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[hengband/hengband.git] / src / xtra2.c
diff --git a/src/xtra2.c b/src/xtra2.c
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-/*!
- * @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 "monsterrace-hook.h"
-#include "objectkind-hook.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 < 6; n++)
-                                               if (n != choice - 'a')
-                                                       prt("",n+2,14);
-                                       if (get_check(_("よろしいですか?", "Are you sure? "))) break;
-                               }
-                               do_inc_stat(choice - 'a');
-                               screen_load();
-                       }
-                       else if(!(p_ptr->max_plv % 2))
-                               do_inc_stat(randint0(6));
-               }
-
-               if (level_mutation)
-               {
-                       msg_print(_("あなたは変わった気がする...", "You feel different..."));
-                       (void)gain_random_mutation(0);
-                       level_mutation = FALSE;
-               }
-
-               /*
-                * 報酬でレベルが上ると再帰的に check_experience() が
-                * 呼ばれるので順番を最後にする。
-                */
-               if (level_reward)
-               {
-                       gain_level_reward(0);
-                       level_reward = FALSE;
-               }
-
-               p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-               p_ptr->redraw |= (PR_LEV | PR_TITLE);
-               p_ptr->window |= (PW_PLAYER | PW_SPELL);
-               handle_stuff();
-       }
-
-       /* Load an autopick preference file */
-       if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
-}
-
-
-/*!
- * @brief モンスターを倒した際の財宝svalを返す
- * @param r_idx 倒したモンスターの種族ID
- * @return 財宝のsval
- * @details
- * Hack -- Return the "automatic coin type" of a monster race
- * Used to allocate proper treasure when "Creeping coins" die
- * Note the use of actual "monster names"
- */
-static int get_coin_type(MONRACE_IDX r_idx)
-{
-       /* Analyze monsters */
-       switch (r_idx)
-       {
-               case MON_COPPER_COINS: return 2;
-               case MON_SILVER_COINS: return 5;
-               case MON_GOLD_COINS: return 10;
-               case MON_MITHRIL_COINS:
-               case MON_MITHRIL_GOLEM: return 16;
-               case MON_ADAMANT_COINS: return 17;
-       }
-
-       /* Assume nothing */
-       return 0;
-}
-
-
-
-/*!
- * @brief クエストを達成状態にする /
- * @param quest_num 達成状態にしたいクエストのID
- * @return なし
- */
-void complete_quest(QUEST_IDX quest_num)
-{
-       quest_type* const q_ptr = &quest[quest_num];
-
-       switch (q_ptr->type)
-       {
-       case QUEST_TYPE_RANDOM:
-               if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
-               break;
-       default:
-               if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
-               break;
-       }
-
-       q_ptr->status = QUEST_STATUS_COMPLETED;
-       q_ptr->complev = (byte)p_ptr->lev;
-       update_playtime();
-       q_ptr->comptime = playtime;
-
-       if (!(q_ptr->flags & QUEST_FLAG_SILENT))
-       {
-               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
-               msg_print(_("クエストを達成した!", "You just completed your quest!"));
-               msg_print(NULL);
-       }
-}
-
-/*!
- * @brief 現在フロアに残っている敵モンスターの数を返す /
- * @return 現在の敵モンスターの数
- */
-static MONSTER_NUMBER count_all_hostile_monsters(void)
-{
-       POSITION x, y;
-       MONSTER_NUMBER number_mon = 0;
-
-       for (x = 0; x < cur_wid; ++ x)
-       {
-               for (y = 0; y < cur_hgt; ++ y)
-               {
-                       MONSTER_IDX m_idx = cave[y][x].m_idx;
-
-                       if (m_idx > 0 && is_hostile(&m_list[m_idx]))
-                       {
-                               ++number_mon;
-                       }
-               }
-       }
-
-       return number_mon;
-}
-
-/*!
- * @brief 特定の敵を倒した際にクエスト達成処理 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param m_ptr 撃破したモンスターの構造体参照ポインタ
- * @return なし
- */
-void check_quest_completion(monster_type *m_ptr)
-{
-       POSITION y, x;
-       QUEST_IDX quest_num;
-
-       bool create_stairs = FALSE;
-       bool reward = FALSE;
-
-       object_type forge;
-       object_type *o_ptr;
-
-       y = m_ptr->fy;
-       x = m_ptr->fx;
-
-       /* Inside a quest */
-       quest_num = p_ptr->inside_quest;
-
-       /* Search for an active quest on this dungeon level */
-       if (!quest_num)
-       {
-               QUEST_IDX i;
-
-               for (i = max_q_idx - 1; i > 0; i--)
-               {
-                       quest_type* const q_ptr = &quest[i];
-                       
-                       /* Quest is not active */
-                       if (q_ptr->status != QUEST_STATUS_TAKEN)
-                               continue;
-
-                       /* Quest is not a dungeon quest */
-                       if (q_ptr->flags & QUEST_FLAG_PRESET)
-                               continue;
-
-                       /* Quest is not on this level */
-                       if ((q_ptr->level != dun_level) &&
-                           (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
-                               continue;
-
-                       /* Not a "kill monster" quest */
-                       if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
-                           (q_ptr->type == QUEST_TYPE_FIND_EXIT))
-                               continue;
-
-                       /* Interesting quest */
-                       if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
-                           (q_ptr->type == QUEST_TYPE_TOWER) ||
-                           (q_ptr->type == QUEST_TYPE_KILL_ALL))
-                               break;
-
-                       /* Interesting quest */
-                       if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
-                            (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
-                            (q_ptr->type == QUEST_TYPE_RANDOM)) &&
-                            (q_ptr->r_idx == m_ptr->r_idx))
-                               break;
-               }
-
-               quest_num = i;
-       }
-
-       /* Handle the current quest */
-       if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
-       {
-               /* Current quest */
-               quest_type* const q_ptr = &quest[quest_num];
-
-               switch (q_ptr->type)
-               {
-                       case QUEST_TYPE_KILL_NUMBER:
-                       {
-                               q_ptr->cur_num++;
-
-                               if (q_ptr->cur_num >= q_ptr->num_mon)
-                               {
-                                       complete_quest(quest_num);
-
-                                       q_ptr->cur_num = 0;
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_KILL_ALL:
-                       {
-                               if (!is_hostile(m_ptr)) break;
-
-                               if (count_all_hostile_monsters() == 1)
-                               {
-                                       if (q_ptr->flags & QUEST_FLAG_SILENT)
-                                       {
-                                               q_ptr->status = QUEST_STATUS_FINISHED;
-                                       }
-                                       else
-                                       {
-                                               complete_quest(quest_num);
-                                       }
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_KILL_LEVEL:
-                       case QUEST_TYPE_RANDOM:
-                       {
-                               /* Only count valid monsters */
-                               if (q_ptr->r_idx != m_ptr->r_idx)
-                                       break;
-
-                               q_ptr->cur_num++;
-
-                               if (q_ptr->cur_num >= q_ptr->max_num)
-                               {
-                                       complete_quest(quest_num);
-
-                                       if (!(q_ptr->flags & QUEST_FLAG_PRESET))
-                                       {
-                                               create_stairs = TRUE;
-                                               p_ptr->inside_quest = 0;
-                                       }
-
-                                       /* Finish the two main quests without rewarding */
-                                       if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
-                                       {
-                                               q_ptr->status = QUEST_STATUS_FINISHED;
-                                       }
-
-                                       if (q_ptr->type == QUEST_TYPE_RANDOM)
-                                       {
-                                               reward = TRUE;
-                                               q_ptr->status = QUEST_STATUS_FINISHED;
-                                       }
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_KILL_ANY_LEVEL:
-                       {
-                               q_ptr->cur_num++;
-                               if (q_ptr->cur_num >= q_ptr->max_num)
-                               {
-                                       complete_quest(quest_num);
-                                       q_ptr->cur_num = 0;
-                               }
-                               break;
-                       }
-                       case QUEST_TYPE_TOWER:
-                       {
-                               if (!is_hostile(m_ptr)) break;
-
-                               if (count_all_hostile_monsters() == 1)
-                               {
-                                       q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
-
-                                       if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
-                                          (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
-                                          (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
-                                       {
-
-                                               complete_quest(QUEST_TOWER1);
-                                       }
-                               }
-                               break;
-                       }
-               }
-       }
-
-       /* Create a magical staircase */
-       if (create_stairs)
-       {
-               POSITION ny, nx;
-
-               /* Stagger around */
-               while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
-               {
-                       /* Pick a location */
-                       scatter(&ny, &nx, y, x, 1, 0);
-
-                       /* Stagger */
-                       y = ny; x = nx;
-               }
-
-               /* Explain the staircase */
-               msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
-
-               /* Create stairs down */
-               cave_set_feat(y, x, feat_down_stair);
-
-               /* Remember to update everything */
-               p_ptr->update |= (PU_FLOW);
-       }
-
-       /*
-        * Drop quest reward
-        */
-       if (reward)
-       {
-               int i;
-
-               for (i = 0; i < (dun_level / 15)+1; i++)
-               {
-                       o_ptr = &forge;
-                       object_wipe(o_ptr);
-
-                       /* Make a great object */
-                       make_object(o_ptr, AM_GOOD | AM_GREAT);
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(o_ptr, -1, y, x);
-               }
-       }
-}
-
-/*!
- * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
- * @return なし
- */
-void check_find_art_quest_completion(object_type *o_ptr)
-{
-       QUEST_IDX i;
-       /* Check if completed a quest */
-       for (i = 0; i < max_q_idx; i++)
-       {
-               if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
-                       (quest[i].status == QUEST_STATUS_TAKEN) &&
-                       (quest[i].k_idx == o_ptr->name1))
-               {
-                       complete_quest(i);
-               }
-       }
-}
-
-
-/*!
- * @brief モンスターを撃破した際の述語メッセージを返す /
- * Return monster death string
- * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
- * @return 撃破されたモンスターの述語
- */
-cptr extract_note_dies(MONRACE_IDX r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-       /* Some monsters get "destroyed" */
-       if (!monster_living(r_idx))
-       {
-               int i;
-
-               for (i = 0; i < 4; i++)
-               {
-                       if (r_ptr->blow[i].method == RBM_EXPLODE)
-                       {
-                               return _("は爆発して粉々になった。", " explodes into tiny shreds.");
-                       }
-               }
-               return _("を倒した。", " is destroyed.");
-       }
-
-       /* Assume a default death */
-       return _("は死んだ。", " dies.");
-}
-
-
-/*!
- * @brief モンスターが死亡した時の処理 /
- * Handle the "death" of a monster.
- * @param m_idx 死亡したモンスターのID
- * @param drop_item TRUEならばモンスターのドロップ処理を行う
- * @return 撃破されたモンスターの述語
- * @details
- * <pre>
- * Disperse treasures centered at the monster location based on the
- * various flags contained in the monster flags fields.
- * Check for "Quest" completion when a quest monster is killed.
- * Note that only the player can induce "monster_death()" on Uniques.
- * Thus (for now) all Quest monsters should be Uniques.
- * Note that monsters can now carry objects, and when a monster dies,
- * it drops all of its objects, which may disappear in crowded rooms.
- * </pre>
- */
-void monster_death(MONSTER_IDX m_idx, bool drop_item)
-{
-       int i, j;
-       POSITION y, x;
-
-       int dump_item = 0;
-       int dump_gold = 0;
-       int number = 0;
-
-       monster_type *m_ptr = &m_list[m_idx];
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
-
-       u32b mo_mode = 0L;
-
-       bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
-       bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
-       bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
-       int force_coin = get_coin_type(m_ptr->r_idx);
-
-       object_type forge;
-       object_type *q_ptr;
-
-       bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
-               && !p_ptr->inside_battle && !is_pet(m_ptr);
-
-       /* The caster is dead? */
-       if (world_monster && world_monster == m_idx) world_monster = 0;
-
-       /* Notice changes in view */
-       if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-       {
-               /* Update some things */
-               p_ptr->update |= (PU_MON_LITE);
-       }
-
-       y = m_ptr->fy;
-       x = m_ptr->fx;
-
-       if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
-       {
-               GAME_TEXT m_name[MAX_NLEN];
-
-               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-               do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
-       }
-
-       /* Let monsters explode! */
-       for (i = 0; i < 4; i++)
-       {
-               if (r_ptr->blow[i].method == RBM_EXPLODE)
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
-                       DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
-                       DICE_SID d_side = r_ptr->blow[i].d_side;
-                       HIT_POINT damage = damroll(d_dice, d_side);
-
-                       project(m_idx, 3, y, x, damage, typ, flg, -1);
-                       break;
-               }
-       }
-
-       if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
-       {
-               choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
-               r_ptr = &r_info[m_ptr->r_idx];
-       }
-
-       /* Check for quest completion */
-       check_quest_completion(m_ptr);
-
-       /* Handle the possibility of player vanquishing arena combatant -KMW- */
-       if (p_ptr->inside_arena && !is_pet(m_ptr))
-       {
-               p_ptr->exit_bldg = TRUE;
-
-               if (p_ptr->arena_number > MAX_ARENA_MONS)
-               {
-                       msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
-               }
-               else
-               {
-                       msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
-               }
-
-               if (arena_info[p_ptr->arena_number].tval)
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a prize */
-                       object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
-                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-
-               if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
-               p_ptr->arena_number++;
-               if (record_arena)
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-                       
-                       /* Extract monster name */
-                       monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-                       
-                       do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
-               }
-       }
-
-       if (m_idx == p_ptr->riding)
-       {
-               if (rakuba(-1, FALSE))
-               {
-                       msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
-               }
-       }
-
-       /* Drop a dead corpse? */
-       if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
-           (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
-           !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
-       {
-               /* Assume skeleton */
-               bool corpse = FALSE;
-
-               /*
-                * We cannot drop a skeleton? Note, if we are in this check,
-                * we *know* we can drop at least a corpse or a skeleton
-                */
-               if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
-                       corpse = TRUE;
-               else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
-                       corpse = TRUE;
-
-               /* Else, a corpse is more likely unless we did a "lot" of damage */
-               else if (r_ptr->flags9 & RF9_DROP_CORPSE)
-               {
-                       /* Lots of damage in one blow */
-                       if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
-                       {
-                               if (one_in_(5)) corpse = TRUE;
-                       }
-                       else
-                       {
-                               if (!one_in_(5)) corpse = TRUE;
-                       }
-               }
-               q_ptr = &forge;
-
-               /* Prepare to make an object */
-               object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
-
-               apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
-               q_ptr->pval = m_ptr->r_idx;
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-       }
-
-       /* Drop objects being carried */
-       monster_drop_carried_objects(m_ptr);
-
-       if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
-       if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
-
-       switch (m_ptr->r_idx)
-       {
-       case MON_PINK_HORROR:
-               /* Pink horrors are replaced with 2 Blue horrors */
-               if (!(p_ptr->inside_arena || p_ptr->inside_battle))
-               {
-                       bool notice = FALSE;
-
-                       for (i = 0; i < 2; i++)
-                       {
-                               POSITION wy = y, wx = x;
-                               bool pet = is_pet(m_ptr);
-                               BIT_FLAGS mode = 0L;
-
-                               if (pet) mode |= PM_FORCE_PET;
-
-                               if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
-                               {
-                                       if (player_can_see_bold(wy, wx)) notice = TRUE;
-                               }
-                       }
-
-                       if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
-               }
-               break;
-
-       case MON_BLOODLETTER:
-               /* Bloodletters of Khorne may drop a blade of chaos */
-               if (drop_chosen_item && (randint1(100) < 15))
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a Blade of Chaos */
-                       object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
-
-                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_RAAL:
-               if (drop_chosen_item && (dun_level > 9))
-               {
-                       q_ptr = &forge;
-                       object_wipe(q_ptr);
-
-                       /* Activate restriction */
-                       if ((dun_level > 49) && one_in_(5))
-                               get_obj_num_hook = kind_is_good_book;
-                       else
-                               get_obj_num_hook = kind_is_book;
-
-                       /* Make a book */
-                       make_object(q_ptr, mo_mode);
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_DAWN:
-               /*
-                * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
-                * spawn another in the fallen one's place!
