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[Refactor] #37353 mon_take_hit() と関連処理を monster-status.c/h へ移動。 / Move mon_take_hit...
[hengband/hengband.git] / src / xtra2.c
index 1a9c191..b6a4d07 100644 (file)
 #include "angband.h"
 #include "cmd-pet.h"
 #include "object-curse.h"
+#include "monster.h"
 #include "monsterrace-hook.h"
 #include "objectkind-hook.h"
+#include "sort.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "patron.h"
+#include "mutation.h"
 
 #define REWARD_CHANCE 10
 
@@ -179,33 +185,6 @@ void check_experience(void)
 }
 
 
-/*!
- * @brief モンスターを倒した際の財宝svalを返す
- * @param r_idx 倒したモンスターの種族ID
- * @return 財宝のsval
- * @details
- * Hack -- Return the "automatic coin type" of a monster race
- * Used to allocate proper treasure when "Creeping coins" die
- * Note the use of actual "monster names"
- */
-static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
-{
-       /* Analyze monsters */
-       switch (r_idx)
-       {
-               case MON_COPPER_COINS: return 2;
-               case MON_SILVER_COINS: return 5;
-               case MON_GOLD_COINS: return 10;
-               case MON_MITHRIL_COINS:
-               case MON_MITHRIL_GOLEM: return 16;
-               case MON_ADAMANT_COINS: return 17;
-       }
-
-       /* Assume nothing */
-       return 0;
-}
-
-
 
 /*!
  * @brief クエストを達成状態にする /
@@ -227,7 +206,7 @@ void complete_quest(QUEST_IDX quest_num)
        }
 
        q_ptr->status = QUEST_STATUS_COMPLETED;
-       q_ptr->complev = (byte)p_ptr->lev;
+       q_ptr->complev = p_ptr->lev;
        update_playtime();
        q_ptr->comptime = playtime;
 
@@ -381,1350 +360,195 @@ void check_quest_completion(monster_type *m_ptr)
                                {
                                        complete_quest(quest_num);
 
