OSDN Git Service

v3.0.0 Alpha5 OSDN最終版
[hengband/hengband.git] / src / xtra2.c
diff --git a/src/xtra2.c b/src/xtra2.c
deleted file mode 100644 (file)
index 2a3b51b..0000000
+++ /dev/null
@@ -1,2711 +0,0 @@
-/*!
- * @file xtra2.c
- * @brief 雑多なその他の処理2 / effects of various "objects"
- * @date 2014/02/06
- * @author
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research, and\n
- * not for profit purposes provided that this copyright and statement are\n
- * included in all such copies.\n
- * 2014 Deskull rearranged comment for Doxygen.
- */
-
-
-#include "angband.h"
-#include "cmd-pet.h"
-#include "object-curse.h"
-#include "monster.h"
-#include "monsterrace-hook.h"
-#include "objectkind-hook.h"
-#include "sort.h"
-#include "projection.h"
-#include "spells-summon.h"
-#include "patron.h"
-#include "mutation.h"
-#include "floor-events.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;
-}
-
-
-/*!
- * @brief コンソール上におけるマップ表示の左上位置を返す /
- * Calculates current boundaries Called below and from "do_cmd_locate()".
- * @return なし
- */
-void panel_bounds_center(void)
-{
-       TERM_LEN wid, hgt;
-
-       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 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
- * @param y 変更先のフロアY座標
- * @param x 変更先のフロアX座標
- * @details
- * 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
- */
-static bool change_panel_xy(POSITION y, POSITION x)
-{
-       POSITION dy = 0, dx = 0;
-       TERM_LEN wid, hgt;
-
-       get_screen_size(&wid, &hgt);
-
-       if (y < panel_row_min) dy = -1;
-       if (y > panel_row_max) dy = 1;
-       if (x < panel_col_min) dx = -1;
-       if (x > panel_col_max) dx = 1;
-
-       if (!dy && !dx) return (FALSE);
-
-       return change_panel(dy, dx);
-}
-
-
-/*!
- * @brief マップ描画のフォーカスを当てるべき座標を更新する
- * @details
- * Given an row (y) and col (x), this routine detects when a move
- * off the screen has occurred and figures new borders. -RAK-
- * "Update" forces a "full update" to take place.
- * The map is reprinted if necessary, and "TRUE" is returned.
- * @return 実際に再描画が必要だった場合TRUEを返す
- */
-void verify_panel(void)
-{
-       POSITION y = p_ptr->y;
-       POSITION x = p_ptr->x;
-       TERM_LEN wid, hgt;
-
-       int prow_min;
-       int pcol_min;
-       int max_prow_min;
-       int max_pcol_min;
-
-       get_screen_size(&wid, &hgt);
-
-       max_prow_min = current_floor_ptr->height - hgt;
-       max_pcol_min = current_floor_ptr->width - wid;
-
-       /* Bounds checking */
-       if (max_prow_min < 0) max_prow_min = 0;
-       if (max_pcol_min < 0) max_pcol_min = 0;
-
-               /* Center on player */
-       if (center_player && (center_running || !running))
-       {
-               /* Center vertically */
-               prow_min = y - hgt / 2;
-               if (prow_min < 0) prow_min = 0;
-               else if (prow_min > max_prow_min) prow_min = max_prow_min;
-
-               /* Center horizontally */
-               pcol_min = x - wid / 2;
-               if (pcol_min < 0) pcol_min = 0;
-               else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
-       }
-       else
-       {
-               prow_min = panel_row_min;
-               pcol_min = panel_col_min;
-
-               /* Scroll screen when 2 grids from top/bottom edge */
-               if (y > panel_row_max - 2)
-               {
-                       while (y > prow_min + hgt-1 - 2)
-                       {
-                               prow_min += (hgt / 2);
-                       }
-               }
-
-               if (y < panel_row_min + 2)
-               {
-                       while (y < prow_min + 2)
-                       {
-                               prow_min -= (hgt / 2);
-                       }
-               }
-
-               if (prow_min > max_prow_min) prow_min = max_prow_min;
-               if (prow_min < 0) prow_min = 0;
-
-               /* Scroll screen when 4 grids from left/right edge */
-               if (x > panel_col_max - 4)
-               {
-                       while (x > pcol_min + wid-1 - 4)
-                       {
-                               pcol_min += (wid / 2);
-                       }
-               }
-               
-               if (x < panel_col_min + 4)
-               {
-                       while (x < pcol_min + 4)
-                       {
-                               pcol_min -= (wid / 2);
-                       }
-               }
-
-               if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
-               if (pcol_min < 0) pcol_min = 0;
-       }
-
-       /* Check for "no change" */
-       if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
-
-       /* Save the new panel info */
-       panel_row_min = prow_min;
-       panel_col_min = pcol_min;
-
-       /* 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);
-       p_ptr->redraw |= (PR_MAP);
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-}
-
-
-/*
- * 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
- *
- * The concept of "targeting" was stolen from "Morgul" (?)
- *
- * The player can target any location, or any "target-able" monster.
- *
- * Currently, a monster is "target_able" if it is visible, and if
- * the player can hit it with a projection, and the player is not
- * hallucinating.  This allows use of "use closest target" macros.
- *
- * Future versions may restrict the ability to target "trappers"
- * and "mimics", but the semantics is a little bit weird.
- */
-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);
-
-       /* Hack -- no targeting hallucinations */
-       if (p_ptr->image) return (FALSE);
-
-       /* Monster must be visible */
-       if (!m_ptr->ml) return (FALSE);
-
-       if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
-
-       /* Monster must be projectable */
-       if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
-
-       /* Hack -- Never target trappers */
-       /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
-
-       /* Assume okay */
-       return (TRUE);
-}
-
-
-
-
-/*
- * Update (if necessary) and verify (if possible) the target.
- *
- * We return TRUE if the target is "okay" and FALSE otherwise.
