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[Refactor] #37353 dungeon_idx を player_type 構造体に編入。 / Enter dungeon_idx to player_typ...
[hengband/hengband.git] / src / spells2.c
index 4ea4451..2b3ef60 100644 (file)
  */
 
 #include "angband.h"
+#include "cmd-pet.h"
 #include "grid.h"
 #include "trap.h"
-
+#include "monsterrace-hook.h"
+#include "melee.h"
+#include "world.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "mutation.h"
+#include "quest.h"
+#include "avatar.h"
+
+#include "spells-status.h"
+#include "realm-hex.h"
 
 /*!
  * @brief プレイヤー周辺の地形を感知する
  */
 static bool detect_feat_flag(POSITION range, int flag, bool known)
 {
-       int x, y;
+       POSITION x, y;
        bool detect = FALSE;
        cave_type *c_ptr;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
        /* Scan the current panel */
        for (y = 1; y < cur_hgt - 1; y++)
@@ -38,8 +49,6 @@ static bool detect_feat_flag(POSITION range, int flag, bool known)
                {
                        int dist = distance(p_ptr->y, p_ptr->x, y, x);
                        if (dist > range) continue;
-
-                       /* Access the grid */
                        c_ptr = &cave[y][x];
 
                        /* Hack -- Safe */
@@ -52,7 +61,6 @@ static bool detect_feat_flag(POSITION range, int flag, bool known)
 
                                        c_ptr->info &= ~(CAVE_UNSAFE);
 
-                                       /* Redraw */
                                        lite_spot(y, x);
                                }
                        }
@@ -66,10 +74,8 @@ static bool detect_feat_flag(POSITION range, int flag, bool known)
                                /* Hack -- Memorize */
                                c_ptr->info |= (CAVE_MARK);
 
-                               /* Redraw */
                                lite_spot(y, x);
 
-                               /* Obvious */
                                detect = TRUE;
                        }
                }
@@ -91,8 +97,6 @@ bool detect_traps(POSITION range, bool known)
        if (known) p_ptr->dtrap = TRUE;
 
        if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
-
-       /* Describe */
        if (detect)
        {
                msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
@@ -111,8 +115,6 @@ bool detect_doors(POSITION range)
        bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
 
        if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
-
-       /* Describe */
        if (detect)
        {
                msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
@@ -131,8 +133,6 @@ bool detect_stairs(POSITION range)
        bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
 
        if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
-
-       /* Describe */
        if (detect)
        {
                msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
@@ -151,8 +151,6 @@ bool detect_treasure(POSITION range)
        bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
 
        if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
-
-       /* Describe */
        if (detect)
        {
                msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
@@ -168,12 +166,13 @@ bool detect_treasure(POSITION range)
  */
 bool detect_objects_gold(POSITION range)
 {
-       int i, y, x;
+       OBJECT_IDX i;
+       POSITION y, x;
        POSITION range2 = range;
 
        bool detect = FALSE;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
 
        /* Scan objects */
        for (i = 1; i < o_max; i++)
@@ -202,8 +201,6 @@ bool detect_objects_gold(POSITION range)
        }
 
        if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
-
-       /* Describe */
        if (detect)
        {
                msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
@@ -224,12 +221,13 @@ bool detect_objects_gold(POSITION range)
  */
 bool detect_objects_normal(POSITION range)
 {
-       int i, y, x;
+       OBJECT_IDX i;
+       POSITION y, x;
        POSITION range2 = range;
 
        bool detect = FALSE;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
 
        /* Scan objects */
        for (i = 1; i < o_max; i++)
@@ -258,8 +256,6 @@ bool detect_objects_normal(POSITION range)
        }
 
        if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
-
-       /* Describe */
        if (detect)
        {
                msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
@@ -288,11 +284,13 @@ bool detect_objects_normal(POSITION range)
  */
 bool detect_objects_magic(POSITION range)
 {
-       int i, y, x, tv;
+       OBJECT_TYPE_VALUE tv;
+       OBJECT_IDX i;
+       POSITION y, x;
 
        bool detect = FALSE;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
        /* Scan all objects */
        for (i = 1; i < o_max; i++)
@@ -346,8 +344,6 @@ bool detect_objects_magic(POSITION range)
                        detect = TRUE;
                }
        }
-
-       /* Describe */
        if (detect)
        {
                msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
@@ -367,12 +363,10 @@ bool detect_monsters_normal(POSITION range)
 {
        MONSTER_IDX i;
        POSITION y, x;
-
        bool flag = FALSE;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       /* Scan monsters */
        for (i = 1; i < m_max; i++)
        {
                monster_type *m_ptr = &m_list[i];
@@ -393,21 +387,15 @@ bool detect_monsters_normal(POSITION range)
                        /* Repair visibility later */
                        repair_monsters = TRUE;
 
-                       /* Hack -- Detect monster */
                        m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
-                       /* Update the monster */
-                       update_mon(i, FALSE);
+                       update_monster(i, FALSE);
                        flag = TRUE;
                }
        }
 
        if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
-
-       /* Describe */
        if (flag)
        {
-               /* Describe result */
                msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
        }
        return (flag);
@@ -425,9 +413,8 @@ bool detect_monsters_invis(POSITION range)
        POSITION y, x;
        bool flag = FALSE;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       /* Scan monsters */
        for (i = 1; i < m_max; i++)
        {
                monster_type *m_ptr = &m_list[i];
@@ -454,21 +441,15 @@ bool detect_monsters_invis(POSITION range)
                        /* Repair visibility later */
                        repair_monsters = TRUE;
 
-                       /* Hack -- Detect monster */
                        m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
-                       /* Update the monster */
-                       update_mon(i, FALSE);
+                       update_monster(i, FALSE);
                        flag = TRUE;
                }
        }
 
        if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
-
-       /* Describe */
        if (flag)
        {
-               /* Describe result */
                msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
        }
        return (flag);
@@ -485,9 +466,8 @@ bool detect_monsters_evil(POSITION range)
        POSITION y, x;
        bool flag = FALSE;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       /* Scan monsters */
        for (i = 1; i < m_max; i++)
        {
                monster_type *m_ptr = &m_list[i];
@@ -520,19 +500,13 @@ bool detect_monsters_evil(POSITION range)
                        /* Repair visibility later */
                        repair_monsters = TRUE;
 
-                       /* Hack -- Detect monster */
                        m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
-                       /* Update the monster */
-                       update_mon(i, FALSE);
+                       update_monster(i, FALSE);
                        flag = TRUE;
                }
        }
-
-       /* Describe */
        if (flag)
        {
-               /* Describe result */
                msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
        }
        return (flag);
@@ -549,13 +523,11 @@ bool detect_monsters_nonliving(POSITION range)
        POSITION y, x;
        bool flag = FALSE;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       /* Scan monsters */
        for (i = 1; i < m_max; i++)
        {
                monster_type *m_ptr = &m_list[i];
-               monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
                /* Skip dead monsters */
                if (!m_ptr->r_idx) continue;
@@ -567,7 +539,7 @@ bool detect_monsters_nonliving(POSITION range)
                if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
 
                /* Detect non-living monsters */
-               if (!monster_living(r_ptr))
+               if (!monster_living(m_ptr->r_idx))
                {
                        /* Update monster recall window */
                        if (p_ptr->monster_race_idx == m_ptr->r_idx)
@@ -578,19 +550,13 @@ bool detect_monsters_nonliving(POSITION range)
                        /* Repair visibility later */
                        repair_monsters = TRUE;
 
-                       /* Hack -- Detect monster */
                        m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
-                       /* Update the monster */
-                       update_mon(i, FALSE);
+                       update_monster(i, FALSE);
                        flag = TRUE;
                }
        }
-
-       /* Describe */
        if (flag)
        {
-               /* Describe result */
                msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
        }
        return (flag);
@@ -605,11 +571,10 @@ bool detect_monsters_mind(POSITION range)
 {
        MONSTER_IDX i;
        POSITION y, x;
-       bool    flag = FALSE;
+       bool flag = FALSE;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       /* Scan monsters */
        for (i = 1; i < m_max; i++)
        {
                monster_type *m_ptr = &m_list[i];
@@ -636,19 +601,13 @@ bool detect_monsters_mind(POSITION range)
                        /* Repair visibility later */
                        repair_monsters = TRUE;
 