-                                       if (!(q_ptr->flags & QUEST_FLAG_PRESET))
-                                       {
-                                               create_stairs = TRUE;
-                                               p_ptr->inside_quest = 0;
-                                       }
-
-                                       /* Finish the two main quests without rewarding */
-                                       if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
-                                       {
-                                               q_ptr->status = QUEST_STATUS_FINISHED;
-                                       }
-
-                                       if (q_ptr->type == QUEST_TYPE_RANDOM)
-                                       {
-                                               reward = TRUE;
-                                               q_ptr->status = QUEST_STATUS_FINISHED;
-                                       }
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_KILL_ANY_LEVEL:
-                       {
-                               q_ptr->cur_num++;
-                               if (q_ptr->cur_num >= q_ptr->max_num)
-                               {
-                                       complete_quest(quest_num);
-                                       q_ptr->cur_num = 0;
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_TOWER:
-                       {
-                               if (!is_hostile(m_ptr)) break;
-
-                               if (count_all_hostile_monsters() == 1)
-                               {
-                                       q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
-
-                                       if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
-                                          (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
-                                          (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
-                                       {
-
-                                               complete_quest(QUEST_TOWER1);
-                                       }
-                               }
-                               break;
-                       }
-               }
-       }
-
-       /* Create a magical staircase */
-       if (create_stairs)
-       {
-               POSITION ny, nx;
-
-               /* Stagger around */
-               while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
-               {
-                       /* Pick a location */
-                       scatter(&ny, &nx, y, x, 1, 0);
-
-                       /* Stagger */
-                       y = ny; x = nx;
-               }
-
-               /* Explain the staircase */
-               msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
-
-               /* Create stairs down */
-               cave_set_feat(y, x, feat_down_stair);
-
-               /* Remember to update everything */
-               p_ptr->update |= (PU_FLOW);
-       }
-
-       /*
-        * Drop quest reward
-        */
-       if (reward)
-       {
-               int i;
-
-               for (i = 0; i < (dun_level / 15)+1; i++)
-               {
-                       o_ptr = &forge;
-                       object_wipe(o_ptr);
-
-                       /* Make a great object */
-                       make_object(o_ptr, AM_GOOD | AM_GREAT);
-                       (void)drop_near(o_ptr, -1, y, x);
-               }
-       }
-}
-
-/*!
- * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
- * @return なし
- */
-void check_find_art_quest_completion(object_type *o_ptr)
-{
-       QUEST_IDX i;
-       /* Check if completed a quest */
-       for (i = 0; i < max_q_idx; i++)
-       {
-               if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
-                       (quest[i].status == QUEST_STATUS_TAKEN) &&
-                       (quest[i].k_idx == o_ptr->name1))
-               {
-                       complete_quest(i);
-               }
-       }
-}
-
-
-/*!
- * @brief モンスターを撃破した際の述語メッセージを返す /
- * Return monster death string
- * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
- * @return 撃破されたモンスターの述語
- */
-cptr extract_note_dies(MONRACE_IDX r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-       /* Some monsters get "destroyed" */
-       if (!monster_living(r_idx))
-       {
-               int i;
-
-               for (i = 0; i < 4; i++)
-               {
-                       if (r_ptr->blow[i].method == RBM_EXPLODE)
-                       {
-                               return _("は爆発して粉々になった。", " explodes into tiny shreds.");
-                       }
-               }
-               return _("を倒した。", " is destroyed.");
-       }
-
-       /* Assume a default death */
-       return _("は死んだ。", " dies.");
-}
-
-
-/*!
- * @brief モンスターが死亡した時の処理 /
- * Handle the "death" of a monster.
- * @param m_idx 死亡したモンスターのID
- * @param drop_item TRUEならばモンスターのドロップ処理を行う
- * @return 撃破されたモンスターの述語
- * @details
- * <pre>
- * Disperse treasures centered at the monster location based on the
- * various flags contained in the monster flags fields.
- * Check for "Quest" completion when a quest monster is killed.
- * Note that only the player can induce "monster_death()" on Uniques.
- * Thus (for now) all Quest monsters should be Uniques.
- * Note that monsters can now carry objects, and when a monster dies,
- * it drops all of its objects, which may disappear in crowded rooms.
- * </pre>
- */
-void monster_death(MONSTER_IDX m_idx, bool drop_item)
-{
-       int i, j;
-       POSITION y, x;
-
-       int dump_item = 0;
-       int dump_gold = 0;
-       int number = 0;
-
-       monster_type *m_ptr = &m_list[m_idx];
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
-
-       u32b mo_mode = 0L;
-
-       bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
-       bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
-       bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
-       int force_coin = get_coin_type(m_ptr->r_idx);
-
-       object_type forge;
-       object_type *q_ptr;
-
-       bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
-               && !p_ptr->inside_battle && !is_pet(m_ptr);
-
-       /* The caster is dead? */
-       if (world_monster && world_monster == m_idx) world_monster = 0;
-
-       /* Notice changes in view */
-       if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-       {
-               /* Update some things */
-               p_ptr->update |= (PU_MON_LITE);
-       }
-
-       y = m_ptr->fy;
-       x = m_ptr->fx;
-
-       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, 3, m_name);
-       }
-
-       /* Let monsters explode! */
-       for (i = 0; i < 4; i++)
-       {
-               if (r_ptr->blow[i].method == RBM_EXPLODE)
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
-                       DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
-                       DICE_SID d_side = r_ptr->blow[i].d_side;
-                       HIT_POINT damage = damroll(d_dice, d_side);
-
-                       project(m_idx, 3, y, x, damage, typ, flg, -1);
-                       break;
-               }
-       }
-
-       if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
-       {
-               choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
-               r_ptr = &r_info[m_ptr->r_idx];
-       }
-
-       /* Check for quest completion */
-       check_quest_completion(m_ptr);
-
-       /* Handle the possibility of player vanquishing arena combatant -KMW- */
-       if (p_ptr->inside_arena && !is_pet(m_ptr))
-       {
-               p_ptr->exit_bldg = TRUE;
-
-               if (p_ptr->arena_number > MAX_ARENA_MONS)
-               {
-                       msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
-               }
-               else
-               {
-                       msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
-               }
-
-               if (arena_info[p_ptr->arena_number].tval)
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a prize */
-                       object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
-                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-
-               if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
-               p_ptr->arena_number++;
-               if (record_arena)
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-                       
-                       /* Extract monster name */
-                       monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-                       
-                       do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
-               }
-       }
-
-       if (m_idx == p_ptr->riding)
-       {
-               if (rakuba(-1, FALSE))
-               {
-                       msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
-               }
-       }
-
-       /* Drop a dead corpse? */
-       if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
-           (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
-       {
-               /* Assume skeleton */
-               bool corpse = FALSE;
-
-               /*
-                * We cannot drop a skeleton? Note, if we are in this check,
-                * we *know* we can drop at least a corpse or a skeleton
-                */
-               if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
-                       corpse = TRUE;
-               else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
-                       corpse = TRUE;
-
-               /* Else, a corpse is more likely unless we did a "lot" of damage */
-               else if (r_ptr->flags9 & RF9_DROP_CORPSE)
-               {
-                       /* Lots of damage in one blow */
-                       if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
-                       {
-                               if (one_in_(5)) corpse = TRUE;
-                       }
-                       else
-                       {
-                               if (!one_in_(5)) corpse = TRUE;
-                       }
-               }
-               q_ptr = &forge;
-
-               /* Prepare to make an object */
-               object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
-
-               apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
-               q_ptr->pval = m_ptr->r_idx;
-               (void)drop_near(q_ptr, -1, y, x);
-       }
-
-       /* Drop objects being carried */
-       monster_drop_carried_objects(m_ptr);
-
-       if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
-       if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
-
-       switch (m_ptr->r_idx)
-       {
-       case MON_PINK_HORROR:
-               /* Pink horrors are replaced with 2 Blue horrors */
-               if (!(p_ptr->inside_arena || p_ptr->inside_battle))
-               {
-                       bool notice = FALSE;
-
-                       for (i = 0; i < 2; i++)
-                       {
-                               POSITION wy = y, wx = x;
-                               bool pet = is_pet(m_ptr);
-                               BIT_FLAGS mode = 0L;
-
-                               if (pet) mode |= PM_FORCE_PET;
-
-                               if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
-                               {
-                                       if (player_can_see_bold(wy, wx)) notice = TRUE;
-                               }
-                       }
-
-                       if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
-               }
-               break;
-
-       case MON_BLOODLETTER:
-               /* Bloodletters of Khorne may drop a blade of chaos */
-               if (drop_chosen_item && (randint1(100) < 15))
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a Blade of Chaos */
-                       object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
-
-                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_RAAL:
-               if (drop_chosen_item && (dun_level > 9))
-               {
-                       q_ptr = &forge;
-                       object_wipe(q_ptr);
-
-                       /* Activate restriction */
-                       if ((dun_level > 49) && one_in_(5))
-                               get_obj_num_hook = kind_is_good_book;
-                       else
-                               get_obj_num_hook = kind_is_book;
-
-                       /* Make a book */
-                       make_object(q_ptr, mo_mode);
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_DAWN:
-               /*
-                * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
-                * spawn another in the fallen one's place!
-                */
-               if (!p_ptr->inside_arena && !p_ptr->inside_battle)
-               {
-                       if (!one_in_(7))
-                       {
