OSDN Git Service

[Refactor] #37353 floor-town.c/h を作成して関連構造体と変数を移動.
[hengband/hengband.git] / src / xtra2.c
index 307abf1..29da228 100644 (file)
 
 
 #include "angband.h"
+#include "util.h"
+
+#include "bldg.h"
 #include "cmd-pet.h"
+#include "dungeon-file.h"
 #include "object-curse.h"
+#include "object-flavor.h"
 #include "monster.h"
 #include "monsterrace-hook.h"
 #include "objectkind-hook.h"
 #include "sort.h"
-#include "projection.h"
 #include "spells-summon.h"
-
-#define REWARD_CHANCE 10
-
-
-/*!
- * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
- * Advance experience levels and print experience
- * @return なし
- */
-void check_experience(void)
-{
-       bool level_reward = FALSE;
-       bool level_mutation = FALSE;
-       bool level_inc_stat = FALSE;
-       bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
-       PLAYER_LEVEL old_lev = p_ptr->lev;
-
-       /* Hack -- lower limit */
-       if (p_ptr->exp < 0) p_ptr->exp = 0;
-       if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
-       if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
-
-       /* Hack -- upper limit */
-       if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
-       if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
-       if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
-
-       /* Hack -- maintain "max" experience */
-       if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
-
-       /* Hack -- maintain "max max" experience */
-       if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
-
-       /* Redraw experience */
-       p_ptr->redraw |= (PR_EXP);
-       handle_stuff();
-
-
-       /* Lose levels while possible */
-       while ((p_ptr->lev > 1) &&
-              (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
-       {
-               /* Lose a level */
-               p_ptr->lev--;
-               p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-               p_ptr->redraw |= (PR_LEV | PR_TITLE);
-               p_ptr->window |= (PW_PLAYER);
-               handle_stuff();
-       }
-
-
-       /* Gain levels while possible */
-       while ((p_ptr->lev < PY_MAX_LEVEL) &&
-              (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
-       {
-               /* Gain a level */
-               p_ptr->lev++;
-
-               /* Save the highest level */
-               if (p_ptr->lev > p_ptr->max_plv)
-               {
-                       p_ptr->max_plv = p_ptr->lev;
-
-                       if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
-                           (p_ptr->muta2 & MUT2_CHAOS_GIFT))
-                       {
-                               level_reward = TRUE;
-                       }
-                       if (p_ptr->prace == RACE_BEASTMAN)
-                       {
-                               if (one_in_(5)) level_mutation = TRUE;
-                       }
-                       level_inc_stat = TRUE;
-
-                       do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
-               }
-
-               sound(SOUND_LEVEL);
-
-               msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
-
-               p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-               p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
-               p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
-
-               /* HPとMPの上昇量を表示 */
-               level_up = 1;
-               handle_stuff();
-
-               level_up = 0;
-
-               if (level_inc_stat)
-               {
-                       if(!(p_ptr->max_plv % 10))
-                       {
-                               int choice;
-                               screen_save();
-                               while(1)
-                               {
-                                       int n;
-                                       char tmp[32];
-
-                                       cnv_stat(p_ptr->stat_max[0], tmp);
-                                       prt(format(_("        a) 腕力 (現在値 %s)", "        a) Str (cur %s)"), tmp), 2, 14);
-                                       cnv_stat(p_ptr->stat_max[1], tmp);
-                                       prt(format(_("        b) 知能 (現在値 %s)", "        a) Int (cur %s)"), tmp), 3, 14);
-                                       cnv_stat(p_ptr->stat_max[2], tmp);
-                                       prt(format(_("        c) 賢さ (現在値 %s)", "        a) Wis (cur %s)"), tmp), 4, 14);
-                                       cnv_stat(p_ptr->stat_max[3], tmp);
-                                       prt(format(_("        d) 器用 (現在値 %s)", "        a) Dex (cur %s)"), tmp), 5, 14);
-                                       cnv_stat(p_ptr->stat_max[4], tmp);
-                                       prt(format(_("        e) 耐久 (現在値 %s)", "        a) Con (cur %s)"), tmp), 6, 14);
-                                       cnv_stat(p_ptr->stat_max[5], tmp);
-                                       prt(format(_("        f) 魅力 (現在値 %s)", "        a) Chr (cur %s)"), tmp), 7, 14);
-
-                                       prt("", 8, 14);
-                                       prt(_("        どの能力値を上げますか?", "        Which stat do you want to raise?"), 1, 14);
-
-                                       while(1)
-                                       {
-                                               choice = inkey();
-                                               if ((choice >= 'a') && (choice <= 'f')) break;
-                                       }
-                                       for(n = 0; n < A_MAX; n++)
-                                               if (n != choice - 'a')
-                                                       prt("",n+2,14);
-                                       if (get_check(_("よろしいですか?", "Are you sure? "))) break;
-                               }
-                               do_inc_stat(choice - 'a');
-                               screen_load();
-                       }
-                       else if(!(p_ptr->max_plv % 2))
-                               do_inc_stat(randint0(6));
-               }
-
-               if (level_mutation)
-               {
-                       msg_print(_("あなたは変わった気がする...", "You feel different..."));
-                       (void)gain_random_mutation(0);
-                       level_mutation = FALSE;
-               }
-
-               /*
-                * 報酬でレベルが上ると再帰的に check_experience() が
-                * 呼ばれるので順番を最後にする。
-                */
-               if (level_reward)
-               {
-                       gain_level_reward(0);
-                       level_reward = FALSE;
-               }
-
-               p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-               p_ptr->redraw |= (PR_LEV | PR_TITLE);
-               p_ptr->window |= (PW_PLAYER | PW_SPELL);
-               handle_stuff();
-       }
-
-       /* Load an autopick preference file */
-       if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
-}
-
-
-
-/*!
- * @brief クエストを達成状態にする /
- * @param quest_num 達成状態にしたいクエストのID
- * @return なし
- */
-void complete_quest(QUEST_IDX quest_num)
-{
-       quest_type* const q_ptr = &quest[quest_num];
-
-       switch (q_ptr->type)
-       {
-       case QUEST_TYPE_RANDOM:
-               if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
-               break;
-       default:
-               if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
-               break;
-       }
-
-       q_ptr->status = QUEST_STATUS_COMPLETED;
-       q_ptr->complev = p_ptr->lev;
-       update_playtime();
-       q_ptr->comptime = playtime;
-
-       if (!(q_ptr->flags & QUEST_FLAG_SILENT))
-       {
-               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
-               msg_print(_("クエストを達成した!", "You just completed your quest!"));
-               msg_print(NULL);
-       }
-}
-
-/*!
- * @brief 現在フロアに残っている敵モンスターの数を返す /
- * @return 現在の敵モンスターの数
- */
-static MONSTER_NUMBER count_all_hostile_monsters(void)
-{
-       POSITION x, y;
-       MONSTER_NUMBER number_mon = 0;
-
-       for (x = 0; x < cur_wid; ++ x)
-       {
-               for (y = 0; y < cur_hgt; ++ y)
-               {
-                       MONSTER_IDX m_idx = cave[y][x].m_idx;
-
-                       if (m_idx > 0 && is_hostile(&m_list[m_idx]))
-                       {
-                               ++number_mon;
-                       }
-               }
-       }
-
-       return number_mon;
-}
-
-/*!
- * @brief 特定の敵を倒した際にクエスト達成処理 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param m_ptr 撃破したモンスターの構造体参照ポインタ
- * @return なし
- */
-void check_quest_completion(monster_type *m_ptr)
-{
-       POSITION y, x;
-       QUEST_IDX quest_num;
