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[hengband/hengband.git] / src / xtra2.c
1 /* File: xtra2.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: effects of various "objects" */
12
13 #include "angband.h"
14
15 #define REWARD_CHANCE 10
16
17
18 /*
19  * Advance experience levels and print experience
20  */
21 void check_experience(void)
22 {
23         bool level_reward = FALSE;
24         bool level_mutation = FALSE;
25         bool level_inc_stat = FALSE;
26         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
27         int  old_lev = p_ptr->lev;
28
29         /* Hack -- lower limit */
30         if (p_ptr->exp < 0) p_ptr->exp = 0;
31         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
32         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
33
34         /* Hack -- upper limit */
35         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
36         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
37         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
38
39         /* Hack -- maintain "max" experience */
40         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
41
42         /* Hack -- maintain "max max" experience */
43         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
44
45         /* Redraw experience */
46         p_ptr->redraw |= (PR_EXP);
47
48         /* Handle stuff */
49         handle_stuff();
50
51
52         /* Lose levels while possible */
53         while ((p_ptr->lev > 1) &&
54                (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
55         {
56                 /* Lose a level */
57                 p_ptr->lev--;
58
59                 /* Update some stuff */
60                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
61
62                 /* Redraw some stuff */
63                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
64
65                 /* Window stuff */
66                 p_ptr->window |= (PW_PLAYER);
67
68                 /* Handle stuff */
69                 handle_stuff();
70         }
71
72
73         /* Gain levels while possible */
74         while ((p_ptr->lev < PY_MAX_LEVEL) &&
75                (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
76         {
77                 /* Gain a level */
78                 p_ptr->lev++;
79
80                 /* Save the highest level */
81                 if (p_ptr->lev > p_ptr->max_plv)
82                 {
83                         p_ptr->max_plv = p_ptr->lev;
84
85                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
86                             (p_ptr->muta2 & MUT2_CHAOS_GIFT))
87                         {
88                                 level_reward = TRUE;
89                         }
90                         if (p_ptr->prace == RACE_BEASTMAN)
91                         {
92                                 if (one_in_(5)) level_mutation = TRUE;
93                         }
94                         level_inc_stat = TRUE;
95
96                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
97                 }
98
99                 /* Sound */
100                 sound(SOUND_LEVEL);
101
102                 /* Message */
103 #ifdef JP
104 msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
105 #else
106                 msg_format("Welcome to level %d.", p_ptr->lev);
107
108 #endif
109
110                 /* Update some stuff */
111                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
112
113                 /* Redraw some stuff */
114                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
115
116                 /* Window stuff */
117                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
118
119                 /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
120                 level_up = 1;
121
122                 /* Handle stuff */
123                 handle_stuff();
124
125                 level_up = 0;
126
127                 if (level_inc_stat)
128                 {
129                         if(!(p_ptr->max_plv % 10))
130                         {
131                                 int choice;
132                                 screen_save();
133                                 while(1)
134                                 {
135                                         int n;
136                                         char tmp[32];
137
138 #ifdef JP
139                                         cnv_stat(p_ptr->stat_max[0], tmp);
140                                         prt(format("        a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14);
141                                         cnv_stat(p_ptr->stat_max[1], tmp);
142                                         prt(format("        b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14);
143                                         cnv_stat(p_ptr->stat_max[2], tmp);
144                                         prt(format("        c) ¸­¤µ (¸½ºßÃÍ %s)", tmp), 4, 14);
145                                         cnv_stat(p_ptr->stat_max[3], tmp);
146                                         prt(format("        d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14);
147                                         cnv_stat(p_ptr->stat_max[4], tmp);
148                                         prt(format("        e) Âѵנ(¸½ºßÃÍ %s)", tmp), 6, 14);
149                                         cnv_stat(p_ptr->stat_max[5], tmp);
150                                         prt(format("        f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14);
151                                         prt("", 8, 14);
152                                         prt("        ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14);
153 #else
154                                         cnv_stat(p_ptr->stat_max[0], tmp);
155                                         prt(format("        a) Str (cur %s)", tmp), 2, 14);
156                                         cnv_stat(p_ptr->stat_max[1], tmp);
157                                         prt(format("        b) Int (cur %s)", tmp), 3, 14);
158                                         cnv_stat(p_ptr->stat_max[2], tmp);
159                                         prt(format("        c) Wis (cur %s)", tmp), 4, 14);
160                                         cnv_stat(p_ptr->stat_max[3], tmp);
161                                         prt(format("        d) Dex (cur %s)", tmp), 5, 14);
162                                         cnv_stat(p_ptr->stat_max[4], tmp);
163                                         prt(format("        e) Con (cur %s)", tmp), 6, 14);
164                                         cnv_stat(p_ptr->stat_max[5], tmp);
165                                         prt(format("        f) Chr (cur %s)", tmp), 7, 14);
166                                         prt("", 8, 14);
167                                         prt("        Which stat do you want to raise?", 1, 14);
168 #endif
169                                         while(1)
170                                         {
171                                                 choice = inkey();
172                                                 if ((choice >= 'a') && (choice <= 'f')) break;
173                                         }
174                                         for(n = 0; n < 6; n++)
175                                                 if (n != choice - 'a')
176                                                         prt("",n+2,14);
177 #ifdef JP
178                                         if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
179 #else
180                                         if (get_check("Are you sure? ")) break;
181 #endif
182                                 }
183                                 do_inc_stat(choice - 'a');
184                                 screen_load();
185                         }
186                         else if(!(p_ptr->max_plv % 2))
187                                 do_inc_stat(randint0(6));
188                 }
189
190                 if (level_mutation)
191                 {
192 #ifdef JP
193 msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
194 #else
195                         msg_print("You feel different...");
196 #endif
197
198                         (void)gain_random_mutation(0);
199                         level_mutation = FALSE;
200                 }
201
202                 /*
203                  * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬
204                  * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£
205                  */
206                 if (level_reward)
207                 {
208                         gain_level_reward(0);
209                         level_reward = FALSE;
210                 }
211
212                 /* Update some stuff */
213                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
214
215                 /* Redraw some stuff */
216                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
217
218                 /* Window stuff */
219                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
220
221                 /* Handle stuff */
222                 handle_stuff();
223         }
224
225         /* Load an autopick preference file */
226         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
227 }
228
229
230 /*
231  * Hack -- Return the "automatic coin type" of a monster race
232  * Used to allocate proper treasure when "Creeping coins" die
233  *
234  * XXX XXX XXX Note the use of actual "monster names"
235  */
236 static int get_coin_type(int r_idx)
237 {
238         /* Analyze monsters */
239         switch (r_idx)
240         {
241         case MON_COPPER_COINS: return 2;
242         case MON_SILVER_COINS: return 5;
243         case MON_GOLD_COINS: return 10;
244         case MON_MITHRIL_COINS:
245         case MON_MITHRIL_GOLEM: return 16;
246         case MON_ADAMANT_COINS: return 17;
247         }
248
249         /* Assume nothing */
250         return 0;
251 }
252
253
254 /*
255  * Hack -- determine if a template is Cloak
256  */
257 static bool kind_is_cloak(int k_idx)
258 {
259         object_kind *k_ptr = &k_info[k_idx];
260
261         /* Analyze the item type */
262         if (k_ptr->tval == TV_CLOAK)
263         {
264                 return (TRUE);
265         }
266
267         /* Assume not good */
268         return (FALSE);
269 }
270
271
272 /*
273  * Hack -- determine if a template is Polearm
274  */
275 static bool kind_is_polearm(int k_idx)
276 {
277         object_kind *k_ptr = &k_info[k_idx];
278
279         /* Analyze the item type */
280         if (k_ptr->tval == TV_POLEARM)
281         {
282                 return (TRUE);
283         }
284
285         /* Assume not good */
286         return (FALSE);
287 }
288
289
290 /*
291  * Hack -- determine if a template is Sword
292  */
293 static bool kind_is_sword(int k_idx)
294 {
295         object_kind *k_ptr = &k_info[k_idx];
296
297         /* Analyze the item type */
298         if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
299         {
300                 return (TRUE);
301         }
302
303         /* Assume not good */
304         return (FALSE);
305 }
306
307
308 /*
309  * Hack -- determine if a template is Book
310  */
311 static bool kind_is_book(int k_idx)
312 {
313         object_kind *k_ptr = &k_info[k_idx];
314
315         /* Analyze the item type */
316         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
317         {
318                 return (TRUE);
319         }
320
321         /* Assume not good */
322         return (FALSE);
323 }
324
325
326 /*
327  * Hack -- determine if a template is Good book
328  */
329 static bool kind_is_good_book(int k_idx)
330 {
331         object_kind *k_ptr = &k_info[k_idx];
332
333         /* Analyze the item type */
334         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
335         {
336                 return (TRUE);
337         }
338
339         /* Assume not good */
340         return (FALSE);
341 }
342
343
344 /*
345  * Hack -- determine if a template is Armor
346  */
347 static bool kind_is_armor(int k_idx)
348 {
349         object_kind *k_ptr = &k_info[k_idx];
350
351         /* Analyze the item type */
352         if (k_ptr->tval == TV_HARD_ARMOR)
353         {
354                 return (TRUE);
355         }
356
357         /* Assume not good */
358         return (FALSE);
359 }
360
361
362 /*
363  * Hack -- determine if a template is hafted weapon
364  */
365 static bool kind_is_hafted(int k_idx)
366 {
367         object_kind *k_ptr = &k_info[k_idx];
368
369         /* Analyze the item type */
370         if (k_ptr->tval == TV_HAFTED)
371         {
372                 return (TRUE);
373         }
374
375         /* Assume not good */
376         return (FALSE);
377 }
378
379
380 void complete_quest(int quest_num)
381 {
382         switch (quest[quest_num].type)
383         {
384         case QUEST_TYPE_RANDOM:
385                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
386                 break;
387         default:
388                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
389                 break;
390         }
391
392         quest[quest_num].status = QUEST_STATUS_COMPLETED;
393         quest[quest_num].complev = (byte)p_ptr->lev;
394
395         if (!(quest[quest_num].flags & QUEST_FLAG_SILENT))
396         {
397                 msg_print(_("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª", "You just completed your quest!"));
398                 msg_print(NULL);
399         }
400 }
401
402 static int count_all_hostile_monsters(void)
403 {
404         int x, y;
405         int number_mon = 0;
406
407         for (x = 0; x < cur_wid; ++ x)
408         {
409                 for (y = 0; y < cur_hgt; ++ y)
410                 {
411                         int m_idx = cave[y][x].m_idx;
412
413                         if (m_idx > 0 && is_hostile(&m_list[m_idx]))
414                         {
415                                 ++ number_mon;
416                         }
417                 }
418         }
419
420         return number_mon;
421 }
422
423 /*
424  * Check for "Quest" completion when a quest monster is killed or charmed.
425  */
426 void check_quest_completion(monster_type *m_ptr)
427 {
428         int i, j, y, x, ny, nx;
429
430         int quest_num;
431
432         bool create_stairs = FALSE;
433         bool reward = FALSE;
434
435         object_type forge;
436         object_type *q_ptr;
437
438         /* Get the location */
439         y = m_ptr->fy;
440         x = m_ptr->fx;
441
442         /* Inside a quest */
443         quest_num = p_ptr->inside_quest;
444
445         /* Search for an active quest on this dungeon level */
446         if (!quest_num)
447         {
448                 for (i = max_quests - 1; i > 0; i--)
449                 {
450                         /* Quest is not active */
451                         if (quest[i].status != QUEST_STATUS_TAKEN)
452                                 continue;
453
454                         /* Quest is not a dungeon quest */
455                         if (quest[i].flags & QUEST_FLAG_PRESET)
456                                 continue;
457
458                         /* Quest is not on this level */
459                         if ((quest[i].level != dun_level) &&
460                             (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
461                                 continue;
462
463                         /* Not a "kill monster" quest */
464                         if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
465                             (quest[i].type == QUEST_TYPE_FIND_EXIT))
466                                 continue;
467
468                         /* Interesting quest */
469                         if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
470                             (quest[i].type == QUEST_TYPE_TOWER) ||
471                             (quest[i].type == QUEST_TYPE_KILL_ALL))
472                                 break;
473
474                         /* Interesting quest */
475                         if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
476                              (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
477                              (quest[i].type == QUEST_TYPE_RANDOM)) &&
478                              (quest[i].r_idx == m_ptr->r_idx))
479                                 break;
480                 }
481
482                 quest_num = i;
483         }
484
485         /* Handle the current quest */
486         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
487         {
488                 /* Current quest */
489                 i = quest_num;
490
491                 switch (quest[i].type)
492                 {
493                         case QUEST_TYPE_KILL_NUMBER:
494                         {
495                                 quest[i].cur_num++;
496
497                                 if (quest[i].cur_num >= quest[i].num_mon)
498                                 {
499                                         complete_quest(i);
500
501                                         quest[i].cur_num = 0;
502                                 }
503                                 break;
504                         }
505                         case QUEST_TYPE_KILL_ALL:
506                         {
507                                 if (!is_hostile(m_ptr)) break;
508
509                                 if (count_all_hostile_monsters() == 1)
510                                 {
511                                         if (quest[i].flags & QUEST_FLAG_SILENT)
512                                         {
513                                                 quest[i].status = QUEST_STATUS_FINISHED;
514                                         }
515                                         else
516                                         {
517                                                 complete_quest(i);
518                                         }
519                                 }
520                                 break;
521                         }
522                         case QUEST_TYPE_KILL_LEVEL:
523                         case QUEST_TYPE_RANDOM:
524                         {
525                                 /* Only count valid monsters */
526                                 if (quest[i].r_idx != m_ptr->r_idx)
527                                         break;
528
529                                 quest[i].cur_num++;
530
531                                 if (quest[i].cur_num >= quest[i].max_num)
532                                 {
533                                         complete_quest(i);
534
535                                         if (!(quest[i].flags & QUEST_FLAG_PRESET))
536                                         {
537                                                 create_stairs = TRUE;
538                                                 p_ptr->inside_quest = 0;
539                                         }
540
541                                         /* Finish the two main quests without rewarding */
542                                         if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
543                                         {
544                                                 quest[i].status = QUEST_STATUS_FINISHED;
545                                         }
546
547                                         if (quest[i].type == QUEST_TYPE_RANDOM)
548                                         {
549                                                 reward = TRUE;
550                                                 quest[i].status = QUEST_STATUS_FINISHED;
551                                         }
552                                 }
553                                 break;
554                         }
555                         case QUEST_TYPE_KILL_ANY_LEVEL:
556                         {
557                                 quest[i].cur_num++;
558                                 if (quest[i].cur_num >= quest[i].max_num)
559                                 {
560                                         complete_quest(i);
561                                         quest[i].cur_num = 0;
562                                 }
563                                 break;
564                         }
565                         case QUEST_TYPE_TOWER:
566                         {
567                                 if (!is_hostile(m_ptr)) break;
568
569                                 if (count_all_hostile_monsters() == 1)
570                                 {
571                                         quest[i].status = QUEST_STATUS_STAGE_COMPLETED;
572
573                                         if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
574                                            (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
575                                            (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
576                                         {
577
578                                                 complete_quest(QUEST_TOWER1);
579                                         }
580                                 }
581                                 break;
582                         }
583                 }
584         }
585
586         /* Create a magical staircase */
587         if (create_stairs)
588         {
589                 /* Stagger around */
590                 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
591                 {
592                         /* Pick a location */
593                         scatter(&ny, &nx, y, x, 1, 0);
594
595                         /* Stagger */
596                         y = ny; x = nx;
597                 }
598
599                 /* Explain the staircase */
600 #ifdef JP
601 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
602 #else
603                 msg_print("A magical staircase appears...");
604 #endif
605
606
607                 /* Create stairs down */
608                 cave_set_feat(y, x, feat_down_stair);
609
610                 /* Remember to update everything */
611                 p_ptr->update |= (PU_FLOW);
612         }
613
614         /*
615          * Drop quest reward
616          */
617         if (reward)
618         {
619                 for (j = 0; j < (dun_level / 15)+1; j++)
620                 {
621                         /* Get local object */
622                         q_ptr = &forge;
623
624                         /* Wipe the object */
625                         object_wipe(q_ptr);
626
627                         /* Make a great object */
628                         make_object(q_ptr, AM_GOOD | AM_GREAT);
629
630                         /* Drop it in the dungeon */
631                         (void)drop_near(q_ptr, -1, y, x);
632                 }
633         }
634 }
635
636
637 void check_find_art_quest_completion(object_type *o_ptr)
638 {
639         int i;
640         /* Check if completed a quest */
641         for (i = 0; i < max_quests; i++)
642         {
643                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
644                     (quest[i].status == QUEST_STATUS_TAKEN) &&
645                            (quest[i].k_idx == o_ptr->name1))
646                 {
647                         complete_quest(i);
648                 }
649         }
650 }
651
652 /*
653  * Return monster death string
654  */
655 cptr extract_note_dies(monster_race *r_ptr)
656 {
657         /* Some monsters get "destroyed" */
658         if (!monster_living(r_ptr))
659         {
660                 int i;
661
662                 for (i = 0; i < 4; i++)
663                 {
664                         if (r_ptr->blow[i].method == RBM_EXPLODE)
665                         {
666 #ifdef JP
667                                 return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
668 #else
669                                 return " explodes into tiny shreds.";
670 #endif
671                         }
672                 }
673
674 #ifdef JP
675                 return "¤òÅݤ·¤¿¡£";
676 #else
677                 return " is destroyed.";
678 #endif
679         }
680
681         /* Assume a default death */
682 #ifdef JP
683         return "¤Ï»à¤ó¤À¡£";
684 #else
685         return " dies.";
686 #endif
687 }
688
689
690 /*
691  * Handle the "death" of a monster.
