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))
753 /* Extract monster name */
754 monster_desc(m_name, m_ptr, 0);
756 p_ptr->exit_bldg = TRUE;
758 if (p_ptr->arena_number > MAX_ARENA_MONS)
761 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
763 msg_print("You are a Genuine Champion!");
769 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
771 msg_print("Victorious! You're on your way to becoming Champion.");
775 if (arena_info[p_ptr->arena_number].tval)
777 /* Get local object */
780 /* Prepare to make a prize */
781 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
783 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
785 /* Drop it in the dungeon */
786 (void)drop_near(q_ptr, -1, y, x);
789 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
790 p_ptr->arena_number++;
791 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
794 if (m_idx == p_ptr->riding)
796 if (rakuba(-1, FALSE))
799 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
801 msg_print("You have fallen from your riding pet.");
806 /* Drop a dead corpse? */
807 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
808 ((r_ptr->flags9 & RF9_DROP_CORPSE) ||
809 (r_ptr->flags9 & RF9_DROP_SKELETON)) &&
810 !(p_ptr->inside_arena || p_ptr->inside_battle || (m_ptr->smart & SM_CLONED) || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
812 /* Assume skeleton */
816 * We cannot drop a skeleton? Note, if we are in this check,
817 * we *know* we can drop at least a corpse or a skeleton
819 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
821 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 && RF1_UNIQUE))
824 /* Else, a corpse is more likely unless we did a "lot" of damage */
825 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
827 /* Lots of damage in one blow */
828 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
830 if (one_in_(5)) corpse = TRUE;
834 if (!one_in_(5)) corpse = TRUE;
838 /* Get local object */
841 /* Prepare to make an object */
842 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
844 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
846 q_ptr->pval = m_ptr->r_idx;
848 /* Drop it in the dungeon */
849 (void)drop_near(q_ptr, -1, y, x);
852 /* Drop objects being carried */
853 monster_drop_carried_objects(m_ptr);
855 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
856 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
858 switch (m_ptr->r_idx)
860 case MON_PINK_HORROR:
861 /* Pink horrors are replaced with 2 Blue horrors */
862 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
866 for (i = 0; i < 2; i++)
869 bool pet = is_pet(m_ptr);
872 if (pet) mode |= PM_FORCE_PET;
874 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
876 if (player_can_see_bold(wy, wx))
883 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
885 msg_print("The Pink horror divides!");
890 case MON_BLOODLETTER:
891 /* Bloodletters of Khorne may drop a blade of chaos */
892 if (drop_chosen_item && (randint1(100) < 15))
894 /* Get local object */
897 /* Prepare to make a Blade of Chaos */
898 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
900 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
902 /* Drop it in the dungeon */
903 (void)drop_near(q_ptr, -1, y, x);
908 if (drop_chosen_item && (dun_level > 9))
910 /* Get local object */
913 /* Wipe the object */
916 /* Activate restriction */
917 if ((dun_level > 49) && one_in_(5))
918 get_obj_num_hook = kind_is_good_book;
920 get_obj_num_hook = kind_is_book;
922 /* Prepare allocation table */
926 make_object(q_ptr, mo_mode);
928 /* Drop it in the dungeon */
929 (void)drop_near(q_ptr, -1, y, x);
935 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
936 * spawn another in the fallen one's place!
938 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
942 int wy = py, wx = px;
944 bool pet = is_pet(m_ptr);
948 scatter(&wy, &wx, py, px, 20, 0);
950 while (!(in_bounds(wy, wx) && cave_floor_bold(wy, wx)) && --attempts);
955 if (pet) mode |= PM_FORCE_PET;
957 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
959 if (player_can_see_bold(wy, wx))
961 msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
963 msg_print("A new warrior steps forth!");
973 /* One more ultra-hack: An Unmaker goes out with a big bang! */
975 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
976 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
980 case MON_UNICORN_ORD:
983 /* Reward for "lazy" player */
984 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
988 if (!drop_chosen_item) break;
995 a_idx = ART_NAMAKE_HAMMER;
998 a_idx = ART_NAMAKE_BOW;
1001 a_idx = ART_NAMAKE_ARMOR;
1005 while (a_info[a_idx].cur_num);
1007 if (a_info[a_idx].cur_num == 0)
1009 /* Create the artifact */
1010 create_named_art(a_idx, y, x);
1011 a_info[a_idx].cur_num = 1;
1017 if (!drop_chosen_item) break;
1019 /* Get local object */
1022 /* Mega-Hack -- Prepare to make "Grond" */
1023 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1025 /* Mega-Hack -- Mark this item as "Grond" */
1026 q_ptr->name1 = ART_GROND;
1028 /* Mega-Hack -- Actually create "Grond" */
1029 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1031 /* Drop it in the dungeon */
1032 (void)drop_near(q_ptr, -1, y, x);
1034 /* Get local object */
1037 /* Mega-Hack -- Prepare to make "Chaos" */
1038 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1040 /* Mega-Hack -- Mark this item as "Chaos" */
1041 q_ptr->name1 = ART_CHAOS;
1043 /* Mega-Hack -- Actually create "Chaos" */
1044 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1046 /* Drop it in the dungeon */
1047 (void)drop_near(q_ptr, -1, y, x);
1050 case MON_B_DEATH_SWORD:
1051 if (drop_chosen_item)
1053 /* Get local object */
1056 /* Prepare to make a broken sword */
1057 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1059 /* Drop it in the dungeon */
1060 (void)drop_near(q_ptr, -1, y, x);
1066 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1067 ((m_ptr->r_idx == MON_A_SILVER) && !((r_ptr->r_pkills + 1) % 5))))
1069 /* Get local object */
1072 /* Prepare to make a Can of Toys */
1073 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1075 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1077 /* Drop it in the dungeon */
1078 (void)drop_near(q_ptr, -1, y, x);
1084 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1085 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1090 if (!drop_chosen_item) break;
1092 switch (r_ptr->d_char)
1097 /* Get local object */
1100 /* Wipe the object */
1103 /* Activate restriction */
1104 get_obj_num_hook = kind_is_cloak;
1106 /* Prepare allocation table */
1110 make_object(q_ptr, mo_mode);
1112 /* Drop it in the dungeon */
1113 (void)drop_near(q_ptr, -1, y, x);
1120 /* Get local object */
1123 /* Wipe the object */
1126 /* Activate restriction */
1127 get_obj_num_hook = kind_is_polearm;
1129 /* Prepare allocation table */
1132 /* Make a poleweapon */
1133 make_object(q_ptr, mo_mode);
1135 /* Drop it in the dungeon */
1136 (void)drop_near(q_ptr, -1, y, x);
1143 /* Get local object */
1146 /* Wipe the object */
1149 /* Activate restriction */
1150 get_obj_num_hook = kind_is_armor;
1152 /* Prepare allocation table */
1155 /* Make a hard armor */
1156 make_object(q_ptr, mo_mode);
1158 /* Drop it in the dungeon */
1159 (void)drop_near(q_ptr, -1, y, x);
1164 if (m_ptr->r_idx != MON_STORMBRINGER)
1166 /* Get local object */
1169 /* Wipe the object */
1172 /* Activate restriction */
1173 get_obj_num_hook = kind_is_sword;
1175 /* Prepare allocation table */
1179 make_object(q_ptr, mo_mode);
1181 /* Drop it in the dungeon */
1182 (void)drop_near(q_ptr, -1, y, x);
1189 /* Mega-Hack -- drop fixed items */
1190 if (drop_chosen_item)
1195 switch (m_ptr->r_idx)
1215 case MON_STORMBRINGER:
1216 a_idx = ART_STORMBRINGER;
1221 a_idx = ART_CRIMSON;
1231 a_idx = ART_KUSANAGI;
1261 a_idx = ART_WEREWINDLE;
1269 a_idx = ART_GRAYSWANDIR;
1280 a_idx = ART_TWILIGHT;
1285 a_idx = ART_ELENDIL;
1300 a_idx = ART_DESTINY;
1305 a_idx = ART_ZANTETSU;
1320 a_idx = ART_WINBLOWS;
1324 case MON_LUNGORTHIN:
1329 case MON_JACK_SHADOWS:
1335 a_idx = ART_STONEMASK;
1340 a_idx = ART_SOULCRUSH;
1345 a_idx = ART_EXCALIBUR_J;
1350 a_idx = ART_SHUTEN_DOJI;
1355 a_idx = ART_GOTHMOG;
1365 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1367 if (a_info[a_idx].cur_num == 0)
1369 /* Create the artifact */
1370 create_named_art(a_idx, y, x);
1371 a_info[a_idx].cur_num = 1;
1375 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1377 int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1378 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1380 if (d_info[dungeon_type].final_artifact)
1382 int a_idx = d_info[dungeon_type].final_artifact;
1383 if (!a_info[a_idx].cur_num)
1385 /* Create the artifact */
1386 create_named_art(a_idx, y, x);
1387 a_info[a_idx].cur_num = 1;
1389 /* Prevent rewarding both artifact and "default" object */
1390 if (!d_info[dungeon_type].final_object) k_idx = 0;
1396 /* Get local object */
1399 /* Prepare to make a reward */
1400 object_prep(q_ptr, k_idx);
1402 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1404 /* Drop it in the dungeon */
1405 (void)drop_near(q_ptr, -1, y, x);
1408 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1410 msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1415 /* Determine how much we can drop */
1416 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1417 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1418 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1419 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1420 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1421 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1423 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1424 number = 0; /* Clones drop no stuff unless Cloning Pits */
1426 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1427 number = 0; /* Pets drop no stuff */
1428 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1430 /* Hack -- handle creeping coins */
1431 coin_type = force_coin;
1433 /* Average dungeon and monster levels */
1434 object_level = (dun_level + r_ptr->level) / 2;
1436 /* Drop some objects */
1437 for (j = 0; j < number; j++)
1439 /* Get local object */
1442 /* Wipe the object */
1446 if (do_gold && (!do_item || (randint0(100) < 50)))
1448 /* Make some gold */
1449 if (!make_gold(q_ptr)) continue;
1458 /* Make an object */
1459 if (!make_object(q_ptr, mo_mode)) continue;
1465 /* Drop it in the dungeon */
1466 (void)drop_near(q_ptr, -1, y, x);
1469 /* Reset the object level */
1470 object_level = base_level;
1472 /* Reset "coin" type */
1476 /* Take note of any dropped treasure */
1477 if (visible && (dump_item || dump_gold))
1479 /* Take notes on treasure */
1480 lore_treasure(m_idx, dump_item, dump_gold);
1483 /* Only process "Quest Monsters" */
1484 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1485 if (p_ptr->inside_battle) return;
1488 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1491 p_ptr->total_winner = TRUE;
1493 /* Redraw the "title" */
1494 p_ptr->redraw |= (PR_TITLE);
1497 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1499 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
1502 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1505 msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1506 msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1508 msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1509 msg_print("'Thou art donst well, mortal!'");
1513 /* Congratulations */
1515 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1517 msg_print("*** CONGRATULATIONS ***");
1521 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1523 msg_print("You have won the game!");
1527 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1529 msg_print("You may retire (commit suicide) when you are ready.");
1535 * Modify the physical damage done to the monster.
