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[Refactor] #37353 PROJECT_* 定義を新規ファイル projection.h へ移動。 / Move PROJECT_* definition...
[hengband/hengband.git] / src / melee1.c
index fc0f17c..13b90f1 100644 (file)
  */
 
 #include "angband.h"
+#include "cmd-pet.h"
+#include "player-damage.h"
+#include "monsterrace-hook.h"
+#include "melee.h"
+#include "projection.h"
+
+
+
+ /*!
+ * @brief プレイヤーからモンスターへの打撃命中判定 /
+ * Determine if the player "hits" a monster (normal combat).
+ * @param chance 基本命中値
+ * @param ac モンスターのAC
+ * @param visible 目標を視界に捕らえているならばTRUEを指定
+ * @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_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible)
+{
+       if (!visible) chance = (chance + 1) / 2;
+       return hit_chance(chance, ac) >= randint1(100);
+}
+
+/*!
+ * @brief モンスターへの命中率の計算
+ * @param to_h 命中値
+ * @param ac 敵AC
+ * @return 命中確率
+ */
+PERCENTAGE hit_chance(HIT_RELIABILITY reli, ARMOUR_CLASS ac)
+{
+       PERCENTAGE chance = 5, chance_left = 90;
+
+       if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
+       chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
+
+       return chance;
+}
+
+
+
+/*!
+* @brief プレイヤーからモンスターへの打撃クリティカル判定 /
+* Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
+* @param weight 矢弾の重量
+* @param plus 武器の命中修正
+* @param dam 現在算出中のダメージ値
+* @param meichuu 打撃の基本命中力
+* @param mode オプションフラグ
+* @return クリティカル修正が入ったダメージ値
+*/
+HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
+{
+       int i, k;
+
+       /* Extract "blow" power */
+       i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
+
+       /* Chance */
+       if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
+       {
+               k = weight + randint1(650);
+               if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k += randint1(650);
+
+               if (k < 400)
+               {
+                       msg_print(_("手ごたえがあった!", "It was a good hit!"));
+
+                       dam = 2 * dam + 5;
+               }
+               else if (k < 700)
+               {
+                       msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
+                       dam = 2 * dam + 10;
+               }
+               else if (k < 900)
+               {
+                       msg_print(_("会心の一撃だ!", "It was a superb hit!"));
+                       dam = 3 * dam + 15;
+               }
+               else if (k < 1300)
+               {
+                       msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
+                       dam = 3 * dam + 20;
+               }
+               else
+               {
+                       msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
+                       dam = ((7 * dam) / 2) + 25;
+               }
+       }
+
+       return (dam);
+}
+
+/*!
+ * @brief モンスター打撃のクリティカルランクを返す /
+ * Critical blow. All hits that do 95% of total possible damage,
+ * @param dice モンスター打撃のダイス数
+ * @param sides モンスター打撃の最大ダイス目
+ * @param dam プレイヤーに与えたダメージ
+ * @details
+ * and which also do at least 20 damage, or, sometimes, N damage.
+ * This is used only to determine "cuts" and "stuns".
+ */
+static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
+{
+       int max = 0;
+       int total = dice * sides;
+
+       /* Must do at least 95% of perfect */
+       if (dam < total * 19 / 20) return (0);
+
+       /* Weak blows rarely work */
+       if ((dam < 20) && (randint0(100) >= dam)) return (0);
+
+       /* Perfect damage */
+       if ((dam >= total) && (dam >= 40)) max++;
+
+       /* Super-charge */
+       if (dam >= 20)
+       {
+               while (randint0(100) < 2) max++;
+       }
+
+       /* Critical damage */
+       if (dam > 45) return (6 + max);
+       if (dam > 33) return (5 + max);
+       if (dam > 25) return (4 + max);
+       if (dam > 18) return (3 + max);
+       if (dam > 11) return (2 + max);
+       return (1 + max);
+}
+
+/*!
+ * @brief モンスター打撃の命中を判定する /
+ * Determine if a monster attack against the player succeeds.
+ * @param power 打撃属性毎の基本命中値
+ * @param level モンスターのレベル
+ * @param stun モンスターの朦朧値
+ * @return TRUEならば命中判定
+ * @details
+ * Always miss 5% of the time, Always hit 5% of the time.
+ * Otherwise, match monster power against player armor.
+ */
+static int check_hit(int power, DEPTH level, int stun)
+{
+       int i, k, ac;
+
+       /* Percentile dice */
+       k = randint0(100);
+
+       if (stun && one_in_(2)) return FALSE;
+
+       /* Hack -- Always miss or hit */
+       if (k < 10) return (k < 5);
+
+       /* Calculate the "attack quality" */
+       i = (power + (level * 3));
+
+       /* Total armor */
+       ac = p_ptr->ac + p_ptr->to_a;
+       if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
+
+       /* Power and Level compete against Armor */
+       if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
+
+       /* Assume miss */
+       return (FALSE);
+}
+
+/*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
+static concptr desc_insult[] =
+{
+#ifdef JP
+       "があなたを侮辱した!",
+       "があなたの母を侮辱した!",
+       "があなたを軽蔑した!",
+       "があなたを辱めた!",
+       "があなたを汚した!",
+       "があなたの回りで踊った!",
+       "が猥褻な身ぶりをした!",
+       "があなたをぼんやりと見た!!!",
+       "があなたをパラサイト呼ばわりした!",
+       "があなたをサイボーグ扱いした!"
+#else
+       "insults you!",
+       "insults your mother!",
+       "gives you the finger!",
+       "humiliates you!",
+       "defiles you!",
+       "dances around you!",
+       "makes obscene gestures!",
+       "moons you!!!"
+       "calls you a parasite!",
+       "calls you a cyborg!"
+#endif
+
+};
+
+/*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
+static concptr desc_moan[] =
+{
+#ifdef JP
+       "は何かを悲しんでいるようだ。",
+       "が彼の飼い犬を見なかったかと尋ねている。",
+       "が縄張りから出て行けと言っている。",
+       "はキノコがどうとか呟いている。"
+#else
+       "seems sad about something.",
+       "asks if you have seen his dogs.",
+       "tells you to get off his land.",
+       "mumbles something about mushrooms."
+#endif
+
+};
+
+/*!
+* @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,
+       HIT_POINT(*dam_func)(HIT_POINT dam, concptr kb_str, int monspell, bool aura), concptr message)
+{
+       monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+       if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
+       {
+               GAME_TEXT mon_name[MAX_NLEN];
+               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];
+       GAME_TEXT m_name[MAX_NLEN];
+
+       int             dice_num, dice_side;
+
+       concptr            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 + (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_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_MISS);
+               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(POSITION y, POSITION 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];
+
+       GAME_TEXT m_name[MAX_NLEN];
+
+       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;
+       BIT_FLAGS 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_HIT);
+
+                       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(m_ptr->r_idx))
+                                       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;
+                               WEIGHT 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(m_ptr->r_idx)) 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(m_ptr->r_idx) && (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];
+                                       GAME_TEXT 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! */
 