- */
-bool target_okay(void)
-{
-       /* Accept stationary targets */
-       if (target_who < 0) return (TRUE);
-
-       /* Check moving targets */
-       if (target_who > 0)
-       {
-               /* Accept reasonable targets */
-               if (target_able(target_who))
-               {
-                       monster_type *m_ptr = &current_floor_ptr->m_list[target_who];
-
-                       /* Acquire monster location */
-                       target_row = m_ptr->fy;
-                       target_col = m_ptr->fx;
-
-                       /* Good target */
-                       return (TRUE);
-               }
-       }
-
-       /* Assume no target */
-       return (FALSE);
-}
-
-
-/*
- * 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)
-{
-       POSITION_IDX i, v;
-       POSITION x2, y2, x3, y3, x4, y4;
-       POSITION_IDX b_i = -1, b_v = 9999;
-
-
-       /* Scan the locations */
-       for (i = 0; i < temp_n; i++)
-       {
-               /* Point 2 */
-               x2 = temp_x[i];
-               y2 = temp_y[i];
-
-               /* Directed distance */
-               x3 = (x2 - x1);
-               y3 = (y2 - y1);
-
-               /* Verify quadrant */
-               if (dx && (x3 * dx <= 0)) continue;
-               if (dy && (y3 * dy <= 0)) continue;
-
-               /* Absolute distance */
-               x4 = ABS(x3);
-               y4 = ABS(y3);
-
-               /* Verify quadrant */
-               if (dy && !dx && (x4 > y4)) continue;
-               if (dx && !dy && (y4 > x4)) continue;
-
-               /* Approximate Double Distance */
-               v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
-
-               /* Penalize location */
-
-               /* Track best */
-               if ((b_i >= 0) && (v >= b_v)) continue;
-
-               /* Track best */
-               b_i = i; b_v = v;
-       }
-       return (b_i);
-}
-
-
-/*
- * Hack -- determine if a given location is "interesting"
- */
-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 */
-       if (g_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 = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-       {
-               object_type *o_ptr;
-               o_ptr = &current_floor_ptr->o_list[this_o_idx];
-
-               /* Acquire next object */
-               next_o_idx = o_ptr->next_o_idx;
-
-               /* Memorized object */
-               if (o_ptr->marked & OM_FOUND) return (TRUE);
-       }
-
-       /* Interesting memorized features */
-       if (g_ptr->info & (CAVE_MARK))
-       {
-               /* Notice object features */
-               if (g_ptr->info & CAVE_OBJECT) return (TRUE);
-
-               /* Feature code (applying "mimic" field) */
-               if (have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_NOTICE)) return TRUE;
-       }
-
-       return (FALSE);
-}
-
-
-/*
- * Prepare the "temp" array for "target_set"
- *
- * Return the number of target_able monsters in the set.
- */
-static void target_set_prepare(BIT_FLAGS mode)
-{
-       POSITION y, x;
-       POSITION min_hgt, max_hgt, min_wid, max_wid;
-
-       if (mode & TARGET_KILL)
-       {
-               /* Inner range */
-               min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
-               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), current_floor_ptr->width - 1);
-       }
-       else /* not targetting */
-       {
-               /* Inner panel */
-               min_hgt = panel_row_min;
-               max_hgt = panel_row_max;
-               min_wid = panel_col_min;
-               max_wid = panel_col_max;
-       }
-
-       /* Reset "temp" array */
-       temp_n = 0;
-
-       /* Scan the current panel */
-       for (y = min_hgt; y <= max_hgt; y++)
-       {
-               for (x = min_wid; x <= max_wid; x++)
-               {
-                       grid_type *g_ptr;
-
-                       /* Require "interesting" contents */
-                       if (!target_set_accept(y, x)) continue;
-
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-                       /* Require target_able monsters for "TARGET_KILL" */
-                       if ((mode & (TARGET_KILL)) && !target_able(g_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++;
-               }
-       }
-
-       /* 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;
-       }
-       else
-       {
-               /* Look important grids first in Look command */
-               ang_sort_comp = ang_sort_comp_importance;
-               ang_sort_swap = 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)))
-       {
-               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;
-       }
-}
-
-void target_set_prepare_look(void){
-       target_set_prepare(TARGET_LOOK);
-}
-
-
-/*
- * Evaluate number of kill needed to gain level
- */
-static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
-{
-       monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-       u32b num;
-       s32b exp_mon, exp_adv;
-       u32b exp_mon_frac, exp_adv_frac;
-
-       if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
-       {
-               sprintf(buf,"**");
-               return;
-       }
-       else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
-       {
-               if (!p_ptr->wizard)
-               {
-                       sprintf(buf,"??");
-                       return;
-               }
-       }
-
-
-       /* The monster's experience point (assuming average monster speed) */
-       exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
-       exp_mon_frac = 0;
-       s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
-
-
-       /* Total experience value for next level */
-       exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
-       exp_adv_frac = 0;
-       s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
-
-       /* Experience value need to get */
-       s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
-
-
-       /* You need to kill at least one monster to get any experience */
-       s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
-       s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
-
-       /* Extract number of monsters needed */
-       s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
-
-       /* If 999 or more monsters needed, only display "999". */
-       num = MIN(999, exp_adv_frac);
-
-       /* Display the number */
-       sprintf(buf,"%03ld", (long int)num);
-}
-
-
-bool show_gold_on_floor = FALSE;
-
-/*
- * Examine a grid, return a keypress.
- *
- * The "mode" argument contains the "TARGET_LOOK" bit flag, which
- * indicates that the "space" key should scan through the contents
- * of the grid, instead of simply returning immediately.  This lets
- * the "look" command get complete information, without making the
- * "target" command annoying.
- *
- * The "info" argument contains the "commands" which should be shown
- * inside the "[xxx]" text.  This string must never be empty, or grids
- * containing monsters will be displayed with an extra comma.
- *
- * Note that if a monster is in the grid, we update both the monster
- * recall info and the health bar info to track that monster.
- *
- * Eventually, we may allow multiple objects per grid, or objects
- * and terrain features in the same grid. 
- *
- * This function must handle blindness/hallucination.