1536 * (for example when it's invulnerable or shielded)
1538 * ToDo: Accept a damage-type to calculate the modified damage from
1539 * things like fire, frost, lightning, poison, ... attacks.
1541 * "type" is not yet used and should be 0.
1543 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1545 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1547 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1550 if((dam == 0) && one_in_(3)) dam = 1;
1553 if (m_ptr->invulner)
1557 if(!p_ptr->blind && m_ptr->ml)
1560 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1562 msg_print("The barrier is penetrated!");
1566 else if (!one_in_(PENETRATE_INVULNERABILITY))
1574 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1576 s32b div, new_exp, new_exp_frac;
1577 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1578 int monnum_penarty = 0;
1580 if (!m_ptr->r_idx) return;
1581 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1585 u32b m_exp_h, m_exp_l;
1587 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1589 monnum_penarty = r_ptr->r_pkills / 400;
1590 if (monnum_penarty > 8) monnum_penarty = 8;
1592 if (r_ptr->flags1 & RF1_UNIQUE)
1594 m_exp = (long)r_ptr->mexp * r_ptr->level;
1595 div = (p_ptr->max_plv+2);
1599 m_exp = (long)r_ptr->mexp * r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed);
1600 div = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1602 m_exp_h = m_exp/0x10000L;
1603 m_exp_l = m_exp%0x10000L;
1606 m_exp_h += m_exp_l / 0x10000L;
1607 m_exp_l %= 0x10000L;
1609 /* real monster maxhp have effect on EXP */
1610 if(!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1612 u32b maxhp = m_ptr->max_maxhp*2;
1615 m_exp_h += m_exp_l / 0x10000L;
1616 m_exp_l %= 0x10000L;
1618 div *= r_ptr->hdice * (r_ptr->hside + 1);
1620 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE))) div *= 5;
1621 div_h = div/0x10000L;
1622 div_l = div%0x10000L;
1623 div_h *= (m_ptr->max_maxhp*2);
1624 div_l *= (m_ptr->max_maxhp*2);
1625 div_h += div_l / 0x10000L;
1628 while (monnum_penarty)
1632 div_h += div_l / 0x10000L;
1637 m_exp_l = (0x7fffffff & (m_exp_h << 16)) | m_exp_l;
1638 m_exp_h = m_exp_h >> 15;
1639 div_l = (0x7fffffff & (div_h << 16)) | div_l;
1640 div_h = div_h >> 15;
1642 #define M_INT_GREATER63(h1,l1,h2,l2) ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
1643 #define M_INT_SUB63(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x80000000;h1--;}l1-=l2;}
1644 #define M_INT_LSHIFT63(h1,l1) {h1=(h1<<1)|(l1>>30);l1=(l1<<1)&0x7fffffff;}
1645 #define M_INT_RSHIFT63(h1,l1) {l1=(l1>>1)|(h1<<30);h1>>=1;}
1646 #define M_INT_DIV63(h1,l1,h2,l2,result) \
1650 while( M_INT_GREATER63(h1,l1, h2, l2) ){M_INT_LSHIFT63(h2, l2); bit<<=1;} \
1651 for(bit>>=1; bit>=1; bit>>=1){ \
1652 M_INT_RSHIFT63(h2, l2); \
1653 if(M_INT_GREATER63(h1, l1, h2, l2)) \
1654 {result|=bit;M_INT_SUB63(h1, l1, h2, l2);} \
1658 /* Give some experience for the kill */
1659 M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp);
1661 /* Handle fractional experience */
1662 /* multiply 0x10000L to remainder */
1663 m_exp_h = (m_exp_h<<16) | (m_exp_l>>15);
1665 M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp_frac);
1666 new_exp_frac += p_ptr->exp_frac;
1667 /* Keep track of experience */
1668 if (new_exp_frac >= 0x10000L)
1671 p_ptr->exp_frac = (u16b)(new_exp_frac - 0x10000L);
1675 p_ptr->exp_frac = (u16b)new_exp_frac;
1678 /* Gain experience */
1686 * Decreases monsters hit points, handling monster death.
1688 * We return TRUE if the monster has been killed (and deleted).
1690 * We announce monster death (using an optional "death message"
1691 * if given, and a otherwise a generic killed/destroyed message).
1693 * Only "physical attacks" can induce the "You have slain" message.
1694 * Missile and Spell attacks will induce the "dies" message, or
1695 * various "specialized" messages. Note that "You have destroyed"
1696 * and "is destroyed" are synonyms for "You have slain" and "dies".
1698 * Hack -- unseen monsters yield "You have killed it." message.
1700 * Added fear (DGK) and check whether to print fear messages -CWS
1702 * Made name, sex, and capitalization generic -BEN-
1704 * As always, the "ghost" processing is a total hack.
1706 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1708 * XXX XXX XXX Consider decreasing monster experience over time, say,
1709 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1710 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1711 * monster worth more than subsequent monsters. This would also need
1712 * to induce changes in the monster recall code.
1714 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1716 monster_type *m_ptr = &m_list[m_idx];
1717 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1719 monster_type exp_mon;
1721 /* Innocent until proven otherwise */
1722 bool innocent = TRUE, thief = FALSE;
1726 COPY(&exp_mon, m_ptr, monster_type);
1727 if (!(r_ptr->flags7 & RF7_KILL_EXP))
1729 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1730 if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
1732 get_exp_from_mon(expdam, &exp_mon);
1735 /* Redraw (later) if needed */
1736 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1737 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1742 /* Hack - Cancel any special player stealth magics. -LM- */
1743 if (p_ptr->special_defense & NINJA_S_STEALTH)
1745 set_superstealth(FALSE);
1751 /* It is dead now */
1756 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1758 /* You might have unmasked Tanuki first time */
1759 r_ptr = &r_info[m_ptr->r_idx];
1760 m_ptr->ap_r_idx = m_ptr->r_idx;
1761 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1764 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1766 /* You might have unmasked Chameleon first time */
1767 r_ptr = real_r_ptr(m_ptr);
1768 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1771 /* When the player kills a Unique, it stays dead */
1772 if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
1775 /* When the player kills a Nazgul, it stays dead */
1776 if (r_ptr->flags7 & RF7_UNIQUE_7) r_ptr->max_num--;
1778 /* Recall even invisible uniques or winners */
1779 if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE))
1781 /* Count kills this life */
1782 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1783 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1785 /* Count kills in all lives */
1786 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1787 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1789 /* Hack -- Auto-recall */
1790 monster_race_track(m_ptr->ap_r_idx);
1793 /* Extract monster name */
1794 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1796 /* Don't kill Amberites */
1797 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1799 int curses = 1 + randint1(3);
1800 bool stop_ty = FALSE;
1804 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1806 msg_format("%^s puts a terrible blood curse on you!", m_name);
1809 curse_equipment(100, 50);
1813 stop_ty = activate_ty_curse(stop_ty, &count);
1818 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1820 char line_got[1024];
1822 /* Dump a message */
1824 if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1826 if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1829 msg_format("%^s %s", m_name, line_got);
1832 if (m_ptr->r_idx == MON_SERPENT)
1834 /* Make screen dump */
1835 screen_dump = make_screen_dump();
1840 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1842 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1844 chg_virtue(V_VALOUR, -1);
1846 else if (r_ptr->level > dun_level)
1848 if (randint1(10) <= (r_ptr->level - dun_level))
1849 chg_virtue(V_VALOUR, 1);
1851 if (r_ptr->level > 60)
1853 chg_virtue(V_VALOUR, 1);
1855 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1856 chg_virtue(V_VALOUR, 2);
1859 if ((r_ptr->flags1 & RF1_UNIQUE) && ((r_ptr->flags3 & RF3_EVIL) ||
1860 (r_ptr->flags3 & RF3_GOOD)))
1862 chg_virtue(V_HARMONY, 2);
1864 if ((r_ptr->flags1 & RF1_UNIQUE) && (r_ptr->flags3 & RF3_GOOD))
1866 chg_virtue(V_UNLIFE, 2);
1867 chg_virtue(V_VITALITY, -2);
1870 if ((r_ptr->flags1 & RF1_UNIQUE) && one_in_(3))
1871 chg_virtue(V_INDIVIDUALISM, -1);
1873 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1875 chg_virtue(V_COMPASSION, -1);
1878 if ((r_ptr->flags3 & RF3_GOOD) &&
1879 ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1881 chg_virtue(V_UNLIFE, 1);
1883 if (r_ptr->d_char == 'A')
1885 if (r_ptr->flags1 & RF1_UNIQUE)
1886 chg_virtue(V_FAITH, -2);
1887 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1889 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1890 else chg_virtue(V_FAITH, 1);
1893 else if (r_ptr->flags3 & RF3_DEMON)
1895 if (r_ptr->flags1 & RF1_UNIQUE)
1896 chg_virtue(V_FAITH, 2);
1897 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1898 chg_virtue(V_FAITH, 1);
1901 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1902 chg_virtue(V_VITALITY, 2);
1904 if (r_ptr->r_deaths)
1906 if (r_ptr->flags1 & RF1_UNIQUE)
1908 chg_virtue(V_HONOUR, 10);
1910 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1912 chg_virtue(V_HONOUR, 1);
1915 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_pkills > 1000) && one_in_(10))
1917 chg_virtue(V_VALOUR, -1);
1920 for (i = 0; i < 4; i++)
1922 if(r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1924 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1925 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1927 thief = TRUE; /* Thief! */
1930 /* The new law says it is illegal to live in the dungeon */
1931 if (r_ptr->level != 0) innocent = FALSE;
1935 if (r_ptr->flags1 & RF1_UNIQUE)
1936 chg_virtue(V_JUSTICE, 3);
1937 else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1940 chg_virtue(V_JUSTICE, 1);
1944 chg_virtue (V_JUSTICE, -1);
1947 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)))
1949 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1952 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1956 sprintf(m_name, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
1958 sprintf(m_name, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
1960 do_cmd_write_nikki(NIKKI_UNIQUE, 0, m_name);
1966 /* Death by Missile/Spell attack */
1969 msg_format("%^s%s", m_name, note);
1972 /* Death by physical attack -- invisible monster */
1973 else if (!m_ptr->ml)
1976 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1977 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
