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[Refactor] #38852 更新処理タイミング再調整。 / Readjust update timing.
[hengband/hengband.git] / src / xtra2.c
1 /*!
2  * @file xtra2.c
3  * @brief 雑多なその他の処理2 / effects of various "objects"
4  * @date 2014/02/06
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13
14 #include "angband.h"
15 #include "cmd-pet.h"
16 #include "object-curse.h"
17 #include "monsterrace-hook.h"
18 #include "objectkind-hook.h"
19
20 #define REWARD_CHANCE 10
21
22
23 /*!
24  * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
25  * Advance experience levels and print experience
26  * @return なし
27  */
28 void check_experience(void)
29 {
30         bool level_reward = FALSE;
31         bool level_mutation = FALSE;
32         bool level_inc_stat = FALSE;
33         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
34         PLAYER_LEVEL old_lev = p_ptr->lev;
35
36         /* Hack -- lower limit */
37         if (p_ptr->exp < 0) p_ptr->exp = 0;
38         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
39         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
40
41         /* Hack -- upper limit */
42         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
43         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
44         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
45
46         /* Hack -- maintain "max" experience */
47         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
48
49         /* Hack -- maintain "max max" experience */
50         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
51
52         /* Redraw experience */
53         p_ptr->redraw |= (PR_EXP);
54         handle_stuff();
55
56
57         /* Lose levels while possible */
58         while ((p_ptr->lev > 1) &&
59                (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
60         {
61                 /* Lose a level */
62                 p_ptr->lev--;
63                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
64                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
65                 p_ptr->window |= (PW_PLAYER);
66                 handle_stuff();
67         }
68
69
70         /* Gain levels while possible */
71         while ((p_ptr->lev < PY_MAX_LEVEL) &&
72                (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
73         {
74                 /* Gain a level */
75                 p_ptr->lev++;
76
77                 /* Save the highest level */
78                 if (p_ptr->lev > p_ptr->max_plv)
79                 {
80                         p_ptr->max_plv = p_ptr->lev;
81
82                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
83                             (p_ptr->muta2 & MUT2_CHAOS_GIFT))
84                         {
85                                 level_reward = TRUE;
86                         }
87                         if (p_ptr->prace == RACE_BEASTMAN)
88                         {
89                                 if (one_in_(5)) level_mutation = TRUE;
90                         }
91                         level_inc_stat = TRUE;
92
93                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
94                 }
95
96                 sound(SOUND_LEVEL);
97
98                 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
99
100                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
101                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
102                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
103
104                 /* HPとMPの上昇量を表示 */
105                 level_up = 1;
106                 handle_stuff();
107
108                 level_up = 0;
109
110                 if (level_inc_stat)
111                 {
112                         if(!(p_ptr->max_plv % 10))
113                         {
114                                 int choice;
115                                 screen_save();
116                                 while(1)
117                                 {
118                                         int n;
119                                         char tmp[32];
120
121                                         cnv_stat(p_ptr->stat_max[0], tmp);
122                                         prt(format(_("        a) 腕力 (現在値 %s)", "        a) Str (cur %s)"), tmp), 2, 14);
123                                         cnv_stat(p_ptr->stat_max[1], tmp);
124                                         prt(format(_("        b) 知能 (現在値 %s)", "        a) Int (cur %s)"), tmp), 3, 14);
125                                         cnv_stat(p_ptr->stat_max[2], tmp);
126                                         prt(format(_("        c) 賢さ (現在値 %s)", "        a) Wis (cur %s)"), tmp), 4, 14);
127                                         cnv_stat(p_ptr->stat_max[3], tmp);
128                                         prt(format(_("        d) 器用 (現在値 %s)", "        a) Dex (cur %s)"), tmp), 5, 14);
129                                         cnv_stat(p_ptr->stat_max[4], tmp);
130                                         prt(format(_("        e) 耐久 (現在値 %s)", "        a) Con (cur %s)"), tmp), 6, 14);
131                                         cnv_stat(p_ptr->stat_max[5], tmp);
132                                         prt(format(_("        f) 魅力 (現在値 %s)", "        a) Chr (cur %s)"), tmp), 7, 14);
133
134                                         prt("", 8, 14);
135                                         prt(_("        どの能力値を上げますか?", "        Which stat do you want to raise?"), 1, 14);
136
137                                         while(1)
138                                         {
139                                                 choice = inkey();
140                                                 if ((choice >= 'a') && (choice <= 'f')) break;
141                                         }
142                                         for(n = 0; n < 6; n++)
143                                                 if (n != choice - 'a')
144                                                         prt("",n+2,14);
145                                         if (get_check(_("よろしいですか?", "Are you sure? "))) break;
146                                 }
147                                 do_inc_stat(choice - 'a');
148                                 screen_load();
149                         }
150                         else if(!(p_ptr->max_plv % 2))
151                                 do_inc_stat(randint0(6));
152                 }
153
154                 if (level_mutation)
155                 {
156                         msg_print(_("あなたは変わった気がする...", "You feel different..."));
157                         (void)gain_random_mutation(0);
158                         level_mutation = FALSE;
159                 }
160
161                 /*
162                  * 報酬でレベルが上ると再帰的に check_experience() が
163                  * 呼ばれるので順番を最後にする。
164                  */
165                 if (level_reward)
166                 {
167                         gain_level_reward(0);
168                         level_reward = FALSE;
169                 }
170
171                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
172                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
173                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
174                 handle_stuff();
175         }
176
177         /* Load an autopick preference file */
178         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
179 }
180
181
182 /*!
183  * @brief モンスターを倒した際の財宝svalを返す
184  * @param r_idx 倒したモンスターの種族ID
185  * @return 財宝のsval
186  * @details
187  * Hack -- Return the "automatic coin type" of a monster race
188  * Used to allocate proper treasure when "Creeping coins" die
189  * Note the use of actual "monster names"
190  */
191 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
192 {
193         /* Analyze monsters */
194         switch (r_idx)
195         {
196                 case MON_COPPER_COINS: return 2;
197                 case MON_SILVER_COINS: return 5;
198                 case MON_GOLD_COINS: return 10;
199                 case MON_MITHRIL_COINS:
200                 case MON_MITHRIL_GOLEM: return 16;
201                 case MON_ADAMANT_COINS: return 17;
202         }
203
204         /* Assume nothing */
205         return 0;
206 }
207
208
209
210 /*!
211  * @brief クエストを達成状態にする /
212  * @param quest_num 達成状態にしたいクエストのID
213  * @return なし
214  */
215 void complete_quest(QUEST_IDX quest_num)
216 {
217         quest_type* const q_ptr = &quest[quest_num];
218
219         switch (q_ptr->type)
220         {
221         case QUEST_TYPE_RANDOM:
222                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
223                 break;
224         default:
225                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
226                 break;
227         }
228
229         q_ptr->status = QUEST_STATUS_COMPLETED;
230         q_ptr->complev = (byte)p_ptr->lev;
231         update_playtime();
232         q_ptr->comptime = playtime;
233
234         if (!(q_ptr->flags & QUEST_FLAG_SILENT))
235         {
236                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
237                 msg_print(_("クエストを達成した!", "You just completed your quest!"));
238                 msg_print(NULL);
239         }
240 }
241
242 /*!
243  * @brief 現在フロアに残っている敵モンスターの数を返す /
244  * @return 現在の敵モンスターの数
245  */
246 static MONSTER_NUMBER count_all_hostile_monsters(void)
247 {
248         POSITION x, y;
249         MONSTER_NUMBER number_mon = 0;
250
251         for (x = 0; x < cur_wid; ++ x)
252         {
253                 for (y = 0; y < cur_hgt; ++ y)
254                 {
255                         MONSTER_IDX m_idx = cave[y][x].m_idx;
256
257                         if (m_idx > 0 && is_hostile(&m_list[m_idx]))
258                         {
259                                 ++number_mon;
260                         }
261                 }
262         }
263
264         return number_mon;
265 }
266
267 /*!
268  * @brief 特定の敵を倒した際にクエスト達成処理 /
269  * Check for "Quest" completion when a quest monster is killed or charmed.
270  * @param m_ptr 撃破したモンスターの構造体参照ポインタ
271  * @return なし
272  */
273 void check_quest_completion(monster_type *m_ptr)
274 {
275         POSITION y, x;
276         QUEST_IDX quest_num;
277
278         bool create_stairs = FALSE;
279         bool reward = FALSE;
280
281         object_type forge;
282         object_type *o_ptr;
283
284         y = m_ptr->fy;
285         x = m_ptr->fx;
286
287         /* Inside a quest */
288         quest_num = p_ptr->inside_quest;
289
290         /* Search for an active quest on this dungeon level */
291         if (!quest_num)
292         {
293                 QUEST_IDX i;
294
295                 for (i = max_q_idx - 1; i > 0; i--)
296                 {
297                         quest_type* const q_ptr = &quest[i];
298                         
299                         /* Quest is not active */
300                         if (q_ptr->status != QUEST_STATUS_TAKEN)
301                                 continue;
302
303                         /* Quest is not a dungeon quest */
304                         if (q_ptr->flags & QUEST_FLAG_PRESET)
305                                 continue;
306
307                         /* Quest is not on this level */
308                         if ((q_ptr->level != dun_level) &&
309                             (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
310                                 continue;
311
312                         /* Not a "kill monster" quest */
313                         if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
314                             (q_ptr->type == QUEST_TYPE_FIND_EXIT))
315                                 continue;
316
317                         /* Interesting quest */
318                         if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
319                             (q_ptr->type == QUEST_TYPE_TOWER) ||
320                             (q_ptr->type == QUEST_TYPE_KILL_ALL))
321                                 break;
322
323                         /* Interesting quest */
324                         if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
325                              (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
326                              (q_ptr->type == QUEST_TYPE_RANDOM)) &&
327                              (q_ptr->r_idx == m_ptr->r_idx))
328                                 break;
329                 }
330
331                 quest_num = i;
332         }
333
334         /* Handle the current quest */
335         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
336         {
337                 /* Current quest */
338                 quest_type* const q_ptr = &quest[quest_num];
339
340                 switch (q_ptr->type)
341                 {
342                         case QUEST_TYPE_KILL_NUMBER:
343                         {
344                                 q_ptr->cur_num++;
345
346                                 if (q_ptr->cur_num >= q_ptr->num_mon)
347                                 {
348                                         complete_quest(quest_num);
349
350                                         q_ptr->cur_num = 0;
351                                 }
352                                 break;
353                         }
354                         case QUEST_TYPE_KILL_ALL:
355                         {
356                                 if (!is_hostile(m_ptr)) break;
357
358                                 if (count_all_hostile_monsters() == 1)
359                                 {
360                                         if (q_ptr->flags & QUEST_FLAG_SILENT)
361                                         {
362                                                 q_ptr->status = QUEST_STATUS_FINISHED;
363                                         }
364                                         else
365                                         {
366                                                 complete_quest(quest_num);
367                                         }
368                                 }
369                                 break;
370                         }
371                         case QUEST_TYPE_KILL_LEVEL:
372                         case QUEST_TYPE_RANDOM:
373                         {
374                                 /* Only count valid monsters */
375                                 if (q_ptr->r_idx != m_ptr->r_idx)
376                                         break;
377
378                                 q_ptr->cur_num++;
379
380                                 if (q_ptr->cur_num >= q_ptr->max_num)
381                                 {
382                                         complete_quest(quest_num);
383
384                                         if (!(q_ptr->flags & QUEST_FLAG_PRESET))
385                                         {
386                                                 create_stairs = TRUE;
387                                                 p_ptr->inside_quest = 0;
388                                         }
389
390                                         /* Finish the two main quests without rewarding */
391                                         if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
392                                         {
393                                                 q_ptr->status = QUEST_STATUS_FINISHED;
394                                         }
395
396                                         if (q_ptr->type == QUEST_TYPE_RANDOM)
397                                         {
398                                                 reward = TRUE;
399                                                 q_ptr->status = QUEST_STATUS_FINISHED;
400                                         }
401                                 }
402                                 break;
403                         }
404                         case QUEST_TYPE_KILL_ANY_LEVEL:
405                         {
406                                 q_ptr->cur_num++;
407                                 if (q_ptr->cur_num >= q_ptr->max_num)
408                                 {
409                                         complete_quest(quest_num);
410                                         q_ptr->cur_num = 0;
411                                 }
412                                 break;
413                         }
414                         case QUEST_TYPE_TOWER:
415                         {
416                                 if (!is_hostile(m_ptr)) break;
417
418                                 if (count_all_hostile_monsters() == 1)
419                                 {
420                                         q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
421
422                                         if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
423                                            (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
424                                            (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
425                                         {
426
427                                                 complete_quest(QUEST_TOWER1);
428                                         }
429                                 }
430                                 break;
431                         }
432                 }
433         }
434
435         /* Create a magical staircase */
436         if (create_stairs)
437         {
438                 POSITION ny, nx;
439
440                 /* Stagger around */
441                 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
442                 {
443                         /* Pick a location */
444                         scatter(&ny, &nx, y, x, 1, 0);
445
446                         /* Stagger */
447                         y = ny; x = nx;
448                 }
449
450                 /* Explain the staircase */
451                 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
452
453                 /* Create stairs down */
454                 cave_set_feat(y, x, feat_down_stair);
455
456                 /* Remember to update everything */
457                 p_ptr->update |= (PU_FLOW);
458         }
459
460         /*
461          * Drop quest reward
462          */
463         if (reward)
464         {
465                 int i;
466
467                 for (i = 0; i < (dun_level / 15)+1; i++)
468                 {
469                         o_ptr = &forge;
470                         object_wipe(o_ptr);
471
472                         /* Make a great object */
473                         make_object(o_ptr, AM_GOOD | AM_GREAT);
474                         (void)drop_near(o_ptr, -1, y, x);
475                 }
476         }
477 }
478
479 /*!
480  * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
481  * Check for "Quest" completion when a quest monster is killed or charmed.
482  * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
483  * @return なし
484  */
485 void check_find_art_quest_completion(object_type *o_ptr)
486 {
487         QUEST_IDX i;
488         /* Check if completed a quest */
489         for (i = 0; i < max_q_idx; i++)
490         {
491                 if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
492                         (quest[i].status == QUEST_STATUS_TAKEN) &&
493                         (quest[i].k_idx == o_ptr->name1))
494                 {
495                         complete_quest(i);
496                 }
497         }
498 }
499
500
501 /*!
502  * @brief モンスターを撃破した際の述語メッセージを返す /
503  * Return monster death string
504  * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
505  * @return 撃破されたモンスターの述語
506  */
507 cptr extract_note_dies(MONRACE_IDX r_idx)
508 {
509         monster_race *r_ptr = &r_info[r_idx];
510         /* Some monsters get "destroyed" */
511         if (!monster_living(r_idx))
512         {
513                 int i;
514
515                 for (i = 0; i < 4; i++)
516                 {
517                         if (r_ptr->blow[i].method == RBM_EXPLODE)
518                         {
519                                 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
520                         }
521                 }
522                 return _("を倒した。", " is destroyed.");
523         }
524
525         /* Assume a default death */
526         return _("は死んだ。", " dies.");
527 }
528
529
530 /*!
531  * @brief モンスターが死亡した時の処理 /
532  * Handle the "death" of a monster.
533  * @param m_idx 死亡したモンスターのID
534  * @param drop_item TRUEならばモンスターのドロップ処理を行う
535  * @return 撃破されたモンスターの述語
536  * @details
537  * <pre>
538  * Disperse treasures centered at the monster location based on the
539  * various flags contained in the monster flags fields.
540  * Check for "Quest" completion when a quest monster is killed.
541  * Note that only the player can induce "monster_death()" on Uniques.
542  * Thus (for now) all Quest monsters should be Uniques.
543  * Note that monsters can now carry objects, and when a monster dies,
544  * it drops all of its objects, which may disappear in crowded rooms.