-                       /* Hack -- Detect monster */
                        m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
-                       /* Update the monster */
-                       update_mon(i, FALSE);
+                       update_monster(i, FALSE);
                        flag = TRUE;
                }
        }
-
-       /* Describe */
        if (flag)
        {
-               /* Describe result */
                msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
        }
        return (flag);
@@ -661,15 +620,14 @@ bool detect_monsters_mind(POSITION range)
  * @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
  * @return 効力があった場合TRUEを返す
  */
-bool detect_monsters_string(POSITION range, cptr Match)
+bool detect_monsters_string(POSITION range, concptr Match)
 {
        MONSTER_IDX i;
        POSITION y, x;
        bool flag = FALSE;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       /* Scan monsters */
        for (i = 1; i < m_max; i++)
        {
                monster_type *m_ptr = &m_list[i];
@@ -696,21 +654,15 @@ bool detect_monsters_string(POSITION range, cptr Match)
                        /* Repair visibility later */
                        repair_monsters = TRUE;
 
-                       /* Hack -- Detect monster */
                        m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
-                       /* Update the monster */
-                       update_mon(i, FALSE);
+                       update_monster(i, FALSE);
                        flag = TRUE;
                }
        }
 
        if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
-
-       /* Describe */
        if (flag)
        {
-               /* Describe result */
                msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
        }
        return (flag);
@@ -727,11 +679,10 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag)
        MONSTER_IDX i;
        POSITION y, x;
        bool flag = FALSE;
-       cptr desc_monsters = _("変なモンスター", "weird monsters");
+       concptr desc_monsters = _("変なモンスター", "weird monsters");
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
 
-       /* Scan monsters */
        for (i = 1; i < m_max; i++)
        {
                monster_type *m_ptr = &m_list[i];
@@ -764,16 +715,11 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag)
                        /* Repair visibility later */
                        repair_monsters = TRUE;
 
-                       /* Hack -- Detect monster */
                        m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
-                       /* Update the monster */
-                       update_mon(i, FALSE);
+                       update_monster(i, FALSE);
                        flag = TRUE;
                }
        }
-
-       /* Describe */
        if (flag)
        {
                switch (match_flag)
@@ -786,7 +732,6 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag)
                                break;
                }
 
-               /* Describe result */
                msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
                msg_print(NULL);
        }
@@ -832,7 +777,7 @@ bool detect_all(POSITION range)
  * this is done in two passes. -- JDL
  * </pre>
  */
-bool project_hack(EFFECT_ID typ, HIT_POINT dam)
+bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
 {
        MONSTER_IDX i;
        POSITION x, y;
@@ -885,7 +830,7 @@ bool project_hack(EFFECT_ID typ, HIT_POINT dam)
  */
 bool speed_monsters(void)
 {
-       return (project_hack(GF_OLD_SPEED, p_ptr->lev));
+       return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
 }
 
 /*!
@@ -894,7 +839,7 @@ bool speed_monsters(void)
  */
 bool slow_monsters(int power)
 {
-       return (project_hack(GF_OLD_SLOW, power));
+       return (project_all_los(GF_OLD_SLOW, power));
 }
 
 /*!
@@ -903,7 +848,7 @@ bool slow_monsters(int power)
  */
 bool sleep_monsters(int power)
 {
-       return (project_hack(GF_OLD_SLEEP, power));
+       return (project_all_los(GF_OLD_SLEEP, power));
 }
 
 /*!
@@ -912,7 +857,7 @@ bool sleep_monsters(int power)
  */
 bool banish_evil(int dist)
 {
-       return (project_hack(GF_AWAY_EVIL, dist));
+       return (project_all_los(GF_AWAY_EVIL, dist));
 }
 
 /*!
@@ -921,7 +866,7 @@ bool banish_evil(int dist)
  */
 bool turn_undead(void)
 {
-       bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
+       bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
        if (tester)
                chg_virtue(V_UNLIFE, -1);
        return tester;
@@ -933,7 +878,7 @@ bool turn_undead(void)
  */
 bool dispel_undead(HIT_POINT dam)
 {
-       bool tester = (project_hack(GF_DISP_UNDEAD, dam));
+       bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
        if (tester)
                chg_virtue(V_UNLIFE, -2);
        return tester;
@@ -945,7 +890,7 @@ bool dispel_undead(HIT_POINT dam)
  */
 bool dispel_evil(HIT_POINT dam)
 {
-       return (project_hack(GF_DISP_EVIL, dam));
+       return (project_all_los(GF_DISP_EVIL, dam));
 }
 
 /*!
@@ -954,7 +899,7 @@ bool dispel_evil(HIT_POINT dam)
  */
 bool dispel_good(HIT_POINT dam)
 {
-       return (project_hack(GF_DISP_GOOD, dam));
+       return (project_all_los(GF_DISP_GOOD, dam));
 }
 
 /*!
@@ -963,7 +908,33 @@ bool dispel_good(HIT_POINT dam)
  */
 bool dispel_monsters(HIT_POINT dam)
 {
-       return (project_hack(GF_DISP_ALL, dam));
+       return (project_all_los(GF_DISP_ALL, dam));
+}
+
+bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
+{
+       bool ident = FALSE;
+       if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
+       int k = 3 * creature_ptr->lev;
+       if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
+       if (set_poisoned(0)) ident = TRUE;
+       if (set_afraid(0)) ident = TRUE;
+       if (hp_player(50)) ident = TRUE;
+       if (set_stun(0)) ident = TRUE;
+       if (set_cut(0)) ident = TRUE;
+       return ident;
+}
+
+bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
+{
+       msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
+       project(0, (powerful ? 7 : 5), creature_ptr->y, creature_ptr->x,
+       (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+       if ((creature_ptr->pclass != CLASS_MAGE) && (creature_ptr->pclass != CLASS_HIGH_MAGE) && (creature_ptr->pclass != CLASS_SORCERER) && (creature_ptr->pclass != CLASS_MAGIC_EATER) && (creature_ptr->pclass != CLASS_BLUE_MAGE))
+       {
+               (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
+       }
+       return TRUE;
 }
 
 /*!
@@ -972,7 +943,7 @@ bool dispel_monsters(HIT_POINT dam)
  */
 bool dispel_living(HIT_POINT dam)
 {
-       return (project_hack(GF_DISP_LIVING, dam));
+       return (project_all_los(GF_DISP_LIVING, dam));
 }
 
 /*!
@@ -981,7 +952,7 @@ bool dispel_living(HIT_POINT dam)
  */
 bool dispel_demons(HIT_POINT dam)
 {
-       return (project_hack(GF_DISP_DEMON, dam));
+       return (project_all_los(GF_DISP_DEMON, dam));
 }
 
 /*!
@@ -990,7 +961,7 @@ bool dispel_demons(HIT_POINT dam)
  */
 bool crusade(void)
 {
-       return (project_hack(GF_CRUSADE, p_ptr->lev*4));
+       return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
 }
 
 /*!
@@ -1001,14 +972,13 @@ bool crusade(void)
 void aggravate_monsters(MONSTER_IDX who)
 {
        MONSTER_IDX i;
-       bool    sleep = FALSE;
-       bool    speed = FALSE;
+       bool sleep = FALSE;
+       bool speed = FALSE;
 
        /* Aggravate everyone nearby */
        for (i = 1; i < m_max; i++)
        {
-               monster_type    *m_ptr = &m_list[i];
-/*             monster_race    *r_ptr = &r_info[m_ptr->r_idx]; */
+               monster_type *m_ptr = &m_list[i];
 