-                */
-               if (!p_ptr->inside_arena && !p_ptr->inside_battle)
-               {
-                       if (!one_in_(7))
-                       {
-                               POSITION wy = y, wx = x;
-                               int attempts = 100;
-                               bool pet = is_pet(m_ptr);
-
-                               do
-                               {
-                                       scatter(&wy, &wx, y, x, 20, 0);
-                               }
-                               while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
-
-                               if (attempts > 0)
-                               {
-                                       BIT_FLAGS mode = 0L;
-                                       if (pet) mode |= PM_FORCE_PET;
-
-                                       if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
-                                       {
-                                               if (player_can_see_bold(wy, wx))
-                                                       msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
-                                       }
-                               }
-                       }
-               }
-               break;
-
-       case MON_UNMAKER:
-               /* One more ultra-hack: An Unmaker goes out with a big bang! */
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
-               }
-               break;
-
-       case MON_UNICORN_ORD:
-       case MON_MORGOTH:
-       case MON_ONE_RING:
-               /* Reward for "lazy" player */
-               if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               {
-                       ARTIFACT_IDX a_idx = 0;
-                       artifact_type *a_ptr = NULL;
-
-                       if (!drop_chosen_item) break;
-
-                       do
-                       {
-                               switch (randint0(3))
-                               {
-                               case 0:
-                                       a_idx = ART_NAMAKE_HAMMER;
-                                       break;
-                               case 1:
-                                       a_idx = ART_NAMAKE_BOW;
-                                       break;
-                               case 2:
-                                       a_idx = ART_NAMAKE_ARMOR;
-                                       break;
-                               }
-
-                               a_ptr = &a_info[a_idx];
-                       }
-                       while (a_ptr->cur_num);
-
-                       /* Create the artifact */
-                       if (create_named_art(a_idx, y, x))
-                       {
-                               a_ptr->cur_num = 1;
-
-                               /* Hack -- Memorize location of artifact in saved floors */
-                               if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                       }
-                       else if (!preserve_mode) a_ptr->cur_num = 1;
-               }
-               break;
-
-       case MON_SERPENT:
-               if (!drop_chosen_item) break;
-               q_ptr = &forge;
-
-               /* Mega-Hack -- Prepare to make "Grond" */
-               object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
-
-               /* Mega-Hack -- Mark this item as "Grond" */
-               q_ptr->name1 = ART_GROND;
-
-               /* Mega-Hack -- Actually create "Grond" */
-               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-               q_ptr = &forge;
-
-               /* Mega-Hack -- Prepare to make "Chaos" */
-               object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
-
-               /* Mega-Hack -- Mark this item as "Chaos" */
-               q_ptr->name1 = ART_CHAOS;
-
-               /* Mega-Hack -- Actually create "Chaos" */
-               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-               break;
-
-       case MON_B_DEATH_SWORD:
-               if (drop_chosen_item)
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a broken sword */
-                       object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_A_GOLD:
-       case MON_A_SILVER:
-               if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
-                    ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a Can of Toys */
-                       object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
-
-                       apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_ROLENTO:
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
-               }
-               break;
-
-       default:
-               if (!drop_chosen_item) break;
-
-               switch (r_ptr->d_char)
-               {
-               case '(':
-                       if (dun_level > 0)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_cloak;
-
-                               /* Make a cloak */
-                               make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '/':
-                       if (dun_level > 4)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_polearm;
-
-                               /* Make a poleweapon */
-                               make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '[':
-                       if (dun_level > 19)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_armor;
-
-                               /* Make a hard armor */
-                               make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '\\':
-                       if (dun_level > 4)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_hafted;
-
-                               /* Make a hafted weapon */
-                               make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '|':
-                       if (m_ptr->r_idx != MON_STORMBRINGER)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_sword;
-
-                               /* Make a sword */
-                               make_object(q_ptr, mo_mode);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       break;
-               }
-               break;
-       }
-
-       /* Mega-Hack -- drop fixed items */
-       if (drop_chosen_item)
-       {
-               ARTIFACT_IDX a_idx = 0;
-               int chance = 0;
-
-               for(i = 0; i < 4; i++)
-               {
-                       if(!r_ptr->artifact_id[i]) break;
-                       a_idx = r_ptr->artifact_id[i];
-                       chance = r_ptr->artifact_percent[i];
-               }
-
-               if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
-               {
-                       artifact_type *a_ptr = &a_info[a_idx];
-
-                       if (!a_ptr->cur_num)
-                       {
-                               /* Create the artifact */
-                               if (create_named_art(a_idx, y, x))
-                               {
-                                       a_ptr->cur_num = 1;
-
-                                       /* Hack -- Memorize location of artifact in saved floors */
-                                       if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                               }
-                               else if (!preserve_mode) a_ptr->cur_num = 1;
-                       }
-               }
-
-               if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
-               {
-                       KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
-                               : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
-
-                       if (d_info[dungeon_type].final_artifact)
-                       {
-                               a_idx = d_info[dungeon_type].final_artifact;
-                               artifact_type *a_ptr = &a_info[a_idx];
-
-                               if (!a_ptr->cur_num)
-                               {
-                                       /* Create the artifact */
-                                       if (create_named_art(a_idx, y, x))
-                                       {
-                                               a_ptr->cur_num = 1;
-
-                                               /* Hack -- Memorize location of artifact in saved floors */
-                                               if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                                       }
-                                       else if (!preserve_mode) a_ptr->cur_num = 1;
-
-                                       /* Prevent rewarding both artifact and "default" object */
-                                       if (!d_info[dungeon_type].final_object) k_idx = 0;
-                               }
-                       }
-
-                       if (k_idx)
-                       {
-                               q_ptr = &forge;
-
-                               /* Prepare to make a reward */
-                               object_prep(q_ptr, k_idx);
-
-                               apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
-
-                               /* Drop it in the dungeon */
-                               (void)drop_near(q_ptr, -1, y, x);
-                       }
-                       msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
-               }
-       }
-
-       /* Determine how much we can drop */
-       if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
-       if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
-       if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
-       if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
-       if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
-       if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
-
-       if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
-               number = 0; /* Clones drop no stuff unless Cloning Pits */
-
-       if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
-               number = 0; /* Pets drop no stuff */
-       if (!drop_item && (r_ptr->d_char != '$')) number = 0;
-       
-       if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
-               number = 0; /* Limit of Multiply monster drop */
-
-       /* Hack -- handle creeping coins */
-       coin_type = force_coin;
-
-       /* Average dungeon and monster levels */
-       object_level = (dun_level + r_ptr->level) / 2;
-
-       /* Drop some objects */
-       for (j = 0; j < number; j++)
-       {
-               q_ptr = &forge;
-               object_wipe(q_ptr);
-
-               /* Make Gold */
-               if (do_gold && (!do_item || (randint0(100) < 50)))
-               {
-                       /* Make some gold */
-                       if (!make_gold(q_ptr)) continue;
-
-                       dump_gold++;
-               }
-
-               /* Make Object */
-               else
-               {
-                       /* Make an object */
-                       if (!make_object(q_ptr, mo_mode)) continue;
-
-                       dump_item++;
-               }
-
-               /* Drop it in the dungeon */
-               (void)drop_near(q_ptr, -1, y, x);
-       }
-
-       /* Reset the object level */
-       object_level = base_level;
-
-       /* Reset "coin" type */
-       coin_type = 0;
-
-
-       /* Take note of any dropped treasure */
-       if (visible && (dump_item || dump_gold))
-       {
-               /* Take notes on treasure */
-               lore_treasure(m_idx, dump_item, dump_gold);
-       }
-
-       /* Only process "Quest Monsters" */
-       if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
-       if (p_ptr->inside_battle) return;
-
-       /* Winner? */
-       if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
-       {
-               /* Total winner */
-               p_ptr->total_winner = TRUE;
-
-               /* Redraw the "title" */
-               p_ptr->redraw |= (PR_TITLE);
-
-               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
-
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
-
-               if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
-               {
-                       msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
-               }
-
-               /* Congratulations */
-               msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
-               msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
-               msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
-       }
-}
-
-/*!
- * @brief モンスターに与えたダメージの修正処理 /
- * Modify the physical damage done to the monster.
- * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
- * @param dam ダメージ基本値
- * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
- * @return 修正を行った結果のダメージ量
- * @details
- * <pre>
- * (for example when it's invulnerable or shielded)
- * ToDo: Accept a damage-type to calculate the modified damage from
- * things like fire, frost, lightning, poison, ... attacks.
- * "type" is not yet used and should be 0.
- * </pre>
- */
-HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
-{
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-
-       if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
-       {
-               dam /= 100;
-               if ((dam == 0) && one_in_(3)) dam = 1;
-       }
-
-       if (MON_INVULNER(m_ptr))
-       {
-               if (is_psy_spear)
-               {
-                       if (!p_ptr->blind && is_seen(m_ptr))
-                       {
-                               msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
-                       }
-               }
-               else if (!one_in_(PENETRATE_INVULNERABILITY))
-               {
-                       return (0);
-               }
-       }
-       return (dam);
-}
-
-
-/*!
- * @brief モンスターに与えたダメージを元に経験値を加算する /
- * Calculate experience point to be get
- * @param dam 与えたダメージ量
- * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
- * @return なし
- * @details
- * <pre>
- * Even the 64 bit operation is not big enough to avoid overflaw
- * unless we carefully choose orders of multiplication and division.
- * Get the coefficient first, and multiply (potentially huge) base
- * experience point of a monster later.
- * </pre>
- */
-static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
-{
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       s32b new_exp;
-       u32b new_exp_frac;
-       s32b div_h;
-       u32b div_l;
-
-       if (!m_ptr->r_idx) return;
-       if (is_pet(m_ptr) || p_ptr->inside_battle) return;
-
-       /*
-        * - Ratio of monster's level to player's level effects
-        * - Varying speed effects
-        * - Get a fraction in proportion of damage point
-        */
-       new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
-       new_exp_frac = 0;
-       div_h = 0L;
-       div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
-
-       /* Use (average maxhp * 2) as a denominator */
-       if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
-               s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
-       else
-               s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
-
-       /* Special penalty in the wilderness */
-       if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
-               s64b_mul(&div_h, &div_l, 0, 5);
-
-       /* Do division first to prevent overflaw */
-       s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
-
-       /* Special penalty for mutiply-monster */
-       if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
-       {
-               int monnum_penarty = r_ptr->r_akills / 400;
-               if (monnum_penarty > 8) monnum_penarty = 8;
-
-               while (monnum_penarty--)
-               {
-                       /* Divide by 4 */
-                       s64b_RSHIFT(new_exp, new_exp_frac, 2);
-               }
-       }
-       
-       /* Special penalty for rest_and_shoot exp scum */
-       if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
-       {
-               int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
-               if (over_damage > 32) over_damage = 32;
-
-               while (over_damage--)
-               {
-                       /* 9/10 for once */
-                       s64b_mul(&new_exp, &new_exp_frac, 0, 9);
-                       s64b_div(&new_exp, &new_exp_frac, 0, 10);
-               }
-       }
-
-       /* Finally multiply base experience point of the monster */
-       s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
-
-       /* Gain experience */
-       gain_exp_64(new_exp, new_exp_frac);
-}
-
-
-/*!
- * @brief モンスターのHPをダメージに応じて減算する /
- * Decreases monsters hit points, handling monster death.
- * @param dam 与えたダメージ量
- * @param m_idx ダメージを与えたモンスターのID
- * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
- * @param note モンスターが倒された際の特別なメッセージ述語
- * @return なし
- * @details
- * <pre>
- * We return TRUE if the monster has been killed (and deleted).
- * We announce monster death (using an optional "death message"
- * if given, and a otherwise a generic killed/destroyed message).
- * Only "physical attacks" can induce the "You have slain" message.
- * Missile and Spell attacks will induce the "dies" message, or
- * various "specialized" messages.  Note that "You have destroyed"
- * and "is destroyed" are synonyms for "You have slain" and "dies".
- * Hack -- unseen monsters yield "You have killed it." message.
- * Added fear (DGK) and check whether to print fear messages -CWS
- * Made name, sex, and capitalization generic -BEN-
- * As always, the "ghost" processing is a total hack.
