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Merge branch 'For2.2.2-Refactoring' into For2.2.2-Fix-Hourier
[hengband/hengband.git] / src / monster-process.c
index c1b6443..106284a 100644 (file)
  */
 
 #include "angband.h"
+#include "util.h"
+
+#include "cmd-dump.h"
 #include "cmd-pet.h"
+#include "creature.h"
 #include "melee.h"
 #include "spells.h"
+#include "spells-floor.h"
 #include "spells-summon.h"
 #include "quest.h"
 #include "avatar.h"
 #include "monster-spell.h"
 #include "monster-process.h"
 #include "monsterrace-hook.h"
+#include "dungeon.h"
 #include "floor.h"
 #include "files.h"
-
-
-/*!
- * @brief モンスターが敵に接近するための方向を決める /
- * Calculate the direction to the next enemy
- * @param m_idx モンスターの参照ID
- * @param mm 移動するべき方角IDを返す参照ポインタ
- * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
- */
-static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
+#include "view-mainwindow.h"
+
+
+ /*!
+  * @brief モンスターが敵に接近するための方向を決める /
+  * Calculate the direction to the next enemy
+  * @param target_ptr プレーヤーへの参照ポインタ
+  * @param m_idx モンスターの参照ID
+  * @param mm 移動するべき方角IDを返す参照ポインタ
+  * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
+  */
+static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
 {
-       int i;
-       POSITION x = 0, y = 0;
-       MONSTER_IDX t_idx;
-       int start;
-       int plus = 1;
-
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+       floor_type *floor_ptr = target_ptr->current_floor_ptr;
+       monster_type *m_ptr = &floor_ptr->m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
        monster_type *t_ptr;
 
-       if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
+       POSITION x = 0, y = 0;
+       if (target_ptr->riding_t_m_idx && player_bold(target_ptr, m_ptr->fy, m_ptr->fx))
        {
-               y = current_floor_ptr->m_list[riding_t_m_idx].fy;
-               x = current_floor_ptr->m_list[riding_t_m_idx].fx;
+               y = floor_ptr->m_list[target_ptr->riding_t_m_idx].fy;
+               x = floor_ptr->m_list[target_ptr->riding_t_m_idx].fx;
        }
-       else if (is_pet(m_ptr) && pet_t_m_idx)
+       else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx)
        {
-               y = current_floor_ptr->m_list[pet_t_m_idx].fy;
-               x = current_floor_ptr->m_list[pet_t_m_idx].fx;
+               y = floor_ptr->m_list[target_ptr->pet_t_m_idx].fy;
+               x = floor_ptr->m_list[target_ptr->pet_t_m_idx].fx;
        }
        else
        {
-               if (p_ptr->inside_battle)
+               int start;
+               int plus = 1;
+               if (target_ptr->phase_out)
                {
-                       start = randint1(m_max-1)+m_max;
-                       if(randint0(2)) plus = -1;
+                       start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
+                       if (randint0(2)) plus = -1;
                }
-               else start = m_max + 1;
+               else start = floor_ptr->m_max + 1;
 
                /* Scan thru all monsters */
-               for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
+               for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
                {
-                       MONSTER_IDX dummy = (i % m_max);
+                       MONSTER_IDX dummy = (i % floor_ptr->m_max);
 
                        if (!dummy) continue;
 
-                       t_idx = dummy;
-                       t_ptr = &current_floor_ptr->m_list[t_idx];
+                       MONSTER_IDX t_idx = dummy;
+                       t_ptr = &floor_ptr->m_list[t_idx];
 
                        /* The monster itself isn't a target */
                        if (t_ptr == m_ptr) continue;
@@ -90,16 +96,16 @@ static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
                        if (is_pet(m_ptr))
                        {
                                /* Hack -- only fight away from player */
-                               if (p_ptr->pet_follow_distance < 0)
+                               if (target_ptr->pet_follow_distance < 0)
                                {
                                        /* No fighting near player */
-                                       if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
+                                       if (t_ptr->cdis <= (0 - target_ptr->pet_follow_distance))
                                        {
                                                continue;
                                        }
                                }
                                /* Hack -- no fighting away from player */
-                               else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
+                               else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > target_ptr->pet_follow_distance))
                                {
                                        continue;
                                }
@@ -108,17 +114,17 @@ static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
                        }
 
                        /* Monster must be 'an enemy' */
-                       if (!are_enemies(m_ptr, t_ptr)) continue;
+                       if (!are_enemies(target_ptr, m_ptr, t_ptr)) continue;
 
                        /* Monster must be projectable if we can't pass through walls */
-                       if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
-                           ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
+                       if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) ||
+                               ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)))
                        {
-                               if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
+                               if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
                        }
                        else
                        {
-                               if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
+                               if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
                        }
 
                        /* OK -- we've got a target */
@@ -127,6 +133,7 @@ static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
 
                        break;
                }
+
                if (!x && !y) return FALSE;
        }
 
@@ -191,7 +198,6 @@ static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
                mm[2] = 2;
        }
 
-       /* Found a monster */
        return TRUE;
 }
 
@@ -211,12 +217,9 @@ static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
  * Note that this function is responsible for about one to five percent\n
  * of the processor use in normal conditions...\n
  */
-static bool mon_will_run(MONSTER_IDX m_idx)
+static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
 {
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-
-#ifdef ALLOW_TERROR
-
+       monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
        PLAYER_LEVEL p_lev;
@@ -225,40 +228,36 @@ static bool mon_will_run(MONSTER_IDX m_idx)
        HIT_POINT m_chp, m_mhp;
        u32b p_val, m_val;
 
-#endif
-
        /* Friends can be commanded to avoid the player */
        if (is_pet(m_ptr))
        {
                /* Are we trying to avoid the player? */
-               return ((p_ptr->pet_follow_distance < 0) &&
-                                 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
+               return ((target_ptr->pet_follow_distance < 0) &&
+                       (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
        }
 
        /* Keep monsters from running too far away */
-       if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
+       if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
 
        /* All "afraid" monsters will run away */
-       if (MON_MONFEAR(m_ptr)) return (TRUE);
-
-#ifdef ALLOW_TERROR
+       if (MON_MONFEAR(m_ptr)) return TRUE;
 
        /* Nearby monsters will not become terrified */
-       if (m_ptr->cdis <= 5) return (FALSE);
+       if (m_ptr->cdis <= 5) return FALSE;
 
        /* Examine player power (level) */
-       p_lev = p_ptr->lev;
+       p_lev = target_ptr->lev;
 
        /* Examine monster power (level plus morale) */
        m_lev = r_ptr->level + (m_idx & 0x08) + 25;
 
        /* Optimize extreme cases below */
-       if (m_lev > p_lev + 4) return (FALSE);
-       if (m_lev + 4 <= p_lev) return (TRUE);
+       if (m_lev > p_lev + 4) return FALSE;
+       if (m_lev + 4 <= p_lev) return TRUE;
 
        /* Examine player health */
-       p_chp = p_ptr->chp;
-       p_mhp = p_ptr->mhp;
+       p_chp = target_ptr->chp;
+       p_mhp = target_ptr->mhp;
 
        /* Examine monster health */
        m_chp = m_ptr->hp;
@@ -269,75 +268,70 @@ static bool mon_will_run(MONSTER_IDX m_idx)
        m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
 
        /* Strong players scare strong monsters */
-       if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
+       if (p_val * m_mhp > m_val * p_mhp) return TRUE;
 
-#endif
-
-       /* Assume no terror */
-       return (FALSE);
+       return FALSE;
 }
 
 
 /*!
  * @brief モンスターがプレイヤーに向けて遠距離攻撃を行うことが可能なマスを走査する /
  * Search spell castable grid
+ * @param target_ptr プレーヤーへの参照ポインタ
  * @param m_idx モンスターの参照ID
  * @param yp 適したマスのY座標を返す参照ポインタ
  * @param xp 適したマスのX座標を返す参照ポインタ
  * @return 有効なマスがあった場合TRUEを返す
  */
-static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
+static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
 {
-       int i, best = 999;
-       POSITION y, x, y1, x1;
-
-       grid_type *g_ptr;
-       bool can_open_door = FALSE;
-       int now_cost;
-
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+       floor_type *floor_ptr = target_ptr->current_floor_ptr;
+       monster_type *m_ptr = &floor_ptr->m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
        /* Monster location */
-       y1 = m_ptr->fy;
-       x1 = m_ptr->fx;
+       POSITION y1 = m_ptr->fy;
+       POSITION x1 = m_ptr->fx;
 
        /* Monster can already cast spell to player */
-       if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
+       if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;
 
        /* Set current grid cost */
-       now_cost = current_floor_ptr->grid_array[y1][x1].cost;
+       int now_cost = floor_ptr->grid_array[y1][x1].cost;
        if (now_cost == 0) now_cost = 999;
 
        /* Can monster bash or open doors? */
+       bool can_open_door = FALSE;
        if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
        {
                can_open_door = TRUE;
        }
 
        /* Check nearby grids, diagonals first */
-       for (i = 7; i >= 0; i--)
+       int best = 999;
+       for (int i = 7; i >= 0; i--)
        {
                int cost;
 
-               y = y1 + ddy_ddd[i];
-               x = x1 + ddx_ddd[i];
+               POSITION y = y1 + ddy_ddd[i];
+               POSITION x = x1 + ddx_ddd[i];
 
                /* Ignore locations off of edge */
-               if (!in_bounds2(y, x)) continue;
+               if (!in_bounds2(floor_ptr, y, x)) continue;
 
                /* Simply move to player */
-               if (player_bold(y, x)) return (FALSE);
+               if (player_bold(target_ptr, y, x)) return FALSE;
 
-               g_ptr = &current_floor_ptr->grid_array[y][x];
+               grid_type *g_ptr;
+               g_ptr = &floor_ptr->grid_array[y][x];
 
                cost = g_ptr->cost;
 
                /* Monster cannot kill or pass walls */
-               if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))))
+               if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding))))
                {
                        if (cost == 0) continue;
-                       if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
+                       if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
                }
 
                /* Hack -- for kill or pass wall monster.. */
@@ -345,7 +339,7 @@ static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
 
                if (now_cost < cost) continue;
 
-               if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
+               if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
 
                /* Accept louder sounds */
                if (best < cost) continue;
@@ -355,11 +349,9 @@ static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
                (*xp) = x1 + ddx_ddd[i];
        }
 
-       /* No legal move (?) */
-       if (best == 999) return (FALSE);
+       if (best == 999) return FALSE;
 
-       /* Success */
-       return (TRUE);
+       return TRUE;
 }
 
 
@@ -391,44 +383,42 @@ static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
  * being close enough to chase directly.  I have no idea what will\n
  * happen if you combine "smell" with low "aaf" values.\n
  */
-static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
+static bool get_moves_aux(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
 {
-       int i, best;
-       POSITION y, x, y1, x1;
-
        grid_type *g_ptr;
-       bool use_scent = FALSE;
-
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+       floor_type *floor_ptr = target_ptr->current_floor_ptr;
+       monster_type *m_ptr = &floor_ptr->m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
        /* Can monster cast attack spell? */
        if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
-           r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
-           r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
+               r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
+               r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
        {
                /* Can move spell castable grid? */
-               if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
+               if (get_moves_aux2(target_ptr, m_idx, yp, xp)) return TRUE;
        }
 
        /* Monster can't flow */
-       if (no_flow) return (FALSE);
+       if (no_flow) return FALSE;
 
        /* Monster can go through rocks */
-       if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
-       if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
+       if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return FALSE;
+       if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return FALSE;
 
        /* Monster location */
-       y1 = m_ptr->fy;
-       x1 = m_ptr->fx;
+       POSITION y1 = m_ptr->fy;
+       POSITION x1 = m_ptr->fx;
 
        /* Hack -- Player can see us, run towards him */
-       if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
+       if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return FALSE;
 