                /* Paranoia -- Skip dead monsters */
                if (!m_ptr->r_idx) continue;
@@ -1054,7 +1024,7 @@ void aggravate_monsters(MONSTER_IDX who)
  * @param spell_name 抹殺効果を起こした魔法の名前
  * @return 効力があった場合TRUEを返す
  */
-bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
+bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
 {
        int          msec = delay_factor * delay_factor * delay_factor;
        monster_type *m_ptr = &m_list[m_idx];
@@ -1071,12 +1041,11 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side,
        else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
        else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
 
-
        else
        {
                if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
                {
-                       char m_name[80];
+                       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_GENOCIDE, m_name);
@@ -1088,7 +1057,7 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side,
        if (resist && player_cast)
        {
                bool see_m = is_seen(m_ptr);
-               char m_name[80];
+               GAME_TEXT m_name[MAX_NLEN];
 
                monster_desc(m_name, m_ptr, 0);
                if (see_m)
@@ -1122,15 +1091,12 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side,
        /* Visual feedback */
        move_cursor_relative(p_ptr->y, p_ptr->x);
 
-       /* Redraw */
        p_ptr->redraw |= (PR_HP);
        p_ptr->window |= (PW_PLAYER);
 
-       /* Handle */
        handle_stuff();
        Term_fresh();
 
-       /* Delay */
        Term_xtra(TERM_XTRA_DELAY, msec);
 
        return !resist;
@@ -1152,6 +1118,7 @@ bool symbol_genocide(int power, bool player_cast)
        /* Prevent genocide in quest levels */
        if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
        {
+               msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
                return (FALSE);
        }
 
@@ -1170,7 +1137,6 @@ bool symbol_genocide(int power, bool player_cast)
                /* Skip "wrong" monsters */
                if (r_ptr->d_char != typ) continue;
 
-               /* Take note */
                result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
        }
 
@@ -1277,11 +1243,12 @@ bool mass_genocide_undead(int power, bool player_cast)
  */
 bool probing(void)
 {
-       int i, speed;
+       int i;
+       int speed; /* TODO */
        bool_hack cu, cv;
        bool probe = FALSE;
        char buf[256];
-       cptr align;
+       concptr align;
 
        cu = Term->scr->cu;
        cv = Term->scr->cv;
@@ -1303,7 +1270,7 @@ bool probing(void)
                /* Probe visible monsters */
                if (m_ptr->ml)
                {
-                       char m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
 
                        /* Start the message */
                        if (!probe)
@@ -1338,7 +1305,6 @@ bool probing(void)
                        else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
                        else align = _("中立", "neutral");
 
-                       /* Describe the monster */
                        sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
                                m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
 
@@ -1361,8 +1327,9 @@ bool probing(void)
 
                        /* HACK : Add the line to message buffer */
                        message_add(buf);
+
                        p_ptr->window |= (PW_MESSAGE);
-                       window_stuff();
+                       handle_stuff();
 
                        if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
                        inkey();
@@ -1428,7 +1395,7 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
        POSITION y, x;
        int k, t;
        cave_type *c_ptr;
-       bool      flag = FALSE;
+       bool flag = FALSE;
 
        /* Prevent destruction of quest levels and town */
        if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
@@ -1452,8 +1419,6 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
 
                        /* Stay in the circle of death */
                        if (k > r) continue;
-
-                       /* Access the grid */
                        c_ptr = &cave[y][x];
 
                        /* Lose room and vault */
@@ -1503,7 +1468,7 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
                                {
                                        if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
                                        {
-                                               char m_name[80];
+                                               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_DESTROY, m_name);
@@ -1523,8 +1488,6 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
                                for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
                                {
                                        object_type *o_ptr;
-
-                                       /* Acquire object */
                                        o_ptr = &o_list[this_o_idx];
 
                                        /* Acquire next object */
@@ -1538,7 +1501,7 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
 
                                                if (in_generate && cheat_peek)
                                                {
-                                                       char o_name[MAX_NLEN];
+                                                       GAME_TEXT o_name[MAX_NLEN];
                                                        object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
                                                        msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
                                                }
@@ -1551,7 +1514,6 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
                                }
                        }
 
-                       /* Delete objects */
                        delete_object(y, x);
 
                        /* Destroy "non-permanent" grids */
@@ -1580,7 +1542,7 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
                                        else
                                        {
                                                /* Create floor */
-                                               cave_set_feat(y, x, floor_type[randint0(100)]);
+                                               cave_set_feat(y, x, feat_ground_type[randint0(100)]);
                                        }
                                }
                                else /* In generation */
@@ -1628,14 +1590,13 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
 
                                /* Stay in the circle of death */
                                if (k > r) continue;
-
-                               /* Access the grid */
                                c_ptr = &cave[y][x];
 
                                if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
-                               else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+                               else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
                                {
-                                       int i, yy, xx;
+                                       DIRECTION i;
+                                       POSITION yy, xx;
                                        cave_type *cc_ptr;
 
                                        for (i = 0; i < 9; i++)
@@ -1670,13 +1631,8 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
                forget_flow();
 
                /* Mega-Hack -- Forget the view and lite */
-               p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-
-               /* Redraw map */
+               p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
                p_ptr->redraw |= (PR_MAP);
-
                p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
 
                if (p_ptr->special_defense & NINJA_S_STEALTH)
@@ -1722,13 +1678,12 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
        DIRECTION i;
        int t;
        POSITION y, x, yy, xx, dy, dx;
-       int             damage = 0;
-       int             sn = 0;
-       POSITION        sy = 0, sx = 0;
-       bool            hurt = FALSE;
-       cave_type       *c_ptr;
-       bool            map[32][32];
-
+       int damage = 0;
+       int sn = 0;
+       POSITION sy = 0, sx = 0;
+       bool hurt = FALSE;
+       cave_type *c_ptr;
+       bool map[32][32];
 
        /* Prevent destruction of quest levels and town */
        if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
@@ -1762,14 +1717,10 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
 
                        /* Skip distant grids */
                        if (distance(cy, cx, yy, xx) > r) continue;
-
-                       /* Access the grid */
                        c_ptr = &cave[yy][xx];
 
-                       /* Lose room and vault */
+                       /* Lose room and vault / Lose light and knowledge */
                        c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
-
-                       /* Lose light and knowledge */
                        c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
 
                        /* Skip the epicenter */
@@ -1877,14 +1828,13 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
                /* Important -- no wall on player */
                map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
 
-               /* Take some damage */
                if (damage)
                {
-                       cptr killer;
+                       concptr killer;
 
                        if (m_idx)
                        {
-                               char m_name[80];
+                               GAME_TEXT m_name[MAX_NLEN];
                                monster_type *m_ptr = &m_list[m_idx];
 
                                /* Get the monster's real name */
@@ -1912,8 +1862,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
 
                        /* Skip unaffected grids */
                        if (!map[16+yy-cy][16+xx-cx]) continue;
-
-                       /* Access the grid */
                        c_ptr = &cave[yy][xx];
 
                        if (c_ptr->m_idx == p_ptr->riding) continue;
@@ -1937,7 +1885,7 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
                                if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
                                    !(r_ptr->flags2 & (RF2_PASS_WALL)))
                                {
-                                       char m_name[80];
+                                       GAME_TEXT m_name[MAX_NLEN];
 
                                        /* Assume not safe */
                                        sn = 0;
@@ -1948,7 +1896,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
                                                /* Look for safety */
                                                for (i = 0; i < 8; i++)
                                                {
-                                                       /* Access the grid */
                                                        y = yy + ddy_ddd[i];
                                                        x = xx + ddx_ddd[i];
 
@@ -1979,7 +1926,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
                                                }
                                        }
 
-                                       /* Describe the monster */
                                        monster_desc(m_name, m_ptr, 0);
 
                                        /* Scream in pain */
@@ -2004,14 +1950,13 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
                                                {
                                                        if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
                                                        {
-                                                               char m2_name[80];
+                                                               char m2_name[MAX_NLEN];
 
                                                                monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
                                                                do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
                                                        }
                                                }
 
-
                                                delete_monster(yy, xx);
 
                                                /* No longer safe */
@@ -2033,13 +1978,8 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
                                                m_ptr->fy = sy;
                                                m_ptr->fx = sx;
 