-/*!
- * @brief モンスター打撃のクリティカルランクを返す /
- * Critical blow. All hits that do 95% of total possible damage,
- * @param dice モンスター打撃のダイス数
- * @param sides モンスター打撃の最大ダイス目
- * @param dam プレイヤーに与えたダメージ
- * @details
- * and which also do at least 20 damage, or, sometimes, N damage.
- * This is used only to determine "cuts" and "stuns".
- */
-static int monster_critical(int dice, int sides, HIT_POINT dam)
-{
-       int max = 0;
-       int total = dice * sides;
+                       if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
+                       {
+                               BIT_FLAGS flgs_aux[TR_FLAG_SIZE];
 
-       /* Must do at least 95% of perfect */
-       if (dam < total * 19 / 20) return (0);
+                               sound(SOUND_HIT);
 
-       /* Weak blows rarely work */
-       if ((dam < 20) && (randint0(100) >= dam)) return (0);
+                               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
+                               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!"));
+                               object_flags(o_ptr, flgs_aux);
 
-       /* Perfect damage */
-       if ((dam >= total) && (dam >= 40)) max++;
+                               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;
+                                       }
 
-       /* Super-charge */
-       if (dam >= 20)
-       {
-               while (randint0(100) < 2) max++;
+                                       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);
+                               handle_stuff();
+                       }
+                       else
+                       {
+                               sound(SOUND_MISS);
+                               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
+                       }
+               }
+               backstab = FALSE;
+               fuiuchi = FALSE;
        }
 