545  * </pre>
546  */
547 void monster_death(MONSTER_IDX m_idx, bool drop_item)
548 {
549         int i, j;
550         POSITION y, x;
551
552         int dump_item = 0;
553         int dump_gold = 0;
554         int number = 0;
555
556         monster_type *m_ptr = &m_list[m_idx];
557         monster_race *r_ptr = &r_info[m_ptr->r_idx];
558
559         bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
560
561         u32b mo_mode = 0L;
562
563         bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
564         bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
565         bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
566         int force_coin = get_coin_type(m_ptr->r_idx);
567
568         object_type forge;
569         object_type *q_ptr;
570
571         bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
572                 && !p_ptr->inside_battle && !is_pet(m_ptr);
573
574         /* The caster is dead? */
575         if (world_monster && world_monster == m_idx) world_monster = 0;
576
577         /* Notice changes in view */
578         if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
579         {
580                 /* Update some things */
581                 p_ptr->update |= (PU_MON_LITE);
582         }
583
584         y = m_ptr->fy;
585         x = m_ptr->fx;
586
587         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
588         {
589                 GAME_TEXT m_name[MAX_NLEN];
590
591                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
592                 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
593         }
594
595         /* Let monsters explode! */
596         for (i = 0; i < 4; i++)
597         {
598                 if (r_ptr->blow[i].method == RBM_EXPLODE)
599                 {
600                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
601                         EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
602                         DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
603                         DICE_SID d_side = r_ptr->blow[i].d_side;
604                         HIT_POINT damage = damroll(d_dice, d_side);
605
606                         project(m_idx, 3, y, x, damage, typ, flg, -1);
607                         break;
608                 }
609         }
610
611         if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
612         {
613                 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
614                 r_ptr = &r_info[m_ptr->r_idx];
615         }
616
617         /* Check for quest completion */
618         check_quest_completion(m_ptr);
619
620         /* Handle the possibility of player vanquishing arena combatant -KMW- */
621         if (p_ptr->inside_arena && !is_pet(m_ptr))
622         {
623                 p_ptr->exit_bldg = TRUE;
624
625                 if (p_ptr->arena_number > MAX_ARENA_MONS)
626                 {
627                         msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
628                 }
629                 else
630                 {
631                         msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
632                 }
633
634                 if (arena_info[p_ptr->arena_number].tval)
635                 {
636                         q_ptr = &forge;
637
638                         /* Prepare to make a prize */
639                         object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
640                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
641                         (void)drop_near(q_ptr, -1, y, x);
642                 }
643
644                 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
645                 p_ptr->arena_number++;
646                 if (record_arena)
647                 {
648                         GAME_TEXT m_name[MAX_NLEN];
649                         
650                         /* Extract monster name */
651                         monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
652                         
653                         do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
654                 }
655         }
656
657         if (m_idx == p_ptr->riding)
658         {
659                 if (rakuba(-1, FALSE))
660                 {
661                         msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
662                 }
663         }
664
665         /* Drop a dead corpse? */
666         if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
667             (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
668             !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
669         {
670                 /* Assume skeleton */
671                 bool corpse = FALSE;
672
673                 /*
674                  * We cannot drop a skeleton? Note, if we are in this check,
675                  * we *know* we can drop at least a corpse or a skeleton
676                  */
677                 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
678                         corpse = TRUE;
679                 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
680                         corpse = TRUE;
681
682                 /* Else, a corpse is more likely unless we did a "lot" of damage */
683                 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
684                 {
685                         /* Lots of damage in one blow */
686                         if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
687                         {
688                                 if (one_in_(5)) corpse = TRUE;
689                         }
690                         else
691                         {
692                                 if (!one_in_(5)) corpse = TRUE;
693                         }
694                 }
695                 q_ptr = &forge;
696
697                 /* Prepare to make an object */
698                 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
699
700                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
701
702                 q_ptr->pval = m_ptr->r_idx;
703                 (void)drop_near(q_ptr, -1, y, x);
704         }
705
706         /* Drop objects being carried */
707         monster_drop_carried_objects(m_ptr);
708
709         if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
710         if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
711
712         switch (m_ptr->r_idx)
713         {
714         case MON_PINK_HORROR:
715                 /* Pink horrors are replaced with 2 Blue horrors */
716                 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
717                 {
718                         bool notice = FALSE;
719
720                         for (i = 0; i < 2; i++)
721                         {
722                                 POSITION wy = y, wx = x;
723                                 bool pet = is_pet(m_ptr);
724                                 BIT_FLAGS mode = 0L;
725
726                                 if (pet) mode |= PM_FORCE_PET;
727
728                                 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
729                                 {
730                                         if (player_can_see_bold(wy, wx)) notice = TRUE;
731                                 }
732                         }
733
734                         if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
735                 }
736                 break;
737
738         case MON_BLOODLETTER:
739                 /* Bloodletters of Khorne may drop a blade of chaos */
740                 if (drop_chosen_item && (randint1(100) < 15))
741                 {
742                         q_ptr = &forge;
743
744                         /* Prepare to make a Blade of Chaos */
745                         object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
746
747                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
748                         (void)drop_near(q_ptr, -1, y, x);
749                 }
750                 break;
751
752         case MON_RAAL:
753                 if (drop_chosen_item && (dun_level > 9))
754                 {
755                         q_ptr = &forge;
756                         object_wipe(q_ptr);
757
758                         /* Activate restriction */
759                         if ((dun_level > 49) && one_in_(5))
760                                 get_obj_num_hook = kind_is_good_book;
761                         else
762                                 get_obj_num_hook = kind_is_book;
763
764                         /* Make a book */
765                         make_object(q_ptr, mo_mode);
766                         (void)drop_near(q_ptr, -1, y, x);
767                 }
768                 break;
769
770         case MON_DAWN:
771                 /*
772                  * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
773                  * spawn another in the fallen one's place!
774                  */
775                 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
776                 {
777                         if (!one_in_(7))
778                         {
779                                 POSITION wy = y, wx = x;
780                                 int attempts = 100;
781                                 bool pet = is_pet(m_ptr);
782
783                                 do
784                                 {
785                                         scatter(&wy, &wx, y, x, 20, 0);
786                                 }
787                                 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
788
789                                 if (attempts > 0)
790                                 {
791                                         BIT_FLAGS mode = 0L;
792                                         if (pet) mode |= PM_FORCE_PET;
793
794                                         if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
795                                         {
796                                                 if (player_can_see_bold(wy, wx))
797                                                         msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
798                                         }
799                                 }
800                         }
801                 }
802                 break;
803
804         case MON_UNMAKER:
805                 /* One more ultra-hack: An Unmaker goes out with a big bang! */
806                 {
807                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
808                         (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
809                 }
810                 break;
811
812         case MON_UNICORN_ORD:
813         case MON_MORGOTH:
814         case MON_ONE_RING:
815                 /* Reward for "lazy" player */
816                 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
817                 {
818                         ARTIFACT_IDX a_idx = 0;
819                         artifact_type *a_ptr = NULL;
820
821                         if (!drop_chosen_item) break;
822
823                         do
824                         {
825                                 switch (randint0(3))
826                                 {
827                                 case 0:
828                                         a_idx = ART_NAMAKE_HAMMER;
829                                         break;
830                                 case 1:
831                                         a_idx = ART_NAMAKE_BOW;
832                                         break;
833                                 case 2:
834                                         a_idx = ART_NAMAKE_ARMOR;
835                                         break;
836                                 }
837
838                                 a_ptr = &a_info[a_idx];
839                         }
840                         while (a_ptr->cur_num);
841
842                         /* Create the artifact */
843                         if (create_named_art(a_idx, y, x))
844                         {
845                                 a_ptr->cur_num = 1;
846
847                                 /* Hack -- Memorize location of artifact in saved floors */
848                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
849                         }
850                         else if (!preserve_mode) a_ptr->cur_num = 1;
851                 }
852                 break;
853
854         case MON_SERPENT:
855                 if (!drop_chosen_item) break;
856                 q_ptr = &forge;
857
858                 /* Mega-Hack -- Prepare to make "Grond" */
859                 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
860
861                 /* Mega-Hack -- Mark this item as "Grond" */
862                 q_ptr->name1 = ART_GROND;
863
864                 /* Mega-Hack -- Actually create "Grond" */
865                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
866                 (void)drop_near(q_ptr, -1, y, x);
867                 q_ptr = &forge;
868
869                 /* Mega-Hack -- Prepare to make "Chaos" */
870                 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
871
872                 /* Mega-Hack -- Mark this item as "Chaos" */
873                 q_ptr->name1 = ART_CHAOS;
874
875                 /* Mega-Hack -- Actually create "Chaos" */
876                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
877                 (void)drop_near(q_ptr, -1, y, x);
878                 break;
879
880         case MON_B_DEATH_SWORD:
881                 if (drop_chosen_item)
882                 {
883                         q_ptr = &forge;
884
885                         /* Prepare to make a broken sword */
886                         object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
887                         (void)drop_near(q_ptr, -1, y, x);
888                 }
889                 break;
890
891         case MON_A_GOLD:
892         case MON_A_SILVER:
893                 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
894                      ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
895                 {
896                         q_ptr = &forge;
897
898                         /* Prepare to make a Can of Toys */
899                         object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
900
901                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
902                         (void)drop_near(q_ptr, -1, y, x);
903                 }
904                 break;
905
906         case MON_ROLENTO:
907                 {
908                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
909                         (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
910                 }
911                 break;
912
913         default:
914                 if (!drop_chosen_item) break;
915
916                 switch (r_ptr->d_char)
917                 {
918                 case '(':
919                         if (dun_level > 0)
920                         {
921                                 q_ptr = &forge;
922                                 object_wipe(q_ptr);
923
924                                 /* Activate restriction */
925                                 get_obj_num_hook = kind_is_cloak;
926
927                                 /* Make a cloak */
928                                 make_object(q_ptr, mo_mode);
929                                 (void)drop_near(q_ptr, -1, y, x);
930                         }
931                         break;
932
933                 case '/':
934                         if (dun_level > 4)
935                         {
936                                 q_ptr = &forge;
937                                 object_wipe(q_ptr);
938
939                                 /* Activate restriction */
940                                 get_obj_num_hook = kind_is_polearm;
941
942                                 /* Make a poleweapon */
943                                 make_object(q_ptr, mo_mode);
944                                 (void)drop_near(q_ptr, -1, y, x);
945                         }
946                         break;
947
948                 case '[':
949                         if (dun_level > 19)
950                         {
951                                 q_ptr = &forge;
952                                 object_wipe(q_ptr);
953
954                                 /* Activate restriction */
955                                 get_obj_num_hook = kind_is_armor;
956
957                                 /* Make a hard armor */
958                                 make_object(q_ptr, mo_mode);
959                                 (void)drop_near(q_ptr, -1, y, x);
960                         }
961                         break;
962
963                 case '\\':
964                         if (dun_level > 4)
965                         {
966                                 q_ptr = &forge;
967                                 object_wipe(q_ptr);
968
969                                 /* Activate restriction */
970                                 get_obj_num_hook = kind_is_hafted;
971
972                                 /* Make a hafted weapon */
973                                 make_object(q_ptr, mo_mode);
974                                 (void)drop_near(q_ptr, -1, y, x);
975                         }
976                         break;
977
978                 case '|':
979                         if (m_ptr->r_idx != MON_STORMBRINGER)
980                         {
981                                 q_ptr = &forge;
982                                 object_wipe(q_ptr);
983
984                                 /* Activate restriction */
985                                 get_obj_num_hook = kind_is_sword;
986
987                                 /* Make a sword */
988                                 make_object(q_ptr, mo_mode);
989                                 (void)drop_near(q_ptr, -1, y, x);
990                         }
991                         break;
992                 }
993                 break;
994         }
995
996         /* Mega-Hack -- drop fixed items */
997         if (drop_chosen_item)
998         {
999                 ARTIFACT_IDX a_idx = 0;
1000                 int chance = 0;
1001
1002                 for(i = 0; i < 4; i++)
1003                 {
1004                         if(!r_ptr->artifact_id[i]) break;
1005                         a_idx = r_ptr->artifact_id[i];
1006                         chance = r_ptr->artifact_percent[i];
1007                 }
1008
1009                 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1010                 {
1011                         artifact_type *a_ptr = &a_info[a_idx];
1012
1013                         if (!a_ptr->cur_num)
1014                         {
1015                                 /* Create the artifact */
1016                                 if (create_named_art(a_idx, y, x))
1017                                 {
1018                                         a_ptr->cur_num = 1;
1019
1020                                         /* Hack -- Memorize location of artifact in saved floors */
1021                                         if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1022                                 }
1023                                 else if (!preserve_mode) a_ptr->cur_num = 1;
1024                         }
1025                 }
1026
1027                 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1028                 {
1029                         KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1030                                 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1031
1032                         if (d_info[dungeon_type].final_artifact)
1033                         {
1034                                 a_idx = d_info[dungeon_type].final_artifact;
1035                                 artifact_type *a_ptr = &a_info[a_idx];
1036
1037                                 if (!a_ptr->cur_num)
1038                                 {
1039                                         /* Create the artifact */
1040                                         if (create_named_art(a_idx, y, x))
1041                                         {
1042                                                 a_ptr->cur_num = 1;
1043
1044                                                 /* Hack -- Memorize location of artifact in saved floors */
1045                                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1046                                         }
1047                                         else if (!preserve_mode) a_ptr->cur_num = 1;
1048
1049                                         /* Prevent rewarding both artifact and "default" object */
1050                                         if (!d_info[dungeon_type].final_object) k_idx = 0;
1051                                 }
1052                         }
1053
1054                         if (k_idx)
1055                         {
1056                                 q_ptr = &forge;
1057
1058                                 /* Prepare to make a reward */
1059                                 object_prep(q_ptr, k_idx);
1060
1061                                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1062                                 (void)drop_near(q_ptr, -1, y, x);
1063                         }
1064                         msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
1065                 }
1066         }
1067
1068         /* Determine how much we can drop */
1069         if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1070         if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1071         if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1072         if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1073         if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1074         if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1075
1076         if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1077                 number = 0; /* Clones drop no stuff unless Cloning Pits */
1078
1079         if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1080                 number = 0; /* Pets drop no stuff */
1081         if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1082         
1083         if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1084                 number = 0; /* Limit of Multiply monster drop */
1085
1086         /* Hack -- handle creeping coins */
1087         coin_type = force_coin;
1088
1089         /* Average dungeon and monster levels */
1090         object_level = (dun_level + r_ptr->level) / 2;
1091
1092         /* Drop some objects */
1093         for (j = 0; j < number; j++)
1094         {
1095                 q_ptr = &forge;
1096                 object_wipe(q_ptr);
1097
1098                 /* Make Gold */
1099                 if (do_gold && (!do_item || (randint0(100) < 50)))
1100                 {
1101                         /* Make some gold */
1102                         if (!make_gold(q_ptr)) continue;
1103
1104                         dump_gold++;
1105                 }
1106
1107                 /* Make Object */
1108                 else
1109                 {
1110                         /* Make an object */
1111                         if (!make_object(q_ptr, mo_mode)) continue;
1112
1113                         dump_item++;
1114                 }
1115                 (void)drop_near(q_ptr, -1, y, x);
1116         }
1117
1118         /* Reset the object level */
1119         object_level = base_level;
1120
1121         /* Reset "coin" type */
1122         coin_type = 0;
1123
1124
1125         /* Take note of any dropped treasure */
1126         if (visible && (dump_item || dump_gold))
1127         {
1128                 /* Take notes on treasure */
1129                 lore_treasure(m_idx, dump_item, dump_gold);
1130         }
1131
1132         /* Only process "Quest Monsters" */
1133         if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1134         if (p_ptr->inside_battle) return;
1135
1136         /* Winner? */
1137         if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1138         {
1139                 /* Total winner */
1140                 p_ptr->total_winner = TRUE;
1141
1142                 /* Redraw the "title" */
1143                 p_ptr->redraw |= (PR_TITLE);
1144
1145                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
1146
1147                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
1148
1149                 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1150                 {
1151                         msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
1152                         msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
1153                 }
1154
1155                 /* Congratulations */
1156                 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
1157                 msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
1158                 msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
1159         }
1160 }
1161
1162 /*!
1163  * @brief モンスターに与えたダメージの修正処理 /
1164  * Modify the physical damage done to the monster.
1165  * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
1166  * @param dam ダメージ基本値
1167  * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
1168  * @return 修正を行った結果のダメージ量
1169  * @details
1170  * <pre>
1171  * (for example when it's invulnerable or shielded)
1172  * ToDo: Accept a damage-type to calculate the modified damage from
1173  * things like fire, frost, lightning, poison, ... attacks.
1174  * "type" is not yet used and should be 0.
1175  * </pre>
1176  */
1177 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
1178 {
1179         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1180
1181         if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1182         {
1183                 dam /= 100;
1184                 if ((dam == 0) && one_in_(3)) dam = 1;
1185         }
1186
1187         if (MON_INVULNER(m_ptr))
1188         {
1189                 if (is_psy_spear)
1190                 {
1191                         if (!p_ptr->blind && is_seen(m_ptr))
1192                         {
1193                                 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
1194                         }
1195                 }
1196                 else if (!one_in_(PENETRATE_INVULNERABILITY))
1197                 {
1198                         return (0);
1199                 }
1200         }
1201         return (dam);
1202 }
1203
1204
1205 /*!
1206  * @brief モンスターに与えたダメージを元に経験値を加算する /
1207  * Calculate experience point to be get
1208  * @param dam 与えたダメージ量
1209  * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
1210  * @return なし
1211  * @details
1212  * <pre>
1213  * Even the 64 bit operation is not big enough to avoid overflaw
1214  * unless we carefully choose orders of multiplication and division.
1215  * Get the coefficient first, and multiply (potentially huge) base
1216  * experience point of a monster later.
1217  * </pre>
1218  */
1219 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
1220 {
1221         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1222
1223         s32b new_exp;
1224         u32b new_exp_frac;
1225         s32b div_h;
1226         u32b div_l;
1227
1228         if (!m_ptr->r_idx) return;
1229         if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1230
1231         /*
1232          * - Ratio of monster's level to player's level effects
1233          * - Varying speed effects
1234          * - Get a fraction in proportion of damage point
1235          */
1236         new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1237         new_exp_frac = 0;
1238         div_h = 0L;
1239         div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1240
1241         /* Use (average maxhp * 2) as a denominator */
1242         if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1243                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1244         else
1245                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1246
1247         /* Special penalty in the wilderness */
1248         if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1249                 s64b_mul(&div_h, &div_l, 0, 5);
1250
1251         /* Do division first to prevent overflaw */
1252         s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1253
1254         /* Special penalty for mutiply-monster */
1255         if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1256         {
1257                 int monnum_penarty = r_ptr->r_akills / 400;
1258                 if (monnum_penarty > 8) monnum_penarty = 8;
1259
1260                 while (monnum_penarty--)
1261                 {
1262                         /* Divide by 4 */
1263                         s64b_RSHIFT(new_exp, new_exp_frac, 2);
1264                 }
1265         }
1266         
1267         /* Special penalty for rest_and_shoot exp scum */
1268         if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1269         {
1270                 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1271                 if (over_damage > 32) over_damage = 32;
1272
1273                 while (over_damage--)
1274                 {
1275                         /* 9/10 for once */
1276                         s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1277                         s64b_div(&new_exp, &new_exp_frac, 0, 10);
1278                 }
1279         }
1280
1281         /* Finally multiply base experience point of the monster */
1282         s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1283
1284         /* Gain experience */
1285         gain_exp_64(new_exp, new_exp_frac);
1286 }
1287
1288
1289 /*!
1290  * @brief モンスターのHPをダメージに応じて減算する /
1291  * Decreases monsters hit points, handling monster death.
1292  * @param dam 与えたダメージ量
1293  * @param m_idx ダメージを与えたモンスターのID
1294  * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
1295  * @param note モンスターが倒された際の特別なメッセージ述語
1296  * @return なし
1297  * @details
1298  * <pre>
1299  * We return TRUE if the monster has been killed (and deleted).
1300  * We announce monster death (using an optional "death message"
1301  * if given, and a otherwise a generic killed/destroyed message).