-
-       bool create_stairs = FALSE;
-       bool reward = FALSE;
-
-       object_type forge;
-       object_type *o_ptr;
-
-       y = m_ptr->fy;
-       x = m_ptr->fx;
-
-       /* Inside a quest */
-       quest_num = p_ptr->inside_quest;
-
-       /* Search for an active quest on this dungeon level */
-       if (!quest_num)
-       {
-               QUEST_IDX i;
-
-               for (i = max_q_idx - 1; i > 0; i--)
-               {
-                       quest_type* const q_ptr = &quest[i];
-                       
-                       /* Quest is not active */
-                       if (q_ptr->status != QUEST_STATUS_TAKEN)
-                               continue;
-
-                       /* Quest is not a dungeon quest */
-                       if (q_ptr->flags & QUEST_FLAG_PRESET)
-                               continue;
-
-                       /* Quest is not on this level */
-                       if ((q_ptr->level != dun_level) &&
-                           (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
-                               continue;
-
-                       /* Not a "kill monster" quest */
-                       if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
-                           (q_ptr->type == QUEST_TYPE_FIND_EXIT))
-                               continue;
-
-                       /* Interesting quest */
-                       if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
-                           (q_ptr->type == QUEST_TYPE_TOWER) ||
-                           (q_ptr->type == QUEST_TYPE_KILL_ALL))
-                               break;
-
-                       /* Interesting quest */
-                       if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
-                            (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
-                            (q_ptr->type == QUEST_TYPE_RANDOM)) &&
-                            (q_ptr->r_idx == m_ptr->r_idx))
-                               break;
-               }
-
-               quest_num = i;
-       }
-
-       /* Handle the current quest */
-       if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
-       {
-               /* Current quest */
-               quest_type* const q_ptr = &quest[quest_num];
-
-               switch (q_ptr->type)
-               {
-                       case QUEST_TYPE_KILL_NUMBER:
-                       {
-                               q_ptr->cur_num++;
-
-                               if (q_ptr->cur_num >= q_ptr->num_mon)
-                               {
-                                       complete_quest(quest_num);
-
-                                       q_ptr->cur_num = 0;
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_KILL_ALL:
-                       {
-                               if (!is_hostile(m_ptr)) break;
-
-                               if (count_all_hostile_monsters() == 1)
-                               {
-                                       if (q_ptr->flags & QUEST_FLAG_SILENT)
-                                       {
-                                               q_ptr->status = QUEST_STATUS_FINISHED;
-                                       }
-                                       else
-                                       {
-                                               complete_quest(quest_num);
-                                       }
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_KILL_LEVEL:
-                       case QUEST_TYPE_RANDOM:
-                       {
-                               /* Only count valid monsters */
-                               if (q_ptr->r_idx != m_ptr->r_idx)
-                                       break;
-
-                               q_ptr->cur_num++;
-
-                               if (q_ptr->cur_num >= q_ptr->max_num)
-                               {
-                                       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
- */
-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;
-
-               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, concptr 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 ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
-                       chg_virtue(V_VITALITY, 2);
-
-               if (r_ptr->r_deaths)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                       {
-                               chg_virtue(V_HONOUR, 10);
-                       }
-                       else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
-                       {
-                               chg_virtue(V_HONOUR, 1);
-                       }
-               }
-               if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
-               {
-                       chg_virtue(V_VALOUR, -1);
-               }
-
-               for (i = 0; i < 4; i++)
-               {
-                       if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
-
-                       if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
-                               || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
-
-                               thief = TRUE; /* Thief! */
-               }
-
-               /* 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);
-               }
-
-               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)))
-               {
-                       if (one_in_(4)) chg_virtue(V_NATURE, -1);
-               }
-
-               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);
-               }
-
-               /* Make a sound */
-               sound(SOUND_KILL);
-
-               /* Death by Missile/Spell attack */
-               if (note)
-               {
-                       msg_format("%^s%s", m_name, note);
-               }
-
-               /* 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
-
-               }
-
-               /* Death by Physical attack -- non-living monster */
-               else if (!monster_living(m_ptr->r_idx))
-               {
-                       bool explode = FALSE;
-
-                       for (i = 0; i < 4; i++)
-                       {
-                               if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
-                       }
-
-                       /* 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
-                       }
-               }
-
-               /* 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)
-               {
-                       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;
-                               }
-                       }
-               }
-
-               /* Generate treasure */
-               monster_death(m_idx, TRUE);
-
-               /* Mega hack : replace IKETA to BIKETAL */
-               if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
-               {
-                       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))
-                       {
-                               msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
-                       }
-               }
-               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);
-       }
-
-
-#ifdef ALLOW_FEAR
-
-       /* Mega-Hack -- Pain cancels fear */
-       if (MON_MONFEAR(m_ptr) && (dam > 0))
-       {
-               /* Cure fear */
-               if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
-               {
-                       /* No more fear */
-                       (*fear) = FALSE;
-               }
-       }
-
-       /* Sometimes a monster gets scared by damage */
-       if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
-       {
-               /* 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)))
-               {
-                       /* 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))));
-               }
-       }
-
-#endif
-
-       /* Not dead yet */
-       return (FALSE);
-}
-
-
-/*!
- * @brief 現在のコンソール表示の縦横を返す。 /
- * Get term size and calculate screen size
- * @param wid_p コンソールの表示幅文字数を返す
- * @param hgt_p コンソールの表示行数を返す
- * @return なし
- */
-void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
-{
-       Term_get_size(wid_p, hgt_p);
-       *hgt_p -= ROW_MAP + 2;
-       *wid_p -= COL_MAP + 2;
-       if (use_bigtile) *wid_p /= 2;
-}
-
+#include "grid.h"
+#include "floor.h"
+#include "floor-events.h"
+#include "floor-town.h"
+#include "player-move.h"
+#include "player-status.h"
+#include "monster-status.h"
+#include "view-mainwindow.h"
+#include "feature.h"
+#include "quest.h"
+#include "dungeon.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 /
@@ -1099,117 +47,10 @@ void panel_bounds_center(void)
 