1979 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
1981 msg_format("You have killed %s.", m_name);
1986 /* Death by Physical attack -- non-living monster */
1987 else if (!monster_living(r_ptr))
1990 bool explode = FALSE;
1992 for (i = 0; i < 4; i++)
1994 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1997 /* Special note at death */
2000 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
2002 msg_format("%s explodes into tiny shreds.", m_name);
2007 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2008 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
2010 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
2012 msg_format("You have destroyed %s.", m_name);
2017 /* Death by Physical attack -- living monster */
2021 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2022 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2024 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2026 msg_format("You have slain %s.", m_name);
2030 if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
2032 for (i = 0; i < MAX_KUBI; i++)
2034 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
2037 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
2039 msg_format("There is a price on %s's head.", m_name);
2046 /* Generate treasure */
2047 monster_death(m_idx, TRUE);
2048 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
2050 r_info[MON_BANORLUPART].max_num = 0;
2051 r_info[MON_BANORLUPART].r_pkills++;
2052 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
2055 if (m_ptr->r_idx == MON_BANORLUPART)
2057 r_info[MON_BANOR].max_num = 0;
2058 r_info[MON_BANOR].r_pkills++;
2059 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
2060 r_info[MON_LUPART].max_num = 0;
2061 r_info[MON_LUPART].r_pkills++;
2062 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
2065 /* Mega hack : replace IKETA to BIKETAL */
2066 if ((m_ptr->r_idx == MON_IKETA) &&
2067 !(p_ptr->inside_arena || p_ptr->inside_battle))
2069 int dummy_y = m_ptr->fy;
2070 int dummy_x = m_ptr->fx;
2073 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2075 /* Delete the monster */
2076 delete_monster_idx(m_idx);
2078 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2081 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2083 msg_print("Uwa-hahaha! *I* am Biketal!");
2089 /* Delete the monster */
2090 delete_monster_idx(m_idx);
2093 /* Prevent bug of chaos patron's reward */
2094 if (r_ptr->flags7 & RF7_KILL_EXP)
2095 get_exp_from_mon((long)m_ptr->max_maxhp*2, &exp_mon);
2097 get_exp_from_mon(((long)m_ptr->max_maxhp+1L) * 9L / 10L, &exp_mon);
2102 /* Monster is dead */
2109 /* Mega-Hack -- Pain cancels fear */
2110 if (m_ptr->monfear && (dam > 0))
2112 int tmp = randint1(dam);
2114 /* Cure a little fear */
2115 if (tmp < m_ptr->monfear)
2118 m_ptr->monfear -= tmp;
2121 /* Cure all the fear */
2132 /* Sometimes a monster gets scared by damage */
2133 if (!m_ptr->monfear && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2137 /* Percentage of fully healthy */
2138 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2141 * Run (sometimes) if at 10% or less of max hit points,
2142 * or (usually) when hit for half its current hit points
2144 if ((randint1(10) >= percentage) ||
2145 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2147 /* Hack -- note fear */
2150 /* XXX XXX XXX Hack -- Add some timed fear */
2151 m_ptr->monfear = (randint1(10) +
2152 (((dam >= m_ptr->hp) && (percentage > 7)) ?
2153 20 : ((11 - percentage) * 5)));
2160 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2164 /* Extract monster name */
2165 monster_desc(m_name, m_ptr, 0);
2167 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2168 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2171 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2173 msg_format("%^s has thrown you off!", m_name);
2185 * Get term size and calculate screen size
2187 void get_screen_size(int *wid_p, int *hgt_p)
2189 Term_get_size(wid_p, hgt_p);
2190 *hgt_p -= ROW_MAP + 2;
2191 *wid_p -= COL_MAP + 2;
2192 if (use_bigtile) *wid_p /= 2;
2197 * Calculates current boundaries
2198 * Called below and from "do_cmd_locate()".
2200 void panel_bounds_center(void)
2205 get_screen_size(&wid, &hgt);
2207 panel_row_max = panel_row_min + hgt - 1;
2208 panel_row_prt = panel_row_min - 1;
2209 panel_col_max = panel_col_min + wid - 1;
2210 panel_col_prt = panel_col_min - 13;
2215 * Map resizing whenever the main term changes size
2217 void resize_map(void)
2219 /* Only if the dungeon exists */
2220 if (!character_dungeon) return;
2222 /* Mega-Hack -- no panel yet */
2226 /* Reset the panels */
2227 panel_row_min = cur_hgt;
2228 panel_col_min = cur_wid;
2233 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2235 /* Forget lite/view */
2236 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2238 /* Update lite/view */
2239 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2241 /* Update monsters */
2242 p_ptr->update |= (PU_MONSTERS);
2244 /* Redraw everything */
2245 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2247 /* Hack -- update */
2255 * Place the cursor on the player
2257 if (can_save) move_cursor_relative(py, px);
2264 * Redraw a term when it is resized
2266 void redraw_window(void)
2268 /* Only if the dungeon exists */
2269 if (!character_dungeon) return;
2271 /* Hack - Activate term zero for the redraw */
2272 Term_activate(&term_screen[0]);
2274 /* Hack -- react to changes */
2275 Term_xtra(TERM_XTRA_REACT, 0);
2278 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2281 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2283 /* Hack -- update */
2295 * Handle a request to change the current panel
2297 * Return TRUE if the panel was changed.
2299 * Also used in do_cmd_locate
2301 bool change_panel(int dy, int dx)
2307 get_screen_size(&wid, &hgt);
2309 /* Apply the motion */
2310 y = panel_row_min + dy * hgt / 2;
2311 x = panel_col_min + dx * wid / 2;
2313 /* Verify the row */
2314 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2317 /* Verify the col */
2318 if (x > cur_wid - wid) x = cur_wid - wid;
2321 /* Handle "changes" */
2322 if ((y != panel_row_min) || (x != panel_col_min))
2324 /* Save the new panel info */
2328 /* Recalculate the boundaries */
2329 panel_bounds_center();
2332 p_ptr->update |= (PU_MONSTERS);
2335 p_ptr->redraw |= (PR_MAP);
2350 * Given an row (y) and col (x), this routine detects when a move
2351 * off the screen has occurred and figures new borders. -RAK-
2353 * "Update" forces a "full update" to take place.
2355 * The map is reprinted if necessary, and "TRUE" is returned.
2357 void verify_panel(void)
2369 get_screen_size(&wid, &hgt);
2371 max_prow_min = cur_hgt - hgt;
2372 max_pcol_min = cur_wid - wid;
2374 /* Bounds checking */
2375 if (max_prow_min < 0) max_prow_min = 0;
2376 if (max_pcol_min < 0) max_pcol_min = 0;
2378 /* Center on player */
2379 if (center_player && (center_running || !running))
2381 /* Center vertically */
2382 prow_min = y - hgt / 2;
2383 if (prow_min < 0) prow_min = 0;
2384 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2386 /* Center horizontally */
2387 pcol_min = x - wid / 2;
2388 if (pcol_min < 0) pcol_min = 0;
2389 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2393 prow_min = panel_row_min;
2394 pcol_min = panel_col_min;
2396 /* Scroll screen when 2 grids from top/bottom edge */
2397 if (y > panel_row_max - 2)
2399 while (y > prow_min + hgt-1 - 2)
2401 prow_min += (hgt / 2);
2405 if (y < panel_row_min + 2)
2407 while (y < prow_min + 2)
2409 prow_min -= (hgt / 2);
2413 if (prow_min > max_prow_min) prow_min = max_prow_min;
2414 if (prow_min < 0) prow_min = 0;
2416 /* Scroll screen when 4 grids from left/right edge */
2417 if (x > panel_col_max - 4)
2419 while (x > pcol_min + wid-1 - 4)
2421 pcol_min += (wid / 2);
2425 if (x < panel_col_min + 4)
2427 while (x < pcol_min + 4)
2429 pcol_min -= (wid / 2);
2433 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2434 if (pcol_min < 0) pcol_min = 0;
2437 /* Check for "no change" */
2438 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2440 /* Save the new panel info */
2441 panel_row_min = prow_min;
2442 panel_col_min = pcol_min;
2444 /* Hack -- optional disturb on "panel change" */
2445 if (disturb_panel && !center_player) disturb(0, 0);
2447 /* Recalculate the boundaries */
2448 panel_bounds_center();
2451 p_ptr->update |= (PU_MONSTERS);
2454 p_ptr->redraw |= (PR_MAP);
2457 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2462 * Monster health description
2464 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2466 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2473 /* Determine if the monster is "living" */
2474 living = monster_living(ap_r_ptr);
2476 /* Calculate a health "percentage" */
2477 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2479 /* Healthy monsters */
2480 if (m_ptr->hp >= m_ptr->maxhp)
2484 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2486 desc = living ? "unhurt" : "undamaged";
2491 else if (perc >= 60)
2494 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2496 desc = living ? "somewhat wounded" : "somewhat damaged";
2501 else if (perc >= 25)
2504 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2506 desc = living ? "wounded" : "damaged";
2511 else if (perc >= 10)
2514 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2516 desc = living ? "badly wounded" : "badly damaged";
2524 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2526 desc = living ? "almost dead" : "almost destroyed";
2531 /* Need attitude information? */
2534 /* Full information is not needed */
2537 else if (is_pet(m_ptr))
2540 attitude = ", ¥Ú¥Ã¥È";
2545 else if (is_friendly(m_ptr))
2548 attitude = ", ͧ¹¥Åª";
2550 attitude = ", friendly";
2563 /* Clone monster? */
2564 if (m_ptr->smart & SM_CLONED)
2573 /* Display monster's level --- idea borrowed from ToME */
2574 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2577 return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2579 return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2585 return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
2587 return format("Level ???, %s%s%s", desc, attitude, clone);
2595 * Angband sorting algorithm -- quick sort in place
2597 * Note that the details of the data we are sorting is hidden,
2598 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2599 * function hooks to interact with the data, which is given as
2600 * two pointers, and which may have any user-defined form.