- * Hack -- we "delay" fear messages by passing around a "fear" flag.
- * Consider decreasing monster experience over time, say,
- * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
- * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
- * monster worth more than subsequent monsters.  This would also need
- * to induce changes in the monster recall code.
- * </pre>
- */
-bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
-{
-       monster_type *m_ptr = &m_list[m_idx];
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-       monster_type exp_mon;
-
-       /* Innocent until proven otherwise */
-       bool innocent = TRUE, thief = FALSE;
-       int i;
-       HIT_POINT expdam;
-
-       (void)COPY(&exp_mon, m_ptr, monster_type);
-       
-       expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
-
-       get_exp_from_mon(expdam, &exp_mon);
-
-       /* Genocided by chaos patron */
-       if (!m_ptr->r_idx) m_idx = 0;
-       
-       /* Redraw (later) if needed */
-       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
-       (void)set_monster_csleep(m_idx, 0);
-
-       /* Hack - Cancel any special player stealth magics. -LM- */
-       if (p_ptr->special_defense & NINJA_S_STEALTH)
-       {
-               set_superstealth(FALSE);
-       }
-
-       /* Genocided by chaos patron */
-       if (!m_idx) return TRUE;
-       
-       m_ptr->hp -= dam;
-       m_ptr->dealt_damage += dam;
-
-       if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
-
-       if (p_ptr->wizard)
-       {
-               msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
-       }
-
-       /* It is dead now */
-       if (m_ptr->hp < 0)
-       {
-               GAME_TEXT m_name[MAX_NLEN];
-
-               if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
-               {
-                       /* You might have unmasked Tanuki first time */
-                       r_ptr = &r_info[m_ptr->r_idx];
-                       m_ptr->ap_r_idx = m_ptr->r_idx;
-                       if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
-               }
-
-               if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
-               {
-                       /* You might have unmasked Chameleon first time */
-                       r_ptr = real_r_ptr(m_ptr);
-                       if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
-               }
-
-               if (!(m_ptr->smart & SM_CLONED))
-               {
-                       /* When the player kills a Unique, it stays dead */
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                       {
-                               r_ptr->max_num = 0;
-
-                               /* Mega-Hack -- Banor & Lupart */
-                               if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
-                               {
-                                       r_info[MON_BANORLUPART].max_num = 0;
-                                       r_info[MON_BANORLUPART].r_pkills++;
-                                       r_info[MON_BANORLUPART].r_akills++;
-                                       if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
-                               }
-                               else if (m_ptr->r_idx == MON_BANORLUPART)
-                               {
-                                       r_info[MON_BANOR].max_num = 0;
-                                       r_info[MON_BANOR].r_pkills++;
-                                       r_info[MON_BANOR].r_akills++;
-                                       if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
-                                       r_info[MON_LUPART].max_num = 0;
-                                       r_info[MON_LUPART].r_pkills++;
-                                       r_info[MON_LUPART].r_akills++;
-                                       if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
-                               }
-                       }
-
-                       /* When the player kills a Nazgul, it stays dead */
-                       else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
-               }
-
-               /* Count all monsters killed */
-               if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
-
-               /* Recall even invisible uniques or winners */
-               if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
-               {
-                       /* Count kills this life */
-                       if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
-                       else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
-
-                       /* Count kills in all lives */
-                       if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
-                       else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
-
-                       /* Hack -- Auto-recall */
-                       monster_race_track(m_ptr->ap_r_idx);
-               }
-
-               /* Extract monster name */
-               monster_desc(m_name, m_ptr, MD_TRUE_NAME);
-
-               /* Don't kill Amberites */
-               if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
-               {
-                       int curses = 1 + randint1(3);
-                       bool stop_ty = FALSE;
-                       int count = 0;
-
-                       msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
-                       curse_equipment(100, 50);
-
-                       do
-                       {
-                               stop_ty = activate_ty_curse(stop_ty, &count);
-                       }
-                       while (--curses);
-               }
-
-               if (r_ptr->flags2 & RF2_CAN_SPEAK)
-               {
-                       char line_got[1024];
-                       if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
-                       {
-                               msg_format("%^s %s", m_name, line_got);
-                       }
-
-#ifdef WORLD_SCORE
-                       if (m_ptr->r_idx == MON_SERPENT)
-                       {
-                               screen_dump = make_screen_dump();
-                       }
-#endif
-               }
-
-               if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
-               {
-                       if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
-                       {
-                               chg_virtue(V_VALOUR, -1);
-                       }
-                       else if (r_ptr->level > dun_level)
-                       {
-                               if (randint1(10) <= (r_ptr->level - dun_level))
-                                       chg_virtue(V_VALOUR, 1);
-                       }
-                       if (r_ptr->level > 60)
-                       {
-                               chg_virtue(V_VALOUR, 1);
-                       }
-                       if (r_ptr->level >= 2 * (p_ptr->lev+1))
-                               chg_virtue(V_VALOUR, 2);
-               }
-
-               if (r_ptr->flags1 & RF1_UNIQUE)
-               {
-                       if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
-
-                       if (r_ptr->flags3 & RF3_GOOD)
-                       {
-                               chg_virtue(V_UNLIFE, 2);
-                               chg_virtue(V_VITALITY, -2);
-                       }
-
-                       if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
-               }
-
-               if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
-               {
-                       chg_virtue(V_COMPASSION, -1);
-               }
-
-               if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
-                       chg_virtue(V_UNLIFE, 1);
-
-               if (r_ptr->d_char == 'A')
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                               chg_virtue(V_FAITH, -2);
-                       else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
-                       {
-                               if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
-                               else chg_virtue(V_FAITH, 1);
-                       }
-               }
-               else if (r_ptr->flags3 & RF3_DEMON)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                               chg_virtue(V_FAITH, 2);
-                       else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
-                               chg_virtue(V_FAITH, 1);
-               }
-
-               if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
-                       chg_virtue(V_VITALITY, 2);
-
-               if (r_ptr->r_deaths)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                       {
-                               chg_virtue(V_HONOUR, 10);
-                       }
-                       else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
-                       {
-                               chg_virtue(V_HONOUR, 1);
-                       }
-               }
-               if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
-               {
-                       chg_virtue(V_VALOUR, -1);
-               }
-
-               for (i = 0; i < 4; i++)
-               {
-                       if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
-
-                       if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
-                               || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
-
-                               thief = TRUE; /* Thief! */
-               }
-
-               /* The new law says it is illegal to live in the dungeon */
-               if (r_ptr->level != 0) innocent = FALSE;
-
-               if (thief)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                               chg_virtue(V_JUSTICE, 3);
-                       else if (1+((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100))
-                               chg_virtue(V_JUSTICE, 1);
-               }
-               else if (innocent)
-               {
-                       chg_virtue (V_JUSTICE, -1);
-               }
-
-               if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
-               {
-                       if (one_in_(4)) chg_virtue(V_NATURE, -1);
-               }
-
-               if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
-               {
-                       char note_buf[160];
-                       sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
-                       do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
-               }
-
-               /* Make a sound */
-               sound(SOUND_KILL);
-
-               /* Death by Missile/Spell attack */
-               if (note)
-               {
-                       msg_format("%^s%s", m_name, note);
-               }
-
-               /* Death by physical attack -- invisible monster */
-               else if (!m_ptr->ml)
-               {
-#ifdef JP
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_format("せっかくだから%sを殺した。", m_name);
-                       else
-                               msg_format("%sを殺した。", m_name);
-#else
-                               msg_format("You have killed %s.", m_name);
-#endif
-
-               }
-
-               /* Death by Physical attack -- non-living monster */
-               else if (!monster_living(m_ptr->r_idx))
-               {
-                       bool explode = FALSE;
-
-                       for (i = 0; i < 4; i++)
-                       {
-                               if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
-                       }
-
-                       /* Special note at death */
-                       if (explode)
-                               msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
-                       else
-                       {
-#ifdef JP
-                               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                       msg_format("せっかくだから%sを倒した。", m_name);
-                               else
-                               msg_format("%sを倒した。", m_name);
-#else
-                               msg_format("You have destroyed %s.", m_name);
-#endif
-                       }
-               }
-
-               /* Death by Physical attack -- living monster */
-               else
-               {
-#ifdef JP
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_format("せっかくだから%sを葬り去った。", m_name);
-                       else
-                               msg_format("%sを葬り去った。", m_name);
-#else
-                               msg_format("You have slain %s.", m_name);
-#endif
-
-               }
-               if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
-               {
-                       for (i = 0; i < MAX_KUBI; i++)
-                       {
-                               if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
-                               {
-                                       msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
-                                       break;
-                               }
-                       }
-               }
-
-               /* Generate treasure */
-               monster_death(m_idx, TRUE);
-
-               /* Mega hack : replace IKETA to BIKETAL */
-               if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
-               {
-                       POSITION dummy_y = m_ptr->fy;
-                       POSITION dummy_x = m_ptr->fx;
-                       BIT_FLAGS mode = 0L;
-                       if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
-                       delete_monster_idx(m_idx);
-                       if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
-                       {
-                               msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
-                       }
-               }
-               else
-               {
-                       delete_monster_idx(m_idx);
-               }
-
-               get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
-
-               /* Not afraid */
-               (*fear) = FALSE;
-
-               /* Monster is dead */
-               return (TRUE);
-       }
-
-
-#ifdef ALLOW_FEAR
-
-       /* Mega-Hack -- Pain cancels fear */
-       if (MON_MONFEAR(m_ptr) && (dam > 0))
-       {
-               /* Cure fear */
-               if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
-               {
-                       /* No more fear */
-                       (*fear) = FALSE;
-               }
-       }
-
-       /* Sometimes a monster gets scared by damage */
-       if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
-       {
-               /* Percentage of fully healthy */
-               int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
-
-               /*
-                * Run (sometimes) if at 10% or less of max hit points,
-                * or (usually) when hit for half its current hit points
-                */
-               if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
-               {
-                       /* Hack -- note fear */
-                       (*fear) = TRUE;
-
-                       /* Hack -- Add some timed fear */
-                       (void)set_monster_monfear(m_idx, (randint1(10) +
-                                         (((dam >= m_ptr->hp) && (percentage > 7)) ?