-                                               /* Update the monster (new location) */
-                                               update_mon(m_idx, TRUE);
-
-                                               /* Redraw the old grid */
+                                               update_monster(m_idx, TRUE);
                                                lite_spot(yy, xx);
-
-                                               /* Redraw the new grid */
                                                lite_spot(sy, sx);
                                        }
                                }
@@ -2062,7 +2002,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
                        /* Skip unaffected grids */
                        if (!map[16+yy-cy][16+xx-cx]) continue;
 
-                       /* Access the cave grid */
                        c_ptr = &cave[yy][xx];
 
                        /* Paranoia -- never affect player */
@@ -2071,7 +2010,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
                        /* Destroy location (if valid) */
                        if (cave_valid_bold(yy, xx))
                        {
-                               /* Delete objects */
                                delete_object(yy, xx);
 
                                /* Wall (or floor) type */
@@ -2102,13 +2040,12 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
                                else
                                {
                                        /* Create floor */
-                                       cave_set_feat(yy, xx, floor_type[randint0(100)]);
+                                       cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
                                }
                        }
                }
        }
 
-
        /* Process "re-glowing" */
        for (dy = -r; dy <= r; dy++)
        {
@@ -2123,14 +2060,13 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
 
                        /* Skip distant grids */
                        if (distance(cy, cx, yy, xx) > r) continue;
-
-                       /* Access the grid */
                        c_ptr = &cave[yy][xx];
 
                        if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
-                       else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+                       else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
                        {
-                               int ii, yyy, xxx;
+                               DIRECTION ii;
+                               POSITION yyy, xxx;
                                cave_type *cc_ptr;
 
                                for (ii = 0; ii < 9; ii++)
@@ -2149,18 +2085,9 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
                }
        }
 
-
        /* Mega-Hack -- Forget the view and lite */
-       p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-
-       /* Update the health bar */
-       p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
-
-       /* Redraw map */
-       p_ptr->redraw |= (PR_MAP);
-
+       p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
+       p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
        p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
 
        if (p_ptr->special_defense & NINJA_S_STEALTH)
@@ -2217,23 +2144,22 @@ void discharge_minion(void)
                /* Uniques resist discharging */
                if (r_ptr->flags1 & RF1_UNIQUE)
                {
-                       char m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
                        monster_desc(m_name, m_ptr, 0x00);
                        msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name);
                        delete_monster_idx(i);
                        continue;
                }
                dam = m_ptr->maxhp / 2;
-               if (dam > 100) dam = (dam-100)/2 + 100;
-               if (dam > 400) dam = (dam-400)/2 + 400;
+               if (dam > 100) dam = (dam - 100) / 2 + 100;
+               if (dam > 400) dam = (dam - 400) / 2 + 400;
                if (dam > 800) dam = 800;
-               project(i, 2+(r_ptr->level/20), m_ptr->fy,
-                       m_ptr->fx, dam, GF_PLASMA, 
+               project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA, 
                        PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
 
                if (record_named_pet && m_ptr->nickname)
                {
-                       char m_name[80];
+                       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_BLAST, m_name);
@@ -2285,13 +2211,9 @@ static void cave_temp_room_lite(void)
                if (c_ptr->m_idx)
                {
                        int chance = 25;
-
                        monster_type    *m_ptr = &m_list[c_ptr->m_idx];
-
                        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-
-                       /* Update the monster */
-                       update_mon(c_ptr->m_idx, FALSE);
+                       update_monster(c_ptr->m_idx, FALSE);
 
                        /* Stupid monsters rarely wake up */
                        if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
@@ -2308,23 +2230,15 @@ static void cave_temp_room_lite(void)
                                /* Notice the "waking up" */
                                if (m_ptr->ml)
                                {
-                                       char m_name[80];
-
-                                       /* Acquire the monster name */
+                                       GAME_TEXT m_name[MAX_NLEN];
                                        monster_desc(m_name, m_ptr, 0);
-
-                                       /* Dump a message */
                                        msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
                                }
                        }
                }
 
-               /* Note */
                note_spot(y, x);
-
-               /* Redraw */
                lite_spot(y, x);
-
                update_local_illumination(y, x);
        }
 
@@ -2370,8 +2284,8 @@ static void cave_temp_room_unlite(void)
                        {
                                for (j = 0; j < 9; j++)
                                {
-                                       int by = y + ddy_ddd[j];
-                                       int bx = x + ddx_ddd[j];
+                                       POSITION by = y + ddy_ddd[j];
+                                       POSITION bx = x + ddx_ddd[j];
 
                                        if (in_bounds2(by, bx))
                                        {
@@ -2395,20 +2309,16 @@ static void cave_temp_room_unlite(void)
                        {
                                /* Forget the grid */
                                if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
-
                                note_spot(y, x);
                        }
 
                        /* Process affected monsters */
                        if (c_ptr->m_idx)
                        {
-                               /* Update the monster */
-                               update_mon(c_ptr->m_idx, FALSE);
+                               update_monster(c_ptr->m_idx, FALSE);
                        }
 
-                       /* Redraw */
                        lite_spot(y, x);
-
                        update_local_illumination(y, x);
                }
        }
@@ -2666,6 +2576,34 @@ void unlite_room(POSITION y1, POSITION x1)
        cave_temp_room_unlite();
 }
 
+bool starlight(bool magic)
+{
+       HIT_POINT num = damroll(5, 3);
+       POSITION y = 0, x = 0;
+       int k;
+       int attempts;
+
+       if (!p_ptr->blind && !magic)
+       {
+               msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
+       }
+       for (k = 0; k < num; k++)
+       {
+               attempts = 1000;
+
+               while (attempts--)
+               {
+                       scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
+                       if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
+                       if (!player_bold(y, x)) break;
+               }
+
+               project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
+                       (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
+       }
+       return TRUE;
+}
+
 
 
 /*!
@@ -2678,13 +2616,12 @@ bool lite_area(HIT_POINT dam, POSITION rad)
 {
        BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
 
-       if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
        {
                msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
                return FALSE;
        }
 
-       /* Hack -- Message */
        if (!p_ptr->blind)
        {
                msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
@@ -2693,7 +2630,6 @@ bool lite_area(HIT_POINT dam, POSITION rad)
        /* Hook into the "project()" function */
        (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1);
 
-       /* Lite up the room */
        lite_room(p_ptr->y, p_ptr->x);
 
        /* Assume seen */
@@ -2720,7 +2656,6 @@ bool unlite_area(HIT_POINT dam, POSITION rad)
        /* Hook into the "project()" function */
        (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1);
 
-       /* Lite up the room */
        unlite_room(p_ptr->y, p_ptr->x);
 
        /* Assume seen */
@@ -2894,7 +2829,7 @@ bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POI
  * @param dev 回数分散
  * @return 作用が実際にあった場合TRUEを返す
  */
-bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
+bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
 {
        POSITION ly, lx;
        int ld;
@@ -2981,16 +2916,12 @@ bool teleport_swap(DIRECTION dir)
        if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
        {
                msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
-
-               /* Failure */
                return FALSE;
        }
 
        if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10))
        {
                msg_print(_("失敗した。", "Failed to swap."));
-
-               /* Failure */
                return FALSE;
        }
 
@@ -3002,10 +2933,7 @@ bool teleport_swap(DIRECTION dir)
        if (r_ptr->flagsr & RFR_RES_TELE)
        {
                msg_print(_("テレポートを邪魔された!", "Your teleportation is blocked!"));
-
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-
-               /* Failure */
                return FALSE;
        }
 
@@ -3020,7 +2948,7 @@ bool teleport_swap(DIRECTION dir)
 
 
 /*!
- * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "projection()" in a direction (or at the target)
+ * @brief 指定方向に飛び道具を飛ばす(フラグ任意指定) / Hack -- apply a "project()" in a direction (or at the target)
  * @param typ 効果属性
  * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
  * @param dam 威力
@@ -3029,7 +2957,7 @@ bool teleport_swap(DIRECTION dir)
  */
 bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
 {
-       int tx, ty;
+       POSITION tx, ty;
 