2602 void ang_sort_aux(vptr u, vptr v, int p, int q)
2620 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2623 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2625 /* Done partition */
2629 (*ang_sort_swap)(u, v, a, b);
2635 /* Recurse left side */
2636 ang_sort_aux(u, v, p, b);
2638 /* Recurse right side */
2639 ang_sort_aux(u, v, b+1, q);
2644 * Angband sorting algorithm -- quick sort in place
2646 * Note that the details of the data we are sorting is hidden,
2647 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2648 * function hooks to interact with the data, which is given as
2649 * two pointers, and which may have any user-defined form.
2651 void ang_sort(vptr u, vptr v, int n)
2653 /* Sort the array */
2654 ang_sort_aux(u, v, 0, n-1);
2659 /*** Targeting Code ***/
2663 * Determine is a monster makes a reasonable target
2665 * The concept of "targeting" was stolen from "Morgul" (?)
2667 * The player can target any location, or any "target-able" monster.
2669 * Currently, a monster is "target_able" if it is visible, and if
2670 * the player can hit it with a projection, and the player is not
2671 * hallucinating. This allows use of "use closest target" macros.
2673 * Future versions may restrict the ability to target "trappers"
2674 * and "mimics", but the semantics is a little bit weird.
2676 bool target_able(int m_idx)
2678 monster_type *m_ptr = &m_list[m_idx];
2680 /* Monster must be alive */
2681 if (!m_ptr->r_idx) return (FALSE);
2683 /* Hack -- no targeting hallucinations */
2684 if (p_ptr->image) return (FALSE);
2686 /* Monster must be visible */
2687 if (!m_ptr->ml) return (FALSE);
2689 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2691 /* Monster must be projectable */
2692 if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2694 /* XXX XXX XXX Hack -- Never target trappers */
2695 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2705 * Update (if necessary) and verify (if possible) the target.
2707 * We return TRUE if the target is "okay" and FALSE otherwise.
2709 bool target_okay(void)
2711 /* Accept stationary targets */
2712 if (target_who < 0) return (TRUE);
2714 /* Check moving targets */
2717 /* Accept reasonable targets */
2718 if (target_able(target_who))
2720 monster_type *m_ptr = &m_list[target_who];
2722 /* Acquire monster location */
2723 target_row = m_ptr->fy;
2724 target_col = m_ptr->fx;
2731 /* Assume no target */
2738 * Sorting hook -- comp function -- by "distance to player"
2740 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2741 * and sort the arrays by double-distance to the player.
2743 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2745 byte *x = (byte*)(u);
2746 byte *y = (byte*)(v);
2750 /* Absolute distance components */
2751 kx = x[a]; kx -= px; kx = ABS(kx);
2752 ky = y[a]; ky -= py; ky = ABS(ky);
2754 /* Approximate Double Distance to the first point */
2755 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2757 /* Absolute distance components */
2758 kx = x[b]; kx -= px; kx = ABS(kx);
2759 ky = y[b]; ky -= py; ky = ABS(ky);
2761 /* Approximate Double Distance to the first point */
2762 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2764 /* Compare the distances */
2770 * Sorting hook -- swap function -- by "distance to player"
2772 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2773 * and sort the arrays by distance to the player.
2775 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2777 byte *x = (byte*)(u);
2778 byte *y = (byte*)(v);
2796 * Hack -- help "select" a location (see below)
2798 static s16b target_pick(int y1, int x1, int dy, int dx)
2802 int x2, y2, x3, y3, x4, y4;
2804 int b_i = -1, b_v = 9999;
2807 /* Scan the locations */
2808 for (i = 0; i < temp_n; i++)
2814 /* Directed distance */
2818 /* Verify quadrant */
2819 if (dx && (x3 * dx <= 0)) continue;
2820 if (dy && (y3 * dy <= 0)) continue;
2822 /* Absolute distance */
2826 /* Verify quadrant */
2827 if (dy && !dx && (x4 > y4)) continue;
2828 if (dx && !dy && (y4 > x4)) continue;
2830 /* Approximate Double Distance */
2831 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2833 /* XXX XXX XXX Penalize location */
2836 if ((b_i >= 0) && (v >= b_v)) continue;
2848 * Hack -- determine if a given location is "interesting"
2850 static bool target_set_accept(int y, int x)
2854 s16b this_o_idx, next_o_idx = 0;
2857 if (!(in_bounds(y, x))) return (FALSE);
2859 /* Player grid is always interesting */
2860 if (player_bold(y, x)) return (TRUE);
2863 /* Handle hallucination */
2864 if (p_ptr->image) return (FALSE);
2867 /* Examine the grid */
2868 c_ptr = &cave[y][x];
2870 /* Visible monsters */
2873 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2875 /* Visible monsters */
2876 if (m_ptr->ml) return (TRUE);
2879 /* Scan all objects in the grid */
2880 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2884 /* Acquire object */
2885 o_ptr = &o_list[this_o_idx];
2887 /* Acquire next object */
2888 next_o_idx = o_ptr->next_o_idx;
2890 /* Memorized object */
2891 if (o_ptr->marked) return (TRUE);
2894 /* Interesting memorized features */
2895 if (c_ptr->info & (CAVE_MARK))
2899 /* Feature code (applying "mimic" field) */
2900 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
2903 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2905 /* Notice the Pattern */
2906 if ((feat <= FEAT_PATTERN_XTRA2) &&
2907 (feat >= FEAT_PATTERN_START))
2911 if (feat == FEAT_OPEN) return (TRUE);
2912 if (feat == FEAT_BROKEN) return (TRUE);
2915 if (feat == FEAT_LESS) return (TRUE);
2916 if (feat == FEAT_MORE) return (TRUE);
2917 if (feat == FEAT_LESS_LESS) return (TRUE);
2918 if (feat == FEAT_MORE_MORE) return (TRUE);
2921 if ((feat >= FEAT_SHOP_HEAD) &&
2922 (feat <= FEAT_SHOP_TAIL)) return (TRUE);
2924 if (feat == FEAT_MUSEUM) return (TRUE);
2926 /* Notice buildings -KMW- */
2927 if ((feat >= FEAT_BLDG_HEAD) &&
2928 (feat <= FEAT_BLDG_TAIL)) return (TRUE);
2931 if (is_trap(feat)) return (TRUE);
2934 if ((feat >= FEAT_DOOR_HEAD) &&
2935 (feat <= FEAT_DOOR_TAIL)) return (TRUE);
2939 /* I think FEAT_RUBBLEs should not be "interesting" */
2940 if (feat == FEAT_RUBBLE) return (TRUE);
2942 /* Notice veins with treasure */
2943 /* Now veins with treasure are too many */
2944 if (feat == FEAT_MAGMA_K) return (TRUE);
2945 if (feat == FEAT_QUARTZ_K) return (TRUE);
2948 /* Notice quest features */
2949 if (feat == FEAT_QUEST_ENTER) return (TRUE);
2950 if (feat == FEAT_QUEST_EXIT) return (TRUE);
2951 if (feat == FEAT_QUEST_DOWN) return (TRUE);
2952 if (feat == FEAT_QUEST_UP) return (TRUE);
2953 if (feat == FEAT_TOWN) return (TRUE);
2954 if (feat == FEAT_ENTRANCE) return (TRUE);
2963 * Prepare the "temp" array for "target_set"
2965 * Return the number of target_able monsters in the set.
2967 static void target_set_prepare(int mode)
2971 /* Reset "temp" array */
2974 /* Scan the current panel */
2975 for (y = panel_row_min; y <= panel_row_max; y++)
2977 for (x = panel_col_min; x <= panel_col_max; x++)
2981 /* Require line of sight, unless "look" is "expanded" */
2982 if (!expand_look && !player_has_los_bold(y, x)) continue;
2984 /* Require "interesting" contents */
2985 if (!target_set_accept(y, x)) continue;
2987 c_ptr = &cave[y][x];
2989 /* Require target_able monsters for "TARGET_KILL" */
2990 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2992 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2994 /* Save the location */
3001 /* Set the sort hooks */
3002 ang_sort_comp = ang_sort_comp_distance;
3003 ang_sort_swap = ang_sort_swap_distance;
3005 /* Sort the positions */
3006 ang_sort(temp_x, temp_y, temp_n);
3008 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
3013 temp_y[0] = temp_y[1];
3016 temp_x[0] = temp_x[1];
3023 * Evaluate number of kill needed to gain level
3025 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
3027 #define M_INT_GREATER(h1,l1,h2,l2) ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
3028 #define M_INT_SUB(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x10000;h1--;}l1-=l2;}
3029 #define M_INT_ADD(h1,l1, h2,l2) {h1+=h2;l1+=l2;if(l1>=0x10000L){l1&=0xFFFF;h1++;}}
3030 #define M_INT_LSHIFT(h1,l1) {h1=(h1<<1)|(l1>>15);l1=(l1<<1)&0xffff;}
3031 #define M_INT_RSHIFT(h1,l1) {l1=(l1>>1)|((h1&1)<<15);h1>>=1;}
3032 #define M_INT_MULT(h1,l1,mul,h2,l2) {l2=(l1*mul)&0xffff;h2=((l1*mul)>>16)+h1*mul;}
3034 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3038 u32b exp_mon= (ap_r_ptr->mexp)*(ap_r_ptr->level);
3039 u32b exp_mon_h= exp_mon / (p_ptr->max_plv+2);
3040 u32b exp_mon_l= ((exp_mon % (p_ptr->max_plv+2))*0x10000/(p_ptr->max_plv+2))&0xFFFF;
3042 u32b exp_adv_h = player_exp[p_ptr->lev -1] * p_ptr->expfact /100;
3043 u32b exp_adv_l = ((player_exp[p_ptr->lev -1]%100) * p_ptr->expfact *0x10000/100)&0xFFFF;
3045 M_INT_SUB(exp_adv_h, exp_adv_l, p_ptr->exp, p_ptr->exp_frac);
3046 if ((p_ptr->lev>=PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3048 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3050 else if (M_INT_GREATER(exp_mon_h, exp_mon_l, exp_adv_h, exp_adv_l))
3054 M_INT_MULT(exp_mon_h, exp_mon_l, 1000,tmp_h, tmp_l);
3055 if( M_INT_GREATER(exp_adv_h, exp_adv_l, tmp_h, tmp_l) )
3060 M_INT_ADD(exp_adv_h, exp_adv_l, exp_mon_h, exp_mon_l);
3061 M_INT_SUB(exp_adv_h, exp_adv_l, 0, 1);
3062 while(M_INT_GREATER(exp_adv_h, exp_adv_l, exp_mon_h,exp_mon_l))
3064 M_INT_LSHIFT(exp_mon_h,exp_mon_l);
3067 M_INT_RSHIFT(exp_mon_h,exp_mon_l);bit>>=1;
3068 for(;bit>=1;bit>>=1)
3070 if(M_INT_GREATER(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l))
3073 M_INT_SUB(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l);
3075 M_INT_RSHIFT(exp_mon_h,exp_mon_l);
3077 sprintf(buf,"%03d",result);
3084 * Examine a grid, return a keypress.