-       /* Critical damage */
-       if (dam > 45) return (6 + max);
-       if (dam > 33) return (5 + max);
-       if (dam > 25) return (4 + max);
-       if (dam > 18) return (3 + max);
-       if (dam > 11) return (2 + max);
-       return (1 + max);
+
+       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 モンスター打撃の命中を判定する /
- * Determine if a monster attack against the player succeeds.
- * @param power 打撃属性毎の基本命中値
- * @param level モンスターのレベル
- * @param stun モンスターの朦朧値
- * @return TRUEならば命中判定
- * @details
- * Always miss 5% of the time, Always hit 5% of the time.
- * Otherwise, match monster power against player armor.
- */
-static int check_hit(int power, int level, int stun)
+* @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(POSITION y, POSITION x, BIT_FLAGS mode)
 {
-       int i, k, ac;
+       bool            fear = FALSE;
+       bool            mdeath = FALSE;
+       bool            stormbringer = FALSE;
 
-       /* Percentile dice */
-       k = randint0(100);
+       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];
+       GAME_TEXT m_name[MAX_NLEN];
 
-       if (stun && one_in_(2)) return FALSE;
+       disturb(FALSE, TRUE);
 
-       /* Hack -- Always miss or hit */
-       if (k < 10) return (k < 5);
+       p_ptr->energy_use = 100;
 
-       /* Calculate the "attack quality" */
-       i = (power + (level * 3));
+       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;
+       }
 
-       /* Total armor */
-       ac = p_ptr->ac + p_ptr->to_a;
-       if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
+       /* Extract monster name (or "it") */
+       monster_desc(m_name, m_ptr, 0);
 
-       /* Power and Level compete against Armor */
-       if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
+       if (m_ptr->ml)
+       {
+               /* Auto-Recall if possible and visible */
+               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
 
-       /* Assume miss */
-       return (FALSE);
-}
+               /* 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;
+       }
 
-/*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
-static cptr desc_insult[] =
-{
-#ifdef JP
-       "があなたを侮辱した!",
-       "があなたの母を侮辱した!",
-       "があなたを軽蔑した!",
-       "があなたを辱めた!",
-       "があなたを汚した!",
-       "があなたの回りで踊った!",
-       "が猥褻な身ぶりをした!",
-       "があなたをぼんやりと見た!!!",
-       "があなたをパラサイト呼ばわりした!",
-       "があなたをサイボーグ扱いした!"
-#else
-       "insults you!",
-       "insults your mother!",
-       "gives you the finger!",
-       "humiliates you!",
-       "defiles you!",
-       "dances around you!",
-       "makes obscene gestures!",
-       "moons you!!!"
-       "calls you a parasite!",
-       "calls you a cyborg!"
-#endif
+       /* 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)
+       {
+               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!"));
 
-/*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
-static cptr desc_moan[] =
-{
-#ifdef JP
-       "は何かを悲しんでいるようだ。",
-       "が彼の飼い犬を見なかったかと尋ねている。",
-       "が縄張りから出て行けと言っている。",
-       "はキノコがどうとか呟いている。"
-#else
-       "seems sad about something.",
-       "asks if you have seen his dogs.",
-       "tells you to get off his land.",
-       "mumbles something about mushrooms."
-#endif
+               /* Disturb the monster */
+               (void)set_monster_csleep(c_ptr->m_idx, 0);
 
-};
+               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)
+               {
+                       DEPTH ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
+                       DEPTH 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_FLEE);
+
+               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 モンスターからプレイヤーへの打撃処理 / Attack the player via physical attacks.
@@ -152,16 +1509,17 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
        int ap_cnt;
 
-       int i, k, tmp, ac, rlev;
+       INVENTORY_IDX i;
+       int k, tmp, ac, rlev;
        int do_cut, do_stun;
 
        s32b gold;
 
        object_type *o_ptr;
 
-       char o_name[MAX_NLEN];
+       GAME_TEXT o_name[MAX_NLEN];
 
-       char m_name[80];
+       GAME_TEXT m_name[MAX_NLEN];
 
        char ddesc[80];
 
@@ -170,7 +1528,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
        bool explode = FALSE;
        bool do_silly_attack = (one_in_(2) && p_ptr->image);
        HIT_POINT get_damage = 0;
-       int abbreviate = 0;
+       int abbreviate = 0;     // 2回目以降の省略表現フラグ
 
        /* Not allowed to attack */
        if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
@@ -212,7 +1570,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                HIT_POINT power = 0;
                HIT_POINT damage = 0;
 
-               cptr act = NULL;
+               concptr act = NULL;
 