        /* Monster grid */
-       g_ptr = &current_floor_ptr->grid_array[y1][x1];
+       g_ptr = &floor_ptr->grid_array[y1][x1];
 
        /* If we can hear noises, advance towards them */
+       int best;
+       bool use_scent = FALSE;
        if (g_ptr->cost)
        {
                best = 999;
@@ -438,7 +428,7 @@ static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no
        else if (g_ptr->when)
        {
                /* Too old smell */
-               if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
+               if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return FALSE;
 
                use_scent = TRUE;
                best = 0;
@@ -447,19 +437,19 @@ static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no
        /* Otherwise, advance blindly */
        else
        {
-               return (FALSE);
+               return FALSE;
        }
 
        /* Check nearby grids, diagonals first */
-       for (i = 7; i >= 0; i--)
+       for (int i = 7; i >= 0; i--)
        {
-               y = y1 + ddy_ddd[i];
-               x = x1 + ddx_ddd[i];
+               POSITION y = y1 + ddy_ddd[i];
+               POSITION x = x1 + ddx_ddd[i];
 
                /* Ignore locations off of edge */
-               if (!in_bounds2(y, x)) continue;
+               if (!in_bounds2(floor_ptr, y, x)) continue;
 
-               g_ptr = &current_floor_ptr->grid_array[y][x];
+               g_ptr = &floor_ptr->grid_array[y][x];
 
                /* We're following a scent trail */
                if (use_scent)
@@ -486,15 +476,13 @@ static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no
                }
 
                /* Hack -- Save the "twiddled" location */
-               (*yp) = p_ptr->y + 16 * ddy_ddd[i];
-               (*xp) = p_ptr->x + 16 * ddx_ddd[i];
+               (*yp) = target_ptr->y + 16 * ddy_ddd[i];
+               (*xp) = target_ptr->x + 16 * ddx_ddd[i];
        }
 
-       /* No legal move (?) */
-       if (best == 999 || best == 0) return (FALSE);
+       if (best == 999 || best == 0) return FALSE;
 
-       /* Success */
-       return (TRUE);
+       return TRUE;
 }
 
 
@@ -510,41 +498,35 @@ static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no
  * but instead of heading directly for it, the monster should "swerve"\n
  * around the player so that he has a smaller chance of getting hit.\n
  */
-static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
+static bool get_fear_moves_aux(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
 {
-       POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
-       int score = -1;
-       int i;
-
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+       POSITION gy = 0, gx = 0;
 
        /* Monster location */
-       fy = m_ptr->fy;
-       fx = m_ptr->fx;
+       monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+       POSITION fy = m_ptr->fy;
+       POSITION fx = m_ptr->fx;
 
        /* Desired destination */
-       y1 = fy - (*yp);
-       x1 = fx - (*xp);
+       POSITION y1 = fy - (*yp);
+       POSITION x1 = fx - (*xp);
 
        /* Check nearby grids, diagonals first */
-       for (i = 7; i >= 0; i--)
+       int score = -1;
+       for (int i = 7; i >= 0; i--)
        {
                POSITION dis, s;
-
-               y = fy + ddy_ddd[i];
-               x = fx + ddx_ddd[i];
+               POSITION y = fy + ddy_ddd[i];
+               POSITION x = fx + ddx_ddd[i];
 
                /* Ignore locations off of edge */
-               if (!in_bounds2(y, x)) continue;
-
-               /* Don't move toward player */
-               /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
+               if (!in_bounds2(floor_ptr, y, x)) continue;
 
                /* Calculate distance of this grid from our destination */
                dis = distance(y, x, y1, x1);
 
                /* Score this grid */
-               s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
+               s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
 
                /* No negative scores */
                if (s < 0) s = 0;
@@ -561,14 +543,14 @@ static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
        }
 
        /* No legal move (?) */
-       if (score == -1) return (FALSE);
+       if (score == -1) return FALSE;
 
        /* Find deltas */
        (*yp) = fy - gy;
        (*xp) = fx - gx;
 
        /* Success */
-       return (TRUE);
+       return TRUE;
 }
 
 /*
@@ -585,13 +567,13 @@ static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
  * It is probably better to replace these arrays with code to compute
  * the relevant arrays, even if the storage is pre-allocated in hard
  * coded sizes.  At the very least, code should be included which is
- * able to generate and dump these arrays (ala "los()").  
+ * able to generate and dump these arrays (ala "los()").
  *
- * Also, the storage needs could be halved by using bytes.  
+ * Also, the storage needs could be halved by using bytes.
  *
  * These arrays could be combined into two big arrays, using sub-arrays
  * to hold the offsets and lengths of each portion of the sub-arrays, and
- * this could perhaps also be used somehow in the "look" code.  
+ * this could perhaps also be used somehow in the "look" code.
  */
 
 
@@ -686,6 +668,7 @@ static POSITION *dist_offsets_x[10] =
 /*!
  * @brief モンスターが逃げ込める安全な地点を返す /
  * Choose a "safe" location near a monster for it to run toward.
+ * @param target_ptr プレーヤーへの参照ポインタ
  * @param m_idx モンスターの参照ID
  * @param yp 移動先のマスのY座標を返す参照ポインタ
  * @param xp 移動先のマスのX座標を返す参照ポインタ
@@ -701,43 +684,42 @@ static POSITION *dist_offsets_x[10] =
  *\n
  * Return TRUE if a safe location is available.\n
  */
-static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
+static bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
 {
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+       floor_type *floor_ptr = target_ptr->current_floor_ptr;
+       monster_type *m_ptr = &floor_ptr->m_list[m_idx];
 
        POSITION fy = m_ptr->fy;
        POSITION fx = m_ptr->fx;
 
-       POSITION y, x, dy, dx, d, dis, i;
        POSITION gy = 0, gx = 0, gdis = 0;
 
-       POSITION *y_offsets;
-       POSITION *x_offsets;
-
-       grid_type *g_ptr;
-
        /* Start with adjacent locations, spread further */
-       for (d = 1; d < 10; d++)
+       for (POSITION d = 1; d < 10; d++)
        {
                /* Get the lists of points with a distance d from (fx, fy) */
+               POSITION *y_offsets;
                y_offsets = dist_offsets_y[d];
+
+               POSITION *x_offsets;
                x_offsets = dist_offsets_x[d];
 
                /* Check the locations */
-               for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
-                    dx != 0 || dy != 0;
-                    i++, dx = x_offsets[i], dy = y_offsets[i])
+               for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
+                       dx != 0 || dy != 0;
+                       i++, dx = x_offsets[i], dy = y_offsets[i])
                {
-                       y = fy + dy;
-                       x = fx + dx;
+                       POSITION y = fy + dy;
+                       POSITION x = fx + dx;
 
                        /* Skip illegal locations */
-                       if (!in_bounds(y, x)) continue;
+                       if (!in_bounds(floor_ptr, y, x)) continue;
 
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
+                       grid_type *g_ptr;
+                       g_ptr = &floor_ptr->grid_array[y][x];
 
                        /* Skip locations in a wall */
-                       if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
+                       if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == target_ptr->riding) ? CEM_RIDING : 0)) continue;
 
                        /* Check for "availability" (if monsters can flow) */
                        if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
@@ -746,45 +728,41 @@ static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
                                if (g_ptr->dist == 0) continue;
 
                                /* Ignore too-distant grids */
-                               if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
+                               if (g_ptr->dist > floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
                        }
 
                        /* Check for absence of shot (more or less) */
-                       if (!projectable(p_ptr->y, p_ptr->x, y, x))
-                       {
-                               /* Calculate distance from player */
-                               dis = distance(y, x, p_ptr->y, p_ptr->x);
+                       if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x)) continue;
 
-                               /* Remember if further than previous */
-                               if (dis > gdis)
-                               {
-                                       gy = y;
-                                       gx = x;
-                                       gdis = dis;
-                               }
-                       }
+                       /* Calculate distance from player */
+                       POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
+
+                       /* Remember if further than previous */
+                       if (dis <= gdis) continue;
+
+                       gy = y;
+                       gx = x;
+                       gdis = dis;
                }
 
                /* Check for success */
-               if (gdis > 0)
-               {
-                       /* Good location */
-                       (*yp) = fy - gy;
-                       (*xp) = fx - gx;
+               if (gdis <= 0) continue;
 
-                       /* Found safe place */
-                       return (TRUE);
-               }
+               /* Good location */
+               (*yp) = fy - gy;
+               (*xp) = fx - gx;
+
+               return TRUE;
        }
 
-       /* No safe place */
-       return (FALSE);
+       return FALSE;
 }
 
 
 /*!
  * @brief モンスターが隠れ潜める地点を返す /
  * Choose a good hiding place near a monster for it to run toward.
+ * @param target_ptr プレーヤーへの参照ポインタ
  * @param m_idx モンスターの参照ID
  * @param yp 移動先のマスのY座標を返す参照ポインタ
  * @param xp 移動先のマスのX座標を返す参照ポインタ
@@ -795,104 +773,102 @@ static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
  *\n
  * Return TRUE if a good location is available.\n
  */
-static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
+static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
 {
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+       floor_type *floor_ptr = target_ptr->current_floor_ptr;
+       monster_type *m_ptr = &floor_ptr->m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
        POSITION fy = m_ptr->fy;
        POSITION fx = m_ptr->fx;
 
-       POSITION y, x, dy, dx, d, dis, i;
        POSITION gy = 0, gx = 0, gdis = 999;
 
-       POSITION *y_offsets, *x_offsets;
-
        /* Start with adjacent locations, spread further */
-       for (d = 1; d < 10; d++)
+       for (POSITION d = 1; d < 10; d++)
        {
                /* Get the lists of points with a distance d from (fx, fy) */
+               POSITION *y_offsets;
                y_offsets = dist_offsets_y[d];
+
+               POSITION *x_offsets;
                x_offsets = dist_offsets_x[d];
 
                /* Check the locations */
-               for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
-                    dx != 0 || dy != 0;
-                    i++, dx = x_offsets[i], dy = y_offsets[i])
+               for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
+                       dx != 0 || dy != 0;
+                       i++, dx = x_offsets[i], dy = y_offsets[i])
                {
-                       y = fy + dy;
-                       x = fx + dx;
+                       POSITION y = fy + dy;
+                       POSITION x = fx + dx;
 
                        /* Skip illegal locations */
-                       if (!in_bounds(y, x)) continue;
+                       if (!in_bounds(floor_ptr, y, x)) continue;
 
                        /* Skip occupied locations */
-                       if (!monster_can_enter(y, x, r_ptr, 0)) continue;
+                       if (!monster_can_enter(target_ptr, y, x, r_ptr, 0)) continue;
 
                        /* Check for hidden, available grid */
-                       if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
-                       {
-                               /* Calculate distance from player */
-                               dis = distance(y, x, p_ptr->y, p_ptr->x);
+                       if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, fy, fx, y, x, FALSE))
+                               continue;
 
-                               /* Remember if closer than previous */
-                               if (dis < gdis && dis >= 2)
-                               {
-                                       gy = y;
-                                       gx = x;
-                                       gdis = dis;
-                               }
+                       /* Calculate distance from player */
+                       POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
+
+                       /* Remember if closer than previous */
+                       if (dis < gdis && dis >= 2)
+                       {
+                               gy = y;
+                               gx = x;
+                               gdis = dis;
                        }
                }
 
-               /* Check for success */
-               if (gdis < 999)
-               {
-                       /* Good location */
-                       (*yp) = fy - gy;
-                       (*xp) = fx - gx;
+               if (gdis >= 999) continue;
 
-                       /* Found good place */
-                       return (TRUE);
-               }
+               *yp = fy - gy;
+               *xp = fx - gx;
+
+               return TRUE;
        }
 