1302  * Only "physical attacks" can induce the "You have slain" message.
1303  * Missile and Spell attacks will induce the "dies" message, or
1304  * various "specialized" messages.  Note that "You have destroyed"
1305  * and "is destroyed" are synonyms for "You have slain" and "dies".
1306  * Hack -- unseen monsters yield "You have killed it." message.
1307  * Added fear (DGK) and check whether to print fear messages -CWS
1308  * Made name, sex, and capitalization generic -BEN-
1309  * As always, the "ghost" processing is a total hack.
1310  * Hack -- we "delay" fear messages by passing around a "fear" flag.
1311  * Consider decreasing monster experience over time, say,
1312  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1313  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1314  * monster worth more than subsequent monsters.  This would also need
1315  * to induce changes in the monster recall code.
1316  * </pre>
1317  */
1318 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
1319 {
1320         monster_type *m_ptr = &m_list[m_idx];
1321         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1322         monster_type exp_mon;
1323
1324         /* Innocent until proven otherwise */
1325         bool innocent = TRUE, thief = FALSE;
1326         int i;
1327         HIT_POINT expdam;
1328
1329         (void)COPY(&exp_mon, m_ptr, monster_type);
1330         
1331         expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1332
1333         get_exp_from_mon(expdam, &exp_mon);
1334
1335         /* Genocided by chaos patron */
1336         if (!m_ptr->r_idx) m_idx = 0;
1337         
1338         /* Redraw (later) if needed */
1339         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1340         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1341
1342         (void)set_monster_csleep(m_idx, 0);
1343
1344         /* Hack - Cancel any special player stealth magics. -LM- */
1345         if (p_ptr->special_defense & NINJA_S_STEALTH)
1346         {
1347                 set_superstealth(FALSE);
1348         }
1349
1350         /* Genocided by chaos patron */
1351         if (!m_idx) return TRUE;
1352         
1353         m_ptr->hp -= dam;
1354         m_ptr->dealt_damage += dam;
1355
1356         if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1357
1358         if (p_ptr->wizard)
1359         {
1360                 msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
1361         }
1362
1363         /* It is dead now */
1364         if (m_ptr->hp < 0)
1365         {
1366                 GAME_TEXT m_name[MAX_NLEN];
1367
1368                 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1369                 {
1370                         /* You might have unmasked Tanuki first time */
1371                         r_ptr = &r_info[m_ptr->r_idx];
1372                         m_ptr->ap_r_idx = m_ptr->r_idx;
1373                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1374                 }
1375
1376                 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1377                 {
1378                         /* You might have unmasked Chameleon first time */
1379                         r_ptr = real_r_ptr(m_ptr);
1380                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1381                 }
1382
1383                 if (!(m_ptr->smart & SM_CLONED))
1384                 {
1385                         /* When the player kills a Unique, it stays dead */
1386                         if (r_ptr->flags1 & RF1_UNIQUE)
1387                         {
1388                                 r_ptr->max_num = 0;
1389
1390                                 /* Mega-Hack -- Banor & Lupart */
1391                                 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1392                                 {
1393                                         r_info[MON_BANORLUPART].max_num = 0;
1394                                         r_info[MON_BANORLUPART].r_pkills++;
1395                                         r_info[MON_BANORLUPART].r_akills++;
1396                                         if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1397                                 }
1398                                 else if (m_ptr->r_idx == MON_BANORLUPART)
1399                                 {
1400                                         r_info[MON_BANOR].max_num = 0;
1401                                         r_info[MON_BANOR].r_pkills++;
1402                                         r_info[MON_BANOR].r_akills++;
1403                                         if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1404                                         r_info[MON_LUPART].max_num = 0;
1405                                         r_info[MON_LUPART].r_pkills++;
1406                                         r_info[MON_LUPART].r_akills++;
1407                                         if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1408                                 }
1409                         }
1410
1411                         /* When the player kills a Nazgul, it stays dead */
1412                         else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1413                 }
1414
1415                 /* Count all monsters killed */
1416                 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1417
1418                 /* Recall even invisible uniques or winners */
1419                 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1420                 {
1421                         /* Count kills this life */
1422                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1423                         else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1424
1425                         /* Count kills in all lives */
1426                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1427                         else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1428
1429                         /* Hack -- Auto-recall */
1430                         monster_race_track(m_ptr->ap_r_idx);
1431                 }
1432
1433                 /* Extract monster name */
1434                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1435
1436                 /* Don't kill Amberites */
1437                 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1438                 {
1439                         int curses = 1 + randint1(3);
1440                         bool stop_ty = FALSE;
1441                         int count = 0;
1442
1443                         msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
1444                         curse_equipment(100, 50);
1445
1446                         do
1447                         {
1448                                 stop_ty = activate_ty_curse(stop_ty, &count);
1449                         }
1450                         while (--curses);
1451                 }
1452
1453                 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1454                 {
1455                         char line_got[1024];
1456                         if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1457                         {
1458                                 msg_format("%^s %s", m_name, line_got);
1459                         }
1460
1461 #ifdef WORLD_SCORE
1462                         if (m_ptr->r_idx == MON_SERPENT)
1463                         {
1464                                 screen_dump = make_screen_dump();
1465                         }
1466 #endif
1467                 }
1468
1469                 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1470                 {
1471                         if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1472                         {
1473                                 chg_virtue(V_VALOUR, -1);
1474                         }
1475                         else if (r_ptr->level > dun_level)
1476                         {
1477                                 if (randint1(10) <= (r_ptr->level - dun_level))
1478                                         chg_virtue(V_VALOUR, 1);
1479                         }
1480                         if (r_ptr->level > 60)
1481                         {
1482                                 chg_virtue(V_VALOUR, 1);
1483                         }
1484                         if (r_ptr->level >= 2 * (p_ptr->lev+1))
1485                                 chg_virtue(V_VALOUR, 2);
1486                 }
1487
1488                 if (r_ptr->flags1 & RF1_UNIQUE)
1489                 {
1490                         if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1491
1492                         if (r_ptr->flags3 & RF3_GOOD)
1493                         {
1494                                 chg_virtue(V_UNLIFE, 2);
1495                                 chg_virtue(V_VITALITY, -2);
1496                         }
1497
1498                         if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1499                 }
1500
1501                 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1502                 {
1503                         chg_virtue(V_COMPASSION, -1);
1504                 }
1505
1506                 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1507                         chg_virtue(V_UNLIFE, 1);
1508
1509                 if (r_ptr->d_char == 'A')
1510                 {
1511                         if (r_ptr->flags1 & RF1_UNIQUE)
1512                                 chg_virtue(V_FAITH, -2);
1513                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1514                         {
1515                                 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1516                                 else chg_virtue(V_FAITH, 1);
1517                         }
1518                 }
1519                 else if (r_ptr->flags3 & RF3_DEMON)
1520                 {
1521                         if (r_ptr->flags1 & RF1_UNIQUE)
1522                                 chg_virtue(V_FAITH, 2);
1523                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1524                                 chg_virtue(V_FAITH, 1);
1525                 }
1526
1527                 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1528                         chg_virtue(V_VITALITY, 2);
1529
1530                 if (r_ptr->r_deaths)
1531                 {
1532                         if (r_ptr->flags1 & RF1_UNIQUE)
1533                         {
1534                                 chg_virtue(V_HONOUR, 10);
1535                         }
1536                         else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1537                         {
1538                                 chg_virtue(V_HONOUR, 1);
1539                         }
1540                 }
1541                 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1542                 {
1543                         chg_virtue(V_VALOUR, -1);
1544                 }
1545
1546                 for (i = 0; i < 4; i++)
1547                 {
1548                         if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1549
1550                         if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1551                                 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1552
1553                                 thief = TRUE; /* Thief! */
1554                 }
1555
1556                 /* The new law says it is illegal to live in the dungeon */
1557                 if (r_ptr->level != 0) innocent = FALSE;
1558
1559                 if (thief)
1560                 {
1561                         if (r_ptr->flags1 & RF1_UNIQUE)
1562                                 chg_virtue(V_JUSTICE, 3);
1563                         else if (1+((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100))
1564                                 chg_virtue(V_JUSTICE, 1);
1565                 }
1566                 else if (innocent)
1567                 {
1568                         chg_virtue (V_JUSTICE, -1);
1569                 }
1570
1571                 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
1572                 {
1573                         if (one_in_(4)) chg_virtue(V_NATURE, -1);
1574                 }
1575
1576                 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1577                 {
1578                         char note_buf[160];
1579                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
1580                         do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1581                 }
1582
1583                 /* Make a sound */
1584                 sound(SOUND_KILL);
1585
1586                 /* Death by Missile/Spell attack */
1587                 if (note)
1588                 {
1589                         msg_format("%^s%s", m_name, note);
1590                 }
1591
1592                 /* Death by physical attack -- invisible monster */
1593                 else if (!m_ptr->ml)
1594                 {
1595 #ifdef JP
1596                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1597                                 msg_format("せっかくだから%sを殺した。", m_name);
1598                         else
1599                                 msg_format("%sを殺した。", m_name);
1600 #else
1601                                 msg_format("You have killed %s.", m_name);
1602 #endif
1603
1604                 }
1605
1606                 /* Death by Physical attack -- non-living monster */
1607                 else if (!monster_living(m_ptr->r_idx))
1608                 {
1609                         bool explode = FALSE;
1610
1611                         for (i = 0; i < 4; i++)
1612                         {
1613                                 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1614                         }
1615
1616                         /* Special note at death */
1617                         if (explode)
1618                                 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1619                         else
1620                         {
1621 #ifdef JP
1622                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1623                                         msg_format("せっかくだから%sを倒した。", m_name);
1624                                 else
1625                                 msg_format("%sを倒した。", m_name);
1626 #else
1627                                 msg_format("You have destroyed %s.", m_name);
1628 #endif
1629                         }
1630                 }
1631
1632                 /* Death by Physical attack -- living monster */
1633                 else
1634                 {
1635 #ifdef JP
1636                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1637                                 msg_format("せっかくだから%sを葬り去った。", m_name);
1638                         else
1639                                 msg_format("%sを葬り去った。", m_name);
1640 #else
1641                                 msg_format("You have slain %s.", m_name);
1642 #endif
1643
1644                 }
1645                 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1646                 {
1647                         for (i = 0; i < MAX_KUBI; i++)
1648                         {
1649                                 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1650                                 {
1651                                         msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
1652                                         break;
1653                                 }
1654                         }
1655                 }
1656
1657                 /* Generate treasure */
1658                 monster_death(m_idx, TRUE);
1659
1660                 /* Mega hack : replace IKETA to BIKETAL */
1661                 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1662                 {
1663                         POSITION dummy_y = m_ptr->fy;
1664                         POSITION dummy_x = m_ptr->fx;
1665                         BIT_FLAGS mode = 0L;
1666                         if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1667                         delete_monster_idx(m_idx);
1668                         if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1669                         {
1670                                 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
1671                         }
1672                 }
1673                 else
1674                 {
1675                         delete_monster_idx(m_idx);
1676                 }
1677
1678                 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
1679
1680                 /* Not afraid */
1681                 (*fear) = FALSE;
1682
1683                 /* Monster is dead */
1684                 return (TRUE);
1685         }
1686
1687
1688 #ifdef ALLOW_FEAR
1689
1690         /* Mega-Hack -- Pain cancels fear */
1691         if (MON_MONFEAR(m_ptr) && (dam > 0))
1692         {
1693                 /* Cure fear */
1694                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1695                 {
1696                         /* No more fear */
1697                         (*fear) = FALSE;
1698                 }
1699         }
1700
1701         /* Sometimes a monster gets scared by damage */
1702         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1703         {
1704                 /* Percentage of fully healthy */
1705                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1706
1707                 /*
1708                  * Run (sometimes) if at 10% or less of max hit points,
1709                  * or (usually) when hit for half its current hit points
1710                  */
1711                 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1712                 {
1713                         /* Hack -- note fear */
1714                         (*fear) = TRUE;
1715
1716                         /* Hack -- Add some timed fear */
1717                         (void)set_monster_monfear(m_idx, (randint1(10) +
1718                                           (((dam >= m_ptr->hp) && (percentage > 7)) ?
1719                                            20 : ((11 - percentage) * 5))));
1720                 }
1721         }
1722
1723 #endif
1724
1725         /* Not dead yet */
1726         return (FALSE);
1727 }
1728
1729
1730 /*!
1731  * @brief 現在のコンソール表示の縦横を返す。 /
1732  * Get term size and calculate screen size
1733  * @param wid_p コンソールの表示幅文字数を返す
1734  * @param hgt_p コンソールの表示行数を返す
1735  * @return なし
1736  */
1737 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
1738 {
1739         Term_get_size(wid_p, hgt_p);
1740         *hgt_p -= ROW_MAP + 2;
1741         *wid_p -= COL_MAP + 2;
1742         if (use_bigtile) *wid_p /= 2;
1743 }
1744
1745
1746 /*!
1747  * @brief コンソール上におけるマップ表示の左上位置を返す /
1748  * Calculates current boundaries Called below and from "do_cmd_locate()".
1749  * @return なし
1750  */
1751 void panel_bounds_center(void)
1752 {
1753         TERM_LEN wid, hgt;
1754
1755         get_screen_size(&wid, &hgt);
1756
1757         panel_row_max = panel_row_min + hgt - 1;
1758         panel_row_prt = panel_row_min - 1;
1759         panel_col_max = panel_col_min + wid - 1;
1760         panel_col_prt = panel_col_min - 13;
1761 }
1762
1763
1764 /*!
1765  * @brief コンソールのリサイズに合わせてマップを再描画する /
1766  * Map resizing whenever the main term changes size
1767  * @return なし
1768  */
1769 void resize_map(void)
1770 {
1771         /* Only if the dungeon exists */
1772         if (!character_dungeon) return;
1773         
1774         /* Mega-Hack -- no panel yet */
1775         panel_row_max = 0;
1776         panel_col_max = 0;
1777
1778         /* Reset the panels */
1779         panel_row_min = cur_hgt;
1780         panel_col_min = cur_wid;
1781                                 
1782         verify_panel();
1783
1784         p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
1785         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1786         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
1787         p_ptr->update |= (PU_MONSTERS);
1788         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
1789
1790         handle_stuff();
1791         Term_redraw();
1792
1793         /*
1794          * Waiting command;
1795          * Place the cursor on the player
1796          */
1797         if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
1798
1799         Term_fresh();
1800 }
1801
1802 /*!
1803  * @brief コンソールを再描画する /
1804  * Redraw a term when it is resized
1805  * @return なし
1806  */
1807 void redraw_window(void)
1808 {
1809         /* Only if the dungeon exists */
1810         if (!character_dungeon) return;
1811
1812         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1813         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
1814
1815         handle_stuff();
1816         Term_redraw();
1817 }
1818
1819
1820 /*!
1821  * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
1822  * @param dy 変更先のフロアY座標
1823  * @param dx 変更先のフロアX座標
1824  * Handle a request to change the current panel
1825  * Return TRUE if the panel was changed.
1826  * Also used in do_cmd_locate
1827  * @return 実際に再描画が必要だった場合TRUEを返す
1828  */
1829 bool change_panel(POSITION dy, POSITION dx)
1830 {
1831         POSITION y, x;
1832         TERM_LEN wid, hgt;
1833
1834         get_screen_size(&wid, &hgt);
1835
1836         /* Apply the motion */
1837         y = panel_row_min + dy * hgt / 2;
1838         x = panel_col_min + dx * wid / 2;
1839
1840         /* Verify the row */
1841         if (y > cur_hgt - hgt) y = cur_hgt - hgt;
1842         if (y < 0) y = 0;
1843
1844         /* Verify the col */
1845         if (x > cur_wid - wid) x = cur_wid - wid;
1846         if (x < 0) x = 0;
1847
1848         /* Handle "changes" */
1849         if ((y != panel_row_min) || (x != panel_col_min))
1850         {
1851                 /* Save the new panel info */
1852                 panel_row_min = y;
1853                 panel_col_min = x;
1854
1855                 /* Recalculate the boundaries */
1856                 panel_bounds_center();
1857
1858                 p_ptr->update |= (PU_MONSTERS);
1859                 p_ptr->redraw |= (PR_MAP);
1860                 handle_stuff();
1861
1862                 /* Success */
1863                 return (TRUE);
1864         }
1865
1866         /* No change */
1867         return (FALSE);
1868 }
1869
1870 /*!
1871  * @brief フォーカスを当てるべきマップ描画の基準座標を指定する
1872  * @param y 変更先のフロアY座標
1873  * @param x 変更先のフロアX座標
1874  * @details
1875  * Handle a request to change the current panel
1876  * Return TRUE if the panel was changed.
1877  * Also used in do_cmd_locate
1878  * @return 実際に再描画が必要だった場合TRUEを返す
1879  */
1880 static bool change_panel_xy(POSITION y, POSITION x)
1881 {
1882         POSITION dy = 0, dx = 0;
1883         TERM_LEN wid, hgt;
1884
1885         get_screen_size(&wid, &hgt);
1886
1887         if (y < panel_row_min) dy = -1;
1888         if (y > panel_row_max) dy = 1;
1889         if (x < panel_col_min) dx = -1;
1890         if (x > panel_col_max) dx = 1;
1891
1892         if (!dy && !dx) return (FALSE);
1893
1894         return change_panel(dy, dx);
1895 }
1896
1897
1898 /*!
1899  * @brief マップ描画のフォーカスを当てるべき座標を更新する
1900  * @details
1901  * Given an row (y) and col (x), this routine detects when a move
1902  * off the screen has occurred and figures new borders. -RAK-
1903  * "Update" forces a "full update" to take place.
1904  * The map is reprinted if necessary, and "TRUE" is returned.