3086 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3087 * indicates that the "space" key should scan through the contents
3088 * of the grid, instead of simply returning immediately. This lets
3089 * the "look" command get complete information, without making the
3090 * "target" command annoying.
3092 * The "info" argument contains the "commands" which should be shown
3093 * inside the "[xxx]" text. This string must never be empty, or grids
3094 * containing monsters will be displayed with an extra comma.
3096 * Note that if a monster is in the grid, we update both the monster
3097 * recall info and the health bar info to track that monster.
3099 * Eventually, we may allow multiple objects per grid, or objects
3100 * and terrain features in the same grid. XXX XXX XXX
3102 * This function must handle blindness/hallucination.
3104 static int target_set_aux(int y, int x, int mode, cptr info)
3106 cave_type *c_ptr = &cave[y][x];
3107 s16b this_o_idx, next_o_idx = 0;
3108 cptr s1 = "", s2 = "", s3 = "", x_info = "";
3112 char out_val[MAX_NLEN+80];
3114 #ifdef ALLOW_EASY_FLOOR
3115 int floor_list[23], floor_num = 0;
3117 /* Scan all objects in the grid */
3120 floor_num = scan_floor(floor_list, y, x, 0x02);
3132 #endif /* ALLOW_EASY_FLOOR */
3134 /* Hack -- under the player */
3135 if (player_bold(y, x))
3158 /* Hack -- hallucination */
3162 cptr name = "²¿¤«´ñ̯¤Êʪ";
3164 cptr name = "something strange";
3168 /* Display a message */
3170 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3172 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3176 move_cursor_relative(y, x);
3179 /* Stop on everything but "return" */
3180 if ((query != '\r') && (query != '\n')) return query;
3182 /* Repeat forever */
3187 /* Actual monsters */
3188 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3190 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3191 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3193 bool recall = FALSE;
3198 /* Get the monster name ("a kobold") */
3199 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3201 /* Hack -- track this monster race */
3202 monster_race_track(m_ptr->ap_r_idx);
3204 /* Hack -- health bar for this monster */
3205 health_track(c_ptr->m_idx);
3207 /* Hack -- handle stuff */
3221 /* Recall on screen */
3222 screen_roff(m_ptr->ap_r_idx, 0);
3224 /* Hack -- Complete the prompt (again) */
3226 Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info));
3228 Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info));
3237 /* Normal commands */
3238 if (query != 'r') break;
3243 /* Cleare recall text and repeat */
3249 /* Describe, and prompt for recall */
3250 evaluate_monster_exp(acount, m_ptr);
3253 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);
3255 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);
3261 move_cursor_relative(y, x);
3266 /* Normal commands */
3267 if (query != 'r') break;
3273 /* Always stop at "normal" keys */
3274 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3276 /* Sometimes stop at "space" key */
3277 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3279 /* Change the intro */
3287 /* Hack -- take account of gender */
3289 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3291 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3295 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3297 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3301 /* Use a preposition */
3310 /* Scan all objects being carried */
3311 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3313 char o_name[MAX_NLEN];
3317 /* Acquire object */
3318 o_ptr = &o_list[this_o_idx];
3320 /* Acquire next object */
3321 next_o_idx = o_ptr->next_o_idx;
3323 /* Obtain an object description */
3324 object_desc(o_name, o_ptr, TRUE, 3);
3326 /* Describe the object */
3328 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3330 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3334 move_cursor_relative(y, x);
3337 /* Always stop at "normal" keys */
3338 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3340 /* Sometimes stop at "space" key */
3341 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3343 /* Change the intro */
3347 s2 = "also carrying ";
3351 /* Use a preposition */
3361 #ifdef ALLOW_EASY_FLOOR
3370 char o_name[MAX_NLEN];
3374 /* Acquire object */
3375 o_ptr = &o_list[floor_list[0]];
3377 /* Describe the object */
3378 object_desc(o_name, o_ptr, TRUE, 3);
3382 sprintf(out_val, "%s%s%s%s[%s]",
3383 s1, o_name, s2, s3, info);
3385 sprintf(out_val, "%s%s%s%s [%s]",
3386 s1, s2, s3, o_name, info);
3390 move_cursor_relative(y, x);
3399 /* Provide one cushion before item listing */
3402 /* Display rough information about items */
3404 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3405 s1, floor_num, s2, s3, info);
3407 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3408 s1, s2, s3, floor_num, info);
3412 move_cursor_relative(y, x);
3417 /* No request for listing */
3418 if (query != 'x' && query != ' ') return query;
3422 /** Display list of items **/
3424 /* Continue scrolling list if requested */
3433 (void)show_floor(0, y, x, &min_width);
3437 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
3438 s1, floor_num, s2, s3, info);
3440 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3441 s1, s2, s3, floor_num, info);
3452 /* Exit unless 'Enter' */
3453 if (query != '\n' && query != '\r')
3458 /* Get the object being moved. */
3459 o_idx = c_ptr->o_idx;
3461 /* Only rotate a pile of two or more objects. */
3462 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3464 /* Remove the first object from the list. */
3465 excise_object_idx(o_idx);
3467 /* Find end of the list. */
3469 while (o_list[i].next_o_idx)
3470 i = o_list[i].next_o_idx;
3472 /* Add after the last object. */
3473 o_list[i].next_o_idx = o_idx;
3475 /* Loop and re-display the list */
3481 #endif /* ALLOW_EASY_FLOOR */
3484 /* Scan all objects in the grid */
3485 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3489 /* Acquire object */
3490 o_ptr = &o_list[this_o_idx];
3492 /* Acquire next object */
3493 next_o_idx = o_ptr->next_o_idx;
3498 char o_name[MAX_NLEN];
3503 /* Obtain an object description */
3504 object_desc(o_name, o_ptr, TRUE, 3);
3506 /* Describe the object */
3508 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3510 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3514 move_cursor_relative(y, x);
3517 /* Always stop at "normal" keys */
3518 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3520 /* Sometimes stop at "space" key */
3521 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3523 /* Change the intro */
3533 if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3535 if (o_ptr->number != 1) s1 = "They are ";
3551 /* Feature code (applying "mimic" field) */
3552 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
3554 /* Require knowledge about grid, or ability to see grid */
3555 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3557 /* Forget feature */
3561 /* Terrain feature if needed */
3562 if (boring || (feat > FEAT_INVIS))
3566 /* Hack -- special handling for building doors */
3567 if ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL))
3569 name = building[feat - FEAT_BLDG_HEAD].name;
3571 else if (feat == FEAT_ENTRANCE)
3574 name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3576 name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3579 else if (feat == FEAT_TOWN)
3581 name = town[c_ptr->special].name;
3583 else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
3593 name = f_name + f_info[feat].name;
3598 if (*s2 && ((feat >= FEAT_MINOR_GLYPH) &&
3599 (feat <= FEAT_PATTERN_XTRA2)))
3608 else if (*s2 && ((feat >= FEAT_DOOR_HEAD) &&
3609 (feat <= FEAT_PERM_SOLID)))
3618 else if (*s2 && (feat == FEAT_TOWN))
3628 /* Hack -- special introduction for store & building doors -KMW- */
3629 if (((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
3630 ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
3631 (feat == FEAT_MUSEUM) ||
3632 (feat == FEAT_ENTRANCE))
3641 else if ((feat == FEAT_TOWN) || (feat == FEAT_FLOOR) || (feat == FEAT_DIRT) || (feat == FEAT_FLOWER))
3649 /* Pick proper indefinite article */
3651 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3655 /* Display a message */
3658 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);
3660 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);
3664 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3666 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3670 move_cursor_relative(y, x);
3673 /* Always stop at "normal" keys */
3674 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3677 /* Stop on everything but "return" */
3678 if ((query != '\r') && (query != '\n')) return query;
3680 /* Repeat forever */
3686 * Handle "target" and "look".
3688 * Note that this code can be called from "get_aim_dir()".
3690 * All locations must be on the current panel. Consider the use of
3691 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3692 * some form of "scrolling" the map around the cursor. XXX XXX XXX
3693 * That is, consider the possibility of "auto-scrolling" the screen
3694 * while the cursor moves around. This may require changes in the
3695 * "update_mon()" code to allow "visibility" even if off panel, and
3696 * may require dynamic recalculation of the "temp" grid set.
3698 * Hack -- targeting/observing an "outer border grid" may induce
3699 * problems, so this is not currently allowed.
3701 * The player can use the direction keys to move among "interesting"
3702 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3703 * move through the "interesting" grids in a sequential manner, or
3704 * can enter "location" mode, and use the direction keys to move one
3705 * grid at a time in any direction. The "t" (set target) command will
3706 * only target a monster (as opposed to a location) if the monster is
3707 * target_able and the "interesting" mode is being used.
3709 * The current grid is described using the "look" method above, and
3710 * a new command may be entered at any time, but note that if the
3711 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3712 * where "space" has no obvious meaning) then "space" will scan
3713 * through the description of the current grid until done, instead
3714 * of immediately jumping to the next "interesting" grid. This
3715 * allows the "target" command to retain its old semantics.
3717 * The "*", "+", and "-" keys may always be used to jump immediately
3718 * to the next (or previous) interesting grid, in the proper mode.
3720 * The "return" key may always be used to scan through a complete
3721 * grid description (forever).
3723 * This command will cancel any old target, even if used from
3724 * inside the "look" command.
