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Made changes to whitespace to match what's in the 2.2.2 refactoring branch.
[hengbandforosx/hengbandosx.git] / src / xtra2.c
index 153effd..33deb9f 100644 (file)
 #include "sort.h"
 #include "projection.h"
 #include "spells-summon.h"
-#include "patron.h"
-#include "mutation.h"
 #include "floor-events.h"
 #include "player-move.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_mutation(p_ptr, 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 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.");
-       }
-
-       return _("は死んだ。", " dies.");
-}
-
-
-
-/*!
- * @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 "monster-status.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 /
@@ -376,7 +167,6 @@ 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);
@@ -385,96 +175,8 @@ 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
  *
@@ -494,7 +196,7 @@ bool target_able(MONSTER_IDX 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);
@@ -550,133 +252,6 @@ 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);
-       grid_type *ca_ptr = &current_floor_ptr->grid_array[y[a]][x[a]];
-       grid_type *cb_ptr = &current_floor_ptr->grid_array[y[b]][x[b]];
-       monster_type *ma_ptr = &current_floor_ptr->m_list[ca_ptr->m_idx];
-       monster_type *mb_ptr = &current_floor_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 (current_floor_ptr->grid_array[y[a]][x[a]].o_idx && !current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return TRUE;
-       if (!current_floor_ptr->grid_array[y[a]][x[a]].o_idx && current_floor_ptr->grid_array[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)
@@ -687,11 +262,11 @@ 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);
@@ -701,7 +276,6 @@ 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);
 
@@ -713,11 +287,7 @@ 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);
@@ -732,16 +302,13 @@ static bool target_set_accept(POSITION y, POSITION x)
        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 */
        g_ptr = &current_floor_ptr->grid_array[y][x];
 
        /* Visible monsters */
@@ -806,7 +373,7 @@ 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++)
@@ -826,39 +393,32 @@ static void target_set_prepare(BIT_FLAGS mode)
                        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;
        }
 }
 
@@ -1515,10 +1075,10 @@ 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);
@@ -1596,7 +1156,7 @@ bool target_set(BIT_FLAGS mode)
                                case '*':
                                case '+':
                                {
-                                       if (++m == temp_n)
+                                       if (++m == tmp_pos.n)
                                        {
                                                m = 0;
                                                if (!expand_list) done = TRUE;
@@ -1608,7 +1168,7 @@ bool target_set(BIT_FLAGS mode)
                                {
                                        if (m-- == 0)
                                        {
-                                               m = temp_n - 1;
+                                               m = tmp_pos.n - 1;
                                                if (!expand_list) done = TRUE;
                                        }
                                        break;
@@ -1645,7 +1205,7 @@ 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;
@@ -1669,7 +1229,7 @@ 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))
@@ -1677,8 +1237,8 @@ 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);
@@ -1843,9 +1403,9 @@ 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)
@@ -1926,7 +1486,7 @@ bool target_set(BIT_FLAGS mode)
        }
 
        /* Forget */
-       temp_n = 0;
+       tmp_pos.n = 0;
 
        /* Clear the top line */
        prt("", 0, 0);
@@ -2190,7 +1750,7 @@ bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
                        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);
+                               msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
                        }
                        else
                        {
@@ -2335,7 +1895,7 @@ bool get_rep_dir(DIRECTION *dp, bool under)
                        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);
+                               msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
                        }
                        else
                        {
@@ -2363,16 +1923,13 @@ static bool tgt_pt_accept(POSITION y, POSITION x)
 {
        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 */
        g_ptr = &current_floor_ptr->grid_array[y][x];
 
        /* Interesting memorized features */
@@ -2400,7 +1957,7 @@ static void tgt_pt_prepare(void)
        POSITION y, x;
 
        /* Reset "temp" array */
-       temp_n = 0;
+       tmp_pos.n = 0;
 
        if (!expand_list) return;
 
@@ -2413,18 +1970,14 @@ static void tgt_pt_prepare(void)
                        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);
 }
 
 /*
@@ -2478,7 +2031,7 @@ 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;
@@ -2487,9 +2040,9 @@ 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)
                                {
-                                       grid_type *g_ptr = &current_floor_ptr->grid_array[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(g_ptr, FF_STAIRS) &&
                                            cave_have_flag_grid(g_ptr, ch == '>' ? FF_MORE : FF_LESS))
@@ -2499,7 +2052,7 @@ bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
                                        }
                                }
 
-                               if (n == temp_n)        /* Loop out taget list */
+                               if (n == tmp_pos.n)     /* Loop out taget list */
                                {
                                        n = 0;
                                        y = p_ptr->y;
@@ -2515,8 +2068,8 @@ 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;