-       /* No good place */
-       return (FALSE);
+       return FALSE;
 }
 
 
 /*!
  * @brief モンスターの移動方向を返す /
  * Choose "logical" directions for monster movement
+ * @param target_ptr プレーヤーへの参照ポインタ
  * @param m_idx モンスターの参照ID
  * @param mm 移動方向を返す方向IDの参照ポインタ
  * @return 有効方向があった場合TRUEを返す
  */
-static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
+static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
 {
-       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+       floor_type *floor_ptr = target_ptr->current_floor_ptr;
+       monster_type *m_ptr = &floor_ptr->m_list[m_idx];
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
-       POSITION     y = 0, ay, x = 0, ax;
-       int          move_val = 0;
-       POSITION     y2 = p_ptr->y;
-       POSITION     x2 = p_ptr->x;
-       bool         done = FALSE;
-       bool         will_run = mon_will_run(m_idx);
-       grid_type    *g_ptr;
-       bool         no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
-       bool         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
+       POSITION y = 0, ay, x = 0, ax;
+       int move_val = 0;
+       POSITION y2 = target_ptr->y;
+       POSITION x2 = target_ptr->x;
+       bool done = FALSE;
+       bool will_run = mon_will_run(target_ptr, m_idx);
+       grid_type *g_ptr;
+       bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
+       bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall));
 
        /* Counter attack to an enemy monster */
        if (!will_run && m_ptr->target_y)
        {
-               int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
+               int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
 
                /* The monster must be an enemy, and in LOS */
                if (t_m_idx &&
-                   are_enemies(m_ptr, &current_floor_ptr->m_list[t_m_idx]) &&
-                   los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
-                   projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
+                       are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
+                       los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
+                       projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
                {
                        /* Extract the "pseudo-direction" */
                        y = m_ptr->fy - m_ptr->target_y;
@@ -902,50 +878,50 @@ static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
        }
 
        if (!done && !will_run && is_hostile(m_ptr) &&
-           (r_ptr->flags1 & RF1_FRIENDS) &&
-           ((los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) ||
-           (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
+               (r_ptr->flags1 & RF1_FRIENDS) &&
+               ((los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x)) ||
+               (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
        {
-       /*
-        * Animal packs try to get the player out of corridors
-        * (...unless they can move through walls -- TY)
-        */
+               /*
+                * Animal packs try to get the player out of corridors
+                * (...unless they can move through walls -- TY)
+                */
                if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
-                        !(r_ptr->flags2 & RF2_KILL_WALL))
+                       !(r_ptr->flags2 & RF2_KILL_WALL))
                {
                        int i, room = 0;
 
                        /* Count room grids next to player */
                        for (i = 0; i < 8; i++)
                        {
-                               int xx = p_ptr->x + ddx_ddd[i];
-                               int yy = p_ptr->y + ddy_ddd[i];
+                               int xx = target_ptr->x + ddx_ddd[i];
+                               int yy = target_ptr->y + ddy_ddd[i];
 
-                               if (!in_bounds2(yy, xx)) continue;
+                               if (!in_bounds2(floor_ptr, yy, xx)) continue;
 
-                               g_ptr = &current_floor_ptr->grid_array[yy][xx];
+                               g_ptr = &floor_ptr->grid_array[yy][xx];
 
                                /* Check grid */
-                               if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
+                               if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
                                {
                                        /* One more room grid */
                                        room++;
                                }
                        }
-                       if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
+                       if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
                        if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
 
                        /* Not in a room and strong player */
-                       if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
-                           (p_ptr->mhp + p_ptr->msp))
+                       if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
+                               (target_ptr->mhp + target_ptr->msp))
                        {
                                /* Find hiding place */
-                               if (find_hiding(m_idx, &y, &x)) done = TRUE;
+                               if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
                        }
                }
 
                /* Monster groups try to surround the player */
-               if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
+               if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
                {
                        int i;
 
@@ -953,23 +929,23 @@ static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
                        for (i = 0; i < 8; i++)
                        {
                                /* Pick squares near player (semi-randomly) */
-                               y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
-                               x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
+                               y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
+                               x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
 
                                /* Already there? */
                                if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
                                {
                                        /* Attack the player */
-                                       y2 = p_ptr->y;
-                                       x2 = p_ptr->x;
+                                       y2 = target_ptr->y;
+                                       x2 = target_ptr->x;
 
                                        break;
                                }
 
-                               if (!in_bounds2(y2, x2)) continue;
+                               if (!in_bounds2(floor_ptr, y2, x2)) continue;
 
                                /* Ignore filled grids */
-                               if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
+                               if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
 
                                /* Try to fill this hole */
                                break;
@@ -986,7 +962,7 @@ static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
        if (!done)
        {
                /* Flow towards the player */
-               (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
+               (void)get_moves_aux(target_ptr, m_idx, &y2, &x2, no_flow);
 
                /* Extract the "pseudo-direction" */
                y = m_ptr->fy - y2;
@@ -1009,13 +985,13 @@ static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
                        int tmp_y = (-y);
 
                        /* Try to find safe place */
-                       if (find_safety(m_idx, &y, &x))
+                       if (find_safety(target_ptr, m_idx, &y, &x))
                        {
                                /* Attempt to avoid the player */
                                if (!no_flow)
                                {
                                        /* Adjust movement */
-                                       if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
+                                       if (get_fear_moves_aux(target_ptr->current_floor_ptr, m_idx, &y, &x)) done = TRUE;
                                }
                        }
 
@@ -1030,7 +1006,7 @@ static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
 
 
        /* Check for no move */
-       if (!x && !y) return (FALSE);
+       if (!x && !y) return FALSE;
 
 
        /* Extract the "absolute distances" */
@@ -1191,666 +1167,6 @@ static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
        }
 
