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Added an English description for the sexy swimsuit of Milim the Valkyrie. The descrip...
[hengband/hengband.git] / src / targeting.c
index 67734cf..c46d530 100644 (file)
@@ -10,7 +10,6 @@
  * 2014 Deskull rearranged comment for Doxygen.
  */
 
-
 #include "angband.h"
 #include "util.h"
 #include "core.h"
@@ -31,6 +30,7 @@
 #include "floor.h"
 #include "floor-events.h"
 #include "floor-town.h"
+#include "player-inventory.h"
 #include "player-move.h"
 #include "player-status.h"
 #include "monster-status.h"
 #include "spells.h"
 #include "world.h"
 
-/*!
- * @brief コンソール上におけるマップ表示の左上位置を返す /
- * Calculates current boundaries Called below and from "do_cmd_locate()".
- * @return なし
- */
+ /*!
 * @brief コンソール上におけるマップ表示の左上位置を返す /
 * Calculates current boundaries Called below and from "do_cmd_locate()".
 * @return なし
 */
 void panel_bounds_center(void)
 {
        TERM_LEN wid, hgt;
@@ -73,7 +73,6 @@ static bool change_panel_xy(player_type *creature_ptr, POSITION y, POSITION x)
 {
        POSITION dy = 0, dx = 0;
        TERM_LEN wid, hgt;
-
        get_screen_size(&wid, &hgt);
 
        if (y < panel_row_min) dy = -1;
@@ -89,6 +88,7 @@ static bool change_panel_xy(player_type *creature_ptr, POSITION y, POSITION x)
 
 /*!
  * @brief マップ描画のフォーカスを当てるべき座標を更新する
+ * @param creature_ptr プレーヤーへの参照ポインタ
  * @details
  * Given an row (y) and col (x), this routine detects when a move
  * off the screen has occurred and figures new borders. -RAK-
@@ -96,28 +96,25 @@ static bool change_panel_xy(player_type *creature_ptr, POSITION y, POSITION x)
  * The map is reprinted if necessary, and "TRUE" is returned.
  * @return 実際に再描画が必要だった場合TRUEを返す
  */
-void verify_panel(void)
+void verify_panel(player_type *creature_ptr)
 {
-       POSITION y = p_ptr->y;
-       POSITION x = p_ptr->x;
+       POSITION y = creature_ptr->y;
+       POSITION x = creature_ptr->x;
        TERM_LEN wid, hgt;
 
-       int prow_min;
-       int pcol_min;
-       int max_prow_min;
-       int max_pcol_min;
-
        get_screen_size(&wid, &hgt);
 
-       max_prow_min = p_ptr->current_floor_ptr->height - hgt;
-       max_pcol_min = p_ptr->current_floor_ptr->width - wid;
+       int max_prow_min = creature_ptr->current_floor_ptr->height - hgt;
+       int max_pcol_min = creature_ptr->current_floor_ptr->width - wid;
 
        /* Bounds checking */
+       int prow_min;
+       int pcol_min;
        if (max_prow_min < 0) max_prow_min = 0;
        if (max_pcol_min < 0) max_pcol_min = 0;
 
-               /* Center on player */
-       if (center_player && (center_running || !p_ptr->running))
+       /* Center on player */
+       if (center_player && (center_running || !creature_ptr->running))
        {
                /* Center vertically */
                prow_min = y - hgt / 2;
@@ -137,7 +134,7 @@ void verify_panel(void)
                /* Scroll screen when 2 grids from top/bottom edge */
                if (y > panel_row_max - 2)
                {
-                       while (y > prow_min + hgt-1 - 2)
+                       while (y > prow_min + hgt - 1 - 2)
                        {
                                prow_min += (hgt / 2);
                        }
@@ -157,12 +154,12 @@ void verify_panel(void)
                /* Scroll screen when 4 grids from left/right edge */
                if (x > panel_col_max - 4)
                {
-                       while (x > pcol_min + wid-1 - 4)
+                       while (x > pcol_min + wid - 1 - 4)
                        {
                                pcol_min += (wid / 2);
                        }
                }
-               
+
                if (x < panel_col_min + 4)
                {
                        while (x < pcol_min + 4)
@@ -183,18 +180,16 @@ void verify_panel(void)
        panel_col_min = pcol_min;
 
        /* Hack -- optional disturb on "panel change" */
-       if (disturb_panel && !center_player) disturb(p_ptr, FALSE, FALSE);
+       if (disturb_panel && !center_player) disturb(creature_ptr, FALSE, FALSE);
 
        panel_bounds_center();
 
-       p_ptr->update |= (PU_MONSTERS);
-       p_ptr->redraw |= (PR_MAP);
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+       creature_ptr->update |= (PU_MONSTERS);
+       creature_ptr->redraw |= (PR_MAP);
+       creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
 }
 
 
-/*** Targeting Code ***/
-
 /*
  * Determine is a monster makes a reasonable target
  *
@@ -254,24 +249,19 @@ bool target_okay(player_type *creature_ptr)
        if (target_who < 0) return TRUE;
 
        /* Check moving targets */
-       if (target_who > 0)
-       {
-               /* Accept reasonable targets */
-               if (target_able(creature_ptr, target_who))
-               {
-                       monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[target_who];
+       if (target_who <= 0) return FALSE;
 
-                       /* Acquire monster location */
-                       target_row = m_ptr->fy;
-                       target_col = m_ptr->fx;
+       /* Accept reasonable targets */
+       if (!target_able(creature_ptr, target_who)) return FALSE;
 
-                       /* Good target */
-                       return TRUE;
-               }
-       }
+       monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[target_who];
 
-       /* Assume no target */
-       return FALSE;
+       /* Acquire monster location */
+       target_row = m_ptr->fy;
+       target_col = m_ptr->fx;
+
+       /* Good target */
+       return TRUE;
 }
 
 
@@ -280,75 +270,72 @@ bool target_okay(player_type *creature_ptr)
  */
 static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
 {
-       POSITION_IDX i, v;
-       POSITION x2, y2, x3, y3, x4, y4;
-       POSITION_IDX b_i = -1, b_v = 9999;
-
-
        /* Scan the locations */
-       for (i = 0; i < tmp_pos.n; i++)
+       POSITION_IDX b_i = -1, b_v = 9999;
+       for (POSITION_IDX i = 0; i < tmp_pos.n; i++)
        {
                /* Point 2 */
-               x2 = tmp_pos.x[i];
-               y2 = tmp_pos.y[i];
+               POSITION x2 = tmp_pos.x[i];
+               POSITION y2 = tmp_pos.y[i];
 
                /* Directed distance */
-               x3 = (x2 - x1);
-               y3 = (y2 - y1);
+               POSITION x3 = (x2 - x1);
+               POSITION y3 = (y2 - y1);
 
                /* Verify quadrant */
                if (dx && (x3 * dx <= 0)) continue;
                if (dy && (y3 * dy <= 0)) continue;
 
-               x4 = ABS(x3);
-               y4 = ABS(y3);
+               POSITION x4 = ABS(x3);
+               POSITION y4 = ABS(y3);
 
                /* Verify quadrant */
                if (dy && !dx && (x4 > y4)) continue;
                if (dx && !dy && (y4 > x4)) continue;
 
                /* Approximate Double Distance */
-               v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
+               POSITION_IDX v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
 
                /* Penalize location */
                if ((b_i >= 0) && (v >= b_v)) continue;
                b_i = i; b_v = v;
        }
-       return (b_i);
+
+       return b_i;
 }
 
 
 /*
  * Hack -- determine if a given location is "interesting"
  */
-static bool target_set_accept(POSITION y, POSITION x)
+static bool target_set_accept(player_type *creature_ptr, POSITION y, POSITION x)
 {
-       grid_type *g_ptr;
-       OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-       if (!(in_bounds(p_ptr->current_floor_ptr, y, x))) return FALSE;
+       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+       if (!(in_bounds(floor_ptr, y, x))) return FALSE;
 
        /* Player grid is always interesting */
-       if (player_bold(p_ptr, y, x)) return TRUE;
+       if (player_bold(creature_ptr, y, x)) return TRUE;
 
-       if (p_ptr->image) return FALSE;
+       if (creature_ptr->image) return FALSE;
 