-                                          20 : ((11 - percentage) * 5))));
-               }
-       }
-
-#endif
-
-       /* Not dead yet */
-       return (FALSE);
-}
-
-
-/*!
- * @brief 現在のコンソール表示の縦横を返す。 /
- * Get term size and calculate screen size
- * @param wid_p コンソールの表示幅文字数を返す
- * @param hgt_p コンソールの表示行数を返す
- * @return なし
- */
-void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
-{
-       Term_get_size(wid_p, hgt_p);
-       *hgt_p -= ROW_MAP + 2;
-       *wid_p -= COL_MAP + 2;
-       if (use_bigtile) *wid_p /= 2;
-}
-
-
-/*!
- * @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 コンソールのリサイズに合わせてマップを再描画する /
- * Map resizing whenever the main term changes size
- * @return なし
- */
-void resize_map(void)
-{
-       /* Only if the dungeon exists */
-       if (!character_dungeon) return;
-       
-       /* Mega-Hack -- no panel yet */
-       panel_row_max = 0;
-       panel_col_max = 0;
-
-       /* Reset the panels */
-       panel_row_min = cur_hgt;
-       panel_col_min = cur_wid;
-                               
-       verify_panel();
-
-       p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-       p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
-       p_ptr->update |= (PU_MONSTERS);
-       p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
-
-       handle_stuff();
-       Term_redraw();
-
-       /*
-        * Waiting command;
-        * Place the cursor on the player
-        */
-       if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
-
-       Term_fresh();
-}
-
-/*!
- * @brief コンソールを再描画する /
- * Redraw a term when it is resized
- * @return なし
- */
-void redraw_window(void)
-{
-       /* Only if the dungeon exists */
-       if (!character_dungeon) return;
-
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
-       p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
-
-       handle_stuff();
-       Term_redraw();
-}
-
-
-/*!
- * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
- * @param dy 変更先のフロアY座標
- * @param dx 変更先のフロアX座標
- * Handle a request to change the current panel
- * Return TRUE if the panel was changed.
- * Also used in do_cmd_locate
- * @return 実際に再描画が必要だった場合TRUEを返す
- */
-bool change_panel(POSITION dy, POSITION dx)
-{
-       POSITION y, x;
-       TERM_LEN wid, hgt;
-
-       get_screen_size(&wid, &hgt);
-
-       /* Apply the motion */
-       y = panel_row_min + dy * hgt / 2;
-       x = panel_col_min + dx * wid / 2;
-
-       /* Verify the row */
-       if (y > cur_hgt - hgt) y = cur_hgt - hgt;
-       if (y < 0) y = 0;
-
-       /* Verify the col */
-       if (x > cur_wid - wid) x = cur_wid - wid;
-       if (x < 0) x = 0;
-
-       /* Handle "changes" */
-       if ((y != panel_row_min) || (x != panel_col_min))
-       {
-               /* Save the new panel info */
-               panel_row_min = y;
-               panel_col_min = x;
-
-               /* Recalculate the boundaries */
-               panel_bounds_center();
-
-               p_ptr->update |= (PU_MONSTERS);
-               p_ptr->redraw |= (PR_MAP);
-               handle_stuff();
-
-               /* Success */
-               return (TRUE);
-       }
-
-       /* No change */
-       return (FALSE);
-}
-
-/*!
- * @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 = cur_hgt - hgt;
-       max_pcol_min = cur_wid - 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
- */
-cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
-{
-       monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-       bool living;
-       int perc;
-       cptr desc;
-       cptr attitude;
-       cptr clone;
-
-       /* 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);
-       }
-
-}
-
-
-
-/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
- */
-void ang_sort_aux(vptr u, vptr v, int p, int q)
-{
-       int z, a, b;
-
-       /* Done sort */
-       if (p >= q) return;
-
-       /* Pivot */
-       z = p;
-
-       /* Begin */
-       a = p;
-       b = q;
-
-       /* Partition */
-       while (TRUE)
-       {
-               /* Slide i2 */
-               while (!(*ang_sort_comp)(u, v, b, z)) b--;
-
-               /* Slide i1 */
-               while (!(*ang_sort_comp)(u, v, z, a)) a++;
-
-               /* Done partition */
-               if (a >= b) break;
-
-               /* Swap */
-               (*ang_sort_swap)(u, v, a, b);
-
-               /* Advance */
-               a++, b--;
-       }
-
-       /* Recurse left side */
-       ang_sort_aux(u, v, p, b);
-
-       /* Recurse right side */
-       ang_sort_aux(u, v, b+1, q);
-}
-
-
-/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
- */
-void ang_sort(vptr u, vptr v, int n)
-{
-       /* Sort the array */
-       ang_sort_aux(u, v, 0, n-1);
-}
-
-
-
-/*** Targeting Code ***/
-
-
-/*
- * 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 = &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 = &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);
-       cave_type *ca_ptr = &cave[y[a]][x[a]];
-       cave_type *cb_ptr = &cave[y[b]][x[b]];
-       monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
-       monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
-       monster_race *ap_ra_ptr, *ap_rb_ptr;
-
-       /* The player grid */
-       if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
-       if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
-
-       /* Extract monster race */
-       if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
-       else ap_ra_ptr = NULL;
-       if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
-       else ap_rb_ptr = NULL;
-
-       if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
-       if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
-
-       /* Compare two monsters */
-       if (ap_ra_ptr && ap_rb_ptr)
-       {
-               /* Unique monsters first */
-               if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
-               if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
-
-               /* Shadowers first (あやしい影) */
-               if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
-               if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
-
-               /* Unknown monsters first */
-               if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
-               if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
-
-               /* Higher level monsters first (if known) */
-               if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
-               {
-                       if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
-                       if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
-               }
-
-               /* Sort by index if all conditions are same */
-               if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
-               if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
-       }
-
-       /* An object get higher priority */
-       if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
-       if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
-
-       /* Priority from the terrain */
-       if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
-       if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
-
-       /* If all conditions are same, compare distance */
-       return ang_sort_comp_distance(u, v, a, b);
-}
-
-
-/*
- * Sorting hook -- swap function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by distance to the player.