        /* Wants to move... */
-       return (TRUE);
-}
-
-
-/*!
- * @brief モンスターから敵モンスターへの命中判定
- * @param power 打撃属性による基本命中値
- * @param level 攻撃側モンスターのレベル
- * @param ac 目標モンスターのAC
- * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
- * @return 命中ならばTRUEを返す
- */
-static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
-{
-       int i, k;
-
-       /* 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));
-
-       /* Power and Level compete against Armor */
-       if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
-
-       /* Assume miss */
-       return (FALSE);
-}
-
-
-#define BLOW_EFFECT_TYPE_NONE  0
-#define BLOW_EFFECT_TYPE_FEAR  1
-#define BLOW_EFFECT_TYPE_SLEEP 2
-#define BLOW_EFFECT_TYPE_HEAL  3
-
-
-/*!
- * @brief モンスターから敵モンスターへの打撃攻撃処理
- * @param m_idx 攻撃側モンスターの参照ID
- * @param t_idx 目標側モンスターの参照ID
- * @return 実際に打撃処理が行われた場合TRUEを返す
- */
-static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
-{
-       monster_type    *m_ptr = &current_floor_ptr->m_list[m_idx];
-       monster_type    *t_ptr = &current_floor_ptr->m_list[t_idx];
-
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-       monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
-
-       ARMOUR_CLASS ap_cnt;
-       ARMOUR_CLASS ac;
-       DEPTH rlev;
-       int pt;
-       GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
-       char            temp[MAX_NLEN];
-       bool            blinked;
-       bool            explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
-       POSITION y_saver = t_ptr->fy;
-       POSITION x_saver = t_ptr->fx;
-       int             effect_type;
-
-       bool see_m = is_seen(m_ptr);
-       bool see_t = is_seen(t_ptr);
-       bool see_either = see_m || see_t;
-
-       /* Can the player be aware of this attack? */
-       bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
-       bool do_silly_attack = (one_in_(2) && p_ptr->image);
-
-       /* Cannot attack self */
-       if (m_idx == t_idx) return FALSE;
-
-       /* Not allowed to attack */
-       if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
-
-       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
-
-       /* Total armor */
-       ac = tr_ptr->ac;
-
-       /* Extract the effective monster level */
-       rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
-
-       monster_desc(m_name, m_ptr, 0);
-       monster_desc(t_name, t_ptr, 0);
-
-       /* Assume no blink */
-       blinked = FALSE;
-
-       if (!see_either && known)
-       {
-               mon_fight = TRUE;
-       }
-
-       if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
-
-       /* Scan through all four blows */
-       for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
-       {
-               bool obvious = FALSE;
-
-               HIT_POINT power = 0;
-               HIT_POINT damage = 0;
-
-               concptr act = NULL;
-
-               /* Extract the attack infomation */
-               int effect = r_ptr->blow[ap_cnt].effect;
-               int method = r_ptr->blow[ap_cnt].method;
-               int d_dice = r_ptr->blow[ap_cnt].d_dice;
-               int d_side = r_ptr->blow[ap_cnt].d_side;
-
-               if (!monster_is_valid(m_ptr)) break;
-
-               /* Stop attacking if the target dies! */
-               if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
-                       break;
-
-               /* Hack -- no more attacks */
-               if (!method) break;
-
-               if (method == RBM_SHOOT) continue;
-
-               /* Extract the attack "power" */
-               power = mbe_info[effect].power;
-
-               /* Monster hits */
-               if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
-               {
-                       (void)set_monster_csleep(t_idx, 0);
-
-                       if (t_ptr->ml)
-                       {
-                               /* Redraw the health bar */
-                               if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
-                               if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
-                       }
-
-                       /* Describe the attack method */
-                       switch (method)
-                       {
-                       case RBM_HIT:
-                               {
-                                       act = _("%sを殴った。", "hits %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_TOUCH:
-                               {
-                                       act = _("%sを触った。", "touches %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_PUNCH:
-                               {
-                                       act = _("%sをパンチした。", "punches %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_KICK:
-                               {
-                                       act = _("%sを蹴った。", "kicks %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_CLAW:
-                               {
-                                       act = _("%sをひっかいた。", "claws %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_BITE:
-                               {
-                                       act = _("%sを噛んだ。", "bites %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_STING:
-                               {
-                                       act = _("%sを刺した。", "stings %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_SLASH:
-                               {
-                                       act = _("%sを斬った。", "slashes %s.");
-                                       break;
-                               }
-
-                       case RBM_BUTT:
-                               {
-                                       act = _("%sを角で突いた。", "butts %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_CRUSH:
-                               {
-                                       act = _("%sに体当りした。", "crushes %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_ENGULF:
-                               {
-                                       act = _("%sを飲み込んだ。", "engulfs %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_CHARGE:
-                               {
-                                       act = _("%sに請求書をよこした。", "charges %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_CRAWL:
-                               {
-                                       act = _("%sの体の上を這い回った。", "crawls on %s.");
-                                       touched = TRUE;
-                                       break;
-                               }
-
-                       case RBM_DROOL:
-                               {
-                                       act = _("%sによだれをたらした。", "drools on %s.");
-                                       touched = FALSE;
-                                       break;
-                               }
-
-                       case RBM_SPIT:
-                               {
-                                       act = _("%sに唾を吐いた。", "spits on %s.");
-                                       touched = FALSE;
-                                       break;
-                               }
-
-                       case RBM_EXPLODE:
-                               {
-                                       if (see_either) disturb(TRUE, TRUE);
-                                       act = _("爆発した。", "explodes.");
-                                       explode = TRUE;
-                                       touched = FALSE;
-                                       break;
-                               }
-
-                       case RBM_GAZE:
-                               {
-                                       act = _("%sをにらんだ。", "gazes at %s.");
-                                       touched = FALSE;
-                                       break;
-                               }
-
-                       case RBM_WAIL:
-                               {
-                                       act = _("%sに泣きついた。", "wails at %s.");
-                                       touched = FALSE;
-                                       break;
-                               }
-
-                       case RBM_SPORE:
-                               {
-                                       act = _("%sに胞子を飛ばした。", "releases spores at %s.");
-                                       touched = FALSE;
-                                       break;
-                               }
-
-                       case RBM_XXX4:
-                               {
-                                       act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
-                                       touched = FALSE;
-                                       break;
-                               }
-
-                       case RBM_BEG:
-                               {
-                                       act = _("%sに金をせがんだ。", "begs %s for money.");
-                                       touched = FALSE;
-                                       break;
-                               }
-
-                       case RBM_INSULT:
-                               {
-                                       act = _("%sを侮辱した。", "insults %s.");
-                                       touched = FALSE;
-                                       break;
-                               }
-
-                       case RBM_MOAN:
-                               {
-                                       act = _("%sにむかってうめいた。", "moans at %s.");
-                                       touched = FALSE;
-                                       break;
-                               }
-
-                       case RBM_SHOW:
-                               {
-                                       act = _("%sにむかって歌った。", "sings to %s.");
-                                       touched = FALSE;
-                                       break;
-                               }
-                       }
-
-                       if (act && see_either)
-                       {
-#ifdef JP
-                               if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
-                               strfmt(temp, act, t_name);
-                               msg_format("%^sは%s", m_name, temp);
-#else
-                               if (do_silly_attack)
-                               {
-                                       act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
-                                       strfmt(temp, "%s %s.", act, t_name);
-                               }
-                               else strfmt(temp, act, t_name);
-                               msg_format("%^s %s", m_name, temp);
-#endif
-                       }
-
-                       /* Hack -- assume all attacks are obvious */
-                       obvious = TRUE;
-
-                       /* Roll out the damage */
-                       damage = damroll(d_dice, d_side);
-
-                       /* Assume no effect */
-                       effect_type = BLOW_EFFECT_TYPE_NONE;
-
-                       pt = GF_MISSILE;
-
-                       /* Apply appropriate damage */
-                       switch (effect)
-                       {
-                       case 0:
-                       case RBE_DR_MANA:
-                               damage = pt = 0;
-                               break;
-
-                       case RBE_SUPERHURT:
-                               if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
-                               {
-                                       int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
-                                       damage = MAX(damage, tmp_damage * 2);
-                                       break;
-                               }
-
-                               /* Fall through */
-
-                       case RBE_HURT:
-                               damage -= (damage * ((ac < 150) ? ac : 150) / 250);
-                               break;
-
-                       case RBE_POISON:
-                       case RBE_DISEASE:
-                               pt = GF_POIS;
-                               break;
-
-                       case RBE_UN_BONUS:
-                       case RBE_UN_POWER:
-                               pt = GF_DISENCHANT;
-                               break;
-
-                       case RBE_EAT_ITEM:
-                       case RBE_EAT_GOLD:
-                               if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
-                               break;
-
-                       case RBE_EAT_FOOD:
-                       case RBE_EAT_LITE:
-                       case RBE_BLIND:
-                       case RBE_LOSE_STR:
-                       case RBE_LOSE_INT:
-                       case RBE_LOSE_WIS:
-                       case RBE_LOSE_DEX:
-                       case RBE_LOSE_CON:
-                       case RBE_LOSE_CHR:
-                       case RBE_LOSE_ALL:
-                               break;
-
-                       case RBE_ACID:
-                               pt = GF_ACID;
-                               break;
-
-                       case RBE_ELEC:
-                               pt = GF_ELEC;
-                               break;
-
-                       case RBE_FIRE:
-                               pt = GF_FIRE;
-                               break;
-
-                       case RBE_COLD:
-                               pt = GF_COLD;
-                               break;
-
-                       case RBE_CONFUSE:
-                               pt = GF_CONFUSION;
-                               break;
-
-                       case RBE_TERRIFY:
-                               effect_type = BLOW_EFFECT_TYPE_FEAR;
-                               break;
-
-                       case RBE_PARALYZE:
-                               effect_type = BLOW_EFFECT_TYPE_SLEEP;
-                               break;
-
-                       case RBE_SHATTER:
-                               damage -= (damage * ((ac < 150) ? ac : 150) / 250);
-                               if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
-                               break;
-
-                       case RBE_EXP_10:
-                       case RBE_EXP_20:
-                       case RBE_EXP_40:
-                       case RBE_EXP_80:
-                               pt = GF_NETHER;
-                               break;
-
-                       case RBE_TIME:
-                               pt = GF_TIME;
-                               break;
-
-                       case RBE_DR_LIFE:
-                               pt = GF_HYPODYNAMIA;
-                               effect_type = BLOW_EFFECT_TYPE_HEAL;
-                               break;
-
-                       case RBE_INERTIA:
-                               pt = GF_INERTIAL;
-                               break;
-
-                       case RBE_STUN:
-                               pt = GF_SOUND;
-                               break;
-
-                       default:
-                               pt = 0;
-                               break;
-                       }
-
-                       if (pt)
-                       {
-                               /* Do damage if not exploding */
-                               if (!explode)
-                               {
-                                       project(m_idx, 0, t_ptr->fy, t_ptr->fx,
-                                               damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
-                               }
-
-                               switch (effect_type)
-                               {
-                               case BLOW_EFFECT_TYPE_FEAR:
-                                       project(m_idx, 0, t_ptr->fy, t_ptr->fx,
-                                               damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
-                                       break;
-
-                               case BLOW_EFFECT_TYPE_SLEEP:
-                                       project(m_idx, 0, t_ptr->fy, t_ptr->fx,
-                                               r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
-                                       break;
-
-                               case BLOW_EFFECT_TYPE_HEAL:
-                                       if ((monster_living(m_idx)) && (damage > 2))
-                                       {
-                                               bool did_heal = FALSE;
-
-                                               if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
-
-                                               /* Heal */
-                                               m_ptr->hp += damroll(4, damage / 6);
-                                               if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
-
-                                               /* Redraw (later) if needed */
-                                               if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-                                               if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
-                                               /* Special message */
-                                               if (see_m && did_heal)
-                                               {
-                                                       msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
-                                               }
-                                       }
-                                       break;
-                               }
-
-                               if (touched)
-                               {
-                                       /* Aura fire */
-                                       if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
-                                       {
-                                               if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
-                                               {
-                                                       if (see_either)
-                                                       {
-                                                               msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
-                                                       }
-                                                       if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
-                                                       project(t_idx, 0, m_ptr->fy, m_ptr->fx,
-                                                               damroll (1 + ((tr_ptr->level) / 26),
-                                                               1 + ((tr_ptr->level) / 17)),
-                                                               GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
-                                               }
-                                               else
-                                               {
-                                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
-                                               }
-                                       }
-
-                                       /* Aura cold */
-                                       if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
-                                       {
-                                               if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
-                                               {
-                                                       if (see_either)
-                                                       {
-                                                               msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
-                                                       }
-                                                       if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
-                                                       project(t_idx, 0, m_ptr->fy, m_ptr->fx,
-                                                               damroll (1 + ((tr_ptr->level) / 26),
-                                                               1 + ((tr_ptr->level) / 17)),
-                                                               GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
-                                               }
-                                               else
-                                               {
-                                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
-                                               }
-                                       }
-
-                                       /* Aura elec */
-                                       if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
-                                       {
-                                               if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
-                                               {
-                                                       if (see_either)
-                                                       {
-                                                               msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
-                                                       }
-                                                       if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
-                                                       project(t_idx, 0, m_ptr->fy, m_ptr->fx,
-                                                               damroll (1 + ((tr_ptr->level) / 26),
-                                                               1 + ((tr_ptr->level) / 17)),
-                                                               GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
-                                               }
-                                               else
-                                               {
-                                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
-                                               }
-                                       }
-                               }
-                       }
-               }
-
-               /* Monster missed player */
-               else
-               {
-                       /* Analyze failed attacks */
-                       switch (method)
-                       {
-                       case RBM_HIT:
-                       case RBM_TOUCH:
-                       case RBM_PUNCH:
-                       case RBM_KICK:
-                       case RBM_CLAW:
-                       case RBM_BITE:
-                       case RBM_STING:
-                       case RBM_SLASH:
-                       case RBM_BUTT:
-                       case RBM_CRUSH:
-                       case RBM_ENGULF:
-                       case RBM_CHARGE:
-                               {
-                                       (void)set_monster_csleep(t_idx, 0);
-
-                                       /* Visible monsters */
-                                       if (see_m)
-                                       {
-#ifdef JP
-                                               msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
-#else
-                                               msg_format("%^s misses %s.", m_name, t_name);
-#endif
-                                       }
-
-                                       break;
-                               }
-                       }
-               }
-
-
-               /* Analyze "visible" monsters only */
-               if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
-               {
-                       /* Count "obvious" attacks (and ones that cause damage) */
-                       if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
-                       {
-                               /* Count attacks of this type */
-                               if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
-                               {
-                                       r_ptr->r_blows[ap_cnt]++;
-                               }
-                       }
-               }
-       }
-
-       if (explode)
-       {
-               sound(SOUND_EXPLODE);
-
-               /* Cancel Invulnerability */
-               (void)set_monster_invulner(m_idx, 0, FALSE);
-               mon_take_hit_mon(m_idx, m_ptr->hp + 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
-               blinked = FALSE;
-       }
-
-       /* Blink away */
-       if (blinked && m_ptr->r_idx)
-       {
-               if (teleport_barrier(m_idx))
-               {
-                       if (see_m)
-                       {
-                               msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
-                       }
-                       else if (known)
-                       {
-                               mon_fight = TRUE;
-                       }
-               }
-               else
-               {
-                       if (see_m)
-                       {
-                               msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
-                       }
-                       else if (known)
-                       {
-                               mon_fight = TRUE;
-                       }
-
-                       teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
-               }
-       }
-
        return TRUE;
 }
 
@@ -1864,8 +1180,9 @@ static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_p
 
 
 /*!
- * @brief モンスター単体のターン行動処理メインルーチン /
+ * @brief モンスター単体の1ターン行動処理メインルーチン /
  * Process a monster
+ * @param target_ptr プレーヤーへの参照ポインタ
  * @param m_idx 行動モンスターの参照ID
  * @return なし
  * @details
@@ -1892,9 +1209,9 @@ static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_p
  *\n
  * A "direction" of "5" means "pick a random direction".\n
  */
-void process_monster(MONSTER_IDX m_idx)
+void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
 {
-       monster_type    *m_ptr = &current_floor_ptr->m_list[m_idx];
+       monster_type    *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
        monster_race    *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
 
@@ -1908,35 +1225,35 @@ void process_monster(MONSTER_IDX m_idx)
 
        monster_type    *y_ptr;
 
-       bool            do_turn;
-       bool            do_move;
-       bool            do_view;
-       bool            must_alter_to_move;
-
-       bool            did_open_door;
-       bool            did_bash_door;
-       bool            did_take_item;
-       bool            did_kill_item;
-       bool            did_move_body;
-       bool            did_pass_wall;
-       bool            did_kill_wall;
-       bool            gets_angry = FALSE;
-       bool            can_cross;
-       bool            aware = TRUE;
+       bool do_turn;
+       bool do_move;
+       bool do_view;
+       bool must_alter_to_move;
+
+       bool did_open_door;
+       bool did_bash_door;
+       bool did_take_item;
+       bool did_kill_item;
+       bool did_move_body;
+       bool did_pass_wall;
+       bool did_kill_wall;
+       bool gets_angry = FALSE;
+       bool can_cross;
+       bool aware = TRUE;
 
        bool fear, dead;
-       bool is_riding_mon = (m_idx == p_ptr->riding);
+       bool is_riding_mon = (m_idx == target_ptr->riding);
        bool see_m = is_seen(m_ptr);
 
        if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
        {
-               if (rakuba(0, TRUE))
+               if (rakuba(target_ptr, 0, TRUE))
                {
 #ifdef JP
                        msg_print("地面に落とされた。");
 #else
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(m_name, &current_floor_ptr->m_list[p_ptr->riding], 0);
+                       monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
                        msg_format("You have fallen from %s.", m_name);
 #endif
                }
@@ -1944,41 +1261,41 @@ void process_monster(MONSTER_IDX m_idx)
 
        if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
        {
-               choose_new_monster(m_idx, FALSE, 0);
+               choose_new_monster(target_ptr, m_idx, FALSE, 0);
                r_ptr = &r_info[m_ptr->r_idx];
        }
 