        get_screen_size(&wid, &hgt);
 
-       panel_row_max = panel_row_min + hgt - 1;
-       panel_row_prt = panel_row_min - 1;
-       panel_col_max = panel_col_min + wid - 1;
-       panel_col_prt = panel_col_min - 13;
-}
-
-
-/*!
- * @brief コンソールのリサイズに合わせてマップを再描画する /
- * Map resizing whenever the main term changes size
- * @return なし
- */
-void resize_map(void)
-{
-       /* Only if the dungeon exists */
-       if (!character_dungeon) return;
-       
-       /* Mega-Hack -- no panel yet */
-       panel_row_max = 0;
-       panel_col_max = 0;
-
-       /* Reset the panels */
-       panel_row_min = cur_hgt;
-       panel_col_min = cur_wid;
-                               
-       verify_panel();
-
-       p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-       p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
-       p_ptr->update |= (PU_MONSTERS);
-       p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
-
-       handle_stuff();
-       Term_redraw();
-
-       /*
-        * Waiting command;
-        * Place the cursor on the player
-        */
-       if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
-
-       Term_fresh();
-}
-
-/*!
- * @brief コンソールを再描画する /
- * Redraw a term when it is resized
- * @return なし
- */
-void redraw_window(void)
-{
-       /* Only if the dungeon exists */
-       if (!character_dungeon) return;
-
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
-       p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
-
-       handle_stuff();
-       Term_redraw();
-}
-
-
-/*!
- * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
- * @param dy 変更先のフロアY座標
- * @param dx 変更先のフロアX座標
- * Handle a request to change the current panel
- * Return TRUE if the panel was changed.
- * Also used in do_cmd_locate
- * @return 実際に再描画が必要だった場合TRUEを返す
- */
-bool change_panel(POSITION dy, POSITION dx)
-{
-       POSITION y, x;
-       TERM_LEN wid, hgt;
-
-       get_screen_size(&wid, &hgt);
-
-       /* Apply the motion */
-       y = panel_row_min + dy * hgt / 2;
-       x = panel_col_min + dx * wid / 2;
-
-       /* Verify the row */
-       if (y > cur_hgt - hgt) y = cur_hgt - hgt;
-       if (y < 0) y = 0;
-
-       /* Verify the col */
-       if (x > cur_wid - wid) x = cur_wid - wid;
-       if (x < 0) x = 0;
-
-       /* Handle "changes" */
-       if ((y != panel_row_min) || (x != panel_col_min))
-       {
-               /* Save the new panel info */
-               panel_row_min = y;
-               panel_col_min = x;
-
-               /* Recalculate the boundaries */
-               panel_bounds_center();
-
-               p_ptr->update |= (PU_MONSTERS);
-               p_ptr->redraw |= (PR_MAP);
-               handle_stuff();
-
-               /* Success */
-               return (TRUE);
-       }
-
-       /* No change */
-       return (FALSE);
+       panel_row_max = panel_row_min + hgt - 1;
+       panel_row_prt = panel_row_min - 1;
+       panel_col_max = panel_col_min + wid - 1;
+       panel_col_prt = panel_col_min - 13;
 }
 
 /*!
@@ -1262,8 +103,8 @@ void verify_panel(void)
 
        get_screen_size(&wid, &hgt);
 
-       max_prow_min = cur_hgt - hgt;
-       max_pcol_min = cur_wid - wid;
+       max_prow_min = current_floor_ptr->height - hgt;
+       max_pcol_min = current_floor_ptr->width - wid;
 
        /* Bounds checking */
        if (max_prow_min < 0) max_prow_min = 0;
@@ -1338,7 +179,6 @@ void verify_panel(void)
        /* Hack -- optional disturb on "panel change" */
        if (disturb_panel && !center_player) disturb(FALSE, FALSE);
 
-       /* Recalculate the boundaries */
        panel_bounds_center();
 
        p_ptr->update |= (PU_MONSTERS);
@@ -1347,96 +187,8 @@ void verify_panel(void)
 }
 
 
-/*
- * Monster health description
- */
-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;
-       concptr desc;
-       concptr attitude;
-       concptr clone;
-
-       /* Determine if the monster is "living" */
-       living = monster_living(m_ptr->ap_r_idx);
-
-       /* Calculate a health "percentage" */
-       perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
-
-       /* Healthy monsters */
-       if (m_ptr->hp >= m_ptr->maxhp)
-       {
-               desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
-       }
-
-       else if (perc >= 60)
-       {
-               desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
-       }
-
-       else if (perc >= 25)
-       {
-               desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
-       }
-
-       else if (perc >= 10)
-       {
-               desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
-       }
-
-       else 
-       {
-               desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
-       }
-
-       /* Need attitude information? */
-       if (!(mode & 0x01))
-       {
-               /* Full information is not needed */
-               attitude = "";
-       }
-       else if (is_pet(m_ptr))
-       {
-               attitude = _(", ペット", ", pet");
-       }
-       else if (is_friendly(m_ptr))
-       {
-               attitude = _(", 友好的", ", friendly");
-       }
-       else
-       {
-               attitude = _("", "");
-       }
-
-       /* Clone monster? */
-       if (m_ptr->smart & SM_CLONED)
-       {
-               clone = ", clone";
-       }
-       else
-       {
-               clone = "";
-       }
-
-       /* Display monster's level --- idea borrowed from ToME */
-       if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
-       {
-               return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
-       }
-       else 
-       {
-               return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
-       }
-
-}
-
-
-
 /*** Targeting Code ***/
 
-
 /*
  * Determine is a monster makes a reasonable target
  *
@@ -1453,10 +205,10 @@ concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
  */
 bool target_able(MONSTER_IDX m_idx)
 {
-       monster_type *m_ptr = &m_list[m_idx];
+       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
 
        /* Monster must be alive */
-       if (!m_ptr->r_idx) return (FALSE);
+       if (!monster_is_valid(m_ptr)) return (FALSE);
 
        /* Hack -- no targeting hallucinations */
        if (p_ptr->image) return (FALSE);
@@ -1495,7 +247,7 @@ bool target_okay(void)
                /* Accept reasonable targets */
                if (target_able(target_who))
                {
-                       monster_type *m_ptr = &m_list[target_who];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[target_who];
 
                        /* Acquire monster location */
                        target_row = m_ptr->fy;
@@ -1512,133 +264,6 @@ bool target_okay(void)
 
 
 /*
- * Sorting hook -- comp function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by double-distance to the player.
- */
-static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
-{
-       POSITION *x = (POSITION*)(u);
-       POSITION *y = (POSITION*)(v);
-
-       POSITION da, db, kx, ky;
-
-       /* Absolute distance components */
-       kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
-       ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
-
-       /* Approximate Double Distance to the first point */
-       da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
-       /* Absolute distance components */
-       kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
-       ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
-
-       /* Approximate Double Distance to the first point */
-       db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
-       /* Compare the distances */
-       return (da <= db);
-}
-
-
-/*
- * Sorting hook -- comp function -- by importance level of grids
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by level of monster
- */
-static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
-{
-       POSITION *x = (POSITION*)(u);
-       POSITION *y = (POSITION*)(v);
-       cave_type *ca_ptr = &cave[y[a]][x[a]];
-       cave_type *cb_ptr = &cave[y[b]][x[b]];
-       monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
-       monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
-       monster_race *ap_ra_ptr, *ap_rb_ptr;
-
-       /* The player grid */
-       if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
-       if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
-
-       /* Extract monster race */
-       if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
-       else ap_ra_ptr = NULL;
-       if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
-       else ap_rb_ptr = NULL;
-
-       if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
-       if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
-
-       /* Compare two monsters */
-       if (ap_ra_ptr && ap_rb_ptr)
-       {
-               /* Unique monsters first */
-               if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
-               if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
-
-               /* Shadowers first (あやしい影) */
-               if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
-               if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
-
-               /* Unknown monsters first */
-               if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
-               if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
-
-               /* Higher level monsters first (if known) */
-               if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
-               {
-                       if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
-                       if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
-               }
-
-               /* Sort by index if all conditions are same */
-               if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
-               if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
-       }
-
-       /* An object get higher priority */
-       if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
-       if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
-
-       /* Priority from the terrain */
-       if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
-       if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
-
-       /* If all conditions are same, compare distance */
-       return ang_sort_comp_distance(u, v, a, b);
-}
-
-
-/*
- * Sorting hook -- swap function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by distance to the player.
- */
-static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
-{
-       POSITION *x = (POSITION*)(u);
-       POSITION *y = (POSITION*)(v);
-
-       POSITION temp;
-
-       /* Swap "x" */
-       temp = x[a];
-       x[a] = x[b];
-       x[b] = temp;
-
-       /* Swap "y" */
-       temp = y[a];
-       y[a] = y[b];
-       y[b] = temp;
-}
-
-
-
-/*
  * Hack -- help "select" a location (see below)
  */
 static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
@@ -1649,11 +274,11 @@ static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION
 