-                               POSITION wy = y, wx = x;
-                               int attempts = 100;
-                               bool pet = is_pet(m_ptr);
-
-                               do
-                               {
-                                       scatter(&wy, &wx, y, x, 20, 0);
-                               }
-                               while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
-
-                               if (attempts > 0)
-                               {
-                                       BIT_FLAGS mode = 0L;
-                                       if (pet) mode |= PM_FORCE_PET;
-
-                                       if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
-                                       {
-                                               if (player_can_see_bold(wy, wx))
-                                                       msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
-                                       }
-                               }
-                       }
-               }
-               break;
-
-       case MON_UNMAKER:
-               /* One more ultra-hack: An Unmaker goes out with a big bang! */
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
-               }
-               break;
-
-       case MON_UNICORN_ORD:
-       case MON_MORGOTH:
-       case MON_ONE_RING:
-               /* Reward for "lazy" player */
-               if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               {
-                       ARTIFACT_IDX a_idx = 0;
-                       artifact_type *a_ptr = NULL;
-
-                       if (!drop_chosen_item) break;
-
-                       do
-                       {
-                               switch (randint0(3))
-                               {
-                               case 0:
-                                       a_idx = ART_NAMAKE_HAMMER;
-                                       break;
-                               case 1:
-                                       a_idx = ART_NAMAKE_BOW;
-                                       break;
-                               case 2:
-                                       a_idx = ART_NAMAKE_ARMOR;
-                                       break;
-                               }
-
-                               a_ptr = &a_info[a_idx];
-                       }
-                       while (a_ptr->cur_num);
-
-                       /* Create the artifact */
-                       if (create_named_art(a_idx, y, x))
-                       {
-                               a_ptr->cur_num = 1;
-
-                               /* Hack -- Memorize location of artifact in saved floors */
-                               if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                       }
-                       else if (!preserve_mode) a_ptr->cur_num = 1;
-               }
-               break;
-
-       case MON_SERPENT:
-               if (!drop_chosen_item) break;
-               q_ptr = &forge;
-
-               /* Mega-Hack -- Prepare to make "Grond" */
-               object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
-
-               /* Mega-Hack -- Mark this item as "Grond" */
-               q_ptr->name1 = ART_GROND;
-
-               /* Mega-Hack -- Actually create "Grond" */
-               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-               (void)drop_near(q_ptr, -1, y, x);
-               q_ptr = &forge;
-
-               /* Mega-Hack -- Prepare to make "Chaos" */
-               object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
-
-               /* Mega-Hack -- Mark this item as "Chaos" */
-               q_ptr->name1 = ART_CHAOS;
-
-               /* Mega-Hack -- Actually create "Chaos" */
-               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-               (void)drop_near(q_ptr, -1, y, x);
-               break;
-
-       case MON_B_DEATH_SWORD:
-               if (drop_chosen_item)
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a broken sword */
-                       object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_A_GOLD:
-       case MON_A_SILVER:
-               if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
-                    ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a Can of Toys */
-                       object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
-
-                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_ROLENTO:
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
-               }
-               break;
-
-       default:
-               if (!drop_chosen_item) break;
-
-               switch (r_ptr->d_char)
-               {
-               case '(':
-                       if (dun_level > 0)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_cloak;
-
-                               /* Make a cloak */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '/':
-                       if (dun_level > 4)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_polearm;
-
-                               /* Make a poleweapon */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '[':
-                       if (dun_level > 19)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_armor;
-
-                               /* Make a hard armor */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '\\':
-                       if (dun_level > 4)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_hafted;
-
-                               /* Make a hafted weapon */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '|':
-                       if (m_ptr->r_idx != MON_STORMBRINGER)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_sword;
-
-                               /* Make a sword */
-                               make_object(q_ptr, mo_mode);
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-               }
-               break;
-       }
-
-       /* Mega-Hack -- drop fixed items */
-       if (drop_chosen_item)
-       {
-               ARTIFACT_IDX a_idx = 0;
-               int chance = 0;
-
-               for(i = 0; i < 4; i++)
-               {
-                       if(!r_ptr->artifact_id[i]) break;
-                       a_idx = r_ptr->artifact_id[i];
-                       chance = r_ptr->artifact_percent[i];
-               }
-
-               if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
-               {
-                       artifact_type *a_ptr = &a_info[a_idx];
-
-                       if (!a_ptr->cur_num)
-                       {
-                               /* Create the artifact */
-                               if (create_named_art(a_idx, y, x))
-                               {
-                                       a_ptr->cur_num = 1;
-
-                                       /* Hack -- Memorize location of artifact in saved floors */
-                                       if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                               }
-                               else if (!preserve_mode) a_ptr->cur_num = 1;
-                       }
-               }
-
-               if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
-               {
-                       KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
-                               : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
-
-                       if (d_info[dungeon_type].final_artifact)
-                       {
-                               a_idx = d_info[dungeon_type].final_artifact;
-                               artifact_type *a_ptr = &a_info[a_idx];
-
-                               if (!a_ptr->cur_num)
-                               {
-                                       /* Create the artifact */
-                                       if (create_named_art(a_idx, y, x))
-                                       {
-                                               a_ptr->cur_num = 1;
-
-                                               /* Hack -- Memorize location of artifact in saved floors */
-                                               if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                                       }
-                                       else if (!preserve_mode) a_ptr->cur_num = 1;
-
-                                       /* Prevent rewarding both artifact and "default" object */
-                                       if (!d_info[dungeon_type].final_object) k_idx = 0;
-                               }
-                       }
-
-                       if (k_idx)
-                       {
-                               q_ptr = &forge;
-
-                               /* Prepare to make a reward */
-                               object_prep(q_ptr, k_idx);
-
-                               apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
-               }
-       }
-
-       /* Determine how much we can drop */
-       if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
-       if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
-       if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
-       if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
-       if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
-       if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
-
-       if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
-               number = 0; /* Clones drop no stuff unless Cloning Pits */
-
-       if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
-               number = 0; /* Pets drop no stuff */
-       if (!drop_item && (r_ptr->d_char != '$')) number = 0;
-       
-       if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
-               number = 0; /* Limit of Multiply monster drop */
-
-       /* Hack -- handle creeping coins */
-       coin_type = force_coin;
-
-       /* Average dungeon and monster levels */
-       object_level = (dun_level + r_ptr->level) / 2;
-
-       /* Drop some objects */
-       for (j = 0; j < number; j++)
-       {
-               q_ptr = &forge;
-               object_wipe(q_ptr);
-
-               /* Make Gold */
-               if (do_gold && (!do_item || (randint0(100) < 50)))
-               {
-                       /* Make some gold */
-                       if (!make_gold(q_ptr)) continue;
-
-                       dump_gold++;
-               }
-
-               /* Make Object */
-               else
-               {
-                       /* Make an object */
-                       if (!make_object(q_ptr, mo_mode)) continue;
-
-                       dump_item++;
-               }
-               (void)drop_near(q_ptr, -1, y, x);
-       }
-
-       /* Reset the object level */
-       object_level = base_level;
-
-       /* Reset "coin" type */
-       coin_type = 0;
-
-
-       /* Take note of any dropped treasure */
-       if (visible && (dump_item || dump_gold))
-       {
-               /* Take notes on treasure */
-               lore_treasure(m_idx, dump_item, dump_gold);
-       }
-
-       /* Only process "Quest Monsters" */
-       if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
-       if (p_ptr->inside_battle) return;
-
-       /* Winner? */
-       if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
-       {
-               /* Total winner */
-               p_ptr->total_winner = TRUE;
-
-               /* Redraw the "title" */
-               p_ptr->redraw |= (PR_TITLE);
-
-               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
-
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
-
-               if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
-               {
-                       msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
-               }
-
-               /* Congratulations */
-               msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
-               msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
-               msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
-       }
-}
-
-/*!
- * @brief モンスターに与えたダメージの修正処理 /
- * Modify the physical damage done to the monster.
- * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
- * @param dam ダメージ基本値
- * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
- * @return 修正を行った結果のダメージ量
- * @details
- * <pre>
- * (for example when it's invulnerable or shielded)
- * ToDo: Accept a damage-type to calculate the modified damage from
- * things like fire, frost, lightning, poison, ... attacks.
- * "type" is not yet used and should be 0.
- * </pre>
- */
-HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
-{
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-
-       if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
-       {
-               dam /= 100;
-               if ((dam == 0) && one_in_(3)) dam = 1;
-       }
-
-       if (MON_INVULNER(m_ptr))
-       {
-               if (is_psy_spear)
-               {
-                       if (!p_ptr->blind && is_seen(m_ptr))