                /* Extract the attack infomation */
                int effect = r_ptr->blow[ap_cnt].effect;
@@ -251,7 +1609,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
                {
                        /* Always disturbing */
-                       disturb(1, 1);
+                       disturb(TRUE, TRUE);
 
 
                        /* Hack -- Apply "protection from evil" */
@@ -263,13 +1621,10 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                /* Remember the Evil-ness */
                                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
 
-                               /* Message */
 #ifdef JP
-                               if (abbreviate)
-                                   msg_format("撃退した。");
-                               else
-                                   msg_format("%^sは撃退された。", m_name);
-                               abbreviate = 1;/*2回目以降は省略 */
+                               if (abbreviate) msg_format("撃退した。");
+                               else msg_format("%^sは撃退された。", m_name);
+                               abbreviate = 1; /*2回目以降は省略 */
 #else
                                msg_format("%^s is repelled.", m_name);
 #endif
@@ -535,15 +1890,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        else
                                        {
                                                if (one_in_(3))
-#ifdef JP
-                                                       act = "は♪僕らは楽しい家族♪と歌っている。";
-                                               else
-                                                       act = "は♪アイ ラブ ユー、ユー ラブ ミー♪と歌っている。";
-#else
-                                                       act = "sings 'We are a happy family.'";
+                                                       act = _("は♪僕らは楽しい家族♪と歌っている。", "sings 'We are a happy family.'");
                                                else
-                                                       act = "sings 'I love you, you love me.'";
-#endif
+                                                       act = _("は♪アイ ラブ ユー、ユー ラブ ミー♪と歌っている。", "sings 'I love you, you love me.'");
                                        }
 
                                        sound(SOUND_SHOW);
@@ -551,7 +1900,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                }
                        }
 
-                       /* Message */
                        if (act)
                        {
                                if (do_silly_attack)
@@ -563,11 +1911,11 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                }
 #ifdef JP
                                if (abbreviate == 0)
-                                   msg_format("%^sに%s", m_name, act);
+                                       msg_format("%^sに%s", m_name, act);
                                else if (abbreviate == 1)
-                                   msg_format("%s", act);
+                                       msg_format("%s", act);
                                else /* if (abbreviate == -1) */
-                                   msg_format("%^s%s", m_name, act);
+                                       msg_format("%^s%s", m_name, act);
                                abbreviate = 1;/*2回目以降は省略 */
 #else
                                msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
@@ -584,23 +1932,18 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                         * Skip the effect when exploding, since the explosion
                         * already causes the effect.
                         */
-                       if (explode)
-                               damage = 0;
+                       if(explode) damage = 0;
                        /* Apply appropriate damage */
                        switch (effect)
                        {
                                case 0:
                                {
-                                       /* Hack -- Assume obvious */
                                        obvious = TRUE;
-
-                                       /* Hack -- No damage */
                                        damage = 0;
-
                                        break;
                                }
 
-                               case RBE_SUPERHURT:
+                               case RBE_SUPERHURT:     /* AC軽減あり / Player armor reduces total damage */
                                {
                                        if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
                                        {
@@ -608,22 +1951,15 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                msg_print(_("痛恨の一撃!", "It was a critical hit!"));
                                                tmp_damage = MAX(damage, tmp_damage*2);
 
-                                               /* Take damage */
                                                get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
                                                break;
                                        }
                                }
-                               case RBE_HURT:
+                               case RBE_HURT: /* AC軽減あり / Player armor reduces total damage */
                                {
-                                       /* Obvious */
                                        obvious = TRUE;
-
-                                       /* Hack -- Player armor reduces total damage */
                                        damage -= (damage * ((ac < 150) ? ac : 150) / 250);
-
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
                                        break;
                                }
 
@@ -640,7 +1976,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                }
                                        }
 
-                                       /* Take some damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        /* Learn about the player */
@@ -660,12 +1995,11 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                if (apply_disenchant(0))
                                                {
                                                        /* Hack -- Update AC */
-                                                       update_stuff();
+                                                       update_creature(p_ptr);
                                                        obvious = TRUE;
                                                }
                                        }
 
-                                       /* Take some damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        /* Learn about the player */
@@ -676,7 +2010,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_UN_POWER:
                                {
-                                       /* Take some damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -685,7 +2018,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        for (k = 0; k < 10; k++)
                                        {
                                                /* Pick an item */
-                                               i = randint0(INVEN_PACK);
+                                               i = (INVENTORY_IDX)randint0(INVEN_PACK);
 