- */
-static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
-{
-       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;
-       FEAT_IDX feat;
-       feature_type *f_ptr;
-       char query = '\001';
-       char out_val[MAX_NLEN+80];
-       OBJECT_IDX floor_list[23];
-       ITEM_NUMBER floor_num = 0;
-
-       /* Scan all objects in the grid */
-       if (easy_floor)
-       {
-               floor_num = scan_floor(floor_list, y, x, 0x02);
-
-               if (floor_num)
-               {
-                       x_info = _("x物 ", "x,");
-               }
-       }
-
-       /* Hack -- under the player */
-       if (player_bold(y, x))
-       {
-#ifdef JP
-               s1 = "あなたは";
-               s2 = "の上";
-               s3 = "にいる";
-#else
-               s1 = "You are ";
-               s2 = "on ";
-#endif
-       }
-       else
-       {
-               s1 = _("ターゲット:", "Target:");
-       }
-
-       /* Hack -- hallucination */
-       if (p_ptr->image)
-       {
-               concptr name = _("何か奇妙な物", "something strange");
-
-               /* Display a message */
-#ifdef JP
-               sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
-#else
-               sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
-#endif
-
-               prt(out_val, 0, 0);
-               move_cursor_relative(y, x);
-               query = inkey();
-
-               /* Stop on everything but "return" */
-               if ((query != '\r') && (query != '\n')) return query;
-
-               /* Repeat forever */
-               return 0;
-       }
-
-
-       /* Actual monsters */
-       if (g_ptr->m_idx && current_floor_ptr->m_list[g_ptr->m_idx].ml)
-       {
-               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;
-
-               /* Not boring */
-               boring = FALSE;
-
-               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-               monster_race_track(m_ptr->ap_r_idx);
-               health_track(g_ptr->m_idx);
-               handle_stuff();
-
-               /* Interact */
-               while (1)
-               {
-                       char acount[10];
-
-                       /* Recall */
-                       if (recall)
-                       {
-                               screen_save();
-
-                               /* Recall on screen */
-                               screen_roff(m_ptr->ap_r_idx, 0);
-
-                               /* Hack -- Complete the prompt (again) */
-                               Term_addstr(-1, TERM_WHITE, format(_("  [r思 %s%s]", "  [r,%s%s]"), x_info, info));
-
-                               /* Command */
-                               query = inkey();
-
-                               screen_load();
-
-                               /* Normal commands */
-                               if (query != 'r') break;
-
-                               /* Toggle recall */
-                               recall = FALSE;
-
-                               /* Cleare recall text and repeat */
-                               continue;
-                       }
-
-                       /*** Normal ***/
-
-                       /* Describe, and prompt for recall */
-                       evaluate_monster_exp(acount, m_ptr);
-
-#ifdef JP
-                       sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
-#else
-                       sprintf(out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, s1, s2, s3, m_name, look_mon_desc(m_ptr, 0x01), x_info, info);
-#endif
-
-                       prt(out_val, 0, 0);
-
-                       /* Place cursor */
-                       move_cursor_relative(y, x);
-
-                       /* Command */
-                       query = inkey();
-
-                       /* Normal commands */
-                       if (query != 'r') break;
-
-                       /* Toggle recall */
-                       recall = TRUE;
-               }
-
-               /* Always stop at "normal" keys */
-               if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
-
-               /* Sometimes stop at "space" key */
-               if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
-
-               /* Change the intro */
-               s1 = _("それは", "It is ");
-
-               /* Hack -- take account of gender */
-               if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
-               else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
-
-               /* Use a preposition */
-#ifdef JP
-               s2 = "を";
-               s3 = "持っている";
-#else
-               s2 = "carrying ";
-#endif
-
-
-               /* Scan all objects being carried */
-               for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
-               {
-                       GAME_TEXT o_name[MAX_NLEN];
-
-                       object_type *o_ptr;
-                       o_ptr = &current_floor_ptr->o_list[this_o_idx];
-
-                       /* Acquire next object */
-                       next_o_idx = o_ptr->next_o_idx;
-
-                       /* Obtain an object description */
-                       object_desc(o_name, o_ptr, 0);
-
-#ifdef JP
-                       sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
-#else
-                       sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
-#endif
-
-                       prt(out_val, 0, 0);
-                       move_cursor_relative(y, x);
-                       query = inkey();
-
-                       /* Always stop at "normal" keys */
-                       if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
-
-                       /* Sometimes stop at "space" key */
-                       if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
-
-                       /* Change the intro */
-                       s2 = _("をまた", "also carrying ");
-               }
-
-               /* Use a preposition */
-#ifdef JP
-               s2 = "の上";
-               s3 = "にいる";
-#else
-               s2 = "on ";
-#endif
-       }
-
-       if (floor_num)
-       {
-               int min_width = 0;
-
-               while (1)
-               {
-                       if (floor_num == 1)
-                       {
-                               GAME_TEXT o_name[MAX_NLEN];
-
-                               object_type *o_ptr;
-                               o_ptr = &current_floor_ptr->o_list[floor_list[0]];
-
-                               object_desc(o_name, o_ptr, 0);
-
-#ifdef JP
-                               sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
-#else
-                               sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
-#endif
-
-                               prt(out_val, 0, 0);
-                               move_cursor_relative(y, x);
-
-                               /* Command */
-                               query = inkey();
-
-                               /* End this grid */
-                               return query;
-                       }
-
-                       /* Provide one cushion before item listing  */
-                       if (boring)
-                       {
-                               /* Display rough information about items */
-#ifdef JP
-                               sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]", s1, (int)floor_num, s2, s3, info);
-#else
-                               sprintf(out_val, "%s%s%sa pile of %d items [x,%s]", s1, s2, s3, (int)floor_num, info);
-#endif
-
-                               prt(out_val, 0, 0);
-                               move_cursor_relative(y, x);
-
-                               /* Command */
-                               query = inkey();
-
-                               /* No request for listing */
-                               if (query != 'x' && query != ' ') return query;
-                       }
-
-
-                       /** Display list of items **/
-
-                       /* Continue scrolling list if requested */
-                       while (1)
-                       {
-                               int i;
-                               OBJECT_IDX o_idx;