692  *
693  * Disperse treasures centered at the monster location based on the
694  * various flags contained in the monster flags fields.
695  *
696  * Check for "Quest" completion when a quest monster is killed.
697  *
698  * Note that only the player can induce "monster_death()" on Uniques.
699  * Thus (for now) all Quest monsters should be Uniques.
700  *
701  * Note that monsters can now carry objects, and when a monster dies,
702  * it drops all of its objects, which may disappear in crowded rooms.
703  */
704 void monster_death(int m_idx, bool drop_item)
705 {
706         int i, j, y, x;
707
708         int dump_item = 0;
709         int dump_gold = 0;
710
711         int number = 0;
712
713         monster_type *m_ptr = &m_list[m_idx];
714
715         monster_race *r_ptr = &r_info[m_ptr->r_idx];
716
717         bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
718
719         u32b mo_mode = 0L;
720
721         bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
722         bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
723         bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
724         int force_coin = get_coin_type(m_ptr->r_idx);
725
726         object_type forge;
727         object_type *q_ptr;
728
729         bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
730                 && !p_ptr->inside_battle && !is_pet(m_ptr);
731
732         /* The caster is dead? */
733         if (world_monster && world_monster == m_idx) world_monster = 0;
734
735         /* Notice changes in view */
736         if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
737         {
738                 /* Update some things */
739                 p_ptr->update |= (PU_MON_LITE);
740         }
741
742         /* Get the location */
743         y = m_ptr->fy;
744         x = m_ptr->fx;
745
746         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
747         {
748                 char m_name[80];
749
750                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
751                 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
752         }
753
754         /* Let monsters explode! */
755         for (i = 0; i < 4; i++)
756         {
757                 if (r_ptr->blow[i].method == RBM_EXPLODE)
758                 {
759                         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
760                         int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
761                         int d_dice = r_ptr->blow[i].d_dice;
762                         int d_side = r_ptr->blow[i].d_side;
763                         int damage = damroll(d_dice, d_side);
764
765                         project(m_idx, 3, y, x, damage, typ, flg, -1);
766                         break;
767                 }
768         }
769
770         if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
771         {
772                 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
773                 r_ptr = &r_info[m_ptr->r_idx];
774         }
775
776         /* Check for quest completion */
777         check_quest_completion(m_ptr);
778
779         /* Handle the possibility of player vanquishing arena combatant -KMW- */
780         if (p_ptr->inside_arena && !is_pet(m_ptr))
781         {
782                 p_ptr->exit_bldg = TRUE;
783
784                 if (p_ptr->arena_number > MAX_ARENA_MONS)
785                 {
786 #ifdef JP
787 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
788 #else
789                         msg_print("You are a Genuine Champion!");
790 #endif
791                 }
792                 else
793                 {
794 #ifdef JP
795 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
796 #else
797                         msg_print("Victorious! You're on your way to becoming Champion.");
798 #endif
799                 }
800
801                 if (arena_info[p_ptr->arena_number].tval)
802                 {
803                         /* Get local object */
804                         q_ptr = &forge;
805
806                         /* Prepare to make a prize */
807                         object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
808
809                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
810
811                         /* Drop it in the dungeon */
812                         (void)drop_near(q_ptr, -1, y, x);
813                 }
814
815                 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
816                 p_ptr->arena_number++;
817                 if (record_arena)
818                 {
819                         char m_name[80];
820                         
821                         /* Extract monster name */
822                         monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
823                         
824                         do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
825                 }
826         }
827
828         if (m_idx == p_ptr->riding)
829         {
830                 if (rakuba(-1, FALSE))
831                 {
832 #ifdef JP
833 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
834 #else
835                         msg_print("You have fallen from your riding pet.");
836 #endif
837                 }
838         }
839
840         /* Drop a dead corpse? */
841         if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
842             (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
843             !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
844         {
845                 /* Assume skeleton */
846                 bool corpse = FALSE;
847
848                 /*
849                  * We cannot drop a skeleton? Note, if we are in this check,
850                  * we *know* we can drop at least a corpse or a skeleton
851                  */
852                 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
853                         corpse = TRUE;
854                 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
855                         corpse = TRUE;
856
857                 /* Else, a corpse is more likely unless we did a "lot" of damage */
858                 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
859                 {
860                         /* Lots of damage in one blow */
861                         if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
862                         {
863                                 if (one_in_(5)) corpse = TRUE;
864                         }
865                         else
866                         {
867                                 if (!one_in_(5)) corpse = TRUE;
868                         }
869                 }
870
871                 /* Get local object */
872                 q_ptr = &forge;
873
874                 /* Prepare to make an object */
875                 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
876
877                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
878
879                 q_ptr->pval = m_ptr->r_idx;
880
881                 /* Drop it in the dungeon */
882                 (void)drop_near(q_ptr, -1, y, x);
883         }
884
885         /* Drop objects being carried */
886         monster_drop_carried_objects(m_ptr);
887
888         if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
889         if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
890
891         switch (m_ptr->r_idx)
892         {
893         case MON_PINK_HORROR:
894                 /* Pink horrors are replaced with 2 Blue horrors */
895                 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
896                 {
897                         bool notice = FALSE;
898
899                         for (i = 0; i < 2; i++)
900                         {
901                                 int wy = y, wx = x;
902                                 bool pet = is_pet(m_ptr);
903                                 u32b mode = 0L;
904
905                                 if (pet) mode |= PM_FORCE_PET;
906
907                                 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
908                                 {
909                                         if (player_can_see_bold(wy, wx))
910                                                 notice = TRUE;
911                                 }
912                         }
913
914                         if (notice)
915 #ifdef JP
916                                 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
917 #else
918                                 msg_print("The Pink horror divides!");
919 #endif
920                 }
921                 break;
922
923         case MON_BLOODLETTER:
924                 /* Bloodletters of Khorne may drop a blade of chaos */
925                 if (drop_chosen_item && (randint1(100) < 15))
926                 {
927                         /* Get local object */
928                         q_ptr = &forge;
929
930                         /* Prepare to make a Blade of Chaos */
931                         object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
932
933                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
934
935                         /* Drop it in the dungeon */
936                         (void)drop_near(q_ptr, -1, y, x);
937                 }
938                 break;
939
940         case MON_RAAL:
941                 if (drop_chosen_item && (dun_level > 9))
942                 {
943                         /* Get local object */
944                         q_ptr = &forge;
945
946                         /* Wipe the object */
947                         object_wipe(q_ptr);
948
949                         /* Activate restriction */
950                         if ((dun_level > 49) && one_in_(5))
951                                 get_obj_num_hook = kind_is_good_book;
952                         else
953                                 get_obj_num_hook = kind_is_book;
954
955                         /* Make a book */
956                         make_object(q_ptr, mo_mode);
957
958                         /* Drop it in the dungeon */
959                         (void)drop_near(q_ptr, -1, y, x);
960                 }
961                 break;
962
963         case MON_DAWN:
964                 /*
965                  * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
966                  * spawn another in the fallen one's place!
967                  */
968                 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
969                 {
970                         if (!one_in_(7))
971                         {
972                                 int wy = y, wx = x;
973                                 int attempts = 100;
974                                 bool pet = is_pet(m_ptr);
975
976                                 do
977                                 {
978                                         scatter(&wy, &wx, y, x, 20, 0);
979                                 }
980                                 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
981
982                                 if (attempts > 0)
983                                 {
984                                         u32b mode = 0L;
985                                         if (pet) mode |= PM_FORCE_PET;
986
987                                         if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
988                                         {
989                                                 if (player_can_see_bold(wy, wx))
990 #ifdef JP
991                                                         msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
992 #else
993                                                         msg_print("A new warrior steps forth!");
994 #endif
995
996                                         }
997                                 }
998                         }
999                 }
1000                 break;
1001
1002         case MON_UNMAKER:
1003                 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1004                 {
1005                         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1006                         (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1007                 }
1008                 break;
1009
1010         case MON_UNICORN_ORD:
1011         case MON_MORGOTH:
1012         case MON_ONE_RING:
1013                 /* Reward for "lazy" player */
1014                 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1015                 {
1016                         int a_idx = 0;
1017                         artifact_type *a_ptr = NULL;
1018
1019                         if (!drop_chosen_item) break;
1020
1021                         do
1022                         {
1023                                 switch (randint0(3))
1024                                 {
1025                                 case 0:
1026                                         a_idx = ART_NAMAKE_HAMMER;
1027                                         break;
1028                                 case 1:
1029                                         a_idx = ART_NAMAKE_BOW;
1030                                         break;
1031                                 case 2:
1032                                         a_idx = ART_NAMAKE_ARMOR;
1033                                         break;
1034                                 }
1035
1036                                 a_ptr = &a_info[a_idx];
1037                         }
1038                         while (a_ptr->cur_num);
1039
1040                         /* Create the artifact */
1041                         if (create_named_art(a_idx, y, x))
1042                         {
1043                                 a_ptr->cur_num = 1;
1044
1045                                 /* Hack -- Memorize location of artifact in saved floors */
1046                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1047                         }
1048                         else if (!preserve_mode) a_ptr->cur_num = 1;
1049                 }
1050                 break;
1051
1052         case MON_SERPENT:
1053                 if (!drop_chosen_item) break;
1054
1055                 /* Get local object */
1056                 q_ptr = &forge;
1057
1058                 /* Mega-Hack -- Prepare to make "Grond" */
1059                 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1060
1061                 /* Mega-Hack -- Mark this item as "Grond" */
1062                 q_ptr->name1 = ART_GROND;
1063
1064                 /* Mega-Hack -- Actually create "Grond" */
1065                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1066
1067                 /* Drop it in the dungeon */
1068                 (void)drop_near(q_ptr, -1, y, x);
1069
1070                 /* Get local object */
1071                 q_ptr = &forge;
1072
1073                 /* Mega-Hack -- Prepare to make "Chaos" */
1074                 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1075
1076                 /* Mega-Hack -- Mark this item as "Chaos" */
1077                 q_ptr->name1 = ART_CHAOS;
1078
1079                 /* Mega-Hack -- Actually create "Chaos" */
1080                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1081
1082                 /* Drop it in the dungeon */
1083                 (void)drop_near(q_ptr, -1, y, x);
1084                 break;
1085
1086         case MON_B_DEATH_SWORD:
1087                 if (drop_chosen_item)
1088                 {
1089                         /* Get local object */
1090                         q_ptr = &forge;
1091
1092                         /* Prepare to make a broken sword */
1093                         object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1094
1095                         /* Drop it in the dungeon */
1096                         (void)drop_near(q_ptr, -1, y, x);
1097                 }
1098                 break;
1099
1100         case MON_A_GOLD:
1101         case MON_A_SILVER:
1102                 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1103                      ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1104                 {
1105                         /* Get local object */
1106                         q_ptr = &forge;
1107
1108                         /* Prepare to make a Can of Toys */
1109                         object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1110
1111                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1112
1113                         /* Drop it in the dungeon */
1114                         (void)drop_near(q_ptr, -1, y, x);
1115                 }
1116                 break;
1117
1118         case MON_ROLENTO:
1119                 {
1120                         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1121                         (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1122                 }
1123                 break;
1124
1125         default:
1126                 if (!drop_chosen_item) break;
1127
1128                 switch (r_ptr->d_char)
1129                 {
1130                 case '(':
1131                         if (dun_level > 0)
1132                         {
1133                                 /* Get local object */
1134                                 q_ptr = &forge;
1135
1136                                 /* Wipe the object */
1137                                 object_wipe(q_ptr);
1138
1139                                 /* Activate restriction */
1140                                 get_obj_num_hook = kind_is_cloak;
1141
1142                                 /* Make a cloak */
1143                                 make_object(q_ptr, mo_mode);
1144
1145                                 /* Drop it in the dungeon */
1146                                 (void)drop_near(q_ptr, -1, y, x);
1147                         }
1148                         break;
1149
1150                 case '/':
1151                         if (dun_level > 4)
1152                         {
1153                                 /* Get local object */
1154                                 q_ptr = &forge;
1155
1156                                 /* Wipe the object */
1157                                 object_wipe(q_ptr);
1158
1159                                 /* Activate restriction */
1160                                 get_obj_num_hook = kind_is_polearm;
1161
1162                                 /* Make a poleweapon */
1163                                 make_object(q_ptr, mo_mode);
1164
1165                                 /* Drop it in the dungeon */
1166                                 (void)drop_near(q_ptr, -1, y, x);
1167                         }
1168                         break;
1169
1170                 case '[':
1171                         if (dun_level > 19)
1172                         {
1173                                 /* Get local object */
1174                                 q_ptr = &forge;
1175
1176                                 /* Wipe the object */
1177                                 object_wipe(q_ptr);
1178
1179                                 /* Activate restriction */
1180                                 get_obj_num_hook = kind_is_armor;
1181
1182                                 /* Make a hard armor */
1183                                 make_object(q_ptr, mo_mode);
1184
1185                                 /* Drop it in the dungeon */
1186                                 (void)drop_near(q_ptr, -1, y, x);
1187                         }
1188                         break;
1189
