4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: effects of various "objects" */
15 #define REWARD_CHANCE 10
19 * Advance experience levels and print experience
21 void check_experience(void)
23 bool level_reward = FALSE;
24 bool level_mutation = FALSE;
25 bool level_inc_stat = FALSE;
26 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
29 /* Hack -- lower limit */
30 if (p_ptr->exp < 0) p_ptr->exp = 0;
32 /* Hack -- lower limit */
33 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
35 /* Hack -- upper limit */
36 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
38 /* Hack -- upper limit */
39 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
41 /* Hack -- maintain "max" experience */
42 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
44 /* Redraw experience */
45 p_ptr->redraw |= (PR_EXP);
51 /* Lose levels while possible */
52 while ((p_ptr->lev > 1) &&
53 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
58 /* Update some stuff */
59 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
61 /* Redraw some stuff */
62 p_ptr->redraw |= (PR_LEV | PR_TITLE);
65 p_ptr->window |= (PW_PLAYER);
72 /* Gain levels while possible */
73 while ((p_ptr->lev < PY_MAX_LEVEL) &&
74 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
79 /* Save the highest level */
80 if (p_ptr->lev > p_ptr->max_plv)
82 p_ptr->max_plv = p_ptr->lev;
84 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
85 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
89 if (p_ptr->prace == RACE_BEASTMAN)
91 if (one_in_(5)) level_mutation = TRUE;
93 level_inc_stat = TRUE;
95 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
103 msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
105 msg_format("Welcome to level %d.", p_ptr->lev);
108 /* Update some stuff */
109 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
111 /* Redraw some stuff */
112 p_ptr->redraw |= (PR_LEV | PR_TITLE);
115 p_ptr->window |= (PW_PLAYER | PW_SPELL);
117 /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
127 if(!(p_ptr->max_plv % 10))
137 cnv_stat(p_ptr->stat_max[0], tmp);
138 prt(format(" a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14);
139 cnv_stat(p_ptr->stat_max[1], tmp);
140 prt(format(" b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14);
141 cnv_stat(p_ptr->stat_max[2], tmp);
142 prt(format(" c) ¸¤µ (¸½ºßÃÍ %s)", tmp), 4, 14);
143 cnv_stat(p_ptr->stat_max[3], tmp);
144 prt(format(" d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14);
145 cnv_stat(p_ptr->stat_max[4], tmp);
146 prt(format(" e) ÂÑµ× (¸½ºßÃÍ %s)", tmp), 6, 14);
147 cnv_stat(p_ptr->stat_max[5], tmp);
148 prt(format(" f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14);
150 prt(" ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14);
152 cnv_stat(p_ptr->stat_max[0], tmp);
153 prt(format(" a) Str (cur %s)", tmp), 2, 14);
154 cnv_stat(p_ptr->stat_max[1], tmp);
155 prt(format(" b) Int (cur %s)", tmp), 3, 14);
156 cnv_stat(p_ptr->stat_max[2], tmp);
157 prt(format(" c) Wis (cur %s)", tmp), 4, 14);
158 cnv_stat(p_ptr->stat_max[3], tmp);
159 prt(format(" d) Dex (cur %s)", tmp), 5, 14);
160 cnv_stat(p_ptr->stat_max[4], tmp);
161 prt(format(" e) Con (cur %s)", tmp), 6, 14);
162 cnv_stat(p_ptr->stat_max[5], tmp);
163 prt(format(" f) Chr (cur %s)", tmp), 7, 14);
165 prt(" Which stat do you want to raise?", 1, 14);
170 if ((choice >= 'a') && (choice <= 'f')) break;
172 for(n = 0; n < 6; n++)
173 if (n != choice - 'a')
176 if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
178 if (get_check("Are you sure? ")) break;
181 do_inc_stat(choice - 'a');
184 else if(!(p_ptr->max_plv % 2))
185 do_inc_stat(randint0(6));
191 msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
193 msg_print("You feel different...");
196 (void)gain_random_mutation(0);
197 level_mutation = FALSE;
201 * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬
202 * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£
206 gain_level_reward(0);
207 level_reward = FALSE;
210 /* Update some stuff */
211 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
213 /* Redraw some stuff */
214 p_ptr->redraw |= (PR_LEV | PR_TITLE);
217 p_ptr->window |= (PW_PLAYER | PW_SPELL);
226 * Hack -- Return the "automatic coin type" of a monster race
227 * Used to allocate proper treasure when "Creeping coins" die
229 * XXX XXX XXX Note the use of actual "monster names"
231 static int get_coin_type(int r_idx)
233 monster_race *r_ptr = &r_info[r_idx];
235 /* Analyze "coin" monsters */
236 if (r_ptr->d_char == '$')
238 /* Look for textual clues */
241 case MON_COPPER_COINS: return (2);
242 case MON_SILVER_COINS: return (5);
243 case MON_GOLD_COINS: return (10);
244 case MON_MITHRIL_COINS: return (16);
245 case MON_ADAMANT_COINS: return (17);
255 * Hack -- determine if a template is Cloak
257 static bool kind_is_cloak(int k_idx)
259 object_kind *k_ptr = &k_info[k_idx];
261 /* Analyze the item type */
262 if (k_ptr->tval == TV_CLOAK)
267 /* Assume not good */
273 * Hack -- determine if a template is Polearm
275 static bool kind_is_polearm(int k_idx)
277 object_kind *k_ptr = &k_info[k_idx];
279 /* Analyze the item type */
280 if (k_ptr->tval == TV_POLEARM)
285 /* Assume not good */
291 * Hack -- determine if a template is Sword
293 static bool kind_is_sword(int k_idx)
295 object_kind *k_ptr = &k_info[k_idx];
297 /* Analyze the item type */
298 if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
303 /* Assume not good */
309 * Hack -- determine if a template is Book
311 static bool kind_is_book(int k_idx)
313 object_kind *k_ptr = &k_info[k_idx];
315 /* Analyze the item type */
316 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
321 /* Assume not good */
327 * Hack -- determine if a template is Good book
329 static bool kind_is_good_book(int k_idx)
331 object_kind *k_ptr = &k_info[k_idx];
333 /* Analyze the item type */
334 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
339 /* Assume not good */
345 * Hack -- determine if a template is Armor
347 static bool kind_is_armor(int k_idx)
349 object_kind *k_ptr = &k_info[k_idx];
351 /* Analyze the item type */
352 if (k_ptr->tval == TV_HARD_ARMOR)
357 /* Assume not good */
363 * Check for "Quest" completion when a quest monster is killed or charmed.
365 void check_quest_completion(monster_type *m_ptr)
367 int i, j, y, x, ny, nx, i2, j2;
371 bool create_stairs = FALSE;
377 /* Get the location */
382 quest_num = p_ptr->inside_quest;
384 /* Search for an active quest on this dungeon level */
387 for (i = max_quests - 1; i > 0; i--)
389 /* Quest is not active */
390 if (quest[i].status != QUEST_STATUS_TAKEN)
393 /* Quest is not a dungeon quest */
394 if (quest[i].flags & QUEST_FLAG_PRESET)
397 /* Quest is not on this level */
398 if ((quest[i].level != dun_level) &&
399 (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
402 /* Not a "kill monster" quest */
403 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
404 (quest[i].type == QUEST_TYPE_FIND_EXIT))
407 /* Interesting quest */
408 if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
409 (quest[i].type == QUEST_TYPE_KILL_ALL))
412 /* Interesting quest */
413 if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
414 (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
415 (quest[i].type == QUEST_TYPE_RANDOM)) &&
416 (quest[i].r_idx == m_ptr->r_idx))
423 /* Handle the current quest */
424 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
429 switch (quest[i].type)
431 case QUEST_TYPE_KILL_NUMBER:
435 if (quest[i].cur_num >= quest[i].num_mon)
437 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
438 /* completed quest */
439 quest[i].status = QUEST_STATUS_COMPLETED;
440 quest[i].complev = (byte)p_ptr->lev;
442 if (!(quest[i].flags & QUEST_FLAG_SILENT))
445 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
447 msg_print("You just completed your quest!");
453 quest[i].cur_num = 0;
457 case QUEST_TYPE_KILL_ALL:
461 if (!is_hostile(m_ptr)) break;
463 /* Count all hostile monsters */
464 for (i2 = 0; i2 < cur_wid; ++i2)
465 for (j2 = 0; j2 < cur_hgt; j2++)
466 if (cave[j2][i2].m_idx > 0)
467 if (is_hostile(&m_list[cave[j2][i2].m_idx]))
470 if ((number_mon - 1) == 0)
472 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
474 if (quest[i].flags & QUEST_FLAG_SILENT)
476 quest[i].status = QUEST_STATUS_FINISHED;
480 quest[i].status = QUEST_STATUS_COMPLETED;
481 quest[i].complev = (byte)p_ptr->lev;
483 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
485 msg_print("You just completed your quest!");
493 case QUEST_TYPE_KILL_LEVEL:
494 case QUEST_TYPE_RANDOM:
496 /* Only count valid monsters */
497 if (quest[i].r_idx != m_ptr->r_idx)
502 if (quest[i].cur_num >= quest[i].max_num)
504 if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
505 if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL);
506 /* completed quest */
507 quest[i].status = QUEST_STATUS_COMPLETED;
508 quest[i].complev = (byte)p_ptr->lev;
509 if (!(quest[i].flags & QUEST_FLAG_PRESET))
511 create_stairs = TRUE;
512 p_ptr->inside_quest = 0;
515 if (!(quest[i].flags & QUEST_FLAG_SILENT))
518 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
520 msg_print("You just completed your quest!");
526 /* Finish the two main quests without rewarding */
527 if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
529 quest[i].status = QUEST_STATUS_FINISHED;
532 if (quest[i].type == QUEST_TYPE_RANDOM)
535 quest[i].status = QUEST_STATUS_FINISHED;
540 case QUEST_TYPE_KILL_ANY_LEVEL:
543 if (quest[i].cur_num >= quest[i].max_num)
545 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
546 /* completed quest */
547 quest[i].status = QUEST_STATUS_COMPLETED;
548 quest[i].complev = (byte)p_ptr->lev;
550 if (!(quest[i].flags & QUEST_FLAG_SILENT))
553 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
555 msg_print("You just completed your quest!");
560 quest[i].cur_num = 0;
567 /* Create a magical staircase */
571 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
573 /* Pick a location */
574 scatter(&ny, &nx, y, x, 1, 0);
580 /* Explain the staircase */
582 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
584 msg_print("A magical staircase appears...");
588 /* Create stairs down */
589 cave_set_feat(y, x, FEAT_MORE);
591 /* Remember to update everything */
592 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
600 for (j = 0; j < (dun_level / 15)+1; j++)
602 /* Get local object */
605 /* Wipe the object */
608 /* Make a great object */
609 make_object(q_ptr, AM_GOOD | AM_GREAT);
611 /* Drop it in the dungeon */
612 (void)drop_near(q_ptr, -1, y, x);
619 * Return monster death string
621 cptr extract_note_dies(monster_race *r_ptr)
623 /* Some monsters get "destroyed" */
624 if (!monster_living(r_ptr))
628 for (i = 0; i < 4; i++)
630 if (r_ptr->blow[i].method == RBM_EXPLODE)
633 return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
635 return " explodes into tiny shreds.";
643 return " is destroyed.";
647 /* Assume a default death */
657 * Handle the "death" of a monster.
659 * Disperse treasures centered at the monster location based on the
660 * various flags contained in the monster flags fields.
662 * Check for "Quest" completion when a quest monster is killed.
664 * Note that only the player can induce "monster_death()" on Uniques.
665 * Thus (for now) all Quest monsters should be Uniques.
667 * Note that monsters can now carry objects, and when a monster dies,
668 * it drops all of its objects, which may disappear in crowded rooms.