3726 bool target_set(int mode)
3746 get_screen_size(&wid, &hgt);
3752 /* Cancel tracking */
3753 /* health_track(0); */
3756 /* Prepare the "temp" array */
3757 target_set_prepare(mode);
3759 /* Start near the player */
3765 /* Interesting grids */
3771 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3774 c_ptr = &cave[y][x];
3777 if (target_able(c_ptr->m_idx))
3780 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3782 strcpy(info, "q,t,p,o,+,-,<dir>");
3787 /* Dis-allow target */
3791 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3793 strcpy(info, "q,p,o,+,-,<dir>");
3798 /* Describe and Prompt */
3799 while (!(query = target_set_aux(y, x, mode, info)));
3801 /* Cancel tracking */
3802 /* health_track(0); */
3804 /* Assume no "direction" */
3809 if (query == '\r') query = 't';
3827 if (target_able(c_ptr->m_idx))
3829 health_track(c_ptr->m_idx);
3830 target_who = c_ptr->m_idx;
3849 if (!expand_list) done = TRUE;
3859 if (!expand_list) done = TRUE;
3866 /* Recenter the map around the player */
3870 p_ptr->update |= (PU_MONSTERS);
3873 p_ptr->redraw |= (PR_MAP);
3876 p_ptr->window |= (PW_OVERHEAD);
3881 /* Recalculate interesting grids */
3882 target_set_prepare(mode);
3901 /* Extract the action (if any) */
3902 d = get_keymap_dir(query);
3909 /* Hack -- move around */
3912 /* Modified to scroll to monster */
3913 int y2 = panel_row_min;
3914 int x2 = panel_col_min;
3916 /* Find a new monster */
3917 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3919 /* Request to target past last interesting grid */
3920 while (flag && (i < 0))
3922 /* Note the change */
3923 if (change_panel(ddy[d], ddx[d]))
3928 /* Recalculate interesting grids */
3929 target_set_prepare(mode);
3931 /* Look at interesting grids */
3934 /* Find a new monster */
3935 i = target_pick(v, u, ddy[d], ddx[d]);
3941 /* Nothing interesting */
3947 /* Restore previous position */
3950 panel_bounds_center();
3953 p_ptr->update |= (PU_MONSTERS);
3956 p_ptr->redraw |= (PR_MAP);
3959 p_ptr->window |= (PW_OVERHEAD);
3964 /* Recalculate interesting grids */
3965 target_set_prepare(mode);
3967 /* Look at boring grids */
3974 /* Do not move horizontally if unnecessary */
3975 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3976 ((x > panel_col_min + wid / 2) && (dx < 0)))
3981 /* Do not move vertically if unnecessary */
3982 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3983 ((y > panel_row_min + hgt / 2) && (dy < 0)))
3988 /* Apply the motion */
3989 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3990 (x >= panel_col_min+wid) || (x < panel_col_min))
3992 if (change_panel(dy, dx)) target_set_prepare(mode);
3995 /* Slide into legality */
3996 if (x >= cur_wid-1) x = cur_wid - 2;
3997 else if (x <= 0) x = 1;
3999 /* Slide into legality */
4000 if (y >= cur_hgt-1) y = cur_hgt- 2;
4001 else if (y <= 0) y = 1;
4010 /* Arbitrary grids */
4013 bool move_fast = FALSE;
4015 if (!(mode & TARGET_LOOK)) prt_path(y, x);
4018 c_ptr = &cave[y][x];
4020 /* Default prompt */
4022 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
4024 strcpy(info, "q,t,p,m,+,-,<dir>");
4028 /* Describe and Prompt (enable "TARGET_LOOK") */
4029 while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
4031 /* Cancel tracking */
4032 /* health_track(0); */
4034 /* Assume no direction */
4039 if (query == '\r') query = 't';
4042 /* Analyze the keypress */
4066 /* Recenter the map around the player */
4070 p_ptr->update |= (PU_MONSTERS);
4073 p_ptr->redraw |= (PR_MAP);
4076 p_ptr->window |= (PW_OVERHEAD);
4081 /* Recalculate interesting grids */
4082 target_set_prepare(mode);
4104 /* Pick a nearby monster */
4105 for (i = 0; i < temp_n; i++)
4107 t = distance(y, x, temp_y[i], temp_x[i]);
4117 /* Nothing interesting */
4118 if (bd == 999) flag = FALSE;
4125 /* Extract the action (if any) */
4126 d = get_keymap_dir(query);
4128 /* XTRA HACK MOVEFAST */
4129 if (isupper(query)) move_fast = TRUE;
4136 /* Handle "direction" */
4142 /* XTRA HACK MOVEFAST */
4145 int mag = MIN(wid / 2, hgt / 2);
4155 /* Do not move horizontally if unnecessary */
4156 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4157 ((x > panel_col_min + wid / 2) && (dx < 0)))
4162 /* Do not move vertically if unnecessary */
4163 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4164 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4169 /* Apply the motion */
4170 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4171 (x >= panel_col_min + wid) || (x < panel_col_min))
4173 if (change_panel(dy, dx)) target_set_prepare(mode);
4176 /* Slide into legality */
4177 if (x >= cur_wid-1) x = cur_wid - 2;
4178 else if (x <= 0) x = 1;
4180 /* Slide into legality */
4181 if (y >= cur_hgt-1) y = cur_hgt- 2;
4182 else if (y <= 0) y = 1;
4190 /* Clear the top line */
4193 /* Recenter the map around the player */
4197 p_ptr->update |= (PU_MONSTERS);
4200 p_ptr->redraw |= (PR_MAP);
4203 p_ptr->window |= (PW_OVERHEAD);
4208 /* Failure to set target */
4209 if (!target_who) return (FALSE);
4217 * Get an "aiming direction" from the user.
4219 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4220 * "0" for "current target", and "-1" for "entry aborted".
4222 * Note that "Force Target", if set, will pre-empt user interaction,
4223 * if there is a usable target already set.
4225 * Note that confusion over-rides any (explicit?) user choice.
4227 bool get_aim_dir(int *dp)
4238 /* Global direction */
4241 /* Hack -- auto-target if requested */
4242 if (use_old_target && target_okay()) dir = 5;
4244 #ifdef ALLOW_REPEAT /* TNB */
4246 if (repeat_pull(dp))
4251 if (!(*dp == 5 && !target_okay()))
4253 /* return (TRUE); */
4258 #endif /* ALLOW_REPEAT -- TNB */
4260 /* Ask until satisfied */
4263 /* Choose a prompt */
4267 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4269 p = "Direction ('*' to choose a target, Escape to cancel)? ";
4276 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4278 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4283 /* Get a command (or Cancel) */
4284 if (!get_com(p, &command, TRUE)) break;
4288 if (command == '\r') command = 't';
4291 /* Convert various keys to "standard" keys */
4294 /* Use current target */
4305 /* Set new target */
4310 if (target_set(TARGET_KILL)) dir = 5;
4316 /* Extract the action (if any) */
4317 dir = get_keymap_dir(command);
4323 /* Verify requested targets */
4324 if ((dir == 5) && !target_okay()) dir = 0;
4333 project_length = 0; /* reset to default */
4337 /* Save the direction */
4340 /* Check for confusion */
4341 if (p_ptr->confused)
4344 /* Random direction */
4345 dir = ddd[randint0(8)];
4348 /* Notice confusion */
4349 if (command_dir != dir)
4353 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4355 msg_print("You are confused.");
4360 /* Save direction */
4363 #ifdef ALLOW_REPEAT /* TNB */
4365 /* repeat_push(dir); */
4366 repeat_push(command_dir);
4368 #endif /* ALLOW_REPEAT -- TNB */
4370 /* A "valid" direction was entered */
4377 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4378 * and place it into "command_dir", unless we already have one.
4380 * This function should be used for all "repeatable" commands, such as
4381 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4382 * as all commands which must reference a grid adjacent to the player,
4383 * and which may not reference the grid under the player. Note that,
4384 * for example, it is no longer possible to "disarm" or "open" chests
4385 * in the same grid as the player.
4387 * Direction "5" is illegal and will (cleanly) abort the command.
4389 * This function tracks and uses the "global direction", and uses
4390 * that as the "desired direction", to which "confusion" is applied.