        /* Players hidden in shadow are almost imperceptable. -LM- */
-       if (p_ptr->special_defense & NINJA_S_STEALTH)
+       if (target_ptr->special_defense & NINJA_S_STEALTH)
        {
-               int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
-               if (p_ptr->monlite) tmp /= 3;
-               if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
-               if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
+               int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
+               if (target_ptr->monlite) tmp /= 3;
+               if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
+               if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
                /* Low-level monsters will find it difficult to locate the player. */
-               if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
+               if (randint0(tmp) > (r_ptr->level + 20)) aware = FALSE;
        }
 
        /* Are there its parent? */
-       if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
+       if (m_ptr->parent_m_idx && !target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
        {
                /* Its parent have gone, it also goes away. */
 
                if (see_m)
                {
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(m_name, m_ptr, 0);
+                       monster_desc(target_ptr, m_name, m_ptr, 0);
                        msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
                }
 
                if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
                {
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-                       do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
+                       monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
+                       exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
                }
 
-               delete_monster_idx(m_idx);
+               delete_monster_idx(target_ptr, m_idx);
 
                return;
        }
@@ -1999,15 +1316,15 @@ void process_monster(MONSTER_IDX m_idx)
                        if (see_m)
                        {
                                GAME_TEXT m_name[MAX_NLEN];
-                               monster_desc(m_name, m_ptr, 0);
+                               monster_desc(target_ptr, m_name, m_ptr, 0);
 
                                msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
                        }
 
                        /* Generate treasure, etc */
-                       monster_death(m_idx, FALSE);
+                       monster_death(target_ptr, m_idx, FALSE);
 
-                       delete_monster_idx(m_idx);
+                       delete_monster_idx(target_ptr, m_idx);
                        if (sad)
                        {
                                msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
@@ -2019,55 +1336,55 @@ void process_monster(MONSTER_IDX m_idx)
 
        if (m_ptr->r_idx == MON_SHURYUUDAN)
        {
-               mon_take_hit_mon(m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
-               if(dead) return;
+               mon_take_hit_mon(target_ptr, m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
+               if (dead) return;
        }
 
-       if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
+       if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !target_ptr->phase_out)
        {
                static int riding_pinch = 0;
 
-               if (m_ptr->hp < m_ptr->maxhp/3)
+               if (m_ptr->hp < m_ptr->maxhp / 3)
                {
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(m_name, m_ptr, 0);
+                       monster_desc(target_ptr, m_name, m_ptr, 0);
 
                        if (is_riding_mon && riding_pinch < 2)
                        {
                                msg_format(_("%sは傷の痛さの余りあなたの束縛から逃れようとしている。",
-                                                        "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
+                                       "%^s seems to be in so much pain and tries to escape from your restriction."), m_name);
                                riding_pinch++;
-                               disturb(TRUE, TRUE);
+                               disturb(target_ptr, TRUE, TRUE);
                        }
                        else
                        {
                                if (is_riding_mon)
                                {
                                        msg_format(_("%sはあなたの束縛から脱出した。", "%^s succeeded to escape from your restriction!"), m_name);
-                                       if (rakuba(-1, FALSE))
+                                       if (rakuba(target_ptr, -1, FALSE))
                                        {
-                                               msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
+                                               msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
                                        }
                                }
 
                                if (see_m)
                                {
                                        if ((r_ptr->flags2 & RF2_CAN_SPEAK) && (m_ptr->r_idx != MON_GRIP) && (m_ptr->r_idx != MON_WOLF) && (m_ptr->r_idx != MON_FANG) &&
-                                           player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
+                                               player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x))
                                        {
                                                msg_format(_("%^s「ピンチだ!退却させてもらう!」", "%^s says 'It is the pinch! I will retreat'."), m_name);
                                        }
-                                       msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s read a scroll of teleport level."), m_name);
+                                       msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s reads a scroll of teleport level."), m_name);
                                        msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
                                }
 
-                               if (is_riding_mon && rakuba(-1, FALSE))
+                               if (is_riding_mon && rakuba(target_ptr, -1, FALSE))
                                {
-                                       msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
+                                       msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
                                }
 
-                               check_quest_completion(m_ptr);
-                               delete_monster_idx(m_idx);
+                               check_quest_completion(target_ptr, m_ptr);
+                               delete_monster_idx(target_ptr, m_idx);
                                return;
                        }
                }
@@ -2082,20 +1399,20 @@ void process_monster(MONSTER_IDX m_idx)
        if (MON_CSLEEP(m_ptr))
        {
                /* Handle non-aggravation - Still sleeping */
-               if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
+               if (!(target_ptr->cursed & TRC_AGGRAVATE)) return;
 
-               (void)set_monster_csleep(m_idx, 0);
+               (void)set_monster_csleep(target_ptr, m_idx, 0);
 
                /* Notice the "waking up" */
                if (m_ptr->ml)
                {
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(m_name, m_ptr, 0);
+                       monster_desc(target_ptr, m_name, m_ptr, 0);
                        msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
                }
 
                /* Hack -- Count the wakings */
-               if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
+               if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
                {
                        r_ptr->r_wake++;
                }
@@ -2110,32 +1427,32 @@ void process_monster(MONSTER_IDX m_idx)
 
        if (is_riding_mon)
        {
-               p_ptr->update |= (PU_BONUS);
+               target_ptr->update |= (PU_BONUS);
        }
 
        /* No one wants to be your friend if you're aggravating */
-       if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
+       if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
                gets_angry = TRUE;
 
        /* Paranoia... no pet uniques outside wizard mode -- TY */
        if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
-             monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
+               monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
        {
                gets_angry = TRUE;
        }
 
-       if (p_ptr->inside_battle) gets_angry = FALSE;
+       if (target_ptr->phase_out) gets_angry = FALSE;
 
        if (gets_angry)
        {
                if (is_pet(m_ptr) || see_m)
                {
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
+                       monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
                        msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
                }
 
-               set_hostile(m_ptr);
+               set_hostile(target_ptr, m_ptr);
        }
 
        /* Get the origin */
@@ -2143,7 +1460,7 @@ void process_monster(MONSTER_IDX m_idx)
        ox = m_ptr->fx;
 
        /* Attempt to "multiply" if able and allowed */
-       if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
+       if ((r_ptr->flags2 & RF2_MULTIPLY) && (target_ptr->current_floor_ptr->num_repro < MAX_REPRO))
        {
                int k;
                POSITION y, x;
@@ -2154,22 +1471,21 @@ void process_monster(MONSTER_IDX m_idx)
                        for (x = ox - 1; x <= ox + 1; x++)
                        {
                                /* Ignore locations off of edge */
-                               if (!in_bounds2(y, x)) continue;
-                               if (current_floor_ptr->grid_array[y][x].m_idx) k++;
+                               if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
+                               if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
                        }
                }
 
-               /* Hex */
-               if (multiply_barrier(m_idx)) k = 8;
+               if (multiply_barrier(target_ptr, m_idx)) k = 8;
 
                /* Hack -- multiply slower in crowded areas */
                if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
                {
                        /* Try to multiply */
-                       if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
+                       if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
                        {
                                /* Take note if visible */
-                               if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
+                               if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
                                {
                                        r_ptr->r_flags2 |= (RF2_MULTIPLY);
                                }
@@ -2185,7 +1501,7 @@ void process_monster(MONSTER_IDX m_idx)
                /* Hack -- Ohmu scatters molds! */
                if (m_ptr->r_idx == MON_OHMU)
                {
-                       if (!p_ptr->inside_arena && !p_ptr->inside_battle)
+                       if (!target_ptr->current_floor_ptr->inside_arena && !target_ptr->phase_out)
                        {
                                if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
                                {
@@ -2195,34 +1511,34 @@ void process_monster(MONSTER_IDX m_idx)
 
                                        for (k = 0; k < A_MAX; k++)
                                        {
-                                               if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
+                                               if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
                                                {
-                                                       if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
+                                                       if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
                                                }
                                        }
 
-                                       if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
+                                       if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
                                }
                        }
                }
        }
 
-       if (!p_ptr->inside_battle)
+       if (!target_ptr->phase_out)
        {
                /* Hack! "Cyber" monster makes noise... */
                if (m_ptr->ap_r_idx == MON_CYBER &&
-                   one_in_(CYBERNOISE) &&
-                   !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
+                       one_in_(CYBERNOISE) &&
+                       !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
                {
-                       if (disturb_minor) disturb(FALSE, FALSE);
+                       if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
                        msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
                }
 
                /* Some monsters can speak */
                if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
-                   one_in_(SPEAK_CHANCE) &&
-                   player_has_los_bold(oy, ox) &&
-                   projectable(oy, ox, p_ptr->y, p_ptr->x))
+                       one_in_(SPEAK_CHANCE) &&
+                       player_has_los_bold(target_ptr, oy, ox) &&
+                       projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x))
                {
                        GAME_TEXT m_name[MAX_NLEN];
                        char monmessage[1024];
@@ -2230,7 +1546,7 @@ void process_monster(MONSTER_IDX m_idx)
 
                        /* Acquire the monster name/poss */
                        if (m_ptr->ml)
-                               monster_desc(m_name, m_ptr, 0);
+                               monster_desc(target_ptr, m_name, m_ptr, 0);
                        else
                                strcpy(m_name, _("それ", "It"));
 
@@ -2260,11 +1576,11 @@ void process_monster(MONSTER_IDX m_idx)
                /* Give priority to counter attack? */
                if (m_ptr->target_y)
                {
-                       MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
+                       MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
 
                        /* The monster must be an enemy, and projectable */
-                       if (t_m_idx && are_enemies(m_ptr, &current_floor_ptr->m_list[t_m_idx]) &&
-                           projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
+                       if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
+                               projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
                        {
                                counterattack = TRUE;
                        }
@@ -2273,20 +1589,20 @@ void process_monster(MONSTER_IDX m_idx)
                if (!counterattack)
                {
                        /* Attempt to cast a spell */
-                       if (aware && make_attack_spell(m_idx)) return;
+                       if (aware && make_attack_spell(m_idx, target_ptr)) return;
 
                        /*
                         * Attempt to cast a spell at an enemy other than the player
                         * (may slow the game a smidgeon, but I haven't noticed.)
                         */
-                       if (monst_spell_monst(m_idx)) return;
+                       if (monst_spell_monst(target_ptr, m_idx)) return;
                }
                else
                {
                        /* Attempt to do counter attack at first */
-                       if (monst_spell_monst(m_idx)) return;
+                       if (monst_spell_monst(target_ptr, m_idx)) return;
 
-                       if (aware && make_attack_spell(m_idx)) return;
+                       if (aware && make_attack_spell(m_idx, target_ptr)) return;
                }
        }
 
@@ -2304,10 +1620,10 @@ void process_monster(MONSTER_IDX m_idx)
 
        /* 75% random movement */
        else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
-                (randint0(100) < 75))
+               (randint0(100) < 75))
        {
                /* Memorize flags */
-               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
+               if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
 
                /* Try four "random" directions */
                mm[0] = mm[1] = mm[2] = mm[3] = 5;
@@ -2315,10 +1631,10 @@ void process_monster(MONSTER_IDX m_idx)
 
        /* 50% random movement */
        else if ((r_ptr->flags1 & RF1_RAND_50) &&
-                               (randint0(100) < 50))
+               (randint0(100) < 50))
        {
                /* Memorize flags */
-               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
+               if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
 
                /* Try four "random" directions */
                mm[0] = mm[1] = mm[2] = mm[3] = 5;
@@ -2326,10 +1642,10 @@ void process_monster(MONSTER_IDX m_idx)
 