670 void monster_death(int m_idx, bool drop_item)
679 monster_type *m_ptr = &m_list[m_idx];
681 monster_race *r_ptr = &r_info[m_ptr->r_idx];
683 bool visible = (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE));
687 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
688 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
690 int force_coin = get_coin_type(m_ptr->r_idx);
695 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
696 && !p_ptr->inside_battle && !is_pet(m_ptr);
699 if (world_monster) world_monster = FALSE;
701 /* Notice changes in view */
702 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
704 /* Update some things */
705 p_ptr->update |= (PU_MON_LITE);
708 /* Get the location */
712 if (m_ptr->smart & SM_CLONED)
715 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
719 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
720 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
723 /* Let monsters explode! */
724 for (i = 0; i < 4; i++)
726 if (r_ptr->blow[i].method == RBM_EXPLODE)
728 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
729 int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
730 int d_dice = r_ptr->blow[i].d_dice;
731 int d_side = r_ptr->blow[i].d_side;
732 int damage = damroll(d_dice, d_side);
734 project(m_idx, 3, y, x, damage, typ, flg, -1);
739 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
741 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
742 r_ptr = &r_info[m_ptr->r_idx];
745 /* Check for quest completion */
746 check_quest_completion(m_ptr);
748 /* Handle the possibility of player vanquishing arena combatant -KMW- */
749 if (p_ptr->inside_arena && !is_pet(m_ptr))
751 p_ptr->exit_bldg = TRUE;
753 if (p_ptr->arena_number > MAX_ARENA_MONS)
756 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
758 msg_print("You are a Genuine Champion!");
764 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
766 msg_print("Victorious! You're on your way to becoming Champion.");
770 if (arena_info[p_ptr->arena_number].tval)
772 /* Get local object */
775 /* Prepare to make a prize */
776 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
778 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
780 /* Drop it in the dungeon */
781 (void)drop_near(q_ptr, -1, y, x);
784 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
785 p_ptr->arena_number++;
790 /* Extract monster name */
791 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
793 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
797 if (m_idx == p_ptr->riding)
799 if (rakuba(-1, FALSE))
802 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
804 msg_print("You have fallen from your riding pet.");
809 /* Drop a dead corpse? */
810 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
811 ((r_ptr->flags9 & RF9_DROP_CORPSE) ||
812 (r_ptr->flags9 & RF9_DROP_SKELETON)) &&
813 !(p_ptr->inside_arena || p_ptr->inside_battle || (m_ptr->smart & SM_CLONED) || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
815 /* Assume skeleton */
819 * We cannot drop a skeleton? Note, if we are in this check,
820 * we *know* we can drop at least a corpse or a skeleton
822 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
824 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 && RF1_UNIQUE))
827 /* Else, a corpse is more likely unless we did a "lot" of damage */
828 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
830 /* Lots of damage in one blow */
831 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
833 if (one_in_(5)) corpse = TRUE;
837 if (!one_in_(5)) corpse = TRUE;
841 /* Get local object */
844 /* Prepare to make an object */
845 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
847 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
849 q_ptr->pval = m_ptr->r_idx;
851 /* Drop it in the dungeon */
852 (void)drop_near(q_ptr, -1, y, x);
855 /* Drop objects being carried */
856 monster_drop_carried_objects(m_ptr);
858 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
859 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
861 switch (m_ptr->r_idx)
863 case MON_PINK_HORROR:
864 /* Pink horrors are replaced with 2 Blue horrors */
865 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
869 for (i = 0; i < 2; i++)
872 bool pet = is_pet(m_ptr);
875 if (pet) mode |= PM_FORCE_PET;
877 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
879 if (player_can_see_bold(wy, wx))
886 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
888 msg_print("The Pink horror divides!");
893 case MON_BLOODLETTER:
894 /* Bloodletters of Khorne may drop a blade of chaos */
895 if (drop_chosen_item && (randint1(100) < 15))
897 /* Get local object */
900 /* Prepare to make a Blade of Chaos */
901 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
903 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
905 /* Drop it in the dungeon */
906 (void)drop_near(q_ptr, -1, y, x);
911 if (drop_chosen_item && (dun_level > 9))
913 /* Get local object */
916 /* Wipe the object */
919 /* Activate restriction */
920 if ((dun_level > 49) && one_in_(5))
921 get_obj_num_hook = kind_is_good_book;
923 get_obj_num_hook = kind_is_book;
925 /* Prepare allocation table */
929 make_object(q_ptr, mo_mode);
931 /* Drop it in the dungeon */
932 (void)drop_near(q_ptr, -1, y, x);
938 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
939 * spawn another in the fallen one's place!
941 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
945 int wy = py, wx = px;
947 bool pet = is_pet(m_ptr);
951 scatter(&wy, &wx, py, px, 20, 0);
953 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
958 if (pet) mode |= PM_FORCE_PET;
960 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
962 if (player_can_see_bold(wy, wx))
964 msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
966 msg_print("A new warrior steps forth!");
976 /* One more ultra-hack: An Unmaker goes out with a big bang! */
978 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
979 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
983 case MON_UNICORN_ORD:
986 /* Reward for "lazy" player */
987 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
991 if (!drop_chosen_item) break;
998 a_idx = ART_NAMAKE_HAMMER;
1001 a_idx = ART_NAMAKE_BOW;
1004 a_idx = ART_NAMAKE_ARMOR;
1008 while (a_info[a_idx].cur_num);
1010 if (a_info[a_idx].cur_num == 0)
1012 /* Create the artifact */
1013 create_named_art(a_idx, y, x);
1014 a_info[a_idx].cur_num = 1;
1020 if (!drop_chosen_item) break;
1022 /* Get local object */
1025 /* Mega-Hack -- Prepare to make "Grond" */
1026 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1028 /* Mega-Hack -- Mark this item as "Grond" */
1029 q_ptr->name1 = ART_GROND;
1031 /* Mega-Hack -- Actually create "Grond" */
1032 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1034 /* Drop it in the dungeon */
1035 (void)drop_near(q_ptr, -1, y, x);
1037 /* Get local object */
1040 /* Mega-Hack -- Prepare to make "Chaos" */
1041 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1043 /* Mega-Hack -- Mark this item as "Chaos" */
1044 q_ptr->name1 = ART_CHAOS;
1046 /* Mega-Hack -- Actually create "Chaos" */
1047 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1049 /* Drop it in the dungeon */
1050 (void)drop_near(q_ptr, -1, y, x);
1053 case MON_B_DEATH_SWORD:
1054 if (drop_chosen_item)
1056 /* Get local object */
1059 /* Prepare to make a broken sword */
1060 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1062 /* Drop it in the dungeon */
1063 (void)drop_near(q_ptr, -1, y, x);
1069 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1070 ((m_ptr->r_idx == MON_A_SILVER) && !((r_ptr->r_pkills + 1) % 5))))
1072 /* Get local object */
1075 /* Prepare to make a Can of Toys */
1076 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1078 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1080 /* Drop it in the dungeon */
1081 (void)drop_near(q_ptr, -1, y, x);
1087 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1088 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1093 if (!drop_chosen_item) break;
1095 switch (r_ptr->d_char)
1100 /* Get local object */
1103 /* Wipe the object */
1106 /* Activate restriction */
1107 get_obj_num_hook = kind_is_cloak;
1109 /* Prepare allocation table */
1113 make_object(q_ptr, mo_mode);
1115 /* Drop it in the dungeon */
1116 (void)drop_near(q_ptr, -1, y, x);
1123 /* Get local object */
1126 /* Wipe the object */
1129 /* Activate restriction */
1130 get_obj_num_hook = kind_is_polearm;
1132 /* Prepare allocation table */
1135 /* Make a poleweapon */
1136 make_object(q_ptr, mo_mode);
1138 /* Drop it in the dungeon */
1139 (void)drop_near(q_ptr, -1, y, x);
1146 /* Get local object */
1149 /* Wipe the object */
1152 /* Activate restriction */
1153 get_obj_num_hook = kind_is_armor;
1155 /* Prepare allocation table */
1158 /* Make a hard armor */
1159 make_object(q_ptr, mo_mode);
1161 /* Drop it in the dungeon */
1162 (void)drop_near(q_ptr, -1, y, x);
1167 if (m_ptr->r_idx != MON_STORMBRINGER)
1169 /* Get local object */
1172 /* Wipe the object */
1175 /* Activate restriction */
1176 get_obj_num_hook = kind_is_sword;
1178 /* Prepare allocation table */
1182 make_object(q_ptr, mo_mode);
1184 /* Drop it in the dungeon */
1185 (void)drop_near(q_ptr, -1, y, x);
1192 /* Mega-Hack -- drop fixed items */
1193 if (drop_chosen_item)
1198 switch (m_ptr->r_idx)
1218 case MON_STORMBRINGER:
1219 a_idx = ART_STORMBRINGER;
1224 a_idx = ART_CRIMSON;
1234 a_idx = ART_KUSANAGI;
1264 a_idx = ART_WEREWINDLE;
1272 a_idx = ART_GRAYSWANDIR;
1283 a_idx = ART_TWILIGHT;
1288 a_idx = ART_ELENDIL;
1303 a_idx = ART_DESTINY;
1308 a_idx = ART_ZANTETSU;
1323 a_idx = ART_WINBLOWS;
1327 case MON_LUNGORTHIN:
1332 case MON_JACK_SHADOWS:
1338 a_idx = ART_STONEMASK;
1343 a_idx = ART_SOULCRUSH;
1348 a_idx = ART_EXCALIBUR_J;
1353 a_idx = ART_SHUTEN_DOJI;
1358 a_idx = ART_GOTHMOG;
1368 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1370 if (a_info[a_idx].cur_num == 0)
1372 /* Create the artifact */
1373 create_named_art(a_idx, y, x);
1374 a_info[a_idx].cur_num = 1;
1378 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1380 int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1381 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1383 if (d_info[dungeon_type].final_artifact)
1385 int a_idx = d_info[dungeon_type].final_artifact;
1386 if (!a_info[a_idx].cur_num)
1388 /* Create the artifact */
1389 create_named_art(a_idx, y, x);
1390 a_info[a_idx].cur_num = 1;
1392 /* Prevent rewarding both artifact and "default" object */
1393 if (!d_info[dungeon_type].final_object) k_idx = 0;
1399 /* Get local object */
1402 /* Prepare to make a reward */
1403 object_prep(q_ptr, k_idx);
1405 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1407 /* Drop it in the dungeon */
1408 (void)drop_near(q_ptr, -1, y, x);
1411 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1413 msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1418 /* Determine how much we can drop */
1419 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1420 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1421 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1422 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1423 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1424 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1426 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1427 number = 0; /* Clones drop no stuff unless Cloning Pits */
1429 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1430 number = 0; /* Pets drop no stuff */
1431 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1433 /* Hack -- handle creeping coins */
1434 coin_type = force_coin;
1436 /* Average dungeon and monster levels */
1437 object_level = (dun_level + r_ptr->level) / 2;
1439 /* Drop some objects */
1440 for (j = 0; j < number; j++)
1442 /* Get local object */
1445 /* Wipe the object */
1449 if (do_gold && (!do_item || (randint0(100) < 50)))
1451 /* Make some gold */
1452 if (!make_gold(q_ptr)) continue;
1461 /* Make an object */
1462 if (!make_object(q_ptr, mo_mode)) continue;
1468 /* Drop it in the dungeon */
1469 (void)drop_near(q_ptr, -1, y, x);
1472 /* Reset the object level */
1473 object_level = base_level;
1475 /* Reset "coin" type */
1479 /* Take note of any dropped treasure */
1480 if (visible && (dump_item || dump_gold))
1482 /* Take notes on treasure */
1483 lore_treasure(m_idx, dump_item, dump_gold);
1486 /* Only process "Quest Monsters" */
1487 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1488 if (p_ptr->inside_battle) return;
1491 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1494 p_ptr->total_winner = TRUE;
1496 /* Redraw the "title" */
1497 p_ptr->redraw |= (PR_TITLE);
1500 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1502 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
1505 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1508 msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1509 msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1511 msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1512 msg_print("'Thou art donst well, mortal!'");
1516 /* Congratulations */
1518 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1520 msg_print("*** CONGRATULATIONS ***");
1524 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1526 msg_print("You have won the game!");
1530 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1532 msg_print("You may retire (commit suicide) when you are ready.");
1538 * Modify the physical damage done to the monster.