 
        /* Scan the locations */
-       for (i = 0; i < temp_n; i++)
+       for (i = 0; i < tmp_pos.n; i++)
        {
                /* Point 2 */
-               x2 = temp_x[i];
-               y2 = temp_y[i];
+               x2 = tmp_pos.x[i];
+               y2 = tmp_pos.y[i];
 
                /* Directed distance */
                x3 = (x2 - x1);
@@ -1663,7 +288,6 @@ static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION
                if (dx && (x3 * dx <= 0)) continue;
                if (dy && (y3 * dy <= 0)) continue;
 
-               /* Absolute distance */
                x4 = ABS(x3);
                y4 = ABS(y3);
 
@@ -1675,11 +299,7 @@ static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION
                v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
 
                /* Penalize location */
-
-               /* Track best */
                if ((b_i >= 0) && (v >= b_v)) continue;
-
-               /* Track best */
                b_i = i; b_v = v;
        }
        return (b_i);
@@ -1691,37 +311,32 @@ static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION
  */
 static bool target_set_accept(POSITION y, POSITION x)
 {
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        OBJECT_IDX this_o_idx, next_o_idx = 0;
 
-       /* Bounds */
        if (!(in_bounds(y, x))) return (FALSE);
 
        /* Player grid is always interesting */
        if (player_bold(y, x)) return (TRUE);
 
-       /* Handle hallucination */
        if (p_ptr->image) return (FALSE);
 
-       /* Examine the grid */
-       c_ptr = &cave[y][x];
+       g_ptr = &current_floor_ptr->grid_array[y][x];
 
        /* Visible monsters */
-       if (c_ptr->m_idx)
+       if (g_ptr->m_idx)
        {
-               monster_type *m_ptr = &m_list[c_ptr->m_idx];
+               monster_type *m_ptr = &current_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 = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
-               o_ptr = &o_list[this_o_idx];
-
-               /* Acquire next object */
+               o_ptr = &current_floor_ptr->o_list[this_o_idx];
                next_o_idx = o_ptr->next_o_idx;
 
                /* Memorized object */
@@ -1729,13 +344,13 @@ static bool target_set_accept(POSITION y, POSITION x)
        }
 
        /* Interesting memorized features */
-       if (c_ptr->info & (CAVE_MARK))
+       if (g_ptr->info & (CAVE_MARK))
        {
                /* Notice object features */
-               if (c_ptr->info & CAVE_OBJECT) return (TRUE);
+               if (g_ptr->info & CAVE_OBJECT) return (TRUE);
 
                /* Feature code (applying "mimic" field) */
-               if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
+               if (have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_NOTICE)) return TRUE;
        }
 
        return (FALSE);
@@ -1756,9 +371,9 @@ static void target_set_prepare(BIT_FLAGS mode)
        {
                /* Inner range */
                min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
-               max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
+               max_hgt = MIN((p_ptr->y + MAX_RANGE), current_floor_ptr->height - 1);
                min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
-               max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
+               max_wid = MIN((p_ptr->x + MAX_RANGE), current_floor_ptr->width - 1);
        }
        else /* not targetting */
        {
@@ -1770,59 +385,52 @@ static void target_set_prepare(BIT_FLAGS mode)
        }
 
        /* Reset "temp" array */
-       temp_n = 0;
+       tmp_pos.n = 0;
 
        /* Scan the current panel */
        for (y = min_hgt; y <= max_hgt; y++)
        {
                for (x = min_wid; x <= max_wid; x++)
                {
-                       cave_type *c_ptr;
+                       grid_type *g_ptr;
 
                        /* Require "interesting" contents */
                        if (!target_set_accept(y, x)) continue;
 
-                       c_ptr = &cave[y][x];
+                       g_ptr = &current_floor_ptr->grid_array[y][x];
 
                        /* Require target_able monsters for "TARGET_KILL" */
-                       if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
+                       if ((mode & (TARGET_KILL)) && !target_able(g_ptr->m_idx)) continue;
 
-                       if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
+                       if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&current_floor_ptr->m_list[g_ptr->m_idx])) continue;
 
                        /* Save the location */
-                       temp_x[temp_n] = x;
-                       temp_y[temp_n] = y;
-                       temp_n++;
+                       tmp_pos.x[tmp_pos.n] = x;
+                       tmp_pos.y[tmp_pos.n] = y;
+                       tmp_pos.n++;
                }
        }
 
        /* Set the sort hooks */
        if (mode & (TARGET_KILL))
        {
-               /* Target the nearest monster for shooting */
-               ang_sort_comp = ang_sort_comp_distance;
-               ang_sort_swap = ang_sort_swap_distance;
+               ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
        }
        else
        {
-               /* Look important grids first in Look command */
-               ang_sort_comp = ang_sort_comp_importance;
-               ang_sort_swap = ang_sort_swap_distance;
+               ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_importance, ang_sort_swap_distance);
        }
 
-       /* Sort the positions */
-       ang_sort(temp_x, temp_y, temp_n);
-
-       if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
+       if (p_ptr->riding && target_pet && (tmp_pos.n > 1) && (mode & (TARGET_KILL)))
        {
                POSITION tmp;
 
-               tmp = temp_y[0];
-               temp_y[0] = temp_y[1];
-               temp_y[1] = tmp;
-               tmp = temp_x[0];
-               temp_x[0] = temp_x[1];
-               temp_x[1] = 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;
        }
 }
 
@@ -1911,7 +519,7 @@ bool show_gold_on_floor = FALSE;
  */
 static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
 {
-       cave_type *c_ptr = &cave[y][x];
+       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
        OBJECT_IDX this_o_idx, next_o_idx = 0;
        concptr s1 = "", s2 = "", s3 = "", x_info = "";
        bool boring = TRUE;
@@ -1975,9 +583,9 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
 
 
        /* Actual monsters */
-       if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
+       if (g_ptr->m_idx && current_floor_ptr->m_list[g_ptr->m_idx].ml)
        {
-               monster_type *m_ptr = &m_list[c_ptr->m_idx];
+               monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
                monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
                GAME_TEXT m_name[MAX_NLEN];
                bool recall = FALSE;
@@ -1987,7 +595,7 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
 
                monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
                monster_race_track(m_ptr->ap_r_idx);
-               health_track(c_ptr->m_idx);
+               health_track(g_ptr->m_idx);
                handle_stuff();
 
                /* Interact */
@@ -2075,9 +683,7 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
                        GAME_TEXT o_name[MAX_NLEN];
 