-                               screen_save();
-
-                               /* Display */
-                               show_gold_on_floor = TRUE;
-                               (void)show_floor(0, y, x, &min_width);
-                               show_gold_on_floor = FALSE;
-
-                               /* Prompt */
-#ifdef JP
-                               sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]", s1, (int)floor_num, s2, s3, info);
-#else
-                               sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]", s1, s2, s3, (int)floor_num, info);
-#endif
-                               prt(out_val, 0, 0);
-
-                               query = inkey();
-                               screen_load();
-
-                               /* Exit unless 'Enter' */
-                               if (query != '\n' && query != '\r')
-                               {
-                                       return query;
-                               }
-
-                               /* Get the object being moved. */
-                               o_idx = g_ptr->o_idx;
-                               /* Only rotate a pile of two or more objects. */
-                               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 = 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. */
-                               current_floor_ptr->o_list[i].next_o_idx = o_idx;
-
-                               /* Loop and re-display the list */
-                       }
-               }
-
-               /* NOTREACHED */
-       }
-
-       /* Scan all objects in the grid */
-       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-       {
-               object_type *o_ptr;
-               o_ptr = &current_floor_ptr->o_list[this_o_idx];
-
-               /* Acquire next object */
-               next_o_idx = o_ptr->next_o_idx;
-
-               if (o_ptr->marked & OM_FOUND)
-               {
-                       GAME_TEXT o_name[MAX_NLEN];
-
-                       /* Not boring */
-                       boring = FALSE;
-
-                       /* Obtain an object description */
-                       object_desc(o_name, o_ptr, 0);
-
-#ifdef JP
-                       sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
-#else
-                       sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
-#endif
-
-                       prt(out_val, 0, 0);
-                       move_cursor_relative(y, x);
-                       query = inkey();
-
-                       /* Always stop at "normal" keys */
-                       if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
-
-                       /* Sometimes stop at "space" key */
-                       if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
-
-                       /* Change the intro */
-                       s1 = _("それは", "It is ");
-
-                       /* Plurals */
-                       if (o_ptr->number != 1) s1 = _("それらは", "They are ");
-
-                       /* Preposition */
-#ifdef JP
-                       s2 = "の上";
-                       s3 = "に見える";
-#else
-                       s2 = "on ";
-#endif
-
-               }
-       }
-
-
-       /* Feature code (applying "mimic" field) */
-       feat = get_feat_mimic(g_ptr);
-
-       /* Require knowledge about grid, or ability to see grid */
-       if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
-       {
-               /* Forget feature */
-               feat = feat_none;
-       }
-
-       f_ptr = &f_info[feat];
-
-       /* Terrain feature if needed */
-       if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
-       {
-               concptr name;
-
-               /* Hack -- special handling for quest entrances */
-               if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
-               {
-                       /* Set the quest number temporary */
-                       IDX old_quest = p_ptr->inside_quest;
-                       int j;
-
-                       /* Clear the text */
-                       for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
-                       quest_text_line = 0;
-
-                       p_ptr->inside_quest = g_ptr->special;
-
-                       /* Get the quest text */
-                       init_flags = INIT_NAME_ONLY;
-
-                       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[g_ptr->special].name, quest[g_ptr->special].level);
-
-                       /* Reset the old quest number */
-                       p_ptr->inside_quest = old_quest;
-               }
-
-               /* Hack -- special handling for building doors */
-               else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
-               {
-                       name = building[f_ptr->subtype].name;
-               }
-               else if (have_flag(f_ptr->flags, FF_ENTRANCE))
-               {
-                       name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[g_ptr->special].text, d_info[g_ptr->special].mindepth);
-               }
-               else if (have_flag(f_ptr->flags, FF_TOWN))
-               {
-                       name = town_info[g_ptr->special].name;
-               }
-               else if (p_ptr->wild_mode && (feat == feat_floor))
-               {
-                       name = _("道", "road");
-               }
-               else
-               {
-                       name = f_name + f_ptr->name;
-               }
-
-
-               /* Pick a prefix */
-               if (*s2 &&
-                   ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
-                    (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
-                    have_flag(f_ptr->flags, FF_TOWN)))
-               {
-                       s2 = _("の中", "in ");
-               }
-
-               /* Hack -- special introduction for store & building doors -KMW- */
-               if (have_flag(f_ptr->flags, FF_STORE) ||
-                   have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
-                   (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
-                   have_flag(f_ptr->flags, FF_ENTRANCE))
-               {
-                       s2 = _("の入口", "");
-               }
-#ifndef JP
-               else if (have_flag(f_ptr->flags, FF_FLOOR) ||
-                        have_flag(f_ptr->flags, FF_TOWN) ||
-                        have_flag(f_ptr->flags, FF_SHALLOW) ||
-                        have_flag(f_ptr->flags, FF_DEEP))
-               {
-                       s3 ="";
-               }
-               else
-               {
-                       /* Pick proper indefinite article */
-                       s3 = (is_a_vowel(name[0])) ? "an " : "a ";
-               }
-#endif
-
-               /* Display a message */
-               if (p_ptr->wizard)
-               {
-                       char f_idx_str[32];
-                       if (g_ptr->mimic) sprintf(f_idx_str, "%d/%d", g_ptr->feat, g_ptr->mimic);
-                       else sprintf(f_idx_str, "%d", g_ptr->feat);
-#ifdef JP
-                       sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)g_ptr->info, f_idx_str, g_ptr->dist, g_ptr->cost, g_ptr->when, (int)y, (int)x, travel.cost[y][x]);
-#else
-                       sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, g_ptr->info, f_idx_str, g_ptr->dist, g_ptr->cost, g_ptr->when, (int)y, (int)x);
-#endif
-               }
-               else
-#ifdef JP
-                       sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
-#else
-                       sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
-#endif
-
-               prt(out_val, 0, 0);
-               move_cursor_relative(y, x);
-               query = inkey();
-
-               /* Always stop at "normal" keys */
-               if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
-       }
-
-       /* Stop on everything but "return" */
-       if ((query != '\r') && (query != '\n')) return query;
-
-       /* Repeat forever */
-       return 0;
-}
-
-
-/*
- * Handle "target" and "look".