-       g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr;
+       g_ptr = &floor_ptr->grid_array[y][x];
 
        /* Visible monsters */
        if (g_ptr->m_idx)
        {
-               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+               monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
 
                /* Visible monsters */
                if (m_ptr->ml) return TRUE;
        }
 
        /* Scan all objects in the grid */
-       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+       OBJECT_IDX next_o_idx = 0;
+       for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
-               o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+               o_ptr = &floor_ptr->o_list[this_o_idx];
                next_o_idx = o_ptr->next_o_idx;
 
                /* Memorized object */
@@ -376,9 +363,7 @@ static bool target_set_accept(POSITION y, POSITION x)
  */
 static void target_set_prepare(player_type *creature_ptr, BIT_FLAGS mode)
 {
-       POSITION y, x;
        POSITION min_hgt, max_hgt, min_wid, max_wid;
-
        if (mode & TARGET_KILL)
        {
                /* Inner range */
@@ -400,14 +385,14 @@ static void target_set_prepare(player_type *creature_ptr, BIT_FLAGS mode)
        tmp_pos.n = 0;
 
        /* Scan the current panel */
-       for (y = min_hgt; y <= max_hgt; y++)
+       for (POSITION y = min_hgt; y <= max_hgt; y++)
        {
-               for (x = min_wid; x <= max_wid; x++)
+               for (POSITION x = min_wid; x <= max_wid; x++)
                {
                        grid_type *g_ptr;
 
                        /* Require "interesting" contents */
-                       if (!target_set_accept(y, x)) continue;
+                       if (!target_set_accept(creature_ptr, y, x)) continue;
 
                        g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
 
@@ -433,19 +418,18 @@ static void target_set_prepare(player_type *creature_ptr, BIT_FLAGS mode)
                ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_importance, ang_sort_swap_distance);
        }
 
-       if (creature_ptr->riding && target_pet && (tmp_pos.n > 1) && (mode & (TARGET_KILL)))
-       {
-               POSITION tmp;
-
-               tmp = tmp_pos.y[0];
-               tmp_pos.y[0] = tmp_pos.y[1];
-               tmp_pos.y[1] = tmp;
-               tmp = tmp_pos.x[0];
-               tmp_pos.x[0] = tmp_pos.x[1];
-               tmp_pos.x[1] = tmp;
-       }
+       if (creature_ptr->riding == 0 || !target_pet || (tmp_pos.n <= 1) || !(mode & (TARGET_KILL)))
+               return;
+
+       POSITION tmp = tmp_pos.y[0];
+       tmp_pos.y[0] = tmp_pos.y[1];
+       tmp_pos.y[1] = tmp;
+       tmp = tmp_pos.x[0];
+       tmp_pos.x[0] = tmp_pos.x[1];
+       tmp_pos.x[1] = tmp;
 }
 
+
 void target_set_prepare_look(player_type *creature_ptr)
 {
        target_set_prepare(creature_ptr, TARGET_LOOK);
@@ -455,41 +439,40 @@ void target_set_prepare_look(player_type *creature_ptr)
 /*
  * Evaluate number of kill needed to gain level
  */
-static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
+static void evaluate_monster_exp(player_type *creature_ptr, char *buf, monster_type *m_ptr)
 {
        monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
        u32b num;
        s32b exp_mon, exp_adv;
        u32b exp_mon_frac, exp_adv_frac;
 
-       if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
+       if ((creature_ptr->lev >= PY_MAX_LEVEL) || (creature_ptr->prace == RACE_ANDROID))
        {
-               sprintf(buf,"**");
+               sprintf(buf, "**");
                return;
        }
        else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
        {
                if (!current_world_ptr->wizard)
                {
-                       sprintf(buf,"??");
+                       sprintf(buf, "??");
                        return;
                }
        }
 
-
        /* The monster's experience point (assuming average monster speed) */
        exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
        exp_mon_frac = 0;
-       s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
+       s64b_div(&exp_mon, &exp_mon_frac, 0, (creature_ptr->max_plv + 2));
 
 
        /* Total experience value for next level */
-       exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
+       exp_adv = player_exp[creature_ptr->lev - 1] * creature_ptr->expfact;
        exp_adv_frac = 0;
        s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
 
        /* Experience value need to get */
-       s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
+       s64b_sub(&exp_adv, &exp_adv_frac, creature_ptr->exp, creature_ptr->exp_frac);
 
 
        /* You need to kill at least one monster to get any experience */
@@ -503,7 +486,7 @@ static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
        num = MIN(999, exp_adv_frac);
 
        /* Display the number */
-       sprintf(buf,"%03ld", (long int)num);
+       sprintf(buf, "%03ld", (long int)num);
 }
 
 
@@ -526,20 +509,19 @@ bool show_gold_on_floor = FALSE;
  * recall info and the health bar info to track that monster.
  *
  * Eventually, we may allow multiple objects per grid, or objects
- * and terrain features in the same grid. 
+ * and terrain features in the same grid.
  *
  * This function must handle blindness/hallucination.
  */
 static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
 {
-       grid_type *g_ptr = &subject_ptr->current_floor_ptr->grid_array[y][x];
-       OBJECT_IDX this_o_idx, next_o_idx = 0;
+       OBJECT_IDX next_o_idx = 0;
        concptr s1 = "", s2 = "", s3 = "", x_info = "";
        bool boring = TRUE;
        FEAT_IDX feat;
        feature_type *f_ptr;
        char query = '\001';
-       char out_val[MAX_NLEN+80];
+       char out_val[MAX_NLEN + 80];
        OBJECT_IDX floor_list[23];
        ITEM_NUMBER floor_num = 0;
 
@@ -594,8 +576,8 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                return 0;
        }
 
-
        /* Actual monsters */
+       grid_type *g_ptr = &subject_ptr->current_floor_ptr->grid_array[y][x];
        if (g_ptr->m_idx && subject_ptr->current_floor_ptr->m_list[g_ptr->m_idx].ml)
        {
                monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
@@ -606,7 +588,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                /* Not boring */
                boring = FALSE;
 
-               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+               monster_desc(subject_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
                monster_race_track(subject_ptr, m_ptr->ap_r_idx);
                health_track(subject_ptr, g_ptr->m_idx);
                handle_stuff(subject_ptr);
@@ -621,7 +603,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                                screen_save();
 
                                /* Recall on screen */
-                               screen_roff(m_ptr->ap_r_idx, 0);
+                               screen_roff(subject_ptr, m_ptr->ap_r_idx, 0);
 
                                /* Hack -- Complete the prompt (again) */
                                Term_addstr(-1, TERM_WHITE, format(_("  [r思 %s%s]", "  [r,%s%s]"), x_info, info));
@@ -642,7 +624,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                        /*** Normal ***/
 
                        /* Describe, and prompt for recall */
-                       evaluate_monster_exp(acount, m_ptr);
+                       evaluate_monster_exp(subject_ptr, acount, m_ptr);
 
 #ifdef JP
                        sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
@@ -684,9 +666,8 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                s2 = "carrying ";
 #endif
 
-
                /* Scan all objects being carried */
-               for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+               for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
                {
                        GAME_TEXT o_name[MAX_NLEN];
 
@@ -694,7 +675,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                        o_ptr = &subject_ptr->current_floor_ptr->o_list[this_o_idx];
                        next_o_idx = o_ptr->next_o_idx;
 
-                       object_desc(o_name, o_ptr, 0);
+                       object_desc(subject_ptr, o_name, o_ptr, 0);
 
 #ifdef JP
                        sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
@@ -738,7 +719,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                                object_type *o_ptr;
                                o_ptr = &subject_ptr->current_floor_ptr->o_list[floor_list[0]];
 
-                               object_desc(o_name, o_ptr, 0);
+                               object_desc(subject_ptr, o_name, o_ptr, 0);
 
 #ifdef JP
                                sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
@@ -808,7 +789,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
 
                                /* Get the object being moved. */
                                o_idx = g_ptr->o_idx;
+
                                /* Only rotate a pile of two or more objects. */
                                if (!(o_idx && subject_ptr->current_floor_ptr->o_list[o_idx].next_o_idx)) continue;
 