1539 * (for example when it's invulnerable or shielded)
1541 * ToDo: Accept a damage-type to calculate the modified damage from
1542 * things like fire, frost, lightning, poison, ... attacks.
1544 * "type" is not yet used and should be 0.
1546 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1548 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1550 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1553 if((dam == 0) && one_in_(3)) dam = 1;
1556 if (m_ptr->invulner)
1560 if(!p_ptr->blind && m_ptr->ml)
1563 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1565 msg_print("The barrier is penetrated!");
1569 else if (!one_in_(PENETRATE_INVULNERABILITY))
1577 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1579 s32b div, new_exp, new_exp_frac;
1580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1581 int monnum_penarty = 0;
1583 if (!m_ptr->r_idx) return;
1584 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1588 u32b m_exp_h, m_exp_l;
1590 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1592 monnum_penarty = r_ptr->r_pkills / 400;
1593 if (monnum_penarty > 8) monnum_penarty = 8;
1595 if (r_ptr->flags1 & RF1_UNIQUE)
1597 m_exp = (long)r_ptr->mexp * r_ptr->level;
1598 div = (p_ptr->max_plv+2);
1602 m_exp = (long)r_ptr->mexp * r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed);
1603 div = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1605 m_exp_h = m_exp/0x10000L;
1606 m_exp_l = m_exp%0x10000L;
1609 m_exp_h += m_exp_l / 0x10000L;
1610 m_exp_l %= 0x10000L;
1612 /* real monster maxhp have effect on EXP */
1613 if(!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1615 u32b maxhp = m_ptr->max_maxhp*2;
1618 m_exp_h += m_exp_l / 0x10000L;
1619 m_exp_l %= 0x10000L;
1621 div *= r_ptr->hdice * (r_ptr->hside + 1);
1623 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE))) div *= 5;
1624 div_h = div/0x10000L;
1625 div_l = div%0x10000L;
1626 div_h *= (m_ptr->max_maxhp*2);
1627 div_l *= (m_ptr->max_maxhp*2);
1628 div_h += div_l / 0x10000L;
1631 while (monnum_penarty)
1635 div_h += div_l / 0x10000L;
1640 m_exp_l = (0x7fffffff & (m_exp_h << 16)) | m_exp_l;
1641 m_exp_h = m_exp_h >> 15;
1642 div_l = (0x7fffffff & (div_h << 16)) | div_l;
1643 div_h = div_h >> 15;
1645 #define M_INT_GREATER63(h1,l1,h2,l2) ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
1646 #define M_INT_SUB63(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x80000000;h1--;}l1-=l2;}
1647 #define M_INT_LSHIFT63(h1,l1) {h1=(h1<<1)|(l1>>30);l1=(l1<<1)&0x7fffffff;}
1648 #define M_INT_RSHIFT63(h1,l1) {l1=(l1>>1)|(h1<<30);h1>>=1;}
1649 #define M_INT_DIV63(h1,l1,h2,l2,result) \
1653 while( M_INT_GREATER63(h1,l1, h2, l2) ){M_INT_LSHIFT63(h2, l2); bit<<=1;} \
1654 for(bit>>=1; bit>=1; bit>>=1){ \
1655 M_INT_RSHIFT63(h2, l2); \
1656 if(M_INT_GREATER63(h1, l1, h2, l2)) \
1657 {result|=bit;M_INT_SUB63(h1, l1, h2, l2);} \
1661 /* Give some experience for the kill */
1662 M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp);
1664 /* Handle fractional experience */
1665 /* multiply 0x10000L to remainder */
1666 m_exp_h = (m_exp_h<<16) | (m_exp_l>>15);
1668 M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp_frac);
1669 new_exp_frac += p_ptr->exp_frac;
1670 /* Keep track of experience */
1671 if (new_exp_frac >= 0x10000L)
1674 p_ptr->exp_frac = (u16b)(new_exp_frac - 0x10000L);
1678 p_ptr->exp_frac = (u16b)new_exp_frac;
1681 /* Gain experience */
1689 * Decreases monsters hit points, handling monster death.
1691 * We return TRUE if the monster has been killed (and deleted).
1693 * We announce monster death (using an optional "death message"
1694 * if given, and a otherwise a generic killed/destroyed message).
1696 * Only "physical attacks" can induce the "You have slain" message.
1697 * Missile and Spell attacks will induce the "dies" message, or
1698 * various "specialized" messages. Note that "You have destroyed"
1699 * and "is destroyed" are synonyms for "You have slain" and "dies".
1701 * Hack -- unseen monsters yield "You have killed it." message.
1703 * Added fear (DGK) and check whether to print fear messages -CWS
1705 * Made name, sex, and capitalization generic -BEN-
1707 * As always, the "ghost" processing is a total hack.
1709 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1711 * XXX XXX XXX Consider decreasing monster experience over time, say,
1712 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1713 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1714 * monster worth more than subsequent monsters. This would also need
1715 * to induce changes in the monster recall code.
1717 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1719 monster_type *m_ptr = &m_list[m_idx];
1720 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1722 monster_type exp_mon;
1724 /* Innocent until proven otherwise */
1725 bool innocent = TRUE, thief = FALSE;
1729 COPY(&exp_mon, m_ptr, monster_type);
1730 if (!(r_ptr->flags7 & RF7_KILL_EXP))
1732 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1733 if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
1735 get_exp_from_mon(expdam, &exp_mon);
1738 /* Redraw (later) if needed */
1739 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1740 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1745 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1747 /* Hack - Cancel any special player stealth magics. -LM- */
1748 if (p_ptr->special_defense & NINJA_S_STEALTH)
1750 set_superstealth(FALSE);
1756 /* It is dead now */
1761 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1763 /* You might have unmasked Tanuki first time */
1764 r_ptr = &r_info[m_ptr->r_idx];
1765 m_ptr->ap_r_idx = m_ptr->r_idx;
1766 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1769 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1771 /* You might have unmasked Chameleon first time */
1772 r_ptr = real_r_ptr(m_ptr);
1773 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1776 if (!(m_ptr->smart & SM_CLONED))
1778 /* When the player kills a Unique, it stays dead */
1779 if (r_ptr->flags1 & RF1_UNIQUE) r_ptr->max_num = 0;
1781 /* When the player kills a Nazgul, it stays dead */
1782 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1785 /* Recall even invisible uniques or winners */
1786 if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE))
1788 /* Count kills this life */
1789 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1790 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1792 /* Count kills in all lives */
1793 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1794 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1796 /* Hack -- Auto-recall */
1797 monster_race_track(m_ptr->ap_r_idx);
1800 /* Extract monster name */
1801 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1803 /* Don't kill Amberites */
1804 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1806 int curses = 1 + randint1(3);
1807 bool stop_ty = FALSE;
1811 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1813 msg_format("%^s puts a terrible blood curse on you!", m_name);
1816 curse_equipment(100, 50);
1820 stop_ty = activate_ty_curse(stop_ty, &count);
1825 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1827 char line_got[1024];
1829 /* Dump a message */
1831 if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1833 if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1836 msg_format("%^s %s", m_name, line_got);
1839 if (m_ptr->r_idx == MON_SERPENT)
1841 /* Make screen dump */
1842 screen_dump = make_screen_dump();
1847 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1849 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1851 chg_virtue(V_VALOUR, -1);
1853 else if (r_ptr->level > dun_level)
1855 if (randint1(10) <= (r_ptr->level - dun_level))
1856 chg_virtue(V_VALOUR, 1);
1858 if (r_ptr->level > 60)
1860 chg_virtue(V_VALOUR, 1);
1862 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1863 chg_virtue(V_VALOUR, 2);
1866 if ((r_ptr->flags1 & RF1_UNIQUE) && ((r_ptr->flags3 & RF3_EVIL) ||
1867 (r_ptr->flags3 & RF3_GOOD)))
1869 chg_virtue(V_HARMONY, 2);
1871 if ((r_ptr->flags1 & RF1_UNIQUE) && (r_ptr->flags3 & RF3_GOOD))
1873 chg_virtue(V_UNLIFE, 2);
1874 chg_virtue(V_VITALITY, -2);
1877 if ((r_ptr->flags1 & RF1_UNIQUE) && one_in_(3))
1878 chg_virtue(V_INDIVIDUALISM, -1);
1880 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1882 chg_virtue(V_COMPASSION, -1);
1885 if ((r_ptr->flags3 & RF3_GOOD) &&
1886 ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1888 chg_virtue(V_UNLIFE, 1);
1890 if (r_ptr->d_char == 'A')
1892 if (r_ptr->flags1 & RF1_UNIQUE)
1893 chg_virtue(V_FAITH, -2);
1894 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1896 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1897 else chg_virtue(V_FAITH, 1);
1900 else if (r_ptr->flags3 & RF3_DEMON)
1902 if (r_ptr->flags1 & RF1_UNIQUE)
1903 chg_virtue(V_FAITH, 2);
1904 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1905 chg_virtue(V_FAITH, 1);
1908 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1909 chg_virtue(V_VITALITY, 2);
1911 if (r_ptr->r_deaths)
1913 if (r_ptr->flags1 & RF1_UNIQUE)
1915 chg_virtue(V_HONOUR, 10);
1917 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1919 chg_virtue(V_HONOUR, 1);
1922 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_pkills > 1000) && one_in_(10))
1924 chg_virtue(V_VALOUR, -1);
1927 for (i = 0; i < 4; i++)
1929 if(r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1931 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1932 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1934 thief = TRUE; /* Thief! */
1937 /* The new law says it is illegal to live in the dungeon */
1938 if (r_ptr->level != 0) innocent = FALSE;
1942 if (r_ptr->flags1 & RF1_UNIQUE)
1943 chg_virtue(V_JUSTICE, 3);
1944 else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1947 chg_virtue(V_JUSTICE, 1);
1951 chg_virtue (V_JUSTICE, -1);
1954 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->flags6 & ~(RF6_NOMAGIC_MASK)))
1956 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1959 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1963 sprintf(m_name, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
1965 sprintf(m_name, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
1967 do_cmd_write_nikki(NIKKI_UNIQUE, 0, m_name);
1973 /* Death by Missile/Spell attack */
1976 msg_format("%^s%s", m_name, note);
1979 /* Death by physical attack -- invisible monster */
1980 else if (!m_ptr->ml)
1983 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1984 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
1986 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
1988 msg_format("You have killed %s.", m_name);
1993 /* Death by Physical attack -- non-living monster */
1994 else if (!monster_living(r_ptr))
1997 bool explode = FALSE;
1999 for (i = 0; i < 4; i++)
2001 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
2004 /* Special note at death */
2007 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
2009 msg_format("%s explodes into tiny shreds.", m_name);
2014 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2015 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
2017 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
2019 msg_format("You have destroyed %s.", m_name);
2024 /* Death by Physical attack -- living monster */
2028 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2029 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2031 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2033 msg_format("You have slain %s.", m_name);
2037 if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
2039 for (i = 0; i < MAX_KUBI; i++)
2041 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
2044 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
2046 msg_format("There is a price on %s's head.", m_name);
2053 /* Generate treasure */
2054 monster_death(m_idx, TRUE);
2055 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
2057 r_info[MON_BANORLUPART].max_num = 0;
2058 r_info[MON_BANORLUPART].r_pkills++;
2059 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
2062 if (m_ptr->r_idx == MON_BANORLUPART)
2064 r_info[MON_BANOR].max_num = 0;
2065 r_info[MON_BANOR].r_pkills++;
2066 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
2067 r_info[MON_LUPART].max_num = 0;
2068 r_info[MON_LUPART].r_pkills++;
2069 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
2072 /* Mega hack : replace IKETA to BIKETAL */
2073 if ((m_ptr->r_idx == MON_IKETA) &&
2074 !(p_ptr->inside_arena || p_ptr->inside_battle))
2076 int dummy_y = m_ptr->fy;
2077 int dummy_x = m_ptr->fx;
2080 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2082 /* Delete the monster */
2083 delete_monster_idx(m_idx);
2085 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2088 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2090 msg_print("Uwa-hahaha! *I* am Biketal!");
2096 /* Delete the monster */
2097 delete_monster_idx(m_idx);
2100 /* Prevent bug of chaos patron's reward */
2101 if (r_ptr->flags7 & RF7_KILL_EXP)
2102 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
2104 get_exp_from_mon(((long)exp_mon.max_maxhp+1L) * 9L / 10L, &exp_mon);
2109 /* Monster is dead */
2116 /* Mega-Hack -- Pain cancels fear */
2117 if (m_ptr->monfear && (dam > 0))
2119 int tmp = randint1(dam);
2121 /* Cure a little fear */
2122 if (tmp < m_ptr->monfear)
2125 m_ptr->monfear -= tmp;
2128 /* Cure all the fear */
2139 /* Sometimes a monster gets scared by damage */
2140 if (!m_ptr->monfear && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2144 /* Percentage of fully healthy */
2145 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2148 * Run (sometimes) if at 10% or less of max hit points,
2149 * or (usually) when hit for half its current hit points
2151 if ((randint1(10) >= percentage) ||
2152 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2154 /* Hack -- note fear */
2157 /* XXX XXX XXX Hack -- Add some timed fear */
2158 m_ptr->monfear = (randint1(10) +
2159 (((dam >= m_ptr->hp) && (percentage > 7)) ?