- *
- * Note that this code can be called from "get_aim_dir()".
- *
- * All locations must be on the current panel.  Consider the use of
- * "panel_bounds()" to allow "off-panel" targets, perhaps by using
- * some form of "scrolling" the map around the cursor.  
- * That is, consider the possibility of "auto-scrolling" the screen
- * while the cursor moves around.  This may require changes in the
- * "update_monster()" code to allow "visibility" even if off panel, and
- * may require dynamic recalculation of the "temp" grid set.
- *
- * Hack -- targeting/observing an "outer border grid" may induce
- * problems, so this is not currently allowed.
- *
- * The player can use the direction keys to move among "interesting"
- * grids in a heuristic manner, or the "space", "+", and "-" keys to
- * move through the "interesting" grids in a sequential manner, or
- * can enter "location" mode, and use the direction keys to move one
- * grid at a time in any direction.  The "t" (set target) command will
- * only target a monster (as opposed to a location) if the monster is
- * target_able and the "interesting" mode is being used.
- *
- * The current grid is described using the "look" method above, and
- * a new command may be entered at any time, but note that if the
- * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
- * where "space" has no obvious meaning) then "space" will scan
- * through the description of the current grid until done, instead
- * of immediately jumping to the next "interesting" grid.  This
- * allows the "target" command to retain its old semantics.
- *
- * The "*", "+", and "-" keys may always be used to jump immediately
- * to the next (or previous) interesting grid, in the proper mode.
- *
- * The "return" key may always be used to scan through a complete
- * grid description (forever).
- *
- * This command will cancel any old target, even if used from
- * inside the "look" command.
- */
-bool target_set(BIT_FLAGS mode)
-{
-       int i, d, m, t, bd;
-       POSITION y = p_ptr->y;
-       POSITION x = p_ptr->x;
-
-       bool done = FALSE;
-       bool flag = TRUE;
-       char query;
-       char info[80];
-       char same_key;
-       grid_type *g_ptr;
-       TERM_LEN wid, hgt;
-       
-       get_screen_size(&wid, &hgt);
-
-       /* Cancel target */
-       target_who = 0;
-
-       if (rogue_like_commands)
-       {
-               same_key = 'x';
-       }
-       else
-       {
-               same_key = 'l';
-       }
-
-       /* Prepare the "temp" array */
-       target_set_prepare(mode);
-
-       /* Start near the player */
-       m = 0;
-
-       /* Interact */
-       while (!done)
-       {
-               /* Interesting grids */
-               if (flag && temp_n)
-               {
-                       y = temp_y[m];
-                       x = temp_x[m];
-
-                       /* Set forcus */
-                       change_panel_xy(y, x);
-
-                       if (!(mode & TARGET_LOOK)) prt_path(y, x);
-
-                       /* Access */
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
-
-                       /* Allow target */
-                       if (target_able(g_ptr->m_idx))
-                       {
-                               strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
-                       }
-
-                       /* Dis-allow target */
-                       else
-                       {
-                               strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
-                       }
-
-                       if (cheat_sight)
-                       {
-                               char cheatinfo[30];
-                               sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
-                                       los(p_ptr->y, p_ptr->x, y, x), projectable(p_ptr->y, p_ptr->x, y, x));
-                               strcat(info, cheatinfo);
-                       }
-                       
-                       /* Describe and Prompt */
-                       while (TRUE){
-                               query = target_set_aux(y, x, mode, info);
-                               if(query)break;
-                       }
-
-                       /* Assume no "direction" */
-                       d = 0;
-
-                       if (use_menu)
-                       {
-                               if (query == '\r') query = 't';
-                       }  
-
-                       /* Analyze */
-                       switch (query)
-                       {
-                               case ESCAPE:
-                               case 'q':
-                               {
-                                       done = TRUE;
-                                       break;
-                               }
-
-                               case 't':
-                               case '.':
-                               case '5':
-                               case '0':
-                               {
-                                       if (target_able(g_ptr->m_idx))
-                                       {
-                                               health_track(g_ptr->m_idx);
-                                               target_who = g_ptr->m_idx;
-                                               target_row = y;
-                                               target_col = x;
-                                               done = TRUE;
-                                       }
-                                       else
-                                       {
-                                               bell();
-                                       }
-                                       break;
-                               }
-
-                               case ' ':
-                               case '*':
-                               case '+':
-                               {
-                                       if (++m == temp_n)
-                                       {
-                                               m = 0;
-                                               if (!expand_list) done = TRUE;
-                                       }
-                                       break;
-                               }
-
-                               case '-':
-                               {
-                                       if (m-- == 0)
-                                       {
-                                               m = temp_n - 1;
-                                               if (!expand_list) done = TRUE;
-                                       }
-                                       break;
-                               }
-
-                               case 'p':
-                               {
-                                       /* Recenter the map around the player */
-                                       verify_panel();
-                                       p_ptr->update |= (PU_MONSTERS);
-                                       p_ptr->redraw |= (PR_MAP);
-                                       p_ptr->window |= (PW_OVERHEAD);
-                                       handle_stuff();
-
-                                       /* Recalculate interesting grids */
-                                       target_set_prepare(mode);
-
-                                       y = p_ptr->y;
-                                       x = p_ptr->x;
-                               }
-
-                               case 'o':
-                               {
-                                       flag = FALSE;
-                                       break;
-                               }
-
-                               case 'm':
-                               {
-                                       break;
-                               }
-
-                               default:
-                               {
-                                       if(query == same_key)
-                                       {
-                                               if (++m == temp_n)
-                                               {
-                                                       m = 0;
-                                                       if (!expand_list) done = TRUE;
-                                               }
-                                       }
-                                       else
-                                       {
-                                               /* Extract the action (if any) */
-                                               d = get_keymap_dir(query);
-
-                                               if (!d) bell();
-                                               break;
-                                       }
-                               }
-                       }
-                       /* Hack -- move around */
-                       if (d)
-                       {
-                               /* Modified to scroll to monster */
-                               POSITION y2 = panel_row_min;
-                               POSITION x2 = panel_col_min;
-
-                               /* Find a new monster */
-                               i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
-
-                               /* Request to target past last interesting grid */
-                               while (flag && (i < 0))
-                               {
-                                       /* Note the change */
-                                       if (change_panel(ddy[d], ddx[d]))
-                                       {
-                                               int v = temp_y[m];
-                                               int u = temp_x[m];
-
-                                               /* Recalculate interesting grids */
-                                               target_set_prepare(mode);
-
-                                               /* Look at interesting grids */
-                                               flag = TRUE;
-
-                                               /* Find a new monster */
-                                               i = target_pick(v, u, ddy[d], ddx[d]);
-
-                                               /* Use that grid */
-                                               if (i >= 0) m = i;
-                                       }
-
-                                       /* Nothing interesting */
-                                       else
-                                       {
-                                               POSITION dx = ddx[d];
-                                               POSITION dy = ddy[d];
-