                                                /* Obtain the item */
                                                o_ptr = &inventory[i];
@@ -706,10 +2039,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                        /* Don't heal more than max hp */
                                                        heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
 
-                                                       /* Message */
                                                        msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
 
-                                                       /* Obvious */
                                                        obvious = TRUE;
 
                                                        /* Heal the monster */
@@ -723,12 +2054,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                        o_ptr->pval = 0;
 
                                                        /* Combine / Reorder the pack */
-                                                       p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
-                                                       /* Window stuff */
+                                                       p_ptr->update |= (PU_COMBINE | PU_REORDER);
                                                        p_ptr->window |= (PW_INVEN);
 
-                                                       /* Done */
                                                        break;
                                                }
                                        }
@@ -738,7 +2066,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_EAT_GOLD:
                                {
-                                       /* Take some damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        /* Confused monsters cannot steal successfully. -LM-*/
@@ -746,7 +2073,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
                                        /* Saving throw (unless paralyzed) based on dex and level */
@@ -789,7 +2115,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Redraw gold */
                                                p_ptr->redraw |= (PR_GOLD);
 
-                                               /* Window stuff */
                                                p_ptr->window |= (PW_PLAYER);
 
                                                /* Blink away */
@@ -801,7 +2126,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_EAT_ITEM:
                                {
-                                       /* Take some damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        /* Confused monsters cannot steal successfully. -LM-*/
@@ -819,21 +2143,17 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                                /* Occasional "blink" anyway */
                                                blinked = TRUE;
-
-                                               /* Obvious */
                                                obvious = TRUE;
-
-                                               /* Done */
                                                break;
                                        }
 
                                        /* Find an item */
                                        for (k = 0; k < 10; k++)
                                        {
-                                               s16b o_idx;
+                                               OBJECT_IDX o_idx;
 
                                                /* Pick an item */
-                                               i = randint0(INVEN_PACK);
+                                               i = (INVENTORY_IDX)randint0(INVEN_PACK);
 
                                                /* Obtain the item */
                                                o_ptr = &inventory[i];
@@ -844,18 +2164,12 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Skip artifacts */
                                                if (object_is_artifact(o_ptr)) continue;
 
-                                               /* Get a description */
                                                object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
 
-                                               /* Message */
 #ifdef JP
-                                               msg_format("%s(%c)を%s盗まれた!",
-                                                          o_name, index_to_label(i),
-                                                          ((o_ptr->number > 1) ? "一つ" : ""));
+                                               msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
 #else
-                                               msg_format("%sour %s (%c) was stolen!",
-                                                          ((o_ptr->number > 1) ? "One of y" : "Y"),
-                                                          o_name, index_to_label(i));
+                                               msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
 #endif
 
                                                chg_virtue(V_SACRIFICE, 1);
@@ -868,11 +2182,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                if (o_idx)
                                                {
                                                        object_type *j_ptr;
-
-                                                       /* Get new object */
                                                        j_ptr = &o_list[o_idx];
-
-                                                       /* Copy object */
                                                        object_copy(j_ptr, o_ptr);
 
                                                        /* Modify number */
@@ -905,13 +2215,11 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                inven_item_increase(i, -1);
                                                inven_item_optimize(i);
 
-                                               /* Obvious */
                                                obvious = TRUE;
 
                                                /* Blink away */
                                                blinked = TRUE;
 
-                                               /* Done */
                                                break;
                                        }
 
@@ -920,7 +2228,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_EAT_FOOD:
                                {
-                                       /* Take some damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -929,9 +2236,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        for (k = 0; k < 10; k++)
                                        {
                                                /* Pick an item from the pack */
-                                               i = randint0(INVEN_PACK);
+                                               i = (INVENTORY_IDX)randint0(INVEN_PACK);
 
-                                               /* Get the item */
                                                o_ptr = &inventory[i];
 
                                                /* Skip non-objects */
@@ -940,29 +2246,20 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                /* Skip non-food objects */
                                                if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
 
-                                               /* Get a description */
                                                object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
-                                               /* Message */
 #ifdef JP
-                                               msg_format("%s(%c)を%s食べられてしまった!",
-                                                         o_name, index_to_label(i),
-                                                         ((o_ptr->number > 1) ? "一つ" : ""));
+                                               msg_format("%s(%c)を%s食べられてしまった!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : ""));
 #else
-                                               msg_format("%sour %s (%c) was eaten!",
-                                                          ((o_ptr->number > 1) ? "One of y" : "Y"),
-                                                          o_name, index_to_label(i));
+                                               msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i));
 #endif
 