        /* Pass through the target if needed */
        flg |= (PROJECT_THRU);
@@ -3183,137 +3111,6 @@ bool disarm_trap(DIRECTION dir)
        return (project_hook(GF_KILL_TRAP, dir, 0, flg));
 }
 
-/*!
- * @brief モンスター回復処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @param dam 威力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool heal_monster(DIRECTION dir, HIT_POINT dam)
-{
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
-       return (project_hook(GF_OLD_HEAL, dir, dam, flg));
-}
-
-/*!
- * @brief モンスター加速処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool speed_monster(DIRECTION dir, int power)
-{
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
-       return (project_hook(GF_OLD_SPEED, dir, power, flg));
-}
-
-/*!
- * @brief モンスター減速処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool slow_monster(DIRECTION dir, int power)
-{
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
-       return (project_hook(GF_OLD_SLOW, dir, power, flg));
-}
-
-/*!
- * @brief モンスター催眠処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool sleep_monster(DIRECTION dir, int power)
-{
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
-       return (project_hook(GF_OLD_SLEEP, dir, power, flg));
-}
-
-/*!
- * @brief モンスター拘束(STASIS)処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @return 作用が実際にあった場合TRUEを返す
- * @details 威力はプレイヤーレベル*2に固定
- */
-bool stasis_monster(DIRECTION dir)
-{
-       return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
-}
-
-/*!
- * @brief 邪悪なモンスター拘束(STASIS)処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @return 作用が実際にあった場合TRUEを返す
- * @details 威力はプレイヤーレベル*2に固定
- */
-bool stasis_evil(DIRECTION dir)
-{
-       return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
-}
-
-/*!
- * @brief モンスター混乱処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @param plev プレイヤーレベル(=効力)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
-{
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
-       return (project_hook(GF_OLD_CONF, dir, plev, flg));
-}
-
-/*!
- * @brief モンスター朦朧処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @param plev プレイヤーレベル(=効力)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
-{
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
-       return (project_hook(GF_STUN, dir, plev, flg));
-}
-
-/*!
- * @brief チェンジモンスター処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @param power 効力
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool poly_monster(DIRECTION dir, int power)
-{
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
-       bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
-       if (tester)
-               chg_virtue(V_CHANCE, 1);
-       return(tester);
-}
-
-/*!
- * @brief クローンモンスター処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool clone_monster(DIRECTION dir)
-{
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
-       return (project_hook(GF_OLD_CLONE, dir, 0, flg));
-}
-
-/*!
- * @brief モンスター恐慌処理
- * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
- * @param plev プレイヤーレベル(=効力)
- * @return 作用が実際にあった場合TRUEを返す
- */
-bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
-{
-       BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
-       return (project_hook(GF_TURN_ALL, dir, plev, flg));
-}
 
 /*!
  * @brief 死の光線処理
@@ -3388,14 +3185,9 @@ bool glyph_creation(void)
 bool wall_stone(void)
 {
        BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
-
        bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
-
        p_ptr->update |= (PU_FLOW);
-
-       /* Redraw map */
        p_ptr->redraw |= (PR_MAP);
-
        return dummy;
 }
 
@@ -3508,8 +3300,7 @@ void call_chaos(void)
  */
 bool activate_ty_curse(bool stop_ty, int *count)
 {
-       int     i = 0;
-
+       int i = 0;
        BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
 
        do
@@ -3556,7 +3347,7 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
                        if (!one_in_(6)) break;
                case 7: case 8: case 9: case 18:
-                       (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+                       (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
                        if (!one_in_(6)) break;
                case 10: case 11: case 12:
                        msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
@@ -3596,7 +3387,7 @@ bool activate_ty_curse(bool stop_ty, int *count)
                        }
                        if (!one_in_(6)) break;
                default:
-                       while (i < 6)
+                       while (i < A_MAX)
                        {
                                do
                                {
@@ -3650,89 +3441,57 @@ int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
                switch (randint1(25) + (dun_level / 20))
                {
                        case 1: case 2:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
                                break;
                        case 3: case 4:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
                                break;
                        case 5: case 6:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
                                break;
                        case 7: case 8:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
                                break;
                        case 9: case 10:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
                                break;
                        case 11: case 12:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
                                break;
                        case 13: case 14:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
                                break;
                        case 15: case 16:
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
                                break;
                        case 17:
                                if (can_pet) break;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
                                break;
                        case 18: case 19:
                                if (can_pet) break;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
                                break;
                        case 20: case 21:
                                if (!can_pet) mode |= PM_ALLOW_UNIQUE;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
                                break;
                        case 22: case 23:
                                if (!can_pet) mode |= PM_ALLOW_UNIQUE;
-                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
                                break;
                        case 24:
-                               count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
                                break;
                        default:
                                if (!can_pet) mode |= PM_ALLOW_UNIQUE;
-                               count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
+                               count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
                }
        }
 
        return count;
 }
 
-
-/*!
- * @brief サイバーデーモンの召喚
- * @param who 召喚主のモンスターID(0ならばプレイヤー)
- * @param y 召喚位置Y座標
- * @param x 召喚位置X座標
- * @return 作用が実際にあった場合TRUEを返す
- */
-int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
-{
-       int i;
-       int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
-       int count = 0;
-       BIT_FLAGS mode = PM_ALLOW_GROUP;
-
-       /* Summoned by a monster */
-       if (who > 0)
-       {
-               monster_type *m_ptr = &m_list[who];
-               if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
-       }
-
-       if (max_cyber > 4) max_cyber = 4;
-
-       for (i = 0; i < max_cyber; i++)
-       {
-               count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
-       }
-
-       return count;
-}
-
 /*!
  * @brief 周辺破壊効果(プレイヤー中心)
  * @return 作用が実際にあった場合TRUEを返す
@@ -3788,7 +3547,7 @@ void wall_breaker(void)
  */
 bool confuse_monsters(HIT_POINT dam)
 {
-       return (project_hack(GF_OLD_CONF, dam));
+       return (project_all_los(GF_OLD_CONF, dam));
 }
 
 
@@ -3799,7 +3558,7 @@ bool confuse_monsters(HIT_POINT dam)
  */
 bool charm_monsters(HIT_POINT dam)
 {
-       return (project_hack(GF_CHARM, dam));
+       return (project_all_los(GF_CHARM, dam));
 }
 
 
@@ -3810,7 +3569,7 @@ bool charm_monsters(HIT_POINT dam)
  */
 bool charm_animals(HIT_POINT dam)
 {
-       return (project_hack(GF_CONTROL_ANIMAL, dam));
+       return (project_all_los(GF_CONTROL_ANIMAL, dam));
 }
 
 
@@ -3821,7 +3580,7 @@ bool charm_animals(HIT_POINT dam)
  */
 bool stun_monsters(HIT_POINT dam)
 {
-       return (project_hack(GF_STUN, dam));
+       return (project_all_los(GF_STUN, dam));
 }
 
 
@@ -3832,7 +3591,7 @@ bool stun_monsters(HIT_POINT dam)
  */
 bool stasis_monsters(HIT_POINT dam)
 {
-       return (project_hack(GF_STASIS, dam));
+       return (project_all_los(GF_STASIS, dam));
 }
 
 
@@ -3843,7 +3602,7 @@ bool stasis_monsters(HIT_POINT dam)
  */
 bool mindblast_monsters(HIT_POINT dam)
 {
-       return (project_hack(GF_PSI, dam));
+       return (project_all_los(GF_PSI, dam));
 }
 
 
@@ -3854,7 +3613,7 @@ bool mindblast_monsters(HIT_POINT dam)
  */
 bool banish_monsters(int dist)
 {
-       return (project_hack(GF_AWAY_ALL, dist));
+       return (project_all_los(GF_AWAY_ALL, dist));
 }
 
 
@@ -3865,7 +3624,7 @@ bool banish_monsters(int dist)
  */
 bool turn_evil(HIT_POINT dam)
 {
-       return (project_hack(GF_TURN_EVIL, dam));
+       return (project_all_los(GF_TURN_EVIL, dam));
 }
 