4392 bool get_rep_dir(int *dp, bool under)
4399 /* Global direction */
4402 #ifdef ALLOW_REPEAT /* TNB */
4404 if (repeat_pull(dp))
4407 /* return (TRUE); */
4410 #endif /* ALLOW_REPEAT -- TNB */
4412 /* Get a direction */
4417 /* Get a command (or Cancel) */
4419 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4421 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4425 /* Look up the direction */
4426 dir = get_keymap_dir(ch);
4432 /* Prevent weirdness */
4433 if ((dir == 5) && (!under)) dir = 0;
4436 if (!dir) return (FALSE);
4438 /* Save desired direction */
4441 /* Apply "confusion" */
4442 if (p_ptr->confused)
4444 /* Standard confusion */
4445 if (randint0(100) < 75)
4447 /* Random direction */
4448 dir = ddd[randint0(8)];
4451 else if (p_ptr->riding)
4453 monster_type *m_ptr = &m_list[p_ptr->riding];
4454 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4456 if (m_ptr->confused)
4458 /* Standard confusion */
4459 if (randint0(100) < 75)
4461 /* Random direction */
4462 dir = ddd[randint0(8)];
4465 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4467 /* Random direction */
4468 dir = ddd[randint0(8)];
4470 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4472 /* Random direction */
4473 dir = ddd[randint0(8)];
4477 /* Notice confusion */
4478 if (command_dir != dir)
4480 if (p_ptr->confused)
4484 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4486 msg_print("You are confused.");
4492 monster_type *m_ptr = &m_list[p_ptr->riding];
4494 monster_desc(m_name, m_ptr, 0);
4495 if (m_ptr->confused)
4498 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4500 msg_format("%^s is confusing.", m_name);
4507 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4509 msg_format("You cannot control %s.", m_name);
4515 /* Save direction */
4518 #ifdef ALLOW_REPEAT /* TNB */
4520 /* repeat_push(dir); */
4521 repeat_push(command_dir);
4523 #endif /* ALLOW_REPEAT -- TNB */
4530 bool get_rep_dir2(int *dp)
4537 /* Global direction */
4540 #ifdef ALLOW_REPEAT /* TNB */
4542 if (repeat_pull(dp))
4545 /* return (TRUE); */
4548 #endif /* ALLOW_REPEAT -- TNB */
4550 /* Get a direction */
4555 /* Get a command (or Cancel) */
4557 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4559 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4563 /* Look up the direction */
4564 dir = get_keymap_dir(ch);
4570 /* Prevent weirdness */
4571 if (dir == 5) dir = 0;
4574 if (!dir) return (FALSE);
4576 /* Save desired direction */
4579 /* Apply "confusion" */
4580 if (p_ptr->confused)
4582 /* Standard confusion */
4583 if (randint0(100) < 75)
4585 /* Random direction */
4586 dir = ddd[randint0(8)];
4590 /* Notice confusion */
4591 if (command_dir != dir)
4595 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4597 msg_print("You are confused.");
4602 /* Save direction */
4605 #ifdef ALLOW_REPEAT /* TNB */
4607 /* repeat_push(dir); */
4608 repeat_push(command_dir);
4610 #endif /* ALLOW_REPEAT -- TNB */
4617 int get_chaos_patron(void)
4619 return ((p_ptr->age + p_ptr->sc) % MAX_PATRON);
4623 void gain_level_reward(int chosen_reward)
4627 char wrath_reason[32] = "";
4628 int nasty_chance = 6;
4629 int dummy = 0, dummy2 = 0;
4632 char o_name[MAX_NLEN];
4638 if (multi_rew) return;
4639 else multi_rew = TRUE;
4643 if (p_ptr->lev == 13) nasty_chance = 2;
4644 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4645 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4647 if (one_in_(nasty_chance))
4648 type = randint1(20); /* Allow the 'nasty' effects */
4650 type = randint1(15) + 5; /* Or disallow them */
4652 if (type < 1) type = 1;
4653 if (type > 20) type = 20;
4658 sprintf(wrath_reason, "%s¤ÎÅܤê",
4659 chaos_patrons[p_ptr->chaos_patron]);
4661 sprintf(wrath_reason, "the Wrath of %s",
4662 chaos_patrons[p_ptr->chaos_patron]);
4666 effect = chaos_rewards[p_ptr->chaos_patron][type];
4668 if (one_in_(6) && !chosen_reward)
4671 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4672 chaos_patrons[p_ptr->chaos_patron]);
4674 msg_format("%^s rewards you with a mutation!",
4675 chaos_patrons[p_ptr->chaos_patron]);
4678 (void)gain_random_mutation(0);
4680 reward = "ÊÑ°Û¤·¤¿¡£";
4682 reward = "mutation";
4687 switch (chosen_reward ? chosen_reward : effect)
4691 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4692 chaos_patrons[p_ptr->chaos_patron]);
4694 msg_format("The voice of %s booms out:",
4695 chaos_patrons[p_ptr->chaos_patron]);
4699 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4701 msg_print("'Thou needst a new form, mortal!'");
4706 reward = "ÊÑ°Û¤·¤¿¡£";
4708 reward = "polymorphing";
4713 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4714 chaos_patrons[p_ptr->chaos_patron]);
4716 msg_format("The voice of %s booms out:",
4717 chaos_patrons[p_ptr->chaos_patron]);
4721 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4723 msg_print("'Well done, mortal! Lead on!'");
4726 if (p_ptr->prace == RACE_ANDROID)
4729 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4731 msg_print("But, nothing happen.");
4734 else if (p_ptr->exp < PY_MAX_EXP)
4736 s32b ee = (p_ptr->exp / 2) + 10;
4737 if (ee > 100000L) ee = 100000L;
4739 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4741 msg_print("You feel more experienced.");
4746 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4748 reward = "experience";
4754 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4755 chaos_patrons[p_ptr->chaos_patron]);
4757 msg_format("The voice of %s booms out:",
4758 chaos_patrons[p_ptr->chaos_patron]);
4762 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4764 msg_print("'Thou didst not deserve that, slave.'");
4767 if (p_ptr->prace == RACE_ANDROID)
4770 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4772 msg_print("But, nothing happen.");
4777 lose_exp(p_ptr->exp / 6);
4779 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4781 reward = "losing experience";
4787 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4788 chaos_patrons[p_ptr->chaos_patron]);
4790 msg_format("The voice of %s whispers:",
4791 chaos_patrons[p_ptr->chaos_patron]);
4795 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4797 msg_print("'Use my gift wisely.'");
4800 acquirement(py, px, 1, FALSE, FALSE);
4802 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4804 reward = "a good item";
4809 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4810 chaos_patrons[p_ptr->chaos_patron]);
4812 msg_format("The voice of %s booms out:",
4813 chaos_patrons[p_ptr->chaos_patron]);
4817 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4819 msg_print("'Use my gift wisely.'");
4822 acquirement(py, px, 1, TRUE, FALSE);
4824 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4826 reward = "an excellent item";
4831 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4832 chaos_patrons[p_ptr->chaos_patron]);
4834 msg_format("The voice of %s booms out:",
4835 chaos_patrons[p_ptr->chaos_patron]);
4839 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤·õ¤ËÃͤ»¤ê¡£¡×");
4841 msg_print("'Thy deed hath earned thee a worthy blade.'");
4844 /* Get local object */
4847 switch (randint1(p_ptr->lev))
4853 dummy2 = SV_MAIN_GAUCHE;
4862 dummy2 = SV_SMALL_SWORD;
4865 dummy2 = SV_BASILLARD;
4867 case 11: case 12: case 13:
4868 dummy2 = SV_SHORT_SWORD;
4874 dummy2 = SV_CUTLASS;
4877 dummy2 = SV_WAKIZASHI;
4880 dummy2 = SV_KHOPESH;
4886 dummy2 = SV_BROAD_SWORD;
4889 dummy2 = SV_LONG_SWORD;
4892 dummy2 = SV_SCIMITAR;
4895 dummy2 = SV_NINJATO;
4901 dummy2 = SV_BASTARD_SWORD;
4904 dummy2 = SV_GREAT_SCIMITAR;
4907 dummy2 = SV_CLAYMORE;
4910 dummy2 = SV_ESPADON;
4913 dummy2 = SV_TWO_HANDED_SWORD;
4916 dummy2 = SV_FLAMBERGE;
4919 dummy2 = SV_NO_DACHI;
4922 dummy2 = SV_EXECUTIONERS_SWORD;
4925 dummy2 = SV_ZWEIHANDER;
4928 dummy2 = SV_HAYABUSA;
4931 dummy2 = SV_BLADE_OF_CHAOS;
4934 object_prep(q_ptr, lookup_kind(dummy, dummy2));
4935 q_ptr->to_h = 3 + randint1(dun_level) % 10;
4936 q_ptr->to_d = 3 + randint1(dun_level) % 10;
4937 one_resistance(q_ptr);
4938 q_ptr->name2 = EGO_CHAOTIC;
4940 /* Drop it in the dungeon */
4941 (void)drop_near(q_ptr, -1, py, px);
4943 reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4945 reward = "chaos weapon";
4950 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4951 chaos_patrons[p_ptr->chaos_patron]);
4953 msg_format("The voice of %s booms out:",
4954 chaos_patrons[p_ptr->chaos_patron]);
4958 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤Ê󤤤ËÃͤ»¤ê¡£¡×");
4960 msg_print("'Thy deed hath earned thee a worthy reward.'");
4963 acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
4965 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4967 reward = "good items";
4972 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4973 chaos_patrons[p_ptr->chaos_patron]);
4975 msg_format("The voice of %s booms out:",
4976 chaos_patrons[p_ptr->chaos_patron]);
4980 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
4982 msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
4985 acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
4987 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4989 reward = "excellent items";
4994 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
4995 chaos_patrons[p_ptr->chaos_patron]);
4997 msg_format("The voice of %s thunders:",
4998 chaos_patrons[p_ptr->chaos_patron]);
5002 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
5004 msg_print("'Thou art growing arrogant, mortal.'");
5007 (void)activate_ty_curse(FALSE, &count);
5009 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5016 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5017 chaos_patrons[p_ptr->chaos_patron]);
5019 msg_format("The voice of %s booms out:",
5020 chaos_patrons[p_ptr->chaos_patron]);
5024 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
5026 msg_print("'My pets, destroy the arrogant mortal!'");
5029 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
5031 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
5034 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5036 reward = "summoning hostile monsters";
5041 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5042 chaos_patrons[p_ptr->chaos_patron]);
5044 msg_format("The voice of %s booms out:",
5045 chaos_patrons[p_ptr->chaos_patron]);
5049 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤Å¨¤òɬÍפȤ»¤ê¡ª¡×");
5051 msg_print("'Thou needst worthier opponents!'");
5054 activate_hi_summon(py, px, FALSE);
5056 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5058 reward = "summoning many hostile monsters";
5063 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5064 chaos_patrons[p_ptr->chaos_patron]);
5066 msg_format("The voice of %s booms out:",
5067 chaos_patrons[p_ptr->chaos_patron]);
5071 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5073 msg_print("'Death and destruction! This pleaseth me!'");
5078 reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5080 reward = "calling chaos";
5085 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5086 chaos_patrons[p_ptr->chaos_patron]);
5088 msg_format("The voice of %s rings out:",
5089 chaos_patrons[p_ptr->chaos_patron]);
5093 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5095 msg_print("'Stay, mortal, and let me mold thee.'");
5098 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5099 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5101 do_inc_stat(randint0(6));
5103 reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5105 reward = "increasing a stat";
5110 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5111 chaos_patrons[p_ptr->chaos_patron]);
5113 msg_format("The voice of %s booms out:",
5114 chaos_patrons[p_ptr->chaos_patron]);
5118 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5120 msg_print("'I grow tired of thee, mortal.'");
5123 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5124 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5126 (void)do_dec_stat(randint0(6));
5128 reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5130 reward = "decreasing a stat";
5135 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5136 chaos_patrons[p_ptr->chaos_patron]);
5138 msg_format("The voice of %s thunders:",
5139 chaos_patrons[p_ptr->chaos_patron]);
5143 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5144 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5146 msg_print("'Thou needst a lesson in humility, mortal!'");
5147 msg_print("You feel less powerful!");
5150 for (dummy = 0; dummy < 6; dummy++)
5152 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5155 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5157 reward = "decreasing all stats";
5162 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5164 msg_format("You feel the power of %s touch you.",
5167 chaos_patrons[p_ptr->chaos_patron]);
5170 reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5172 reward = "polymorphing wounds";
5177 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5178 chaos_patrons[p_ptr->chaos_patron]);
5180 msg_format("The voice of %s booms out:",