-
                                                /* Steal the items */
                                                inven_item_increase(i, -1);
                                                inven_item_optimize(i);
 
-                                               /* Obvious */
                                                obvious = TRUE;
 
-                                               /* Done */
                                                break;
                                        }
 
@@ -973,8 +2270,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                {
                                        /* Access the lite */
                                        o_ptr = &inventory[INVEN_LITE];
-
-                                       /* Take some damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -986,14 +2281,12 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                o_ptr->xtra4 -= (s16b)(250 + randint1(250));
                                                if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
 
-                                               /* Notice */
                                                if (!p_ptr->blind)
                                                {
                                                        msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
                                                        obvious = TRUE;
                                                }
 
-                                               /* Window stuff */
                                                p_ptr->window |= (PW_EQUIP);
                                        }
 
@@ -1003,83 +2296,47 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                case RBE_ACID:
                                {
                                        if (explode) break;
-                                       /* Obvious */
                                        obvious = TRUE;
-
-                                       /* Message */
                                        msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
-
-                                       /* Special damage */
                                        get_damage += acid_dam(damage, ddesc, -1, FALSE);
-
-                                       /* Hack -- Update AC */
-                                       update_stuff();
-
-                                       /* Learn about the player */
+                                       update_creature(p_ptr);
                                        update_smart_learn(m_idx, DRS_ACID);
-
                                        break;
                                }
 
                                case RBE_ELEC:
                                {
                                        if (explode) break;
-                                       /* Obvious */
                                        obvious = TRUE;
-
-                                       /* Message */
                                        msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
-
-                                       /* Special damage */
                                        get_damage += elec_dam(damage, ddesc, -1, FALSE);
-
-                                       /* Learn about the player */
                                        update_smart_learn(m_idx, DRS_ELEC);
-
                                        break;
                                }
 
                                case RBE_FIRE:
                                {
                                        if (explode) break;
-                                       /* Obvious */
                                        obvious = TRUE;
-
-                                       /* Message */
                                        msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
-
-                                       /* Special damage */
                                        get_damage += fire_dam(damage, ddesc, -1, FALSE);
-
-                                       /* Learn about the player */
                                        update_smart_learn(m_idx, DRS_FIRE);
-
                                        break;
                                }
 
                                case RBE_COLD:
                                {
                                        if (explode) break;
-                                       /* Obvious */
                                        obvious = TRUE;
-
-                                       /* Message */
                                        msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
-
-                                       /* Special damage */
                                        get_damage += cold_dam(damage, ddesc, -1, FALSE);
-
-                                       /* Learn about the player */
                                        update_smart_learn(m_idx, DRS_COLD);
-
                                        break;
                                }
 
                                case RBE_BLIND:
                                {
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
-
                                        if (p_ptr->is_dead) break;
 
                                        /* Increase "blind" */
@@ -1105,7 +2362,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                case RBE_CONFUSE:
                                {
                                        if (explode) break;
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -1127,7 +2383,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_TERRIFY:
                                {
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -1163,7 +2418,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_PARALYZE:
                                {
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -1202,12 +2456,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_STR:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_STR)) obvious = TRUE;
 
                                        break;
@@ -1215,12 +2466,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_INT:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_INT)) obvious = TRUE;
 
                                        break;
@@ -1228,12 +2476,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_WIS:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_WIS)) obvious = TRUE;
 
                                        break;
@@ -1241,12 +2486,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_DEX:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_DEX)) obvious = TRUE;
 
                                        break;
@@ -1254,12 +2496,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_CON:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_CON)) obvious = TRUE;
 
                                        break;
@@ -1267,12 +2506,9 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_CHR:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
-
-                                       /* Damage (stat) */
                                        if (do_dec_stat(A_CHR)) obvious = TRUE;
 
                                        break;
@@ -1280,7 +2516,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_LOSE_ALL:
                                {
-                                       /* Damage (physical) */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -1298,13 +2533,11 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_SHATTER:
                                {
-                                       /* Obvious */
                                        obvious = TRUE;
 