1905  * @return 実際に再描画が必要だった場合TRUEを返す
1906  */
1907 void verify_panel(void)
1908 {
1909         POSITION y = p_ptr->y;
1910         POSITION x = p_ptr->x;
1911         TERM_LEN wid, hgt;
1912
1913         int prow_min;
1914         int pcol_min;
1915         int max_prow_min;
1916         int max_pcol_min;
1917
1918         get_screen_size(&wid, &hgt);
1919
1920         max_prow_min = cur_hgt - hgt;
1921         max_pcol_min = cur_wid - wid;
1922
1923         /* Bounds checking */
1924         if (max_prow_min < 0) max_prow_min = 0;
1925         if (max_pcol_min < 0) max_pcol_min = 0;
1926
1927                 /* Center on player */
1928         if (center_player && (center_running || !running))
1929         {
1930                 /* Center vertically */
1931                 prow_min = y - hgt / 2;
1932                 if (prow_min < 0) prow_min = 0;
1933                 else if (prow_min > max_prow_min) prow_min = max_prow_min;
1934
1935                 /* Center horizontally */
1936                 pcol_min = x - wid / 2;
1937                 if (pcol_min < 0) pcol_min = 0;
1938                 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
1939         }
1940         else
1941         {
1942                 prow_min = panel_row_min;
1943                 pcol_min = panel_col_min;
1944
1945                 /* Scroll screen when 2 grids from top/bottom edge */
1946                 if (y > panel_row_max - 2)
1947                 {
1948                         while (y > prow_min + hgt-1 - 2)
1949                         {
1950                                 prow_min += (hgt / 2);
1951                         }
1952                 }
1953
1954                 if (y < panel_row_min + 2)
1955                 {
1956                         while (y < prow_min + 2)
1957                         {
1958                                 prow_min -= (hgt / 2);
1959                         }
1960                 }
1961
1962                 if (prow_min > max_prow_min) prow_min = max_prow_min;
1963                 if (prow_min < 0) prow_min = 0;
1964
1965                 /* Scroll screen when 4 grids from left/right edge */
1966                 if (x > panel_col_max - 4)
1967                 {
1968                         while (x > pcol_min + wid-1 - 4)
1969                         {
1970                                 pcol_min += (wid / 2);
1971                         }
1972                 }
1973                 
1974                 if (x < panel_col_min + 4)
1975                 {
1976                         while (x < pcol_min + 4)
1977                         {
1978                                 pcol_min -= (wid / 2);
1979                         }
1980                 }
1981
1982                 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
1983                 if (pcol_min < 0) pcol_min = 0;
1984         }
1985
1986         /* Check for "no change" */
1987         if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
1988
1989         /* Save the new panel info */
1990         panel_row_min = prow_min;
1991         panel_col_min = pcol_min;
1992
1993         /* Hack -- optional disturb on "panel change" */
1994         if (disturb_panel && !center_player) disturb(FALSE, FALSE);
1995
1996         /* Recalculate the boundaries */
1997         panel_bounds_center();
1998
1999         p_ptr->update |= (PU_MONSTERS);
2000         p_ptr->redraw |= (PR_MAP);
2001         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2002 }
2003
2004
2005 /*
2006  * Monster health description
2007  */
2008 cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
2009 {
2010         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2011         bool living;
2012         int perc;
2013         cptr desc;
2014         cptr attitude;
2015         cptr clone;
2016
2017         /* Determine if the monster is "living" */
2018         living = monster_living(m_ptr->ap_r_idx);
2019
2020         /* Calculate a health "percentage" */
2021         perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
2022
2023         /* Healthy monsters */
2024         if (m_ptr->hp >= m_ptr->maxhp)
2025         {
2026                 desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
2027         }
2028
2029         else if (perc >= 60)
2030         {
2031                 desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
2032         }
2033
2034         else if (perc >= 25)
2035         {
2036                 desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
2037         }
2038
2039         else if (perc >= 10)
2040         {
2041                 desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
2042         }
2043
2044         else 
2045         {
2046                 desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
2047         }
2048
2049         /* Need attitude information? */
2050         if (!(mode & 0x01))
2051         {
2052                 /* Full information is not needed */
2053                 attitude = "";
2054         }
2055         else if (is_pet(m_ptr))
2056         {
2057                 attitude = _(", ペット", ", pet");
2058         }
2059         else if (is_friendly(m_ptr))
2060         {
2061                 attitude = _(", 友好的", ", friendly");
2062         }
2063         else
2064         {
2065                 attitude = _("", "");
2066         }
2067
2068         /* Clone monster? */
2069         if (m_ptr->smart & SM_CLONED)
2070         {
2071                 clone = ", clone";
2072         }
2073         else
2074         {
2075                 clone = "";
2076         }
2077
2078         /* Display monster's level --- idea borrowed from ToME */
2079         if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2080         {
2081                 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
2082         }
2083         else 
2084         {
2085                 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
2086         }
2087
2088 }
2089
2090
2091
2092 /*
2093  * Angband sorting algorithm -- quick sort in place
2094  *
2095  * Note that the details of the data we are sorting is hidden,
2096  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2097  * function hooks to interact with the data, which is given as
2098  * two pointers, and which may have any user-defined form.
2099  */
2100 void ang_sort_aux(vptr u, vptr v, int p, int q)
2101 {
2102         int z, a, b;
2103
2104         /* Done sort */
2105         if (p >= q) return;
2106
2107         /* Pivot */
2108         z = p;
2109
2110         /* Begin */
2111         a = p;
2112         b = q;
2113
2114         /* Partition */
2115         while (TRUE)
2116         {
2117                 /* Slide i2 */
2118                 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2119
2120                 /* Slide i1 */
2121                 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2122
2123                 /* Done partition */
2124                 if (a >= b) break;
2125
2126                 /* Swap */
2127                 (*ang_sort_swap)(u, v, a, b);
2128
2129                 /* Advance */
2130                 a++, b--;
2131         }
2132
2133         /* Recurse left side */
2134         ang_sort_aux(u, v, p, b);
2135
2136         /* Recurse right side */
2137         ang_sort_aux(u, v, b+1, q);
2138 }
2139
2140
2141 /*
2142  * Angband sorting algorithm -- quick sort in place
2143  *
2144  * Note that the details of the data we are sorting is hidden,
2145  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2146  * function hooks to interact with the data, which is given as
2147  * two pointers, and which may have any user-defined form.
2148  */
2149 void ang_sort(vptr u, vptr v, int n)
2150 {
2151         /* Sort the array */
2152         ang_sort_aux(u, v, 0, n-1);
2153 }
2154
2155
2156
2157 /*** Targeting Code ***/
2158
2159
2160 /*
2161  * Determine is a monster makes a reasonable target
2162  *
2163  * The concept of "targeting" was stolen from "Morgul" (?)
2164  *
2165  * The player can target any location, or any "target-able" monster.
2166  *
2167  * Currently, a monster is "target_able" if it is visible, and if
2168  * the player can hit it with a projection, and the player is not
2169  * hallucinating.  This allows use of "use closest target" macros.
2170  *
2171  * Future versions may restrict the ability to target "trappers"
2172  * and "mimics", but the semantics is a little bit weird.
2173  */
2174 bool target_able(MONSTER_IDX m_idx)
2175 {
2176         monster_type *m_ptr = &m_list[m_idx];
2177
2178         /* Monster must be alive */
2179         if (!m_ptr->r_idx) return (FALSE);
2180
2181         /* Hack -- no targeting hallucinations */
2182         if (p_ptr->image) return (FALSE);
2183
2184         /* Monster must be visible */
2185         if (!m_ptr->ml) return (FALSE);
2186
2187         if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2188
2189         /* Monster must be projectable */
2190         if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
2191
2192         /* Hack -- Never target trappers */
2193         /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2194
2195         /* Assume okay */
2196         return (TRUE);
2197 }
2198
2199
2200
2201
2202 /*
2203  * Update (if necessary) and verify (if possible) the target.
2204  *
2205  * We return TRUE if the target is "okay" and FALSE otherwise.
2206  */
2207 bool target_okay(void)
2208 {
2209         /* Accept stationary targets */
2210         if (target_who < 0) return (TRUE);
2211
2212         /* Check moving targets */
2213         if (target_who > 0)
2214         {
2215                 /* Accept reasonable targets */
2216                 if (target_able(target_who))
2217                 {
2218                         monster_type *m_ptr = &m_list[target_who];
2219
2220                         /* Acquire monster location */
2221                         target_row = m_ptr->fy;
2222                         target_col = m_ptr->fx;
2223
2224                         /* Good target */
2225                         return (TRUE);
2226                 }
2227         }
2228
2229         /* Assume no target */
2230         return (FALSE);
2231 }
2232
2233
2234 /*
2235  * Sorting hook -- comp function -- by "distance to player"
2236  *
2237  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2238  * and sort the arrays by double-distance to the player.
2239  */
2240 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2241 {
2242         POSITION *x = (POSITION*)(u);
2243         POSITION *y = (POSITION*)(v);
2244
2245         POSITION da, db, kx, ky;
2246
2247         /* Absolute distance components */
2248         kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
2249         ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
2250
2251         /* Approximate Double Distance to the first point */
2252         da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2253
2254         /* Absolute distance components */
2255         kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
2256         ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
2257
2258         /* Approximate Double Distance to the first point */
2259         db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2260
2261         /* Compare the distances */
2262         return (da <= db);
2263 }
2264
2265
2266 /*
2267  * Sorting hook -- comp function -- by importance level of grids
2268  *
2269  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2270  * and sort the arrays by level of monster
2271  */
2272 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2273 {
2274         POSITION *x = (POSITION*)(u);
2275         POSITION *y = (POSITION*)(v);
2276         cave_type *ca_ptr = &cave[y[a]][x[a]];
2277         cave_type *cb_ptr = &cave[y[b]][x[b]];
2278         monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2279         monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2280         monster_race *ap_ra_ptr, *ap_rb_ptr;
2281
2282         /* The player grid */
2283         if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
2284         if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
2285
2286         /* Extract monster race */
2287         if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2288         else ap_ra_ptr = NULL;
2289         if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2290         else ap_rb_ptr = NULL;
2291
2292         if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2293         if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2294
2295         /* Compare two monsters */
2296         if (ap_ra_ptr && ap_rb_ptr)
2297         {
2298                 /* Unique monsters first */
2299                 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2300                 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2301
2302                 /* Shadowers first (あやしい影) */
2303                 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2304                 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2305
2306                 /* Unknown monsters first */
2307                 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2308                 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2309
2310                 /* Higher level monsters first (if known) */
2311                 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2312                 {
2313                         if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2314                         if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2315                 }
2316
2317                 /* Sort by index if all conditions are same */
2318                 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2319                 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2320         }
2321
2322         /* An object get higher priority */
2323         if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2324         if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2325
2326         /* Priority from the terrain */
2327         if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2328         if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2329
2330         /* If all conditions are same, compare distance */
2331         return ang_sort_comp_distance(u, v, a, b);
2332 }
2333
2334
2335 /*
2336  * Sorting hook -- swap function -- by "distance to player"
2337  *
2338  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2339  * and sort the arrays by distance to the player.
2340  */
2341 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2342 {
2343         POSITION *x = (POSITION*)(u);
2344         POSITION *y = (POSITION*)(v);
2345
2346         POSITION temp;
2347
2348         /* Swap "x" */
2349         temp = x[a];
2350         x[a] = x[b];
2351         x[b] = temp;
2352
2353         /* Swap "y" */
2354         temp = y[a];
2355         y[a] = y[b];
2356         y[b] = temp;
2357 }
2358
2359
2360
2361 /*
2362  * Hack -- help "select" a location (see below)
2363  */
2364 static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
2365 {
2366         POSITION_IDX i, v;
2367         POSITION x2, y2, x3, y3, x4, y4;
2368         POSITION_IDX b_i = -1, b_v = 9999;
2369
2370
2371         /* Scan the locations */
2372         for (i = 0; i < temp_n; i++)
2373         {
2374                 /* Point 2 */
2375                 x2 = temp_x[i];
2376                 y2 = temp_y[i];
2377
2378                 /* Directed distance */
2379                 x3 = (x2 - x1);
2380                 y3 = (y2 - y1);
2381
2382                 /* Verify quadrant */
2383                 if (dx && (x3 * dx <= 0)) continue;
2384                 if (dy && (y3 * dy <= 0)) continue;
2385
2386                 /* Absolute distance */
2387                 x4 = ABS(x3);
2388                 y4 = ABS(y3);
2389
2390                 /* Verify quadrant */
2391                 if (dy && !dx && (x4 > y4)) continue;
2392                 if (dx && !dy && (y4 > x4)) continue;
2393
2394                 /* Approximate Double Distance */
2395                 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2396
2397                 /* Penalize location */
2398
2399                 /* Track best */
2400                 if ((b_i >= 0) && (v >= b_v)) continue;
2401
2402                 /* Track best */
2403                 b_i = i; b_v = v;
2404         }
2405         return (b_i);
2406 }
2407
2408
2409 /*
2410  * Hack -- determine if a given location is "interesting"
2411  */
2412 static bool target_set_accept(POSITION y, POSITION x)
2413 {
2414         cave_type *c_ptr;
2415         OBJECT_IDX this_o_idx, next_o_idx = 0;
2416
2417         /* Bounds */
2418         if (!(in_bounds(y, x))) return (FALSE);
2419
2420         /* Player grid is always interesting */
2421         if (player_bold(y, x)) return (TRUE);
2422
2423         /* Handle hallucination */
2424         if (p_ptr->image) return (FALSE);
2425
2426         /* Examine the grid */
2427         c_ptr = &cave[y][x];
2428
2429         /* Visible monsters */
2430         if (c_ptr->m_idx)
2431         {
2432                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2433
2434                 /* Visible monsters */
2435                 if (m_ptr->ml) return (TRUE);
2436         }
2437
2438         /* Scan all objects in the grid */
2439         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2440         {
2441                 object_type *o_ptr;
2442                 o_ptr = &o_list[this_o_idx];
2443
2444                 /* Acquire next object */
2445                 next_o_idx = o_ptr->next_o_idx;
2446
2447                 /* Memorized object */
2448                 if (o_ptr->marked & OM_FOUND) return (TRUE);
2449         }
2450
2451         /* Interesting memorized features */
2452         if (c_ptr->info & (CAVE_MARK))
2453         {
2454                 /* Notice object features */
2455                 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2456
2457                 /* Feature code (applying "mimic" field) */
2458                 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
2459         }
2460
2461         return (FALSE);
2462 }
2463
2464
2465 /*
2466  * Prepare the "temp" array for "target_set"
2467  *
2468  * Return the number of target_able monsters in the set.
2469  */
2470 static void target_set_prepare(BIT_FLAGS mode)
2471 {
2472         POSITION y, x;
2473         POSITION min_hgt, max_hgt, min_wid, max_wid;
2474
2475         if (mode & TARGET_KILL)
2476         {
2477                 /* Inner range */
2478                 min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
2479                 max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
2480                 min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
2481                 max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
2482         }
2483         else /* not targetting */
2484         {
2485                 /* Inner panel */
2486                 min_hgt = panel_row_min;
2487                 max_hgt = panel_row_max;
2488                 min_wid = panel_col_min;
2489                 max_wid = panel_col_max;
2490         }
2491
2492         /* Reset "temp" array */
2493         temp_n = 0;
2494
2495         /* Scan the current panel */
2496         for (y = min_hgt; y <= max_hgt; y++)
2497         {
2498                 for (x = min_wid; x <= max_wid; x++)
2499                 {
2500                         cave_type *c_ptr;
2501
2502                         /* Require "interesting" contents */
2503                         if (!target_set_accept(y, x)) continue;
2504
2505                         c_ptr = &cave[y][x];
2506
2507                         /* Require target_able monsters for "TARGET_KILL" */
2508                         if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2509
2510                         if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2511
2512                         /* Save the location */
2513                         temp_x[temp_n] = x;
2514                         temp_y[temp_n] = y;
2515                         temp_n++;
2516                 }
2517         }
2518
2519         /* Set the sort hooks */
2520         if (mode & (TARGET_KILL))
2521         {
2522                 /* Target the nearest monster for shooting */
2523                 ang_sort_comp = ang_sort_comp_distance;
2524                 ang_sort_swap = ang_sort_swap_distance;
2525         }
2526         else
2527         {
2528                 /* Look important grids first in Look command */
2529                 ang_sort_comp = ang_sort_comp_importance;
2530                 ang_sort_swap = ang_sort_swap_distance;
2531         }
2532
2533         /* Sort the positions */
2534         ang_sort(temp_x, temp_y, temp_n);
2535
2536         if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2537         {
2538                 POSITION tmp;
2539
2540                 tmp = temp_y[0];
2541                 temp_y[0] = temp_y[1];
2542                 temp_y[1] = tmp;
2543                 tmp = temp_x[0];
2544                 temp_x[0] = temp_x[1];
2545                 temp_x[1] = tmp;
2546         }
2547 }
2548
2549 void target_set_prepare_look(void){
2550         target_set_prepare(TARGET_LOOK);
2551 }
2552
2553
2554 /*
2555  * Evaluate number of kill needed to gain level
2556  */
2557 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
2558 {
2559         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2560         u32b num;
2561         s32b exp_mon, exp_adv;
2562         u32b exp_mon_frac, exp_adv_frac;
2563
2564         if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
2565         {
2566                 sprintf(buf,"**");
2567                 return;
2568         }
2569         else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
2570         {
2571                 if (!p_ptr->wizard)
2572                 {
2573                         sprintf(buf,"??");
2574                         return;
2575                 }
2576         }
2577
2578
2579         /* The monster's experience point (assuming average monster speed) */
2580         exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
2581         exp_mon_frac = 0;
2582         s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
2583
2584
2585         /* Total experience value for next level */
2586         exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
2587         exp_adv_frac = 0;
2588         s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
2589
2590         /* Experience value need to get */
2591         s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
2592
2593
2594         /* You need to kill at least one monster to get any experience */
2595         s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2596         s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
2597
2598         /* Extract number of monsters needed */
2599         s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2600
2601         /* If 999 or more monsters needed, only display "999". */
2602         num = MIN(999, exp_adv_frac);
2603
2604         /* Display the number */
2605         sprintf(buf,"%03ld", (long int)num);
2606 }
2607
2608
2609 bool show_gold_on_floor = FALSE;
2610
2611 /*
2612  * Examine a grid, return a keypress.