-                       {
-                               msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
-                       }
-               }
-               else if (!one_in_(PENETRATE_INVULNERABILITY))
-               {
-                       return (0);
-               }
-       }
-       return (dam);
-}
-
-
-/*!
- * @brief モンスターに与えたダメージを元に経験値を加算する /
- * Calculate experience point to be get
- * @param dam 与えたダメージ量
- * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
- * @return なし
- * @details
- * <pre>
- * Even the 64 bit operation is not big enough to avoid overflaw
- * unless we carefully choose orders of multiplication and division.
- * Get the coefficient first, and multiply (potentially huge) base
- * experience point of a monster later.
- * </pre>
- */
-static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
-{
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       s32b new_exp;
-       u32b new_exp_frac;
-       s32b div_h;
-       u32b div_l;
-
-       if (!m_ptr->r_idx) return;
-       if (is_pet(m_ptr) || p_ptr->inside_battle) return;
-
-       /*
-        * - Ratio of monster's level to player's level effects
-        * - Varying speed effects
-        * - Get a fraction in proportion of damage point
-        */
-       new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
-       new_exp_frac = 0;
-       div_h = 0L;
-       div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
-
-       /* Use (average maxhp * 2) as a denominator */
-       if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
-               s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
-       else
-               s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
-
-       /* Special penalty in the wilderness */
-       if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
-               s64b_mul(&div_h, &div_l, 0, 5);
-
-       /* Do division first to prevent overflaw */
-       s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
-
-       /* Special penalty for mutiply-monster */
-       if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
-       {
-               int monnum_penarty = r_ptr->r_akills / 400;
-               if (monnum_penarty > 8) monnum_penarty = 8;
-
-               while (monnum_penarty--)
-               {
-                       /* Divide by 4 */
-                       s64b_RSHIFT(new_exp, new_exp_frac, 2);
-               }
-       }
-       
-       /* Special penalty for rest_and_shoot exp scum */
-       if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
-       {
-               int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
-               if (over_damage > 32) over_damage = 32;
-
-               while (over_damage--)
-               {
-                       /* 9/10 for once */
-                       s64b_mul(&new_exp, &new_exp_frac, 0, 9);
-                       s64b_div(&new_exp, &new_exp_frac, 0, 10);
-               }
-       }
-
-       /* Finally multiply base experience point of the monster */
-       s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
-
-       /* Gain experience */
-       gain_exp_64(new_exp, new_exp_frac);
-}
-
-
-/*!
- * @brief モンスターのHPをダメージに応じて減算する /
- * Decreases monsters hit points, handling monster death.
- * @param dam 与えたダメージ量
- * @param m_idx ダメージを与えたモンスターのID
- * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
- * @param note モンスターが倒された際の特別なメッセージ述語
- * @return なし
- * @details
- * <pre>
- * We return TRUE if the monster has been killed (and deleted).
- * We announce monster death (using an optional "death message"
- * if given, and a otherwise a generic killed/destroyed message).
- * Only "physical attacks" can induce the "You have slain" message.
- * Missile and Spell attacks will induce the "dies" message, or
- * various "specialized" messages.  Note that "You have destroyed"
- * and "is destroyed" are synonyms for "You have slain" and "dies".
- * Hack -- unseen monsters yield "You have killed it." message.
- * Added fear (DGK) and check whether to print fear messages -CWS
- * Made name, sex, and capitalization generic -BEN-
- * As always, the "ghost" processing is a total hack.
- * Hack -- we "delay" fear messages by passing around a "fear" flag.
- * Consider decreasing monster experience over time, say,
- * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
- * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
- * monster worth more than subsequent monsters.  This would also need
- * to induce changes in the monster recall code.
- * </pre>
- */
-bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
-{
-       monster_type *m_ptr = &m_list[m_idx];
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-       monster_type exp_mon;
-
-       /* Innocent until proven otherwise */
-       bool innocent = TRUE, thief = FALSE;
-       int i;
-       HIT_POINT expdam;
-
-       (void)COPY(&exp_mon, m_ptr, monster_type);
-       
-       expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
-
-       get_exp_from_mon(expdam, &exp_mon);
-
-       /* Genocided by chaos patron */
-       if (!m_ptr->r_idx) m_idx = 0;
-       
-       /* 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);
-
-       (void)set_monster_csleep(m_idx, 0);
-
-       /* Hack - Cancel any special player stealth magics. -LM- */
-       if (p_ptr->special_defense & NINJA_S_STEALTH)
-       {
-               set_superstealth(FALSE);
-       }
-
-       /* Genocided by chaos patron */
-       if (!m_idx) return TRUE;
-       
-       m_ptr->hp -= dam;
-       m_ptr->dealt_damage += dam;
-
-       if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
-
-       if (p_ptr->wizard)
-       {
-               msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
-       }
-
-       /* It is dead now */
-       if (m_ptr->hp < 0)
-       {
-               GAME_TEXT m_name[MAX_NLEN];
-
-               if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
-               {
-                       /* You might have unmasked Tanuki first time */
-                       r_ptr = &r_info[m_ptr->r_idx];
-                       m_ptr->ap_r_idx = m_ptr->r_idx;
-                       if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
-               }
-
-               if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
-               {
-                       /* You might have unmasked Chameleon first time */
-                       r_ptr = real_r_ptr(m_ptr);
-                       if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
-               }
-
-               if (!(m_ptr->smart & SM_CLONED))
-               {
-                       /* When the player kills a Unique, it stays dead */
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                       {
-                               r_ptr->max_num = 0;
-
-                               /* Mega-Hack -- Banor & Lupart */
-                               if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
-                               {
-                                       r_info[MON_BANORLUPART].max_num = 0;
-                                       r_info[MON_BANORLUPART].r_pkills++;
-                                       r_info[MON_BANORLUPART].r_akills++;
-                                       if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
-                               }
-                               else if (m_ptr->r_idx == MON_BANORLUPART)
-                               {
-                                       r_info[MON_BANOR].max_num = 0;
-                                       r_info[MON_BANOR].r_pkills++;
-                                       r_info[MON_BANOR].r_akills++;
-                                       if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
-                                       r_info[MON_LUPART].max_num = 0;
-                                       r_info[MON_LUPART].r_pkills++;
-                                       r_info[MON_LUPART].r_akills++;
-                                       if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
-                               }
-                       }
-
-                       /* When the player kills a Nazgul, it stays dead */
-                       else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
-               }
-
-               /* Count all monsters killed */
-               if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
-
-               /* Recall even invisible uniques or winners */
-               if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
-               {
-                       /* Count kills this life */
-                       if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
-                       else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
-
-                       /* Count kills in all lives */
-                       if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
-                       else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
-
-                       /* Hack -- Auto-recall */
-                       monster_race_track(m_ptr->ap_r_idx);
-               }
-
-               /* Extract monster name */
-               monster_desc(m_name, m_ptr, MD_TRUE_NAME);
-
-               /* Don't kill Amberites */
-               if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
-               {
-                       int curses = 1 + randint1(3);
-                       bool stop_ty = FALSE;
-                       int count = 0;
-
-                       msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
-                       curse_equipment(100, 50);
-
-                       do
-                       {
-                               stop_ty = activate_ty_curse(stop_ty, &count);
-                       }
-                       while (--curses);
-               }
-
-               if (r_ptr->flags2 & RF2_CAN_SPEAK)
-               {
-                       char line_got[1024];
-                       if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
-                       {
-                               msg_format("%^s %s", m_name, line_got);
-                       }
-
-#ifdef WORLD_SCORE
-                       if (m_ptr->r_idx == MON_SERPENT)
-                       {
-                               screen_dump = make_screen_dump();
-                       }
-#endif
-               }
-
-               if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
-               {
-                       if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
-                       {
-                               chg_virtue(V_VALOUR, -1);
-                       }
-                       else if (r_ptr->level > dun_level)
-                       {
-                               if (randint1(10) <= (r_ptr->level - dun_level))
-                                       chg_virtue(V_VALOUR, 1);
-                       }
-                       if (r_ptr->level > 60)
-                       {
-                               chg_virtue(V_VALOUR, 1);
-                       }
-                       if (r_ptr->level >= 2 * (p_ptr->lev+1))
-                               chg_virtue(V_VALOUR, 2);
-               }
-
-               if (r_ptr->flags1 & RF1_UNIQUE)
-               {
-                       if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
-
-                       if (r_ptr->flags3 & RF3_GOOD)
-                       {
-                               chg_virtue(V_UNLIFE, 2);
-                               chg_virtue(V_VITALITY, -2);
-                       }
-
-                       if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
-               }
-
-               if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
-               {
-                       chg_virtue(V_COMPASSION, -1);
-               }
-
-               if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
-                       chg_virtue(V_UNLIFE, 1);
-
-               if (r_ptr->d_char == 'A')
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                               chg_virtue(V_FAITH, -2);
-                       else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
-                       {
-                               if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
-                               else chg_virtue(V_FAITH, 1);
-                       }
-               }
-               else if (r_ptr->flags3 & RF3_DEMON)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                               chg_virtue(V_FAITH, 2);
-                       else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
-                               chg_virtue(V_FAITH, 1);
-               }
+                                       if (!(q_ptr->flags & QUEST_FLAG_PRESET))
+                                       {
+                                               create_stairs = TRUE;
+                                               p_ptr->inside_quest = 0;
+                                       }
 