- */
-static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
-{
-       POSITION *x = (POSITION*)(u);
-       POSITION *y = (POSITION*)(v);
-
-       POSITION temp;
-
-       /* Swap "x" */
-       temp = x[a];
-       x[a] = x[b];
-       x[b] = temp;
-
-       /* Swap "y" */
-       temp = y[a];
-       y[a] = y[b];
-       y[b] = temp;
-}
-
-
-
-/*
- * Hack -- help "select" a location (see below)
- */
-static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
-{
-       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)
-{
-       cave_type *c_ptr;
-       OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-       /* Bounds */
-       if (!(in_bounds(y, x))) return (FALSE);
-
-       /* Player grid is always interesting */
-       if (player_bold(y, x)) return (TRUE);
-
-       /* Handle hallucination */
-       if (p_ptr->image) return (FALSE);
-
-       /* Examine the grid */
-       c_ptr = &cave[y][x];
-
-       /* Visible monsters */
-       if (c_ptr->m_idx)
-       {
-               monster_type *m_ptr = &m_list[c_ptr->m_idx];
-
-               /* Visible monsters */
-               if (m_ptr->ml) return (TRUE);
-       }
-
-       /* Scan all objects in the grid */
-       for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-       {
-               object_type *o_ptr;
-               o_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 (c_ptr->info & (CAVE_MARK))
-       {
-               /* Notice object features */
-               if (c_ptr->info & CAVE_OBJECT) return (TRUE);
-
-               /* Feature code (applying "mimic" field) */
-               if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
-       }
-
-       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), cur_hgt - 1);
-               min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
-               max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 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++)
-               {
-                       cave_type *c_ptr;
-
-                       /* Require "interesting" contents */
-                       if (!target_set_accept(y, x)) continue;
-
-                       c_ptr = &cave[y][x];
-
-                       /* Require target_able monsters for "TARGET_KILL" */
-                       if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
-
-                       if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_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, cptr info)
-{
-       cave_type *c_ptr = &cave[y][x];
-       OBJECT_IDX this_o_idx, next_o_idx = 0;
-       cptr 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))
-       {
-               /* Description */
-#ifdef JP
-               s1 = "あなたは";
-               s2 = "の上";
-               s3 = "にいる";
-#else
-               s1 = "You are ";
-
-               /* Preposition */
-               s2 = "on ";
-#endif
-       }
-       else
-       {
-               s1 = _("ターゲット:", "Target:");
-       }
-
-       /* Hack -- hallucination */
-       if (p_ptr->image)
-       {
-               cptr 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 (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
-       {
-               monster_type *m_ptr = &m_list[c_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;
-
-               /* Get the monster name ("a kobold") */
-               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-
-               /* Hack -- track this monster race */
-               monster_race_track(m_ptr->ap_r_idx);
-
-               /* Hack -- health bar for this monster */
-               health_track(c_ptr->m_idx);
-               handle_stuff();
-
-               /* Interact */
-               while (1)
-               {
-                       char acount[10];
-
-                       /* Recall */
-                       if (recall)
-                       {
-                               /* Save */
-                               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();
-
-                               /* Restore */
-                               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 = &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 = &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 = c_ptr->o_idx;
-                               /* Only rotate a pile of two or more objects. */
-                               if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
-
-                               /* Remove the first object from the list. */
-                               excise_object_idx(o_idx);
-
-                               /* Find end of the list. */
-                               i = c_ptr->o_idx;
-                               while (o_list[i].next_o_idx)
-                                       i = o_list[i].next_o_idx;
-
-                               /* Add after the last object. */
-                               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 = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-       {
-               object_type *o_ptr;
-               o_ptr = &o_list[this_o_idx];
-
-               /* Acquire next object */
-               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(c_ptr);
-
-       /* Require knowledge about grid, or ability to see grid */
-       if (!(c_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))
-       {
-               cptr 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 = c_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[c_ptr->special].name, quest[c_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[c_ptr->special].text, d_info[c_ptr->special].mindepth);
-               }
-               else if (have_flag(f_ptr->flags, FF_TOWN))
-               {
-                       name = town[c_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 (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
-                       else sprintf(f_idx_str, "%d", c_ptr->feat);
-#ifdef JP
-                       sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x, travel.cost[y][x]);
-#else
-                       sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x);
-#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;
-
-       cave_type *c_ptr;
-
-       TERM_LEN wid, hgt;
-       
-       get_screen_size(&wid, &hgt);
-
-       /* Cancel target */
-       target_who = 0;
-
-
-       /* Cancel tracking */
-       /* health_track(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 */
-                       c_ptr = &cave[y][x];
-
-                       /* Allow target */
-                       if (target_able(c_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;
-                       }
-
-                       /* Cancel tracking */
-                       /* health_track(0); */
-
-                       /* 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(c_ptr->m_idx))
-                                       {
-                                               health_track(c_ptr->m_idx);
-                                               target_who = c_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
-                                       {
-                                               int dx = ddx[d];
-                                               int 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 >= cur_wid-1) x = cur_wid - 2;
-                                               else if (x <= 0) x = 1;
-
-                                               /* Slide into legality */
-                                               if (y >= cur_hgt-1) y = cur_hgt- 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 */
-                       c_ptr = &cave[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);
-
-                       /* Cancel tracking */
-                       /* health_track(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)
-                       {
-                               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);
-                               }
-
-                               /* Slide into legality */
-                               if (x >= cur_wid-1) x = cur_wid - 2;
-                               else if (x <= 0) x = 1;
-
-                               /* Slide into legality */
-                               if (y >= cur_hgt-1) y = cur_hgt- 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;
-       cptr    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;
-       cptr prompt;
-       COMMAND_CODE code;
-
-       (*dp) = 0;
-
-       /* Global direction */
-       dir = command_dir;
-
-       if (repeat_pull(&code))
-       {
-               dir = (DIRECTION)code;
-               /*              return (TRUE); */
-       }
-       *dp = (DIRECTION)code;
-
-       if (allow_under)
-       {
-               prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
-       }
-       else
-       {
-               prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
-       }
-
-       /* Get a direction */
-       while (!dir)
-       {
-               char ch;
-
-               /* Get a command (or Cancel) */
-               if (!get_com(prompt, &ch, TRUE)) break;
-
-               /* Look down */
-               if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
-               {
-                       dir = 5;
-               }
-               else
-               {
-                       /* Look up the direction */
-                       dir = get_keymap_dir(ch);
-
-                       if (!dir) bell();
-               }
-       }
-
-       /* Prevent weirdness */
-       if ((dir == 5) && (!allow_under)) dir = 0;
-
-       /* Aborted */
-       if (!dir) return (FALSE);
-
-       /* Save desired direction */
-       command_dir = dir;
-
-       /* Apply "confusion" */
-       if (p_ptr->confused)
-       {
-               /* Standard confusion */
-               if (randint0(100) < 75)
-               {
-                       /* Random direction */
-                       dir = ddd[randint0(8)];
-               }
-       }
-       else if (p_ptr->riding && with_steed)
-       {
-               monster_type *m_ptr = &m_list[p_ptr->riding];
-               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               if (MON_CONFUSED(m_ptr))
-               {
-                       /* Standard confusion */
-                       if (randint0(100) < 75)
-                       {
-                               /* Random direction */
-                               dir = ddd[randint0(8)];
-                       }
-               }
-               else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
-               {
-                       /* Random direction */
-                       dir = ddd[randint0(8)];
-               }
-               else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
-               {
-                       /* Random direction */
-                       dir = ddd[randint0(8)];
-               }
-       }
-
-       /* Notice confusion */
-       if (command_dir != dir)
-       {
-               if (p_ptr->confused)
-               {
-                       /* Warn the user */
-                       msg_print(_("あなたは混乱している。", "You are confused."));
-               }
-               else
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-                       monster_type *m_ptr = &m_list[p_ptr->riding];
-
-                       monster_desc(m_name, m_ptr, 0);
-                       if (MON_CONFUSED(m_ptr))
-                       {
-                               msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
-                       }
-                       else
-                       {
-                               msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
-                       }
-               }
-       }
-
-       /* Save direction */
-       (*dp) = dir;
-
-       /*      repeat_push(dir); */
-       repeat_push((COMMAND_CODE)command_dir);
-
-       /* Success */
-       return (TRUE);
-}
-
-/*
- * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
- * and place it into "command_dir", unless we already have one.
- *
- * This function should be used for all "repeatable" commands, such as
- * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
- * as all commands which must reference a grid adjacent to the player,
- * and which may not reference the grid under the player.  Note that,
- * for example, it is no longer possible to "disarm" or "open" chests
- * in the same grid as the player.
- *
- * Direction "5" is illegal and will (cleanly) abort the command.
- *
- * This function tracks and uses the "global direction", and uses
- * that as the "desired direction", to which "confusion" is applied.
- */
-bool get_rep_dir(DIRECTION *dp, bool under)
-{
-       DIRECTION dir;
-       cptr 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 = &m_list[p_ptr->riding];
-               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-               if (MON_CONFUSED(m_ptr))
-               {
-                       /* Standard confusion */
-                       if (randint0(100) < 75)
-                       {
-                               /* Random direction */
-                               dir = ddd[randint0(8)];
-                       }
-               }
-               else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
-               {
-                       /* Random direction */
-                       dir = ddd[randint0(8)];
-               }
-               else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
-               {
-                       /* Random direction */
-                       dir = ddd[randint0(8)];
-               }
-       }
-
-       /* Notice confusion */
-       if (command_dir != dir)
-       {
-               if (p_ptr->confused)
-               {
-                       /* Warn the user */
-                       msg_print(_("あなたは混乱している。", "You are confused."));
-               }
-               else
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-                       monster_type *m_ptr = &m_list[p_ptr->riding];
-
-                       monster_desc(m_name, m_ptr, 0);
-                       if (MON_CONFUSED(m_ptr))
-                       {
-                               msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
-                       }
-                       else
-                       {
-                               msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
-                       }
-               }
-       }
-
-       /* Save direction */
-       (*dp) = dir;
-
-/*     repeat_push(dir); */
-       repeat_push((COMMAND_CODE)command_dir);
-
-       /* Success */
-       return (TRUE);
-}
-
-void gain_level_reward(int chosen_reward)
-{
-       object_type *q_ptr;
-       object_type forge;
-       char        wrath_reason[32] = "";
-       int         nasty_chance = 6;
-       OBJECT_TYPE_VALUE dummy = 0;
-       OBJECT_SUBTYPE_VALUE dummy2 = 0;
-       int         type, effect;
-       cptr        reward = NULL;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       int count = 0;
-
-       if (!chosen_reward)
-       {
-               if (multi_rew) return;
-               else multi_rew = TRUE;
-       }
-
-
-       if (p_ptr->lev == 13) nasty_chance = 2;
-       else if (!(p_ptr->lev % 13)) nasty_chance = 3;
-       else if (!(p_ptr->lev % 14)) nasty_chance = 12;
-
-       if (one_in_(nasty_chance))
-               type = randint1(20); /* Allow the 'nasty' effects */
-       else
-               type = randint1(15) + 5; /* Or disallow them */
-
-       if (type < 1) type = 1;
-       if (type > 20) type = 20;
-       type--;
-
-
-       sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
-
-       effect = chaos_rewards[p_ptr->chaos_patron][type];
-
-       if (one_in_(6) && !chosen_reward)
-       {
-               msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]);
-               (void)gain_random_mutation(0);
-               reward = _("変異した。", "mutation");
-       }
-       else
-       {
-       switch (chosen_reward ? chosen_reward : effect)
-       {
-
-               case REW_POLY_SLF:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
-
-                       do_poly_self();
-                       reward = _("変異した。", "polymorphing");
-                       break;
-
-               case REW_GAIN_EXP:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
-
-                       if (p_ptr->prace == RACE_ANDROID)
-                       {
-                               msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
-                       }
-                       else if (p_ptr->exp < PY_MAX_EXP)
-                       {
-                               s32b ee = (p_ptr->exp / 2) + 10;
-                               if (ee > 100000L) ee = 100000L;
-                               msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
-
-                               gain_exp(ee);
-                               reward = _("経験値を得た", "experience");
-                       }
-                       break;
-
-               case REW_LOSE_EXP:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
-
-                       if (p_ptr->prace == RACE_ANDROID)
-                       {
-                               msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
-                       }
-                       else
-                       {
-                               lose_exp(p_ptr->exp / 6);
-                               reward = _("経験値を失った。", "losing experience");
-                       }
-                       break;
-
-               case REW_GOOD_OBJ:
-#ifdef JP
-                       msg_format("%sの声がささやいた:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s whispers:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
-                       reward = _("上質なアイテムを手に入れた。", "a good item");
-                       break;
-