2613  *
2614  * The "mode" argument contains the "TARGET_LOOK" bit flag, which
2615  * indicates that the "space" key should scan through the contents
2616  * of the grid, instead of simply returning immediately.  This lets
2617  * the "look" command get complete information, without making the
2618  * "target" command annoying.
2619  *
2620  * The "info" argument contains the "commands" which should be shown
2621  * inside the "[xxx]" text.  This string must never be empty, or grids
2622  * containing monsters will be displayed with an extra comma.
2623  *
2624  * Note that if a monster is in the grid, we update both the monster
2625  * recall info and the health bar info to track that monster.
2626  *
2627  * Eventually, we may allow multiple objects per grid, or objects
2628  * and terrain features in the same grid. 
2629  *
2630  * This function must handle blindness/hallucination.
2631  */
2632 static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
2633 {
2634         cave_type *c_ptr = &cave[y][x];
2635         OBJECT_IDX this_o_idx, next_o_idx = 0;
2636         cptr s1 = "", s2 = "", s3 = "", x_info = "";
2637         bool boring = TRUE;
2638         FEAT_IDX feat;
2639         feature_type *f_ptr;
2640         char query = '\001';
2641         char out_val[MAX_NLEN+80];
2642         OBJECT_IDX floor_list[23];
2643         ITEM_NUMBER floor_num = 0;
2644
2645         /* Scan all objects in the grid */
2646         if (easy_floor)
2647         {
2648                 floor_num = scan_floor(floor_list, y, x, 0x02);
2649
2650                 if (floor_num)
2651                 {
2652                         x_info = _("x物 ", "x,");
2653                 }
2654         }
2655
2656         /* Hack -- under the player */
2657         if (player_bold(y, x))
2658         {
2659                 /* Description */
2660 #ifdef JP
2661                 s1 = "あなたは";
2662                 s2 = "の上";
2663                 s3 = "にいる";
2664 #else
2665                 s1 = "You are ";
2666
2667                 /* Preposition */
2668                 s2 = "on ";
2669 #endif
2670         }
2671         else
2672         {
2673                 s1 = _("ターゲット:", "Target:");
2674         }
2675
2676         /* Hack -- hallucination */
2677         if (p_ptr->image)
2678         {
2679                 cptr name = _("何か奇妙な物", "something strange");
2680
2681                 /* Display a message */
2682 #ifdef JP
2683                 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
2684 #else
2685                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
2686 #endif
2687
2688                 prt(out_val, 0, 0);
2689                 move_cursor_relative(y, x);
2690                 query = inkey();
2691
2692                 /* Stop on everything but "return" */
2693                 if ((query != '\r') && (query != '\n')) return query;
2694
2695                 /* Repeat forever */
2696                 return 0;
2697         }
2698
2699
2700         /* Actual monsters */
2701         if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
2702         {
2703                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2704                 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2705                 GAME_TEXT m_name[MAX_NLEN];
2706                 bool recall = FALSE;
2707
2708                 /* Not boring */
2709                 boring = FALSE;
2710
2711                 /* Get the monster name ("a kobold") */
2712                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2713
2714                 /* Hack -- track this monster race */
2715                 monster_race_track(m_ptr->ap_r_idx);
2716
2717                 /* Hack -- health bar for this monster */
2718                 health_track(c_ptr->m_idx);
2719                 handle_stuff();
2720
2721                 /* Interact */
2722                 while (1)
2723                 {
2724                         char acount[10];
2725
2726                         /* Recall */
2727                         if (recall)
2728                         {
2729                                 /* Save */
2730                                 screen_save();
2731
2732                                 /* Recall on screen */
2733                                 screen_roff(m_ptr->ap_r_idx, 0);
2734
2735                                 /* Hack -- Complete the prompt (again) */
2736                                 Term_addstr(-1, TERM_WHITE, format(_("  [r思 %s%s]", "  [r,%s%s]"), x_info, info));
2737
2738                                 /* Command */
2739                                 query = inkey();
2740
2741                                 /* Restore */
2742                                 screen_load();
2743
2744                                 /* Normal commands */
2745                                 if (query != 'r') break;
2746
2747                                 /* Toggle recall */
2748                                 recall = FALSE;
2749
2750                                 /* Cleare recall text and repeat */
2751                                 continue;
2752                         }
2753
2754                         /*** Normal ***/
2755
2756                         /* Describe, and prompt for recall */
2757                         evaluate_monster_exp(acount, m_ptr);
2758
2759 #ifdef JP
2760                         sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
2761 #else
2762                         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);
2763 #endif
2764
2765                         prt(out_val, 0, 0);
2766
2767                         /* Place cursor */
2768                         move_cursor_relative(y, x);
2769
2770                         /* Command */
2771                         query = inkey();
2772
2773                         /* Normal commands */
2774                         if (query != 'r') break;
2775
2776                         /* Toggle recall */
2777                         recall = TRUE;
2778                 }
2779
2780                 /* Always stop at "normal" keys */
2781                 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
2782
2783                 /* Sometimes stop at "space" key */
2784                 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
2785
2786                 /* Change the intro */
2787                 s1 = _("それは", "It is ");
2788
2789                 /* Hack -- take account of gender */
2790                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
2791                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
2792
2793                 /* Use a preposition */
2794 #ifdef JP
2795                 s2 = "を";
2796                 s3 = "持っている";
2797 #else
2798                 s2 = "carrying ";
2799 #endif
2800
2801
2802                 /* Scan all objects being carried */
2803                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
2804                 {
2805                         GAME_TEXT o_name[MAX_NLEN];
2806
2807                         object_type *o_ptr;
2808                         o_ptr = &o_list[this_o_idx];
2809
2810                         /* Acquire next object */
2811                         next_o_idx = o_ptr->next_o_idx;
2812
2813                         /* Obtain an object description */
2814                         object_desc(o_name, o_ptr, 0);
2815
2816 #ifdef JP
2817                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
2818 #else
2819                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
2820 #endif
2821
2822                         prt(out_val, 0, 0);
2823                         move_cursor_relative(y, x);
2824                         query = inkey();
2825
2826                         /* Always stop at "normal" keys */
2827                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
2828
2829                         /* Sometimes stop at "space" key */
2830                         if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
2831
2832                         /* Change the intro */
2833                         s2 = _("をまた", "also carrying ");
2834                 }
2835
2836                 /* Use a preposition */
2837 #ifdef JP
2838                 s2 = "の上";
2839                 s3 = "にいる";
2840 #else
2841                 s2 = "on ";
2842 #endif
2843         }
2844
2845         if (floor_num)
2846         {
2847                 int min_width = 0;
2848
2849                 while (1)
2850                 {
2851                         if (floor_num == 1)
2852                         {
2853                                 GAME_TEXT o_name[MAX_NLEN];
2854
2855                                 object_type *o_ptr;
2856                                 o_ptr = &o_list[floor_list[0]];
2857
2858                                 object_desc(o_name, o_ptr, 0);
2859
2860 #ifdef JP
2861                                 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
2862 #else
2863                                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
2864 #endif
2865
2866                                 prt(out_val, 0, 0);
2867                                 move_cursor_relative(y, x);
2868
2869                                 /* Command */
2870                                 query = inkey();
2871
2872                                 /* End this grid */
2873                                 return query;
2874                         }
2875
2876                         /* Provide one cushion before item listing  */
2877                         if (boring)
2878                         {
2879                                 /* Display rough information about items */
2880 #ifdef JP
2881                                 sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]", s1, (int)floor_num, s2, s3, info);
2882 #else
2883                                 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]", s1, s2, s3, (int)floor_num, info);
2884 #endif
2885
2886                                 prt(out_val, 0, 0);
2887                                 move_cursor_relative(y, x);
2888
2889                                 /* Command */
2890                                 query = inkey();
2891
2892                                 /* No request for listing */
2893                                 if (query != 'x' && query != ' ') return query;
2894                         }
2895
2896
2897                         /** Display list of items **/
2898
2899                         /* Continue scrolling list if requested */
2900                         while (1)
2901                         {
2902                                 int i;
2903                                 OBJECT_IDX o_idx;
2904                                 screen_save();
2905
2906                                 /* Display */
2907                                 show_gold_on_floor = TRUE;
2908                                 (void)show_floor(0, y, x, &min_width);
2909                                 show_gold_on_floor = FALSE;
2910
2911                                 /* Prompt */
2912 #ifdef JP
2913                                 sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]", s1, (int)floor_num, s2, s3, info);
2914 #else
2915                                 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]", s1, s2, s3, (int)floor_num, info);
2916 #endif
2917                                 prt(out_val, 0, 0);
2918
2919                                 query = inkey();
2920                                 screen_load();
2921
2922                                 /* Exit unless 'Enter' */
2923                                 if (query != '\n' && query != '\r')
2924                                 {
2925                                         return query;
2926                                 }
2927
2928                                 /* Get the object being moved. */
2929                                 o_idx = c_ptr->o_idx;
2930  
2931                                 /* Only rotate a pile of two or more objects. */
2932                                 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
2933
2934                                 /* Remove the first object from the list. */
2935                                 excise_object_idx(o_idx);
2936
2937                                 /* Find end of the list. */
2938                                 i = c_ptr->o_idx;
2939                                 while (o_list[i].next_o_idx)
2940                                         i = o_list[i].next_o_idx;
2941
2942                                 /* Add after the last object. */
2943                                 o_list[i].next_o_idx = o_idx;
2944
2945                                 /* Loop and re-display the list */
2946                         }
2947                 }
2948
2949                 /* NOTREACHED */
2950         }
2951
2952         /* Scan all objects in the grid */
2953         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2954         {
2955                 object_type *o_ptr;
2956                 o_ptr = &o_list[this_o_idx];
2957
2958                 /* Acquire next object */
2959                 next_o_idx = o_ptr->next_o_idx;
2960
2961                 if (o_ptr->marked & OM_FOUND)
2962                 {
2963                         GAME_TEXT o_name[MAX_NLEN];
2964
2965                         /* Not boring */
2966                         boring = FALSE;
2967
2968                         /* Obtain an object description */
2969                         object_desc(o_name, o_ptr, 0);
2970
2971 #ifdef JP
2972                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
2973 #else
2974                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
2975 #endif
2976
2977                         prt(out_val, 0, 0);
2978                         move_cursor_relative(y, x);
2979                         query = inkey();
2980
2981                         /* Always stop at "normal" keys */
2982                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
2983
2984                         /* Sometimes stop at "space" key */
2985                         if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
2986
2987                         /* Change the intro */
2988                         s1 = _("それは", "It is ");
2989
2990                         /* Plurals */
2991                         if (o_ptr->number != 1) s1 = _("それらは", "They are ");
2992
2993                         /* Preposition */
2994 #ifdef JP
2995                         s2 = "の上";
2996                         s3 = "に見える";
2997 #else
2998                         s2 = "on ";
2999 #endif
3000
3001                 }
3002         }
3003
3004
3005         /* Feature code (applying "mimic" field) */
3006         feat = get_feat_mimic(c_ptr);
3007
3008         /* Require knowledge about grid, or ability to see grid */
3009         if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3010         {
3011                 /* Forget feature */
3012                 feat = feat_none;
3013         }
3014
3015         f_ptr = &f_info[feat];
3016
3017         /* Terrain feature if needed */
3018         if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3019         {
3020                 cptr name;
3021
3022                 /* Hack -- special handling for quest entrances */
3023                 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3024                 {
3025                         /* Set the quest number temporary */
3026                         IDX old_quest = p_ptr->inside_quest;
3027                         int j;
3028
3029                         /* Clear the text */
3030                         for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3031                         quest_text_line = 0;
3032
3033                         p_ptr->inside_quest = c_ptr->special;
3034
3035                         /* Get the quest text */
3036                         init_flags = INIT_NAME_ONLY;
3037
3038                         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3039
3040                         name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"), 
3041                                                 quest[c_ptr->special].name, quest[c_ptr->special].level);
3042
3043                         /* Reset the old quest number */
3044                         p_ptr->inside_quest = old_quest;
3045                 }
3046
3047                 /* Hack -- special handling for building doors */
3048                 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3049                 {
3050                         name = building[f_ptr->subtype].name;
3051                 }
3052                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3053                 {
3054                         name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3055                 }
3056                 else if (have_flag(f_ptr->flags, FF_TOWN))
3057                 {
3058                         name = town[c_ptr->special].name;
3059                 }
3060                 else if (p_ptr->wild_mode && (feat == feat_floor))
3061                 {
3062                         name = _("道", "road");
3063                 }
3064                 else
3065                 {
3066                         name = f_name + f_ptr->name;
3067                 }
3068
3069
3070                 /* Pick a prefix */
3071                 if (*s2 &&
3072                     ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3073                      (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3074                      have_flag(f_ptr->flags, FF_TOWN)))
3075                 {
3076                         s2 = _("の中", "in ");
3077                 }
3078
3079                 /* Hack -- special introduction for store & building doors -KMW- */
3080                 if (have_flag(f_ptr->flags, FF_STORE) ||
3081                     have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3082                     (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3083                     have_flag(f_ptr->flags, FF_ENTRANCE))
3084                 {
3085                         s2 = _("の入口", "");
3086                 }
3087 #ifndef JP
3088                 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3089                          have_flag(f_ptr->flags, FF_TOWN) ||
3090                          have_flag(f_ptr->flags, FF_SHALLOW) ||
3091                          have_flag(f_ptr->flags, FF_DEEP))
3092                 {
3093                         s3 ="";
3094                 }
3095                 else
3096                 {
3097                         /* Pick proper indefinite article */
3098                         s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3099                 }
3100 #endif
3101
3102                 /* Display a message */
3103                 if (p_ptr->wizard)
3104                 {
3105                         char f_idx_str[32];
3106                         if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3107                         else sprintf(f_idx_str, "%d", c_ptr->feat);
3108 #ifdef JP
3109                         sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x, travel.cost[y][x]);
3110 #else
3111                         sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x);
3112 #endif
3113                 }
3114                 else
3115 #ifdef JP
3116                         sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3117 #else
3118                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3119 #endif
3120
3121                 prt(out_val, 0, 0);
3122                 move_cursor_relative(y, x);
3123                 query = inkey();
3124
3125                 /* Always stop at "normal" keys */
3126                 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3127         }
3128
3129         /* Stop on everything but "return" */
3130         if ((query != '\r') && (query != '\n')) return query;
3131
3132         /* Repeat forever */
3133         return 0;
3134 }
3135
3136
3137 /*
3138  * Handle "target" and "look".
3139  *
3140  * Note that this code can be called from "get_aim_dir()".
3141  *
3142  * All locations must be on the current panel.  Consider the use of
3143  * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3144  * some form of "scrolling" the map around the cursor.  
3145  * That is, consider the possibility of "auto-scrolling" the screen
3146  * while the cursor moves around.  This may require changes in the
3147  * "update_monster()" code to allow "visibility" even if off panel, and
3148  * may require dynamic recalculation of the "temp" grid set.
3149  *
3150  * Hack -- targeting/observing an "outer border grid" may induce
3151  * problems, so this is not currently allowed.
3152  *
3153  * The player can use the direction keys to move among "interesting"
3154  * grids in a heuristic manner, or the "space", "+", and "-" keys to
3155  * move through the "interesting" grids in a sequential manner, or
3156  * can enter "location" mode, and use the direction keys to move one
3157  * grid at a time in any direction.  The "t" (set target) command will
3158  * only target a monster (as opposed to a location) if the monster is
3159  * target_able and the "interesting" mode is being used.
3160  *
3161  * The current grid is described using the "look" method above, and
3162  * a new command may be entered at any time, but note that if the
3163  * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3164  * where "space" has no obvious meaning) then "space" will scan
3165  * through the description of the current grid until done, instead
3166  * of immediately jumping to the next "interesting" grid.  This
3167  * allows the "target" command to retain its old semantics.
3168  *
3169  * The "*", "+", and "-" keys may always be used to jump immediately
3170  * to the next (or previous) interesting grid, in the proper mode.
3171  *
3172  * The "return" key may always be used to scan through a complete
3173  * grid description (forever).
3174  *
3175  * This command will cancel any old target, even if used from
3176  * inside the "look" command.