2160 20 : ((11 - percentage) * 5)));
2167 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2171 /* Extract monster name */
2172 monster_desc(m_name, m_ptr, 0);
2174 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2175 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2178 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2180 msg_format("%^s has thrown you off!", m_name);
2192 * Get term size and calculate screen size
2194 void get_screen_size(int *wid_p, int *hgt_p)
2196 Term_get_size(wid_p, hgt_p);
2197 *hgt_p -= ROW_MAP + 2;
2198 *wid_p -= COL_MAP + 2;
2199 if (use_bigtile) *wid_p /= 2;
2204 * Calculates current boundaries
2205 * Called below and from "do_cmd_locate()".
2207 void panel_bounds_center(void)
2212 get_screen_size(&wid, &hgt);
2214 panel_row_max = panel_row_min + hgt - 1;
2215 panel_row_prt = panel_row_min - 1;
2216 panel_col_max = panel_col_min + wid - 1;
2217 panel_col_prt = panel_col_min - 13;
2222 * Map resizing whenever the main term changes size
2224 void resize_map(void)
2226 /* Only if the dungeon exists */
2227 if (!character_dungeon) return;
2229 /* Mega-Hack -- no panel yet */
2233 /* Reset the panels */
2234 panel_row_min = cur_hgt;
2235 panel_col_min = cur_wid;
2240 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2242 /* Forget lite/view */
2243 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2245 /* Update lite/view */
2246 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2248 /* Update monsters */
2249 p_ptr->update |= (PU_MONSTERS);
2251 /* Redraw everything */
2252 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2254 /* Hack -- update */
2262 * Place the cursor on the player
2264 if (can_save) move_cursor_relative(py, px);
2271 * Redraw a term when it is resized
2273 void redraw_window(void)
2275 /* Only if the dungeon exists */
2276 if (!character_dungeon) return;
2278 /* Hack - Activate term zero for the redraw */
2279 Term_activate(&term_screen[0]);
2281 /* Hack -- react to changes */
2282 Term_xtra(TERM_XTRA_REACT, 0);
2285 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2288 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2290 /* Hack -- update */
2302 * Handle a request to change the current panel
2304 * Return TRUE if the panel was changed.
2306 * Also used in do_cmd_locate
2308 bool change_panel(int dy, int dx)
2314 get_screen_size(&wid, &hgt);
2316 /* Apply the motion */
2317 y = panel_row_min + dy * hgt / 2;
2318 x = panel_col_min + dx * wid / 2;
2320 /* Verify the row */
2321 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2324 /* Verify the col */
2325 if (x > cur_wid - wid) x = cur_wid - wid;
2328 /* Handle "changes" */
2329 if ((y != panel_row_min) || (x != panel_col_min))
2331 /* Save the new panel info */
2335 /* Recalculate the boundaries */
2336 panel_bounds_center();
2339 p_ptr->update |= (PU_MONSTERS);
2342 p_ptr->redraw |= (PR_MAP);
2357 * Given an row (y) and col (x), this routine detects when a move
2358 * off the screen has occurred and figures new borders. -RAK-
2360 * "Update" forces a "full update" to take place.
2362 * The map is reprinted if necessary, and "TRUE" is returned.
2364 void verify_panel(void)
2376 get_screen_size(&wid, &hgt);
2378 max_prow_min = cur_hgt - hgt;
2379 max_pcol_min = cur_wid - wid;
2381 /* Bounds checking */
2382 if (max_prow_min < 0) max_prow_min = 0;
2383 if (max_pcol_min < 0) max_pcol_min = 0;
2385 /* Center on player */
2386 if (center_player && (center_running || !running))
2388 /* Center vertically */
2389 prow_min = y - hgt / 2;
2390 if (prow_min < 0) prow_min = 0;
2391 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2393 /* Center horizontally */
2394 pcol_min = x - wid / 2;
2395 if (pcol_min < 0) pcol_min = 0;
2396 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2400 prow_min = panel_row_min;
2401 pcol_min = panel_col_min;
2403 /* Scroll screen when 2 grids from top/bottom edge */
2404 if (y > panel_row_max - 2)
2406 while (y > prow_min + hgt-1 - 2)
2408 prow_min += (hgt / 2);
2412 if (y < panel_row_min + 2)
2414 while (y < prow_min + 2)
2416 prow_min -= (hgt / 2);
2420 if (prow_min > max_prow_min) prow_min = max_prow_min;
2421 if (prow_min < 0) prow_min = 0;
2423 /* Scroll screen when 4 grids from left/right edge */
2424 if (x > panel_col_max - 4)
2426 while (x > pcol_min + wid-1 - 4)
2428 pcol_min += (wid / 2);
2432 if (x < panel_col_min + 4)
2434 while (x < pcol_min + 4)
2436 pcol_min -= (wid / 2);
2440 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2441 if (pcol_min < 0) pcol_min = 0;
2444 /* Check for "no change" */
2445 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2447 /* Save the new panel info */
2448 panel_row_min = prow_min;
2449 panel_col_min = pcol_min;
2451 /* Hack -- optional disturb on "panel change" */
2452 if (disturb_panel && !center_player) disturb(0, 0);
2454 /* Recalculate the boundaries */
2455 panel_bounds_center();
2458 p_ptr->update |= (PU_MONSTERS);
2461 p_ptr->redraw |= (PR_MAP);
2464 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2469 * Monster health description
2471 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2473 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2480 /* Determine if the monster is "living" */
2481 living = monster_living(ap_r_ptr);
2483 /* Calculate a health "percentage" */
2484 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2486 /* Healthy monsters */
2487 if (m_ptr->hp >= m_ptr->maxhp)
2491 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2493 desc = living ? "unhurt" : "undamaged";
2498 else if (perc >= 60)
2501 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2503 desc = living ? "somewhat wounded" : "somewhat damaged";
2508 else if (perc >= 25)
2511 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2513 desc = living ? "wounded" : "damaged";
2518 else if (perc >= 10)
2521 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2523 desc = living ? "badly wounded" : "badly damaged";
2531 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2533 desc = living ? "almost dead" : "almost destroyed";
2538 /* Need attitude information? */
2541 /* Full information is not needed */
2544 else if (is_pet(m_ptr))
2547 attitude = ", ¥Ú¥Ã¥È";
2552 else if (is_friendly(m_ptr))
2555 attitude = ", ͧ¹¥Åª";
2557 attitude = ", friendly";
2570 /* Clone monster? */
2571 if (m_ptr->smart & SM_CLONED)
2580 /* Display monster's level --- idea borrowed from ToME */
2581 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2584 return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2586 return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2592 return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
2594 return format("Level ???, %s%s%s", desc, attitude, clone);
2602 * Angband sorting algorithm -- quick sort in place
2604 * Note that the details of the data we are sorting is hidden,
2605 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2606 * function hooks to interact with the data, which is given as
2607 * two pointers, and which may have any user-defined form.
2609 void ang_sort_aux(vptr u, vptr v, int p, int q)
2627 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2630 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2632 /* Done partition */
2636 (*ang_sort_swap)(u, v, a, b);
2642 /* Recurse left side */
2643 ang_sort_aux(u, v, p, b);
2645 /* Recurse right side */
2646 ang_sort_aux(u, v, b+1, q);
2651 * Angband sorting algorithm -- quick sort in place
2653 * Note that the details of the data we are sorting is hidden,
2654 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2655 * function hooks to interact with the data, which is given as
2656 * two pointers, and which may have any user-defined form.
2658 void ang_sort(vptr u, vptr v, int n)
2660 /* Sort the array */
2661 ang_sort_aux(u, v, 0, n-1);
2666 /*** Targeting Code ***/
2670 * Determine is a monster makes a reasonable target
2672 * The concept of "targeting" was stolen from "Morgul" (?)
2674 * The player can target any location, or any "target-able" monster.
2676 * Currently, a monster is "target_able" if it is visible, and if
2677 * the player can hit it with a projection, and the player is not
2678 * hallucinating. This allows use of "use closest target" macros.
2680 * Future versions may restrict the ability to target "trappers"
2681 * and "mimics", but the semantics is a little bit weird.
2683 bool target_able(int m_idx)
2685 monster_type *m_ptr = &m_list[m_idx];
2687 /* Monster must be alive */
2688 if (!m_ptr->r_idx) return (FALSE);
2690 /* Hack -- no targeting hallucinations */
2691 if (p_ptr->image) return (FALSE);
2693 /* Monster must be visible */
2694 if (!m_ptr->ml) return (FALSE);
2696 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2698 /* Monster must be projectable */
2699 if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2701 /* XXX XXX XXX Hack -- Never target trappers */
2702 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2712 * Update (if necessary) and verify (if possible) the target.
2714 * We return TRUE if the target is "okay" and FALSE otherwise.
2716 bool target_okay(void)
2718 /* Accept stationary targets */
2719 if (target_who < 0) return (TRUE);
2721 /* Check moving targets */
2724 /* Accept reasonable targets */
2725 if (target_able(target_who))
2727 monster_type *m_ptr = &m_list[target_who];
2729 /* Acquire monster location */
2730 target_row = m_ptr->fy;
2731 target_col = m_ptr->fx;
2738 /* Assume no target */
2745 * Sorting hook -- comp function -- by "distance to player"
2747 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2748 * and sort the arrays by double-distance to the player.
2750 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2752 byte *x = (byte*)(u);
2753 byte *y = (byte*)(v);
2757 /* Absolute distance components */
2758 kx = x[a]; kx -= px; kx = ABS(kx);
2759 ky = y[a]; ky -= py; ky = ABS(ky);
2761 /* Approximate Double Distance to the first point */
2762 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2764 /* Absolute distance components */
2765 kx = x[b]; kx -= px; kx = ABS(kx);
2766 ky = y[b]; ky -= py; ky = ABS(ky);
2768 /* Approximate Double Distance to the first point */
2769 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2771 /* Compare the distances */
2777 * Sorting hook -- swap function -- by "distance to player"
2779 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2780 * and sort the arrays by distance to the player.