@@ -831,7 +812,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
        }
 
        /* Scan all objects in the grid */
-       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+       for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
                o_ptr = &subject_ptr->current_floor_ptr->o_list[this_o_idx];
@@ -844,7 +825,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                        /* Not boring */
                        boring = FALSE;
 
-                       object_desc(o_name, o_ptr, 0);
+                       object_desc(subject_ptr, o_name, o_ptr, 0);
 
 #ifdef JP
                        sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
@@ -879,7 +860,6 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                }
        }
 
-
        /* Feature code (applying "mimic" field) */
        feat = get_feat_mimic(g_ptr);
 
@@ -893,121 +873,117 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
        f_ptr = &f_info[feat];
 
        /* Terrain feature if needed */
-       if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
+       if (!boring && !have_flag(f_ptr->flags, FF_REMEMBER))
        {
-               concptr name;
-
-               /* Hack -- special handling for quest entrances */
-               if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
-               {
-                       /* Set the quest number temporary */
-                       IDX old_quest = subject_ptr->current_floor_ptr->inside_quest;
-                       int j;
+               if ((query != '\r') && (query != '\n')) return query;
+               return 0;
+       }
 
-                       /* Clear the text */
-                       for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
-                       quest_text_line = 0;
+       /* Hack -- special handling for quest entrances */
+       concptr name;
+       if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
+       {
+               /* Set the quest number temporary */
+               IDX old_quest = subject_ptr->current_floor_ptr->inside_quest;
+               int j;
 
-                       subject_ptr->current_floor_ptr->inside_quest = g_ptr->special;
+               /* Clear the text */
+               for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
+               quest_text_line = 0;
 
-                       /* Get the quest text */
-                       init_flags = INIT_NAME_ONLY;
+               subject_ptr->current_floor_ptr->inside_quest = g_ptr->special;
 
-                       process_dungeon_file(subject_ptr, "q_info.txt", 0, 0, 0, 0);
+               /* Get the quest text */
+               init_flags = INIT_NAME_ONLY;
 
-                       name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"), 
-                                               quest[g_ptr->special].name, quest[g_ptr->special].level);
+               process_dungeon_file(subject_ptr, "q_info.txt", 0, 0, 0, 0);
 
-                       /* Reset the old quest number */
-                       subject_ptr->current_floor_ptr->inside_quest = old_quest;
-               }
+               name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"),
+                       quest[g_ptr->special].name, quest[g_ptr->special].level);
 
-               /* Hack -- special handling for building doors */
-               else if (have_flag(f_ptr->flags, FF_BLDG) && !subject_ptr->current_floor_ptr->inside_arena)
-               {
-                       name = building[f_ptr->subtype].name;
-               }
-               else if (have_flag(f_ptr->flags, FF_ENTRANCE))
-               {
-                       name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[g_ptr->special].text, d_info[g_ptr->special].mindepth);
-               }
-               else if (have_flag(f_ptr->flags, FF_TOWN))
-               {
-                       name = town_info[g_ptr->special].name;
-               }
-               else if (subject_ptr->wild_mode && (feat == feat_floor))
-               {
-                       name = _("道", "road");
-               }
-               else
-               {
-                       name = f_name + f_ptr->name;
-               }
+               /* Reset the old quest number */
+               subject_ptr->current_floor_ptr->inside_quest = old_quest;
+       }
 
+       /* Hack -- special handling for building doors */
+       else if (have_flag(f_ptr->flags, FF_BLDG) && !subject_ptr->current_floor_ptr->inside_arena)
+       {
+               name = building[f_ptr->subtype].name;
+       }
+       else if (have_flag(f_ptr->flags, FF_ENTRANCE))
+       {
+               name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[g_ptr->special].text, d_info[g_ptr->special].mindepth);
+       }
+       else if (have_flag(f_ptr->flags, FF_TOWN))
+       {
+               name = town_info[g_ptr->special].name;
+       }
+       else if (subject_ptr->wild_mode && (feat == feat_floor))
+       {
+               name = _("道", "road");
+       }
+       else
+       {
+               name = f_name + f_ptr->name;
+       }
 
-               /* Pick a prefix */
-               if (*s2 &&
-                   ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
-                    (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
-                    have_flag(f_ptr->flags, FF_TOWN)))
-               {
-                       s2 = _("の中", "in ");
-               }
+       /* Pick a prefix */
+       if (*s2 &&
+               ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
+               (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
+                       have_flag(f_ptr->flags, FF_TOWN)))
+       {
+               s2 = _("の中", "in ");
+       }
 
-               /* Hack -- special introduction for store & building doors -KMW- */
-               if (have_flag(f_ptr->flags, FF_STORE) ||
-                   have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
-                   (have_flag(f_ptr->flags, FF_BLDG) && !subject_ptr->current_floor_ptr->inside_arena) ||
-                   have_flag(f_ptr->flags, FF_ENTRANCE))
-               {
-                       s2 = _("の入口", "");
-               }
-#ifndef JP
-               else if (have_flag(f_ptr->flags, FF_FLOOR) ||
-                        have_flag(f_ptr->flags, FF_TOWN) ||
-                        have_flag(f_ptr->flags, FF_SHALLOW) ||
-                        have_flag(f_ptr->flags, FF_DEEP))
-               {
-                       s3 ="";
-               }
-               else
-               {
-                       /* Pick proper indefinite article */
-                       s3 = (is_a_vowel(name[0])) ? "an " : "a ";
-               }
+       /* Hack -- special introduction for store & building doors -KMW- */
+       if (have_flag(f_ptr->flags, FF_STORE) ||
+               have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
+               (have_flag(f_ptr->flags, FF_BLDG) && !subject_ptr->current_floor_ptr->inside_arena) ||
+               have_flag(f_ptr->flags, FF_ENTRANCE))
+       {
+               s2 = _("の入口", "");
+       }
+#ifdef JP
+#else
+       else if (have_flag(f_ptr->flags, FF_FLOOR) ||
+               have_flag(f_ptr->flags, FF_TOWN) ||
+               have_flag(f_ptr->flags, FF_SHALLOW) ||
+               have_flag(f_ptr->flags, FF_DEEP))
+       {
+               s3 = "";
+       }
+       else
+       {
+               /* Pick proper indefinite article */
+               s3 = (is_a_vowel(name[0])) ? "an " : "a ";
+       }
 #endif
 
-               /* Display a message */
-               if (current_world_ptr->wizard)
-               {
-                       char f_idx_str[32];
-                       if (g_ptr->mimic) sprintf(f_idx_str, "%d/%d", g_ptr->feat, g_ptr->mimic);
-                       else sprintf(f_idx_str, "%d", g_ptr->feat);
+       /* Display a message */
+       if (current_world_ptr->wizard)
+       {
+               char f_idx_str[32];
+               if (g_ptr->mimic) sprintf(f_idx_str, "%d/%d", g_ptr->feat, g_ptr->mimic);
+               else sprintf(f_idx_str, "%d", g_ptr->feat);
 #ifdef JP
-                       sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)g_ptr->info, f_idx_str, g_ptr->dist, g_ptr->cost, g_ptr->when, (int)y, (int)x, travel.cost[y][x]);
+               sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)g_ptr->info, f_idx_str, g_ptr->dist, g_ptr->cost, g_ptr->when, (int)y, (int)x, travel.cost[y][x]);
 #else
-                       sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, g_ptr->info, f_idx_str, g_ptr->dist, g_ptr->cost, g_ptr->when, (int)y, (int)x);
+               sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, g_ptr->info, f_idx_str, g_ptr->dist, g_ptr->cost, g_ptr->when, (int)y, (int)x);
 #endif
-               }
-               else
+       }
+       else
 #ifdef JP
-                       sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
+               sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
 #else
-                       sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
+               sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
 #endif
 
-               prt(out_val, 0, 0);
-               move_cursor_relative(y, x);
-               query = inkey();
-
-               /* Always stop at "normal" keys */
-               if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
-       }
+       prt(out_val, 0, 0);
+       move_cursor_relative(y, x);
+       query = inkey();
 
-       /* Stop on everything but "return" */
-       if ((query != '\r') && (query != '\n')) return query;
-
-       /* Repeat forever */
+       if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
        return 0;
 }
 