-               case REW_GREA_OBJ:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
-                       reward = _("高級品のアイテムを手に入れた。", "an excellent item");
-                       break;
-
-               case REW_CHAOS_WP:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
-                       q_ptr = &forge;
-                       dummy = TV_SWORD;
-                       switch (randint1(p_ptr->lev))
-                       {
-                               case 0: case 1:
-                                       dummy2 = SV_DAGGER;
-                                       break;
-                               case 2: case 3:
-                                       dummy2 = SV_MAIN_GAUCHE;
-                                       break;
-                               case 4:
-                                       dummy2 = SV_TANTO;
-                                       break;
-                               case 5: case 6:
-                                       dummy2 = SV_RAPIER;
-                                       break;
-                               case 7: case 8:
-                                       dummy2 = SV_SMALL_SWORD;
-                                       break;
-                               case 9: case 10:
-                                       dummy2 = SV_BASILLARD;
-                                       break;
-                               case 11: case 12: case 13:
-                                       dummy2 = SV_SHORT_SWORD;
-                                       break;
-                               case 14: case 15:
-                                       dummy2 = SV_SABRE;
-                                       break;
-                               case 16: case 17:
-                                       dummy2 = SV_CUTLASS;
-                                       break;
-                               case 18:
-                                       dummy2 = SV_WAKIZASHI;
-                                       break;
-                               case 19:
-                                       dummy2 = SV_KHOPESH;
-                                       break;
-                               case 20:
-                                       dummy2 = SV_TULWAR;
-                                       break;
-                               case 21:
-                                       dummy2 = SV_BROAD_SWORD;
-                                       break;
-                               case 22: case 23:
-                                       dummy2 = SV_LONG_SWORD;
-                                       break;
-                               case 24: case 25:
-                                       dummy2 = SV_SCIMITAR;
-                                       break;
-                               case 26:
-                                       dummy2 = SV_NINJATO;
-                                       break;
-                               case 27:
-                                       dummy2 = SV_KATANA;
-                                       break;
-                               case 28: case 29:
-                                       dummy2 = SV_BASTARD_SWORD;
-                                       break;
-                               case 30:
-                                       dummy2 = SV_GREAT_SCIMITAR;
-                                       break;
-                               case 31:
-                                       dummy2 = SV_CLAYMORE;
-                                       break;
-                               case 32:
-                                       dummy2 = SV_ESPADON;
-                                       break;
-                               case 33:
-                                       dummy2 = SV_TWO_HANDED_SWORD;
-                                       break;
-                               case 34:
-                                       dummy2 = SV_FLAMBERGE;
-                                       break;
-                               case 35:
-                                       dummy2 = SV_NO_DACHI;
-                                       break;
-                               case 36:
-                                       dummy2 = SV_EXECUTIONERS_SWORD;
-                                       break;
-                               case 37:
-                                       dummy2 = SV_ZWEIHANDER;
-                                       break;
-                               case 38:
-                                       dummy2 = SV_HAYABUSA;
-                                       break;
-                               default:
-                                       dummy2 = SV_BLADE_OF_CHAOS;
-                       }
-
-                       object_prep(q_ptr, lookup_kind(dummy, dummy2));
-                       q_ptr->to_h = 3 + randint1(dun_level) % 10;
-                       q_ptr->to_d = 3 + randint1(dun_level) % 10;
-                       one_resistance(q_ptr);
-                       q_ptr->name2 = EGO_CHAOTIC;
-
-                       /* Drop it in the dungeon */
-                       (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
-                       reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
-                       break;
-
-               case REW_GOOD_OBS:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
-                       reward = _("上質なアイテムを手に入れた。", "good items");
-                       break;
-
-               case REW_GREA_OBS:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
-                       reward = _("高級品のアイテムを手に入れた。", "excellent items");
-                       break;
-
-               case REW_TY_CURSE:
-#ifdef JP
-                       msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
-
-                       (void)activate_ty_curse(FALSE, &count);
-                       reward = _("禍々しい呪いをかけられた。", "cursing");
-                       break;
-
-               case REW_SUMMON_M:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
-
-                       for (dummy = 0; dummy < randint1(5) + 1; dummy++)
-                       {
-                               (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
-                       }
-                       reward = _("モンスターを召喚された。", "summoning hostile monsters");
-                       break;
-
-
-               case REW_H_SUMMON:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
-
-                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
-                       reward = _("モンスターを召喚された。", "summoning many hostile monsters");
-                       break;
-
-
-               case REW_DO_HAVOC:
-#ifdef JP
-                       msg_format("%sの声が響き渡った:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s booms out:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
-
-                       call_chaos();
-                       reward = _("カオスの力が渦巻いた。", "calling chaos");
-                       break;
-
-
-               case REW_GAIN_ABL:
-#ifdef JP
-                       msg_format("%sの声が鳴り響いた:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s rings out:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
-
-                       if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
-                               do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
-                       else
-                               do_inc_stat(randint0(6));
-                       reward = _("能力値が上がった。", "increasing a stat");
-                       break;
-
-
-               case REW_LOSE_ABL:
-#ifdef JP
-                       msg_format("%sの声が響き渡った:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s booms out:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
-
-                       if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
-                               do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
-                       else
-                               (void)do_dec_stat(randint0(6));
-                       reward = _("能力値が下がった。", "decreasing a stat");
-                       break;
-
-
-               case REW_RUIN_ABL:
-
-#ifdef JP
-                       msg_format("%sの声が轟き渡った:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s thunders:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
-                       msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
-
-                       for (dummy = 0; dummy < 6; dummy++)
-                       {
-                               (void)dec_stat(dummy, 10 + randint1(15), TRUE);
-                       }
-                       reward = _("全能力値が下がった。", "decreasing all stats");
-                       break;
-
-               case REW_POLY_WND:
-
-                       msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
-                               chaos_patrons[p_ptr->chaos_patron]);
-                       do_poly_wounds();
-                       reward = _("傷が変化した。", "polymorphing wounds");
-                       break;
-
-               case REW_AUGM_ABL:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-
-                       msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
-
-                       for (dummy = 0; dummy < 6; dummy++)
-                       {
-                               (void)do_inc_stat(dummy);
-                       }
-                       reward = _("全能力値が上がった。", "increasing all stats");
-                       break;
-
-               case REW_HURT_LOT:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
-
-                       fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
-                       take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
-                       reward = _("分解の球が発生した。", "generating disintegration ball");
-                       break;
-
-               case REW_HEAL_FUL:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       (void)restore_level();
-                       (void)restore_all_status();
-                       (void)true_healing(5000);
-                       reward = _("体力が回復した。", "healing");
-                       break;
-
-               case REW_CURSE_WP:
-
-                       if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
-
-                       dummy = INVEN_RARM;
-                       if (buki_motteruka(INVEN_LARM))
-                       {
-                               dummy = INVEN_LARM;
-                               if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
-                       }
-                       object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
-                       (void)curse_weapon(FALSE, dummy);
-                       reward = format(_("%sが破壊された。", "destroying %s"), o_name);
-                       break;
-
-               case REW_CURSE_AR:
-
-                       if (!inventory[INVEN_BODY].k_idx) break;
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
-
-                       object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
-                       (void)curse_armor();
-                       reward = format(_("%sが破壊された。", "destroying %s"), o_name);
-                       break;
-               case REW_PISS_OFF:
-
-                       msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
-
-                       switch (randint1(4))
-                       {
-                               case 1:
-                                       (void)activate_ty_curse(FALSE, &count);
-                                       reward = _("禍々しい呪いをかけられた。", "cursing");
-                                       break;
-                               case 2:
-                                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
-                                       reward = _("モンスターを召喚された。", "summoning hostile monsters");
-                                       break;
-                               case 3:
-                                       if (one_in_(2))
-                                       {
-                                               if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
-                                               dummy = INVEN_RARM;
-                                               if (buki_motteruka(INVEN_LARM))
-                                               {
-                                                       dummy = INVEN_LARM;
-                                                       if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
-                                               }
-                                               object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
-                                               (void)curse_weapon(FALSE, dummy);
-                                               reward = format(_("%sが破壊された。", "destroying %s"), o_name);
-                                       }
-                                       else
-                                       {
-                                               if (!inventory[INVEN_BODY].k_idx) break;
-                                               object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
-                                               (void)curse_armor();
-                                               reward = format(_("%sが破壊された。", "destroying %s"), o_name);
-                                       }
-                                       break;
-                               default:
-                                       for (dummy = 0; dummy < 6; dummy++)
-                                       {
-                                               (void)dec_stat(dummy, 10 + randint1(15), TRUE);
-                                       }
-                                       reward = _("全能力値が下がった。", "decreasing all stats");
-                                       break;
-                       }
-                       break;
-
-               case REW_WRATH:
-
-                       msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
-
-                       take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
-                       for (dummy = 0; dummy < 6; dummy++)
-                       {
-                               (void)dec_stat(dummy, 10 + randint1(15), FALSE);
-                       }
-                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
-                       (void)activate_ty_curse(FALSE, &count);
-                       if (one_in_(2))
-                       {
-                               dummy = 0;
-
-                               if (buki_motteruka(INVEN_RARM))
-                               {
-                                       dummy = INVEN_RARM;
-                                       if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
-                               }
-                               else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
-
-                               if (dummy) (void)curse_weapon(FALSE, dummy);
-                       }
-                       if (one_in_(2)) (void)curse_armor();
-                       break;
-
-               case REW_DESTRUCT:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
-
-                       (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
-                       reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
-                       break;
-
-               case REW_GENOCIDE:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
-                       (void)symbol_genocide(0, FALSE);
-                       reward = _("モンスターが抹殺された。", "genociding monsters");
-                       break;
-
-               case REW_MASS_GEN:
-
-                       msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
-
-                       (void)mass_genocide(0, FALSE);
-                       reward = _("モンスターが抹殺された。", "genociding nearby monsters");
-                       break;
-
-               case REW_DISPEL_C:
-
-                       msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]);
-                       (void)dispel_monsters(p_ptr->lev * 4);
-                       break;
-
-               case REW_IGNORE:
-
-                       msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
-                       break;
-
-               case REW_SER_DEMO:
-
-                       msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
-
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0'))
-                               msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
-                       else
-                               reward = _("悪魔がペットになった。", "a demonic servant");
-
-                       break;
-
-               case REW_SER_MONS:
-                       msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
-
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET, '\0'))
-                               msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
-                       else
-                               reward = _("モンスターがペットになった。", "a servant");
-
-                       break;
-
-               case REW_SER_UNDE:
-                       msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
-
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0'))
-                               msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
-                       else
-                               reward = _("アンデッドがペットになった。", "an undead servant");
-
-                       break;
-
-               default:
-                       msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
-
-                               chaos_patrons[p_ptr->chaos_patron]);
-                       msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
-
-       }
-       }
-       if (reward)
-       {
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
-       }
-}
-
-
-/*
- * XAngband: determine if a given location is "interesting"
- * based on target_set_accept function.