1190                 case '\\':
1191                         if (dun_level > 4)
1192                         {
1193                                 /* Get local object */
1194                                 q_ptr = &forge;
1195
1196                                 /* Wipe the object */
1197                                 object_wipe(q_ptr);
1198
1199                                 /* Activate restriction */
1200                                 get_obj_num_hook = kind_is_hafted;
1201
1202                                 /* Make a hafted weapon */
1203                                 make_object(q_ptr, mo_mode);
1204
1205                                 /* Drop it in the dungeon */
1206                                 (void)drop_near(q_ptr, -1, y, x);
1207                         }
1208                         break;
1209
1210                 case '|':
1211                         if (m_ptr->r_idx != MON_STORMBRINGER)
1212                         {
1213                                 /* Get local object */
1214                                 q_ptr = &forge;
1215
1216                                 /* Wipe the object */
1217                                 object_wipe(q_ptr);
1218
1219                                 /* Activate restriction */
1220                                 get_obj_num_hook = kind_is_sword;
1221
1222                                 /* Make a sword */
1223                                 make_object(q_ptr, mo_mode);
1224
1225                                 /* Drop it in the dungeon */
1226                                 (void)drop_near(q_ptr, -1, y, x);
1227                         }
1228                         break;
1229                 }
1230                 break;
1231         }
1232
1233         /* Mega-Hack -- drop fixed items */
1234         if (drop_chosen_item)
1235         {
1236                 int a_idx = 0;
1237                 int chance = 0;
1238
1239                 switch (m_ptr->r_idx)
1240                 {
1241                 case MON_OBERON:
1242                         if (one_in_(3))
1243                         {
1244                                 a_idx = ART_JUDGE;
1245                                 chance = 33;
1246                         }
1247                         else
1248                         {
1249                                 a_idx = ART_AMBER;
1250                                 chance = 50;
1251                         }
1252                         break;
1253
1254                 case MON_GHB:
1255                         a_idx = ART_GHB;
1256                         chance = 100;
1257                         break;
1258
1259                 case MON_STORMBRINGER:
1260                         a_idx = ART_STORMBRINGER;
1261                         chance = 100;
1262                         break;
1263
1264                 case MON_ECHIZEN:
1265                         a_idx = ART_CRIMSON;
1266                         chance = 50;
1267                         break;
1268
1269                 case MON_GANDALF:
1270                         a_idx = ART_ICANUS;
1271                         chance = 20;
1272                         break;
1273
1274                 case MON_OROCHI:
1275                         a_idx = ART_KUSANAGI;
1276                         chance = 25;
1277                         break;
1278
1279                 case MON_DWORKIN:
1280                         a_idx = ART_JUDGE;
1281                         chance = 20;
1282                         break;
1283
1284                 case MON_SAURON:
1285                         if (one_in_(10))
1286                         {
1287                                 a_idx = ART_POWER;
1288                                 chance = 100;
1289                         }
1290                         else
1291                         {
1292                                 a_idx = ART_AHO;
1293                                 chance = 100;
1294                         }
1295                         break;
1296
1297                 case MON_BRAND:
1298                         if (!one_in_(3))
1299                         {
1300                                 a_idx = ART_BRAND;
1301                                 chance = 25;
1302                         }
1303                         else
1304                         {
1305                                 a_idx = ART_WEREWINDLE;
1306                                 chance = 33;
1307                         }
1308                         break;
1309
1310                 case MON_CORWIN:
1311                         if (!one_in_(3))
1312                         {
1313                                 a_idx = ART_GRAYSWANDIR;
1314                                 chance = 33;
1315                         }
1316                         else
1317                         {
1318                                 a_idx = ART_CORWIN;
1319                                 chance = 33;
1320                         }
1321                         break;
1322
1323                 case MON_SURTUR:
1324                         a_idx = ART_TWILIGHT;
1325                         chance = 66;
1326                         break;
1327
1328                 case MON_SARUMAN:
1329                         a_idx = ART_ELENDIL;
1330                         chance = 33;
1331                         break;
1332
1333                 case MON_FIONA:
1334                         a_idx = ART_FIONA;
1335                         chance = 50;
1336                         break;
1337
1338                 case MON_JULIAN:
1339                         a_idx = ART_JULIAN;
1340                         chance = 45;
1341                         break;
1342
1343                 case MON_KLING:
1344                         a_idx = ART_DESTINY;
1345                         chance = 40;
1346                         break;
1347
1348                 case MON_GOEMON:
1349                         a_idx = ART_ZANTETSU;
1350                         chance = 75;
1351                         break;
1352
1353                 case MON_HAGEN:
1354                         a_idx = ART_HAGEN;
1355                         chance = 66;
1356                         break;
1357
1358                 case MON_CAINE:
1359                         a_idx = ART_CAINE;
1360                         chance = 50;
1361                         break;
1362
1363                 case MON_BULLGATES:
1364                         a_idx = ART_WINBLOWS;
1365                         chance = 66;
1366                         break;
1367
1368                 case MON_LUNGORTHIN:
1369                         a_idx = ART_CALRIS;
1370                         chance = 50;
1371                         break;
1372
1373                 case MON_JACK_SHADOWS:
1374                         a_idx = ART_JACK;
1375                         chance = 15;
1376                         break;
1377
1378                 case MON_DIO:
1379                         a_idx = ART_STONEMASK;
1380                         chance = 20;
1381                         break;
1382
1383                 case MON_BELD:
1384                         a_idx = ART_SOULCRUSH;
1385                         chance = 10;
1386                         break;
1387
1388                 case MON_PIP:
1389                         a_idx = ART_EXCALIBUR_J;
1390                         chance = 50;
1391                         break;
1392
1393                 case MON_SHUTEN:
1394                         a_idx = ART_SHUTEN_DOJI;
1395                         chance = 33;
1396                         break;
1397
1398                 case MON_GOTHMOG:
1399                         a_idx = ART_GOTHMOG;
1400                         chance = 33;
1401                         break;
1402
1403                 case MON_FUNDIN:
1404                         a_idx = ART_FUNDIN;
1405                         chance = 5;
1406                         break;
1407
1408                 case MON_ROBIN_HOOD:
1409                         a_idx = ART_ROBIN_HOOD;
1410                         chance = 5;
1411                         break;
1412                 }
1413
1414                 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1415                 {
1416                         artifact_type *a_ptr = &a_info[a_idx];
1417
1418                         if (!a_ptr->cur_num)
1419                         {
1420                                 /* Create the artifact */
1421                                 if (create_named_art(a_idx, y, x))
1422                                 {
1423                                         a_ptr->cur_num = 1;
1424
1425                                         /* Hack -- Memorize location of artifact in saved floors */
1426                                         if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1427                                 }
1428                                 else if (!preserve_mode) a_ptr->cur_num = 1;
1429                         }
1430                 }
1431
1432                 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1433                 {
1434                         int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1435                                 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1436
1437                         if (d_info[dungeon_type].final_artifact)
1438                         {
1439                                 int a_idx = d_info[dungeon_type].final_artifact;
1440                                 artifact_type *a_ptr = &a_info[a_idx];
1441
1442                                 if (!a_ptr->cur_num)
1443                                 {
1444                                         /* Create the artifact */
1445                                         if (create_named_art(a_idx, y, x))
1446                                         {
1447                                                 a_ptr->cur_num = 1;
1448
1449                                                 /* Hack -- Memorize location of artifact in saved floors */
1450                                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1451                                         }
1452                                         else if (!preserve_mode) a_ptr->cur_num = 1;
1453
1454                                         /* Prevent rewarding both artifact and "default" object */
1455                                         if (!d_info[dungeon_type].final_object) k_idx = 0;
1456                                 }
1457                         }
1458
1459                         if (k_idx)
1460                         {
1461                                 /* Get local object */
1462                                 q_ptr = &forge;
1463
1464                                 /* Prepare to make a reward */
1465                                 object_prep(q_ptr, k_idx);
1466
1467                                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1468
1469                                 /* Drop it in the dungeon */
1470                                 (void)drop_near(q_ptr, -1, y, x);
1471                         }
1472 #ifdef JP
1473                         msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1474 #else
1475                         msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1476 #endif
1477                 }
1478         }
1479
1480         /* Determine how much we can drop */
1481         if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1482         if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1483         if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1484         if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1485         if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1486         if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1487
1488         if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1489                 number = 0; /* Clones drop no stuff unless Cloning Pits */
1490
1491         if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1492                 number = 0; /* Pets drop no stuff */
1493         if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1494         
1495         if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1496                 number = 0; /* Limit of Multiply monster drop */
1497
1498         /* Hack -- handle creeping coins */
1499         coin_type = force_coin;
1500
1501         /* Average dungeon and monster levels */
1502         object_level = (dun_level + r_ptr->level) / 2;
1503
1504         /* Drop some objects */
1505         for (j = 0; j < number; j++)
1506         {
1507                 /* Get local object */
1508                 q_ptr = &forge;
1509
1510                 /* Wipe the object */
1511                 object_wipe(q_ptr);
1512
1513                 /* Make Gold */
1514                 if (do_gold && (!do_item || (randint0(100) < 50)))
1515                 {
1516                         /* Make some gold */
1517                         if (!make_gold(q_ptr)) continue;
1518
1519                         /* XXX XXX XXX */
1520                         dump_gold++;
1521                 }
1522
1523                 /* Make Object */
1524                 else
1525                 {
1526                         /* Make an object */
1527                         if (!make_object(q_ptr, mo_mode)) continue;
1528
1529                         /* XXX XXX XXX */
1530                         dump_item++;
1531                 }
1532
1533                 /* Drop it in the dungeon */
1534                 (void)drop_near(q_ptr, -1, y, x);
1535         }
1536
1537         /* Reset the object level */
1538         object_level = base_level;
1539
1540         /* Reset "coin" type */
1541         coin_type = 0;
1542
1543
1544         /* Take note of any dropped treasure */
1545         if (visible && (dump_item || dump_gold))
1546         {
1547                 /* Take notes on treasure */
1548                 lore_treasure(m_idx, dump_item, dump_gold);
1549         }
1550
1551         /* Only process "Quest Monsters" */
1552         if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1553         if (p_ptr->inside_battle) return;
1554
1555         /* Winner? */
1556         if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1557         {
1558                 /* Total winner */
1559                 p_ptr->total_winner = TRUE;
1560
1561                 /* Redraw the "title" */
1562                 p_ptr->redraw |= (PR_TITLE);
1563
1564 #ifdef JP
1565                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1566 #else
1567                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
1568 #endif
1569
1570                 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1571                 {
1572 #ifdef JP
1573                         msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1574                         msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1575 #else
1576                         msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1577                         msg_print("'Thou art donst well, mortal!'");
1578 #endif
1579                 }
1580
1581                 /* Congratulations */
1582 #ifdef JP
1583                 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1584 #else
1585                 msg_print("*** CONGRATULATIONS ***");
1586 #endif
1587
1588 #ifdef JP
1589                 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1590 #else
1591                 msg_print("You have won the game!");
1592 #endif
1593
1594 #ifdef JP
1595                 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1596 #else
1597                 msg_print("You may retire (commit suicide) when you are ready.");
1598 #endif
1599         }
1600 }
1601
1602 /*
1603  * Modify the physical damage done to the monster.
1604  * (for example when it's invulnerable or shielded)
1605  *
1606  * ToDo: Accept a damage-type to calculate the modified damage from
1607  * things like fire, frost, lightning, poison, ... attacks.
1608  *
1609  * "type" is not yet used and should be 0.
1610  */
1611 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1612 {
1613         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1614
1615         if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1616         {
1617                 dam /= 100;
1618                 if ((dam == 0) && one_in_(3)) dam = 1;
1619         }
1620
1621         if (MON_INVULNER(m_ptr))
1622         {
1623                 if (is_psy_spear)
1624                 {
1625                         if (!p_ptr->blind && is_seen(m_ptr))
1626                         {
1627 #ifdef JP
1628                                 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1629 #else
1630                                 msg_print("The barrier is penetrated!");
1631 #endif
1632                         }
1633                 }
1634                 else if (!one_in_(PENETRATE_INVULNERABILITY))
1635                 {
1636                         return (0);
1637                 }
1638         }
1639         return (dam);
1640 }
1641
1642
1643 /*
1644  * Calculate experience point to be get
1645  *
1646  * Even the 64 bit operation is not big enough to avoid overflaw
1647  * unless we carefully choose orders of multiplication and division.
1648  *
1649  * Get the coefficient first, and multiply (potentially huge) base
1650  * experience point of a monster later.
1651  */
1652 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1653 {
1654         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1655
1656         s32b new_exp;
1657         u32b new_exp_frac;
1658         s32b div_h;
1659         u32b div_l;
1660
1661         if (!m_ptr->r_idx) return;
1662         if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1663
1664         /*
1665          * - Ratio of monster's level to player's level effects
1666          * - Varying speed effects
1667          * - Get a fraction in proportion of damage point
1668          */
1669         new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1670         new_exp_frac = 0;
1671         div_h = 0L;
1672         div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1673
1674         /* Use (average maxhp * 2) as a denominator */
1675         if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1676                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1677         else
1678                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1679
1680         /* Special penalty in the wilderness */
1681         if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1682                 s64b_mul(&div_h, &div_l, 0, 5);
1683
1684         /* Do division first to prevent overflaw */
1685         s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1686
1687         /* Special penalty for mutiply-monster */
1688         if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1689         {
1690                 int monnum_penarty = r_ptr->r_akills / 400;
1691                 if (monnum_penarty > 8) monnum_penarty = 8;
1692
1693                 while (monnum_penarty--)
1694                 {
1695                         /* Divide by 4 */
1696                         s64b_RSHIFT(new_exp, new_exp_frac, 2);
1697                 }
1698         }
1699
1700         /* Finally multiply base experience point of the monster */
1701         s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1702
1703         /* Gain experience */
1704         gain_exp_64(new_exp, new_exp_frac);
1705 }
1706
1707
1708 /*
1709  * Decreases monsters hit points, handling monster death.