-               if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
-                       chg_virtue(V_VITALITY, 2);
+                                       /* Finish the two main quests without rewarding */
+                                       if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
+                                       {
+                                               q_ptr->status = QUEST_STATUS_FINISHED;
+                                       }
 
-               if (r_ptr->r_deaths)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                       {
-                               chg_virtue(V_HONOUR, 10);
+                                       if (q_ptr->type == QUEST_TYPE_RANDOM)
+                                       {
+                                               reward = TRUE;
+                                               q_ptr->status = QUEST_STATUS_FINISHED;
+                                       }
+                               }
+                               break;
                        }
-                       else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
+                       case QUEST_TYPE_KILL_ANY_LEVEL:
                        {
-                               chg_virtue(V_HONOUR, 1);
+                               q_ptr->cur_num++;
+                               if (q_ptr->cur_num >= q_ptr->max_num)
+                               {
+                                       complete_quest(quest_num);
+                                       q_ptr->cur_num = 0;
+                               }
+                               break;
                        }
-               }
-               if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
-               {
-                       chg_virtue(V_VALOUR, -1);
-               }
+                       case QUEST_TYPE_TOWER:
+                       {
+                               if (!is_hostile(m_ptr)) break;
 
-               for (i = 0; i < 4; i++)
-               {
-                       if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
+                               if (count_all_hostile_monsters() == 1)
+                               {
+                                       q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
 
-                       if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
-                               || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
+                                       if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
+                                          (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
+                                          (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
+                                       {
 
-                               thief = TRUE; /* Thief! */
+                                               complete_quest(QUEST_TOWER1);
+                                       }
+                               }
+                               break;
+                       }
                }
+       }
 
-               /* The new law says it is illegal to live in the dungeon */
-               if (r_ptr->level != 0) innocent = FALSE;
-
-               if (thief)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                               chg_virtue(V_JUSTICE, 3);
-                       else if (1+((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100))
-                               chg_virtue(V_JUSTICE, 1);
-               }
-               else if (innocent)
-               {
-                       chg_virtue (V_JUSTICE, -1);
-               }
+       /* Create a magical staircase */
+       if (create_stairs)
+       {
+               POSITION ny, nx;
 
-               if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
+               /* Stagger around */
+               while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
                {
-                       if (one_in_(4)) chg_virtue(V_NATURE, -1);
-               }
+                       /* Pick a location */
+                       scatter(&ny, &nx, y, x, 1, 0);
 
-               if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
-               {
-                       char note_buf[160];
-                       sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
-                       do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
+                       /* Stagger */
+                       y = ny; x = nx;
                }
 
-               /* Make a sound */
-               sound(SOUND_KILL);
+               /* Explain the staircase */
+               msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
 
-               /* Death by Missile/Spell attack */
-               if (note)
-               {
-                       msg_format("%^s%s", m_name, note);
-               }
+               /* Create stairs down */
+               cave_set_feat(y, x, feat_down_stair);
 
-               /* Death by physical attack -- invisible monster */
-               else if (!m_ptr->ml)
-               {
-#ifdef JP
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_format("せっかくだから%sを殺した。", m_name);
-                       else
-                               msg_format("%sを殺した。", m_name);
-#else
-                               msg_format("You have killed %s.", m_name);
-#endif
+               /* Remember to update everything */
+               p_ptr->update |= (PU_FLOW);
+       }
 
-               }
+       /*
+        * Drop quest reward
+        */
+       if (reward)
+       {
+               int i;
 
-               /* Death by Physical attack -- non-living monster */
-               else if (!monster_living(m_ptr->r_idx))
+               for (i = 0; i < (dun_level / 15)+1; i++)
                {
-                       bool explode = FALSE;
-
-                       for (i = 0; i < 4; i++)
-                       {
-                               if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
-                       }
+                       o_ptr = &forge;
+                       object_wipe(o_ptr);
 
-                       /* Special note at death */
-                       if (explode)
-                               msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
-                       else
-                       {
-#ifdef JP
-                               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                       msg_format("せっかくだから%sを倒した。", m_name);
-                               else
-                               msg_format("%sを倒した。", m_name);
-#else
-                               msg_format("You have destroyed %s.", m_name);
-#endif
-                       }
+                       /* Make a great object */
+                       make_object(o_ptr, AM_GOOD | AM_GREAT);
+                       (void)drop_near(o_ptr, -1, y, x);
                }
+       }
+}
 
-               /* Death by Physical attack -- living monster */
-               else
-               {
-#ifdef JP
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_format("せっかくだから%sを葬り去った。", m_name);
-                       else
-                               msg_format("%sを葬り去った。", m_name);
-#else
-                               msg_format("You have slain %s.", m_name);
-#endif
-
-               }
-               if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
+/*!
+ * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
+ * Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
+ * @return なし
+ */
+void check_find_art_quest_completion(object_type *o_ptr)
+{
+       QUEST_IDX i;
+       /* Check if completed a quest */
+       for (i = 0; i < max_q_idx; i++)
+       {
+               if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
+                       (quest[i].status == QUEST_STATUS_TAKEN) &&
+                       (quest[i].k_idx == o_ptr->name1))
                {
-                       for (i = 0; i < MAX_KUBI; i++)
-                       {
-                               if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
-                               {
-                                       msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
-                                       break;
-                               }
-                       }
+                       complete_quest(i);
                }
+       }
+}
+
 
-               /* Generate treasure */
-               monster_death(m_idx, TRUE);
+/*!
+ * @brief モンスターを撃破した際の述語メッセージを返す /
+ * Return monster death string
+ * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
+ * @return 撃破されたモンスターの述語
+ */
+concptr extract_note_dies(MONRACE_IDX r_idx)
+{
+       monster_race *r_ptr = &r_info[r_idx];
+       /* Some monsters get "destroyed" */
+       if (!monster_living(r_idx))
+       {
+               int i;
 
-               /* Mega hack : replace IKETA to BIKETAL */
-               if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
+               for (i = 0; i < 4; i++)
                {
-                       POSITION dummy_y = m_ptr->fy;
-                       POSITION dummy_x = m_ptr->fx;
-                       BIT_FLAGS mode = 0L;
-                       if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
-                       delete_monster_idx(m_idx);
-                       if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
+                       if (r_ptr->blow[i].method == RBM_EXPLODE)
                        {
-                               msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
+                               return _("は爆発して粉々になった。", " explodes into tiny shreds.");
                        }
                }
-               else
-               {
-                       delete_monster_idx(m_idx);
-               }
-
-               get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
-
-               /* Not afraid */
-               (*fear) = FALSE;
-
-               /* Monster is dead */
-               return (TRUE);
+               return _("を倒した。", " is destroyed.");
        }
 
+       /* Assume a default death */
+       return _("は死んだ。", " dies.");
+}
+
 
-#ifdef ALLOW_FEAR
+/*!
+ * @brief モンスターに与えたダメージの修正処理 /
+ * Modify the physical damage done to the monster.
+ * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
+ * @param dam ダメージ基本値
+ * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
+ * @return 修正を行った結果のダメージ量
+ * @details
+ * <pre>
+ * (for example when it's invulnerable or shielded)
+ * ToDo: Accept a damage-type to calculate the modified damage from
+ * things like fire, frost, lightning, poison, ... attacks.
+ * "type" is not yet used and should be 0.
+ * </pre>
+ */
+HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
+{
+       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
 
-       /* Mega-Hack -- Pain cancels fear */
-       if (MON_MONFEAR(m_ptr) && (dam > 0))
+       if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
        {
-               /* Cure fear */
-               if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
-               {
-                       /* No more fear */
-                       (*fear) = FALSE;
-               }
+               dam /= 100;
+               if ((dam == 0) && one_in_(3)) dam = 1;
        }
 
-       /* Sometimes a monster gets scared by damage */
-       if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
+       if (MON_INVULNER(m_ptr))
        {
-               /* Percentage of fully healthy */
-               int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
-
-               /*
-                * Run (sometimes) if at 10% or less of max hit points,
-                * or (usually) when hit for half its current hit points
-                */
-               if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
+               if (is_psy_spear)
                {
-                       /* Hack -- note fear */
-                       (*fear) = TRUE;
-
-                       /* Hack -- Add some timed fear */
-                       (void)set_monster_monfear(m_idx, (randint1(10) +
-                                         (((dam >= m_ptr->hp) && (percentage > 7)) ?
-                                          20 : ((11 - percentage) * 5))));
+                       if (!p_ptr->blind && is_seen(m_ptr))
+                       {
+                               msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
+                       }
+               }
+               else if (!one_in_(PENETRATE_INVULNERABILITY))
+               {
+                       return (0);
                }
        }
+       return (dam);
+}
 