 
@@ -3876,7 +3635,7 @@ bool turn_evil(HIT_POINT dam)
  */
 bool turn_monsters(HIT_POINT dam)
 {
-       return (project_hack(GF_TURN_ALL, dam));
+       return (project_all_los(GF_TURN_ALL, dam));
 }
 
 
@@ -3886,7 +3645,7 @@ bool turn_monsters(HIT_POINT dam)
  */
 bool deathray_monsters(void)
 {
-       return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
+       return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
 }
 
 /*!
@@ -3965,23 +3724,14 @@ bool kawarimi(bool success)
        x = p_ptr->x;
 
        teleport_player(10 + randint1(90), 0L);
-
        object_wipe(q_ptr);
-
        object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
 
        q_ptr->pval = MON_NINJA;
-
-       /* Drop it in the dungeon */
        (void)drop_near(q_ptr, -1, y, x);
 
-#ifdef JP
-       if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
-       else msg_print("失敗!攻撃を受けてしまった。");
-#else
-       if (success) msg_print("You have turned around just before the attack hit you.");
-       else msg_print("Failed! You are hit by the attack.");
-#endif
+       if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
+       else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
 
        p_ptr->special_defense &= ~(NINJA_KAWARIMI);
        p_ptr->redraw |= (PR_STATUS);
@@ -4068,9 +3818,7 @@ bool rush_attack(bool *mdeath)
 
                /* Move player before updating the monster */
                if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
-
-               /* Update the monster */
-               update_mon(cave[ny][nx].m_idx, TRUE);
+               update_monster(cave[ny][nx].m_idx, TRUE);
 
                /* Found a monster */
                m_ptr = &m_list[cave[ny][nx].m_idx];
@@ -4078,8 +3826,7 @@ bool rush_attack(bool *mdeath)
                if (tm_idx != cave[ny][nx].m_idx)
                {
 #ifdef JP
-                       msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
-                                  m_ptr->ml ? "モンスター" : "何か");
+                       msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
 #else
                        msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
 #endif
@@ -4087,7 +3834,7 @@ bool rush_attack(bool *mdeath)
                else if (!player_bold(ty, tx))
                {
                        /* Hold the monster name */
-                       char m_name[80];
+                       GAME_TEXT m_name[MAX_NLEN];
 
                        /* Get the monster name (BEFORE polymorphing) */
                        monster_desc(m_name, m_ptr, 0);
@@ -4168,10 +3915,7 @@ void ring_of_power(DIRECTION dir)
        case 3:
        {
                msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura."));
-
-               /* Dispel monsters */
                dispel_monsters(1000);
-
                break;
        }
 
@@ -4179,9 +3923,7 @@ void ring_of_power(DIRECTION dir)
        case 5:
        case 6:
        {
-               /* Mana Ball */
                fire_ball(GF_MANA, dir, 600, 3);
-
                break;
        }
 
@@ -4190,9 +3932,7 @@ void ring_of_power(DIRECTION dir)
        case 9:
        case 10:
        {
-               /* Mana Bolt */
                fire_bolt(GF_MANA, dir, 500);
-
                break;
        }
        }
@@ -4282,7 +4022,7 @@ void wild_magic(int spell)
        case 35:
                while (counter++ < 8)
                {
-                       (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
+                       (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
                }
                break;
        case 36:
@@ -4563,7 +4303,7 @@ void cast_invoke_spirits(DIRECTION dir)
                msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
                        "Oh no! Mouldering forms rise from the earth around you!"));
 
-               (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+               (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
                chg_virtue(V_UNLIFE, 1);
        }
        else if (die < 14)
@@ -4723,7 +4463,7 @@ void cast_shuffle(void)
        else if (die < 14)
        {
                msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
-               summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+               summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
        }
        else if (die < 18)
        {
@@ -4828,7 +4568,7 @@ void cast_shuffle(void)
        else if (die < 111)
        {
                msg_print(_("《審判》だ。", "It's the Judgement."));
-               do_cmd_rerate(FALSE);
+               roll_hitdice(0L);
                lose_all_mutations();
        }
        else if (die < 120)
@@ -4851,164 +4591,25 @@ void cast_shuffle(void)
        }
 }
 
-bool_hack life_stream(bool_hack message, bool_hack virtue)
+/*!
+ * @brief 口を使う継続的な処理を中断する
+ * @return なし
+ */
+void stop_mouth(void)
 {
-       if(virtue)
-       {
-               chg_virtue(V_VITALITY, 1);
-               chg_virtue(V_UNLIFE, -5);
-       }
-       if(message)
-       {
-               msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
-       }
-       restore_level();
-       (void)set_poisoned(0);
-       (void)set_blind(0);
-       (void)set_confused(0);
-       (void)set_image(0);
-       (void)set_stun(0);
-       (void)set_cut(0);
-       (void)restore_all_status();
-       (void)set_shero(0, TRUE);
-       update_stuff();
-       hp_player(5000);
-
-       return TRUE;
+       if (music_singing_any()) stop_singing();
+       if (hex_spelling_any()) stop_hex_spell_all();
 }
 
-bool_hack heroism(int base)
-{
-       bool_hack ident = FALSE;
-       if(set_afraid(0)) ident = TRUE;
-       if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
-       if(hp_player(10)) ident = TRUE;
-       return ident;
-}
 
-bool_hack berserk(int base)
+bool_hack vampirism(void)
 {
-       bool_hack ident = FALSE;
-       if (set_afraid(0)) ident = TRUE;
-       if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
-       if (hp_player(30)) ident = TRUE;
-       return ident;
-}
+       DIRECTION dir;
+       POSITION x, y;
+       int dummy;
+       cave_type *c_ptr;
 
-bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
-{
-       bool_hack ident = FALSE;
-       if (hp_player(damroll(dice, sides))) ident = TRUE;
-       if (set_blind(0)) ident = TRUE;
-       if (set_cut(p_ptr->cut - 10)) ident = TRUE;
-       if (set_shero(0, TRUE)) ident = TRUE;
-       return ident;
-}
-
-bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
-{
-       bool_hack ident = FALSE;
-       if (hp_player(damroll(dice, sides))) ident = TRUE;
-       if (set_blind(0)) ident = TRUE;
-       if (set_confused(0)) ident = TRUE;
-       if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
-       if (set_shero(0, TRUE)) ident = TRUE;
-       return ident;
-}
-
-bool_hack cure_critical_wounds(HIT_POINT pow)
-{
-       bool_hack ident = FALSE;
-       if (hp_player(pow)) ident = TRUE;
-       if (set_blind(0)) ident = TRUE;
-       if (set_confused(0)) ident = TRUE;
-       if (set_poisoned(0)) ident = TRUE;
-       if (set_stun(0)) ident = TRUE;
-       if (set_cut(0)) ident = TRUE;
-       if (set_shero(0, TRUE)) ident = TRUE;
-       return ident;
-}
-
-bool_hack true_healing(HIT_POINT pow)
-{
-       bool_hack ident = FALSE;
-       if (hp_player(pow)) ident = TRUE;
-       if (set_blind(0)) ident = TRUE;
-       if (set_confused(0)) ident = TRUE;
-       if (set_poisoned(0)) ident = TRUE;
-       if (set_stun(0)) ident = TRUE;
-       if (set_cut(0)) ident = TRUE;
-       if (set_image(0)) ident = TRUE;
-       return ident;
-}
-
-bool_hack restore_mana(bool_hack magic_eater)
-{
-       bool_hack ident = FALSE;
-
-       if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
-       {
-               int i;
-               for (i = 0; i < EATER_EXT * 2; i++)
-               {
-                       p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
-                       if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
-               }
-               for (; i < EATER_EXT * 3; i++)
-               {
-                       KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
-                       p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
-                       if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
-               }
-               msg_print(_("頭がハッキリとした。", "You feel your head clear."));
-               p_ptr->window |= (PW_PLAYER);
-               ident = TRUE;
-       }
-       else if (p_ptr->csp < p_ptr->msp)
-       {
-               p_ptr->csp = p_ptr->msp;
-               p_ptr->csp_frac = 0;
-               msg_print(_("頭がハッキリとした。", "You feel your head clear."));
-               p_ptr->redraw |= (PR_MANA);
-               p_ptr->window |= (PW_PLAYER);
-               p_ptr->window |= (PW_SPELL);
-               ident = TRUE;
-       }
-
-       return ident;
-}
-
-bool restore_all_status(void)
-{
-       bool ident = FALSE; 
-       if (do_res_stat(A_STR)) ident = TRUE;
-       if (do_res_stat(A_INT)) ident = TRUE;
-       if (do_res_stat(A_WIS)) ident = TRUE;
-       if (do_res_stat(A_DEX)) ident = TRUE;
-       if (do_res_stat(A_CON)) ident = TRUE;
-       if (do_res_stat(A_CHR)) ident = TRUE;
-       return ident;
-}
-
-/*!
- * @brief 口を使う継続的な処理を中断する
- * @return なし
- */
-void stop_mouth(void)
-{
-       if (music_singing_any()) stop_singing();
-       if (hex_spelling_any()) stop_hex_spell_all();
-}
-
-
-bool_hack vampirism(void)
-{
-       DIRECTION dir;
-       POSITION x, y;
-       int dummy;
-       cave_type *c_ptr;
-
-       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
        {
                msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
                return FALSE;
@@ -5094,29 +4695,17 @@ bool panic_hit(void)
 bool psychometry(void)
 {
        OBJECT_IDX      item;
-       object_type     *o_ptr;
-       char            o_name[MAX_NLEN];
+       object_type *o_ptr;
+       GAME_TEXT o_name[MAX_NLEN];
        byte            feel;
-       cptr            q, s;
+       concptr            q, s;
        bool okay = FALSE;
 