1710  *
1711  * We return TRUE if the monster has been killed (and deleted).
1712  *
1713  * We announce monster death (using an optional "death message"
1714  * if given, and a otherwise a generic killed/destroyed message).
1715  *
1716  * Only "physical attacks" can induce the "You have slain" message.
1717  * Missile and Spell attacks will induce the "dies" message, or
1718  * various "specialized" messages.  Note that "You have destroyed"
1719  * and "is destroyed" are synonyms for "You have slain" and "dies".
1720  *
1721  * Hack -- unseen monsters yield "You have killed it." message.
1722  *
1723  * Added fear (DGK) and check whether to print fear messages -CWS
1724  *
1725  * Made name, sex, and capitalization generic -BEN-
1726  *
1727  * As always, the "ghost" processing is a total hack.
1728  *
1729  * Hack -- we "delay" fear messages by passing around a "fear" flag.
1730  *
1731  * XXX XXX XXX Consider decreasing monster experience over time, say,
1732  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1733  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1734  * monster worth more than subsequent monsters.  This would also need
1735  * to induce changes in the monster recall code.
1736  */
1737 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1738 {
1739         monster_type    *m_ptr = &m_list[m_idx];
1740         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1741
1742         monster_type    exp_mon;
1743
1744         /* Innocent until proven otherwise */
1745         bool        innocent = TRUE, thief = FALSE;
1746         int         i;
1747         int         expdam;
1748
1749         (void)COPY(&exp_mon, m_ptr, monster_type);
1750         if (!(r_ptr->flags7 & RF7_KILL_EXP))
1751         {
1752                 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1753                 if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
1754
1755                 get_exp_from_mon(expdam, &exp_mon);
1756
1757                 /* Genocided by chaos patron */
1758                 if (!m_ptr->r_idx) m_idx = 0;
1759         }
1760
1761         /* Redraw (later) if needed */
1762         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1763         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1764
1765         /* Wake it up */
1766         (void)set_monster_csleep(m_idx, 0);
1767
1768         /* Hack - Cancel any special player stealth magics. -LM- */
1769         if (p_ptr->special_defense & NINJA_S_STEALTH)
1770         {
1771                 set_superstealth(FALSE);
1772         }
1773
1774         /* Genocided by chaos patron */
1775         if (!m_idx) return TRUE;
1776
1777         /* Hurt it */
1778         m_ptr->hp -= dam;
1779         
1780         m_ptr->dealt_damage += dam;
1781         if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1782         if (p_ptr->wizard)
1783         {
1784                 msg_format( _("¹ç·×%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£","You do %d (out of %d) damage."),
1785                                         m_ptr->dealt_damage, m_ptr->maxhp);
1786         }
1787
1788         /* It is dead now */
1789         if (m_ptr->hp < 0)
1790         {
1791                 char m_name[80];
1792
1793                 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1794                 {
1795                         /* You might have unmasked Tanuki first time */
1796                         r_ptr = &r_info[m_ptr->r_idx];
1797                         m_ptr->ap_r_idx = m_ptr->r_idx;
1798                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1799                 }
1800
1801                 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1802                 {
1803                         /* You might have unmasked Chameleon first time */
1804                         r_ptr = real_r_ptr(m_ptr);
1805                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1806                 }
1807
1808                 if (!(m_ptr->smart & SM_CLONED))
1809                 {
1810                         /* When the player kills a Unique, it stays dead */
1811                         if (r_ptr->flags1 & RF1_UNIQUE)
1812                         {
1813                                 r_ptr->max_num = 0;
1814
1815                                 /* Mega-Hack -- Banor & Lupart */
1816                                 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1817                                 {
1818                                         r_info[MON_BANORLUPART].max_num = 0;
1819                                         r_info[MON_BANORLUPART].r_pkills++;
1820                                         r_info[MON_BANORLUPART].r_akills++;
1821                                         if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1822                                 }
1823                                 else if (m_ptr->r_idx == MON_BANORLUPART)
1824                                 {
1825                                         r_info[MON_BANOR].max_num = 0;
1826                                         r_info[MON_BANOR].r_pkills++;
1827                                         r_info[MON_BANOR].r_akills++;
1828                                         if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1829                                         r_info[MON_LUPART].max_num = 0;
1830                                         r_info[MON_LUPART].r_pkills++;
1831                                         r_info[MON_LUPART].r_akills++;
1832                                         if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1833                                 }
1834                         }
1835
1836                         /* When the player kills a Nazgul, it stays dead */
1837                         else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1838                 }
1839
1840                 /* Count all monsters killed */
1841                 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1842
1843                 /* Recall even invisible uniques or winners */
1844                 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1845                 {
1846                         /* Count kills this life */
1847                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1848                         else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1849
1850                         /* Count kills in all lives */
1851                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1852                         else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1853
1854                         /* Hack -- Auto-recall */
1855                         monster_race_track(m_ptr->ap_r_idx);
1856                 }
1857
1858                 /* Extract monster name */
1859                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1860
1861                 /* Don't kill Amberites */
1862                 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1863                 {
1864                         int curses = 1 + randint1(3);
1865                         bool stop_ty = FALSE;
1866                         int count = 0;
1867
1868 #ifdef JP
1869 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1870 #else
1871                         msg_format("%^s puts a terrible blood curse on you!", m_name);
1872 #endif
1873
1874                         curse_equipment(100, 50);
1875
1876                         do
1877                         {
1878                                 stop_ty = activate_ty_curse(stop_ty, &count);
1879                         }
1880                         while (--curses);
1881                 }
1882
1883                 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1884                 {
1885                         char line_got[1024];
1886
1887                         /* Dump a message */
1888 #ifdef JP
1889                         if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1890 #else
1891                         if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1892 #endif
1893
1894                                 msg_format("%^s %s", m_name, line_got);
1895
1896 #ifdef WORLD_SCORE
1897                         if (m_ptr->r_idx == MON_SERPENT)
1898                         {
1899                                 /* Make screen dump */
1900                                 screen_dump = make_screen_dump();
1901                         }
1902 #endif
1903                 }
1904
1905                 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1906                 {
1907                         if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1908                         {
1909                                 chg_virtue(V_VALOUR, -1);
1910                         }
1911                         else if (r_ptr->level > dun_level)
1912                         {
1913                                 if (randint1(10) <= (r_ptr->level - dun_level))
1914                                         chg_virtue(V_VALOUR, 1);
1915                         }
1916                         if (r_ptr->level > 60)
1917                         {
1918                                 chg_virtue(V_VALOUR, 1);
1919                         }
1920                         if (r_ptr->level >= 2 * (p_ptr->lev+1))
1921                                 chg_virtue(V_VALOUR, 2);
1922                 }
1923
1924                 if (r_ptr->flags1 & RF1_UNIQUE)
1925                 {
1926                         if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1927
1928                         if (r_ptr->flags3 & RF3_GOOD)
1929                         {
1930                                 chg_virtue(V_UNLIFE, 2);
1931                                 chg_virtue(V_VITALITY, -2);
1932                         }
1933
1934                         if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1935                 }
1936
1937                 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1938                 {
1939                         chg_virtue(V_COMPASSION, -1);
1940                 }
1941
1942                 if ((r_ptr->flags3 & RF3_GOOD) &&
1943                         ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1944                         chg_virtue(V_UNLIFE, 1);
1945
1946                 if (r_ptr->d_char == 'A')
1947                 {
1948                         if (r_ptr->flags1 & RF1_UNIQUE)
1949                                 chg_virtue(V_FAITH, -2);
1950                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1951                         {
1952                                 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1953                                 else chg_virtue(V_FAITH, 1);
1954                         }
1955                 }
1956                 else if (r_ptr->flags3 & RF3_DEMON)
1957                 {
1958                         if (r_ptr->flags1 & RF1_UNIQUE)
1959                                 chg_virtue(V_FAITH, 2);
1960                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1961                                 chg_virtue(V_FAITH, 1);
1962                 }
1963
1964                 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1965                         chg_virtue(V_VITALITY, 2);
1966
1967                 if (r_ptr->r_deaths)
1968                 {
1969                         if (r_ptr->flags1 & RF1_UNIQUE)
1970                         {
1971                                 chg_virtue(V_HONOUR, 10);
1972                         }
1973                         else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1974                         {
1975                                 chg_virtue(V_HONOUR, 1);
1976                         }
1977                 }
1978                 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1979                 {
1980                         chg_virtue(V_VALOUR, -1);
1981                 }
1982
1983                 for (i = 0; i < 4; i++)
1984                 {
1985                         if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1986
1987                         if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1988                                 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1989
1990                                 thief = TRUE; /* Thief! */
1991                 }
1992
1993                 /* The new law says it is illegal to live in the dungeon */
1994                 if (r_ptr->level != 0) innocent = FALSE;
1995
1996                 if (thief)
1997                 {
1998                         if (r_ptr->flags1 & RF1_UNIQUE)
1999                                 chg_virtue(V_JUSTICE, 3);
2000                         else if (1+((r_ptr->level) / 10 + (2 * dun_level))
2001                                 >= randint1(100))
2002                                 chg_virtue(V_JUSTICE, 1);
2003                 }
2004                 else if (innocent)
2005                 {
2006                         chg_virtue (V_JUSTICE, -1);
2007                 }
2008
2009                 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->flags6 & ~(RF6_NOMAGIC_MASK)))
2010                 {
2011                         if (one_in_(4)) chg_virtue(V_NATURE, -1);
2012                 }
2013
2014                 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
2015                 {
2016                         char note_buf[160];
2017 #ifdef JP
2018                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
2019 #else
2020                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
2021 #endif
2022                         do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
2023                 }
2024
2025                 /* Make a sound */
2026                 sound(SOUND_KILL);
2027
2028                 /* Death by Missile/Spell attack */
2029                 if (note)
2030                 {
2031                         msg_format("%^s%s", m_name, note);
2032                 }
2033
2034                 /* Death by physical attack -- invisible monster */
2035                 else if (!m_ptr->ml)
2036                 {
2037 #ifdef JP
2038                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2039                                 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
2040                         else
2041 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
2042 #else
2043                                 msg_format("You have killed %s.", m_name);
2044 #endif
2045
2046                 }
2047
2048                 /* Death by Physical attack -- non-living monster */
2049                 else if (!monster_living(r_ptr))
2050                 {
2051                         int i;
2052                         bool explode = FALSE;
2053
2054                         for (i = 0; i < 4; i++)
2055                         {
2056                                 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
2057                         }
2058
2059                         /* Special note at death */
2060                         if (explode)
2061 #ifdef JP
2062                                 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
2063 #else
2064                                 msg_format("%^s explodes into tiny shreds.", m_name);
2065 #endif
2066                         else
2067                         {
2068 #ifdef JP
2069                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2070                                         msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
2071                                 else
2072 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
2073 #else
2074                                 msg_format("You have destroyed %s.", m_name);
2075 #endif
2076                         }
2077                 }
2078
2079                 /* Death by Physical attack -- living monster */
2080                 else
2081                 {
2082 #ifdef JP
2083                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2084                                 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2085                         else
2086 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2087 #else
2088                                 msg_format("You have slain %s.", m_name);
2089 #endif
2090
2091                 }
2092                 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
2093                 {
2094                         for (i = 0; i < MAX_KUBI; i++)
2095                         {
2096                                 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
2097                                 {
2098 #ifdef JP
2099 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
2100 #else
2101                                         msg_format("There is a price on %s's head.", m_name);
2102 #endif
2103                                         break;
2104                                 }
2105                         }
2106                 }
2107
2108                 /* Generate treasure */
2109                 monster_death(m_idx, TRUE);
2110
2111                 /* Mega hack : replace IKETA to BIKETAL */
2112                 if ((m_ptr->r_idx == MON_IKETA) &&
2113                     !(p_ptr->inside_arena || p_ptr->inside_battle))
2114                 {
2115                         int dummy_y = m_ptr->fy;
2116                         int dummy_x = m_ptr->fx;
2117                         u32b mode = 0L;
2118
2119                         if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2120
2121                         /* Delete the monster */
2122                         delete_monster_idx(m_idx);
2123
2124                         if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2125                         {
2126 #ifdef JP
2127                                 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2128 #else
2129                                 msg_print("Uwa-hahaha!  *I* am Biketal!");
2130 #endif
2131                         }
2132                 }
2133                 else
2134                 {
2135                         /* Delete the monster */
2136                         delete_monster_idx(m_idx);
2137                 }
2138
2139                 /* Prevent bug of chaos patron's reward */
2140                 if (r_ptr->flags7 & RF7_KILL_EXP)
2141                         get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
2142                 else
2143                         get_exp_from_mon(((long)exp_mon.max_maxhp+1L) * 9L / 10L, &exp_mon);
2144
2145                 /* Not afraid */
2146                 (*fear) = FALSE;
2147
2148                 /* Monster is dead */
2149                 return (TRUE);
2150         }
2151
2152
2153 #ifdef ALLOW_FEAR
2154
2155         /* Mega-Hack -- Pain cancels fear */
2156         if (MON_MONFEAR(m_ptr) && (dam > 0))
2157         {
2158                 /* Cure fear */
2159                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
2160                 {
2161                         /* No more fear */
2162                         (*fear) = FALSE;
2163                 }
2164         }
2165
2166         /* Sometimes a monster gets scared by damage */
2167         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2168         {
2169                 /* Percentage of fully healthy */
2170                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2171
2172                 /*
2173                  * Run (sometimes) if at 10% or less of max hit points,
2174                  * or (usually) when hit for half its current hit points
2175                  */
2176                 if ((randint1(10) >= percentage) ||
2177                     ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2178                 {
2179                         /* Hack -- note fear */
2180                         (*fear) = TRUE;
2181
2182                         /* XXX XXX XXX Hack -- Add some timed fear */
2183                         (void)set_monster_monfear(m_idx, (randint1(10) +
2184                                           (((dam >= m_ptr->hp) && (percentage > 7)) ?
2185                                            20 : ((11 - percentage) * 5))));
2186                 }
2187         }
2188
2189 #endif
2190
2191 #if 0
2192         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2193         {
2194                 char m_name[80];
2195
2196                 /* Extract monster name */
2197                 monster_desc(m_name, m_ptr, 0);
2198
2199                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2200                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2201                 {
2202 #ifdef JP
2203 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2204 #else
2205                                 msg_format("%^s has thrown you off!", m_name);
2206 #endif
2207                 }
2208         }
2209 #endif
2210
2211         /* Not dead yet */
2212         return (FALSE);
2213 }
2214
2215
2216 /*
2217  * Get term size and calculate screen size
2218  */
2219 void get_screen_size(int *wid_p, int *hgt_p)
2220 {
2221         Term_get_size(wid_p, hgt_p);
2222         *hgt_p -= ROW_MAP + 2;
2223         *wid_p -= COL_MAP + 2;
2224         if (use_bigtile) *wid_p /= 2;
2225 }
2226
2227
2228 /*
2229  * Calculates current boundaries
2230  * Called below and from "do_cmd_locate()".
