = 0;
-                                       msg_format(_("%sを奪った。", "You snatched %s."), o_name);
-                                       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_aux[TR_FLAG_SIZE];
-
-                               /* Sound */
-                               sound(SOUND_HIT);
-
-                               /* Message */
-                               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
-                               /* Message */
-                               msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
-
-                               /* Extract the flags */
-                               object_flags(o_ptr, flgs_aux);
-
-                               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_aux, 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 *= (HIT_POINT)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;
-                                       msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
-                                       /* Try to increase the damage */
-                                       while (one_in_(4))
-                                       {
-                                               mult++;
-                                       }
-
-                                       k *= (HIT_POINT)mult;
-                               }
-                               k += (p_ptr->to_d[hand] + o_ptr->to_d);
-                               if (k < 0) k = 0;
-
-                               take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
-                               redraw_stuff();
-                       }
-                       else
-                       {
-                               /* Sound */
-                               sound(SOUND_MISS);
-
-                               /* Message */
-                               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
-                       }
-               }
-               backstab = FALSE;
-               fuiuchi = FALSE;
-       }
-
-
-       if (weak && !(*mdeath))
-       {
-               msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
-       }
-       if (drain_left != MAX_VAMPIRIC_DRAIN)
-       {
-               if (one_in_(4))
-               {
-                       chg_virtue(V_UNLIFE, 1);
-               }
-       }
-       /* Mega-Hack -- apply earthquake brand */
-       if (do_quake)
-       {
-               earthquake(p_ptr->y, p_ptr->x, 10);
-               if (!cave[y][x].m_idx) *mdeath = TRUE;
-       }
-}
-
-/*!
- * @brief プレイヤーの打撃処理メインルーチン
- * @param y 攻撃目標のY座標
- * @param x 攻撃目標のX座標
- * @param mode 発動中の剣術ID
- * @return 実際に攻撃処理が行われた場合TRUEを返す。
- * @details
- * If no "weapon" is available, then "punch" the monster one time.
- */
-bool py_attack(int y, int x, BIT_FLAGS 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);
-
-       p_ptr->energy_use = 100;
-
-       if (!p_ptr->migite && !p_ptr->hidarite &&
-           !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
-       {
-               msg_format(_("%s攻撃できない。", "You cannot do attacking."), 
-                                       (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
-               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))
-               {
-                       msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
-                       return FALSE;
-               }
-       }
-
-       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
-       {
-               msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
-               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)
-               {
-                       msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
-                       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)
-               {
-                       if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
-                       {
-                               chg_virtue(V_INDIVIDUALISM, 1);
-                               chg_virtue(V_HONOUR, -1);
-                               chg_virtue(V_JUSTICE, -1);
-                               chg_virtue(V_COMPASSION, -1);
-                       }
-                       else
-                       {
-                               msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
-                               return FALSE;
-                       }
-               }
-       }
-
-
-       /* Handle player fear */
-       if (p_ptr->afraid)
-       {
-               /* Message */
-               if (m_ptr->ml)
-                       msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
-               else
-                       msg_format (_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
-
-               /* 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 */
-               msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
-       }
-
-       if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
-       {
-               set_action(ACTION_NONE);
-       }
-
-       return mdeath;
-}
-
-
 /*!
  * @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
@@ -2115,7 +667,7 @@ bool py_attack(int y, int x, BIT_FLAGS mode)
  * @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(int c_y, int c_x, int n_y, int n_x)
+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];
@@ -2272,7 +824,7 @@ bool player_can_enter(s16b feature, u16b mode)
  * @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(POSITION ny, POSITION 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];
@@ -2301,7 +853,7 @@ bool move_player_effect(POSITION ny, POSITION 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 */
@@ -2309,7 +861,7 @@ bool move_player_effect(POSITION ny, POSITION 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);
                        }
                }
 