3177  */
3178 bool target_set(BIT_FLAGS mode)
3179 {
3180         int i, d, m, t, bd;
3181         POSITION y = p_ptr->y;
3182         POSITION x = p_ptr->x;
3183
3184         bool done = FALSE;
3185         bool flag = TRUE;
3186         char query;
3187         char info[80];
3188         char same_key;
3189
3190         cave_type *c_ptr;
3191
3192         TERM_LEN wid, hgt;
3193         
3194         get_screen_size(&wid, &hgt);
3195
3196         /* Cancel target */
3197         target_who = 0;
3198
3199
3200         /* Cancel tracking */
3201         /* health_track(0); */
3202
3203         if (rogue_like_commands)
3204         {
3205                 same_key = 'x';
3206         }
3207         else
3208         {
3209                 same_key = 'l';
3210         }
3211
3212         /* Prepare the "temp" array */
3213         target_set_prepare(mode);
3214
3215         /* Start near the player */
3216         m = 0;
3217
3218         /* Interact */
3219         while (!done)
3220         {
3221                 /* Interesting grids */
3222                 if (flag && temp_n)
3223                 {
3224                         y = temp_y[m];
3225                         x = temp_x[m];
3226
3227                         /* Set forcus */
3228                         change_panel_xy(y, x);
3229
3230                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3231
3232                         /* Access */
3233                         c_ptr = &cave[y][x];
3234
3235                         /* Allow target */
3236                         if (target_able(c_ptr->m_idx))
3237                         {
3238                                 strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
3239                         }
3240
3241                         /* Dis-allow target */
3242                         else
3243                         {
3244                                 strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
3245                         }
3246
3247                         if (cheat_sight)
3248                         {
3249                                 char cheatinfo[30];
3250                                 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3251                                         los(p_ptr->y, p_ptr->x, y, x), projectable(p_ptr->y, p_ptr->x, y, x));
3252                                 strcat(info, cheatinfo);
3253                         }
3254                         
3255                         /* Describe and Prompt */
3256                         while (TRUE){
3257                                 query = target_set_aux(y, x, mode, info);
3258                                 if(query)break;
3259                         }
3260
3261                         /* Cancel tracking */
3262                         /* health_track(0); */
3263
3264                         /* Assume no "direction" */
3265                         d = 0;
3266
3267                         if (use_menu)
3268                         {
3269                                 if (query == '\r') query = 't';
3270                         }  
3271
3272                         /* Analyze */
3273                         switch (query)
3274                         {
3275                                 case ESCAPE:
3276                                 case 'q':
3277                                 {
3278                                         done = TRUE;
3279                                         break;
3280                                 }
3281
3282                                 case 't':
3283                                 case '.':
3284                                 case '5':
3285                                 case '0':
3286                                 {
3287                                         if (target_able(c_ptr->m_idx))
3288                                         {
3289                                                 health_track(c_ptr->m_idx);
3290                                                 target_who = c_ptr->m_idx;
3291                                                 target_row = y;
3292                                                 target_col = x;
3293                                                 done = TRUE;
3294                                         }
3295                                         else
3296                                         {
3297                                                 bell();
3298                                         }
3299                                         break;
3300                                 }
3301
3302                                 case ' ':
3303                                 case '*':
3304                                 case '+':
3305                                 {
3306                                         if (++m == temp_n)
3307                                         {
3308                                                 m = 0;
3309                                                 if (!expand_list) done = TRUE;
3310                                         }
3311                                         break;
3312                                 }
3313
3314                                 case '-':
3315                                 {
3316                                         if (m-- == 0)
3317                                         {
3318                                                 m = temp_n - 1;
3319                                                 if (!expand_list) done = TRUE;
3320                                         }
3321                                         break;
3322                                 }
3323
3324                                 case 'p':
3325                                 {
3326                                         /* Recenter the map around the player */
3327                                         verify_panel();
3328
3329                                         p_ptr->update |= (PU_MONSTERS);
3330
3331                                         p_ptr->redraw |= (PR_MAP);
3332
3333                                         p_ptr->window |= (PW_OVERHEAD);
3334                                         handle_stuff();
3335
3336                                         /* Recalculate interesting grids */
3337                                         target_set_prepare(mode);
3338
3339                                         y = p_ptr->y;
3340                                         x = p_ptr->x;
3341                                 }
3342
3343                                 case 'o':
3344                                 {
3345                                         flag = FALSE;
3346                                         break;
3347                                 }
3348
3349                                 case 'm':
3350                                 {
3351                                         break;
3352                                 }
3353
3354                                 default:
3355                                 {
3356                                         if(query == same_key)
3357                                         {
3358                                                 if (++m == temp_n)
3359                                                 {
3360                                                         m = 0;
3361                                                         if (!expand_list) done = TRUE;
3362                                                 }
3363                                         }
3364                                         else
3365                                         {
3366                                                 /* Extract the action (if any) */
3367                                                 d = get_keymap_dir(query);
3368
3369                                                 if (!d) bell();
3370                                                 break;
3371                                         }
3372                                 }
3373                         }
3374                         /* Hack -- move around */
3375                         if (d)
3376                         {
3377                                 /* Modified to scroll to monster */
3378                                 POSITION y2 = panel_row_min;
3379                                 POSITION x2 = panel_col_min;
3380
3381                                 /* Find a new monster */
3382                                 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3383
3384                                 /* Request to target past last interesting grid */
3385                                 while (flag && (i < 0))
3386                                 {
3387                                         /* Note the change */
3388                                         if (change_panel(ddy[d], ddx[d]))
3389                                         {
3390                                                 int v = temp_y[m];
3391                                                 int u = temp_x[m];
3392
3393                                                 /* Recalculate interesting grids */
3394                                                 target_set_prepare(mode);
3395
3396                                                 /* Look at interesting grids */
3397                                                 flag = TRUE;
3398
3399                                                 /* Find a new monster */
3400                                                 i = target_pick(v, u, ddy[d], ddx[d]);
3401
3402                                                 /* Use that grid */
3403                                                 if (i >= 0) m = i;
3404                                         }
3405
3406                                         /* Nothing interesting */
3407                                         else
3408                                         {
3409                                                 int dx = ddx[d];
3410                                                 int dy = ddy[d];
3411
3412                                                 /* Restore previous position */
3413                                                 panel_row_min = y2;
3414                                                 panel_col_min = x2;
3415                                                 panel_bounds_center();
3416
3417                                                 p_ptr->update |= (PU_MONSTERS);
3418
3419                                                 p_ptr->redraw |= (PR_MAP);
3420
3421                                                 p_ptr->window |= (PW_OVERHEAD);
3422                                                 handle_stuff();
3423
3424                                                 /* Recalculate interesting grids */
3425                                                 target_set_prepare(mode);
3426
3427                                                 /* Look at boring grids */
3428                                                 flag = FALSE;
3429
3430                                                 /* Move */
3431                                                 x += dx;
3432                                                 y += dy;
3433
3434                                                 /* Do not move horizontally if unnecessary */
3435                                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3436                                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
3437                                                 {
3438                                                         dx = 0;
3439                                                 }
3440
3441                                                 /* Do not move vertically if unnecessary */
3442                                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3443                                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
3444                                                 {
3445                                                         dy = 0;
3446                                                 }
3447
3448                                                 /* Apply the motion */
3449                                                 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3450                                                     (x >= panel_col_min+wid) || (x < panel_col_min))
3451                                                 {
3452                                                         if (change_panel(dy, dx)) target_set_prepare(mode);
3453                                                 }
3454
3455                                                 /* Slide into legality */
3456                                                 if (x >= cur_wid-1) x = cur_wid - 2;
3457                                                 else if (x <= 0) x = 1;
3458
3459                                                 /* Slide into legality */
3460                                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
3461                                                 else if (y <= 0) y = 1;
3462                                         }
3463                                 }
3464
3465                                 /* Use that grid */
3466                                 m = i;
3467                         }
3468                 }
3469
3470                 /* Arbitrary grids */
3471                 else
3472                 {
3473                         bool move_fast = FALSE;
3474
3475                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3476
3477                         /* Access */
3478                         c_ptr = &cave[y][x];
3479
3480                         /* Default prompt */
3481                         strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
3482
3483                         if (cheat_sight)
3484                         {
3485                                 char cheatinfo[30];
3486                                 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3487                                         los(p_ptr->y, p_ptr->x, y, x),
3488                                         projectable(p_ptr->y, p_ptr->x, y, x));
3489                                 strcat(info, cheatinfo);
3490                         }
3491
3492                         /* Describe and Prompt (enable "TARGET_LOOK") */
3493                         while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
3494
3495                         /* Cancel tracking */
3496                         /* health_track(0); */
3497
3498                         /* Assume no direction */
3499                         d = 0;
3500
3501                         if (use_menu)
3502                         {
3503                                 if (query == '\r') query = 't';
3504                         }  
3505
3506                         /* Analyze the keypress */
3507                         switch (query)
3508                         {
3509                                 case ESCAPE:
3510                                 case 'q':
3511                                 {
3512                                         done = TRUE;
3513                                         break;
3514                                 }
3515
3516                                 case 't':
3517                                 case '.':
3518                                 case '5':
3519                                 case '0':
3520                                 {
3521                                         target_who = -1;
3522                                         target_row = y;
3523                                         target_col = x;
3524                                         done = TRUE;
3525                                         break;
3526                                 }
3527
3528                                 case 'p':
3529                                 {
3530                                         /* Recenter the map around the player */
3531                                         verify_panel();
3532
3533                                         p_ptr->update |= (PU_MONSTERS);
3534
3535                                         p_ptr->redraw |= (PR_MAP);
3536
3537                                         p_ptr->window |= (PW_OVERHEAD);
3538                                         handle_stuff();
3539
3540                                         /* Recalculate interesting grids */
3541                                         target_set_prepare(mode);
3542
3543                                         y = p_ptr->y;
3544                                         x = p_ptr->x;
3545                                 }
3546
3547                                 case 'o':
3548                                 {
3549                                         break;
3550                                 }
3551
3552                                 case ' ':
3553                                 case '*':
3554                                 case '+':
3555                                 case '-':
3556                                 case 'm':
3557                                 {
3558                                         flag = TRUE;
3559
3560                                         m = 0;
3561                                         bd = 999;
3562
3563                                         /* Pick a nearby monster */
3564                                         for (i = 0; i < temp_n; i++)
3565                                         {
3566                                                 t = distance(y, x, temp_y[i], temp_x[i]);
3567
3568                                                 /* Pick closest */
3569                                                 if (t < bd)
3570                                                 {
3571                                                         m = i;
3572                                                         bd = t;
3573                                                 }
3574                                         }
3575
3576                                         /* Nothing interesting */
3577                                         if (bd == 999) flag = FALSE;
3578
3579                                         break;
3580                                 }
3581
3582                                 default:
3583                                 {
3584                                         /* Extract the action (if any) */
3585                                         d = get_keymap_dir(query);
3586
3587                                         /* XTRA HACK MOVEFAST */
3588                                         if (isupper(query)) move_fast = TRUE;
3589
3590                                         if (!d) bell();
3591                                         break;
3592                                 }
3593                         }
3594
3595                         /* Handle "direction" */
3596                         if (d)
3597                         {
3598                                 int dx = ddx[d];
3599                                 int dy = ddy[d];
3600
3601                                 /* XTRA HACK MOVEFAST */
3602                                 if (move_fast)
3603                                 {
3604                                         int mag = MIN(wid / 2, hgt / 2);
3605                                         x += dx * mag;
3606                                         y += dy * mag;
3607                                 }
3608                                 else
3609                                 {
3610                                         x += dx;
3611                                         y += dy;
3612                                 }
3613
3614                                 /* Do not move horizontally if unnecessary */
3615                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3616                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
3617                                 {
3618                                         dx = 0;
3619                                 }
3620
3621                                 /* Do not move vertically if unnecessary */
3622                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3623                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
3624                                 {
3625                                         dy = 0;
3626                                 }
3627
3628                                 /* Apply the motion */
3629                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
3630                                          (x >= panel_col_min + wid) || (x < panel_col_min))
3631                                 {
3632                                         if (change_panel(dy, dx)) target_set_prepare(mode);
3633                                 }
3634
3635                                 /* Slide into legality */
3636                                 if (x >= cur_wid-1) x = cur_wid - 2;
3637                                 else if (x <= 0) x = 1;
3638
3639                                 /* Slide into legality */
3640                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
3641                                 else if (y <= 0) y = 1;
3642                         }
3643                 }
3644         }
3645
3646         /* Forget */
3647         temp_n = 0;
3648
3649         /* Clear the top line */
3650         prt("", 0, 0);
3651
3652         /* Recenter the map around the player */
3653         verify_panel();
3654
3655         p_ptr->update |= (PU_MONSTERS);
3656
3657         p_ptr->redraw |= (PR_MAP);
3658
3659         p_ptr->window |= (PW_OVERHEAD);
3660         handle_stuff();
3661
3662         /* Failure to set target */
3663         if (!target_who) return (FALSE);
3664
3665         /* Success */
3666         return (TRUE);
3667 }
3668
3669
3670 /*
3671  * Get an "aiming direction" from the user.
3672  *
3673  * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
3674  * "0" for "current target", and "-1" for "entry aborted".
3675  *
3676  * Note that "Force Target", if set, will pre-empt user interaction,
3677  * if there is a usable target already set.
3678  *
3679  * Note that confusion over-rides any (explicit?) user choice.
3680  */
3681 bool get_aim_dir(DIRECTION *dp)
3682 {
3683         DIRECTION dir;
3684         char    command;
3685         cptr    p;
3686         COMMAND_CODE code;
3687
3688         (*dp) = 0;
3689
3690         /* Global direction */
3691         dir = command_dir;
3692
3693         /* Hack -- auto-target if requested */
3694         if (use_old_target && target_okay()) dir = 5;
3695
3696         if (repeat_pull(&code))
3697         {
3698                 /* Confusion? */
3699
3700                 /* Verify */
3701                 if (!(code == 5 && !target_okay()))
3702                 {
3703 /*                      return (TRUE); */
3704                         dir = (DIRECTION)code;
3705                 }
3706         }
3707         *dp = (DIRECTION)code;
3708
3709         /* Ask until satisfied */
3710         while (!dir)
3711         {
3712                 /* Choose a prompt */
3713                 if (!target_okay())
3714                 {
3715                         p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
3716                 }
3717                 else
3718                 {
3719                         p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
3720                 }
3721
3722                 /* Get a command (or Cancel) */
3723                 if (!get_com(p, &command, TRUE)) break;
3724
3725                 if (use_menu)
3726                 {
3727                         if (command == '\r') command = 't';
3728                 }  
3729
3730                 /* Convert various keys to "standard" keys */
3731                 switch (command)
3732                 {
3733                         /* Use current target */
3734                         case 'T':
3735                         case 't':
3736                         case '.':
3737                         case '5':
3738                         case '0':
3739                         {
3740                                 dir = 5;
3741                                 break;
3742                         }
3743
3744                         /* Set new target */
3745                         case '*':
3746                         case ' ':
3747                         case '\r':
3748                         {
3749                                 if (target_set(TARGET_KILL)) dir = 5;
3750                                 break;
3751                         }
3752
3753                         default:
3754                         {
3755                                 /* Extract the action (if any) */
3756                                 dir = get_keymap_dir(command);
3757
3758                                 break;
3759                         }
3760                 }
3761
3762                 /* Verify requested targets */
3763                 if ((dir == 5) && !target_okay()) dir = 0;
3764
3765                 /* Error */
3766                 if (!dir) bell();
3767         }
3768
3769         /* No direction */
3770         if (!dir)
3771         {
3772                 project_length = 0; /* reset to default */
3773                 return (FALSE);
3774         }
3775
3776         /* Save the direction */
3777         command_dir = dir;
3778
3779         /* Check for confusion */
3780         if (p_ptr->confused)
3781         {
3782                 /* Random direction */
3783                 dir = ddd[randint0(8)];
3784         }
3785
3786         /* Notice confusion */
3787         if (command_dir != dir)
3788         {
3789                 /* Warn the user */
3790                 msg_print(_("あなたは混乱している。", "You are confused."));
3791         }
3792
3793         /* Save direction */
3794         (*dp) = dir;
3795
3796 /*      repeat_push(dir); */
3797         repeat_push((COMMAND_CODE)command_dir);
3798
3799         /* A "valid" direction was entered */
3800         return (TRUE);
3801 }
3802
3803
3804 bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
3805 {
3806         DIRECTION dir;
3807         cptr prompt;
3808         COMMAND_CODE code;
3809
3810         (*dp) = 0;
3811
3812         /* Global direction */
3813         dir = command_dir;
3814
3815         if (repeat_pull(&code))
3816         {
3817                 dir = (DIRECTION)code;
3818                 /*              return (TRUE); */
3819         }
3820         *dp = (DIRECTION)code;
3821
3822         if (allow_under)
3823         {
3824                 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
3825         }
3826         else
3827         {
3828                 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
3829         }
3830
3831         /* Get a direction */
3832         while (!dir)
3833         {
3834                 char ch;
3835
3836                 /* Get a command (or Cancel) */
3837                 if (!get_com(prompt, &ch, TRUE)) break;
3838
3839                 /* Look down */
3840                 if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
3841                 {
3842                         dir = 5;
3843                 }
3844                 else
3845                 {
3846                         /* Look up the direction */
3847                         dir = get_keymap_dir(ch);
3848
3849                         if (!dir) bell();
3850                 }
3851         }
3852
3853         /* Prevent weirdness */
3854         if ((dir == 5) && (!allow_under)) dir = 0;
3855
3856         /* Aborted */
3857         if (!dir) return (FALSE);
3858
3859         /* Save desired direction */
3860         command_dir = dir;
3861
3862         /* Apply "confusion" */
3863         if (p_ptr->confused)
3864         {
3865                 /* Standard confusion */
3866                 if (randint0(100) < 75)
3867                 {
3868                         /* Random direction */
3869                         dir = ddd[randint0(8)];
3870                 }
3871         }
3872         else if (p_ptr->riding && with_steed)
3873         {
3874                 monster_type *m_ptr = &m_list[p_ptr->riding];
3875                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3876
3877                 if (MON_CONFUSED(m_ptr))
3878                 {
3879                         /* Standard confusion */
3880                         if (randint0(100) < 75)
3881                         {
3882                                 /* Random direction */
3883                                 dir = ddd[randint0(8)];
3884                         }
3885                 }
3886                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
3887                 {
3888                         /* Random direction */
3889                         dir = ddd[randint0(8)];
3890                 }
3891                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
3892                 {
3893                         /* Random direction */
3894                         dir = ddd[randint0(8)];
3895                 }
3896         }
3897
3898         /* Notice confusion */
3899         if (command_dir != dir)
3900         {
3901                 if (p_ptr->confused)
3902                 {
3903                         /* Warn the user */
3904                         msg_print(_("あなたは混乱している。", "You are confused."));
3905                 }
3906                 else
3907                 {
3908                         GAME_TEXT m_name[MAX_NLEN];
3909                         monster_type *m_ptr = &m_list[p_ptr->riding];
3910
3911                         monster_desc(m_name, m_ptr, 0);
3912                         if (MON_CONFUSED(m_ptr))
3913                         {
3914                                 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
3915                         }
3916                         else
3917                         {
3918                                 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
3919                         }
3920                 }
3921         }
3922
3923         /* Save direction */
3924         (*dp) = dir;
3925
3926         /*      repeat_push(dir); */
3927         repeat_push((COMMAND_CODE)command_dir);
3928
3929         /* Success */
3930         return (TRUE);
3931 }
3932
3933 /*
3934  * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
3935  * and place it into "command_dir", unless we already have one.