-       item_tester_no_ryoute = TRUE;
        q = _("どのアイテムを調べますか?", "Meditate on which item? ");
        s = _("調べるアイテムがありません。", "You have nothing appropriate.");
 
-       if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
-       /* Get the item (in the pack) */
-       if (item >= 0)
-       {
-               o_ptr = &inventory[item];
-       }
-
-       /* Get the item (on the floor) */
-       else
-       {
-               o_ptr = &o_list[0 - item];
-       }
+       o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+       if (!o_ptr) return (FALSE);
 
        /* It is fully known, no information needed */
        if (object_is_known(o_ptr))
@@ -5139,27 +4728,18 @@ bool psychometry(void)
        }
 
 #ifdef JP
-       msg_format("%sは%sという感じがする...",
-               o_name, game_inscriptions[feel]);
+       msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
 #else
        msg_format("You feel that the %s %s %s...",
-               o_name, ((o_ptr->number == 1) ? "is" : "are"),
-               game_inscriptions[feel]);
+               o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
 #endif
 
 
-       /* We have "felt" it */
        o_ptr->ident |= (IDENT_SENSE);
-
-       /* "Inscribe" it */
        o_ptr->feeling = feel;
-
-       /* Player touches it */
        o_ptr->marked |= OM_TOUCHED;
 
-       /* Combine / Reorder the pack (later) */
-       p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
+       p_ptr->update |= (PU_COMBINE | PU_REORDER);
        p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
 