-                                               /* Restore previous position */
-                                               panel_row_min = y2;
-                                               panel_col_min = x2;
-                                               panel_bounds_center();
-
-                                               p_ptr->update |= (PU_MONSTERS);
-                                               p_ptr->redraw |= (PR_MAP);
-                                               p_ptr->window |= (PW_OVERHEAD);
-                                               handle_stuff();
-
-                                               /* Recalculate interesting grids */
-                                               target_set_prepare(mode);
-
-                                               /* Look at boring grids */
-                                               flag = FALSE;
-
-                                               /* Move */
-                                               x += dx;
-                                               y += dy;
-
-                                               /* Do not move horizontally if unnecessary */
-                                               if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
-                                                        ((x > panel_col_min + wid / 2) && (dx < 0)))
-                                               {
-                                                       dx = 0;
-                                               }
-
-                                               /* Do not move vertically if unnecessary */
-                                               if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
-                                                        ((y > panel_row_min + hgt / 2) && (dy < 0)))
-                                               {
-                                                       dy = 0;
-                                               }
-
-                                               /* Apply the motion */
-                                               if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
-                                                   (x >= panel_col_min+wid) || (x < panel_col_min))
-                                               {
-                                                       if (change_panel(dy, dx)) target_set_prepare(mode);
-                                               }
-
-                                               /* Slide into legality */
-                                               if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
-                                               else if (x <= 0) x = 1;
-
-                                               /* Slide into legality */
-                                               if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
-                                               else if (y <= 0) y = 1;
-                                       }
-                               }
-
-                               /* Use that grid */
-                               m = i;
-                       }
-               }
-
-               /* Arbitrary grids */
-               else
-               {
-                       bool move_fast = FALSE;
-
-                       if (!(mode & TARGET_LOOK)) prt_path(y, x);
-
-                       /* Access */
-                       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>"));
-
-                       if (cheat_sight)
-                       {
-                               char cheatinfo[30];
-                               sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
-                                       los(p_ptr->y, p_ptr->x, y, x),
-                                       projectable(p_ptr->y, p_ptr->x, y, x));
-                               strcat(info, cheatinfo);
-                       }
-
-                       /* Describe and Prompt (enable "TARGET_LOOK") */
-                       while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
-
-                       /* Assume no direction */
-                       d = 0;
-
-                       if (use_menu)
-                       {
-                               if (query == '\r') query = 't';
-                       }  
-
-                       /* Analyze the keypress */
-                       switch (query)
-                       {
-                               case ESCAPE:
-                               case 'q':
-                               {
-                                       done = TRUE;
-                                       break;
-                               }
-
-                               case 't':
-                               case '.':
-                               case '5':
-                               case '0':
-                               {
-                                       target_who = -1;
-                                       target_row = y;
-                                       target_col = x;
-                                       done = TRUE;
-                                       break;
-                               }
-
-                               case 'p':
-                               {
-                                       /* Recenter the map around the player */
-                                       verify_panel();
-                                       p_ptr->update |= (PU_MONSTERS);
-                                       p_ptr->redraw |= (PR_MAP);
-                                       p_ptr->window |= (PW_OVERHEAD);
-                                       handle_stuff();
-
-                                       /* Recalculate interesting grids */
-                                       target_set_prepare(mode);
-
-                                       y = p_ptr->y;
-                                       x = p_ptr->x;
-                               }
-
-                               case 'o':
-                               {
-                                       break;
-                               }
-
-                               case ' ':
-                               case '*':
-                               case '+':
-                               case '-':
-                               case 'm':
-                               {
-                                       flag = TRUE;
-
-                                       m = 0;
-                                       bd = 999;
-
-                                       /* Pick a nearby monster */
-                                       for (i = 0; i < temp_n; i++)
-                                       {
-                                               t = distance(y, x, temp_y[i], temp_x[i]);
-
-                                               /* Pick closest */
-                                               if (t < bd)
-                                               {
-                                                       m = i;
-                                                       bd = t;
-                                               }
-                                       }
-
-                                       /* Nothing interesting */
-                                       if (bd == 999) flag = FALSE;
-
-                                       break;
-                               }
-
-                               default:
-                               {
-                                       /* Extract the action (if any) */
-                                       d = get_keymap_dir(query);
-
-                                       /* XTRA HACK MOVEFAST */
-                                       if (isupper(query)) move_fast = TRUE;
-
-                                       if (!d) bell();
-                                       break;
-                               }
-                       }
-
-                       /* Handle "direction" */
-                       if (d)
-                       {
-                               POSITION dx = ddx[d];
-                               POSITION dy = ddy[d];
-
-                               /* XTRA HACK MOVEFAST */
-                               if (move_fast)
-                               {
-                                       int mag = MIN(wid / 2, hgt / 2);
-                                       x += dx * mag;
-                                       y += dy * mag;
-                               }
-                               else
-                               {
-                                       x += dx;
-                                       y += dy;
-                               }
-
-                               /* Do not move horizontally if unnecessary */
-                               if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
-                                        ((x > panel_col_min + wid / 2) && (dx < 0)))
-                               {
-                                       dx = 0;
-                               }
-
-                               /* Do not move vertically if unnecessary */
-                               if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
-                                        ((y > panel_row_min + hgt / 2) && (dy < 0)))
-                               {
-                                       dy = 0;
-                               }
-
-                               /* Apply the motion */
-                               if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
-                                        (x >= panel_col_min + wid) || (x < panel_col_min))
-                               {
-                                       if (change_panel(dy, dx)) target_set_prepare(mode);
-                               }
-
-                               /* Slide into legality */
-                               if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
-                               else if (x <= 0) x = 1;
-
-                               /* Slide into legality */
-                               if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
-                               else if (y <= 0) y = 1;
-                       }
-               }
-       }
-
-       /* Forget */
-       temp_n = 0;
-
-       /* Clear the top line */
-       prt("", 0, 0);
-
-       /* Recenter the map around the player */
-       verify_panel();
-       p_ptr->update |= (PU_MONSTERS);
-       p_ptr->redraw |= (PR_MAP);
-       p_ptr->window |= (PW_OVERHEAD);
-       handle_stuff();
-
-       /* Failure to set target */
-       if (!target_who) return (FALSE);
-
-       /* Success */
-       return (TRUE);
-}
-
-
-/*
- * Get an "aiming direction" from the user.