        /* 25% random movement */
        else if ((r_ptr->flags1 & RF1_RAND_25) &&
-                               (randint0(100) < 25))
+               (randint0(100) < 25))
        {
                /* Memorize flags */
-               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
+               if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
 
                /* Try four "random" directions */
                mm[0] = mm[1] = mm[2] = mm[3] = 5;
@@ -2340,21 +1656,16 @@ void process_monster(MONSTER_IDX m_idx)
        {
                /* Try four "random" directions */
                mm[0] = mm[1] = mm[2] = mm[3] = 5;
-
-               /* Look for an enemy */
-#if 0  /* Hack - Too slow.  Mimic pits are horrible with this on. */
-               get_enemy_dir(m_idx, mm);
-#endif /* 0 */
        }
 
        /* Pets will follow the player */
        else if (is_pet(m_ptr))
        {
                /* Are we trying to avoid the player? */
-               bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
+               bool avoid = ((target_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
 
                /* Do we want to find the player? */
-               bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
+               bool lonely = (!avoid && (m_ptr->cdis > target_ptr->pet_follow_distance));
 
                /* Should we find the player if we can't find a monster? */
                bool distant = (m_ptr->cdis > PET_SEEK_DIST);
@@ -2363,25 +1674,25 @@ void process_monster(MONSTER_IDX m_idx)
                mm[0] = mm[1] = mm[2] = mm[3] = 5;
 
                /* Look for an enemy */
-               if (!get_enemy_dir(m_idx, mm))
+               if (!get_enemy_dir(target_ptr, m_idx, mm))
                {
                        /* Find the player if necessary */
                        if (avoid || lonely || distant)
                        {
                                /* Remember the leash length */
-                               POSITION dis = p_ptr->pet_follow_distance;
+                               POSITION dis = target_ptr->pet_follow_distance;
 
                                /* Hack -- adjust follow distance temporarily */
-                               if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
+                               if (target_ptr->pet_follow_distance > PET_SEEK_DIST)
                                {
-                                       p_ptr->pet_follow_distance = PET_SEEK_DIST;
+                                       target_ptr->pet_follow_distance = PET_SEEK_DIST;
                                }
 
                                /* Find the player */
-                               (void)get_moves(m_idx, mm);
+                               (void)get_moves(target_ptr, m_idx, mm);
 
                                /* Restore the leash */
-                               p_ptr->pet_follow_distance = (s16b)dis;
+                               target_ptr->pet_follow_distance = (s16b)dis;
                        }
                }
        }
@@ -2393,13 +1704,13 @@ void process_monster(MONSTER_IDX m_idx)
                mm[0] = mm[1] = mm[2] = mm[3] = 5;
 
                /* Look for an enemy */
-               get_enemy_dir(m_idx, mm);
+               get_enemy_dir(target_ptr, m_idx, mm);
        }
        /* Normal movement */
        else
        {
                /* Logical moves, may do nothing */
-               if (!get_moves(m_idx, mm)) return;
+               if (!get_moves(target_ptr, m_idx, mm)) return;
        }
 
        /* Assume nothing */
@@ -2431,18 +1742,18 @@ void process_monster(MONSTER_IDX m_idx)
                nx = ox + ddx[d];
 
                /* Ignore locations off of edge */
-               if (!in_bounds2(ny, nx)) continue;
+               if (!in_bounds2(target_ptr->current_floor_ptr, ny, nx)) continue;
 
                /* Access that grid */
-               g_ptr = &current_floor_ptr->grid_array[ny][nx];
+               g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
                f_ptr = &f_info[g_ptr->feat];
-               can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
+               can_cross = monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
 
                /* Access that grid's contents */
-               y_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
+               y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
 
                /* Hack -- player 'in' wall */
-               if (player_bold(ny, nx))
+               if (player_bold(target_ptr, ny, nx))
                {
                        do_move = TRUE;
                }
@@ -2455,9 +1766,9 @@ void process_monster(MONSTER_IDX m_idx)
 
                /* Monster destroys walls (and doors) */
                else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
-                        (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
-                        have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
-                        check_hp_for_feat_destruction(f_ptr, m_ptr))
+                       (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
+                       have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
+                       check_hp_for_feat_destruction(f_ptr, m_ptr))
                {
                        /* Eat through walls/doors/rubble */
                        do_move = TRUE;
@@ -2474,8 +1785,8 @@ void process_monster(MONSTER_IDX m_idx)
                        do_move = TRUE;
 
                        /* Monster moves through walls (and doors) */
-                       if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
-                           have_flag(f_ptr->flags, FF_CAN_PASS))
+                       if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || target_ptr->pass_wall) &&
+                               have_flag(f_ptr->flags, FF_CAN_PASS))
                        {
                                /* Monster went through a wall */
                                did_pass_wall = TRUE;
@@ -2483,7 +1794,7 @@ void process_monster(MONSTER_IDX m_idx)
                }
 
                /* Handle doors and secret doors */
-               else if (is_closed_door(g_ptr->feat))
+               else if (is_closed_door(target_ptr, g_ptr->feat))
                {
                        bool may_bash = TRUE;
 
@@ -2492,7 +1803,7 @@ void process_monster(MONSTER_IDX m_idx)
 
                        /* Creature can open doors. */
                        if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
-                                (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
+                               (!is_pet(m_ptr) || (target_ptr->pet_extra_flags & PF_OPEN_DOORS)))
                        {
                                /* Closed doors */
                                if (!f_ptr->power)
@@ -2513,7 +1824,7 @@ void process_monster(MONSTER_IDX m_idx)
                                        if (randint0(m_ptr->hp / 10) > f_ptr->power)
                                        {
                                                /* Unlock the door */
-                                               cave_alter_feat(ny, nx, FF_DISARM);
+                                               cave_alter_feat(target_ptr, ny, nx, FF_DISARM);
 
                                                /* Do not bash the door */
                                                may_bash = FALSE;
@@ -2525,18 +1836,18 @@ void process_monster(MONSTER_IDX m_idx)
 
                        /* Stuck doors -- attempt to bash them down if allowed */
                        if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
-                               (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
+                               (!is_pet(m_ptr) || (target_ptr->pet_extra_flags & PF_OPEN_DOORS)))
                        {
                                /* Attempt to Bash */
                                if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
                                {
                                        if (have_flag(f_ptr->flags, FF_GLASS))
-                                               msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
+                                               msg_print(_("ガラスが砕ける音がした!", "You hear glass breaking!"));
                                        else
                                                msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
 
                                        /* Disturb (sometimes) */
-                                       if (disturb_minor) disturb(FALSE, FALSE);
+                                       if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
 
                                        /* The door was bashed open */
                                        did_bash_door = TRUE;
@@ -2552,15 +1863,15 @@ void process_monster(MONSTER_IDX m_idx)
                        if (did_open_door || did_bash_door)
                        {
                                /* Break down the door */
-                               if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
+                               if (did_bash_door && ((randint0(100) < 50) || (feat_state(target_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
                                {
-                                       cave_alter_feat(ny, nx, FF_BASH);
+                                       cave_alter_feat(target_ptr, ny, nx, FF_BASH);
 
                                        if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
                                        {
-                                               p_ptr->update |= (PU_FLOW);
-                                               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
+                                               target_ptr->update |= (PU_FLOW);
+                                               target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+                                               if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
 
                                                return;
                                        }
@@ -2569,7 +1880,7 @@ void process_monster(MONSTER_IDX m_idx)
                                /* Open the door */
                                else
                                {
-                                       cave_alter_feat(ny, nx, FF_OPEN);
+                                       cave_alter_feat(target_ptr, ny, nx, FF_OPEN);
                                }
 
                                f_ptr = &f_info[g_ptr->feat];
@@ -2581,7 +1892,7 @@ void process_monster(MONSTER_IDX m_idx)
 
                /* Hack -- check for Glyph of Warding */
                if (do_move && is_glyph_grid(g_ptr) &&
-                   !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
+                       !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx)))
                {
                        /* Assume no move allowed */
                        do_move = FALSE;
@@ -2605,11 +1916,11 @@ void process_monster(MONSTER_IDX m_idx)
                                /* Allow movement */
                                do_move = TRUE;
 
-                               note_spot(ny, nx);
+                               note_spot(target_ptr, ny, nx);
                        }
                }
                else if (do_move && is_explosive_rune_grid(g_ptr) &&
-                        !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
+                       !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx)))
                {
                        /* Assume no move allowed */
                        do_move = FALSE;
@@ -2624,7 +1935,7 @@ void process_monster(MONSTER_IDX m_idx)
                                        if (g_ptr->info & CAVE_MARK)
                                        {
                                                msg_print(_("ルーンが爆発した!", "The rune explodes!"));
-                                               project(0, 2, ny, nx, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+                                               project(target_ptr, 0, 2, ny, nx, 2 * (target_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
                                        }
                                }
                                else
@@ -2639,8 +1950,8 @@ void process_monster(MONSTER_IDX m_idx)
                                g_ptr->info &= ~(CAVE_OBJECT);
                                g_ptr->mimic = 0;
 
-                               note_spot(ny, nx);
-                               lite_spot(ny, nx);
+                               note_spot(target_ptr, ny, nx);
+                               lite_spot(target_ptr, ny, nx);
 
                                if (!monster_is_valid(m_ptr)) return;
                                /* Allow movement */
@@ -2649,27 +1960,27 @@ void process_monster(MONSTER_IDX m_idx)
                }
 
                /* The player is in the way */
-               if (do_move && player_bold(ny, nx))
+               if (do_move && player_bold(target_ptr, ny, nx))
                {
                        /* Some monsters never attack */
                        if (r_ptr->flags1 & RF1_NEVER_BLOW)
                        {
                                /* Hack -- memorize lack of attacks */
-                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
+                               if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
 
                                /* Do not move */
                                do_move = FALSE;
                        }
 
-                       /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
-                       if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
+                       /* In anti-melee dungeon, stupid or confused monster takes useless turn */
+                       if (do_move && (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
                        {
                                if (!MON_CONFUSED(m_ptr))
                                {
                                        if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
                                        else
                                        {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
+                                               if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
                                        }
                                }
                        }
@@ -2677,15 +1988,15 @@ void process_monster(MONSTER_IDX m_idx)
                        /* The player is in the way.  Attack him. */
                        if (do_move)
                        {
-                               if (!p_ptr->riding || one_in_(2))
+                               if (!target_ptr->riding || one_in_(2))
                                {
                                        /* Do the attack */
-                                       (void)make_attack_normal(m_idx);
+                                       (void)make_attack_normal(target_ptr, m_idx);
 
                                        /* Do not move */
                                        do_move = FALSE;
 
-                                       /* Took a current_world_ptr->game_turn */
+                                       /* Took a turn */
                                        do_turn = TRUE;
                                }
                        }
@@ -2701,29 +2012,29 @@ void process_monster(MONSTER_IDX m_idx)
 
                        /* Attack 'enemies' */
                        if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
-                                (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
-                                can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
-                               are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
+                               (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
+                               can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
+                               are_enemies(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
                        {
                                if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
                                {
                                        if (r_ptr->flags2 & RF2_KILL_BODY)
                                        {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
+                                               if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
                                        }
 
                                        /* attack */
                                        if (y_ptr->r_idx && (y_ptr->hp >= 0))
                                        {
-                                               if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
+                                               if (monst_attack_monst(target_ptr, m_idx, g_ptr->m_idx)) return;
 