-#endif
 
-       /* Not dead yet */
-       return (FALSE);
-}
 
 
 /*!
@@ -2005,14 +829,14 @@ void verify_panel(void)
 /*
  * Monster health description
  */
-cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
+concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
 {
        monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
        bool living;
        int perc;
-       cptr desc;
-       cptr attitude;
-       cptr clone;
+       concptr desc;
+       concptr attitude;
+       concptr clone;
 
        /* Determine if the monster is "living" */
        living = monster_living(m_ptr->ap_r_idx);
@@ -2089,71 +913,6 @@ cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
 
 
 
-/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
- */
-void ang_sort_aux(vptr u, vptr v, int p, int q)
-{
-       int z, a, b;
-
-       /* Done sort */
-       if (p >= q) return;
-
-       /* Pivot */
-       z = p;
-
-       /* Begin */
-       a = p;
-       b = q;
-
-       /* Partition */
-       while (TRUE)
-       {
-               /* Slide i2 */
-               while (!(*ang_sort_comp)(u, v, b, z)) b--;
-
-               /* Slide i1 */
-               while (!(*ang_sort_comp)(u, v, z, a)) a++;
-
-               /* Done partition */
-               if (a >= b) break;
-
-               /* Swap */
-               (*ang_sort_swap)(u, v, a, b);
-
-               /* Advance */
-               a++, b--;
-       }
-
-       /* Recurse left side */
-       ang_sort_aux(u, v, p, b);
-
-       /* Recurse right side */
-       ang_sort_aux(u, v, b+1, q);
-}
-
-
-/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
- */
-void ang_sort(vptr u, vptr v, int n)
-{
-       /* Sort the array */
-       ang_sort_aux(u, v, 0, n-1);
-}
-
-
-
 /*** Targeting Code ***/
 
 
@@ -2629,11 +1388,11 @@ bool show_gold_on_floor = FALSE;
  *
  * This function must handle blindness/hallucination.
  */
-static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
+static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
 {
        cave_type *c_ptr = &cave[y][x];
        OBJECT_IDX this_o_idx, next_o_idx = 0;
-       cptr s1 = "", s2 = "", s3 = "", x_info = "";
+       concptr s1 = "", s2 = "", s3 = "", x_info = "";
        bool boring = TRUE;
        FEAT_IDX feat;
        feature_type *f_ptr;
@@ -2673,7 +1432,7 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
        /* Hack -- hallucination */
        if (p_ptr->image)
        {
-               cptr name = _("何か奇妙な物", "something strange");
+               concptr name = _("何か奇妙な物", "something strange");
 
                /* Display a message */
 #ifdef JP
@@ -2705,13 +1464,8 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
                /* Not boring */
                boring = FALSE;
 
-               /* Get the monster name ("a kobold") */
                monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-
-               /* Hack -- track this monster race */
                monster_race_track(m_ptr->ap_r_idx);
-
-               /* Hack -- health bar for this monster */
                health_track(c_ptr->m_idx);
                handle_stuff();
 
@@ -2723,7 +1477,6 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
                        /* Recall */
                        if (recall)
                        {
-                               /* Save */
                                screen_save();
 
                                /* Recall on screen */
@@ -2735,7 +1488,6 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
                                /* Command */
                                query = inkey();
 
-                               /* Restore */
                                screen_load();
 
                                /* Normal commands */
@@ -3014,7 +1766,7 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
        /* Terrain feature if needed */
        if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
        {
-               cptr name;
+               concptr name;
 
                /* Hack -- special handling for quest entrances */
                if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
@@ -3183,9 +1935,7 @@ bool target_set(BIT_FLAGS mode)
        char query;
        char info[80];
        char same_key;
-
        cave_type *c_ptr;
-
        TERM_LEN wid, hgt;
        
        get_screen_size(&wid, &hgt);
@@ -3193,10 +1943,6 @@ bool target_set(BIT_FLAGS mode)
        /* Cancel target */
        target_who = 0;
 
-
-       /* Cancel tracking */
-       /* health_track(0); */
-
        if (rogue_like_commands)
        {
                same_key = 'x';
@@ -3255,9 +2001,6 @@ bool target_set(BIT_FLAGS mode)
                                if(query)break;
                        }
 
-                       /* Cancel tracking */
-                       /* health_track(0); */
-
                        /* Assume no "direction" */
                        d = 0;
 
@@ -3322,11 +2065,8 @@ bool target_set(BIT_FLAGS mode)
                                {
                                        /* Recenter the map around the player */
                                        verify_panel();
-
                                        p_ptr->update |= (PU_MONSTERS);
-
                                        p_ptr->redraw |= (PR_MAP);
-
                                        p_ptr->window |= (PW_OVERHEAD);
                                        handle_stuff();
 
@@ -3403,8 +2143,8 @@ bool target_set(BIT_FLAGS mode)
                                        /* Nothing interesting */
                                        else
                                        {
-                                               int dx = ddx[d];
-                                               int dy = ddy[d];
+                                               POSITION dx = ddx[d];
+                                               POSITION dy = ddy[d];
 
                                                /* Restore previous position */
                                                panel_row_min = y2;
@@ -3412,9 +2152,7 @@ bool target_set(BIT_FLAGS mode)
                                                panel_bounds_center();
 
                                                p_ptr->update |= (PU_MONSTERS);
-
                                                p_ptr->redraw |= (PR_MAP);
-
                                                p_ptr->window |= (PW_OVERHEAD);
                                                handle_stuff();
 
@@ -3489,9 +2227,6 @@ bool target_set(BIT_FLAGS mode)
                        /* Describe and Prompt (enable "TARGET_LOOK") */
                        while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
 
-                       /* Cancel tracking */
-                       /* health_track(0); */
-
                        /* Assume no direction */
                        d = 0;
 
@@ -3526,11 +2261,8 @@ bool target_set(BIT_FLAGS mode)
                                {
                                        /* Recenter the map around the player */
                                        verify_panel();
-
                                        p_ptr->update |= (PU_MONSTERS);
-
                                        p_ptr->redraw |= (PR_MAP);
-
                                        p_ptr->window |= (PW_OVERHEAD);
                                        handle_stuff();
 
@@ -3592,8 +2324,8 @@ bool target_set(BIT_FLAGS mode)
                        /* Handle "direction" */
                        if (d)
                        {
-                               int dx = ddx[d];
-                               int dy = ddy[d];
+                               POSITION dx = ddx[d];
+                               POSITION dy = ddy[d];
 
                                /* XTRA HACK MOVEFAST */
                                if (move_fast)
@@ -3648,11 +2380,8 @@ bool target_set(BIT_FLAGS mode)
 
        /* Recenter the map around the player */
        verify_panel();
-
        p_ptr->update |= (PU_MONSTERS);
-
        p_ptr->redraw |= (PR_MAP);
-
        p_ptr->window |= (PW_OVERHEAD);
        handle_stuff();
 
@@ -3679,7 +2408,7 @@ bool get_aim_dir(DIRECTION *dp)
 {
        DIRECTION dir;
        char    command;
-       cptr    p;
+       concptr p;
        COMMAND_CODE code;
 