5181 chaos_patrons[p_ptr->chaos_patron]);
5185 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5187 msg_print("'Receive this modest gift from me!'");
5190 for (dummy = 0; dummy < 6; dummy++)
5192 (void)do_inc_stat(dummy);
5195 reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5197 reward = "increasing all stats";
5202 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5203 chaos_patrons[p_ptr->chaos_patron]);
5205 msg_format("The voice of %s booms out:",
5206 chaos_patrons[p_ptr->chaos_patron]);
5210 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5212 msg_print("'Suffer, pathetic fool!'");
5215 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5216 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5218 reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5220 reward = "generating disintegration ball";
5225 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5226 chaos_patrons[p_ptr->chaos_patron]);
5228 msg_format("The voice of %s booms out:",
5229 chaos_patrons[p_ptr->chaos_patron]);
5233 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5235 msg_print("'Rise, my servant!'");
5239 (void)set_poisoned(0);
5241 (void)set_confused(0);
5246 for (dummy = 0; dummy < 6; dummy++)
5248 (void)do_res_stat(dummy);
5251 reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5257 if (!buki_motteruka(INVEN_RARM)) break;
5259 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5260 chaos_patrons[p_ptr->chaos_patron]);
5262 msg_format("The voice of %s booms out:",
5263 chaos_patrons[p_ptr->chaos_patron]);
5267 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5269 msg_print("'Thou reliest too much on thy weapon.'");
5272 object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
5273 (void)curse_weapon(FALSE, INVEN_RARM);
5275 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5277 reward = format("destroying %s", o_name);
5281 if (!inventory[INVEN_BODY].k_idx) break;
5283 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5284 chaos_patrons[p_ptr->chaos_patron]);
5286 msg_format("The voice of %s booms out:",
5287 chaos_patrons[p_ptr->chaos_patron]);
5291 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5293 msg_print("'Thou reliest too much on thine equipment.'");
5296 object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
5297 (void)curse_armor();
5299 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5301 reward = format("destroying %s", o_name);
5306 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5307 chaos_patrons[p_ptr->chaos_patron]);
5309 msg_format("The voice of %s whispers:",
5310 chaos_patrons[p_ptr->chaos_patron]);
5314 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5316 msg_print("'Now thou shalt pay for annoying me.'");
5319 switch (randint1(4))
5322 (void)activate_ty_curse(FALSE, &count);
5324 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5330 activate_hi_summon(py, px, FALSE);
5332 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5334 reward = "summoning hostile monsters";
5340 if (!buki_motteruka(INVEN_RARM)) break;
5341 object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
5342 (void)curse_weapon(FALSE, INVEN_RARM);
5344 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5346 reward = format("destroying %s", o_name);
5351 if (!inventory[INVEN_BODY].k_idx) break;
5352 object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
5353 (void)curse_armor();
5355 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5357 reward = format("destroying %s", o_name);
5362 for (dummy = 0; dummy < 6; dummy++)
5364 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5367 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5369 reward = "decreasing all stats";
5376 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5378 msg_format("The voice of %s thunders:",
5381 chaos_patrons[p_ptr->chaos_patron]);
5383 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5385 msg_print("'Die, mortal!'");
5388 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5389 for (dummy = 0; dummy < 6; dummy++)
5391 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5393 activate_hi_summon(py, px, FALSE);
5394 (void)activate_ty_curse(FALSE, &count);
5395 if (one_in_(2)) (void)curse_weapon(FALSE, INVEN_RARM);
5396 if (one_in_(2)) (void)curse_armor();
5400 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5401 chaos_patrons[p_ptr->chaos_patron]);
5403 msg_format("The voice of %s booms out:",
5404 chaos_patrons[p_ptr->chaos_patron]);
5408 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5410 msg_print("'Death and destruction! This pleaseth me!'");
5413 (void)destroy_area(py, px, 25, FALSE);
5415 reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5417 reward = "*destruct*ing dungeon";
5422 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5423 chaos_patrons[p_ptr->chaos_patron]);
5425 msg_format("The voice of %s booms out:",
5426 chaos_patrons[p_ptr->chaos_patron]);
5430 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5432 msg_print("'Let me relieve thee of thine oppressors!'");
5435 (void)symbol_genocide(0, FALSE);
5437 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5439 reward = "genociding monsters";
5444 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5445 chaos_patrons[p_ptr->chaos_patron]);
5447 msg_format("The voice of %s booms out:",
5448 chaos_patrons[p_ptr->chaos_patron]);
5452 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5454 msg_print("'Let me relieve thee of thine oppressors!'");
5457 (void)mass_genocide(0, FALSE);
5459 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5461 reward = "genociding nearby monsters";
5466 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5467 chaos_patrons[p_ptr->chaos_patron]);
5469 msg_format("You can feel the power of %s assault your enemies!",
5470 chaos_patrons[p_ptr->chaos_patron]);
5473 (void)dispel_monsters(p_ptr->lev * 4);
5477 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5478 chaos_patrons[p_ptr->chaos_patron]);
5480 msg_format("%s ignores you.",
5481 chaos_patrons[p_ptr->chaos_patron]);
5487 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5489 msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5492 if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5494 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5496 msg_print("Nobody ever turns up...");
5500 reward = "°Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5502 reward = "a demonic servant";
5508 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5510 msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5513 if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5515 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5517 msg_print("Nobody ever turns up...");
5521 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5523 reward = "a servant";
5529 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5531 msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5534 if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5536 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5538 msg_print("Nobody ever turns up...");
5542 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5544 reward = "an undead servant";
5550 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5552 msg_format("The voice of %s stammers:",
5555 chaos_patrons[p_ptr->chaos_patron]);
5557 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5559 msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5567 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5569 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5576 * old -- from PsiAngband.
5578 bool tgt_pt(int *x_ptr, int *y_ptr)
5582 bool success = FALSE;
5587 get_screen_size(&wid, &hgt);
5593 msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5595 msg_print("Select a point and press space.");
5597 msg_flag = FALSE; /* prevents "-more-" message. */
5599 while ((ch != ESCAPE) && !success)
5601 bool move_fast = FALSE;
5603 move_cursor_relative(y, x);
5615 if (player_bold(y, x)) ch = 0;
5618 else success = TRUE;
5622 /* Look up the direction */
5623 d = get_keymap_dir(ch);
5625 /* XTRA HACK MOVEFAST */
5626 if (isupper(ch)) move_fast = TRUE;
5628 /* Handle "direction" */
5634 /* XTRA HACK MOVEFAST */
5637 int mag = MIN(wid / 2, hgt / 2);
5647 /* Do not move horizontally if unnecessary */
5648 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5649 ((x > panel_col_min + wid / 2) && (dx < 0)))
5654 /* Do not move vertically if unnecessary */
5655 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5656 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5661 /* Apply the motion */
5662 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5663 (x >= panel_col_min + wid) || (x < panel_col_min))
5665 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5666 change_panel(dy, dx);
5669 /* Slide into legality */
5670 if (x >= cur_wid-1) x = cur_wid - 2;
5671 else if (x <= 0) x = 1;
5673 /* Slide into legality */
5674 if (y >= cur_hgt-1) y = cur_hgt- 2;
5675 else if (y <= 0) y = 1;
5682 /* Clear the top line */
5685 /* Recenter the map around the player */
5689 p_ptr->update |= (PU_MONSTERS);
5692 p_ptr->redraw |= (PR_MAP);
5695 p_ptr->window |= (PW_OVERHEAD);
5706 bool get_hack_dir(int *dp)
5716 /* Global direction */
5719 /* (No auto-targeting) */
5721 /* Ask until satisfied */
5724 /* Choose a prompt */
5728 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
5730 p = "Direction ('*' to choose a target, Escape to cancel)? ";
5737 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
5739 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
5744 /* Get a command (or Cancel) */
5745 if (!get_com(p, &command, TRUE)) break;
5749 if (command == '\r') command = 't';
5752 /* Convert various keys to "standard" keys */
5755 /* Use current target */
5766 /* Set new target */
5771 if (target_set(TARGET_KILL)) dir = 5;
5777 /* Look up the direction */
5778 dir = get_keymap_dir(command);
5784 /* Verify requested targets */
5785 if ((dir == 5) && !target_okay()) dir = 0;
5792 if (!dir) return (FALSE);
5794 /* Save the direction */
5797 /* Check for confusion */
5798 if (p_ptr->confused)
5801 /* Random direction */
5802 dir = ddd[randint0(8)];
5805 /* Notice confusion */
5806 if (command_dir != dir)
5810 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
5812 msg_print("You are confused.");
5817 /* Save direction */
5820 /* A "valid" direction was entered */
5826 * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
5829 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5831 s16b gain_energy(void)
5834 s32b energy_result = 10;
5837 tmp = randint0(Go_no_JuuJou);
5839 for (i = 0; i < 9; i ++){
5840 energy_result += tmp % 5;
5844 return (s16b)(energy_result + tmp);
5851 s16b bow_energy(int sval)
5855 /* Analyze the launcher */
5858 /* Sling and ammo */
5865 /* Short Bow and Arrow */
5872 /* Long Bow and Arrow */
5879 /* Bow of irresponsiblity and Arrow */
5886 /* Light Crossbow and Bolt */
5893 /* Heavy Crossbow and Bolt */
5908 int bow_tmul(int sval)
5912 /* Analyze the launcher */
5915 /* Sling and ammo */
5922 /* Short Bow and Arrow */
5929 /* Long Bow and Arrow */
5936 /* Bow of irresponsiblity and Arrow */
5943 /* Light Crossbow and Bolt */
5950 /* Heavy Crossbow and Bolt */
5962 * Return alignment title
5964 cptr your_alignment(void)
5967 if (p_ptr->align > 150) return "ÂçÁ±";
5968 else if (p_ptr->align > 50) return "ÃæÁ±";
5969 else if (p_ptr->align > 10) return "¾®Á±";
5970 else if (p_ptr->align > -11) return "ÃæΩ";
5971 else if (p_ptr->align > -51) return "¾®°";
5972 else if (p_ptr->align > -151) return "Ãæ°";
5975 if (p_ptr->align > 150) return "Lawful";
5976 else if (p_ptr->align > 50) return "Good";
5977 else if (p_ptr->align > 10) return "Neutral Good";
5978 else if (p_ptr->align > -11) return "Neutral";
5979 else if (p_ptr->align > -51) return "Neutral Evil";
5980 else if (p_ptr->align > -151) return "Evil";
5981 else return "Chaotic";
5987 * Return proficiency level of weapons and misc. skills (except riding)
5989 int weapon_exp_level(int weapon_exp)
5991 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5992 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5993 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5994 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
5995 else return EXP_LEVEL_MASTER;
6000 * Return proficiency level of riding
6002 int riding_exp_level(int riding_exp)
6004 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6005 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6006 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6007 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
6008 else return EXP_LEVEL_MASTER;
6013 * Return proficiency level of spells
6015 int spell_exp_level(int spell_exp)
6017 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6018 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6019 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6020 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
6021 else return EXP_LEVEL_MASTER;