@@ -1019,7 +995,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
  *
  * All locations must be on the current panel.  Consider the use of
  * "panel_bounds()" to allow "off-panel" targets, perhaps by using
- * some form of "scrolling" the map around the cursor.  
+ * some form of "scrolling" the map around the cursor.
  * That is, consider the possibility of "auto-scrolling" the screen
  * while the cursor moves around.  This may require changes in the
  * "update_monster()" code to allow "visibility" even if off panel, and
@@ -1055,7 +1031,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
  */
 bool target_set(player_type *creature_ptr, BIT_FLAGS mode)
 {
-       int i, d, m, t, bd;
+       int i, d, t, bd;
        POSITION y = creature_ptr->y;
        POSITION x = creature_ptr->x;
 
@@ -1066,7 +1042,7 @@ bool target_set(player_type *creature_ptr, BIT_FLAGS mode)
        char same_key;
        grid_type *g_ptr;
        TERM_LEN wid, hgt;
-       
+
        get_screen_size(&wid, &hgt);
 
        /* Cancel target */
@@ -1085,7 +1061,7 @@ bool target_set(player_type *creature_ptr, BIT_FLAGS mode)
        target_set_prepare(creature_ptr, mode);
 
        /* Start near the player */
-       m = 0;
+       int m = 0;
 
        /* Interact */
        floor_type *floor_ptr = creature_ptr->current_floor_ptr;
@@ -1124,12 +1100,12 @@ bool target_set(player_type *creature_ptr, BIT_FLAGS mode)
                                        los(creature_ptr, creature_ptr->y, creature_ptr->x, y, x), projectable(creature_ptr, creature_ptr->y, creature_ptr->x, y, x));
                                strcat(info, cheatinfo);
                        }
-                       
+
                        /* Describe and Prompt */
                        while (TRUE)
                        {
                                query = target_set_aux(creature_ptr, y, x, mode, info);
-                               if(query)break;
+                               if (query)break;
                        }
 
                        /* Assume no "direction" */
@@ -1138,107 +1114,107 @@ bool target_set(player_type *creature_ptr, BIT_FLAGS mode)
                        if (use_menu)
                        {
                                if (query == '\r') query = 't';
-                       }  
+                       }
 
                        /* Analyze */
                        switch (query)
                        {
-                               case ESCAPE:
-                               case 'q':
+                       case ESCAPE:
+                       case 'q':
+                       {
+                               done = TRUE;
+                               break;
+                       }
+
+                       case 't':
+                       case '.':
+                       case '5':
+                       case '0':
+                       {
+                               if (target_able(creature_ptr, g_ptr->m_idx))
                                {
+                                       health_track(creature_ptr, g_ptr->m_idx);
+                                       target_who = g_ptr->m_idx;
+                                       target_row = y;
+                                       target_col = x;
                                        done = TRUE;
-                                       break;
                                }
-
-                               case 't':
-                               case '.':
-                               case '5':
-                               case '0':
+                               else
                                {
-                                       if (target_able(creature_ptr, g_ptr->m_idx))
-                                       {
-                                               health_track(creature_ptr, g_ptr->m_idx);
-                                               target_who = g_ptr->m_idx;
-                                               target_row = y;
-                                               target_col = x;
-                                               done = TRUE;
-                                       }
-                                       else
-                                       {
-                                               bell();
-                                       }
-                                       break;
+                                       bell();
                                }
+                               break;
+                       }
 
-                               case ' ':
-                               case '*':
-                               case '+':
+                       case ' ':
+                       case '*':
+                       case '+':
+                       {
+                               if (++m == tmp_pos.n)
                                {
-                                       if (++m == tmp_pos.n)
-                                       {
-                                               m = 0;
-                                               if (!expand_list) done = TRUE;
-                                       }
-                                       break;
+                                       m = 0;
+                                       if (!expand_list) done = TRUE;
                                }
+                               break;
+                       }
 
-                               case '-':
+                       case '-':
+                       {
+                               if (m-- == 0)
                                {
-                                       if (m-- == 0)
-                                       {
-                                               m = tmp_pos.n - 1;
-                                               if (!expand_list) done = TRUE;
-                                       }
-                                       break;
+                                       m = tmp_pos.n - 1;
+                                       if (!expand_list) done = TRUE;
                                }
+                               break;
+                       }
 
-                               case 'p':
-                               {
-                                       /* Recenter the map around the player */
-                                       verify_panel();
-                                       creature_ptr->update |= (PU_MONSTERS);
-                                       creature_ptr->redraw |= (PR_MAP);
-                                       creature_ptr->window |= (PW_OVERHEAD);
-                                       handle_stuff(creature_ptr);
-
-                                       /* Recalculate interesting grids */
-                                       target_set_prepare(creature_ptr, mode);
-
-                                       y = creature_ptr->y;
-                                       x = creature_ptr->x;
-                               }
+                       case 'p':
+                       {
+                               /* Recenter the map around the player */
+                               verify_panel(creature_ptr);
+                               creature_ptr->update |= (PU_MONSTERS);
+                               creature_ptr->redraw |= (PR_MAP);
+                               creature_ptr->window |= (PW_OVERHEAD);
+                               handle_stuff(creature_ptr);
+
+                               /* Recalculate interesting grids */
+                               target_set_prepare(creature_ptr, mode);
+
+                               y = creature_ptr->y;
+                               x = creature_ptr->x;
+                       }
 
-                               case 'o':
-                               {
-                                       flag = FALSE;
-                                       break;
-                               }
+                       case 'o':
+                       {
+                               flag = FALSE;
+                               break;
+                       }
 
-                               case 'm':
-                               {
-                                       break;
-                               }
+                       case 'm':
+                       {
+                               break;
+                       }
 
-                               default:
+                       default:
+                       {
+                               if (query == same_key)
                                {
-                                       if(query == same_key)
+                                       if (++m == tmp_pos.n)
                                        {
-                                               if (++m == tmp_pos.n)
-                                               {
-                                                       m = 0;
-                                                       if (!expand_list) done = TRUE;
-                                               }
+                                               m = 0;
+                                               if (!expand_list) done = TRUE;
                                        }
-                                       else
-                                       {
-                                               /* Extract the action (if any) */
-                                               d = get_keymap_dir(query);
+                               }
+                               else
+                               {
+                                       /* Extract the action (if any) */
+                                       d = get_keymap_dir(query);
 
-                                               if (!d) bell();
-                                               break;
-                                       }
+                                       if (!d) bell();
+                                       break;
                                }
                        }
+                       }
                        /* Hack -- move around */
                        if (d)
                        {
@@ -1269,237 +1245,235 @@ bool target_set(player_type *creature_ptr, BIT_FLAGS mode)
 
                                                /* Use that grid */
                                                if (i >= 0) m = i;
+                                               continue;
                                        }
 
                                        /* Nothing interesting */
-                                       else
-                                       {
-                                               POSITION dx = ddx[d];
-                                               POSITION dy = ddy[d];
+                                       POSITION dx = ddx[d];
+                                       POSITION dy = ddy[d];
 
-                                               /* Restore previous position */
-                                               panel_row_min = y2;
-                                               panel_col_min = x2;
-                                               panel_bounds_center();
+                                       /* Restore previous position */
+                                       panel_row_min = y2;
+                                       panel_col_min = x2;
+                                       panel_bounds_center();
 
-                                               creature_ptr->update |= (PU_MONSTERS);
-                                               creature_ptr->redraw |= (PR_MAP);
-                                               creature_ptr->window |= (PW_OVERHEAD);
-                                               handle_stuff(creature_ptr);
+                                       creature_ptr->update |= (PU_MONSTERS);
+                                       creature_ptr->redraw |= (PR_MAP);
+                                       creature_ptr->window |= (PW_OVERHEAD);
+                                       handle_stuff(creature_ptr);
 
-                                               /* Recalculate interesting grids */
-                                               target_set_prepare(creature_ptr, mode);
+                                       /* Recalculate interesting grids */
+                                       target_set_prepare(creature_ptr, mode);
+
+                                       /* Look at boring grids */
+                                       flag = FALSE;
+
+                                       /* Move */
+                                       x += dx;
+                                       y += dy;
 