3936  *
3937  * This function should be used for all "repeatable" commands, such as
3938  * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
3939  * as all commands which must reference a grid adjacent to the player,
3940  * and which may not reference the grid under the player.  Note that,
3941  * for example, it is no longer possible to "disarm" or "open" chests
3942  * in the same grid as the player.
3943  *
3944  * Direction "5" is illegal and will (cleanly) abort the command.
3945  *
3946  * This function tracks and uses the "global direction", and uses
3947  * that as the "desired direction", to which "confusion" is applied.
3948  */
3949 bool get_rep_dir(DIRECTION *dp, bool under)
3950 {
3951         DIRECTION dir;
3952         cptr prompt;
3953         COMMAND_CODE code;
3954
3955         (*dp) = 0;
3956
3957         /* Global direction */
3958         dir = command_dir;
3959
3960         if (repeat_pull(&code))
3961         {
3962                 dir = (DIRECTION)code;
3963 /*              return (TRUE); */
3964         }
3965         *dp = (DIRECTION)code;
3966
3967         if (under)
3968         {
3969                 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
3970         }
3971         else
3972         {
3973                 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
3974         }
3975         
3976         /* Get a direction */
3977         while (!dir)
3978         {
3979                 char ch;
3980
3981                 /* Get a command (or Cancel) */
3982                 if (!get_com(prompt, &ch, TRUE)) break;
3983
3984                 /* Look down */
3985                 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
3986                 {
3987                         dir = 5;
3988                 }
3989                 else
3990                 {
3991                         /* Look up the direction */
3992                         dir = get_keymap_dir(ch);
3993
3994                         if (!dir) bell();
3995                 }
3996         }
3997
3998         /* Prevent weirdness */
3999         if ((dir == 5) && (!under)) dir = 0;
4000
4001         /* Aborted */
4002         if (!dir) return (FALSE);
4003
4004         /* Save desired direction */
4005         command_dir = dir;
4006
4007         /* Apply "confusion" */
4008         if (p_ptr->confused)
4009         {
4010                 /* Standard confusion */
4011                 if (randint0(100) < 75)
4012                 {
4013                         /* Random direction */
4014                         dir = ddd[randint0(8)];
4015                 }
4016         }
4017         else if (p_ptr->riding)
4018         {
4019                 monster_type *m_ptr = &m_list[p_ptr->riding];
4020                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4021
4022                 if (MON_CONFUSED(m_ptr))
4023                 {
4024                         /* Standard confusion */
4025                         if (randint0(100) < 75)
4026                         {
4027                                 /* Random direction */
4028                                 dir = ddd[randint0(8)];
4029                         }
4030                 }
4031                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4032                 {
4033                         /* Random direction */
4034                         dir = ddd[randint0(8)];
4035                 }
4036                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4037                 {
4038                         /* Random direction */
4039                         dir = ddd[randint0(8)];
4040                 }
4041         }
4042
4043         /* Notice confusion */
4044         if (command_dir != dir)
4045         {
4046                 if (p_ptr->confused)
4047                 {
4048                         /* Warn the user */
4049                         msg_print(_("あなたは混乱している。", "You are confused."));
4050                 }
4051                 else
4052                 {
4053                         GAME_TEXT m_name[MAX_NLEN];
4054                         monster_type *m_ptr = &m_list[p_ptr->riding];
4055
4056                         monster_desc(m_name, m_ptr, 0);
4057                         if (MON_CONFUSED(m_ptr))
4058                         {
4059                                 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4060                         }
4061                         else
4062                         {
4063                                 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4064                         }
4065                 }
4066         }
4067
4068         /* Save direction */
4069         (*dp) = dir;
4070
4071 /*      repeat_push(dir); */
4072         repeat_push((COMMAND_CODE)command_dir);
4073
4074         /* Success */
4075         return (TRUE);
4076 }
4077
4078 void gain_level_reward(int chosen_reward)
4079 {
4080         object_type *q_ptr;
4081         object_type forge;
4082         char        wrath_reason[32] = "";
4083         int         nasty_chance = 6;
4084         OBJECT_TYPE_VALUE dummy = 0;
4085         OBJECT_SUBTYPE_VALUE dummy2 = 0;
4086         int         type, effect;
4087         cptr        reward = NULL;
4088         GAME_TEXT o_name[MAX_NLEN];
4089
4090         int count = 0;
4091
4092         if (!chosen_reward)
4093         {
4094                 if (multi_rew) return;
4095                 else multi_rew = TRUE;
4096         }
4097
4098
4099         if (p_ptr->lev == 13) nasty_chance = 2;
4100         else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4101         else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4102
4103         if (one_in_(nasty_chance))
4104                 type = randint1(20); /* Allow the 'nasty' effects */
4105         else
4106                 type = randint1(15) + 5; /* Or disallow them */
4107
4108         if (type < 1) type = 1;
4109         if (type > 20) type = 20;
4110         type--;
4111
4112
4113         sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
4114
4115         effect = chaos_rewards[p_ptr->chaos_patron][type];
4116
4117         if (one_in_(6) && !chosen_reward)
4118         {
4119                 msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]);
4120                 (void)gain_random_mutation(0);
4121                 reward = _("変異した。", "mutation");
4122         }
4123         else
4124         {
4125         switch (chosen_reward ? chosen_reward : effect)
4126         {
4127
4128                 case REW_POLY_SLF:
4129
4130                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4131                         msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
4132
4133                         do_poly_self();
4134                         reward = _("変異した。", "polymorphing");
4135                         break;
4136
4137                 case REW_GAIN_EXP:
4138
4139                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4140                         msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
4141
4142                         if (p_ptr->prace == RACE_ANDROID)
4143                         {
4144                                 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4145                         }
4146                         else if (p_ptr->exp < PY_MAX_EXP)
4147                         {
4148                                 s32b ee = (p_ptr->exp / 2) + 10;
4149                                 if (ee > 100000L) ee = 100000L;
4150                                 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4151
4152                                 gain_exp(ee);
4153                                 reward = _("経験値を得た", "experience");
4154                         }
4155                         break;
4156
4157                 case REW_LOSE_EXP:
4158
4159                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4160                         msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
4161
4162                         if (p_ptr->prace == RACE_ANDROID)
4163                         {
4164                                 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4165                         }
4166                         else
4167                         {
4168                                 lose_exp(p_ptr->exp / 6);
4169                                 reward = _("経験値を失った。", "losing experience");
4170                         }
4171                         break;
4172
4173                 case REW_GOOD_OBJ:
4174 #ifdef JP
4175                         msg_format("%sの声がささやいた:",
4176                                 chaos_patrons[p_ptr->chaos_patron]);
4177 #else
4178                         msg_format("The voice of %s whispers:",
4179                                 chaos_patrons[p_ptr->chaos_patron]);
4180 #endif
4181
4182                         msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4183
4184                         acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
4185                         reward = _("上質なアイテムを手に入れた。", "a good item");
4186                         break;
4187
4188                 case REW_GREA_OBJ:
4189
4190                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4191                         msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4192
4193                         acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
4194                         reward = _("高級品のアイテムを手に入れた。", "an excellent item");
4195                         break;
4196
4197                 case REW_CHAOS_WP:
4198
4199                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4200                         msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
4201                         q_ptr = &forge;
4202                         dummy = TV_SWORD;
4203                         switch (randint1(p_ptr->lev))
4204                         {
4205                                 case 0: case 1:
4206                                         dummy2 = SV_DAGGER;
4207                                         break;
4208                                 case 2: case 3:
4209                                         dummy2 = SV_MAIN_GAUCHE;
4210                                         break;
4211                                 case 4:
4212                                         dummy2 = SV_TANTO;
4213                                         break;
4214                                 case 5: case 6:
4215                                         dummy2 = SV_RAPIER;
4216                                         break;
4217                                 case 7: case 8:
4218                                         dummy2 = SV_SMALL_SWORD;
4219                                         break;
4220                                 case 9: case 10:
4221                                         dummy2 = SV_BASILLARD;
4222                                         break;
4223                                 case 11: case 12: case 13:
4224                                         dummy2 = SV_SHORT_SWORD;
4225                                         break;
4226                                 case 14: case 15:
4227                                         dummy2 = SV_SABRE;
4228                                         break;
4229                                 case 16: case 17:
4230                                         dummy2 = SV_CUTLASS;
4231                                         break;
4232                                 case 18:
4233                                         dummy2 = SV_WAKIZASHI;
4234                                         break;
4235                                 case 19:
4236                                         dummy2 = SV_KHOPESH;
4237                                         break;
4238                                 case 20:
4239                                         dummy2 = SV_TULWAR;
4240                                         break;
4241                                 case 21:
4242                                         dummy2 = SV_BROAD_SWORD;
4243                                         break;
4244                                 case 22: case 23:
4245                                         dummy2 = SV_LONG_SWORD;
4246                                         break;
4247                                 case 24: case 25:
4248                                         dummy2 = SV_SCIMITAR;
4249                                         break;
4250                                 case 26:
4251                                         dummy2 = SV_NINJATO;
4252                                         break;
4253                                 case 27:
4254                                         dummy2 = SV_KATANA;
4255                                         break;
4256                                 case 28: case 29:
4257                                         dummy2 = SV_BASTARD_SWORD;
4258                                         break;
4259                                 case 30:
4260                                         dummy2 = SV_GREAT_SCIMITAR;
4261                                         break;
4262                                 case 31:
4263                                         dummy2 = SV_CLAYMORE;
4264                                         break;
4265                                 case 32:
4266                                         dummy2 = SV_ESPADON;
4267                                         break;
4268                                 case 33:
4269                                         dummy2 = SV_TWO_HANDED_SWORD;
4270                                         break;
4271                                 case 34:
4272                                         dummy2 = SV_FLAMBERGE;
4273                                         break;
4274                                 case 35:
4275                                         dummy2 = SV_NO_DACHI;
4276                                         break;
4277                                 case 36:
4278                                         dummy2 = SV_EXECUTIONERS_SWORD;
4279                                         break;
4280                                 case 37:
4281                                         dummy2 = SV_ZWEIHANDER;
4282                                         break;
4283                                 case 38:
4284                                         dummy2 = SV_HAYABUSA;
4285                                         break;
4286                                 default:
4287                                         dummy2 = SV_BLADE_OF_CHAOS;
4288                         }
4289
4290                         object_prep(q_ptr, lookup_kind(dummy, dummy2));
4291                         q_ptr->to_h = 3 + randint1(dun_level) % 10;
4292                         q_ptr->to_d = 3 + randint1(dun_level) % 10;
4293                         one_resistance(q_ptr);
4294                         q_ptr->name2 = EGO_CHAOTIC;
4295                         (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
4296                         reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
4297                         break;
4298
4299                 case REW_GOOD_OBS:
4300
4301                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4302                         msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
4303
4304                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
4305                         reward = _("上質なアイテムを手に入れた。", "good items");
4306                         break;
4307
4308                 case REW_GREA_OBS:
4309
4310                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4311                         msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
4312
4313                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
4314                         reward = _("高級品のアイテムを手に入れた。", "excellent items");
4315                         break;
4316
4317                 case REW_TY_CURSE:
4318 #ifdef JP
4319                         msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
4320 #else
4321                         msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
4322 #endif
4323
4324                         msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
4325
4326                         (void)activate_ty_curse(FALSE, &count);
4327                         reward = _("禍々しい呪いをかけられた。", "cursing");
4328                         break;
4329
4330                 case REW_SUMMON_M:
4331
4332                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4333                         msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
4334
4335                         for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4336                         {
4337                                 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
4338                         }
4339                         reward = _("モンスターを召喚された。", "summoning hostile monsters");
4340                         break;
4341
4342
4343                 case REW_H_SUMMON:
4344
4345                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4346                         msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
4347
4348                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4349                         reward = _("モンスターを召喚された。", "summoning many hostile monsters");
4350                         break;
4351
4352
4353                 case REW_DO_HAVOC:
4354 #ifdef JP
4355                         msg_format("%sの声が響き渡った:",
4356                                 chaos_patrons[p_ptr->chaos_patron]);
4357 #else
4358                         msg_format("The voice of %s booms out:",
4359                                 chaos_patrons[p_ptr->chaos_patron]);
4360 #endif
4361
4362                         msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4363
4364                         call_chaos();
4365                         reward = _("カオスの力が渦巻いた。", "calling chaos");
4366                         break;
4367
4368
4369                 case REW_GAIN_ABL:
4370 #ifdef JP
4371                         msg_format("%sの声が鳴り響いた:",
4372                                 chaos_patrons[p_ptr->chaos_patron]);
4373 #else
4374                         msg_format("The voice of %s rings out:",
4375                                 chaos_patrons[p_ptr->chaos_patron]);
4376 #endif
4377
4378                         msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
4379
4380                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4381                                 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
4382                         else
4383                                 do_inc_stat(randint0(6));
4384                         reward = _("能力値が上がった。", "increasing a stat");
4385                         break;
4386
4387
4388                 case REW_LOSE_ABL:
4389 #ifdef JP
4390                         msg_format("%sの声が響き渡った:",
4391                                 chaos_patrons[p_ptr->chaos_patron]);
4392 #else
4393                         msg_format("The voice of %s booms out:",
4394                                 chaos_patrons[p_ptr->chaos_patron]);
4395 #endif
4396
4397                         msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
4398
4399                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4400                                 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
4401                         else
4402                                 (void)do_dec_stat(randint0(6));
4403                         reward = _("能力値が下がった。", "decreasing a stat");
4404                         break;
4405
4406
4407                 case REW_RUIN_ABL:
4408
4409 #ifdef JP
4410                         msg_format("%sの声が轟き渡った:",
4411                                 chaos_patrons[p_ptr->chaos_patron]);
4412 #else
4413                         msg_format("The voice of %s thunders:",
4414                                 chaos_patrons[p_ptr->chaos_patron]);
4415 #endif
4416
4417                         msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
4418                         msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
4419
4420                         for (dummy = 0; dummy < 6; dummy++)
4421                         {
4422                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4423                         }
4424                         reward = _("全能力値が下がった。", "decreasing all stats");
4425                         break;
4426
4427                 case REW_POLY_WND:
4428
4429                         msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
4430                                 chaos_patrons[p_ptr->chaos_patron]);
4431                         do_poly_wounds();
4432                         reward = _("傷が変化した。", "polymorphing wounds");
4433                         break;
4434
4435                 case REW_AUGM_ABL:
4436
4437                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4438
4439                         msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
4440
4441                         for (dummy = 0; dummy < 6; dummy++)
4442                         {
4443                                 (void)do_inc_stat(dummy);
4444                         }
4445                         reward = _("全能力値が上がった。", "increasing all stats");
4446                         break;
4447
4448                 case REW_HURT_LOT:
4449
4450                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4451                         msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
4452
4453                         fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
4454                         take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
4455                         reward = _("分解の球が発生した。", "generating disintegration ball");
4456                         break;
4457
4458                 case REW_HEAL_FUL:
4459
4460                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4461                         (void)restore_level();
4462                         (void)restore_all_status();
4463                         (void)true_healing(5000);
4464                         reward = _("体力が回復した。", "healing");
4465                         break;
4466
4467                 case REW_CURSE_WP:
4468
4469                         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4470                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4471                         msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
4472
4473                         dummy = INVEN_RARM;
4474                         if (buki_motteruka(INVEN_LARM))
4475                         {
4476                                 dummy = INVEN_LARM;
4477                                 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4478                         }
4479                         object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4480                         (void)curse_weapon(FALSE, dummy);
4481                         reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4482                         break;
4483
4484                 case REW_CURSE_AR:
4485
4486                         if (!inventory[INVEN_BODY].k_idx) break;
4487                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4488                         msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
4489
4490                         object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4491                         (void)curse_armor();
4492                         reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4493                         break;
4494                 case REW_PISS_OFF:
4495
4496                         msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
4497                         msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
4498
4499                         switch (randint1(4))
4500                         {
4501                                 case 1:
4502                                         (void)activate_ty_curse(FALSE, &count);
4503                                         reward = _("禍々しい呪いをかけられた。", "cursing");
4504                                         break;
4505                                 case 2:
4506                                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4507                                         reward = _("モンスターを召喚された。", "summoning hostile monsters");
4508                                         break;
4509                                 case 3:
4510                                         if (one_in_(2))
4511                                         {
4512                                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4513                                                 dummy = INVEN_RARM;
4514                                                 if (buki_motteruka(INVEN_LARM))
4515                                                 {
4516                                                         dummy = INVEN_LARM;
4517                                                         if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4518                                                 }
4519                                                 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4520                                                 (void)curse_weapon(FALSE, dummy);
4521                                                 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4522                                         }
4523                                         else
4524                                         {
4525                                                 if (!inventory[INVEN_BODY].k_idx) break;
4526                                                 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4527                                                 (void)curse_armor();
4528                                                 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4529                                         }
4530                                         break;
4531                                 default:
4532                                         for (dummy = 0; dummy < 6; dummy++)
4533                                         {
4534                                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4535                                         }
4536                                         reward = _("全能力値が下がった。", "decreasing all stats");
4537                                         break;
4538                         }
4539                         break;
4540
4541                 case REW_WRATH:
4542
4543                         msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
4544                         msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
4545
4546                         take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
4547                         for (dummy = 0; dummy < 6; dummy++)
4548                         {
4549                                 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
4550                         }
4551                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4552                         (void)activate_ty_curse(FALSE, &count);
4553                         if (one_in_(2))
4554                         {
4555                                 dummy = 0;
4556
4557                                 if (buki_motteruka(INVEN_RARM))
4558                                 {
4559                                         dummy = INVEN_RARM;
4560                                         if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
4561                                 }
4562                                 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
4563
4564                                 if (dummy) (void)curse_weapon(FALSE, dummy);
4565                         }
4566                         if (one_in_(2)) (void)curse_armor();
4567                         break;
4568
4569                 case REW_DESTRUCT:
4570
4571                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4572                         msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4573
4574                         (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
4575                         reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
4576                         break;
4577
4578                 case REW_GENOCIDE:
4579
4580                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4581                         msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4582                         (void)symbol_genocide(0, FALSE);
4583                         reward = _("モンスターが抹殺された。", "genociding monsters");
4584                         break;
4585
4586                 case REW_MASS_GEN:
4587
4588                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4589                         msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4590
4591                         (void)mass_genocide(0, FALSE);
4592                         reward = _("モンスターが抹殺された。", "genociding nearby monsters");
4593                         break;
4594
4595                 case REW_DISPEL_C:
4596
4597                         msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]);
4598                         (void)dispel_monsters(p_ptr->lev * 4);
4599                         break;
4600
4601                 case REW_IGNORE:
4602
4603                         msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
4604                         break;
4605
4606                 case REW_SER_DEMO:
4607
4608                         msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
4609
4610                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0'))
4611                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4612                         else
4613                                 reward = _("悪魔がペットになった。", "a demonic servant");
4614
4615                         break;
4616
4617                 case REW_SER_MONS:
4618                         msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
4619
4620                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET, '\0'))
4621                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4622                         else
4623                                 reward = _("モンスターがペットになった。", "a servant");
4624
4625                         break;
4626
4627                 case REW_SER_UNDE:
4628                         msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
4629
4630                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0'))
4631                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4632                         else
4633                                 reward = _("アンデッドがペットになった。", "an undead servant");
4634
4635                         break;
4636
4637                 default:
4638                         msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
4639
4640                                 chaos_patrons[p_ptr->chaos_patron]);
4641                         msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
4642
4643         }
4644         }
4645         if (reward)
4646         {
4647                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
4648         }
4649 }
4650
4651
4652 /*
4653  * XAngband: determine if a given location is "interesting"
4654  * based on target_set_accept function.