        /* Valid "tval" codes */
@@ -5197,3 +4777,444 @@ bool psychometry(void)
        /* Something happened */
        return (TRUE);
 }
+
+
+bool draconian_breath(player_type *creature_ptr)
+{
+       DIRECTION dir;
+       int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
+       concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
+
+       if (!get_aim_dir(&dir)) return FALSE;
+
+       if (randint1(100) < creature_ptr->lev)
+       {
+               switch (creature_ptr->pclass)
+               {
+               case CLASS_WARRIOR:
+               case CLASS_BERSERKER:
+               case CLASS_RANGER:
+               case CLASS_TOURIST:
+               case CLASS_IMITATOR:
+               case CLASS_ARCHER:
+               case CLASS_SMITH:
+                       if (one_in_(3))
+                       {
+                               Type = GF_MISSILE;
+                               Type_desc = _("エレメント", "the elements");
+                       }
+                       else
+                       {
+                               Type = GF_SHARDS;
+                               Type_desc = _("破片", "shards");
+                       }
+                       break;
+               case CLASS_MAGE:
+               case CLASS_WARRIOR_MAGE:
+               case CLASS_HIGH_MAGE:
+               case CLASS_SORCERER:
+               case CLASS_MAGIC_EATER:
+               case CLASS_RED_MAGE:
+               case CLASS_BLUE_MAGE:
+               case CLASS_MIRROR_MASTER:
+                       if (one_in_(3))
+                       {
+                               Type = GF_MANA;
+                               Type_desc = _("魔力", "mana");
+                       }
+                       else
+                       {
+                               Type = GF_DISENCHANT;
+                               Type_desc = _("劣化", "disenchantment");
+                       }
+                       break;
+               case CLASS_CHAOS_WARRIOR:
+                       if (!one_in_(3))
+                       {
+                               Type = GF_CONFUSION;
+                               Type_desc = _("混乱", "confusion");
+                       }
+                       else
+                       {
+                               Type = GF_CHAOS;
+                               Type_desc = _("カオス", "chaos");
+                       }
+                       break;
+               case CLASS_MONK:
+               case CLASS_SAMURAI:
+               case CLASS_FORCETRAINER:
+                       if (!one_in_(3))
+                       {
+                               Type = GF_CONFUSION;
+                               Type_desc = _("混乱", "confusion");
+                       }
+                       else
+                       {
+                               Type = GF_SOUND;
+                               Type_desc = _("轟音", "sound");
+                       }
+                       break;
+               case CLASS_MINDCRAFTER:
+                       if (!one_in_(3))
+                       {
+                               Type = GF_CONFUSION;
+                               Type_desc = _("混乱", "confusion");
+                       }
+                       else
+                       {
+                               Type = GF_PSI;
+                               Type_desc = _("精神エネルギー", "mental energy");
+                       }
+                       break;
+               case CLASS_PRIEST:
+               case CLASS_PALADIN:
+                       if (one_in_(3))
+                       {
+                               Type = GF_HELL_FIRE;
+                               Type_desc = _("地獄の劫火", "hellfire");
+                       }
+                       else
+                       {
+                               Type = GF_HOLY_FIRE;
+                               Type_desc = _("聖なる炎", "holy fire");
+                       }
+                       break;
+               case CLASS_ROGUE:
+               case CLASS_NINJA:
+                       if (one_in_(3))
+                       {
+                               Type = GF_DARK;
+                               Type_desc = _("暗黒", "darkness");
+                       }
+                       else
+                       {
+                               Type = GF_POIS;
+                               Type_desc = _("毒", "poison");
+                       }
+                       break;
+               case CLASS_BARD:
+                       if (!one_in_(3))
+                       {
+                               Type = GF_SOUND;
+                               Type_desc = _("轟音", "sound");
+                       }
+                       else
+                       {
+                               Type = GF_CONFUSION;
+                               Type_desc = _("混乱", "confusion");
+                       }
+                       break;
+               }
+       }
+
+       stop_mouth();
+       msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
+
+       fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
+       return TRUE;
+}
+
+bool android_inside_weapon(player_type *creature_ptr)
+{
+       DIRECTION dir;
+       if (!get_aim_dir(&dir)) return FALSE;
+       if (creature_ptr->lev < 10)
+       {
+               msg_print(_("レイガンを発射した。", "You fire your ray gun."));
+               fire_bolt(GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
+       }
+       else if (creature_ptr->lev < 25)
+       {
+               msg_print(_("ブラスターを発射した。", "You fire your blaster."));
+               fire_bolt(GF_MISSILE, dir, creature_ptr->lev);
+       }
+       else if (creature_ptr->lev < 35)
+       {
+               msg_print(_("バズーカを発射した。", "You fire your bazooka."));
+               fire_ball(GF_MISSILE, dir, creature_ptr->lev * 2, 2);
+       }
+       else if (creature_ptr->lev < 45)
+       {
+               msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
+               fire_beam(GF_MISSILE, dir, creature_ptr->lev * 2);
+       }
+       else
+       {
+               msg_print(_("ロケットを発射した。", "You fire a rocket."));
+               fire_rocket(GF_ROCKET, dir, creature_ptr->lev * 5, 2);
+       }
+       return TRUE;
+}
+
+bool create_ration(player_type *crature_ptr)
+{
+       object_type *q_ptr;
+       object_type forge;
+       q_ptr = &forge;
+
+       /* Create the food ration */
+       object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
+
+       /* Drop the object from heaven */
+       (void)drop_near(q_ptr, -1, crature_ptr->y, crature_ptr->x);
+       msg_print(_("食事を料理して作った。", "You cook some food."));
+       return TRUE;
+}
+
+void hayagake(player_type *creature_ptr)
+{
+       if (creature_ptr->action == ACTION_HAYAGAKE)
+       {
+               set_action(ACTION_NONE);
+       }
+       else
+       {
+               cave_type *c_ptr = &cave[creature_ptr->y][creature_ptr->x];
+               feature_type *f_ptr = &f_info[c_ptr->feat];
+
+               if (!have_flag(f_ptr->flags, FF_PROJECT) ||
+                       (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
+               {
+                       msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
+               }
+               else
+               {
+                       set_action(ACTION_HAYAGAKE);
+               }
+       }
+       creature_ptr->energy_use = 0;
+}
+
+bool double_attack(player_type *creature_ptr)
+{
+       DIRECTION dir;
+       POSITION x, y;
+
+       if (!get_rep_dir(&dir, FALSE)) return FALSE;
+       y = creature_ptr->y + ddy[dir];
+       x = creature_ptr->x + ddx[dir];
+       if (cave[y][x].m_idx)
+       {
+               if (one_in_(3))
+                       msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
+                               "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
+               else if(one_in_(2))
+                       msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
+                               "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
+               else
+                       msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
+                               "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
+
+               py_attack(y, x, 0);
+               if (cave[y][x].m_idx)
+               {
+                       handle_stuff();
+                       py_attack(y, x, 0);
+               }
+               creature_ptr->energy_need += ENERGY_NEED();
+       }
+       else
+       {
+               msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
+               msg_print(NULL);
+       }
+       return TRUE;
+}
+
+bool comvert_hp_to_mp(player_type *creature_ptr)
+{
+       int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
+       if (gain_sp)
+       {
+               creature_ptr->csp += gain_sp;
+               if (creature_ptr->csp > creature_ptr->msp)
+               {
+                       creature_ptr->csp = creature_ptr->msp;
+                       creature_ptr->csp_frac = 0;
+               }
+       }
+       else
+       {
+               msg_print(_("変換に失敗した。", "You failed to convert."));
+       }
+       creature_ptr->redraw |= (PR_HP | PR_MANA);
+       return TRUE;
+}
+
+bool comvert_mp_to_hp(player_type *creature_ptr)
+{
+       if (creature_ptr->csp >= creature_ptr->lev / 5)
+       {
+               creature_ptr->csp -= creature_ptr->lev / 5;
+               hp_player(creature_ptr->lev);
+       }
+       else
+       {
+               msg_print(_("変換に失敗した。", "You failed to convert."));
+       }
+       creature_ptr->redraw |= (PR_HP | PR_MANA);
+       return TRUE;
+}
+
+bool demonic_breath(player_type *creature_ptr)
+{
+       DIRECTION dir;
+       int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
+       if (!get_aim_dir(&dir)) return FALSE;
+       stop_mouth();
+       msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
+       fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
+       return TRUE;
+}
+
+bool mirror_concentration(player_type *creature_ptr)
+{
+       if (total_friends)
+       {
+               msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
+               return FALSE;
+       }
+       if (is_mirror_grid(&cave[creature_ptr->y][creature_ptr->x]))
+       {
+               msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
+
+               creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
+               if (creature_ptr->csp >= creature_ptr->msp)
+               {
+                       creature_ptr->csp = creature_ptr->msp;
+                       creature_ptr->csp_frac = 0;
+               }
+               creature_ptr->redraw |= (PR_MANA);
+       }
+       else
+       {
+               msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
+       }
+       return TRUE;
+}
+
+bool sword_dancing(player_type *creature_ptr)
+{
+       DIRECTION dir;
+       POSITION y = 0, x = 0;
+       int i;
+       cave_type *c_ptr;
+
+       for (i = 0; i < 6; i++)
+       {
+               dir = randint0(8);
+               y = creature_ptr->y + ddy_ddd[dir];
+               x = creature_ptr->x + ddx_ddd[dir];
+               c_ptr = &cave[y][x];
+
+               /* Hack -- attack monsters */
+               if (c_ptr->m_idx)
+                       py_attack(y, x, 0);
+               else
+               {
+                       msg_print(_("攻撃が空をきった。", "You attack the empty air."));
+               }
+       }
+       return TRUE;
+}
+
+bool confusing_light(player_type *creature_ptr)
+{
+       msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
+       slow_monsters(creature_ptr->lev);
+       stun_monsters(creature_ptr->lev * 4);
+       confuse_monsters(creature_ptr->lev * 4);
+       turn_monsters(creature_ptr->lev * 4);
+       stasis_monsters(creature_ptr->lev * 4);
+       return TRUE;
+}
+
+bool rodeo(player_type *creature_ptr)
+{
+       GAME_TEXT m_name[MAX_NLEN];
+       monster_type *m_ptr;
+       monster_race *r_ptr;
+       int rlev;
+
+       if (creature_ptr->riding)
+       {
+               msg_print(_("今は乗馬中だ。", "You ARE riding."));
+               return FALSE;
+       }
+       if (!do_riding(TRUE)) return TRUE;
+
+       m_ptr = &m_list[creature_ptr->riding];
+       r_ptr = &r_info[m_ptr->r_idx];
+       monster_desc(m_name, m_ptr, 0);
+       msg_format(_("%sに乗った。", "You ride on %s."), m_name);
+
+       if (is_pet(m_ptr)) return TRUE;
+
+       rlev = r_ptr->level;
+
+       if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
+       if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
+       if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
+               && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->inside_battle
+               && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
+               && (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
+       {
+               msg_format(_("%sを手なずけた。", "You tame %s."), m_name);
+               set_pet(m_ptr);
+       }
+       else
+       {
+               msg_format(_("%sに振り落とされた!", "You have thrown off by %s."), m_name);
+               rakuba(1, TRUE);
+
+               /* Paranoia */
+               /* 落馬処理に失敗してもとにかく乗馬解除 */
+               creature_ptr->riding = 0;
+       }
+       return TRUE;
+}
+
+bool clear_mind(player_type *creature_ptr)
+{
+       if (total_friends)
+       {
+               msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
+               return FALSE;
+       }
+       msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
+
+       creature_ptr->csp += (3 + creature_ptr->lev / 20);
+       if (creature_ptr->csp >= creature_ptr->msp)
+       {
+               creature_ptr->csp = creature_ptr->msp;
+               creature_ptr->csp_frac = 0;
+       }
+       creature_ptr->redraw |= (PR_MANA);
+       return TRUE;
+}
+
+bool concentration(player_type *creature_ptr)
+{
+       int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
+
+       if (total_friends)
+       {
+               msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
+               return FALSE;
+       }
+       if (creature_ptr->special_defense & KATA_MASK)
+       {
+               msg_print(_("今は構えに集中している。", "You need concentration on your form."));
+               return FALSE;
+       }
+       msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
+
+       creature_ptr->csp += creature_ptr->msp / 2;
+       if (creature_ptr->csp >= max_csp)
+       {
+               creature_ptr->csp = max_csp;
+               creature_ptr->csp_frac = 0;
+       }
+       creature_ptr->redraw |= (PR_MANA);
+       return TRUE;
+}