-                                               /* Look at boring grids */
-                                               flag = FALSE;
-
-                                               /* Move */
-                                               x += dx;
-                                               y += dy;
-
-                                               /* Do not move horizontally if unnecessary */
-                                               if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
-                                                        ((x > panel_col_min + wid / 2) && (dx < 0)))
-                                               {
-                                                       dx = 0;
-                                               }
-
-                                               /* Do not move vertically if unnecessary */
-                                               if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
-                                                        ((y > panel_row_min + hgt / 2) && (dy < 0)))
-                                               {
-                                                       dy = 0;
-                                               }
-
-                                               /* Apply the motion */
-                                               if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
-                                                   (x >= panel_col_min+wid) || (x < panel_col_min))
-                                               {
-                                                       if (change_panel(creature_ptr, dy, dx)) target_set_prepare(creature_ptr, mode);
-                                               }
-
-                                               /* Slide into legality */
-                                               if (x >= floor_ptr->width-1) x = floor_ptr->width - 2;
-                                               else if (x <= 0) x = 1;
-
-                                               /* Slide into legality */
-                                               if (y >= floor_ptr->height-1) y = floor_ptr->height- 2;
-                                               else if (y <= 0) y = 1;
+                                       /* Do not move horizontally if unnecessary */
+                                       if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
+                                               ((x > panel_col_min + wid / 2) && (dx < 0)))
+                                       {
+                                               dx = 0;
+                                       }
+
+                                       /* Do not move vertically if unnecessary */
+                                       if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
+                                               ((y > panel_row_min + hgt / 2) && (dy < 0)))
+                                       {
+                                               dy = 0;
                                        }
+
+                                       /* Apply the motion */
+                                       if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
+                                               (x >= panel_col_min + wid) || (x < panel_col_min))
+                                       {
+                                               if (change_panel(creature_ptr, dy, dx)) target_set_prepare(creature_ptr, mode);
+                                       }
+
+                                       /* Slide into legality */
+                                       if (x >= floor_ptr->width - 1) x = floor_ptr->width - 2;
+                                       else if (x <= 0) x = 1;
+
+                                       /* Slide into legality */
+                                       if (y >= floor_ptr->height - 1) y = floor_ptr->height - 2;
+                                       else if (y <= 0) y = 1;
                                }
 
                                /* Use that grid */
                                m = i;
                        }
+
+                       continue;
                }
 
                /* Arbitrary grids */
-               else
-               {
-                       bool move_fast = FALSE;
 
-                       if (!(mode & TARGET_LOOK)) print_path(creature_ptr, y, x);
+               bool move_fast = FALSE;
 
-                       /* Access */
-                       g_ptr = &floor_ptr->grid_array[y][x];
+               if (!(mode & TARGET_LOOK)) print_path(creature_ptr, y, x);
 
-                       /* Default prompt */
-                       strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
+               /* Access */
+               g_ptr = &floor_ptr->grid_array[y][x];
 
-                       if (cheat_sight)
-                       {
-                               char cheatinfo[100];
-                               sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d, SPECIAL:%d",
-                                       los(creature_ptr, creature_ptr->y, creature_ptr->x, y, x),
-                                       projectable(creature_ptr, creature_ptr->y, creature_ptr->x, y, x), g_ptr->special);
-                               strcat(info, cheatinfo);
-                       }
+               /* Default prompt */
+               strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
 
-                       /* Describe and Prompt (enable "TARGET_LOOK") */
-                       while ((query = target_set_aux(creature_ptr, y, x, mode | TARGET_LOOK, info)) == 0);
+               if (cheat_sight)
+               {
+                       char cheatinfo[100];
+                       sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d, SPECIAL:%d",
+                               los(creature_ptr, creature_ptr->y, creature_ptr->x, y, x),
+                               projectable(creature_ptr, creature_ptr->y, creature_ptr->x, y, x), g_ptr->special);
+                       strcat(info, cheatinfo);
+               }
 
-                       /* Assume no direction */
-                       d = 0;
+               /* Describe and Prompt (enable "TARGET_LOOK") */
+               while ((query = target_set_aux(creature_ptr, y, x, mode | TARGET_LOOK, info)) == 0);
 
-                       if (use_menu)
-                       {
-                               if (query == '\r') query = 't';
-                       }  
+               /* Assume no direction */
+               d = 0;
 
-                       /* Analyze the keypress */
-                       switch (query)
-                       {
-                               case ESCAPE:
-                               case 'q':
-                               {
-                                       done = TRUE;
-                                       break;
-                               }
+               if (use_menu)
+               {
+                       if (query == '\r') query = 't';
+               }
 
-                               case 't':
-                               case '.':
-                               case '5':
-                               case '0':
-                               {
-                                       target_who = -1;
-                                       target_row = y;
-                                       target_col = x;
-                                       done = TRUE;
-                                       break;
-                               }
+               /* Analyze the keypress */
+               switch (query)
+               {
+               case ESCAPE:
+               case 'q':
+               {
+                       done = TRUE;
+                       break;
+               }
 
-                               case 'p':
-                               {
-                                       /* Recenter the map around the player */
-                                       verify_panel();
-                                       creature_ptr->update |= (PU_MONSTERS);
-                                       creature_ptr->redraw |= (PR_MAP);
-                                       creature_ptr->window |= (PW_OVERHEAD);
-                                       handle_stuff(creature_ptr);
+               case 't':
+               case '.':
+               case '5':
+               case '0':
+               {
+                       target_who = -1;
+                       target_row = y;
+                       target_col = x;
+                       done = TRUE;
+                       break;
+               }
 
-                                       /* Recalculate interesting grids */
-                                       target_set_prepare(creature_ptr, mode);
+               case 'p':
+               {
+                       /* Recenter the map around the player */
+                       verify_panel(creature_ptr);
+                       creature_ptr->update |= (PU_MONSTERS);
+                       creature_ptr->redraw |= (PR_MAP);
+                       creature_ptr->window |= (PW_OVERHEAD);
+                       handle_stuff(creature_ptr);
+
+                       /* Recalculate interesting grids */
+                       target_set_prepare(creature_ptr, mode);
+
+                       y = creature_ptr->y;
+                       x = creature_ptr->x;
+               }
 
-                                       y = creature_ptr->y;
-                                       x = creature_ptr->x;
-                               }
+               case 'o':
+               {
+                       break;
+               }
 
-                               case 'o':
-                               {
-                                       break;
-                               }
+               case ' ':
+               case '*':
+               case '+':
+               case '-':
+               case 'm':
+               {
+                       flag = TRUE;
+
+                       m = 0;
+                       bd = 999;
+
+                       /* Pick a nearby monster */
+                       for (i = 0; i < tmp_pos.n; i++)
+                       {
+                               t = distance(y, x, tmp_pos.y[i], tmp_pos.x[i]);
 
-                               case ' ':
-                               case '*':
-                               case '+':
-                               case '-':
-                               case 'm':
+                               /* Pick closest */
+                               if (t < bd)
                                {
-                                       flag = TRUE;
+                                       m = i;
+                                       bd = t;
+                               }
+                       }
 
-                                       m = 0;
-                                       bd = 999;
+                       /* Nothing interesting */
+                       if (bd == 999) flag = FALSE;
 
-                                       /* Pick a nearby monster */
-                                       for (i = 0; i < tmp_pos.n; i++)
-                                       {
-                                               t = distance(y, x, tmp_pos.y[i], tmp_pos.x[i]);
-
-                                               /* Pick closest */
-                                               if (t < bd)
-                                               {
-                                                       m = i;
-                                                       bd = t;
-                                               }
-                                       }
+                       break;
+               }
 
-                                       /* Nothing interesting */
-                                       if (bd == 999) flag = FALSE;
+               default:
+               {
+                       /* Extract the action (if any) */
+                       d = get_keymap_dir(query);
 
-                                       break;
-                               }
+                       /* XTRA HACK MOVEFAST */
+                       if (isupper(query)) move_fast = TRUE;
 
-                               default:
-                               {
-                                       /* Extract the action (if any) */
-                                       d = get_keymap_dir(query);
+                       if (!d) bell();
+                       break;
+               }
+               }
 
-                                       /* XTRA HACK MOVEFAST */
-                                       if (isupper(query)) move_fast = TRUE;
+               /* Handle "direction" */
+               if (d)
+               {
+                       POSITION dx = ddx[d];
+                       POSITION dy = ddy[d];
 