                        object_type *o_ptr;
-                       o_ptr = &o_list[this_o_idx];
-
-                       /* Acquire next object */
+                       o_ptr = &current_floor_ptr->o_list[this_o_idx];
                        next_o_idx = o_ptr->next_o_idx;
 
                        /* Obtain an object description */
@@ -2123,7 +729,7 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
                                GAME_TEXT o_name[MAX_NLEN];
 
                                object_type *o_ptr;
-                               o_ptr = &o_list[floor_list[0]];
+                               o_ptr = &current_floor_ptr->o_list[floor_list[0]];
 
                                object_desc(o_name, o_ptr, 0);
 
@@ -2196,21 +802,21 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
                                }
 
                                /* Get the object being moved. */
-                               o_idx = c_ptr->o_idx;
+                               o_idx = g_ptr->o_idx;
  
                                /* Only rotate a pile of two or more objects. */
-                               if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
+                               if (!(o_idx && current_floor_ptr->o_list[o_idx].next_o_idx)) continue;
 
                                /* Remove the first object from the list. */
                                excise_object_idx(o_idx);
 
                                /* Find end of the list. */
-                               i = c_ptr->o_idx;
-                               while (o_list[i].next_o_idx)
-                                       i = o_list[i].next_o_idx;
+                               i = g_ptr->o_idx;
+                               while (current_floor_ptr->o_list[i].next_o_idx)
+                                       i = current_floor_ptr->o_list[i].next_o_idx;
 
                                /* Add after the last object. */
-                               o_list[i].next_o_idx = o_idx;
+                               current_floor_ptr->o_list[i].next_o_idx = o_idx;
 
                                /* Loop and re-display the list */
                        }
@@ -2220,12 +826,10 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
        }
 
        /* Scan all objects in the grid */
-       for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
-               o_ptr = &o_list[this_o_idx];
-
-               /* Acquire next object */
+               o_ptr = &current_floor_ptr->o_list[this_o_idx];
                next_o_idx = o_ptr->next_o_idx;
 
                if (o_ptr->marked & OM_FOUND)
@@ -2273,10 +877,10 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
 
 
        /* Feature code (applying "mimic" field) */
-       feat = get_feat_mimic(c_ptr);
+       feat = get_feat_mimic(g_ptr);
 
        /* Require knowledge about grid, or ability to see grid */
-       if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
+       if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
        {
                /* Forget feature */
                feat = feat_none;
@@ -2300,7 +904,7 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
                        for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
                        quest_text_line = 0;
 
-                       p_ptr->inside_quest = c_ptr->special;
+                       p_ptr->inside_quest = g_ptr->special;
 
                        /* Get the quest text */
                        init_flags = INIT_NAME_ONLY;
@@ -2308,7 +912,7 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
                        process_dungeon_file("q_info.txt", 0, 0, 0, 0);
 
                        name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"), 
-                                               quest[c_ptr->special].name, quest[c_ptr->special].level);
+                                               quest[g_ptr->special].name, quest[g_ptr->special].level);
 
                        /* Reset the old quest number */
                        p_ptr->inside_quest = old_quest;
@@ -2321,11 +925,11 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
                }
                else if (have_flag(f_ptr->flags, FF_ENTRANCE))
                {
-                       name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
+                       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[c_ptr->special].name;
+                       name = town_info[g_ptr->special].name;
                }
                else if (p_ptr->wild_mode && (feat == feat_floor))
                {
@@ -2373,12 +977,12 @@ static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
                if (p_ptr->wizard)
                {
                        char f_idx_str[32];
-                       if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
-                       else sprintf(f_idx_str, "%d", c_ptr->feat);
+                       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)c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_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, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_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
@@ -2456,7 +1060,7 @@ bool target_set(BIT_FLAGS mode)
        char query;
        char info[80];
        char same_key;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        TERM_LEN wid, hgt;
        
        get_screen_size(&wid, &hgt);
@@ -2483,10 +1087,10 @@ bool target_set(BIT_FLAGS mode)
        while (!done)
        {
                /* Interesting grids */
-               if (flag && temp_n)
+               if (flag && tmp_pos.n)
                {
-                       y = temp_y[m];
-                       x = temp_x[m];
+                       y = tmp_pos.y[m];
+                       x = tmp_pos.x[m];
 
                        /* Set forcus */
                        change_panel_xy(y, x);
@@ -2494,10 +1098,10 @@ bool target_set(BIT_FLAGS mode)
                        if (!(mode & TARGET_LOOK)) prt_path(y, x);
 
                        /* Access */
-                       c_ptr = &cave[y][x];
+                       g_ptr = &current_floor_ptr->grid_array[y][x];
 
                        /* Allow target */
-                       if (target_able(c_ptr->m_idx))
+                       if (target_able(g_ptr->m_idx))
                        {
                                strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
                        }
@@ -2545,10 +1149,10 @@ bool target_set(BIT_FLAGS mode)
                                case '5':
                                case '0':
                                {
-                                       if (target_able(c_ptr->m_idx))
+                                       if (target_able(g_ptr->m_idx))
                                        {
-                                               health_track(c_ptr->m_idx);
-                                               target_who = c_ptr->m_idx;
+                                               health_track(g_ptr->m_idx);
+                                               target_who = g_ptr->m_idx;
                                                target_row = y;
                                                target_col = x;
                                                done = TRUE;
@@ -2564,7 +1168,7 @@ bool target_set(BIT_FLAGS mode)
                                case '*':
                                case '+':
                                {
-                                       if (++m == temp_n)
+                                       if (++m == tmp_pos.n)
                                        {
                                                m = 0;
                                                if (!expand_list) done = TRUE;
@@ -2576,7 +1180,7 @@ bool target_set(BIT_FLAGS mode)
                                {
                                        if (m-- == 0)
                                        {
-                                               m = temp_n - 1;
+                                               m = tmp_pos.n - 1;
                                                if (!expand_list) done = TRUE;
                                        }
                                        break;
@@ -2613,7 +1217,7 @@ bool target_set(BIT_FLAGS mode)
                                {
                                        if(query == same_key)
                                        {
-                                               if (++m == temp_n)
+                                               if (++m == tmp_pos.n)
                                                {
                                                        m = 0;
                                                        if (!expand_list) done = TRUE;
@@ -2637,7 +1241,7 @@ bool target_set(BIT_FLAGS mode)
                                POSITION x2 = panel_col_min;
 
                                /* Find a new monster */
-                               i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
+                               i = target_pick(tmp_pos.y[m], tmp_pos.x[m], ddy[d], ddx[d]);
 
                                /* Request to target past last interesting grid */
                                while (flag && (i < 0))
@@ -2645,8 +1249,8 @@ bool target_set(BIT_FLAGS mode)
                                        /* Note the change */
                                        if (change_panel(ddy[d], ddx[d]))
                                        {
-                                               int v = temp_y[m];
-                                               int u = temp_x[m];
+                                               int v = tmp_pos.y[m];
+                                               int u = tmp_pos.x[m];
 
                                                /* Recalculate interesting grids */
                                                target_set_prepare(mode);
@@ -2709,11 +1313,11 @@ bool target_set(BIT_FLAGS mode)
                                                }
 
                                                /* Slide into legality */
-                                               if (x >= cur_wid-1) x = cur_wid - 2;
+                                               if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
                                                else if (x <= 0) x = 1;
 