        (*dp) = 0;
@@ -3801,7 +2530,7 @@ bool get_aim_dir(DIRECTION *dp)
 bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
 {
        DIRECTION dir;
-       cptr prompt;
+       concptr prompt;
        COMMAND_CODE code;
 
        (*dp) = 0;
@@ -3946,7 +2675,7 @@ bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
 bool get_rep_dir(DIRECTION *dp, bool under)
 {
        DIRECTION dir;
-       cptr prompt;
+       concptr prompt;
        COMMAND_CODE code;
 
        (*dp) = 0;
@@ -4072,579 +2801,6 @@ bool get_rep_dir(DIRECTION *dp, bool under)
        return (TRUE);
 }
 
-void gain_level_reward(int chosen_reward)
-{
-       object_type *q_ptr;
-       object_type forge;
-       char        wrath_reason[32] = "";
-       int         nasty_chance = 6;
-       OBJECT_TYPE_VALUE dummy = 0;
-       OBJECT_SUBTYPE_VALUE dummy2 = 0;
-       int         type, effect;
-       cptr        reward = NULL;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       int count = 0;
-
-       if (!chosen_reward)
-       {
-               if (multi_rew) return;
-               else multi_rew = TRUE;
-       }
-
-
-       if (p_ptr->lev == 13) nasty_chance = 2;
-       else if (!(p_ptr->lev % 13)) nasty_chance = 3;
-       else if (!(p_ptr->lev % 14)) nasty_chance = 12;
-
-       if (one_in_(nasty_chance))
-               type = randint1(20); /* Allow the 'nasty' effects */
-       else
-               type = randint1(15) + 5; /* Or disallow them */
-
-       if (type < 1) type = 1;
-       if (type > 20) type = 20;
-       type--;
-
-
-       sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
-
-       effect = chaos_rewards[p_ptr->chaos_patron][type];
-
-       if (one_in_(6) && !chosen_reward)
-       {
-               msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]);
-               (void)gain_random_mutation(0);
-               reward = _("変異した。", "mutation");
-       }
-       else
-       {
-       switch (chosen_reward ? chosen_reward : effect)
-       {
-
-               case REW_POLY_SLF:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
-
-                       do_poly_self();
-                       reward = _("変異した。", "polymorphing");
-                       break;
-
-               case REW_GAIN_EXP:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
-
-                       if (p_ptr->prace == RACE_ANDROID)
-                       {
-                               msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
-                       }
-                       else if (p_ptr->exp < PY_MAX_EXP)
-                       {
-                               s32b ee = (p_ptr->exp / 2) + 10;
-                               if (ee > 100000L) ee = 100000L;
-                               msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
-
-                               gain_exp(ee);
-                               reward = _("経験値を得た", "experience");
-                       }
-                       break;
-
-               case REW_LOSE_EXP:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
-
-                       if (p_ptr->prace == RACE_ANDROID)
-                       {
-                               msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
-                       }
-                       else
-                       {
-                               lose_exp(p_ptr->exp / 6);
-                               reward = _("経験値を失った。", "losing experience");
-                       }
-                       break;
-
-               case REW_GOOD_OBJ:
-#ifdef JP
-                       msg_format("%sの声がささやいた:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s whispers:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
-                       reward = _("上質なアイテムを手に入れた。", "a good item");
-                       break;
-
-               case REW_GREA_OBJ:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
-                       reward = _("高級品のアイテムを手に入れた。", "an excellent item");
-                       break;
-
-               case REW_CHAOS_WP:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
-                       q_ptr = &forge;
-                       dummy = TV_SWORD;
-                       switch (randint1(p_ptr->lev))
-                       {
-                               case 0: case 1:
-                                       dummy2 = SV_DAGGER;
-                                       break;
-                               case 2: case 3:
-                                       dummy2 = SV_MAIN_GAUCHE;
-                                       break;
-                               case 4:
-                                       dummy2 = SV_TANTO;
-                                       break;
-                               case 5: case 6:
-                                       dummy2 = SV_RAPIER;
-                                       break;
-                               case 7: case 8:
-                                       dummy2 = SV_SMALL_SWORD;
-                                       break;
-                               case 9: case 10:
-                                       dummy2 = SV_BASILLARD;
-                                       break;
-                               case 11: case 12: case 13:
-                                       dummy2 = SV_SHORT_SWORD;
-                                       break;
-                               case 14: case 15:
-                                       dummy2 = SV_SABRE;
-                                       break;
-                               case 16: case 17:
-                                       dummy2 = SV_CUTLASS;
-                                       break;
-                               case 18:
-                                       dummy2 = SV_WAKIZASHI;
-                                       break;
-                               case 19:
-                                       dummy2 = SV_KHOPESH;
-                                       break;
-                               case 20:
-                                       dummy2 = SV_TULWAR;
-                                       break;
-                               case 21:
-                                       dummy2 = SV_BROAD_SWORD;
-                                       break;
-                               case 22: case 23:
-                                       dummy2 = SV_LONG_SWORD;
-                                       break;
-                               case 24: case 25:
-                                       dummy2 = SV_SCIMITAR;
-                                       break;
-                               case 26:
-                                       dummy2 = SV_NINJATO;
-                                       break;
-                               case 27:
-                                       dummy2 = SV_KATANA;
-                                       break;
-                               case 28: case 29:
-                                       dummy2 = SV_BASTARD_SWORD;
-                                       break;
-                               case 30:
-                                       dummy2 = SV_GREAT_SCIMITAR;
-                                       break;
-                               case 31:
-                                       dummy2 = SV_CLAYMORE;
-                                       break;
-                               case 32:
-                                       dummy2 = SV_ESPADON;
-                                       break;
-                               case 33:
-                                       dummy2 = SV_TWO_HANDED_SWORD;
-                                       break;
-                               case 34:
-                                       dummy2 = SV_FLAMBERGE;
-                                       break;
-                               case 35:
-                                       dummy2 = SV_NO_DACHI;
-                                       break;
-                               case 36:
-                                       dummy2 = SV_EXECUTIONERS_SWORD;
-                                       break;
-                               case 37:
-                                       dummy2 = SV_ZWEIHANDER;
-                                       break;
-                               case 38:
-                                       dummy2 = SV_HAYABUSA;
-                                       break;
-                               default:
-                                       dummy2 = SV_BLADE_OF_CHAOS;
-                       }
-
-                       object_prep(q_ptr, lookup_kind(dummy, dummy2));
-                       q_ptr->to_h = 3 + randint1(dun_level) % 10;
-                       q_ptr->to_d = 3 + randint1(dun_level) % 10;
-                       one_resistance(q_ptr);
-                       q_ptr->name2 = EGO_CHAOTIC;
-                       (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
-                       reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
-                       break;
-
-               case REW_GOOD_OBS:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
-                       reward = _("上質なアイテムを手に入れた。", "good items");
-                       break;
-
-               case REW_GREA_OBS:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
-                       reward = _("高級品のアイテムを手に入れた。", "excellent items");
-                       break;
-
-               case REW_TY_CURSE:
-#ifdef JP
-                       msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
-
-                       (void)activate_ty_curse(FALSE, &count);
-                       reward = _("禍々しい呪いをかけられた。", "cursing");
-                       break;
-
-               case REW_SUMMON_M:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
-
-                       for (dummy = 0; dummy < randint1(5) + 1; dummy++)
-                       {
-                               (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
-                       }
-                       reward = _("モンスターを召喚された。", "summoning hostile monsters");
-                       break;
-
-
-               case REW_H_SUMMON:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
-
-                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
-                       reward = _("モンスターを召喚された。", "summoning many hostile monsters");
-                       break;
-
-
-               case REW_DO_HAVOC:
-#ifdef JP
-                       msg_format("%sの声が響き渡った:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s booms out:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
-
-                       call_chaos();
-                       reward = _("カオスの力が渦巻いた。", "calling chaos");
-                       break;
-
-
-               case REW_GAIN_ABL:
-#ifdef JP
-                       msg_format("%sの声が鳴り響いた:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s rings out:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
-
-                       if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
-                               do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
-                       else
-                               do_inc_stat(randint0(6));
-                       reward = _("能力値が上がった。", "increasing a stat");
-                       break;