- *
- * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
- * "0" for "current target", and "-1" for "entry aborted".
- *
- * Note that "Force Target", if set, will pre-empt user interaction,
- * if there is a usable target already set.
- *
- * Note that confusion over-rides any (explicit?) user choice.
- */
-bool get_aim_dir(DIRECTION *dp)
-{
-       DIRECTION dir;
-       char    command;
-       concptr p;
-       COMMAND_CODE code;
-
-       (*dp) = 0;
-
-       /* Global direction */
-       dir = command_dir;
-
-       /* Hack -- auto-target if requested */
-       if (use_old_target && target_okay()) dir = 5;
-
-       if (repeat_pull(&code))
-       {
-               /* Confusion? */
-
-               /* Verify */
-               if (!(code == 5 && !target_okay()))
-               {
-/*                     return (TRUE); */
-                       dir = (DIRECTION)code;
-               }
-       }
-       *dp = (DIRECTION)code;
-
-       /* Ask until satisfied */
-       while (!dir)
-       {
-               /* Choose a prompt */
-               if (!target_okay())
-               {
-                       p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
-               }
-               else
-               {
-                       p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
-               }
-
-               /* Get a command (or Cancel) */
-               if (!get_com(p, &command, TRUE)) break;
-
-               if (use_menu)
-               {
-                       if (command == '\r') command = 't';
-               }  
-
-               /* Convert various keys to "standard" keys */
-               switch (command)
-               {
-                       /* Use current target */
-                       case 'T':
-                       case 't':
-                       case '.':
-                       case '5':
-                       case '0':
-                       {
-                               dir = 5;
-                               break;
-                       }
-
-                       /* Set new target */
-                       case '*':
-                       case ' ':
-                       case '\r':
-                       {
-                               if (target_set(TARGET_KILL)) dir = 5;
-                               break;
-                       }
-
-                       default:
-                       {
-                               /* Extract the action (if any) */
-                               dir = get_keymap_dir(command);
-
-                               break;
-                       }
-               }
-
-               /* Verify requested targets */
-               if ((dir == 5) && !target_okay()) dir = 0;
-
-               /* Error */
-               if (!dir) bell();
-       }
-
-       /* No direction */
-       if (!dir)
-       {
-               project_length = 0; /* reset to default */
-               return (FALSE);
-       }
-
-       /* Save the direction */
-       command_dir = dir;
-
-       /* Check for confusion */
-       if (p_ptr->confused)
-       {
-               /* Random direction */
-               dir = ddd[randint0(8)];
-       }
-
-       /* Notice confusion */
-       if (command_dir != dir)
-       {
-               /* Warn the user */
-               msg_print(_("あなたは混乱している。", "You are confused."));
-       }
-
-       /* 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 = &current_floor_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 = &current_floor_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)
-{
-       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 (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 ((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) && (!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)
-       {
-               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))
-               {
-                       /* 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 = &current_floor_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);
-}
-
-
-/*
- * XAngband: determine if a given location is "interesting"
- * based on target_set_accept function.
- */
-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 */
-       if (g_ptr->info & (CAVE_MARK))
-       {
-               /* Notice stairs */
-               if (cave_have_flag_grid(g_ptr, FF_LESS)) return (TRUE);
-               if (cave_have_flag_grid(g_ptr, FF_MORE)) return (TRUE);
-
-               /* Notice quest features */
-               if (cave_have_flag_grid(g_ptr, FF_QUEST_ENTER)) return (TRUE);
-               if (cave_have_flag_grid(g_ptr, FF_QUEST_EXIT)) return (TRUE);
-       }
-
-       return (FALSE);
-}
-
-
-/*
- * XAngband: Prepare the "temp" array for "tget_pt"
- * based on target_set_prepare funciton.
- */
-static void tgt_pt_prepare(void)
-{
-       POSITION y, x;
-
-       /* Reset "temp" array */
-       temp_n = 0;
-
-       if (!expand_list) return;
-
-       /* Scan the current panel */
-       for (y = 1; y < current_floor_ptr->height; y++)
-       {
-               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++;
-               }
-       }
-
-       /* 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);
-}
-
-/*
- * old -- from PsiAngband.