                                                /* Slide into legality */
-                                               if (y >= cur_hgt-1) y = cur_hgt- 2;
+                                               if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
                                                else if (y <= 0) y = 1;
                                        }
                                }
@@ -2731,7 +1335,7 @@ bool target_set(BIT_FLAGS mode)
                        if (!(mode & TARGET_LOOK)) prt_path(y, x);
 
                        /* Access */
-                       c_ptr = &cave[y][x];
+                       g_ptr = &current_floor_ptr->grid_array[y][x];
 
                        /* Default prompt */
                        strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
@@ -2811,9 +1415,9 @@ bool target_set(BIT_FLAGS mode)
                                        bd = 999;
 
                                        /* Pick a nearby monster */
-                                       for (i = 0; i < temp_n; i++)
+                                       for (i = 0; i < tmp_pos.n; i++)
                                        {
-                                               t = distance(y, x, temp_y[i], temp_x[i]);
+                                               t = distance(y, x, tmp_pos.y[i], tmp_pos.x[i]);
 
                                                /* Pick closest */
                                                if (t < bd)
@@ -2883,18 +1487,18 @@ bool target_set(BIT_FLAGS mode)
                                }
 
                                /* Slide into legality */
-                               if (x >= cur_wid-1) x = cur_wid - 2;
+                               if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
                                else if (x <= 0) x = 1;
 
                                /* Slide into legality */
-                               if (y >= cur_hgt-1) y = cur_hgt- 2;
+                               if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
                                else if (y <= 0) y = 1;
                        }
                }
        }
 
        /* Forget */
-       temp_n = 0;
+       tmp_pos.n = 0;
 
        /* Clear the top line */
        prt("", 0, 0);
@@ -3038,162 +1642,17 @@ bool get_aim_dir(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(DIRECTION *dp, bool allow_under, bool with_steed)
-{
-       DIRECTION dir;
-       concptr prompt;
-       COMMAND_CODE code;
-
-       (*dp) = 0;
-
-       /* Global direction */
-       dir = command_dir;
-
-       if (repeat_pull(&code))
-       {
-               dir = (DIRECTION)code;
-               /*              return (TRUE); */
-       }
-       *dp = (DIRECTION)code;
-
-       if (allow_under)
-       {
-               prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
-       }
-       else
-       {
-               prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
-       }
-
-       /* Get a direction */
-       while (!dir)
-       {
-               char ch;
-
-               /* Get a command (or Cancel) */
-               if (!get_com(prompt, &ch, TRUE)) break;
-
-               /* Look down */
-               if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
-               {
-                       dir = 5;
-               }
-               else
-               {
-                       /* Look up the direction */
-                       dir = get_keymap_dir(ch);
-
-                       if (!dir) bell();
-               }
-       }
-
-       /* Prevent weirdness */
-       if ((dir == 5) && (!allow_under)) dir = 0;
-
-       /* Aborted */
-       if (!dir) return (FALSE);
-
-       /* Save desired direction */
-       command_dir = dir;
-
-       /* Apply "confusion" */
-       if (p_ptr->confused)
-       {
-               /* Standard confusion */
-               if (randint0(100) < 75)
-               {
-                       /* Random direction */
-                       dir = ddd[randint0(8)];
-               }
-       }
-       else if (p_ptr->riding && with_steed)
-       {
-               monster_type *m_ptr = &m_list[p_ptr->riding];
-               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               if (MON_CONFUSED(m_ptr))
-               {
-                       /* Standard confusion */
-                       if (randint0(100) < 75)
-                       {
-                               /* Random direction */
-                               dir = ddd[randint0(8)];
-                       }
-               }
-               else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
-               {
-                       /* Random direction */
-                       dir = ddd[randint0(8)];
-               }
-               else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
-               {
-                       /* Random direction */
-                       dir = ddd[randint0(8)];
-               }
-       }
-
-       /* Notice confusion */
-       if (command_dir != dir)
-       {
-               if (p_ptr->confused)
-               {
-                       /* Warn the user */
-                       msg_print(_("あなたは混乱している。", "You are confused."));
-               }
-               else
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-                       monster_type *m_ptr = &m_list[p_ptr->riding];
-
-                       monster_desc(m_name, m_ptr, 0);
-                       if (MON_CONFUSED(m_ptr))
-                       {
-                               msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
-                       }
-                       else
-                       {
-                               msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
-                       }
-               }
-       }
-
-       /* Save direction */
-       (*dp) = dir;
-
-       /*      repeat_push(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.
- *
- * This function should be used for all "repeatable" commands, such as
- * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
- * as all commands which must reference a grid adjacent to the player,
- * and which may not reference the grid under the player.  Note that,
- * for example, it is no longer possible to "disarm" or "open" chests
- * in the same grid as the player.
- *
- * Direction "5" is illegal and will (cleanly) abort the command.
- *
- * 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)
+       (*dp) = dir;
+
+/*     repeat_push(dir); */
+       repeat_push((COMMAND_CODE)command_dir);
+
+       /* A "valid" direction was entered */
+       return (TRUE);
+}
+
+
+bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
 {
        DIRECTION dir;
        concptr prompt;
@@ -3207,11 +1666,11 @@ bool get_rep_dir(DIRECTION *dp, bool under)
        if (repeat_pull(&code))
        {
                dir = (DIRECTION)code;
-/*             return (TRUE); */
+               /*              return (TRUE); */
        }
        *dp = (DIRECTION)code;
 
-       if (under)
+       if (allow_under)
        {
                prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
        }
@@ -3219,7 +1678,7 @@ bool get_rep_dir(DIRECTION *dp, bool under)
        {
                prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
        }
-       
+
        /* Get a direction */
        while (!dir)
        {
@@ -3229,7 +1688,7 @@ bool get_rep_dir(DIRECTION *dp, bool under)
                if (!get_com(prompt, &ch, TRUE)) break;
 
                /* Look down */
-               if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
+               if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
                {
                        dir = 5;
                }
@@ -3243,7 +1702,7 @@ bool get_rep_dir(DIRECTION *dp, bool under)
        }
 
        /* Prevent weirdness */
-       if ((dir == 5) && (!under)) dir = 0;
+       if ((dir == 5) && (!allow_under)) dir = 0;
 
        /* Aborted */
        if (!dir) return (FALSE);
@@ -3261,9 +1720,9 @@ bool get_rep_dir(DIRECTION *dp, bool under)
                        dir = ddd[randint0(8)];
                }
        }
-       else if (p_ptr->riding)
+       else if (p_ptr->riding && with_steed)
        {
-               monster_type *m_ptr = &m_list[p_ptr->riding];
+               monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
                if (MON_CONFUSED(m_ptr))
@@ -3298,7 +1757,7 @@ bool get_rep_dir(DIRECTION *dp, bool under)
                else
                {
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_type *m_ptr = &m_list[p_ptr->riding];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
 
                        monster_desc(m_name, m_ptr, 0);
                        if (MON_CONFUSED(m_ptr))
@@ -3315,584 +1774,156 @@ bool get_rep_dir(DIRECTION *dp, bool under)
        /* Save direction */
        (*dp) = dir;
 
-/*     repeat_push(dir); */
+       /*      repeat_push(dir); */
        repeat_push((COMMAND_CODE)command_dir);
 