-
-
-               case REW_LOSE_ABL:
-#ifdef JP
-                       msg_format("%sの声が響き渡った:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s booms out:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
-
-                       if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
-                               do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
-                       else
-                               (void)do_dec_stat(randint0(6));
-                       reward = _("能力値が下がった。", "decreasing a stat");
-                       break;
-
-
-               case REW_RUIN_ABL:
-
-#ifdef JP
-                       msg_format("%sの声が轟き渡った:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s thunders:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
-                       msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
-
-                       for (dummy = 0; dummy < A_MAX; dummy++)
-                       {
-                               (void)dec_stat(dummy, 10 + randint1(15), TRUE);
-                       }
-                       reward = _("全能力値が下がった。", "decreasing all stats");
-                       break;
-
-               case REW_POLY_WND:
-
-                       msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
-                               chaos_patrons[p_ptr->chaos_patron]);
-                       do_poly_wounds();
-                       reward = _("傷が変化した。", "polymorphing wounds");
-                       break;
-
-               case REW_AUGM_ABL:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-
-                       msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
-
-                       for (dummy = 0; dummy < A_MAX; dummy++)
-                       {
-                               (void)do_inc_stat(dummy);
-                       }
-                       reward = _("全能力値が上がった。", "increasing all stats");
-                       break;
-
-               case REW_HURT_LOT:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
-
-                       fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
-                       take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
-                       reward = _("分解の球が発生した。", "generating disintegration ball");
-                       break;
-
-               case REW_HEAL_FUL:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       (void)restore_level();
-                       (void)restore_all_status();
-                       (void)true_healing(5000);
-                       reward = _("体力が回復した。", "healing");
-                       break;
-
-               case REW_CURSE_WP:
-
-                       if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
-
-                       dummy = INVEN_RARM;
-                       if (buki_motteruka(INVEN_LARM))
-                       {
-                               dummy = INVEN_LARM;
-                               if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
-                       }
-                       object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
-                       (void)curse_weapon(FALSE, dummy);
-                       reward = format(_("%sが破壊された。", "destroying %s"), o_name);
-                       break;
-
-               case REW_CURSE_AR:
-
-                       if (!inventory[INVEN_BODY].k_idx) break;
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
-
-                       object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
-                       (void)curse_armor();
-                       reward = format(_("%sが破壊された。", "destroying %s"), o_name);
-                       break;
-               case REW_PISS_OFF:
-
-                       msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
-
-                       switch (randint1(4))
-                       {
-                               case 1:
-                                       (void)activate_ty_curse(FALSE, &count);
-                                       reward = _("禍々しい呪いをかけられた。", "cursing");
-                                       break;
-                               case 2:
-                                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
-                                       reward = _("モンスターを召喚された。", "summoning hostile monsters");
-                                       break;
-                               case 3:
-                                       if (one_in_(2))
-                                       {
-                                               if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
-                                               dummy = INVEN_RARM;
-                                               if (buki_motteruka(INVEN_LARM))
-                                               {
-                                                       dummy = INVEN_LARM;
-                                                       if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
-                                               }
-                                               object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
-                                               (void)curse_weapon(FALSE, dummy);
-                                               reward = format(_("%sが破壊された。", "destroying %s"), o_name);
-                                       }
-                                       else
-                                       {
-                                               if (!inventory[INVEN_BODY].k_idx) break;
-                                               object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
-                                               (void)curse_armor();
-                                               reward = format(_("%sが破壊された。", "destroying %s"), o_name);
-                                       }
-                                       break;
-                               default:
-                                       for (dummy = 0; dummy < A_MAX; dummy++)
-                                       {
-                                               (void)dec_stat(dummy, 10 + randint1(15), TRUE);
-                                       }
-                                       reward = _("全能力値が下がった。", "decreasing all stats");
-                                       break;
-                       }
-                       break;
-
-               case REW_WRATH:
-
-                       msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
-
-                       take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
-                       for (dummy = 0; dummy < A_MAX; dummy++)
-                       {
-                               (void)dec_stat(dummy, 10 + randint1(15), FALSE);
-                       }
-                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
-                       (void)activate_ty_curse(FALSE, &count);
-                       if (one_in_(2))
-                       {
-                               dummy = 0;
-
-                               if (buki_motteruka(INVEN_RARM))
-                               {
-                                       dummy = INVEN_RARM;
-                                       if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
-                               }
-                               else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
-
-                               if (dummy) (void)curse_weapon(FALSE, dummy);
-                       }
-                       if (one_in_(2)) (void)curse_armor();
-                       break;
-
-               case REW_DESTRUCT:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
-
-                       (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
-                       reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
-                       break;
-
-               case REW_GENOCIDE:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
-                       (void)symbol_genocide(0, FALSE);
-                       reward = _("モンスターが抹殺された。", "genociding monsters");
-                       break;
-
-               case REW_MASS_GEN:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
-
-                       (void)mass_genocide(0, FALSE);
-                       reward = _("モンスターが抹殺された。", "genociding nearby monsters");
-                       break;
-
-               case REW_DISPEL_C:
-
-                       msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]);
-                       (void)dispel_monsters(p_ptr->lev * 4);
-                       break;
-
-               case REW_IGNORE:
-
-                       msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
-                       break;
-
-               case REW_SER_DEMO:
-
-                       msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
-
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0'))
-                               msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
-                       else
-                               reward = _("悪魔がペットになった。", "a demonic servant");
-
-                       break;
-
-               case REW_SER_MONS:
-                       msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
-
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET, '\0'))
-                               msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
-                       else
-                               reward = _("モンスターがペットになった。", "a servant");
-
-                       break;
-
-               case REW_SER_UNDE:
-                       msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
-
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0'))
-                               msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
-                       else
-                               reward = _("アンデッドがペットになった。", "an undead servant");
-
-                       break;
-
-               default:
-                       msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
-
-                               chaos_patrons[p_ptr->chaos_patron]);
-                       msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
-
-       }
-       }
-       if (reward)
-       {
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
-       }
-}
-
 
 /*
  * XAngband: determine if a given location is "interesting"
@@ -4899,7 +3055,7 @@ bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
 bool get_hack_dir(DIRECTION *dp)
 {
        DIRECTION dir;
-       cptr    p;
+       concptr    p;
        char    command;
 
        (*dp) = 0;
@@ -5123,7 +3279,7 @@ IDX rumor_num(char *zz, IDX max_idx)
        return (IDX)atoi(zz);
 }
 
-cptr rumor_bind_name(char *base, cptr fullname)
+concptr rumor_bind_name(char *base, concptr fullname)
 {
        char *s, *v;
 
@@ -5161,8 +3317,8 @@ void display_rumor(bool ex)
        if (strncmp(Rumor, "R:", 2) == 0)
        {
                char *zz[4];
-               cptr rumor_msg = NULL;
-               cptr rumor_eff_format = NULL;
+               concptr rumor_msg = NULL;
+               concptr rumor_eff_format = NULL;
                char fullname[1024] = "";
 
                if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)