-                                       if (!d) bell();
-                                       break;
-                               }
+                       /* XTRA HACK MOVEFAST */
+                       if (move_fast)
+                       {
+                               int mag = MIN(wid / 2, hgt / 2);
+                               x += dx * mag;
+                               y += dy * mag;
                        }
-
-                       /* Handle "direction" */
-                       if (d)
+                       else
                        {
-                               POSITION dx = ddx[d];
-                               POSITION dy = ddy[d];
-
-                               /* XTRA HACK MOVEFAST */
-                               if (move_fast)
-                               {
-                                       int mag = MIN(wid / 2, hgt / 2);
-                                       x += dx * mag;
-                                       y += dy * mag;
-                               }
-                               else
-                               {
-                                       x += dx;
-                                       y += dy;
-                               }
+                               x += dx;
+                               y += dy;
+                       }
 
-                               /* Do not move horizontally if unnecessary */
-                               if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
-                                        ((x > panel_col_min + wid / 2) && (dx < 0)))
-                               {
-                                       dx = 0;
-                               }
+                       /* Do not move horizontally if unnecessary */
+                       if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
+                               ((x > panel_col_min + wid / 2) && (dx < 0)))
+                       {
+                               dx = 0;
+                       }
 
-                               /* Do not move vertically if unnecessary */
-                               if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
-                                        ((y > panel_row_min + hgt / 2) && (dy < 0)))
-                               {
-                                       dy = 0;
-                               }
+                       /* Do not move vertically if unnecessary */
+                       if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
+                               ((y > panel_row_min + hgt / 2) && (dy < 0)))
+                       {
+                               dy = 0;
+                       }
 
-                               /* Apply the motion */
-                               if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
-                                        (x >= panel_col_min + wid) || (x < panel_col_min))
-                               {
-                                       if (change_panel(creature_ptr, dy, dx)) target_set_prepare(creature_ptr, mode);
-                               }
+                       /* Apply the motion */
+                       if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
+                               (x >= panel_col_min + wid) || (x < panel_col_min))
+                       {
+                               if (change_panel(creature_ptr, dy, dx)) target_set_prepare(creature_ptr, mode);
+                       }
 
-                               /* Slide into legality */
-                               if (x >= floor_ptr->width-1) x = floor_ptr->width - 2;
-                               else if (x <= 0) x = 1;
+                       /* Slide into legality */
+                       if (x >= floor_ptr->width - 1) x = floor_ptr->width - 2;
+                       else if (x <= 0) x = 1;
 
-                               /* Slide into legality */
-                               if (y >= floor_ptr->height-1) y = floor_ptr->height- 2;
-                               else if (y <= 0) y = 1;
-                       }
+                       /* Slide into legality */
+                       if (y >= floor_ptr->height - 1) y = floor_ptr->height - 2;
+                       else if (y <= 0) y = 1;
                }
        }
 
@@ -1510,15 +1484,13 @@ bool target_set(player_type *creature_ptr, BIT_FLAGS mode)
        prt("", 0, 0);
 
        /* Recenter the map around the player */
-       verify_panel();
+       verify_panel(creature_ptr);
        creature_ptr->update |= (PU_MONSTERS);
        creature_ptr->redraw |= (PR_MAP);
        creature_ptr->window |= (PW_OVERHEAD);
        handle_stuff(creature_ptr);
 
-       if (!target_who) return FALSE;
-
-       return TRUE;
+       return target_who > 0;
 }
 
 
@@ -1535,19 +1507,13 @@ bool target_set(player_type *creature_ptr, BIT_FLAGS mode)
  */
 bool get_aim_dir(player_type *creature_ptr, DIRECTION *dp)
 {
-       DIRECTION dir;
-       char    command;
-       concptr p;
-       COMMAND_CODE code;
-
-       (*dp) = 0;
-
        /* Global direction */
-       dir = command_dir;
+       DIRECTION dir = command_dir;
 
        /* Hack -- auto-target if requested */
        if (use_old_target && target_okay(creature_ptr)) dir = 5;
 
+       COMMAND_CODE code;
        if (repeat_pull(&code))
        {
                /* Confusion? */
@@ -1555,16 +1521,19 @@ bool get_aim_dir(player_type *creature_ptr, DIRECTION *dp)
                /* Verify */
                if (!(code == 5 && !target_okay(creature_ptr)))
                {
-/*                     return TRUE; */
+                       /*                      return TRUE; */
                        dir = (DIRECTION)code;
                }
        }
+
        *dp = (DIRECTION)code;
 
        /* Ask until satisfied */
+       char command;
        while (!dir)
        {
                /* Choose a prompt */
+               concptr p;
                if (!target_okay(creature_ptr))
                {
                        p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
@@ -1580,38 +1549,38 @@ bool get_aim_dir(player_type *creature_ptr, DIRECTION *dp)
                if (use_menu)
                {
                        if (command == '\r') command = 't';
-               }  
+               }
 
                /* Convert various keys to "standard" keys */
                switch (command)
                {
                        /* Use current target */
-                       case 'T':
-                       case 't':
-                       case '.':
-                       case '5':
-                       case '0':
-                       {
-                               dir = 5;
-                               break;
-                       }
+               case 'T':
+               case 't':
+               case '.':
+               case '5':
+               case '0':
+               {
+                       dir = 5;
+                       break;
+               }
 
-                       /* Set new target */
-                       case '*':
-                       case ' ':
-                       case '\r':
-                       {
-                               if (target_set(creature_ptr, TARGET_KILL)) dir = 5;
-                               break;
-                       }
+               /* Set new target */
+               case '*':
+               case ' ':
+               case '\r':
+               {
+                       if (target_set(creature_ptr, TARGET_KILL)) dir = 5;
+                       break;
+               }
 
-                       default:
-                       {
-                               /* Extract the action (if any) */
-                               dir = get_keymap_dir(command);
+               default:
+               {
+                       /* Extract the action (if any) */
+                       dir = get_keymap_dir(command);
 
-                               break;
-                       }
+                       break;
+               }
                }
 
                /* Verify requested targets */
@@ -1648,32 +1617,26 @@ bool get_aim_dir(player_type *creature_ptr, DIRECTION *dp)
        /* Save direction */
        (*dp) = dir;
 
-/*     repeat_push(dir); */
        repeat_push((COMMAND_CODE)command_dir);
-
-       /* A "valid" direction was entered */
        return TRUE;
 }
 
 
 bool get_direction(player_type *creature_ptr, DIRECTION *dp, bool allow_under, bool with_steed)
 {
-       DIRECTION dir;
-       concptr prompt;
-       COMMAND_CODE code;
-
-       (*dp) = 0;
-
        /* Global direction */
-       dir = command_dir;
+       DIRECTION dir = command_dir;
 
+       COMMAND_CODE code;
        if (repeat_pull(&code))
        {
                dir = (DIRECTION)code;
                /*              return TRUE; */
        }
+
        *dp = (DIRECTION)code;
 
+       concptr prompt;
        if (allow_under)
        {
                prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
@@ -1763,7 +1726,7 @@ bool get_direction(player_type *creature_ptr, DIRECTION *dp, bool allow_under, b
                        GAME_TEXT m_name[MAX_NLEN];
                        monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
 
-                       monster_desc(m_name, m_ptr, 0);
+                       monster_desc(creature_ptr, m_name, m_ptr, 0);
                        if (MON_CONFUSED(m_ptr))
                        {
                                msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
@@ -1775,16 +1738,12 @@ bool get_direction(player_type *creature_ptr, DIRECTION *dp, bool allow_under, b
                }
        }
 
-       /* Save direction */
-       (*dp) = dir;
-
-       /*      repeat_push(dir); */
+       *dp = dir;
        repeat_push((COMMAND_CODE)command_dir);
-
-       /* Success */
        return TRUE;
 }
 
+
 /*
  * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
  * and place it into "command_dir", unless we already have one.
@@ -1801,24 +1760,21 @@ bool get_direction(player_type *creature_ptr, DIRECTION *dp, bool allow_under, b
  * This function tracks and uses the "global direction", and uses
  * that as the "desired direction", to which "confusion" is applied.
  */
-bool get_rep_dir(DIRECTION *dp, bool under)
+bool get_rep_dir(player_type *creature_ptr, DIRECTION *dp, bool under)
 {
-       DIRECTION dir;
-       concptr prompt;
-       COMMAND_CODE code;
-
-       (*dp) = 0;
-
        /* Global direction */
-       dir = command_dir;
+       DIRECTION dir = command_dir;
 