        /* Success */
        return (TRUE);
 }
 
-void gain_level_reward(int chosen_reward)
+/*
+ * @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.
+ *
+ * This function should be used for all "repeatable" commands, such as
+ * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
+ * as all commands which must reference a grid adjacent to the player,
+ * and which may not reference the grid under the player.  Note that,
+ * for example, it is no longer possible to "disarm" or "open" chests
+ * in the same grid as the player.
+ *
+ * Direction "5" is illegal and will (cleanly) abort the command.
+ *
+ * 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)
 {
-       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;
-       concptr        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!'"));
+       DIRECTION dir;
+       concptr prompt;
+       COMMAND_CODE code;
 
-                       (void)mass_genocide(0, FALSE);
-                       reward = _("モンスターが抹殺された。", "genociding nearby monsters");
-                       break;
+       (*dp) = 0;
 
-               case REW_DISPEL_C:
+       /* Global direction */
+       dir = command_dir;
 
-                       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;
+       if (repeat_pull(&code))
+       {
+               dir = (DIRECTION)code;
+/*             return (TRUE); */
+       }
+       *dp = (DIRECTION)code;
 
-               case REW_IGNORE:
+       if (under)
+       {
+               prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
+       }
+       else
+       {
+               prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
+       }
+       
+       /* Get a direction */
+       while (!dir)
+       {
+               char ch;
 
-                       msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
-                       break;
+               /* Get a command (or Cancel) */
+               if (!get_com(prompt, &ch, TRUE)) break;
 
-               case REW_SER_DEMO:
+               /* Look down */
+               if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
+               {
+                       dir = 5;
+               }
+               else
+               {
+                       /* Look up the direction */
+                       dir = get_keymap_dir(ch);
 
-                       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 (!dir) bell();
+               }
+       }
 
-                       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");
+       /* Prevent weirdness */
+       if ((dir == 5) && (!under)) dir = 0;
 
-                       break;
+       /* Aborted */
+       if (!dir) return (FALSE);
 
-               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]);
+       /* Save desired direction */
+       command_dir = dir;
 
-                       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");
+       /* Apply "confusion" */
+       if (p_ptr->confused)
+       {
+               /* Standard confusion */
+               if (randint0(100) < 75)
+               {
+                       /* Random direction */
+                       dir = ddd[randint0(8)];
+               }
+       }
+       else if (p_ptr->riding)
+       {
+               monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
+               monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-                       break;
+               if (MON_CONFUSED(m_ptr))
+               {
+                       /* Standard confusion */
+                       if (randint0(100) < 75)
+                       {
+                               /* Random direction */
+                               dir = ddd[randint0(8)];
+                       }
+               }
+               else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
+               {
+                       /* Random direction */
+                       dir = ddd[randint0(8)];
+               }
+               else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
+               {
+                       /* Random direction */
+                       dir = ddd[randint0(8)];
+               }
+       }
 
-               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]);
+       /* Notice confusion */
+       if (command_dir != dir)
+       {
+               if (p_ptr->confused)
+               {
+                       /* Warn the user */
+                       msg_print(_("あなたは混乱している。", "You are confused."));
+               }
+               else
+               {
+                       GAME_TEXT m_name[MAX_NLEN];
+                       monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
 
-                       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..."));
+                       monster_desc(m_name, m_ptr, 0);
+                       if (MON_CONFUSED(m_ptr))
+                       {
+                               msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
+                       }
                        else
-                               reward = _("アンデッドがペットになった。", "an undead servant");
-
-                       break;
+                       {
+                               msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
+                       }
+               }
+       }
 
-               default:
-                       msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
+       /* Save direction */
+       (*dp) = dir;
 
-                               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);
+/*     repeat_push(dir); */
+       repeat_push((COMMAND_CODE)command_dir);
 
-       }
-       }
-       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));
-       }
+       /* Success */
+       return (TRUE);
 }
 
 
@@ -3902,30 +1933,27 @@ void gain_level_reward(int chosen_reward)
  */
 static bool tgt_pt_accept(POSITION y, POSITION x)
 {
-       cave_type *c_ptr;
+       grid_type *g_ptr;
 
-       /* Bounds */
        if (!(in_bounds(y, x))) return (FALSE);
 
        /* Player grid is always interesting */
        if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
 
-       /* Handle hallucination */
        if (p_ptr->image) return (FALSE);
 
-       /* Examine the grid */
-       c_ptr = &cave[y][x];
+       g_ptr = &current_floor_ptr->grid_array[y][x];
 
        /* Interesting memorized features */
-       if (c_ptr->info & (CAVE_MARK))
+       if (g_ptr->info & (CAVE_MARK))
        {
                /* Notice stairs */
-               if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
-               if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
+               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(c_ptr, FF_QUEST_ENTER)) return (TRUE);
-               if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
+               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);
@@ -3941,31 +1969,27 @@ static void tgt_pt_prepare(void)
        POSITION y, x;
 
        /* Reset "temp" array */
-       temp_n = 0;
+       tmp_pos.n = 0;
 
        if (!expand_list) return;
 
        /* Scan the current panel */
-       for (y = 1; y < cur_hgt; y++)
+       for (y = 1; y < current_floor_ptr->height; y++)
        {
-               for (x = 1; x < cur_wid; x++)
+               for (x = 1; x < current_floor_ptr->width; x++)
                {
                        /* Require "interesting" contents */
                        if (!tgt_pt_accept(y, x)) continue;
 
                        /* Save the location */
-                       temp_x[temp_n] = x;
-                       temp_y[temp_n] = y;
-                       temp_n++;
+                       tmp_pos.x[tmp_pos.n] = x;
+                       tmp_pos.y[tmp_pos.n] = y;
+                       tmp_pos.n++;
                }
        }
 
-       /* Target the nearest monster for shooting */
-       ang_sort_comp = ang_sort_comp_distance;
-       ang_sort_swap = ang_sort_swap_distance;
-
        /* Sort the positions */
-       ang_sort(temp_x, temp_y, temp_n);
+       ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
 }
 
 /*
@@ -4019,7 +2043,7 @@ bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
                /* XAngband: Move cursor to stairs */
                case '>':
                case '<':
-                       if (expand_list && temp_n)
+                       if (expand_list && tmp_pos.n)
                        {
                                int dx, dy;
                                int cx = (panel_col_min + panel_col_max) / 2;
@@ -4028,19 +2052,19 @@ bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
                                n++;
 
                                /* Skip stairs which have defferent distance */
-                               for (; n < temp_n; ++ n)
+                               for (; n < tmp_pos.n; ++ n)
                                {
-                                       cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
+                                       grid_type *g_ptr = &current_floor_ptr->grid_array[tmp_pos.y[n]][tmp_pos.x[n]];
 
-                                       if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
-                                           cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
+                                       if (cave_have_flag_grid(g_ptr, FF_STAIRS) &&
+                                           cave_have_flag_grid(g_ptr, ch == '>' ? FF_MORE : FF_LESS))
                                        {
                                                /* Found */
                                                break;
                                        }
                                }
 
-                               if (n == temp_n)        /* Loop out taget list */
+                               if (n == tmp_pos.n)     /* Loop out taget list */
                                {
                                        n = 0;
                                        y = p_ptr->y;
@@ -4056,8 +2080,8 @@ bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
                                }
                                else    /* move cursor to next stair and change panel */
                                {
-                                       y = temp_y[n];
-                                       x = temp_x[n];
+                                       y = tmp_pos.y[n];
+                                       x = tmp_pos.x[n];
 