2782 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2784 byte *x = (byte*)(u);
2785 byte *y = (byte*)(v);
2803 * Hack -- help "select" a location (see below)
2805 static s16b target_pick(int y1, int x1, int dy, int dx)
2809 int x2, y2, x3, y3, x4, y4;
2811 int b_i = -1, b_v = 9999;
2814 /* Scan the locations */
2815 for (i = 0; i < temp_n; i++)
2821 /* Directed distance */
2825 /* Verify quadrant */
2826 if (dx && (x3 * dx <= 0)) continue;
2827 if (dy && (y3 * dy <= 0)) continue;
2829 /* Absolute distance */
2833 /* Verify quadrant */
2834 if (dy && !dx && (x4 > y4)) continue;
2835 if (dx && !dy && (y4 > x4)) continue;
2837 /* Approximate Double Distance */
2838 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2840 /* XXX XXX XXX Penalize location */
2843 if ((b_i >= 0) && (v >= b_v)) continue;
2855 * Hack -- determine if a given location is "interesting"
2857 static bool target_set_accept(int y, int x)
2861 s16b this_o_idx, next_o_idx = 0;
2864 if (!(in_bounds(y, x))) return (FALSE);
2866 /* Player grid is always interesting */
2867 if (player_bold(y, x)) return (TRUE);
2870 /* Handle hallucination */
2871 if (p_ptr->image) return (FALSE);
2874 /* Examine the grid */
2875 c_ptr = &cave[y][x];
2877 /* Visible monsters */
2880 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2882 /* Visible monsters */
2883 if (m_ptr->ml) return (TRUE);
2886 /* Scan all objects in the grid */
2887 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2891 /* Acquire object */
2892 o_ptr = &o_list[this_o_idx];
2894 /* Acquire next object */
2895 next_o_idx = o_ptr->next_o_idx;
2897 /* Memorized object */
2898 if (o_ptr->marked) return (TRUE);
2901 /* Interesting memorized features */
2902 if (c_ptr->info & (CAVE_MARK))
2906 /* Feature code (applying "mimic" field) */
2907 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
2910 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2912 /* Notice the Pattern */
2913 if ((feat <= FEAT_PATTERN_XTRA2) &&
2914 (feat >= FEAT_PATTERN_START))
2918 if (feat == FEAT_OPEN) return (TRUE);
2919 if (feat == FEAT_BROKEN) return (TRUE);
2922 if (feat == FEAT_LESS) return (TRUE);
2923 if (feat == FEAT_MORE) return (TRUE);
2924 if (feat == FEAT_LESS_LESS) return (TRUE);
2925 if (feat == FEAT_MORE_MORE) return (TRUE);
2928 if ((feat >= FEAT_SHOP_HEAD) &&
2929 (feat <= FEAT_SHOP_TAIL)) return (TRUE);
2931 if (feat == FEAT_MUSEUM) return (TRUE);
2933 /* Notice buildings -KMW- */
2934 if ((feat >= FEAT_BLDG_HEAD) &&
2935 (feat <= FEAT_BLDG_TAIL)) return (TRUE);
2938 if (is_trap(feat)) return (TRUE);
2941 if ((feat >= FEAT_DOOR_HEAD) &&
2942 (feat <= FEAT_DOOR_TAIL)) return (TRUE);
2946 /* I think FEAT_RUBBLEs should not be "interesting" */
2947 if (feat == FEAT_RUBBLE) return (TRUE);
2949 /* Notice veins with treasure */
2950 /* Now veins with treasure are too many */
2951 if (feat == FEAT_MAGMA_K) return (TRUE);
2952 if (feat == FEAT_QUARTZ_K) return (TRUE);
2955 /* Notice quest features */
2956 if (feat == FEAT_QUEST_ENTER) return (TRUE);
2957 if (feat == FEAT_QUEST_EXIT) return (TRUE);
2958 if (feat == FEAT_QUEST_DOWN) return (TRUE);
2959 if (feat == FEAT_QUEST_UP) return (TRUE);
2960 if (feat == FEAT_TOWN) return (TRUE);
2961 if (feat == FEAT_ENTRANCE) return (TRUE);
2970 * Prepare the "temp" array for "target_set"
2972 * Return the number of target_able monsters in the set.
2974 static void target_set_prepare(int mode)
2978 /* Reset "temp" array */
2981 /* Scan the current panel */
2982 for (y = panel_row_min; y <= panel_row_max; y++)
2984 for (x = panel_col_min; x <= panel_col_max; x++)
2988 /* Require line of sight, unless "look" is "expanded" */
2989 if (!expand_look && !player_has_los_bold(y, x)) continue;
2991 /* Require "interesting" contents */
2992 if (!target_set_accept(y, x)) continue;
2994 c_ptr = &cave[y][x];
2996 /* Require target_able monsters for "TARGET_KILL" */
2997 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2999 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
3001 /* Save the location */
3008 /* Set the sort hooks */
3009 ang_sort_comp = ang_sort_comp_distance;
3010 ang_sort_swap = ang_sort_swap_distance;
3012 /* Sort the positions */
3013 ang_sort(temp_x, temp_y, temp_n);
3015 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
3020 temp_y[0] = temp_y[1];
3023 temp_x[0] = temp_x[1];
3030 * Evaluate number of kill needed to gain level
3032 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
3034 #define M_INT_GREATER(h1,l1,h2,l2) ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
3035 #define M_INT_SUB(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x10000;h1--;}l1-=l2;}
3036 #define M_INT_ADD(h1,l1, h2,l2) {h1+=h2;l1+=l2;if(l1>=0x10000L){l1&=0xFFFF;h1++;}}
3037 #define M_INT_LSHIFT(h1,l1) {h1=(h1<<1)|(l1>>15);l1=(l1<<1)&0xffff;}
3038 #define M_INT_RSHIFT(h1,l1) {l1=(l1>>1)|((h1&1)<<15);h1>>=1;}
3039 #define M_INT_MULT(h1,l1,mul,h2,l2) {l2=(l1*mul)&0xffff;h2=((l1*mul)>>16)+h1*mul;}
3041 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3045 u32b exp_mon= (ap_r_ptr->mexp)*(ap_r_ptr->level);
3046 u32b exp_mon_h= exp_mon / (p_ptr->max_plv+2);
3047 u32b exp_mon_l= ((exp_mon % (p_ptr->max_plv+2))*0x10000/(p_ptr->max_plv+2))&0xFFFF;
3049 u32b exp_adv_h = player_exp[p_ptr->lev -1] * p_ptr->expfact /100;
3050 u32b exp_adv_l = ((player_exp[p_ptr->lev -1]%100) * p_ptr->expfact *0x10000/100)&0xFFFF;
3052 M_INT_SUB(exp_adv_h, exp_adv_l, p_ptr->exp, p_ptr->exp_frac);
3053 if ((p_ptr->lev>=PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3055 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3057 else if (M_INT_GREATER(exp_mon_h, exp_mon_l, exp_adv_h, exp_adv_l))
3061 M_INT_MULT(exp_mon_h, exp_mon_l, 1000,tmp_h, tmp_l);
3062 if( M_INT_GREATER(exp_adv_h, exp_adv_l, tmp_h, tmp_l) )
3067 M_INT_ADD(exp_adv_h, exp_adv_l, exp_mon_h, exp_mon_l);
3068 M_INT_SUB(exp_adv_h, exp_adv_l, 0, 1);
3069 while(M_INT_GREATER(exp_adv_h, exp_adv_l, exp_mon_h,exp_mon_l))
3071 M_INT_LSHIFT(exp_mon_h,exp_mon_l);
3074 M_INT_RSHIFT(exp_mon_h,exp_mon_l);bit>>=1;
3075 for(;bit>=1;bit>>=1)
3077 if(M_INT_GREATER(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l))
3080 M_INT_SUB(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l);
3082 M_INT_RSHIFT(exp_mon_h,exp_mon_l);
3084 sprintf(buf,"%03d",result);
3091 * Examine a grid, return a keypress.
3093 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3094 * indicates that the "space" key should scan through the contents
3095 * of the grid, instead of simply returning immediately. This lets
3096 * the "look" command get complete information, without making the
3097 * "target" command annoying.
3099 * The "info" argument contains the "commands" which should be shown
3100 * inside the "[xxx]" text. This string must never be empty, or grids
3101 * containing monsters will be displayed with an extra comma.
3103 * Note that if a monster is in the grid, we update both the monster
3104 * recall info and the health bar info to track that monster.
3106 * Eventually, we may allow multiple objects per grid, or objects
3107 * and terrain features in the same grid. XXX XXX XXX
3109 * This function must handle blindness/hallucination.
3111 static int target_set_aux(int y, int x, int mode, cptr info)
3113 cave_type *c_ptr = &cave[y][x];
3114 s16b this_o_idx, next_o_idx = 0;
3115 cptr s1 = "", s2 = "", s3 = "", x_info = "";
3119 char out_val[MAX_NLEN+80];
3121 #ifdef ALLOW_EASY_FLOOR
3122 int floor_list[23], floor_num = 0;
3124 /* Scan all objects in the grid */
3127 floor_num = scan_floor(floor_list, y, x, 0x02);
3139 #endif /* ALLOW_EASY_FLOOR */
3141 /* Hack -- under the player */
3142 if (player_bold(y, x))
3165 /* Hack -- hallucination */
3169 cptr name = "²¿¤«´ñ̯¤Êʪ";
3171 cptr name = "something strange";
3175 /* Display a message */
3177 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3179 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3183 move_cursor_relative(y, x);
3186 /* Stop on everything but "return" */
3187 if ((query != '\r') && (query != '\n')) return query;
3189 /* Repeat forever */
3194 /* Actual monsters */
3195 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3197 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3198 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3200 bool recall = FALSE;
3205 /* Get the monster name ("a kobold") */
3206 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3208 /* Hack -- track this monster race */
3209 monster_race_track(m_ptr->ap_r_idx);
3211 /* Hack -- health bar for this monster */
3212 health_track(c_ptr->m_idx);
3214 /* Hack -- handle stuff */
3228 /* Recall on screen */
3229 screen_roff(m_ptr->ap_r_idx, 0);
3231 /* Hack -- Complete the prompt (again) */
3233 Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info));
3235 Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info));
3244 /* Normal commands */
3245 if (query != 'r') break;
3250 /* Cleare recall text and repeat */
3256 /* Describe, and prompt for recall */
3257 evaluate_monster_exp(acount, m_ptr);
3260 sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
3262 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);
3268 move_cursor_relative(y, x);
3273 /* Normal commands */
3274 if (query != 'r') break;
3280 /* Always stop at "normal" keys */
3281 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3283 /* Sometimes stop at "space" key */
3284 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3286 /* Change the intro */
3294 /* Hack -- take account of gender */
3296 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3298 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3302 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3304 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3308 /* Use a preposition */
3317 /* Scan all objects being carried */
3318 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3320 char o_name[MAX_NLEN];
3324 /* Acquire object */
3325 o_ptr = &o_list[this_o_idx];
3327 /* Acquire next object */
3328 next_o_idx = o_ptr->next_o_idx;
3330 /* Obtain an object description */
3331 object_desc(o_name, o_ptr, TRUE, 3);
3333 /* Describe the object */
3335 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3337 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3341 move_cursor_relative(y, x);
3344 /* Always stop at "normal" keys */
3345 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3347 /* Sometimes stop at "space" key */
3348 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3350 /* Change the intro */
3354 s2 = "also carrying ";
3358 /* Use a preposition */
3368 #ifdef ALLOW_EASY_FLOOR
3377 char o_name[MAX_NLEN];
3381 /* Acquire object */
3382 o_ptr = &o_list[floor_list[0]];
3384 /* Describe the object */
3385 object_desc(o_name, o_ptr, TRUE, 3);
3389 sprintf(out_val, "%s%s%s%s[%s]",
3390 s1, o_name, s2, s3, info);
3392 sprintf(out_val, "%s%s%s%s [%s]",
3393 s1, s2, s3, o_name, info);
3397 move_cursor_relative(y, x);
3406 /* Provide one cushion before item listing */
3409 /* Display rough information about items */
3411 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3412 s1, floor_num, s2, s3, info);
3414 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3415 s1, s2, s3, floor_num, info);
3419 move_cursor_relative(y, x);
3424 /* No request for listing */
3425 if (query != 'x' && query != ' ') return query;
3429 /** Display list of items **/
3431 /* Continue scrolling list if requested */
3440 (void)show_floor(0, y, x, &min_width);
3444 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
3445 s1, floor_num, s2, s3, info);
3447 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3448 s1, s2, s3, floor_num, info);
3459 /* Exit unless 'Enter' */
3460 if (query != '\n' && query != '\r')
3465 /* Get the object being moved. */
3466 o_idx = c_ptr->o_idx;
3468 /* Only rotate a pile of two or more objects. */
3469 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3471 /* Remove the first object from the list. */
3472 excise_object_idx(o_idx);
3474 /* Find end of the list. */
3476 while (o_list[i].next_o_idx)
3477 i = o_list[i].next_o_idx;
3479 /* Add after the last object. */
3480 o_list[i].next_o_idx = o_idx;
3482 /* Loop and re-display the list */
3488 #endif /* ALLOW_EASY_FLOOR */
3491 /* Scan all objects in the grid */
3492 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3496 /* Acquire object */
3497 o_ptr = &o_list[this_o_idx];
3499 /* Acquire next object */
3500 next_o_idx = o_ptr->next_o_idx;
3505 char o_name[MAX_NLEN];
3510 /* Obtain an object description */
3511 object_desc(o_name, o_ptr, TRUE, 3);
3513 /* Describe the object */
3515 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3517 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3521 move_cursor_relative(y, x);
3524 /* Always stop at "normal" keys */
3525 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3527 /* Sometimes stop at "space" key */
3528 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3530 /* Change the intro */
3540 if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3542 if (o_ptr->number != 1) s1 = "They are ";
3558 /* Feature code (applying "mimic" field) */
3559 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
3561 /* Require knowledge about grid, or ability to see grid */
3562 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3564 /* Forget feature */
3568 /* Terrain feature if needed */
3569 if (boring || (feat > FEAT_INVIS))
3573 /* Hack -- special handling for building doors */
3574 if ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL))
3576 name = building[feat - FEAT_BLDG_HEAD].name;
3578 else if (feat == FEAT_ENTRANCE)
3581 name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3583 name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3586 else if (feat == FEAT_TOWN)
3588 name = town[c_ptr->special].name;
3590 else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
3600 name = f_name + f_info[feat].name;
3605 if (*s2 && ((feat >= FEAT_MINOR_GLYPH) &&
3606 (feat <= FEAT_PATTERN_XTRA2)))
3615 else if (*s2 && ((feat >= FEAT_DOOR_HEAD) &&
3616 (feat <= FEAT_PERM_SOLID)))
3625 else if (*s2 && (feat == FEAT_TOWN))
3635 /* Hack -- special introduction for store & building doors -KMW- */
3636 if (((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
3637 ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
3638 (feat == FEAT_MUSEUM) ||
3639 (feat == FEAT_ENTRANCE))
3648 else if ((feat == FEAT_TOWN) || (feat == FEAT_FLOOR) || (feat == FEAT_DIRT) || (feat == FEAT_FLOWER))
3656 /* Pick proper indefinite article */
3658 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3662 /* Display a message */
3665 sprintf(out_val, "%s%s%s%s[%s] %x %d %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y);
3667 sprintf(out_val, "%s%s%s%s [%s] %x %d %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y);
3671 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3673 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3677 move_cursor_relative(y, x);
3680 /* Always stop at "normal" keys */
3681 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3684 /* Stop on everything but "return" */
3685 if ((query != '\r') && (query != '\n')) return query;
3687 /* Repeat forever */
3693 * Handle "target" and "look".