                                        /* Hack -- Reduce damage based on the player armor class */
                                        damage -= (damage * ((ac < 150) ? ac : 150) / 250);
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        /* Radius 8 earthquake centered at the monster */
@@ -1320,10 +2553,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                {
                                        s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -1336,10 +2567,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                {
                                        s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -1352,10 +2581,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                {
                                        s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -1368,10 +2595,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                {
                                        s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -1382,7 +2607,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                                case RBE_DISEASE:
                                {
-                                       /* Take some damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -1460,7 +2684,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                        {
                                                                msg_print(_("あなたは以前ほど力強くなくなってしまった...。", "You're not as powerful as you used to be..."));
 
-                                                               for (k = 0; k < 6; k++)
+                                                               for (k = 0; k < A_MAX; k++)
                                                                {
                                                                        p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
                                                                        if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
@@ -1479,10 +2703,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
                                        bool resist_drain;
 
-                                       /* Obvious */
                                        obvious = TRUE;
 
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
@@ -1536,7 +2758,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                }
                                case RBE_DR_MANA:
                                {
-                                       /* Obvious */
                                        obvious = TRUE;
 
                                        if (CHECK_MULTISHADOW())
@@ -1547,7 +2768,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                        {
                                                do_cut = 0;
 
-                                               /* Take damage */
                                                p_ptr->csp -= damage;
                                                if (p_ptr->csp < 0)
                                                {
@@ -1565,7 +2785,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                }
                                case RBE_INERTIA:
                                {
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -1587,7 +2806,6 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                }
                                case RBE_STUN:
                                {
-                                       /* Take damage */
                                        get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
 
                                        if (p_ptr->is_dead) break;
@@ -1924,8 +3142,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                                else /* monster does not dead */
                                                {
                                                        int j;
-                                                       int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                                                       int typ[4][2] = {
+                                                       BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+                                                       EFFECT_ID typ[4][2] = {
                                                                { INVEN_HEAD, GF_OLD_CONF },
                                                                { INVEN_LARM,  GF_OLD_SLEEP },
                                                                { INVEN_HANDS, GF_TURN_ALL },
@@ -1973,9 +3191,8 @@ bool make_attack_normal(MONSTER_IDX m_idx)
                                if (m_ptr->ml)
                                {
                                        /* Disturbing */
-                                       disturb(1, 1);
+                                       disturb(TRUE, TRUE);
 
-                                       /* Message */
 #ifdef JP
                                        if (abbreviate)
                                            msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
@@ -1987,6 +3204,33 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 #endif
 
                                }
+
+                               /* Gain shield experience */
+                               if (object_is_armour(&inventory[INVEN_RARM]) || object_is_armour(&inventory[INVEN_LARM]))
+                               {
+                                       int cur = p_ptr->skill_exp[GINOU_SHIELD];
+                                       int max = s_info[p_ptr->pclass].s_max[GINOU_SHIELD];
+
+                                       if (cur < max)
+                                       {
+                                               DEPTH targetlevel = r_ptr->level;
+                                               int inc = 0;
+
+
+                                               /* Extra experience */
+                                               if ((cur / 100) < targetlevel)
+                                               {
+                                                       if ((cur / 100 + 15) < targetlevel)
+                                                               inc += 1 + (targetlevel - (cur / 100 + 15));
+                                                       else
+                                                               inc += 1;
+                                               }
+
+                                               p_ptr->skill_exp[GINOU_SHIELD] = MIN(max, cur + inc);
+                                               p_ptr->update |= (PU_BONUS);
+                                       }
+                               }
+
                                damage = 0;
 
                                break;
@@ -2010,7 +3254,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
                if (p_ptr->riding && damage)
                {
-                       char m_steed_name[80];
+                       char m_steed_name[MAX_NLEN];
                        monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
                        if (rakuba((damage > 200) ? 200 : damage, FALSE))
                        {
@@ -2033,7 +3277,7 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 #ifdef JP
                msg_format("攻撃が%s自身を傷つけた!", m_name);
 #else
-               char m_name_self[80];
+               GAME_TEXT m_name_self[80];
 
                /* hisself */
                monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
@@ -2046,15 +3290,13 @@ bool make_attack_normal(MONSTER_IDX m_idx)
 
        if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
        {
-               char m_target_name[80];
-               monster_desc(m_name, m_ptr, 0);
+               char m_target_name[MAX_NLEN];
+               monster_desc(m_target_name, m_ptr, 0);
 
                p_ptr->csp -= 7;
                msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
                py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
                fear = FALSE;
-
-               /* Redraw mana */
                p_ptr->redraw |= (PR_MANA);
        }