2231  */
2232 void panel_bounds_center(void)
2233 {
2234         int wid, hgt;
2235
2236         /* Get size */
2237         get_screen_size(&wid, &hgt);
2238
2239         panel_row_max = panel_row_min + hgt - 1;
2240         panel_row_prt = panel_row_min - 1;
2241         panel_col_max = panel_col_min + wid - 1;
2242         panel_col_prt = panel_col_min - 13;
2243 }
2244
2245
2246 /*
2247  * Map resizing whenever the main term changes size
2248  */
2249 void resize_map(void)
2250 {
2251         /* Only if the dungeon exists */
2252         if (!character_dungeon) return;
2253         
2254         /* Mega-Hack -- no panel yet */
2255         panel_row_max = 0;
2256         panel_col_max = 0;
2257
2258         /* Reset the panels */
2259         panel_row_min = cur_hgt;
2260         panel_col_min = cur_wid;
2261                                 
2262         verify_panel();
2263
2264         /* Update stuff */
2265         p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2266
2267         /* Forget lite/view */
2268         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2269
2270         /* Update lite/view */
2271         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2272
2273         /* Update monsters */
2274         p_ptr->update |= (PU_MONSTERS);
2275
2276         /* Redraw everything */
2277         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2278
2279         /* Hack -- update */
2280         handle_stuff();
2281         
2282         /* Redraw */
2283         Term_redraw();
2284
2285         /*
2286          * Waiting command;
2287          * Place the cursor on the player
2288          */
2289         if (can_save) move_cursor_relative(py, px);
2290
2291         /* Refresh */
2292         Term_fresh();
2293 }
2294
2295 /*
2296  * Redraw a term when it is resized
2297  */
2298 void redraw_window(void)
2299 {
2300         /* Only if the dungeon exists */
2301         if (!character_dungeon) return;
2302
2303         /* Window stuff */
2304         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2305
2306         /* Window stuff */
2307         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2308
2309         /* Hack -- update */
2310         handle_stuff();
2311
2312         /* Redraw */
2313         Term_redraw();
2314 }
2315
2316
2317 /*
2318  * Handle a request to change the current panel
2319  *
2320  * Return TRUE if the panel was changed.
2321  *
2322  * Also used in do_cmd_locate
2323  */
2324 bool change_panel(int dy, int dx)
2325 {
2326         int y, x;
2327         int wid, hgt;
2328
2329         /* Get size */
2330         get_screen_size(&wid, &hgt);
2331
2332         /* Apply the motion */
2333         y = panel_row_min + dy * hgt / 2;
2334         x = panel_col_min + dx * wid / 2;
2335
2336         /* Verify the row */
2337         if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2338         if (y < 0) y = 0;
2339
2340         /* Verify the col */
2341         if (x > cur_wid - wid) x = cur_wid - wid;
2342         if (x < 0) x = 0;
2343
2344         /* Handle "changes" */
2345         if ((y != panel_row_min) || (x != panel_col_min))
2346         {
2347                 /* Save the new panel info */
2348                 panel_row_min = y;
2349                 panel_col_min = x;
2350
2351                 /* Recalculate the boundaries */
2352                 panel_bounds_center();
2353
2354                 /* Update stuff */
2355                 p_ptr->update |= (PU_MONSTERS);
2356
2357                 /* Redraw map */
2358                 p_ptr->redraw |= (PR_MAP);
2359
2360                 /* Handle stuff */
2361                 handle_stuff();
2362
2363                 /* Success */
2364                 return (TRUE);
2365         }
2366
2367         /* No change */
2368         return (FALSE);
2369 }
2370
2371 bool change_panel_xy(int y, int x)
2372 {
2373         int dy = 0, dx = 0;
2374         int wid, hgt;
2375
2376         /* Get size */
2377         get_screen_size(&wid, &hgt);
2378
2379         if (y < panel_row_min) dy = -1;
2380         if (y > panel_row_max) dy = 1;
2381         if (x < panel_col_min) dx = -1;
2382         if (x > panel_col_max) dx = 1;
2383
2384         if (!dy && !dx) return (FALSE);
2385
2386         return change_panel(dy, dx);
2387 }
2388
2389
2390 /*
2391  * Given an row (y) and col (x), this routine detects when a move
2392  * off the screen has occurred and figures new borders. -RAK-
2393  *
2394  * "Update" forces a "full update" to take place.
2395  *
2396  * The map is reprinted if necessary, and "TRUE" is returned.
2397  */
2398 void verify_panel(void)
2399 {
2400         int y = py;
2401         int x = px;
2402         int wid, hgt;
2403
2404         int prow_min;
2405         int pcol_min;
2406         int max_prow_min;
2407         int max_pcol_min;
2408
2409         /* Get size */
2410         get_screen_size(&wid, &hgt);
2411
2412         max_prow_min = cur_hgt - hgt;
2413         max_pcol_min = cur_wid - wid;
2414
2415         /* Bounds checking */
2416         if (max_prow_min < 0) max_prow_min = 0;
2417         if (max_pcol_min < 0) max_pcol_min = 0;
2418
2419                 /* Center on player */
2420         if (center_player && (center_running || !running))
2421         {
2422                 /* Center vertically */
2423                 prow_min = y - hgt / 2;
2424                 if (prow_min < 0) prow_min = 0;
2425                 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2426
2427                 /* Center horizontally */
2428                 pcol_min = x - wid / 2;
2429                 if (pcol_min < 0) pcol_min = 0;
2430                 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2431         }
2432         else
2433         {
2434                 prow_min = panel_row_min;
2435                 pcol_min = panel_col_min;
2436
2437                 /* Scroll screen when 2 grids from top/bottom edge */
2438                 if (y > panel_row_max - 2)
2439                 {
2440                         while (y > prow_min + hgt-1 - 2)
2441                         {
2442                                 prow_min += (hgt / 2);
2443                         }
2444                 }
2445
2446                 if (y < panel_row_min + 2)
2447                 {
2448                         while (y < prow_min + 2)
2449                         {
2450                                 prow_min -= (hgt / 2);
2451                         }
2452                 }
2453
2454                 if (prow_min > max_prow_min) prow_min = max_prow_min;
2455                 if (prow_min < 0) prow_min = 0;
2456
2457                 /* Scroll screen when 4 grids from left/right edge */
2458                 if (x > panel_col_max - 4)
2459                 {
2460                         while (x > pcol_min + wid-1 - 4)
2461                         {
2462                                 pcol_min += (wid / 2);
2463                         }
2464                 }
2465                 
2466                 if (x < panel_col_min + 4)
2467                 {
2468                         while (x < pcol_min + 4)
2469                         {
2470                                 pcol_min -= (wid / 2);
2471                         }
2472                 }
2473
2474                 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2475                 if (pcol_min < 0) pcol_min = 0;
2476         }
2477
2478         /* Check for "no change" */
2479         if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2480
2481         /* Save the new panel info */
2482         panel_row_min = prow_min;
2483         panel_col_min = pcol_min;
2484
2485         /* Hack -- optional disturb on "panel change" */
2486         if (disturb_panel && !center_player) disturb(0, 0);
2487
2488         /* Recalculate the boundaries */
2489         panel_bounds_center();
2490
2491         /* Update stuff */
2492         p_ptr->update |= (PU_MONSTERS);
2493
2494         /* Redraw map */
2495         p_ptr->redraw |= (PR_MAP);
2496
2497         /* Window stuff */
2498         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2499 }
2500
2501
2502 /*
2503  * Monster health description
2504  */
2505 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2506 {
2507         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2508         bool         living;
2509         int          perc;
2510         cptr desc;
2511         cptr attitude;
2512         cptr clone;
2513
2514         /* Determine if the monster is "living" */
2515         living = monster_living(ap_r_ptr);
2516
2517         /* Calculate a health "percentage" */
2518         perc = 100L * m_ptr->hp / m_ptr->maxhp;
2519
2520         /* Healthy monsters */
2521         if (m_ptr->hp >= m_ptr->maxhp)
2522         {
2523                 /* No damage */
2524 #ifdef JP
2525                 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2526 #else
2527                 desc = living ? "unhurt" : "undamaged";
2528 #endif
2529
2530         }
2531
2532         else if (perc >= 60)
2533         {
2534 #ifdef JP
2535                 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2536 #else
2537                 desc = living ? "somewhat wounded" : "somewhat damaged";
2538 #endif
2539
2540         }
2541
2542         else if (perc >= 25)
2543         {
2544 #ifdef JP
2545                 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2546 #else
2547                 desc = living ? "wounded" : "damaged";
2548 #endif
2549
2550         }
2551
2552         else if (perc >= 10)
2553         {
2554 #ifdef JP
2555                 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2556 #else
2557                 desc = living ? "badly wounded" : "badly damaged";
2558 #endif
2559
2560         }
2561
2562         else 
2563         {
2564 #ifdef JP
2565                 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2566 #else
2567                 desc = living ? "almost dead" : "almost destroyed";
2568 #endif
2569         }
2570
2571
2572         /* Need attitude information? */
2573         if (!(mode & 0x01))
2574         {
2575                 /* Full information is not needed */
2576                 attitude = "";
2577         }
2578         else if (is_pet(m_ptr))
2579         {
2580 #ifdef JP
2581                 attitude = ", ¥Ú¥Ã¥È";
2582 #else
2583                 attitude = ", pet";
2584 #endif
2585         }
2586         else if (is_friendly(m_ptr))
2587         {
2588 #ifdef JP
2589                 attitude = ", Í§¹¥Åª";
2590 #else
2591                 attitude = ", friendly";
2592 #endif
2593         }
2594         else
2595         {
2596 #ifdef JP
2597                 attitude = "";
2598 #else
2599                 attitude = "";
2600 #endif
2601         }
2602
2603
2604         /* Clone monster? */
2605         if (m_ptr->smart & SM_CLONED)
2606         {
2607                 clone = ", clone";
2608         }
2609         else
2610         {
2611                 clone = "";
2612         }
2613
2614         /* Display monster's level --- idea borrowed from ToME */
2615         if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2616         {
2617 #ifdef JP
2618                 return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2619 #else
2620                 return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2621 #endif
2622         }
2623         else 
2624         {
2625 #ifdef JP
2626                 return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
2627 #else
2628                 return format("Level ???, %s%s%s", desc, attitude, clone);
2629 #endif
2630         }
2631 }
2632
2633
2634
2635 /*
2636  * Angband sorting algorithm -- quick sort in place
2637  *
2638  * Note that the details of the data we are sorting is hidden,
2639  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2640  * function hooks to interact with the data, which is given as
2641  * two pointers, and which may have any user-defined form.
2642  */
2643 void ang_sort_aux(vptr u, vptr v, int p, int q)
2644 {
2645         int z, a, b;
2646
2647         /* Done sort */
2648         if (p >= q) return;
2649
2650         /* Pivot */
2651         z = p;
2652
2653         /* Begin */
2654         a = p;
2655         b = q;
2656
2657         /* Partition */
2658         while (TRUE)
2659         {
2660                 /* Slide i2 */
2661                 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2662
2663                 /* Slide i1 */
2664                 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2665
2666                 /* Done partition */
2667                 if (a >= b) break;
2668
2669                 /* Swap */
2670                 (*ang_sort_swap)(u, v, a, b);
2671
2672                 /* Advance */
2673                 a++, b--;
2674         }
2675
2676         /* Recurse left side */
2677         ang_sort_aux(u, v, p, b);
2678
2679         /* Recurse right side */
2680         ang_sort_aux(u, v, b+1, q);
2681 }
2682
2683
2684 /*
2685  * Angband sorting algorithm -- quick sort in place
2686  *
2687  * Note that the details of the data we are sorting is hidden,
2688  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2689  * function hooks to interact with the data, which is given as
2690  * two pointers, and which may have any user-defined form.
2691  */
2692 void ang_sort(vptr u, vptr v, int n)
2693 {
2694         /* Sort the array */
2695         ang_sort_aux(u, v, 0, n-1);
2696 }
2697
2698
2699
2700 /*** Targeting Code ***/
2701
2702
2703 /*
2704  * Determine is a monster makes a reasonable target
2705  *
2706  * The concept of "targeting" was stolen from "Morgul" (?)
2707  *
2708  * The player can target any location, or any "target-able" monster.
2709  *
2710  * Currently, a monster is "target_able" if it is visible, and if
2711  * the player can hit it with a projection, and the player is not
2712  * hallucinating.  This allows use of "use closest target" macros.
2713  *
2714  * Future versions may restrict the ability to target "trappers"
2715  * and "mimics", but the semantics is a little bit weird.
2716  */
2717 bool target_able(int m_idx)
2718 {
2719         monster_type *m_ptr = &m_list[m_idx];
2720
2721         /* Monster must be alive */
2722         if (!m_ptr->r_idx) return (FALSE);
2723
2724         /* Hack -- no targeting hallucinations */
2725         if (p_ptr->image) return (FALSE);
2726
2727         /* Monster must be visible */
2728         if (!m_ptr->ml) return (FALSE);
2729
2730         if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2731
2732         /* Monster must be projectable */
2733         if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2734
2735         /* XXX XXX XXX Hack -- Never target trappers */
2736         /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2737
2738         /* Assume okay */
2739         return (TRUE);
2740 }
2741
2742
2743
2744
2745 /*
2746  * Update (if necessary) and verify (if possible) the target.
2747  *
2748  * We return TRUE if the target is "okay" and FALSE otherwise.
2749  */
2750 bool target_okay(void)
2751 {
2752         /* Accept stationary targets */
2753         if (target_who < 0) return (TRUE);
2754
2755         /* Check moving targets */
2756         if (target_who > 0)
2757         {
2758                 /* Accept reasonable targets */
2759                 if (target_able(target_who))
2760                 {
2761                         monster_type *m_ptr = &m_list[target_who];
2762
2763                         /* Acquire monster location */
2764                         target_row = m_ptr->fy;
2765                         target_col = m_ptr->fx;
2766
2767                         /* Good target */
2768                         return (TRUE);
2769                 }
2770         }
2771
2772         /* Assume no target */
2773         return (FALSE);
2774 }
2775
2776
2777 /*
2778  * Sorting hook -- comp function -- by "distance to player"
2779  *
2780  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2781  * and sort the arrays by double-distance to the player.