-                                               /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
-                                               else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
+                                               /* In anti-melee dungeon, stupid or confused monster takes useless turn */
+                                               else if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
                                                {
                                                        if (MON_CONFUSED(m_ptr)) return;
                                                        else if (r_ptr->flags2 & RF2_STUPID)
                                                        {
-                                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
+                                                               if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
                                                                return;
                                                        }
                                                }
@@ -2734,8 +2045,8 @@ void process_monster(MONSTER_IDX m_idx)
                        /* Push past weaker monsters (unless leaving a wall) */
                        else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
                                (r_ptr->mexp > z_ptr->mexp) &&
-                               can_cross && (g_ptr->m_idx != p_ptr->riding) &&
-                               monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
+                               can_cross && (g_ptr->m_idx != target_ptr->riding) &&
+                               monster_can_cross_terrain(target_ptr, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
                        {
                                /* Allow movement */
                                do_move = TRUE;
@@ -2744,7 +2055,7 @@ void process_monster(MONSTER_IDX m_idx)
                                did_move_body = TRUE;
 
                                /* Wake up the moved monster */
-                               (void)set_monster_csleep(g_ptr->m_idx, 0);
+                               (void)set_monster_csleep(target_ptr, g_ptr->m_idx, 0);
 
                                /* Message */
                        }
@@ -2752,7 +2063,7 @@ void process_monster(MONSTER_IDX m_idx)
 
                if (is_riding_mon)
                {
-                       if (!p_ptr->riding_ryoute && !MON_MONFEAR(&current_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
+                       if (!target_ptr->riding_ryoute && !MON_MONFEAR(&target_ptr->current_floor_ptr->m_list[target_ptr->riding])) do_move = FALSE;
                }
 
                if (did_kill_wall && do_move)
@@ -2765,13 +2076,13 @@ void process_monster(MONSTER_IDX m_idx)
                                        msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
                        }
 
-                       cave_alter_feat(ny, nx, FF_HURT_DISI);
+                       cave_alter_feat(target_ptr, ny, nx, FF_HURT_DISI);
 
                        if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
                        {
-                               p_ptr->update |= (PU_FLOW);
-                               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
+                               target_ptr->update |= (PU_FLOW);
+                               target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+                               if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
 
                                return;
                        }
@@ -2785,7 +2096,7 @@ void process_monster(MONSTER_IDX m_idx)
 
                if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
                {
-                       if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
+                       if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
                        {
                                /* Assume no move allowed */
                                do_move = FALSE;
@@ -2808,194 +2119,203 @@ void process_monster(MONSTER_IDX m_idx)
                if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
                {
                        /* Hack -- memorize lack of moves */
-                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
+                       if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
 
                        /* Do not move */
                        do_move = FALSE;
                }
 
                /* Creature has been allowed move */
-               if (do_move)
+               if (!do_move)
                {
-                       do_turn = TRUE;
+                       if (do_turn) break;
+                       continue;
+               }
+
+               do_turn = TRUE;
 
-                       if (have_flag(f_ptr->flags, FF_TREE))
+               if (have_flag(f_ptr->flags, FF_TREE))
+               {
+                       if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
                        {
-                               if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
-                               {
-                                       m_ptr->energy_need += ENERGY_NEED();
-                               }
+                               m_ptr->energy_need += ENERGY_NEED();
                        }
+               }
 
-                       if (!is_riding_mon)
+               if (!is_riding_mon)
+               {
+                       /* Hack -- Update the old location */
+                       target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
+
+                       /* Mega-Hack -- move the old monster, if any */
+                       if (g_ptr->m_idx)
                        {
-                               /* Hack -- Update the old location */
-                               current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
+                               /* Move the old monster */
+                               y_ptr->fy = oy;
+                               y_ptr->fx = ox;
 
-                               /* Mega-Hack -- move the old monster, if any */
-                               if (g_ptr->m_idx)
-                               {
-                                       /* Move the old monster */
-                                       y_ptr->fy = oy;
-                                       y_ptr->fx = ox;
+                               /* Update the old monster */
+                               update_monster(target_ptr, g_ptr->m_idx, TRUE);
+                       }
 
-                                       /* Update the old monster */
-                                       update_monster(g_ptr->m_idx, TRUE);
-                               }
+                       /* Hack -- Update the new location */
+                       g_ptr->m_idx = m_idx;
 
-                               /* Hack -- Update the new location */
-                               g_ptr->m_idx = m_idx;
+                       /* Move the monster */
+                       m_ptr->fy = ny;
+                       m_ptr->fx = nx;
+                       update_monster(target_ptr, m_idx, TRUE);
 
-                               /* Move the monster */
-                               m_ptr->fy = ny;
-                               m_ptr->fx = nx;
-                               update_monster(m_idx, TRUE);
+                       lite_spot(target_ptr, oy, ox);
+                       lite_spot(target_ptr, ny, nx);
+               }
+               else
+               {
+                       /* sound(SOUND_WALK); */
+                       if (!move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP)) break;
+               }
 
-                               lite_spot(oy, ox);
-                               lite_spot(ny, nx);
-                       }
-                       else
-                       {
-                               /* sound(SOUND_WALK); */
-                               if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
-                       }
+               /* Possible disturb */
+               if (m_ptr->ml &&
+                       (disturb_move ||
+                       (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx)) ||
+                               (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev)))
+               {
+                       if (is_hostile(m_ptr))
+                               disturb(target_ptr, FALSE, TRUE);
+               }
+
+               /* Take or Kill objects on the floor */
+               bool is_takable_or_killable = g_ptr->o_idx > 0;
+               is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) != 0;
+               bool is_pickup_items = (target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) != 0;
+               is_pickup_items &= (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
+               is_takable_or_killable &= !is_pet(m_ptr) || is_pickup_items;
+               if (!is_takable_or_killable)
+               {
+                       if (do_turn) break;
+                       continue;
+               }
+
+               OBJECT_IDX this_o_idx, next_o_idx;
+               bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
+
+               /* Scan all objects in the grid */
+               for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+               {
+                       BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
+                       GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
+                       object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx];
+                       next_o_idx = o_ptr->next_o_idx;
 
-                       /* Possible disturb */
-                       if (m_ptr->ml &&
-                           (disturb_move ||
-                            (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
-                            (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
+                       if (do_take)
                        {
-                               if (is_hostile(m_ptr))
-                                       disturb(FALSE, TRUE);
+                               /* Skip gold */
+                               if (o_ptr->tval == TV_GOLD) continue;
+
+                               /*
+                                * Skip "real" corpses and statues, to avoid extreme
+                                * silliness like a novice rogue pockets full of statues
+                                * and corpses.
+                                */
+                               if ((o_ptr->tval == TV_CORPSE) ||
+                                       (o_ptr->tval == TV_STATUE)) continue;
                        }
 
-                       /* Take or Kill objects on the floor */
-                       if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
-                           (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
+                       /* Extract some flags */
+                       object_flags(o_ptr, flgs);
+
+                       /* Acquire the object name */
+                       object_desc(target_ptr, o_name, o_ptr, 0);
+                       monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
+
+                       /* React to objects that hurt the monster */
+                       if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
+                       if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
+                       if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
+                       if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
+                       if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
+                       if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
+                       if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
+                       if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
+                       if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
+                       if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
+                       if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
+                       if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
+                       if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
+                       if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
+                       if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
+                       if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
+                       if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
+                       if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
+                       if (have_flag(flgs, TR_BRAND_ACID))  flgr |= (RFR_IM_ACID);
+                       if (have_flag(flgs, TR_BRAND_ELEC))  flgr |= (RFR_IM_ELEC);
+                       if (have_flag(flgs, TR_BRAND_FIRE))  flgr |= (RFR_IM_FIRE);
+                       if (have_flag(flgs, TR_BRAND_COLD))  flgr |= (RFR_IM_COLD);
+                       if (have_flag(flgs, TR_BRAND_POIS))  flgr |= (RFR_IM_POIS);
+
+                       /* The object cannot be picked up by the monster */
+                       if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
+                               ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
                        {
-                               OBJECT_IDX this_o_idx, next_o_idx;
-                               bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
-
-                               /* Scan all objects in the grid */
-                               for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+                               /* Only give a message for "take_item" */
+                               if (do_take && (r_ptr->flags2 & RF2_STUPID))
                                {
-                                       BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
-                                       GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
-                                       object_type *o_ptr = &current_floor_ptr->o_list[this_o_idx];
-                                       next_o_idx = o_ptr->next_o_idx;
+                                       did_take_item = TRUE;
 
-                                       if (do_take)
+                                       /* Describe observable situations */
+                                       if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx))
                                        {
-                                               /* Skip gold */
-                                               if (o_ptr->tval == TV_GOLD) continue;
-
-                                               /*
-                                                * Skip "real" corpses and statues, to avoid extreme
-                                                * silliness like a novice rogue pockets full of statues
-                                                * and corpses.
-                                                */
-                                               if ((o_ptr->tval == TV_CORPSE) ||
-                                                   (o_ptr->tval == TV_STATUE)) continue;
+                                               msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name);
                                        }
+                               }
+                       }
 
-                                       /* Extract some flags */
-                                       object_flags(o_ptr, flgs);
-
-                                       /* Acquire the object name */
-                                       object_desc(o_name, o_ptr, 0);
-                                       monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
-
-                                       /* React to objects that hurt the monster */
-                                       if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
-                                       if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
-                                       if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
-                                       if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
-                                       if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
-                                       if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
-                                       if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
-                                       if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
-                                       if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
-                                       if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
-                                       if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
-                                       if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
-                                       if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
-                                       if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
-                                       if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
-                                       if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
-                                       if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
-                                       if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
-                                       if (have_flag(flgs, TR_BRAND_ACID))  flgr |= (RFR_IM_ACID);
-                                       if (have_flag(flgs, TR_BRAND_ELEC))  flgr |= (RFR_IM_ELEC);
-                                       if (have_flag(flgs, TR_BRAND_FIRE))  flgr |= (RFR_IM_FIRE);
-                                       if (have_flag(flgs, TR_BRAND_COLD))  flgr |= (RFR_IM_COLD);
-                                       if (have_flag(flgs, TR_BRAND_POIS))  flgr |= (RFR_IM_POIS);
-
-                                       /* The object cannot be picked up by the monster */
-                                       if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
-                                           ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
-                                       {
-                                               /* Only give a message for "take_item" */
-                                               if (do_take && (r_ptr->flags2 & RF2_STUPID))
-                                               {
-                                                       did_take_item = TRUE;
-
-                                                       /* Describe observable situations */
-                                                       if (m_ptr->ml && player_can_see_bold(ny, nx))
-                                                       {
-                                                               msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name);
-                                                       }
-                                               }
-                                       }
-
-                                       /* Pick up the item */
-                                       else if (do_take)
-                                       {
-                                               did_take_item = TRUE;
-
-                                               /* Describe observable situations */
-                                               if (player_can_see_bold(ny, nx))
-                                               {
-                                                       msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
-                                               }
+                       /* Pick up the item */
+                       else if (do_take)
+                       {
+                               did_take_item = TRUE;
 
-                                               /* Excise the object */
-                                               excise_object_idx(this_o_idx);
+                               /* Describe observable situations */
+                               if (player_can_see_bold(target_ptr, ny, nx))
+                               {
+                                       msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
+                               }
 
-                                               /* Forget mark */
-                                               o_ptr->marked &= OM_TOUCHED;
+                               /* Excise the object */
+                               excise_object_idx(target_ptr->current_floor_ptr, this_o_idx);
 
-                                               /* Forget location */
-                                               o_ptr->iy = o_ptr->ix = 0;
+                               /* Forget mark */
+                               o_ptr->marked &= OM_TOUCHED;
 
-                                               /* Memorize monster */
-                                               o_ptr->held_m_idx = m_idx;
+                               /* Forget location */
+                               o_ptr->iy = o_ptr->ix = 0;
 
-                                               /* Build a stack */
-                                               o_ptr->next_o_idx = m_ptr->hold_o_idx;
+                               /* Memorize monster */
+                               o_ptr->held_m_idx = m_idx;
 