                                        dy = 2 * (y - cy) / hgt;
                                        dx = 2 * (x - cx) / wid;
@@ -4115,11 +2139,11 @@ bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
                                }
 
                                /* Slide into legality */
-                               if (x >= cur_wid-1) x = cur_wid - 2;
+                               if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
                                else if (x <= 0) x = 1;
 
                                /* Slide into legality */
-                               if (y >= cur_hgt-1) y = cur_hgt- 2;
+                               if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
                                else if (y <= 0) y = 1;
 
                        }
@@ -4245,274 +2269,3 @@ bool get_hack_dir(DIRECTION *dp)
        /* A "valid" direction was entered */
        return (TRUE);
 }
-
-
-/*!
- * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
- * @param sval 射撃武器のアイテム副分類ID 
- * @return 消費する基本エネルギー
- */
-ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
-{
-       ENERGY energy = 10000;
-
-       /* Analyze the launcher */
-       switch (sval)
-       {
-               /* Sling and ammo */
-               case SV_SLING:
-               {
-                       energy = 8000;
-                       break;
-               }
-
-               /* Short Bow and Arrow */
-               case SV_SHORT_BOW:
-               {
-                       energy = 10000;
-                       break;
-               }
-
-               /* Long Bow and Arrow */
-               case SV_LONG_BOW:
-               {
-                       energy = 10000;
-                       break;
-               }
-
-               /* Bow of irresponsiblity and Arrow */
-               case SV_NAMAKE_BOW:
-               {
-                       energy = 7777;
-                       break;
-               }
-
-               /* Light Crossbow and Bolt */
-               case SV_LIGHT_XBOW:
-               {
-                       energy = 12000;
-                       break;
-               }
-
-               /* Heavy Crossbow and Bolt */
-               case SV_HEAVY_XBOW:
-               {
-                       energy = 13333;
-                       break;
-               }
-       }
-
-       return (energy);
-}
-
-
-/*
- * Return bow tmul
- */
-int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
-{
-       int tmul = 0;
-
-       /* Analyze the launcher */
-       switch (sval)
-       {
-               /* Sling and ammo */
-               case SV_SLING:
-               {
-                       tmul = 2;
-                       break;
-               }
-
-               /* Short Bow and Arrow */
-               case SV_SHORT_BOW:
-               {
-                       tmul = 2;
-                       break;
-               }
-
-               /* Long Bow and Arrow */
-               case SV_LONG_BOW:
-               {
-                       tmul = 3;
-                       break;
-               }
-
-               /* Bow of irresponsiblity and Arrow */
-               case SV_NAMAKE_BOW:
-               {
-                       tmul = 3;
-                       break;
-               }
-
-               /* Light Crossbow and Bolt */
-               case SV_LIGHT_XBOW:
-               {
-                       tmul = 3;
-                       break;
-               }
-
-               /* Heavy Crossbow and Bolt */
-               case SV_HEAVY_XBOW:
-               {
-                       tmul = 4;
-                       break;
-               }
-       }
-
-       return (tmul);
-}
-
-
-/*
- * Display a rumor and apply its effects
- */
-
-IDX rumor_num(char *zz, IDX max_idx)
-{
-       if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
-       return (IDX)atoi(zz);
-}
-
-concptr rumor_bind_name(char *base, concptr fullname)
-{
-       char *s, *v;
-
-       s = strstr(base, "{Name}");
-       if (s)
-       {
-               s[0] = '\0';
-               v = format("%s%s%s", base, fullname, (s + 6));
-       }
-       else
-       {
-               v = base;
-       }
-
-       return v;
-}
-
-void display_rumor(bool ex)
-{
-       errr err;
-       int section = 0;
-       char Rumor[1024];
-
-       if (ex)
-       {
-               if (randint0(3) == 0) section = 1;
-       }
-
-       err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
-                       get_rnd_line("rumors.txt", section, Rumor));
-       if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
-
-       err = TRUE;
-
-       if (strncmp(Rumor, "R:", 2) == 0)
-       {
-               char *zz[4];
-               concptr rumor_msg = NULL;
-               concptr rumor_eff_format = NULL;
-               char fullname[1024] = "";
-
-               if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
-               {
-                       if (strcmp(zz[0], "ARTIFACT") == 0)
-                       {
-                               IDX a_idx, k_idx;
-                               object_type forge;
-                               object_type *q_ptr = &forge;
-                               artifact_type *a_ptr;
-
-                               while (1)
-                               {
-                                       a_idx = rumor_num(zz[1], max_a_idx);
-
-                                       a_ptr = &a_info[a_idx];
-                                       if (a_ptr->name) break;
-                               }
-
-                               k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
-                               object_prep(q_ptr, k_idx);
-                               q_ptr->name1 = a_idx;
-                               q_ptr->ident = IDENT_STORE;
-                               object_desc(fullname, q_ptr, OD_NAME_ONLY);
-                       }
-                       else if  (strcmp(zz[0], "MONSTER") == 0)
-                       {
-                               MONRACE_IDX r_idx;
-                               monster_race *r_ptr;
-
-                               while(1)
-                               {
-                                       r_idx = rumor_num(zz[1], max_r_idx);
-                                       r_ptr = &r_info[r_idx];
-                                       if (r_ptr->name) break;
-                               }
-
-                               strcpy(fullname, r_name + r_ptr->name);
-
-                               /* Remember this monster */
-                               if (!r_ptr->r_sights)
-                               {
-                                       r_ptr->r_sights++;
-                               }
-                       }
-                       else if (strcmp(zz[0], "DUNGEON") == 0)
-                       {
-                               DUNGEON_IDX d_idx;
-                               dungeon_info_type *d_ptr;
-
-                               while (1)
-                               {
-                                       d_idx = rumor_num(zz[1], max_d_idx);
-                                       d_ptr = &d_info[d_idx];
-                                       if (d_ptr->name) break;
-                               }
-
-                               strcpy(fullname, d_name + d_ptr->name);
-
-                               if (!max_dlv[d_idx])
-                               {
-                                       max_dlv[d_idx] = d_ptr->mindepth;
-                                       rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
-                               }
-                       }
-                       else if  (strcmp(zz[0], "TOWN") == 0)
-                       {
-                               IDX t_idx;
-                               s32b visit;
-
-                               while(1)
-                               {
-                                       t_idx = rumor_num(zz[1], NO_TOWN);
-                                       if (town[t_idx].name) break;
-                               }
-
-                               strcpy(fullname, town[t_idx].name);
-
-                               visit = (1L << (t_idx - 1));
-                               if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
-                               {
-                                       p_ptr->visit |= visit;
-                                       rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
-                               }
-                       }
-
-                       rumor_msg = rumor_bind_name(zz[2], fullname);
-                       msg_print(rumor_msg);
-                       if (rumor_eff_format)
-                       {
-                               msg_print(NULL);
-                               msg_format(rumor_eff_format, fullname);
-                       }
-                       err = FALSE;
-               }
-       /* error */
-       if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
-       }
-                       else
-       {
-               msg_format("%s", Rumor);
-       }
-}