2782  */
2783 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2784 {
2785         byte *x = (byte*)(u);
2786         byte *y = (byte*)(v);
2787
2788         int da, db, kx, ky;
2789
2790         /* Absolute distance components */
2791         kx = x[a]; kx -= px; kx = ABS(kx);
2792         ky = y[a]; ky -= py; ky = ABS(ky);
2793
2794         /* Approximate Double Distance to the first point */
2795         da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2796
2797         /* Absolute distance components */
2798         kx = x[b]; kx -= px; kx = ABS(kx);
2799         ky = y[b]; ky -= py; ky = ABS(ky);
2800
2801         /* Approximate Double Distance to the first point */
2802         db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2803
2804         /* Compare the distances */
2805         return (da <= db);
2806 }
2807
2808
2809 /*
2810  * Sorting hook -- comp function -- by importance level of grids
2811  *
2812  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2813  * and sort the arrays by level of monster
2814  */
2815 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2816 {
2817         byte *x = (byte*)(u);
2818         byte *y = (byte*)(v);
2819         cave_type *ca_ptr = &cave[y[a]][x[a]];
2820         cave_type *cb_ptr = &cave[y[b]][x[b]];
2821         monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2822         monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2823         monster_race *ap_ra_ptr, *ap_rb_ptr;
2824
2825         /* The player grid */
2826         if (y[a] == py && x[a] == px) return TRUE;
2827         if (y[b] == py && x[b] == px) return FALSE;
2828
2829         /* Extract monster race */
2830         if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2831         else ap_ra_ptr = NULL;
2832         if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2833         else ap_rb_ptr = NULL;
2834
2835         if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2836         if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2837
2838         /* Compare two monsters */
2839         if (ap_ra_ptr && ap_rb_ptr)
2840         {
2841                 /* Unique monsters first */
2842                 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2843                 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2844
2845                 /* Shadowers first (¤¢¤ä¤·¤¤±Æ) */
2846                 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2847                 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2848
2849                 /* Unknown monsters first */
2850                 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2851                 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2852
2853                 /* Higher level monsters first (if known) */
2854                 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2855                 {
2856                         if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2857                         if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2858                 }
2859
2860                 /* Sort by index if all conditions are same */
2861                 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2862                 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2863         }
2864
2865         /* An object get higher priority */
2866         if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2867         if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2868
2869         /* Priority from the terrain */
2870         if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2871         if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2872
2873         /* If all conditions are same, compare distance */
2874         return ang_sort_comp_distance(u, v, a, b);
2875 }
2876
2877
2878 /*
2879  * Sorting hook -- swap function -- by "distance to player"
2880  *
2881  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2882  * and sort the arrays by distance to the player.
2883  */
2884 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2885 {
2886         byte *x = (byte*)(u);
2887         byte *y = (byte*)(v);
2888
2889         byte temp;
2890
2891         /* Swap "x" */
2892         temp = x[a];
2893         x[a] = x[b];
2894         x[b] = temp;
2895
2896         /* Swap "y" */
2897         temp = y[a];
2898         y[a] = y[b];
2899         y[b] = temp;
2900 }
2901
2902
2903
2904 /*
2905  * Hack -- help "select" a location (see below)
2906  */
2907 static s16b target_pick(int y1, int x1, int dy, int dx)
2908 {
2909         int i, v;
2910
2911         int x2, y2, x3, y3, x4, y4;
2912
2913         int b_i = -1, b_v = 9999;
2914
2915
2916         /* Scan the locations */
2917         for (i = 0; i < temp_n; i++)
2918         {
2919                 /* Point 2 */
2920                 x2 = temp_x[i];
2921                 y2 = temp_y[i];
2922
2923                 /* Directed distance */
2924                 x3 = (x2 - x1);
2925                 y3 = (y2 - y1);
2926
2927                 /* Verify quadrant */
2928                 if (dx && (x3 * dx <= 0)) continue;
2929                 if (dy && (y3 * dy <= 0)) continue;
2930
2931                 /* Absolute distance */
2932                 x4 = ABS(x3);
2933                 y4 = ABS(y3);
2934
2935                 /* Verify quadrant */
2936                 if (dy && !dx && (x4 > y4)) continue;
2937                 if (dx && !dy && (y4 > x4)) continue;
2938
2939                 /* Approximate Double Distance */
2940                 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2941
2942                 /* XXX XXX XXX Penalize location */
2943
2944                 /* Track best */
2945                 if ((b_i >= 0) && (v >= b_v)) continue;
2946
2947                 /* Track best */
2948                 b_i = i; b_v = v;
2949         }
2950
2951         /* Result */
2952         return (b_i);
2953 }
2954
2955
2956 /*
2957  * Hack -- determine if a given location is "interesting"
2958  */
2959 static bool target_set_accept(int y, int x)
2960 {
2961         cave_type *c_ptr;
2962
2963         s16b this_o_idx, next_o_idx = 0;
2964
2965         /* Bounds */
2966         if (!(in_bounds(y, x))) return (FALSE);
2967
2968         /* Player grid is always interesting */
2969         if (player_bold(y, x)) return (TRUE);
2970
2971
2972         /* Handle hallucination */
2973         if (p_ptr->image) return (FALSE);
2974
2975
2976         /* Examine the grid */
2977         c_ptr = &cave[y][x];
2978
2979         /* Visible monsters */
2980         if (c_ptr->m_idx)
2981         {
2982                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2983
2984                 /* Visible monsters */
2985                 if (m_ptr->ml) return (TRUE);
2986         }
2987
2988         /* Scan all objects in the grid */
2989         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2990         {
2991                 object_type *o_ptr;
2992
2993                 /* Acquire object */
2994                 o_ptr = &o_list[this_o_idx];
2995
2996                 /* Acquire next object */
2997                 next_o_idx = o_ptr->next_o_idx;
2998
2999                 /* Memorized object */
3000                 if (o_ptr->marked & OM_FOUND) return (TRUE);
3001         }
3002
3003         /* Interesting memorized features */
3004         if (c_ptr->info & (CAVE_MARK))
3005         {
3006                 /* Notice object features */
3007                 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
3008
3009                 /* Feature code (applying "mimic" field) */
3010                 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
3011         }
3012
3013         /* Nope */
3014         return (FALSE);
3015 }
3016
3017
3018 /*
3019  * Prepare the "temp" array for "target_set"
3020  *
3021  * Return the number of target_able monsters in the set.
3022  */
3023 static void target_set_prepare(int mode)
3024 {
3025         int y, x;
3026         int min_hgt, max_hgt, min_wid, max_wid;
3027
3028         if (mode & TARGET_KILL)
3029         {
3030                 /* Inner range */
3031                 min_hgt = MAX((py - MAX_RANGE), 0);
3032                 max_hgt = MIN((py + MAX_RANGE), cur_hgt - 1);
3033                 min_wid = MAX((px - MAX_RANGE), 0);
3034                 max_wid = MIN((px + MAX_RANGE), cur_wid - 1);
3035         }
3036         else /* not targetting */
3037         {
3038                 /* Inner panel */
3039                 min_hgt = panel_row_min;
3040                 max_hgt = panel_row_max;
3041                 min_wid = panel_col_min;
3042                 max_wid = panel_col_max;
3043         }
3044
3045         /* Reset "temp" array */
3046         temp_n = 0;
3047
3048         /* Scan the current panel */
3049         for (y = min_hgt; y <= max_hgt; y++)
3050         {
3051                 for (x = min_wid; x <= max_wid; x++)
3052                 {
3053                         cave_type *c_ptr;
3054
3055                         /* Require "interesting" contents */
3056                         if (!target_set_accept(y, x)) continue;
3057
3058                         c_ptr = &cave[y][x];
3059
3060                         /* Require target_able monsters for "TARGET_KILL" */
3061                         if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
3062
3063                         if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
3064
3065                         /* Save the location */
3066                         temp_x[temp_n] = x;
3067                         temp_y[temp_n] = y;
3068                         temp_n++;
3069                 }
3070         }
3071
3072         /* Set the sort hooks */
3073         if (mode & (TARGET_KILL))
3074         {
3075                 /* Target the nearest monster for shooting */
3076                 ang_sort_comp = ang_sort_comp_distance;
3077                 ang_sort_swap = ang_sort_swap_distance;
3078         }
3079         else
3080         {
3081                 /* Look important grids first in Look command */
3082                 ang_sort_comp = ang_sort_comp_importance;
3083                 ang_sort_swap = ang_sort_swap_distance;
3084         }
3085
3086         /* Sort the positions */
3087         ang_sort(temp_x, temp_y, temp_n);
3088
3089         if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
3090         {
3091                 byte tmp;
3092
3093                 tmp = temp_y[0];
3094                 temp_y[0] = temp_y[1];
3095                 temp_y[1] = tmp;
3096                 tmp = temp_x[0];
3097                 temp_x[0] = temp_x[1];
3098                 temp_x[1] = tmp;
3099         }
3100 }
3101 void target_set_prepare_look(){
3102         target_set_prepare(TARGET_LOOK);
3103 }
3104
3105
3106 /*
3107  * Evaluate number of kill needed to gain level
3108  */
3109 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
3110 {
3111         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3112         u32b num;
3113         s32b exp_mon, exp_adv;
3114         u32b exp_mon_frac, exp_adv_frac;
3115
3116         if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3117         {
3118                 sprintf(buf,"**");
3119                 return;
3120         }
3121         else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3122         {
3123                 if (!p_ptr->wizard)
3124                 {
3125                         sprintf(buf,"??");
3126                         return;
3127                 }
3128         }
3129
3130
3131         /* The monster's experience point (assuming average monster speed) */
3132         exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
3133         exp_mon_frac = 0;
3134         s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
3135
3136
3137         /* Total experience value for next level */
3138         exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
3139         exp_adv_frac = 0;
3140         s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
3141
3142         /* Experience value need to get */
3143         s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
3144
3145
3146         /* You need to kill at least one monster to get any experience */
3147         s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3148         s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
3149
3150         /* Extract number of monsters needed */
3151         s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3152
3153         /* If 999 or more monsters needed, only display "999". */
3154         num = MIN(999, exp_adv_frac);
3155
3156         /* Display the number */
3157         sprintf(buf,"%03ld", (long int)num);
3158 }
3159
3160
3161 bool show_gold_on_floor = FALSE;
3162
3163 /*
3164  * Examine a grid, return a keypress.
3165  *
3166  * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3167  * indicates that the "space" key should scan through the contents
3168  * of the grid, instead of simply returning immediately.  This lets
3169  * the "look" command get complete information, without making the
3170  * "target" command annoying.
3171  *
3172  * The "info" argument contains the "commands" which should be shown
3173  * inside the "[xxx]" text.  This string must never be empty, or grids
3174  * containing monsters will be displayed with an extra comma.
3175  *
3176  * Note that if a monster is in the grid, we update both the monster
3177  * recall info and the health bar info to track that monster.
3178  *
3179  * Eventually, we may allow multiple objects per grid, or objects
3180  * and terrain features in the same grid. XXX XXX XXX
3181  *
3182  * This function must handle blindness/hallucination.