3695 * Note that this code can be called from "get_aim_dir()".
3697 * All locations must be on the current panel. Consider the use of
3698 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3699 * some form of "scrolling" the map around the cursor. XXX XXX XXX
3700 * That is, consider the possibility of "auto-scrolling" the screen
3701 * while the cursor moves around. This may require changes in the
3702 * "update_mon()" code to allow "visibility" even if off panel, and
3703 * may require dynamic recalculation of the "temp" grid set.
3705 * Hack -- targeting/observing an "outer border grid" may induce
3706 * problems, so this is not currently allowed.
3708 * The player can use the direction keys to move among "interesting"
3709 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3710 * move through the "interesting" grids in a sequential manner, or
3711 * can enter "location" mode, and use the direction keys to move one
3712 * grid at a time in any direction. The "t" (set target) command will
3713 * only target a monster (as opposed to a location) if the monster is
3714 * target_able and the "interesting" mode is being used.
3716 * The current grid is described using the "look" method above, and
3717 * a new command may be entered at any time, but note that if the
3718 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3719 * where "space" has no obvious meaning) then "space" will scan
3720 * through the description of the current grid until done, instead
3721 * of immediately jumping to the next "interesting" grid. This
3722 * allows the "target" command to retain its old semantics.
3724 * The "*", "+", and "-" keys may always be used to jump immediately
3725 * to the next (or previous) interesting grid, in the proper mode.
3727 * The "return" key may always be used to scan through a complete
3728 * grid description (forever).
3730 * This command will cancel any old target, even if used from
3731 * inside the "look" command.
3733 bool target_set(int mode)
3753 get_screen_size(&wid, &hgt);
3759 /* Cancel tracking */
3760 /* health_track(0); */
3763 /* Prepare the "temp" array */
3764 target_set_prepare(mode);
3766 /* Start near the player */
3772 /* Interesting grids */
3778 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3781 c_ptr = &cave[y][x];
3784 if (target_able(c_ptr->m_idx))
3787 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3789 strcpy(info, "q,t,p,o,+,-,<dir>");
3794 /* Dis-allow target */
3798 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3800 strcpy(info, "q,p,o,+,-,<dir>");
3805 /* Describe and Prompt */
3806 while (!(query = target_set_aux(y, x, mode, info)));
3808 /* Cancel tracking */
3809 /* health_track(0); */
3811 /* Assume no "direction" */
3816 if (query == '\r') query = 't';
3834 if (target_able(c_ptr->m_idx))
3836 health_track(c_ptr->m_idx);
3837 target_who = c_ptr->m_idx;
3856 if (!expand_list) done = TRUE;
3866 if (!expand_list) done = TRUE;
3873 /* Recenter the map around the player */
3877 p_ptr->update |= (PU_MONSTERS);
3880 p_ptr->redraw |= (PR_MAP);
3883 p_ptr->window |= (PW_OVERHEAD);
3888 /* Recalculate interesting grids */
3889 target_set_prepare(mode);
3908 /* Extract the action (if any) */
3909 d = get_keymap_dir(query);
3916 /* Hack -- move around */
3919 /* Modified to scroll to monster */
3920 int y2 = panel_row_min;
3921 int x2 = panel_col_min;
3923 /* Find a new monster */
3924 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3926 /* Request to target past last interesting grid */
3927 while (flag && (i < 0))
3929 /* Note the change */
3930 if (change_panel(ddy[d], ddx[d]))
3935 /* Recalculate interesting grids */
3936 target_set_prepare(mode);
3938 /* Look at interesting grids */
3941 /* Find a new monster */
3942 i = target_pick(v, u, ddy[d], ddx[d]);
3948 /* Nothing interesting */
3954 /* Restore previous position */
3957 panel_bounds_center();
3960 p_ptr->update |= (PU_MONSTERS);
3963 p_ptr->redraw |= (PR_MAP);
3966 p_ptr->window |= (PW_OVERHEAD);
3971 /* Recalculate interesting grids */
3972 target_set_prepare(mode);
3974 /* Look at boring grids */
3981 /* Do not move horizontally if unnecessary */
3982 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3983 ((x > panel_col_min + wid / 2) && (dx < 0)))
3988 /* Do not move vertically if unnecessary */
3989 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3990 ((y > panel_row_min + hgt / 2) && (dy < 0)))
3995 /* Apply the motion */
3996 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3997 (x >= panel_col_min+wid) || (x < panel_col_min))
3999 if (change_panel(dy, dx)) target_set_prepare(mode);
4002 /* Slide into legality */
4003 if (x >= cur_wid-1) x = cur_wid - 2;
4004 else if (x <= 0) x = 1;
4006 /* Slide into legality */
4007 if (y >= cur_hgt-1) y = cur_hgt- 2;
4008 else if (y <= 0) y = 1;
4017 /* Arbitrary grids */
4020 bool move_fast = FALSE;
4022 if (!(mode & TARGET_LOOK)) prt_path(y, x);
4025 c_ptr = &cave[y][x];
4027 /* Default prompt */
4029 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
4031 strcpy(info, "q,t,p,m,+,-,<dir>");
4035 /* Describe and Prompt (enable "TARGET_LOOK") */
4036 while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
4038 /* Cancel tracking */
4039 /* health_track(0); */
4041 /* Assume no direction */
4046 if (query == '\r') query = 't';
4049 /* Analyze the keypress */
4073 /* Recenter the map around the player */
4077 p_ptr->update |= (PU_MONSTERS);
4080 p_ptr->redraw |= (PR_MAP);
4083 p_ptr->window |= (PW_OVERHEAD);
4088 /* Recalculate interesting grids */
4089 target_set_prepare(mode);
4111 /* Pick a nearby monster */
4112 for (i = 0; i < temp_n; i++)
4114 t = distance(y, x, temp_y[i], temp_x[i]);
4124 /* Nothing interesting */
4125 if (bd == 999) flag = FALSE;
4132 /* Extract the action (if any) */
4133 d = get_keymap_dir(query);
4135 /* XTRA HACK MOVEFAST */
4136 if (isupper(query)) move_fast = TRUE;
4143 /* Handle "direction" */
4149 /* XTRA HACK MOVEFAST */
4152 int mag = MIN(wid / 2, hgt / 2);
4162 /* Do not move horizontally if unnecessary */
4163 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4164 ((x > panel_col_min + wid / 2) && (dx < 0)))
4169 /* Do not move vertically if unnecessary */
4170 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4171 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4176 /* Apply the motion */
4177 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4178 (x >= panel_col_min + wid) || (x < panel_col_min))
4180 if (change_panel(dy, dx)) target_set_prepare(mode);
4183 /* Slide into legality */
4184 if (x >= cur_wid-1) x = cur_wid - 2;
4185 else if (x <= 0) x = 1;
4187 /* Slide into legality */
4188 if (y >= cur_hgt-1) y = cur_hgt- 2;
4189 else if (y <= 0) y = 1;
4197 /* Clear the top line */
4200 /* Recenter the map around the player */
4204 p_ptr->update |= (PU_MONSTERS);
4207 p_ptr->redraw |= (PR_MAP);
4210 p_ptr->window |= (PW_OVERHEAD);
4215 /* Failure to set target */
4216 if (!target_who) return (FALSE);
4224 * Get an "aiming direction" from the user.
4226 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4227 * "0" for "current target", and "-1" for "entry aborted".
4229 * Note that "Force Target", if set, will pre-empt user interaction,
4230 * if there is a usable target already set.
4232 * Note that confusion over-rides any (explicit?) user choice.
4234 bool get_aim_dir(int *dp)
4245 /* Global direction */
4248 /* Hack -- auto-target if requested */
4249 if (use_old_target && target_okay()) dir = 5;
4251 #ifdef ALLOW_REPEAT /* TNB */
4253 if (repeat_pull(dp))
4258 if (!(*dp == 5 && !target_okay()))
4260 /* return (TRUE); */
4265 #endif /* ALLOW_REPEAT -- TNB */
4267 /* Ask until satisfied */
4270 /* Choose a prompt */
4274 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4276 p = "Direction ('*' to choose a target, Escape to cancel)? ";
4283 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4285 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4290 /* Get a command (or Cancel) */
4291 if (!get_com(p, &command, TRUE)) break;
4295 if (command == '\r') command = 't';
4298 /* Convert various keys to "standard" keys */
4301 /* Use current target */
4312 /* Set new target */
4317 if (target_set(TARGET_KILL)) dir = 5;
4323 /* Extract the action (if any) */
4324 dir = get_keymap_dir(command);
4330 /* Verify requested targets */
4331 if ((dir == 5) && !target_okay()) dir = 0;
4340 project_length = 0; /* reset to default */
4344 /* Save the direction */
4347 /* Check for confusion */
4348 if (p_ptr->confused)
4351 /* Random direction */
4352 dir = ddd[randint0(8)];
4355 /* Notice confusion */
4356 if (command_dir != dir)
4360 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4362 msg_print("You are confused.");
4367 /* Save direction */
4370 #ifdef ALLOW_REPEAT /* TNB */
4372 /* repeat_push(dir); */
4373 repeat_push(command_dir);
4375 #endif /* ALLOW_REPEAT -- TNB */
4377 /* A "valid" direction was entered */
4384 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4385 * and place it into "command_dir", unless we already have one.