@@ -2329,14 +881,11 @@ bool move_player_effect(POSITION ny, POSITION 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 */
@@ -2344,8 +893,6 @@ bool move_player_effect(POSITION ny, POSITION 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)
@@ -2395,8 +942,7 @@ bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode)
        /* Handle "store doors" */
        if (have_flag(f_ptr->flags, FF_STORE))
        {
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
                p_ptr->energy_use = 0;
                /* Hack -- Enter store */
@@ -2406,8 +952,7 @@ bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode)
        /* Handle "building doors" -KMW- */
        else if (have_flag(f_ptr->flags, FF_BLDG))
        {
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
                p_ptr->energy_use = 0;
                /* Hack -- Enter building */
@@ -2417,8 +962,7 @@ bool move_player_effect(POSITION ny, POSITION 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);
 
                p_ptr->energy_use = 0;
                /* Hack -- Enter quest level */
@@ -2445,13 +989,11 @@ bool move_player_effect(POSITION ny, POSITION 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 */
                        msg_print(_("トラップだ!", "You found a trap!"));
 
                        /* Pick a trap */
@@ -2479,7 +1021,7 @@ bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode)
                                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);
                }
        }
 
@@ -2491,7 +1033,7 @@ bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode)
  * @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(int feat)
+bool trap_can_be_ignored(FEAT_IDX feat)
 {
        feature_type *f_ptr = &f_info[feat];
 
@@ -2741,24 +1283,22 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                        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 steed_name[80];
-
-                       /* Acquire the monster name */
                        monster_desc(steed_name, riding_m_ptr, 0);
 
                        /* Dump a message */
                        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))
                {
@@ -2775,21 +1315,21 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                        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))
                {
                        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))
                {
                        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))
@@ -2798,7 +1338,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                        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);
                }
        }
 
@@ -2824,7 +1364,6 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                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)
@@ -2836,13 +1375,12 @@ void move_player(DIRECTION 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;
 
@@ -2886,10 +1424,8 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                        /* 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が行く手をはばんでいる。", name);
@@ -2908,10 +1444,8 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                        }
                }
 
-               /* Disturb the player */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
-               /* Sound */
                if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
        }
 
@@ -2924,7 +1458,7 @@ void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
                }
 
                /* To avoid a loop with running */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
                oktomove = FALSE;
        }
@@ -2967,19 +1501,9 @@ void move_player(DIRECTION 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 */
@@ -2998,9 +1522,9 @@ static bool ignore_avoid_run;
  * @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];
@@ -3043,7 +1567,7 @@ static int see_wall(int dir, int y, int x)
  * @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];
@@ -3063,21 +1587,15 @@ static int see_nothing(int dir, int y, int x)
 }
 
 
-
-
-
-
 /*
  * 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
@@ -3100,8 +1618,6 @@ 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.
@@ -3118,11 +1634,10 @@ static bool find_breakleft;
  *       \#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;
@@ -3220,12 +1735,12 @@ static void run_init(int dir)
  */
 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 */
@@ -3261,7 +1776,7 @@ 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];
@@ -3290,8 +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 */
@@ -3555,7 +2068,7 @@ static bool run_test(void)
  * @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)
@@ -3568,17 +2081,13 @@ void run_step(int dir)
                {
                        sound(SOUND_HITWALL);
 
-                       /* Message */
                        msg_print(_("その方向には走れません。", "You cannot run in that direction."));
 
-                       /* Disturb */
-                       disturb(0, 0);
+                       disturb(FALSE, FALSE);
 
-                       /* Done */
                        return;
                }
 
-               /* Initialize */
                run_init(dir);
        }
 
@@ -3588,10 +2097,8 @@ void run_step(int dir)
                /* Update run */
                if (run_test())
                {
-                       /* Disturb */
-                       disturb(0, 0);
+                       disturb(FALSE, FALSE);
 
-                       /* Done */
                        return;
                }
        }
@@ -3603,21 +2110,13 @@ void run_step(int dir)
        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);
        }
 }
 
@@ -3628,11 +2127,11 @@ void run_step(int dir)
  * @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 なし
+ * @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;
@@ -3674,11 +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 = p_ptr->y + ddy[dir];
-               int col = p_ptr->x + ddx[dir];
+               POSITION row = p_ptr->y + ddy[dir];
+               POSITION col = p_ptr->x + ddx[dir];
 
                /* Access grid */
                c_ptr = &cave[row][col];
@@ -3734,7 +2233,6 @@ void travel_step(void)
        /* Get travel direction */
        travel.dir = travel_test(travel.dir);
 
-       /* disturb */
        if (!travel.dir)
        {
                if (travel.run == 255)
@@ -3742,7 +2240,7 @@ void travel_step(void)
                        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;
        }