-                                               /* Carry object */
-                                               m_ptr->hold_o_idx = this_o_idx;
-                                       }
+                               /* Build a stack */
+                               o_ptr->next_o_idx = m_ptr->hold_o_idx;
 
-                                       /* Destroy the item if not a pet */
-                                       else if (!is_pet(m_ptr))
-                                       {
-                                               did_kill_item = TRUE;
+                               /* Carry object */
+                               m_ptr->hold_o_idx = this_o_idx;
+                       }
 
-                                               /* Describe observable situations */
-                                               if (player_has_los_bold(ny, nx))
-                                               {
-                                                       msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
-                                               }
+                       /* Destroy the item if not a pet */
+                       else if (!is_pet(m_ptr))
+                       {
+                               did_kill_item = TRUE;
 
-                                               delete_object_idx(this_o_idx);
-                                       }
+                               /* Describe observable situations */
+                               if (player_has_los_bold(target_ptr, ny, nx))
+                               {
+                                       msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
                                }
+
+                               delete_object_idx(target_ptr, this_o_idx);
                        }
                }
 
-               /* Stop when done */
                if (do_turn) break;
        }
 
@@ -3003,7 +2323,7 @@ void process_monster(MONSTER_IDX m_idx)
         *  Forward movements failed, but now received LOS attack!
         *  Try to flow by smell.
         */
-       if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
+       if (target_ptr->no_flowed && i > 2 && m_ptr->target_y)
                m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
 
        /* If we haven't done anything, try casting a spell again */
@@ -3012,27 +2332,26 @@ void process_monster(MONSTER_IDX m_idx)
                /* Try to cast spell again */
                if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
                {
-                       if (make_attack_spell(m_idx)) return;
+                       if (make_attack_spell(m_idx, target_ptr)) return;
                }
        }
 
-
        /* Notice changes in view */
        if (do_view)
        {
-               p_ptr->update |= (PU_FLOW);
-               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+               target_ptr->update |= (PU_FLOW);
+               target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
        }
 
        /* Notice changes in view */
        if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
-               || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
+               || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
        {
-               p_ptr->update |= (PU_MON_LITE);
+               target_ptr->update |= (PU_MON_LITE);
        }
 
        /* Learn things from observable monster */
-       if (is_original_ap_and_seen(m_ptr))
+       if (is_original_ap_and_seen(target_ptr, m_ptr))
        {
                /* Monster opened a door */
                if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
@@ -3056,33 +2375,29 @@ void process_monster(MONSTER_IDX m_idx)
                if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
        }
 
+       bool is_battle_determined = !do_turn && !do_move && MON_MONFEAR(m_ptr) && aware;
+       if (!is_battle_determined) return;
 
-       /* Hack -- get "bold" if out of options */
-       if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
-       {
-               /* No longer afraid */
-               (void)set_monster_monfear(m_idx, 0);
-
-               /* Message if seen */
-               if (see_m)
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(m_name, m_ptr, 0);
-                       msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
-               }
+       /* No longer afraid */
+       (void)set_monster_monfear(target_ptr, m_idx, 0);
 
-               if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
-
-               /* Actually do something now (?) */
+       /* Message if seen */
+       if (see_m)
+       {
+               GAME_TEXT m_name[MAX_NLEN];
+               monster_desc(target_ptr, m_name, m_ptr, 0);
+               msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
        }
+
+       if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
 }
 
 /*!
  * @brief 全モンスターのターン管理メインルーチン /
- * Process all the "live" monsters, once per game current_world_ptr->game_turn.
+ * Process all the "live" monsters, once per game turn.
  * @return なし
  * @details
- * During each game current_world_ptr->game_turn, we scan through the list of all the "live" monsters,\n
+ * During each game current game turn, we scan through the list of all the "live" monsters,\n
  * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
  * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
  *\n
@@ -3101,8 +2416,8 @@ void process_monster(MONSTER_IDX m_idx)
  *\n
  * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
  * monsters while they are still being "born".  A monster is "fresh" only\n
- * during the current_world_ptr->game_turn in which it is created, and we use the "hack_m_idx" to\n
- * determine if the monster is yet to be processed during the current current_world_ptr->game_turn.\n
+ * during the game turn in which it is created, and we use the "hack_m_idx" to\n
+ * determine if the monster is yet to be processed during the game turn.\n
  *\n
  * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
  * move before any "nasty" monsters get to use their spell attacks.\n
@@ -3111,18 +2426,8 @@ void process_monster(MONSTER_IDX m_idx)
  * changes (flags, attacks, spells), we induce a redraw of the monster\n
  * recall window.\n
  */
-void process_monsters(void)
+void process_monsters(player_type *target_ptr)
 {
-       MONSTER_IDX i;
-       POSITION fx, fy;
-
-       bool            test;
-
-       monster_type    *m_ptr;
-       monster_race    *r_ptr;
-
-       MONRACE_IDX old_monster_race_idx;
-
        BIT_FLAGS old_r_flags1 = 0L;
        BIT_FLAGS old_r_flags2 = 0L;
        BIT_FLAGS old_r_flags3 = 0L;
@@ -3136,21 +2441,20 @@ void process_monsters(void)
        byte old_r_blows2 = 0;
        byte old_r_blows3 = 0;
 
-       byte old_r_cast_spell = 0;
-
-       SPEED speed;
-
        /* Clear monster fighting indicator */
-       mon_fight = FALSE;
+       floor_type *floor_ptr = target_ptr->current_floor_ptr;
+       floor_ptr->monster_noise = FALSE;
 
        /* Memorize old race */
-       old_monster_race_idx = p_ptr->monster_race_idx;
+       MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
 
        /* Acquire knowledge */
-       if (p_ptr->monster_race_idx)
+       byte old_r_cast_spell = 0;
+       if (target_ptr->monster_race_idx)
        {
                /* Acquire current monster */
-               r_ptr = &r_info[p_ptr->monster_race_idx];
+               monster_race *r_ptr;
+               r_ptr = &r_info[target_ptr->monster_race_idx];
 
                /* Memorize flags */
                old_r_flags1 = r_ptr->r_flags1;
@@ -3171,21 +2475,22 @@ void process_monsters(void)
                old_r_cast_spell = r_ptr->r_cast_spell;
        }
 
-
        /* Process the monsters (backwards) */
-       for (i = m_max - 1; i >= 1; i--)
+       bool test;
+       for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
        {
-               /* Access the monster */
-               m_ptr = &current_floor_ptr->m_list[i];
+               monster_type *m_ptr;
+               monster_race *r_ptr;
+               m_ptr = &floor_ptr->m_list[i];
                r_ptr = &r_info[m_ptr->r_idx];
 
                /* Handle "leaving" */
-               if (p_ptr->leaving) break;
+               if (target_ptr->leaving) break;
 
                /* Ignore "dead" monsters */
                if (!monster_is_valid(m_ptr)) continue;
 
-               if (p_ptr->wild_mode) continue;
+               if (target_ptr->wild_mode) continue;
 
 
                /* Handle "fresh" monsters */
@@ -3201,11 +2506,11 @@ void process_monsters(void)
                /* Hack -- Require proximity */
                if (m_ptr->cdis >= AAF_LIMIT) continue;
 
-               fx = m_ptr->fx;
-               fy = m_ptr->fy;
+               POSITION fx = m_ptr->fx;
+               POSITION fy = m_ptr->fy;
 
                /* Flow by smell is allowed */
-               if (!p_ptr->no_flowed)
+               if (!target_ptr->no_flowed)
                {
                        m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
                }
@@ -3221,34 +2526,21 @@ void process_monsters(void)
                }
 
                /* Handle "sight" and "aggravation" */
-        else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
-                       (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
+               else if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
+                       (player_has_los_bold(target_ptr, fy, fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
                {
                        /* We can "see" or "feel" the player */
                        test = TRUE;
                }
 
-#if 0 /* (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) is always FALSE... */
-               /* Hack -- Monsters can "smell" the player from far away */
-               /* Note that most monsters have "aaf" of "20" or so */
-               else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
-                       cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
-                       (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) &&
-                       (current_floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
-                       (current_floor_ptr->grid_array[fy][fx].dist < r_ptr->aaf))
-               {
-                       /* We can "smell" the player */
-                       test = TRUE;
-               }
-#endif
                else if (m_ptr->target_y) test = TRUE;
 
                /* Do nothing */
                if (!test) continue;
 
-
-               if (p_ptr->riding == i)
-                       speed = p_ptr->pspeed;
+               SPEED speed;
+               if (target_ptr->riding == i)
+                       speed = target_ptr->pspeed;
                else
                {
                        speed = m_ptr->mspeed;
@@ -3269,24 +2561,23 @@ void process_monsters(void)
                /* Use up "some" energy */
                m_ptr->energy_need += ENERGY_NEED();
 
-
                /* Save global index */
                hack_m_idx = i;
 
                /* Process the monster */
-               process_monster(i);
+               process_monster(target_ptr, i);
 
                reset_target(m_ptr);
 
                /* Give up flow_by_smell when it might useless */
-               if (p_ptr->no_flowed && one_in_(3))
+               if (target_ptr->no_flowed && one_in_(3))
                        m_ptr->mflag2 |= MFLAG2_NOFLOW;
 
                /* Hack -- notice death or departure */
-               if (!p_ptr->playing || p_ptr->is_dead) break;
+               if (!target_ptr->playing || target_ptr->is_dead) break;
 
                /* Notice leaving */
-               if (p_ptr->leaving) break;
+               if (target_ptr->leaving) break;
        }
 
        /* Reset global index */
@@ -3294,27 +2585,27 @@ void process_monsters(void)
 
 
        /* Tracking a monster race (the same one we were before) */
-       if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
-       {
-               /* Acquire monster race */
-               r_ptr = &r_info[p_ptr->monster_race_idx];
-
-               /* Check for knowledge change */
-               if ((old_r_flags1 != r_ptr->r_flags1) ||
-                       (old_r_flags2 != r_ptr->r_flags2) ||
-                       (old_r_flags3 != r_ptr->r_flags3) ||
-                       (old_r_flags4 != r_ptr->r_flags4) ||
-                       (old_r_flags5 != r_ptr->r_flags5) ||
-                       (old_r_flags6 != r_ptr->r_flags6) ||
-                       (old_r_flagsr != r_ptr->r_flagsr) ||
-                       (old_r_blows0 != r_ptr->r_blows[0]) ||
-                       (old_r_blows1 != r_ptr->r_blows[1]) ||
-                       (old_r_blows2 != r_ptr->r_blows[2]) ||
-                       (old_r_blows3 != r_ptr->r_blows[3]) ||
-                       (old_r_cast_spell != r_ptr->r_cast_spell))
-               {
-                       p_ptr->window |= (PW_MONSTER);
-               }
+       if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
+               return;
+
+       /* Acquire monster race */
+       monster_race *r_ptr;
+       r_ptr = &r_info[target_ptr->monster_race_idx];
+
+       /* Check for knowledge change */
+       if ((old_r_flags1 != r_ptr->r_flags1) ||
+               (old_r_flags2 != r_ptr->r_flags2) ||
+               (old_r_flags3 != r_ptr->r_flags3) ||
+               (old_r_flags4 != r_ptr->r_flags4) ||
+               (old_r_flags5 != r_ptr->r_flags5) ||
+               (old_r_flags6 != r_ptr->r_flags6) ||
+               (old_r_flagsr != r_ptr->r_flagsr) ||
+               (old_r_blows0 != r_ptr->r_blows[0]) ||
+               (old_r_blows1 != r_ptr->r_blows[1]) ||
+               (old_r_blows2 != r_ptr->r_blows[2]) ||
+               (old_r_blows3 != r_ptr->r_blows[3]) ||
+               (old_r_cast_spell != r_ptr->r_cast_spell))
+       {
+               target_ptr->window |= (PW_MONSTER);
        }
 }
-