- */
-bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
-{
-       char ch = 0;
-       int d, n = 0;
-       POSITION x, y;
-       bool success = FALSE;
-
-       TERM_LEN wid, hgt;
-
-       get_screen_size(&wid, &hgt);
-
-       x = p_ptr->x;
-       y = p_ptr->y;
-
-       if (expand_list) 
-       {
-               tgt_pt_prepare();
-       }
-
-       msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
-       msg_flag = FALSE; /* prevents "-more-" message. */
-
-       while ((ch != ESCAPE) && !success)
-       {
-               bool move_fast = FALSE;
-
-               move_cursor_relative(y, x);
-               ch = inkey();
-               switch (ch)
-               {
-               case ESCAPE:
-                       break;
-               case ' ':
-               case 't':
-               case '.':
-               case '5':
-               case '0':
-                       /* illegal place */
-                       if (player_bold(y, x)) ch = 0;
-
-                       /* okay place */
-                       else success = TRUE;
-
-                       break;
-
-               /* XAngband: Move cursor to stairs */
-               case '>':
-               case '<':
-                       if (expand_list && temp_n)
-                       {
-                               int dx, dy;
-                               int cx = (panel_col_min + panel_col_max) / 2;
-                               int cy = (panel_row_min + panel_row_max) / 2;
-
-                               n++;
-
-                               /* Skip stairs which have defferent distance */
-                               for (; n < temp_n; ++ n)
-                               {
-                                       grid_type *g_ptr = &current_floor_ptr->grid_array[temp_y[n]][temp_x[n]];
-
-                                       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 */
-                               {
-                                       n = 0;
-                                       y = p_ptr->y;
-                                       x = p_ptr->x;
-                                       verify_panel(); /* Move cursor to player */
-
-                                       p_ptr->update |= (PU_MONSTERS);
-
-                                       p_ptr->redraw |= (PR_MAP);
-
-                                       p_ptr->window |= (PW_OVERHEAD);
-                                       handle_stuff();
-                               }
-                               else    /* move cursor to next stair and change panel */
-                               {
-                                       y = temp_y[n];
-                                       x = temp_x[n];
-
-                                       dy = 2 * (y - cy) / hgt;
-                                       dx = 2 * (x - cx) / wid;
-                                       if (dy || dx) change_panel(dy, dx);
-                               }
-                       }
-                       break;
-
-               default:
-                       /* Look up the direction */
-                       d = get_keymap_dir(ch);
-
-                       /* XTRA HACK MOVEFAST */
-                       if (isupper(ch)) move_fast = TRUE;
-
-                       /* Handle "direction" */
-                       if (d)
-                       {
-                               int dx = ddx[d];
-                               int dy = ddy[d];
-
-                               /* XTRA HACK MOVEFAST */
-                               if (move_fast)
-                               {
-                                       int mag = MIN(wid / 2, hgt / 2);
-                                       x += dx * mag;
-                                       y += dy * mag;
-                               }
-                               else
-                               {
-                                       x += dx;
-                                       y += dy;
-                               }
-
-                               /* Do not move horizontally if unnecessary */
-                               if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
-                                        ((x > panel_col_min + wid / 2) && (dx < 0)))
-                               {
-                                       dx = 0;
-                               }
-
-                               /* Do not move vertically if unnecessary */
-                               if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
-                                        ((y > panel_row_min + hgt / 2) && (dy < 0)))
-                               {
-                                       dy = 0;
-                               }
-
-                               /* Apply the motion */
-                               if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
-                                        (x >= panel_col_min + wid) || (x < panel_col_min))
-                               {
-                                       /* if (change_panel(dy, dx)) target_set_prepare(mode); */
-                                       change_panel(dy, dx);
-                               }
-
-                               /* Slide into legality */
-                               if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
-                               else if (x <= 0) x = 1;
-
-                               /* Slide into legality */
-                               if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
-                               else if (y <= 0) y = 1;
-
-                       }
-                       break;
-               }
-       }
-
-       /* Clear the top line */
-       prt("", 0, 0);
-
-       /* Recenter the map around the player */
-       verify_panel();
-
-       p_ptr->update |= (PU_MONSTERS);
-
-       p_ptr->redraw |= (PR_MAP);
-
-       p_ptr->window |= (PW_OVERHEAD);
-       handle_stuff();
-
-       *x_ptr = x;
-       *y_ptr = y;
-       return success;
-}
-
-
-bool get_hack_dir(DIRECTION *dp)
-{
-       DIRECTION dir;
-       concptr    p;
-       char    command;
-
-       (*dp) = 0;
-
-       /* Global direction */
-       dir = 0;
-
-       /* (No auto-targeting) */
-
-       /* Ask until satisfied */
-       while (!dir)
-       {
-               /* Choose a prompt */
-               if (!target_okay())
-               {
-                       p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
-               }
-               else
-               {
-                       p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
-               }
-
-               /* Get a command (or Cancel) */
-               if (!get_com(p, &command, TRUE)) break;
-
-               if (use_menu)
-               {
-                       if (command == '\r') command = 't';
-               }  
-
-               /* Convert various keys to "standard" keys */
-               switch (command)
-               {
-                       /* Use current target */
-                       case 'T':
-                       case 't':
-                       case '.':
-                       case '5':
-                       case '0':
-                       {
-                               dir = 5;
-                               break;
-                       }
-
-                       /* Set new target */
-                       case '*':
-                       case ' ':
-                       case '\r':
-                       {
-                               if (target_set(TARGET_KILL)) dir = 5;
-                               break;
-                       }
-
-                       default:
-                       {
-                               /* Look up the direction */
-                               dir = get_keymap_dir(command);
-
-                               break;
-                       }
-               }
-
-               /* Verify requested targets */
-               if ((dir == 5) && !target_okay()) dir = 0;
-
-               /* Error */
-               if (!dir) bell();
-       }
-
-       /* No direction */
-       if (!dir) return (FALSE);
-
-       /* Save the direction */
-       command_dir = dir;
-
-       /* Check for confusion */
-       if (p_ptr->confused)
-       {
-               /* Random direction */
-               dir = ddd[randint0(8)];
-       }
-
-       /* Notice confusion */
-       if (command_dir != dir)
-       {
-               /* Warn the user */
-               msg_print(_("あなたは混乱している。", "You are confused."));
-       }
-
-       /* Save direction */
-       (*dp) = dir;
-
-       /* A "valid" direction was entered */
-       return (TRUE);
-}