4387 * This function should be used for all "repeatable" commands, such as
4388 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4389 * as all commands which must reference a grid adjacent to the player,
4390 * and which may not reference the grid under the player. Note that,
4391 * for example, it is no longer possible to "disarm" or "open" chests
4392 * in the same grid as the player.
4394 * Direction "5" is illegal and will (cleanly) abort the command.
4396 * This function tracks and uses the "global direction", and uses
4397 * that as the "desired direction", to which "confusion" is applied.
4399 bool get_rep_dir(int *dp, bool under)
4406 /* Global direction */
4409 #ifdef ALLOW_REPEAT /* TNB */
4411 if (repeat_pull(dp))
4414 /* return (TRUE); */
4417 #endif /* ALLOW_REPEAT -- TNB */
4419 /* Get a direction */
4424 /* Get a command (or Cancel) */
4426 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4428 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4432 /* Look up the direction */
4433 dir = get_keymap_dir(ch);
4439 /* Prevent weirdness */
4440 if ((dir == 5) && (!under)) dir = 0;
4443 if (!dir) return (FALSE);
4445 /* Save desired direction */
4448 /* Apply "confusion" */
4449 if (p_ptr->confused)
4451 /* Standard confusion */
4452 if (randint0(100) < 75)
4454 /* Random direction */
4455 dir = ddd[randint0(8)];
4458 else if (p_ptr->riding)
4460 monster_type *m_ptr = &m_list[p_ptr->riding];
4461 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4463 if (m_ptr->confused)
4465 /* Standard confusion */
4466 if (randint0(100) < 75)
4468 /* Random direction */
4469 dir = ddd[randint0(8)];
4472 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4474 /* Random direction */
4475 dir = ddd[randint0(8)];
4477 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4479 /* Random direction */
4480 dir = ddd[randint0(8)];
4484 /* Notice confusion */
4485 if (command_dir != dir)
4487 if (p_ptr->confused)
4491 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4493 msg_print("You are confused.");
4499 monster_type *m_ptr = &m_list[p_ptr->riding];
4501 monster_desc(m_name, m_ptr, 0);
4502 if (m_ptr->confused)
4505 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4507 msg_format("%^s is confusing.", m_name);
4514 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4516 msg_format("You cannot control %s.", m_name);
4522 /* Save direction */
4525 #ifdef ALLOW_REPEAT /* TNB */
4527 /* repeat_push(dir); */
4528 repeat_push(command_dir);
4530 #endif /* ALLOW_REPEAT -- TNB */
4537 bool get_rep_dir2(int *dp)
4544 /* Global direction */
4547 #ifdef ALLOW_REPEAT /* TNB */
4549 if (repeat_pull(dp))
4552 /* return (TRUE); */
4555 #endif /* ALLOW_REPEAT -- TNB */
4557 /* Get a direction */
4562 /* Get a command (or Cancel) */
4564 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4566 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4570 /* Look up the direction */
4571 dir = get_keymap_dir(ch);
4577 /* Prevent weirdness */
4578 if (dir == 5) dir = 0;
4581 if (!dir) return (FALSE);
4583 /* Save desired direction */
4586 /* Apply "confusion" */
4587 if (p_ptr->confused)
4589 /* Standard confusion */
4590 if (randint0(100) < 75)
4592 /* Random direction */
4593 dir = ddd[randint0(8)];
4597 /* Notice confusion */
4598 if (command_dir != dir)
4602 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4604 msg_print("You are confused.");
4609 /* Save direction */
4612 #ifdef ALLOW_REPEAT /* TNB */
4614 /* repeat_push(dir); */
4615 repeat_push(command_dir);
4617 #endif /* ALLOW_REPEAT -- TNB */
4624 int get_chaos_patron(void)
4626 return ((p_ptr->age + p_ptr->sc) % MAX_PATRON);
4630 void gain_level_reward(int chosen_reward)
4634 char wrath_reason[32] = "";
4635 int nasty_chance = 6;
4636 int dummy = 0, dummy2 = 0;
4639 char o_name[MAX_NLEN];
4645 if (multi_rew) return;
4646 else multi_rew = TRUE;
4650 if (p_ptr->lev == 13) nasty_chance = 2;
4651 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4652 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4654 if (one_in_(nasty_chance))
4655 type = randint1(20); /* Allow the 'nasty' effects */
4657 type = randint1(15) + 5; /* Or disallow them */
4659 if (type < 1) type = 1;
4660 if (type > 20) type = 20;
4665 sprintf(wrath_reason, "%s¤ÎÅܤê",
4666 chaos_patrons[p_ptr->chaos_patron]);
4668 sprintf(wrath_reason, "the Wrath of %s",
4669 chaos_patrons[p_ptr->chaos_patron]);
4673 effect = chaos_rewards[p_ptr->chaos_patron][type];
4675 if (one_in_(6) && !chosen_reward)
4678 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4679 chaos_patrons[p_ptr->chaos_patron]);
4681 msg_format("%^s rewards you with a mutation!",
4682 chaos_patrons[p_ptr->chaos_patron]);
4685 (void)gain_random_mutation(0);
4687 reward = "ÊÑ°Û¤·¤¿¡£";
4689 reward = "mutation";
4694 switch (chosen_reward ? chosen_reward : effect)
4698 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4699 chaos_patrons[p_ptr->chaos_patron]);
4701 msg_format("The voice of %s booms out:",
4702 chaos_patrons[p_ptr->chaos_patron]);
4706 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4708 msg_print("'Thou needst a new form, mortal!'");
4713 reward = "ÊÑ°Û¤·¤¿¡£";
4715 reward = "polymorphing";
4720 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4721 chaos_patrons[p_ptr->chaos_patron]);
4723 msg_format("The voice of %s booms out:",
4724 chaos_patrons[p_ptr->chaos_patron]);
4728 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4730 msg_print("'Well done, mortal! Lead on!'");
4733 if (p_ptr->prace == RACE_ANDROID)
4736 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4738 msg_print("But, nothing happen.");
4741 else if (p_ptr->exp < PY_MAX_EXP)
4743 s32b ee = (p_ptr->exp / 2) + 10;
4744 if (ee > 100000L) ee = 100000L;
4746 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4748 msg_print("You feel more experienced.");
4753 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4755 reward = "experience";
4761 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4762 chaos_patrons[p_ptr->chaos_patron]);
4764 msg_format("The voice of %s booms out:",
4765 chaos_patrons[p_ptr->chaos_patron]);
4769 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4771 msg_print("'Thou didst not deserve that, slave.'");
4774 if (p_ptr->prace == RACE_ANDROID)
4777 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4779 msg_print("But, nothing happen.");
4784 lose_exp(p_ptr->exp / 6);
4786 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4788 reward = "losing experience";
4794 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4795 chaos_patrons[p_ptr->chaos_patron]);
4797 msg_format("The voice of %s whispers:",
4798 chaos_patrons[p_ptr->chaos_patron]);
4802 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4804 msg_print("'Use my gift wisely.'");
4807 acquirement(py, px, 1, FALSE, FALSE);
4809 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4811 reward = "a good item";
4816 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4817 chaos_patrons[p_ptr->chaos_patron]);
4819 msg_format("The voice of %s booms out:",
4820 chaos_patrons[p_ptr->chaos_patron]);
4824 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4826 msg_print("'Use my gift wisely.'");
4829 acquirement(py, px, 1, TRUE, FALSE);
4831 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4833 reward = "an excellent item";
4838 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4839 chaos_patrons[p_ptr->chaos_patron]);
4841 msg_format("The voice of %s booms out:",
4842 chaos_patrons[p_ptr->chaos_patron]);
4846 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤·õ¤ËÃͤ»¤ê¡£¡×");
4848 msg_print("'Thy deed hath earned thee a worthy blade.'");
4851 /* Get local object */
4854 switch (randint1(p_ptr->lev))
4860 dummy2 = SV_MAIN_GAUCHE;
4869 dummy2 = SV_SMALL_SWORD;
4872 dummy2 = SV_BASILLARD;
4874 case 11: case 12: case 13:
4875 dummy2 = SV_SHORT_SWORD;
4881 dummy2 = SV_CUTLASS;
4884 dummy2 = SV_WAKIZASHI;
4887 dummy2 = SV_KHOPESH;
4893 dummy2 = SV_BROAD_SWORD;
4896 dummy2 = SV_LONG_SWORD;
4899 dummy2 = SV_SCIMITAR;
4902 dummy2 = SV_NINJATO;
4908 dummy2 = SV_BASTARD_SWORD;
4911 dummy2 = SV_GREAT_SCIMITAR;
4914 dummy2 = SV_CLAYMORE;
4917 dummy2 = SV_ESPADON;
4920 dummy2 = SV_TWO_HANDED_SWORD;
4923 dummy2 = SV_FLAMBERGE;
4926 dummy2 = SV_NO_DACHI;
4929 dummy2 = SV_EXECUTIONERS_SWORD;
4932 dummy2 = SV_ZWEIHANDER;
4935 dummy2 = SV_HAYABUSA;
4938 dummy2 = SV_BLADE_OF_CHAOS;
4941 object_prep(q_ptr, lookup_kind(dummy, dummy2));
4942 q_ptr->to_h = 3 + randint1(dun_level) % 10;
4943 q_ptr->to_d = 3 + randint1(dun_level) % 10;
4944 one_resistance(q_ptr);
4945 q_ptr->name2 = EGO_CHAOTIC;
4947 /* Drop it in the dungeon */
4948 (void)drop_near(q_ptr, -1, py, px);
4950 reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4952 reward = "chaos weapon";
4957 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4958 chaos_patrons[p_ptr->chaos_patron]);
4960 msg_format("The voice of %s booms out:",
4961 chaos_patrons[p_ptr->chaos_patron]);
4965 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤Ê󤤤ËÃͤ»¤ê¡£¡×");
4967 msg_print("'Thy deed hath earned thee a worthy reward.'");
4970 acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
4972 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4974 reward = "good items";
4979 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4980 chaos_patrons[p_ptr->chaos_patron]);
4982 msg_format("The voice of %s booms out:",
4983 chaos_patrons[p_ptr->chaos_patron]);
4987 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
4989 msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
4992 acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
4994 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4996 reward = "excellent items";
5001 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5002 chaos_patrons[p_ptr->chaos_patron]);
5004 msg_format("The voice of %s thunders:",
5005 chaos_patrons[p_ptr->chaos_patron]);
5009 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
5011 msg_print("'Thou art growing arrogant, mortal.'");
5014 (void)activate_ty_curse(FALSE, &count);
5016 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5023 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5024 chaos_patrons[p_ptr->chaos_patron]);
5026 msg_format("The voice of %s booms out:",
5027 chaos_patrons[p_ptr->chaos_patron]);
5031 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
5033 msg_print("'My pets, destroy the arrogant mortal!'");
5036 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
5038 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
5041 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5043 reward = "summoning hostile monsters";
5048 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5049 chaos_patrons[p_ptr->chaos_patron]);
5051 msg_format("The voice of %s booms out:",
5052 chaos_patrons[p_ptr->chaos_patron]);
5056 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤Å¨¤òɬÍפȤ»¤ê¡ª¡×");
5058 msg_print("'Thou needst worthier opponents!'");
5061 activate_hi_summon(py, px, FALSE);
5063 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5065 reward = "summoning many hostile monsters";
5070 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5071 chaos_patrons[p_ptr->chaos_patron]);
5073 msg_format("The voice of %s booms out:",
5074 chaos_patrons[p_ptr->chaos_patron]);
5078 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5080 msg_print("'Death and destruction! This pleaseth me!'");
5085 reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5087 reward = "calling chaos";
5092 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5093 chaos_patrons[p_ptr->chaos_patron]);
5095 msg_format("The voice of %s rings out:",
5096 chaos_patrons[p_ptr->chaos_patron]);
5100 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5102 msg_print("'Stay, mortal, and let me mold thee.'");
5105 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5106 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5108 do_inc_stat(randint0(6));
5110 reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5112 reward = "increasing a stat";
5117 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5118 chaos_patrons[p_ptr->chaos_patron]);
5120 msg_format("The voice of %s booms out:",
5121 chaos_patrons[p_ptr->chaos_patron]);
5125 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5127 msg_print("'I grow tired of thee, mortal.'");
5130 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5131 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5133 (void)do_dec_stat(randint0(6));
5135 reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5137 reward = "decreasing a stat";
5142 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5143 chaos_patrons[p_ptr->chaos_patron]);
5145 msg_format("The voice of %s thunders:",
5146 chaos_patrons[p_ptr->chaos_patron]);
5150 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5151 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5153 msg_print("'Thou needst a lesson in humility, mortal!'");
5154 msg_print("You feel less powerful!");
5157 for (dummy = 0; dummy < 6; dummy++)
5159 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5162 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5164 reward = "decreasing all stats";
5169 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5171 msg_format("You feel the power of %s touch you.",