3183  */
3184 static int target_set_aux(int y, int x, int mode, cptr info)
3185 {
3186         cave_type *c_ptr = &cave[y][x];
3187         s16b this_o_idx, next_o_idx = 0;
3188         cptr s1 = "", s2 = "", s3 = "", x_info = "";
3189         bool boring = TRUE;
3190         s16b feat;
3191         feature_type *f_ptr;
3192         int query = '\001';
3193         char out_val[MAX_NLEN+80];
3194
3195 #ifdef ALLOW_EASY_FLOOR
3196         int floor_list[23], floor_num = 0;
3197
3198         /* Scan all objects in the grid */
3199         if (easy_floor)
3200         {
3201                 floor_num = scan_floor(floor_list, y, x, 0x02);
3202
3203                 if (floor_num)
3204                 {
3205 #ifdef JP
3206                         x_info = "xʪ ";
3207 #else
3208                         x_info = "x,";
3209 #endif
3210                 }
3211         }
3212
3213 #endif /* ALLOW_EASY_FLOOR */
3214
3215         /* Hack -- under the player */
3216         if (player_bold(y, x))
3217         {
3218                 /* Description */
3219 #ifdef JP
3220                 s1 = "¤¢¤Ê¤¿¤Ï";
3221                 s2 = "¤Î¾å";
3222                 s3 = "¤Ë¤¤¤ë";
3223 #else
3224                 s1 = "You are ";
3225
3226                 /* Preposition */
3227                 s2 = "on ";
3228 #endif
3229         }
3230         else
3231         {
3232 #ifdef JP
3233                 s1 = "¥¿¡¼¥²¥Ã¥È:";
3234 #else
3235                 s1 = "Target:";
3236 #endif
3237         }
3238
3239         /* Hack -- hallucination */
3240         if (p_ptr->image)
3241         {
3242 #ifdef JP
3243                 cptr name = "²¿¤«´ñ̯¤Êʪ";
3244 #else
3245                 cptr name = "something strange";
3246 #endif
3247
3248
3249                 /* Display a message */
3250 #ifdef JP
3251                 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3252 #else
3253                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3254 #endif
3255
3256                 prt(out_val, 0, 0);
3257                 move_cursor_relative(y, x);
3258                 query = inkey();
3259
3260                 /* Stop on everything but "return" */
3261                 if ((query != '\r') && (query != '\n')) return query;
3262
3263                 /* Repeat forever */
3264                 return 0;
3265         }
3266
3267
3268         /* Actual monsters */
3269         if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3270         {
3271                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3272                 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3273                 char m_name[80];
3274                 bool recall = FALSE;
3275
3276                 /* Not boring */
3277                 boring = FALSE;
3278
3279                 /* Get the monster name ("a kobold") */
3280                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3281
3282                 /* Hack -- track this monster race */
3283                 monster_race_track(m_ptr->ap_r_idx);
3284
3285                 /* Hack -- health bar for this monster */
3286                 health_track(c_ptr->m_idx);
3287
3288                 /* Hack -- handle stuff */
3289                 handle_stuff();
3290
3291                 /* Interact */
3292                 while (1)
3293                 {
3294                         char acount[10];
3295
3296                         /* Recall */
3297                         if (recall)
3298                         {
3299                                 /* Save */
3300                                 screen_save();
3301
3302                                 /* Recall on screen */
3303                                 screen_roff(m_ptr->ap_r_idx, 0);
3304
3305                                 /* Hack -- Complete the prompt (again) */
3306 #ifdef JP
3307                                 Term_addstr(-1, TERM_WHITE, format("  [r»× %s%s]", x_info, info));
3308 #else
3309                                 Term_addstr(-1, TERM_WHITE, format("  [r,%s%s]", x_info, info));
3310 #endif
3311
3312                                 /* Command */
3313                                 query = inkey();
3314
3315                                 /* Restore */
3316                                 screen_load();
3317
3318                                 /* Normal commands */
3319                                 if (query != 'r') break;
3320
3321                                 /* Toggle recall */
3322                                 recall = FALSE;
3323
3324                                 /* Cleare recall text and repeat */
3325                                 continue;
3326                         }
3327
3328                         /*** Normal ***/
3329
3330                         /* Describe, and prompt for recall */
3331                         evaluate_monster_exp(acount, m_ptr);
3332
3333 #ifdef JP
3334                         sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
3335 #else
3336                         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);
3337 #endif
3338
3339                         prt(out_val, 0, 0);
3340
3341                         /* Place cursor */
3342                         move_cursor_relative(y, x);
3343
3344                         /* Command */
3345                         query = inkey();
3346
3347                         /* Normal commands */
3348                         if (query != 'r') break;
3349
3350                         /* Toggle recall */
3351                         recall = TRUE;
3352                 }
3353
3354                 /* Always stop at "normal" keys */
3355                 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3356
3357                 /* Sometimes stop at "space" key */
3358                 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3359
3360                 /* Change the intro */
3361 #ifdef JP
3362                 s1 = "¤½¤ì¤Ï";
3363 #else
3364                 s1 = "It is ";
3365 #endif
3366
3367
3368                 /* Hack -- take account of gender */
3369 #ifdef JP
3370                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3371 #else
3372                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3373 #endif
3374
3375 #ifdef JP
3376                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3377 #else
3378                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3379 #endif
3380
3381
3382                 /* Use a preposition */
3383 #ifdef JP
3384                 s2 = "¤ò";
3385                 s3 = "»ý¤Ã¤Æ¤¤¤ë";
3386 #else
3387                 s2 = "carrying ";
3388 #endif
3389
3390
3391                 /* Scan all objects being carried */
3392                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3393                 {
3394                         char o_name[MAX_NLEN];
3395
3396                         object_type *o_ptr;
3397
3398                         /* Acquire object */
3399                         o_ptr = &o_list[this_o_idx];
3400
3401                         /* Acquire next object */
3402                         next_o_idx = o_ptr->next_o_idx;
3403
3404                         /* Obtain an object description */
3405                         object_desc(o_name, o_ptr, 0);
3406
3407                         /* Describe the object */
3408 #ifdef JP
3409                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3410 #else
3411                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3412 #endif
3413
3414                         prt(out_val, 0, 0);
3415                         move_cursor_relative(y, x);
3416                         query = inkey();
3417
3418                         /* Always stop at "normal" keys */
3419                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3420
3421                         /* Sometimes stop at "space" key */
3422                         if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3423
3424                         /* Change the intro */
3425 #ifdef JP
3426                         s2 = "¤ò¤Þ¤¿";
3427 #else
3428                         s2 = "also carrying ";
3429 #endif
3430                 }
3431
3432                 /* Use a preposition */
3433 #ifdef JP
3434                 s2 = "¤Î¾å";
3435                 s3 = "¤Ë¤¤¤ë";
3436 #else
3437                 s2 = "on ";
3438 #endif
3439         }
3440
3441
3442 #ifdef ALLOW_EASY_FLOOR
3443         if (floor_num)
3444         {
3445                 int min_width = 0;
3446
3447                 while (1)
3448                 {
3449                         if (floor_num == 1)
3450                         {
3451                                 char o_name[MAX_NLEN];
3452
3453                                 object_type *o_ptr;
3454
3455                                 /* Acquire object */
3456                                 o_ptr = &o_list[floor_list[0]];
3457
3458                                 /* Describe the object */
3459                                 object_desc(o_name, o_ptr, 0);
3460
3461                                 /* Message */
3462 #ifdef JP
3463                                 sprintf(out_val, "%s%s%s%s[%s]",
3464                                         s1, o_name, s2, s3, info);
3465 #else
3466                                 sprintf(out_val, "%s%s%s%s [%s]",
3467                                         s1, s2, s3, o_name, info);
3468 #endif
3469
3470                                 prt(out_val, 0, 0);
3471                                 move_cursor_relative(y, x);
3472
3473                                 /* Command */
3474                                 query = inkey();
3475
3476                                 /* End this grid */
3477                                 return query;
3478                         }
3479
3480                         /* Provide one cushion before item listing  */
3481                         if (boring)
3482                         {
3483                                 /* Display rough information about items */
3484 #ifdef JP
3485                                 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3486                                         s1, floor_num, s2, s3, info);
3487 #else
3488                                 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3489                                         s1, s2, s3, floor_num, info);
3490 #endif
3491
3492                                 prt(out_val, 0, 0);
3493                                 move_cursor_relative(y, x);
3494
3495                                 /* Command */
3496                                 query = inkey();
3497
3498                                 /* No request for listing */
3499                                 if (query != 'x' && query != ' ') return query;
3500                         }
3501
3502
3503                         /** Display list of items **/
3504
3505                         /* Continue scrolling list if requested */
3506                         while (1)
3507                         {
3508                                 int i, o_idx;
3509
3510                                 /* Save screen */
3511                                 screen_save();
3512
3513                                 /* Display */
3514                                 show_gold_on_floor = TRUE;
3515                                 (void)show_floor(0, y, x, &min_width);
3516                                 show_gold_on_floor = FALSE;
3517
3518                                 /* Prompt */
3519 #ifdef JP
3520                                 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
3521                                         s1, floor_num, s2, s3, info);
3522 #else
3523                                 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3524                                         s1, s2, s3, floor_num, info);
3525 #endif
3526                                 prt(out_val, 0, 0);
3527
3528
3529                                 /* Wait */
3530                                 query = inkey();
3531
3532                                 /* Load screen */
3533                                 screen_load();
3534
3535                                 /* Exit unless 'Enter' */
3536                                 if (query != '\n' && query != '\r')
3537                                 {
3538                                         return query;
3539                                 }
3540
3541                                 /* Get the object being moved. */
3542                                 o_idx = c_ptr->o_idx;
3543  
3544                                 /* Only rotate a pile of two or more objects. */
3545                                 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3546
3547                                 /* Remove the first object from the list. */
3548                                 excise_object_idx(o_idx);
3549
3550                                 /* Find end of the list. */
3551                                 i = c_ptr->o_idx;
3552                                 while (o_list[i].next_o_idx)
3553                                         i = o_list[i].next_o_idx;
3554
3555                                 /* Add after the last object. */
3556                                 o_list[i].next_o_idx = o_idx;
3557
3558                                 /* Loop and re-display the list */
3559                         }
3560                 }
3561
3562                 /* NOTREACHED */
3563         }
3564 #endif /* ALLOW_EASY_FLOOR */
3565
3566
3567         /* Scan all objects in the grid */
3568         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3569         {
3570                 object_type *o_ptr;
3571
3572                 /* Acquire object */
3573                 o_ptr = &o_list[this_o_idx];
3574
3575                 /* Acquire next object */
3576                 next_o_idx = o_ptr->next_o_idx;
3577
3578                 /* Describe it */
3579                 if (o_ptr->marked & OM_FOUND)
3580                 {
3581                         char o_name[MAX_NLEN];
3582
3583                         /* Not boring */
3584                         boring = FALSE;
3585
3586                         /* Obtain an object description */
3587                         object_desc(o_name, o_ptr, 0);
3588
3589                         /* Describe the object */
3590 #ifdef JP
3591                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3592 #else
3593                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3594 #endif
3595
3596                         prt(out_val, 0, 0);
3597                         move_cursor_relative(y, x);
3598                         query = inkey();
3599
3600                         /* Always stop at "normal" keys */
3601                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3602
3603                         /* Sometimes stop at "space" key */
3604                         if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3605
3606                         /* Change the intro */
3607 #ifdef JP
3608                         s1 = "¤½¤ì¤Ï";
3609 #else
3610                         s1 = "It is ";
3611 #endif
3612
3613
3614                         /* Plurals */
3615 #ifdef JP
3616                         if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3617 #else
3618                         if (o_ptr->number != 1) s1 = "They are ";
3619 #endif
3620
3621
3622                         /* Preposition */
3623 #ifdef JP
3624                         s2 = "¤Î¾å";
3625                         s3 = "¤Ë¸«¤¨¤ë";
3626 #else
3627                         s2 = "on ";
3628 #endif
3629
3630                 }
3631         }
3632
3633
3634         /* Feature code (applying "mimic" field) */
3635         feat = get_feat_mimic(c_ptr);
3636
3637         /* Require knowledge about grid, or ability to see grid */
3638         if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3639         {
3640                 /* Forget feature */
3641                 feat = feat_none;
3642         }
3643
3644         f_ptr = &f_info[feat];
3645
3646         /* Terrain feature if needed */
3647         if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3648         {
3649                 cptr name;
3650
3651                 /* Hack -- special handling for quest entrances */
3652                 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3653                 {
3654                         /* Set the quest number temporary */
3655                         int old_quest = p_ptr->inside_quest;
3656                         int j;
3657
3658                         /* Clear the text */
3659                         for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3660                         quest_text_line = 0;
3661
3662                         p_ptr->inside_quest = c_ptr->special;
3663
3664                         /* Get the quest text */
3665                         init_flags = INIT_NAME_ONLY;
3666
3667                         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3668
3669 #ifdef JP
3670                         name = format("¥¯¥¨¥¹¥È¡Ö%s¡×(%d³¬ÁêÅö)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3671 #else
3672                         name = format("the entrance to the quest '%s'(level %d)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3673 #endif
3674
3675                         /* Reset the old quest number */
3676                         p_ptr->inside_quest = old_quest;
3677                 }
3678
3679                 /* Hack -- special handling for building doors */
3680                 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3681                 {
3682                         name = building[f_ptr->subtype].name;
3683                 }
3684                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3685                 {
3686 #ifdef JP
3687                         name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3688 #else
3689                         name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3690 #endif
3691                 }
3692                 else if (have_flag(f_ptr->flags, FF_TOWN))
3693                 {
3694                         name = town[c_ptr->special].name;
3695                 }
3696                 else if (p_ptr->wild_mode && (feat == feat_floor))
3697                 {
3698 #ifdef JP
3699                         name = "ƻ";
3700 #else
3701                         name = "road";
3702 #endif
3703                 }
3704                 else
3705                 {
3706                         name = f_name + f_ptr->name;
3707                 }
3708
3709
3710                 /* Pick a prefix */
3711                 if (*s2 &&
3712                     ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3713                      (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3714                      have_flag(f_ptr->flags, FF_TOWN)))
3715                 {
3716 #ifdef JP
3717                         s2 = "¤ÎÃæ";
3718 #else
3719                         s2 = "in ";
3720 #endif
3721                 }
3722
3723                 /* Hack -- special introduction for store & building doors -KMW- */
3724                 if (have_flag(f_ptr->flags, FF_STORE) ||
3725                     have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3726                     (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3727                     have_flag(f_ptr->flags, FF_ENTRANCE))
3728                 {
3729 #ifdef JP
3730                         s2 = "¤ÎÆþ¸ý";
3731 #else
3732                         s3 = "";
3733 #endif
3734                 }
3735 #ifndef JP
3736                 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3737                          have_flag(f_ptr->flags, FF_TOWN) ||
3738                          have_flag(f_ptr->flags, FF_SHALLOW) ||
3739                          have_flag(f_ptr->flags, FF_DEEP))
3740                 {
3741                         s3 ="";
3742                 }
3743                 else
3744                 {
3745                         /* Pick proper indefinite article */
3746                         s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3747                 }
3748 #endif
3749
3750                 /* Display a message */
3751                 if (p_ptr->wizard)
3752                 {
3753                         char f_idx_str[32];
3754                         if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3755                         else sprintf(f_idx_str, "%d", c_ptr->feat);
3756 #ifdef JP
3757                         sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x, travel.cost[y][x]);
3758 #else
3759                         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, y, x);
3760 #endif
3761                 }
3762                 else
3763 #ifdef JP
3764                         sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3765 #else
3766                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3767 #endif
3768
3769                 prt(out_val, 0, 0);
3770                 move_cursor_relative(y, x);
3771                 query = inkey();
3772
3773                 /* Always stop at "normal" keys */
3774                 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3775         }
3776
3777         /* Stop on everything but "return" */
3778         if ((query != '\r') && (query != '\n')) return query;
3779
3780         /* Repeat forever */
3781         return 0;
3782 }
3783
3784
3785 /*
3786  * Handle "target" and "look".
3787  *
3788  * Note that this code can be called from "get_aim_dir()".
3789  *
3790  * All locations must be on the current panel.  Consider the use of
3791  * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3792  * some form of "scrolling" the map around the cursor.  XXX XXX XXX
3793  * That is, consider the possibility of "auto-scrolling" the screen
3794  * while the cursor moves around.  This may require changes in the
3795  * "update_mon()" code to allow "visibility" even if off panel, and
3796  * may require dynamic recalculation of the "temp" grid set.
3797  *
3798  * Hack -- targeting/observing an "outer border grid" may induce
3799  * problems, so this is not currently allowed.
3800  *
3801  * The player can use the direction keys to move among "interesting"
3802  * grids in a heuristic manner, or the "space", "+", and "-" keys to
3803  * move through the "interesting" grids in a sequential manner, or
3804  * can enter "location" mode, and use the direction keys to move one
3805  * grid at a time in any direction.  The "t" (set target) command will
3806  * only target a monster (as opposed to a location) if the monster is
3807  * target_able and the "interesting" mode is being used.
3808  *
3809  * The current grid is described using the "look" method above, and
3810  * a new command may be entered at any time, but note that if the
3811  * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3812  * where "space" has no obvious meaning) then "space" will scan
3813  * through the description of the current grid until done, instead
3814  * of immediately jumping to the next "interesting" grid.  This
3815  * allows the "target" command to retain its old semantics.
3816  *
3817  * The "*", "+", and "-" keys may always be used to jump immediately
3818  * to the next (or previous) interesting grid, in the proper mode.
3819  *
3820  * The "return" key may always be used to scan through a complete
3821  * grid description (forever).
3822  *
3823  * This command will cancel any old target, even if used from
3824  * inside the "look" command.