+       COMMAND_CODE code;
        if (repeat_pull(&code))
        {
                dir = (DIRECTION)code;
-/*             return TRUE; */
+               /*              return TRUE; */
        }
+
        *dp = (DIRECTION)code;
 
+       concptr prompt;
        if (under)
        {
                prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
@@ -1827,7 +1783,7 @@ bool get_rep_dir(DIRECTION *dp, bool under)
        {
                prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
        }
-       
+
        /* Get a direction */
        while (!dir)
        {
@@ -1860,7 +1816,7 @@ bool get_rep_dir(DIRECTION *dp, bool under)
        command_dir = dir;
 
        /* Apply "confusion" */
-       if (p_ptr->confused)
+       if (creature_ptr->confused)
        {
                /* Standard confusion */
                if (randint0(100) < 75)
@@ -1869,9 +1825,9 @@ bool get_rep_dir(DIRECTION *dp, bool under)
                        dir = ddd[randint0(8)];
                }
        }
-       else if (p_ptr->riding)
+       else if (creature_ptr->riding)
        {
-               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->riding];
+               monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
                if (MON_CONFUSED(m_ptr))
@@ -1898,7 +1854,7 @@ bool get_rep_dir(DIRECTION *dp, bool under)
        /* Notice confusion */
        if (command_dir != dir)
        {
-               if (p_ptr->confused)
+               if (creature_ptr->confused)
                {
                        /* Warn the user */
                        msg_print(_("あなたは混乱している。", "You are confused."));
@@ -1906,9 +1862,9 @@ bool get_rep_dir(DIRECTION *dp, bool under)
                else
                {
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->riding];
+                       monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
 
-                       monster_desc(m_name, m_ptr, 0);
+                       monster_desc(creature_ptr, m_name, m_ptr, 0);
                        if (MON_CONFUSED(m_ptr))
                        {
                                msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
@@ -1920,13 +1876,8 @@ bool get_rep_dir(DIRECTION *dp, bool under)
                }
        }
 
-       /* Save direction */
-       (*dp) = dir;
-
-/*     repeat_push(dir); */
+       *dp = dir;
        repeat_push((COMMAND_CODE)command_dir);
-
-       /* Success */
        return TRUE;
 }
 
@@ -1935,30 +1886,29 @@ bool get_rep_dir(DIRECTION *dp, bool under)
  * XAngband: determine if a given location is "interesting"
  * based on target_set_accept function.
  */
-static bool tgt_pt_accept(POSITION y, POSITION x)
+static bool tgt_pt_accept(player_type *creature_ptr, POSITION y, POSITION x)
 {
-       grid_type *g_ptr;
-
-       if (!(in_bounds(p_ptr->current_floor_ptr, y, x))) return FALSE;
+       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+       if (!(in_bounds(floor_ptr, y, x))) return FALSE;
 
        /* Player grid is always interesting */
-       if ((y == p_ptr->y) && (x == p_ptr->x)) return TRUE;
+       if ((y == creature_ptr->y) && (x == creature_ptr->x)) return TRUE;
 
-       if (p_ptr->image) return FALSE;
+       if (creature_ptr->image) return FALSE;
 
-       g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+       grid_type *g_ptr;
+       g_ptr = &floor_ptr->grid_array[y][x];
 
        /* Interesting memorized features */
-       if (g_ptr->info & (CAVE_MARK))
-       {
-               /* Notice stairs */
-               if (cave_have_flag_grid(g_ptr, FF_LESS)) return TRUE;
-               if (cave_have_flag_grid(g_ptr, FF_MORE)) return TRUE;
+       if (!(g_ptr->info & (CAVE_MARK))) return FALSE;
 
-               /* Notice quest features */
-               if (cave_have_flag_grid(g_ptr, FF_QUEST_ENTER)) return TRUE;
-               if (cave_have_flag_grid(g_ptr, FF_QUEST_EXIT)) return TRUE;
-       }
+       /* Notice stairs */
+       if (cave_have_flag_grid(g_ptr, FF_LESS)) return TRUE;
+       if (cave_have_flag_grid(g_ptr, FF_MORE)) return TRUE;
+
+       /* Notice quest features */
+       if (cave_have_flag_grid(g_ptr, FF_QUEST_ENTER)) return TRUE;
+       if (cave_have_flag_grid(g_ptr, FF_QUEST_EXIT)) return TRUE;
 
        return FALSE;
 }
@@ -1968,22 +1918,20 @@ static bool tgt_pt_accept(POSITION y, POSITION x)
  * XAngband: Prepare the "temp" array for "tget_pt"
  * based on target_set_prepare funciton.
  */
-static void tgt_pt_prepare(void)
+static void tgt_pt_prepare(player_type *creature_ptr)
 {
-       POSITION y, x;
-
-       /* Reset "temp" array */
        tmp_pos.n = 0;
 
        if (!expand_list) return;
 
        /* Scan the current panel */
-       for (y = 1; y < p_ptr->current_floor_ptr->height; y++)
+       floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+       for (POSITION y = 1; y < floor_ptr->height; y++)
        {
-               for (x = 1; x < p_ptr->current_floor_ptr->width; x++)
+               for (POSITION x = 1; x < floor_ptr->width; x++)
                {
                        /* Require "interesting" contents */
-                       if (!tgt_pt_accept(y, x)) continue;
+                       if (!tgt_pt_accept(creature_ptr, y, x)) continue;
 
                        /* Save the location */
                        tmp_pos.x[tmp_pos.n] = x;
@@ -1992,35 +1940,29 @@ static void tgt_pt_prepare(void)
                }
        }
 
-       /* Sort the positions */
        ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
 }
 
+
 /*
  * old -- from PsiAngband.
  */
 bool tgt_pt(player_type *creature_ptr, POSITION *x_ptr, POSITION *y_ptr)
 {
-       char ch = 0;
-       int d, n = 0;
-       POSITION x, y;
-       bool success = FALSE;
-
        TERM_LEN wid, hgt;
-
        get_screen_size(&wid, &hgt);
 
-       x = creature_ptr->x;
-       y = creature_ptr->y;
+       POSITION x = creature_ptr->x;
+       POSITION y = creature_ptr->y;
 
-       if (expand_list) 
-       {
-               tgt_pt_prepare();
-       }
+       if (expand_list) tgt_pt_prepare(creature_ptr);
 
        msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
        msg_flag = FALSE; /* prevents "-more-" message. */
 
+       char ch = 0;
+       int n = 0;
+       bool success = FALSE;
        while ((ch != ESCAPE) && !success)
        {
                bool move_fast = FALSE;
@@ -2044,126 +1986,123 @@ bool tgt_pt(player_type *creature_ptr, POSITION *x_ptr, POSITION *y_ptr)
 
                        break;
 
-               /* XAngband: Move cursor to stairs */
+                       /* XAngband: Move cursor to stairs */
                case '>':
                case '<':
-                       if (expand_list && tmp_pos.n)
-                       {
-                               int dx, dy;
-                               int cx = (panel_col_min + panel_col_max) / 2;
-                               int cy = (panel_row_min + panel_row_max) / 2;
+               {
+                       if (!expand_list || !tmp_pos.n) break;
 
-                               n++;
+                       int dx, dy;
+                       int cx = (panel_col_min + panel_col_max) / 2;
+                       int cy = (panel_row_min + panel_row_max) / 2;
 
-                               /* Skip stairs which have defferent distance */
-                               for (; n < tmp_pos.n; ++ n)
-                               {
-                                       grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[tmp_pos.y[n]][tmp_pos.x[n]];
+                       n++;
 
-                                       if (cave_have_flag_grid(g_ptr, FF_STAIRS) &&
-                                           cave_have_flag_grid(g_ptr, ch == '>' ? FF_MORE : FF_LESS))
-                                       {
-                                               /* Found */
-                                               break;
-                                       }
-                               }
+                       /* Skip stairs which have defferent distance */
+                       for (; n < tmp_pos.n; ++n)
+                       {
+                               grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[tmp_pos.y[n]][tmp_pos.x[n]];
 