5174 chaos_patrons[p_ptr->chaos_patron]);
5177 reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5179 reward = "polymorphing wounds";
5184 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5185 chaos_patrons[p_ptr->chaos_patron]);
5187 msg_format("The voice of %s booms out:",
5188 chaos_patrons[p_ptr->chaos_patron]);
5192 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5194 msg_print("'Receive this modest gift from me!'");
5197 for (dummy = 0; dummy < 6; dummy++)
5199 (void)do_inc_stat(dummy);
5202 reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5204 reward = "increasing all stats";
5209 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5210 chaos_patrons[p_ptr->chaos_patron]);
5212 msg_format("The voice of %s booms out:",
5213 chaos_patrons[p_ptr->chaos_patron]);
5217 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5219 msg_print("'Suffer, pathetic fool!'");
5222 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5223 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5225 reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5227 reward = "generating disintegration ball";
5232 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5233 chaos_patrons[p_ptr->chaos_patron]);
5235 msg_format("The voice of %s booms out:",
5236 chaos_patrons[p_ptr->chaos_patron]);
5240 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5242 msg_print("'Rise, my servant!'");
5246 (void)set_poisoned(0);
5248 (void)set_confused(0);
5253 for (dummy = 0; dummy < 6; dummy++)
5255 (void)do_res_stat(dummy);
5258 reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5264 if (!buki_motteruka(INVEN_RARM)) break;
5266 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5267 chaos_patrons[p_ptr->chaos_patron]);
5269 msg_format("The voice of %s booms out:",
5270 chaos_patrons[p_ptr->chaos_patron]);
5274 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5276 msg_print("'Thou reliest too much on thy weapon.'");
5279 object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
5280 (void)curse_weapon(FALSE, INVEN_RARM);
5282 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5284 reward = format("destroying %s", o_name);
5288 if (!inventory[INVEN_BODY].k_idx) break;
5290 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5291 chaos_patrons[p_ptr->chaos_patron]);
5293 msg_format("The voice of %s booms out:",
5294 chaos_patrons[p_ptr->chaos_patron]);
5298 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5300 msg_print("'Thou reliest too much on thine equipment.'");
5303 object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
5304 (void)curse_armor();
5306 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5308 reward = format("destroying %s", o_name);
5313 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5314 chaos_patrons[p_ptr->chaos_patron]);
5316 msg_format("The voice of %s whispers:",
5317 chaos_patrons[p_ptr->chaos_patron]);
5321 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5323 msg_print("'Now thou shalt pay for annoying me.'");
5326 switch (randint1(4))
5329 (void)activate_ty_curse(FALSE, &count);
5331 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5337 activate_hi_summon(py, px, FALSE);
5339 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5341 reward = "summoning hostile monsters";
5347 if (!buki_motteruka(INVEN_RARM)) break;
5348 object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
5349 (void)curse_weapon(FALSE, INVEN_RARM);
5351 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5353 reward = format("destroying %s", o_name);
5358 if (!inventory[INVEN_BODY].k_idx) break;
5359 object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
5360 (void)curse_armor();
5362 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5364 reward = format("destroying %s", o_name);
5369 for (dummy = 0; dummy < 6; dummy++)
5371 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5374 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5376 reward = "decreasing all stats";
5383 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5385 msg_format("The voice of %s thunders:",
5388 chaos_patrons[p_ptr->chaos_patron]);
5390 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5392 msg_print("'Die, mortal!'");
5395 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5396 for (dummy = 0; dummy < 6; dummy++)
5398 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5400 activate_hi_summon(py, px, FALSE);
5401 (void)activate_ty_curse(FALSE, &count);
5402 if (one_in_(2)) (void)curse_weapon(FALSE, INVEN_RARM);
5403 if (one_in_(2)) (void)curse_armor();
5407 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5408 chaos_patrons[p_ptr->chaos_patron]);
5410 msg_format("The voice of %s booms out:",
5411 chaos_patrons[p_ptr->chaos_patron]);
5415 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5417 msg_print("'Death and destruction! This pleaseth me!'");
5420 (void)destroy_area(py, px, 25, FALSE);
5422 reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5424 reward = "*destruct*ing dungeon";
5429 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5430 chaos_patrons[p_ptr->chaos_patron]);
5432 msg_format("The voice of %s booms out:",
5433 chaos_patrons[p_ptr->chaos_patron]);
5437 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5439 msg_print("'Let me relieve thee of thine oppressors!'");
5442 (void)symbol_genocide(0, FALSE);
5444 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5446 reward = "genociding monsters";
5451 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5452 chaos_patrons[p_ptr->chaos_patron]);
5454 msg_format("The voice of %s booms out:",
5455 chaos_patrons[p_ptr->chaos_patron]);
5459 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5461 msg_print("'Let me relieve thee of thine oppressors!'");
5464 (void)mass_genocide(0, FALSE);
5466 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5468 reward = "genociding nearby monsters";
5473 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5474 chaos_patrons[p_ptr->chaos_patron]);
5476 msg_format("You can feel the power of %s assault your enemies!",
5477 chaos_patrons[p_ptr->chaos_patron]);
5480 (void)dispel_monsters(p_ptr->lev * 4);
5484 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5485 chaos_patrons[p_ptr->chaos_patron]);
5487 msg_format("%s ignores you.",
5488 chaos_patrons[p_ptr->chaos_patron]);
5494 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5496 msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5499 if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5501 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5503 msg_print("Nobody ever turns up...");
5507 reward = "°Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5509 reward = "a demonic servant";
5515 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5517 msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5520 if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5522 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5524 msg_print("Nobody ever turns up...");
5528 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5530 reward = "a servant";
5536 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5538 msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5541 if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5543 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5545 msg_print("Nobody ever turns up...");
5549 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5551 reward = "an undead servant";
5557 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5559 msg_format("The voice of %s stammers:",
5562 chaos_patrons[p_ptr->chaos_patron]);
5564 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5566 msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5574 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5576 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5583 * old -- from PsiAngband.
5585 bool tgt_pt(int *x_ptr, int *y_ptr)
5589 bool success = FALSE;
5594 get_screen_size(&wid, &hgt);
5600 msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5602 msg_print("Select a point and press space.");
5604 msg_flag = FALSE; /* prevents "-more-" message. */
5606 while ((ch != ESCAPE) && !success)
5608 bool move_fast = FALSE;
5610 move_cursor_relative(y, x);
5622 if (player_bold(y, x)) ch = 0;
5625 else success = TRUE;
5629 /* Look up the direction */
5630 d = get_keymap_dir(ch);
5632 /* XTRA HACK MOVEFAST */
5633 if (isupper(ch)) move_fast = TRUE;
5635 /* Handle "direction" */
5641 /* XTRA HACK MOVEFAST */
5644 int mag = MIN(wid / 2, hgt / 2);
5654 /* Do not move horizontally if unnecessary */
5655 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5656 ((x > panel_col_min + wid / 2) && (dx < 0)))
5661 /* Do not move vertically if unnecessary */
5662 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5663 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5668 /* Apply the motion */
5669 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5670 (x >= panel_col_min + wid) || (x < panel_col_min))
5672 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5673 change_panel(dy, dx);
5676 /* Slide into legality */
5677 if (x >= cur_wid-1) x = cur_wid - 2;
5678 else if (x <= 0) x = 1;
5680 /* Slide into legality */
5681 if (y >= cur_hgt-1) y = cur_hgt- 2;
5682 else if (y <= 0) y = 1;
5689 /* Clear the top line */
5692 /* Recenter the map around the player */
5696 p_ptr->update |= (PU_MONSTERS);
5699 p_ptr->redraw |= (PR_MAP);
5702 p_ptr->window |= (PW_OVERHEAD);
5713 bool get_hack_dir(int *dp)
5723 /* Global direction */
5726 /* (No auto-targeting) */
5728 /* Ask until satisfied */
5731 /* Choose a prompt */
5735 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
5737 p = "Direction ('*' to choose a target, Escape to cancel)? ";
5744 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
5746 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
5751 /* Get a command (or Cancel) */
5752 if (!get_com(p, &command, TRUE)) break;
5756 if (command == '\r') command = 't';
5759 /* Convert various keys to "standard" keys */
5762 /* Use current target */
5773 /* Set new target */
5778 if (target_set(TARGET_KILL)) dir = 5;
5784 /* Look up the direction */
5785 dir = get_keymap_dir(command);
5791 /* Verify requested targets */
5792 if ((dir == 5) && !target_okay()) dir = 0;
5799 if (!dir) return (FALSE);
5801 /* Save the direction */
5804 /* Check for confusion */
5805 if (p_ptr->confused)
5808 /* Random direction */
5809 dir = ddd[randint0(8)];
5812 /* Notice confusion */
5813 if (command_dir != dir)
5817 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
5819 msg_print("You are confused.");
5824 /* Save direction */
5827 /* A "valid" direction was entered */
5833 * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
5836 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5838 s16b gain_energy(void)
5841 s32b energy_result = 10;
5844 tmp = randint0(Go_no_JuuJou);
5846 for (i = 0; i < 9; i ++){
5847 energy_result += tmp % 5;
5851 return (s16b)(energy_result + tmp);
5858 s16b bow_energy(int sval)
5862 /* Analyze the launcher */
5865 /* Sling and ammo */
5872 /* Short Bow and Arrow */
5879 /* Long Bow and Arrow */
5886 /* Bow of irresponsiblity and Arrow */
5893 /* Light Crossbow and Bolt */
5900 /* Heavy Crossbow and Bolt */
5915 int bow_tmul(int sval)
5919 /* Analyze the launcher */
5922 /* Sling and ammo */
5929 /* Short Bow and Arrow */
5936 /* Long Bow and Arrow */
5943 /* Bow of irresponsiblity and Arrow */
5950 /* Light Crossbow and Bolt */
5957 /* Heavy Crossbow and Bolt */
5969 * Return alignment title
5971 cptr your_alignment(void)
5974 if (p_ptr->align > 150) return "ÂçÁ±";
5975 else if (p_ptr->align > 50) return "ÃæÁ±";
5976 else if (p_ptr->align > 10) return "¾®Á±";
5977 else if (p_ptr->align > -11) return "ÃæΩ";
5978 else if (p_ptr->align > -51) return "¾®°";
5979 else if (p_ptr->align > -151) return "Ãæ°";
5982 if (p_ptr->align > 150) return "Lawful";
5983 else if (p_ptr->align > 50) return "Good";
5984 else if (p_ptr->align > 10) return "Neutral Good";
5985 else if (p_ptr->align > -11) return "Neutral";
5986 else if (p_ptr->align > -51) return "Neutral Evil";
5987 else if (p_ptr->align > -151) return "Evil";
5988 else return "Chaotic";
5994 * Return proficiency level of weapons and misc. skills (except riding)
5996 int weapon_exp_level(int weapon_exp)
5998 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5999 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6000 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6001 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
6002 else return EXP_LEVEL_MASTER;
6007 * Return proficiency level of riding
6009 int riding_exp_level(int riding_exp)
6011 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6012 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6013 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6014 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
6015 else return EXP_LEVEL_MASTER;
6020 * Return proficiency level of spells
6022 int spell_exp_level(int spell_exp)
6024 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6025 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6026 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6027 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
6028 else return EXP_LEVEL_MASTER;