4655  */
4656 static bool tgt_pt_accept(POSITION y, POSITION x)
4657 {
4658         cave_type *c_ptr;
4659
4660         /* Bounds */
4661         if (!(in_bounds(y, x))) return (FALSE);
4662
4663         /* Player grid is always interesting */
4664         if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
4665
4666         /* Handle hallucination */
4667         if (p_ptr->image) return (FALSE);
4668
4669         /* Examine the grid */
4670         c_ptr = &cave[y][x];
4671
4672         /* Interesting memorized features */
4673         if (c_ptr->info & (CAVE_MARK))
4674         {
4675                 /* Notice stairs */
4676                 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
4677                 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
4678
4679                 /* Notice quest features */
4680                 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
4681                 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
4682         }
4683
4684         return (FALSE);
4685 }
4686
4687
4688 /*
4689  * XAngband: Prepare the "temp" array for "tget_pt"
4690  * based on target_set_prepare funciton.
4691  */
4692 static void tgt_pt_prepare(void)
4693 {
4694         POSITION y, x;
4695
4696         /* Reset "temp" array */
4697         temp_n = 0;
4698
4699         if (!expand_list) return;
4700
4701         /* Scan the current panel */
4702         for (y = 1; y < cur_hgt; y++)
4703         {
4704                 for (x = 1; x < cur_wid; x++)
4705                 {
4706                         /* Require "interesting" contents */
4707                         if (!tgt_pt_accept(y, x)) continue;
4708
4709                         /* Save the location */
4710                         temp_x[temp_n] = x;
4711                         temp_y[temp_n] = y;
4712                         temp_n++;
4713                 }
4714         }
4715
4716         /* Target the nearest monster for shooting */
4717         ang_sort_comp = ang_sort_comp_distance;
4718         ang_sort_swap = ang_sort_swap_distance;
4719
4720         /* Sort the positions */
4721         ang_sort(temp_x, temp_y, temp_n);
4722 }
4723
4724 /*
4725  * old -- from PsiAngband.
4726  */
4727 bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
4728 {
4729         char ch = 0;
4730         int d, n = 0;
4731         POSITION x, y;
4732         bool success = FALSE;
4733
4734         TERM_LEN wid, hgt;
4735
4736         get_screen_size(&wid, &hgt);
4737
4738         x = p_ptr->x;
4739         y = p_ptr->y;
4740
4741         if (expand_list) 
4742         {
4743                 tgt_pt_prepare();
4744         }
4745
4746         msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
4747         msg_flag = FALSE; /* prevents "-more-" message. */
4748
4749         while ((ch != ESCAPE) && !success)
4750         {
4751                 bool move_fast = FALSE;
4752
4753                 move_cursor_relative(y, x);
4754                 ch = inkey();
4755                 switch (ch)
4756                 {
4757                 case ESCAPE:
4758                         break;
4759                 case ' ':
4760                 case 't':
4761                 case '.':
4762                 case '5':
4763                 case '0':
4764                         /* illegal place */
4765                         if (player_bold(y, x)) ch = 0;
4766
4767                         /* okay place */
4768                         else success = TRUE;
4769
4770                         break;
4771
4772                 /* XAngband: Move cursor to stairs */
4773                 case '>':
4774                 case '<':
4775                         if (expand_list && temp_n)
4776                         {
4777                                 int dx, dy;
4778                                 int cx = (panel_col_min + panel_col_max) / 2;
4779                                 int cy = (panel_row_min + panel_row_max) / 2;
4780
4781                                 n++;
4782
4783                                 /* Skip stairs which have defferent distance */
4784                                 for (; n < temp_n; ++ n)
4785                                 {
4786                                         cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
4787
4788                                         if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
4789                                             cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
4790                                         {
4791                                                 /* Found */
4792                                                 break;
4793                                         }
4794                                 }
4795
4796                                 if (n == temp_n)        /* Loop out taget list */
4797                                 {
4798                                         n = 0;
4799                                         y = p_ptr->y;
4800                                         x = p_ptr->x;
4801                                         verify_panel(); /* Move cursor to player */
4802
4803                                         p_ptr->update |= (PU_MONSTERS);
4804
4805                                         p_ptr->redraw |= (PR_MAP);
4806
4807                                         p_ptr->window |= (PW_OVERHEAD);
4808                                         handle_stuff();
4809                                 }
4810                                 else    /* move cursor to next stair and change panel */
4811                                 {
4812                                         y = temp_y[n];
4813                                         x = temp_x[n];
4814
4815                                         dy = 2 * (y - cy) / hgt;
4816                                         dx = 2 * (x - cx) / wid;
4817                                         if (dy || dx) change_panel(dy, dx);
4818                                 }
4819                         }
4820                         break;
4821
4822                 default:
4823                         /* Look up the direction */
4824                         d = get_keymap_dir(ch);
4825
4826                         /* XTRA HACK MOVEFAST */
4827                         if (isupper(ch)) move_fast = TRUE;
4828
4829                         /* Handle "direction" */
4830                         if (d)
4831                         {
4832                                 int dx = ddx[d];
4833                                 int dy = ddy[d];
4834
4835                                 /* XTRA HACK MOVEFAST */
4836                                 if (move_fast)
4837                                 {
4838                                         int mag = MIN(wid / 2, hgt / 2);
4839                                         x += dx * mag;
4840                                         y += dy * mag;
4841                                 }
4842                                 else
4843                                 {
4844                                         x += dx;
4845                                         y += dy;
4846                                 }
4847
4848                                 /* Do not move horizontally if unnecessary */
4849                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4850                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
4851                                 {
4852                                         dx = 0;
4853                                 }
4854
4855                                 /* Do not move vertically if unnecessary */
4856                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4857                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
4858                                 {
4859                                         dy = 0;
4860                                 }
4861
4862                                 /* Apply the motion */
4863                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4864                                          (x >= panel_col_min + wid) || (x < panel_col_min))
4865                                 {
4866                                         /* if (change_panel(dy, dx)) target_set_prepare(mode); */
4867                                         change_panel(dy, dx);
4868                                 }
4869
4870                                 /* Slide into legality */
4871                                 if (x >= cur_wid-1) x = cur_wid - 2;
4872                                 else if (x <= 0) x = 1;
4873
4874                                 /* Slide into legality */
4875                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
4876                                 else if (y <= 0) y = 1;
4877
4878                         }
4879                         break;
4880                 }
4881         }
4882
4883         /* Clear the top line */
4884         prt("", 0, 0);
4885
4886         /* Recenter the map around the player */
4887         verify_panel();
4888
4889         p_ptr->update |= (PU_MONSTERS);
4890
4891         p_ptr->redraw |= (PR_MAP);
4892
4893         p_ptr->window |= (PW_OVERHEAD);
4894         handle_stuff();
4895
4896         *x_ptr = x;
4897         *y_ptr = y;
4898         return success;
4899 }
4900
4901
4902 bool get_hack_dir(DIRECTION *dp)
4903 {
4904         DIRECTION dir;
4905         cptr    p;
4906         char    command;
4907
4908         (*dp) = 0;
4909
4910         /* Global direction */
4911         dir = 0;
4912
4913         /* (No auto-targeting) */
4914
4915         /* Ask until satisfied */
4916         while (!dir)
4917         {
4918                 /* Choose a prompt */
4919                 if (!target_okay())
4920                 {
4921                         p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
4922                 }
4923                 else
4924                 {
4925                         p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
4926                 }
4927
4928                 /* Get a command (or Cancel) */
4929                 if (!get_com(p, &command, TRUE)) break;
4930
4931                 if (use_menu)
4932                 {
4933                         if (command == '\r') command = 't';
4934                 }  
4935
4936                 /* Convert various keys to "standard" keys */
4937                 switch (command)
4938                 {
4939                         /* Use current target */
4940                         case 'T':
4941                         case 't':
4942                         case '.':
4943                         case '5':
4944                         case '0':
4945                         {
4946                                 dir = 5;
4947                                 break;
4948                         }
4949
4950                         /* Set new target */
4951                         case '*':
4952                         case ' ':
4953                         case '\r':
4954                         {
4955                                 if (target_set(TARGET_KILL)) dir = 5;
4956                                 break;
4957                         }
4958
4959                         default:
4960                         {
4961                                 /* Look up the direction */
4962                                 dir = get_keymap_dir(command);
4963
4964                                 break;
4965                         }
4966                 }
4967
4968                 /* Verify requested targets */
4969                 if ((dir == 5) && !target_okay()) dir = 0;
4970
4971                 /* Error */
4972                 if (!dir) bell();
4973         }
4974
4975         /* No direction */
4976         if (!dir) return (FALSE);
4977
4978         /* Save the direction */
4979         command_dir = dir;
4980
4981         /* Check for confusion */
4982         if (p_ptr->confused)
4983         {
4984                 /* Random direction */
4985                 dir = ddd[randint0(8)];
4986         }
4987
4988         /* Notice confusion */
4989         if (command_dir != dir)
4990         {
4991                 /* Warn the user */
4992                 msg_print(_("あなたは混乱している。", "You are confused."));
4993         }
4994
4995         /* Save direction */
4996         (*dp) = dir;
4997
4998         /* A "valid" direction was entered */
4999         return (TRUE);
5000 }
5001
5002
5003 /*!
5004  * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
5005  * @param sval 射撃武器のアイテム副分類ID 
5006  * @return 消費する基本エネルギー
5007  */
5008 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
5009 {
5010         ENERGY energy = 10000;
5011
5012         /* Analyze the launcher */
5013         switch (sval)
5014         {
5015                 /* Sling and ammo */
5016                 case SV_SLING:
5017                 {
5018                         energy = 8000;
5019                         break;
5020                 }
5021
5022                 /* Short Bow and Arrow */
5023                 case SV_SHORT_BOW:
5024                 {
5025                         energy = 10000;
5026                         break;
5027                 }
5028
5029                 /* Long Bow and Arrow */
5030                 case SV_LONG_BOW:
5031                 {
5032                         energy = 10000;
5033                         break;
5034                 }
5035
5036                 /* Bow of irresponsiblity and Arrow */
5037                 case SV_NAMAKE_BOW:
5038                 {
5039                         energy = 7777;
5040                         break;
5041                 }
5042
5043                 /* Light Crossbow and Bolt */
5044                 case SV_LIGHT_XBOW:
5045                 {
5046                         energy = 12000;
5047                         break;
5048                 }
5049
5050                 /* Heavy Crossbow and Bolt */
5051                 case SV_HEAVY_XBOW:
5052                 {
5053                         energy = 13333;
5054                         break;
5055                 }
5056         }
5057
5058         return (energy);
5059 }
5060
5061
5062 /*
5063  * Return bow tmul
5064  */
5065 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
5066 {
5067         int tmul = 0;
5068
5069         /* Analyze the launcher */
5070         switch (sval)
5071         {
5072                 /* Sling and ammo */
5073                 case SV_SLING:
5074                 {
5075                         tmul = 2;
5076                         break;
5077                 }
5078
5079                 /* Short Bow and Arrow */
5080                 case SV_SHORT_BOW:
5081                 {
5082                         tmul = 2;
5083                         break;
5084                 }
5085
5086                 /* Long Bow and Arrow */
5087                 case SV_LONG_BOW:
5088                 {
5089                         tmul = 3;
5090                         break;
5091                 }
5092
5093                 /* Bow of irresponsiblity and Arrow */
5094                 case SV_NAMAKE_BOW:
5095                 {
5096                         tmul = 3;
5097                         break;
5098                 }
5099
5100                 /* Light Crossbow and Bolt */
5101                 case SV_LIGHT_XBOW:
5102                 {
5103                         tmul = 3;
5104                         break;
5105                 }
5106
5107                 /* Heavy Crossbow and Bolt */
5108                 case SV_HEAVY_XBOW:
5109                 {
5110                         tmul = 4;
5111                         break;
5112                 }
5113         }
5114
5115         return (tmul);
5116 }
5117
5118
5119 /*
5120  * Display a rumor and apply its effects
5121  */
5122
5123 IDX rumor_num(char *zz, IDX max_idx)
5124 {
5125         if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
5126         return (IDX)atoi(zz);
5127 }
5128
5129 cptr rumor_bind_name(char *base, cptr fullname)
5130 {
5131         char *s, *v;
5132
5133         s = strstr(base, "{Name}");
5134         if (s)
5135         {
5136                 s[0] = '\0';
5137                 v = format("%s%s%s", base, fullname, (s + 6));
5138         }
5139         else
5140         {
5141                 v = base;
5142         }
5143
5144         return v;
5145 }
5146
5147 void display_rumor(bool ex)
5148 {
5149         errr err;
5150         int section = 0;
5151         char Rumor[1024];
5152
5153         if (ex)
5154         {
5155                 if (randint0(3) == 0) section = 1;
5156         }
5157
5158         err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
5159                         get_rnd_line("rumors.txt", section, Rumor));
5160         if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
5161
5162         err = TRUE;
5163
5164         if (strncmp(Rumor, "R:", 2) == 0)
5165         {
5166                 char *zz[4];
5167                 cptr rumor_msg = NULL;
5168                 cptr rumor_eff_format = NULL;
5169                 char fullname[1024] = "";
5170
5171                 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
5172                 {
5173                         if (strcmp(zz[0], "ARTIFACT") == 0)
5174                         {
5175                                 IDX a_idx, k_idx;
5176                                 object_type forge;
5177                                 object_type *q_ptr = &forge;
5178                                 artifact_type *a_ptr;
5179
5180                                 while (1)
5181                                 {
5182                                         a_idx = rumor_num(zz[1], max_a_idx);
5183
5184                                         a_ptr = &a_info[a_idx];
5185                                         if (a_ptr->name) break;
5186                                 }
5187
5188                                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
5189                                 object_prep(q_ptr, k_idx);
5190                                 q_ptr->name1 = a_idx;
5191                                 q_ptr->ident = IDENT_STORE;
5192                                 object_desc(fullname, q_ptr, OD_NAME_ONLY);
5193                         }
5194                         else if  (strcmp(zz[0], "MONSTER") == 0)
5195                         {
5196                                 MONRACE_IDX r_idx;
5197                                 monster_race *r_ptr;
5198
5199                                 while(1)
5200                                 {
5201                                         r_idx = rumor_num(zz[1], max_r_idx);
5202                                         r_ptr = &r_info[r_idx];
5203                                         if (r_ptr->name) break;
5204                                 }
5205
5206                                 strcpy(fullname, r_name + r_ptr->name);
5207
5208                                 /* Remember this monster */
5209                                 if (!r_ptr->r_sights)
5210                                 {
5211                                         r_ptr->r_sights++;
5212                                 }
5213                         }
5214                         else if (strcmp(zz[0], "DUNGEON") == 0)
5215                         {
5216                                 DUNGEON_IDX d_idx;
5217                                 dungeon_info_type *d_ptr;
5218
5219                                 while (1)
5220                                 {
5221                                         d_idx = rumor_num(zz[1], max_d_idx);
5222                                         d_ptr = &d_info[d_idx];
5223                                         if (d_ptr->name) break;
5224                                 }
5225
5226                                 strcpy(fullname, d_name + d_ptr->name);
5227
5228                                 if (!max_dlv[d_idx])
5229                                 {
5230                                         max_dlv[d_idx] = d_ptr->mindepth;
5231                                         rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
5232                                 }
5233                         }
5234                         else if  (strcmp(zz[0], "TOWN") == 0)
5235                         {
5236                                 IDX t_idx;
5237                                 s32b visit;
5238
5239                                 while(1)
5240                                 {
5241                                         t_idx = rumor_num(zz[1], NO_TOWN);
5242                                         if (town[t_idx].name) break;
5243                                 }
5244
5245                                 strcpy(fullname, town[t_idx].name);
5246
5247                                 visit = (1L << (t_idx - 1));
5248                                 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
5249                                 {
5250                                         p_ptr->visit |= visit;
5251                                         rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
5252                                 }
5253                         }
5254
5255                         rumor_msg = rumor_bind_name(zz[2], fullname);
5256                         msg_print(rumor_msg);
5257                         if (rumor_eff_format)
5258                         {
5259                                 msg_print(NULL);
5260                                 msg_format(rumor_eff_format, fullname);
5261                         }
5262                         err = FALSE;
5263                 }
5264         /* error */
5265         if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
5266         }
5267                         else
5268         {
5269                 msg_format("%s", Rumor);
5270         }
5271 }