- */
-static bool tgt_pt_accept(POSITION y, POSITION x)
-{
-       cave_type *c_ptr;
-
-       /* Bounds */
-       if (!(in_bounds(y, x))) return (FALSE);
-
-       /* Player grid is always interesting */
-       if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
-
-       /* Handle hallucination */
-       if (p_ptr->image) return (FALSE);
-
-       /* Examine the grid */
-       c_ptr = &cave[y][x];
-
-       /* Interesting memorized features */
-       if (c_ptr->info & (CAVE_MARK))
-       {
-               /* Notice stairs */
-               if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
-               if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
-
-               /* Notice quest features */
-               if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
-               if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
-       }
-
-       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 < cur_hgt; y++)
-       {
-               for (x = 1; x < cur_wid; 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)
-                               {
-                                       cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
-
-                                       if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
-                                           cave_have_flag_grid(c_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 >= cur_wid-1) x = cur_wid - 2;
-                               else if (x <= 0) x = 1;
-
-                               /* Slide into legality */
-                               if (y >= cur_hgt-1) y = cur_hgt- 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;
-       cptr    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);
-}
-
-
-/*!
- * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
- * @param sval 射撃武器のアイテム副分類ID 
- * @return 消費する基本エネルギー
- */
-ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
-{
-       ENERGY energy = 10000;
-
-       /* Analyze the launcher */
-       switch (sval)
-       {
-               /* Sling and ammo */
-               case SV_SLING:
-               {
-                       energy = 8000;
-                       break;
-               }
-
-               /* Short Bow and Arrow */
-               case SV_SHORT_BOW:
-               {
-                       energy = 10000;
-                       break;
-               }
-
-               /* Long Bow and Arrow */
-               case SV_LONG_BOW:
-               {
-                       energy = 10000;
-                       break;
-               }
-
-               /* Bow of irresponsiblity and Arrow */
-               case SV_NAMAKE_BOW:
-               {
-                       energy = 7777;
-                       break;
-               }
-
-               /* Light Crossbow and Bolt */
-               case SV_LIGHT_XBOW:
-               {
-                       energy = 12000;
-                       break;
-               }
-
-               /* Heavy Crossbow and Bolt */
-               case SV_HEAVY_XBOW:
-               {
-                       energy = 13333;
-                       break;
-               }
-       }
-
-       return (energy);
-}
-
-
-/*
- * Return bow tmul
- */
-int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
-{
-       int tmul = 0;
-
-       /* Analyze the launcher */
-       switch (sval)
-       {
-               /* Sling and ammo */
-               case SV_SLING:
-               {
-                       tmul = 2;
-                       break;
-               }
-
-               /* Short Bow and Arrow */
-               case SV_SHORT_BOW:
-               {
-                       tmul = 2;
-                       break;
-               }
-
-               /* Long Bow and Arrow */
-               case SV_LONG_BOW:
-               {
-                       tmul = 3;
-                       break;
-               }
-
-               /* Bow of irresponsiblity and Arrow */
-               case SV_NAMAKE_BOW:
-               {
-                       tmul = 3;
-                       break;
-               }
-
-               /* Light Crossbow and Bolt */
-               case SV_LIGHT_XBOW:
-               {
-                       tmul = 3;
-                       break;
-               }
-
-               /* Heavy Crossbow and Bolt */
-               case SV_HEAVY_XBOW:
-               {
-                       tmul = 4;
-                       break;
-               }
-       }
-
-       return (tmul);
-}
-
-
-/*
- * Display a rumor and apply its effects
- */
-
-IDX rumor_num(char *zz, IDX max_idx)
-{
-       if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
-       return (IDX)atoi(zz);
-}
-
-cptr rumor_bind_name(char *base, cptr fullname)
-{
-       char *s, *v;
-
-       s = strstr(base, "{Name}");
-       if (s)
-       {
-               s[0] = '\0';
-               v = format("%s%s%s", base, fullname, (s + 6));
-       }
-       else
-       {
-               v = base;
-       }
-
-       return v;
-}
-
-void display_rumor(bool ex)
-{
-       errr err;
-       int section = 0;
-       char Rumor[1024];
-
-       if (ex)
-       {
-               if (randint0(3) == 0) section = 1;
-       }
-
-       err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
-                       get_rnd_line("rumors.txt", section, Rumor));
-       if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
-
-       err = TRUE;
-
-       if (strncmp(Rumor, "R:", 2) == 0)
-       {
-               char *zz[4];
-               cptr rumor_msg = NULL;
-               cptr rumor_eff_format = NULL;
-               char fullname[1024] = "";
-
-               if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
-               {
-                       if (strcmp(zz[0], "ARTIFACT") == 0)
-                       {
-                               IDX a_idx, k_idx;
-                               object_type forge;
-                               object_type *q_ptr = &forge;
-                               artifact_type *a_ptr;
-
-                               while (1)
-                               {
-                                       a_idx = rumor_num(zz[1], max_a_idx);
-
-                                       a_ptr = &a_info[a_idx];
-                                       if (a_ptr->name) break;
-                               }
-
-                               k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
-                               object_prep(q_ptr, k_idx);
-                               q_ptr->name1 = a_idx;
-                               q_ptr->ident = IDENT_STORE;
-                               object_desc(fullname, q_ptr, OD_NAME_ONLY);
-                       }
-                       else if  (strcmp(zz[0], "MONSTER") == 0)
-                       {
-                               MONRACE_IDX r_idx;
-                               monster_race *r_ptr;
-
-                               while(1)
-                               {
-                                       r_idx = rumor_num(zz[1], max_r_idx);
-                                       r_ptr = &r_info[r_idx];
-                                       if (r_ptr->name) break;
-                               }
-
-                               strcpy(fullname, r_name + r_ptr->name);
-
-                               /* Remember this monster */
-                               if (!r_ptr->r_sights)
-                               {
-                                       r_ptr->r_sights++;
-                               }
-                       }
-                       else if (strcmp(zz[0], "DUNGEON") == 0)
-                       {
-                               DUNGEON_IDX d_idx;
-                               dungeon_info_type *d_ptr;
-
-                               while (1)
-                               {
-                                       d_idx = rumor_num(zz[1], max_d_idx);
-                                       d_ptr = &d_info[d_idx];
-                                       if (d_ptr->name) break;
-                               }
-
-                               strcpy(fullname, d_name + d_ptr->name);
-
-                               if (!max_dlv[d_idx])
-                               {
-                                       max_dlv[d_idx] = d_ptr->mindepth;
-                                       rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
-                               }
-                       }
-                       else if  (strcmp(zz[0], "TOWN") == 0)
-                       {
-                               IDX t_idx;
-                               s32b visit;
-
-                               while(1)
-                               {
-                                       t_idx = rumor_num(zz[1], NO_TOWN);
-                                       if (town[t_idx].name) break;
-                               }
-
-                               strcpy(fullname, town[t_idx].name);
-
-                               visit = (1L << (t_idx - 1));
-                               if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
-                               {
-                                       p_ptr->visit |= visit;
-                                       rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
-                               }
-                       }
-
-                       rumor_msg = rumor_bind_name(zz[2], fullname);
-                       msg_print(rumor_msg);
-                       if (rumor_eff_format)
-                       {
-                               msg_print(NULL);
-                               msg_format(rumor_eff_format, fullname);
-                       }
-                       err = FALSE;
-               }
-       /* error */
-       if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
-       }
-                       else
-       {
-               msg_format("%s", Rumor);
-       }
-}