-                               if (n == tmp_pos.n)     /* Loop out taget list */
+                               if (cave_have_flag_grid(g_ptr, FF_STAIRS) &&
+                                       cave_have_flag_grid(g_ptr, ch == '>' ? FF_MORE : FF_LESS))
                                {
-                                       n = 0;
-                                       y = creature_ptr->y;
-                                       x = creature_ptr->x;
-                                       verify_panel(); /* Move cursor to player */
+                                       /* Found */
+                                       break;
+                               }
+                       }
 
-                                       creature_ptr->update |= (PU_MONSTERS);
+                       if (n == tmp_pos.n)     /* Loop out taget list */
+                       {
+                               n = 0;
+                               y = creature_ptr->y;
+                               x = creature_ptr->x;
+                               verify_panel(creature_ptr);     /* Move cursor to player */
 
-                                       creature_ptr->redraw |= (PR_MAP);
+                               creature_ptr->update |= (PU_MONSTERS);
 
-                                       creature_ptr->window |= (PW_OVERHEAD);
-                                       handle_stuff(creature_ptr);
-                               }
-                               else    /* move cursor to next stair and change panel */
-                               {
-                                       y = tmp_pos.y[n];
-                                       x = tmp_pos.x[n];
+                               creature_ptr->redraw |= (PR_MAP);
 
-                                       dy = 2 * (y - cy) / hgt;
-                                       dx = 2 * (x - cx) / wid;
-                                       if (dy || dx) change_panel(creature_ptr, dy, dx);
-                               }
+                               creature_ptr->window |= (PW_OVERHEAD);
+                               handle_stuff(creature_ptr);
                        }
+                       else    /* move cursor to next stair and change panel */
+                       {
+                               y = tmp_pos.y[n];
+                               x = tmp_pos.x[n];
+
+                               dy = 2 * (y - cy) / hgt;
+                               dx = 2 * (x - cx) / wid;
+                               if (dy || dx) change_panel(creature_ptr, dy, dx);
+                       }
+
                        break;
+               }
 
                default:
+               {
                        /* Look up the direction */
-                       d = get_keymap_dir(ch);
+                       int d = get_keymap_dir(ch);
 
                        /* XTRA HACK MOVEFAST */
                        if (isupper(ch)) move_fast = TRUE;
 
                        /* Handle "direction" */
-                       if (d)
-                       {
-                               int dx = ddx[d];
-                               int dy = ddy[d];
+                       if (d == 0) break;
 
-                               /* XTRA HACK MOVEFAST */
-                               if (move_fast)
-                               {
-                                       int mag = MIN(wid / 2, hgt / 2);
-                                       x += dx * mag;
-                                       y += dy * mag;
-                               }
-                               else
-                               {
-                                       x += dx;
-                                       y += dy;
-                               }
+                       int dx = ddx[d];
+                       int dy = ddy[d];
 
-                               /* Do not move horizontally if unnecessary */
-                               if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
-                                        ((x > panel_col_min + wid / 2) && (dx < 0)))
-                               {
-                                       dx = 0;
-                               }
+                       /* XTRA HACK MOVEFAST */
+                       if (move_fast)
+                       {
+                               int mag = MIN(wid / 2, hgt / 2);
+                               x += dx * mag;
+                               y += dy * mag;
+                       }
+                       else
+                       {
+                               x += dx;
+                               y += dy;
+                       }
 
-                               /* Do not move vertically if unnecessary */
-                               if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
-                                        ((y > panel_row_min + hgt / 2) && (dy < 0)))
-                               {
-                                       dy = 0;
-                               }
+                       /* Do not move horizontally if unnecessary */
+                       if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
+                               ((x > panel_col_min + wid / 2) && (dx < 0)))
+                       {
+                               dx = 0;
+                       }
 
-                               /* Apply the motion */
-                               if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
-                                        (x >= panel_col_min + wid) || (x < panel_col_min))
-                               {
-                                       change_panel(creature_ptr, dy, dx);
-                               }
+                       /* Do not move vertically if unnecessary */
+                       if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
+                               ((y > panel_row_min + hgt / 2) && (dy < 0)))
+                       {
+                               dy = 0;
+                       }
+
+                       /* Apply the motion */
+                       if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
+                               (x >= panel_col_min + wid) || (x < panel_col_min))
+                       {
+                               change_panel(creature_ptr, dy, dx);
+                       }
 
-                               /* Slide into legality */
-                               if (x >= creature_ptr->current_floor_ptr->width-1) x = creature_ptr->current_floor_ptr->width - 2;
-                               else if (x <= 0) x = 1;
+                       /* Slide into legality */
+                       if (x >= creature_ptr->current_floor_ptr->width - 1) x = creature_ptr->current_floor_ptr->width - 2;
+                       else if (x <= 0) x = 1;
 
-                               /* Slide into legality */
-                               if (y >= creature_ptr->current_floor_ptr->height-1) y = creature_ptr->current_floor_ptr->height- 2;
-                               else if (y <= 0) y = 1;
+                       /* Slide into legality */
+                       if (y >= creature_ptr->current_floor_ptr->height - 1) y = creature_ptr->current_floor_ptr->height - 2;
+                       else if (y <= 0) y = 1;
 
-                       }
                        break;
                }
+               }
        }
 
-       /* Clear the top line */
        prt("", 0, 0);
-
-       /* Recenter the map around the player */
-       verify_panel();
-
+       verify_panel(creature_ptr);
        creature_ptr->update |= (PU_MONSTERS);
-
        creature_ptr->redraw |= (PR_MAP);
-
        creature_ptr->window |= (PW_OVERHEAD);
        handle_stuff(creature_ptr);
 
@@ -2175,21 +2114,15 @@ bool tgt_pt(player_type *creature_ptr, POSITION *x_ptr, POSITION *y_ptr)
 
 bool get_hack_dir(player_type *creature_ptr, DIRECTION *dp)
 {
-       DIRECTION dir;
-       concptr    p;
-       char    command;
-
-       (*dp) = 0;
-
-       /* Global direction */
-       dir = 0;
-
-       /* (No auto-targeting) */
+       *dp = 0;
 
        /* Ask until satisfied */
+       char command;
+       DIRECTION dir = 0;
        while (!dir)
        {
                /* Choose a prompt */
+               concptr p;
                if (!target_okay(creature_ptr))
                {
                        p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
@@ -2205,38 +2138,38 @@ bool get_hack_dir(player_type *creature_ptr, DIRECTION *dp)
                if (use_menu)
                {
                        if (command == '\r') command = 't';
-               }  
+               }
 
                /* Convert various keys to "standard" keys */
                switch (command)
                {
                        /* Use current target */
-                       case 'T':
-                       case 't':
-                       case '.':
-                       case '5':
-                       case '0':
-                       {
-                               dir = 5;
-                               break;
-                       }
+               case 'T':
+               case 't':
+               case '.':
+               case '5':
+               case '0':
+               {
+                       dir = 5;
+                       break;
+               }
 
-                       /* Set new target */
-                       case '*':
-                       case ' ':
-                       case '\r':
-                       {
-                               if (target_set(creature_ptr, TARGET_KILL)) dir = 5;
-                               break;
-                       }
+               /* Set new target */
+               case '*':
+               case ' ':
+               case '\r':
+               {
+                       if (target_set(creature_ptr, TARGET_KILL)) dir = 5;
+                       break;
+               }
 
-                       default:
-                       {
-                               /* Look up the direction */
-                               dir = get_keymap_dir(command);
+               default:
+               {
+                       /* Look up the direction */
+                       dir = get_keymap_dir(command);
 
-                               break;
-                       }
+                       break;
+               }
                }
 
                /* Verify requested targets */
@@ -2246,7 +2179,6 @@ bool get_hack_dir(player_type *creature_ptr, DIRECTION *dp)
                if (!dir) bell();
        }
 
-       /* No direction */
        if (!dir) return FALSE;
 
        /* Save the direction */
@@ -2266,9 +2198,6 @@ bool get_hack_dir(player_type *creature_ptr, DIRECTION *dp)
                msg_print(_("あなたは混乱している。", "You are confused."));
        }
 
-       /* Save direction */
-       (*dp) = dir;
-
-       /* A "valid" direction was entered */
+       *dp = dir;
        return TRUE;
 }