3825  */
3826 bool target_set(int mode)
3827 {
3828         int             i, d, m, t, bd;
3829         int             y = py;
3830         int             x = px;
3831
3832         bool    done = FALSE;
3833
3834         bool    flag = TRUE;
3835
3836         char    query;
3837
3838         char    info[80];
3839
3840         cave_type               *c_ptr;
3841
3842         int wid, hgt;
3843         
3844         /* Get size */
3845         get_screen_size(&wid, &hgt);
3846
3847         /* Cancel target */
3848         target_who = 0;
3849
3850
3851         /* Cancel tracking */
3852         /* health_track(0); */
3853
3854
3855         /* Prepare the "temp" array */
3856         target_set_prepare(mode);
3857
3858         /* Start near the player */
3859         m = 0;
3860
3861         /* Interact */
3862         while (!done)
3863         {
3864                 /* Interesting grids */
3865                 if (flag && temp_n)
3866                 {
3867                         y = temp_y[m];
3868                         x = temp_x[m];
3869
3870                         /* Set forcus */
3871                         change_panel_xy(y, x);
3872
3873                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3874
3875                         /* Access */
3876                         c_ptr = &cave[y][x];
3877
3878                         /* Allow target */
3879                         if (target_able(c_ptr->m_idx))
3880                         {
3881 #ifdef JP
3882 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3883 #else
3884                                 strcpy(info, "q,t,p,o,+,-,<dir>");
3885 #endif
3886
3887                         }
3888
3889                         /* Dis-allow target */
3890                         else
3891                         {
3892 #ifdef JP
3893 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3894 #else
3895                                 strcpy(info, "q,p,o,+,-,<dir>");
3896 #endif
3897
3898                         }
3899                         
3900                         /* Describe and Prompt */
3901                         while (TRUE){
3902                                 query = target_set_aux(y, x, mode, info);
3903                                 if(query)break;
3904                         }
3905
3906                         /* Cancel tracking */
3907                         /* health_track(0); */
3908
3909                         /* Assume no "direction" */
3910                         d = 0;
3911
3912                         if (use_menu)
3913                         {
3914                                 if (query == '\r') query = 't';
3915                         }  
3916
3917                         /* Analyze */
3918                         switch (query)
3919                         {
3920                                 case ESCAPE:
3921                                 case 'q':
3922                                 {
3923                                         done = TRUE;
3924                                         break;
3925                                 }
3926
3927                                 case 't':
3928                                 case '.':
3929                                 case '5':
3930                                 case '0':
3931                                 {
3932                                         if (target_able(c_ptr->m_idx))
3933                                         {
3934                                                 health_track(c_ptr->m_idx);
3935                                                 target_who = c_ptr->m_idx;
3936                                                 target_row = y;
3937                                                 target_col = x;
3938                                                 done = TRUE;
3939                                         }
3940                                         else
3941                                         {
3942                                                 bell();
3943                                         }
3944                                         break;
3945                                 }
3946
3947                                 case ' ':
3948                                 case '*':
3949                                 case '+':
3950                                 {
3951                                         if (++m == temp_n)
3952                                         {
3953                                                 m = 0;
3954                                                 if (!expand_list) done = TRUE;
3955                                         }
3956                                         break;
3957                                 }
3958
3959                                 case '-':
3960                                 {
3961                                         if (m-- == 0)
3962                                         {
3963                                                 m = temp_n - 1;
3964                                                 if (!expand_list) done = TRUE;
3965                                         }
3966                                         break;
3967                                 }
3968
3969                                 case 'p':
3970                                 {
3971                                         /* Recenter the map around the player */
3972                                         verify_panel();
3973
3974                                         /* Update stuff */
3975                                         p_ptr->update |= (PU_MONSTERS);
3976
3977                                         /* Redraw map */
3978                                         p_ptr->redraw |= (PR_MAP);
3979
3980                                         /* Window stuff */
3981                                         p_ptr->window |= (PW_OVERHEAD);
3982
3983                                         /* Handle stuff */
3984                                         handle_stuff();
3985
3986                                         /* Recalculate interesting grids */
3987                                         target_set_prepare(mode);
3988
3989                                         y = py;
3990                                         x = px;
3991                                 }
3992
3993                                 case 'o':
3994                                 {
3995                                         flag = FALSE;
3996                                         break;
3997                                 }
3998
3999                                 case 'm':
4000                                 {
4001                                         break;
4002                                 }
4003
4004                                 default:
4005                                 {
4006                                         /* Extract the action (if any) */
4007                                         d = get_keymap_dir(query);
4008
4009                                         if (!d) bell();
4010                                         break;
4011                                 }
4012                         }
4013
4014                         /* Hack -- move around */
4015                         if (d)
4016                         {
4017                                 /* Modified to scroll to monster */
4018                                 int y2 = panel_row_min;
4019                                 int x2 = panel_col_min;
4020
4021                                 /* Find a new monster */
4022                                 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
4023
4024                                 /* Request to target past last interesting grid */
4025                                 while (flag && (i < 0))
4026                                 {
4027                                         /* Note the change */
4028                                         if (change_panel(ddy[d], ddx[d]))
4029                                         {
4030                                                 int v = temp_y[m];
4031                                                 int u = temp_x[m];
4032
4033                                                 /* Recalculate interesting grids */
4034                                                 target_set_prepare(mode);
4035
4036                                                 /* Look at interesting grids */
4037                                                 flag = TRUE;
4038
4039                                                 /* Find a new monster */
4040                                                 i = target_pick(v, u, ddy[d], ddx[d]);
4041
4042                                                 /* Use that grid */
4043                                                 if (i >= 0) m = i;
4044                                         }
4045
4046                                         /* Nothing interesting */
4047                                         else
4048                                         {
4049                                                 int dx = ddx[d];
4050                                                 int dy = ddy[d];
4051
4052                                                 /* Restore previous position */
4053                                                 panel_row_min = y2;
4054                                                 panel_col_min = x2;
4055                                                 panel_bounds_center();
4056
4057                                                 /* Update stuff */
4058                                                 p_ptr->update |= (PU_MONSTERS);
4059
4060                                                 /* Redraw map */
4061                                                 p_ptr->redraw |= (PR_MAP);
4062
4063                                                 /* Window stuff */
4064                                                 p_ptr->window |= (PW_OVERHEAD);
4065
4066                                                 /* Handle stuff */
4067                                                 handle_stuff();
4068
4069                                                 /* Recalculate interesting grids */
4070                                                 target_set_prepare(mode);
4071
4072                                                 /* Look at boring grids */
4073                                                 flag = FALSE;
4074
4075                                                 /* Move */
4076                                                 x += dx;
4077                                                 y += dy;
4078
4079                                                 /* Do not move horizontally if unnecessary */
4080                                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4081                                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
4082                                                 {
4083                                                         dx = 0;
4084                                                 }
4085
4086                                                 /* Do not move vertically if unnecessary */
4087                                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4088                                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
4089                                                 {
4090                                                         dy = 0;
4091                                                 }
4092
4093                                                 /* Apply the motion */
4094                                                 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
4095                                                     (x >= panel_col_min+wid) || (x < panel_col_min))
4096                                                 {
4097                                                         if (change_panel(dy, dx)) target_set_prepare(mode);
4098                                                 }
4099
4100                                                 /* Slide into legality */
4101                                                 if (x >= cur_wid-1) x = cur_wid - 2;
4102                                                 else if (x <= 0) x = 1;
4103
4104                                                 /* Slide into legality */
4105                                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
4106                                                 else if (y <= 0) y = 1;
4107                                         }
4108                                 }
4109
4110                                 /* Use that grid */
4111                                 m = i;
4112                         }
4113                 }
4114
4115                 /* Arbitrary grids */
4116                 else
4117                 {
4118                         bool move_fast = FALSE;
4119
4120                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
4121
4122                         /* Access */
4123                         c_ptr = &cave[y][x];
4124
4125                         /* Default prompt */
4126 #ifdef JP
4127 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
4128 #else
4129                         strcpy(info, "q,t,p,m,+,-,<dir>");
4130 #endif
4131
4132
4133                         /* Describe and Prompt (enable "TARGET_LOOK") */
4134                         while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
4135
4136                         /* Cancel tracking */
4137                         /* health_track(0); */
4138
4139                         /* Assume no direction */
4140                         d = 0;
4141
4142                         if (use_menu)
4143                         {
4144                                 if (query == '\r') query = 't';
4145                         }  
4146
4147                         /* Analyze the keypress */
4148                         switch (query)
4149                         {
4150                                 case ESCAPE:
4151                                 case 'q':
4152                                 {
4153                                         done = TRUE;
4154                                         break;
4155                                 }
4156
4157                                 case 't':
4158                                 case '.':
4159                                 case '5':
4160                                 case '0':
4161                                 {
4162                                         target_who = -1;
4163                                         target_row = y;
4164                                         target_col = x;
4165                                         done = TRUE;
4166                                         break;
4167                                 }
4168
4169                                 case 'p':
4170                                 {
4171                                         /* Recenter the map around the player */
4172                                         verify_panel();
4173
4174                                         /* Update stuff */
4175                                         p_ptr->update |= (PU_MONSTERS);
4176
4177                                         /* Redraw map */
4178                                         p_ptr->redraw |= (PR_MAP);
4179
4180                                         /* Window stuff */
4181                                         p_ptr->window |= (PW_OVERHEAD);
4182
4183                                         /* Handle stuff */
4184                                         handle_stuff();
4185
4186                                         /* Recalculate interesting grids */
4187                                         target_set_prepare(mode);
4188
4189                                         y = py;
4190                                         x = px;
4191                                 }
4192
4193                                 case 'o':
4194                                 {
4195                                         break;
4196                                 }
4197
4198                                 case ' ':
4199                                 case '*':
4200                                 case '+':
4201                                 case '-':
4202                                 case 'm':
4203                                 {
4204                                         flag = TRUE;
4205
4206                                         m = 0;
4207                                         bd = 999;
4208
4209                                         /* Pick a nearby monster */
4210                                         for (i = 0; i < temp_n; i++)
4211                                         {
4212                                                 t = distance(y, x, temp_y[i], temp_x[i]);
4213
4214                                                 /* Pick closest */
4215                                                 if (t < bd)
4216                                                 {
4217                                                         m = i;
4218                                                         bd = t;
4219                                                 }
4220                                         }
4221
4222                                         /* Nothing interesting */
4223                                         if (bd == 999) flag = FALSE;
4224
4225                                         break;
4226                                 }
4227
4228                                 default:
4229                                 {
4230                                         /* Extract the action (if any) */
4231                                         d = get_keymap_dir(query);
4232
4233                                         /* XTRA HACK MOVEFAST */
4234                                         if (isupper(query)) move_fast = TRUE;
4235
4236                                         if (!d) bell();
4237                                         break;
4238                                 }
4239                         }
4240
4241                         /* Handle "direction" */
4242                         if (d)
4243                         {
4244                                 int dx = ddx[d];
4245                                 int dy = ddy[d];
4246
4247                                 /* XTRA HACK MOVEFAST */
4248                                 if (move_fast)
4249                                 {
4250                                         int mag = MIN(wid / 2, hgt / 2);
4251                                         x += dx * mag;
4252                                         y += dy * mag;
4253                                 }
4254                                 else
4255                                 {
4256                                         x += dx;
4257                                         y += dy;
4258                                 }
4259
4260                                 /* Do not move horizontally if unnecessary */
4261                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4262                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
4263                                 {
4264                                         dx = 0;
4265                                 }
4266
4267                                 /* Do not move vertically if unnecessary */
4268                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4269                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
4270                                 {
4271                                         dy = 0;
4272                                 }
4273
4274                                 /* Apply the motion */
4275                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4276                                          (x >= panel_col_min + wid) || (x < panel_col_min))
4277                                 {
4278                                         if (change_panel(dy, dx)) target_set_prepare(mode);
4279                                 }
4280
4281                                 /* Slide into legality */
4282                                 if (x >= cur_wid-1) x = cur_wid - 2;
4283                                 else if (x <= 0) x = 1;
4284
4285                                 /* Slide into legality */
4286                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
4287                                 else if (y <= 0) y = 1;
4288                         }
4289                 }
4290         }
4291
4292         /* Forget */
4293         temp_n = 0;
4294
4295         /* Clear the top line */
4296         prt("", 0, 0);
4297
4298         /* Recenter the map around the player */
4299         verify_panel();
4300
4301         /* Update stuff */
4302         p_ptr->update |= (PU_MONSTERS);
4303
4304         /* Redraw map */
4305         p_ptr->redraw |= (PR_MAP);
4306
4307         /* Window stuff */
4308         p_ptr->window |= (PW_OVERHEAD);
4309
4310         /* Handle stuff */
4311         handle_stuff();
4312
4313         /* Failure to set target */
4314         if (!target_who) return (FALSE);
4315
4316         /* Success */
4317         return (TRUE);
4318 }
4319
4320
4321 /*
4322  * Get an "aiming direction" from the user.
4323  *
4324  * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4325  * "0" for "current target", and "-1" for "entry aborted".
4326  *
4327  * Note that "Force Target", if set, will pre-empt user interaction,
4328  * if there is a usable target already set.
4329  *
4330  * Note that confusion over-rides any (explicit?) user choice.
4331  */
4332 bool get_aim_dir(int *dp)
4333 {
4334         int             dir;
4335
4336         char    command;
4337
4338         cptr    p;
4339
4340         /* Initialize */
4341         (*dp) = 0;
4342
4343         /* Global direction */
4344         dir = command_dir;
4345
4346         /* Hack -- auto-target if requested */
4347         if (use_old_target && target_okay()) dir = 5;
4348
4349 #ifdef ALLOW_REPEAT /* TNB */
4350
4351         if (repeat_pull(dp))
4352         {
4353                 /* Confusion? */
4354
4355                 /* Verify */
4356                 if (!(*dp == 5 && !target_okay()))
4357                 {
4358 /*                      return (TRUE); */
4359                         dir = *dp;
4360                 }
4361         }
4362
4363 #endif /* ALLOW_REPEAT -- TNB */
4364
4365         /* Ask until satisfied */
4366         while (!dir)
4367         {
4368                 /* Choose a prompt */
4369                 if (!target_okay())
4370                 {
4371 #ifdef JP
4372 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4373 #else
4374                         p = "Direction ('*' to choose a target, Escape to cancel)? ";
4375 #endif
4376
4377                 }
4378                 else
4379                 {
4380 #ifdef JP
4381 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4382 #else
4383                         p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4384 #endif
4385
4386                 }
4387
4388                 /* Get a command (or Cancel) */
4389                 if (!get_com(p, &command, TRUE)) break;
4390
4391                 if (use_menu)
4392                 {
4393                         if (command == '\r') command = 't';
4394                 }  
4395
4396                 /* Convert various keys to "standard" keys */
4397                 switch (command)
4398                 {
4399                         /* Use current target */
4400                         case 'T':
4401                         case 't':
4402                         case '.':
4403                         case '5':
4404                         case '0':
4405                         {
4406                                 dir = 5;
4407                                 break;
4408                         }
4409
4410                         /* Set new target */
4411                         case '*':
4412                         case ' ':
4413                         case '\r':
4414                         {
4415                                 if (target_set(TARGET_KILL)) dir = 5;
4416                                 break;
4417                         }
4418
4419                         default:
4420                         {
4421                                 /* Extract the action (if any) */
4422                                 dir = get_keymap_dir(command);
4423
4424                                 break;
4425                         }
4426                 }
4427
4428                 /* Verify requested targets */
4429                 if ((dir == 5) && !target_okay()) dir = 0;
4430
4431                 /* Error */
4432                 if (!dir) bell();
4433         }
4434
4435         /* No direction */
4436         if (!dir)
4437         {
4438                 project_length = 0; /* reset to default */
4439                 return (FALSE);
4440         }
4441
4442         /* Save the direction */
4443         command_dir = dir;
4444
4445         /* Check for confusion */
4446         if (p_ptr->confused)
4447         {
4448                 /* XXX XXX XXX */
4449                 /* Random direction */
4450                 dir = ddd[randint0(8)];
4451         }
4452
4453         /* Notice confusion */
4454         if (command_dir != dir)
4455         {
4456                 /* Warn the user */
4457 #ifdef JP
4458 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4459 #else
4460                 msg_print("You are confused.");
4461 #endif
4462
4463         }
4464
4465         /* Save direction */
4466         (*dp) = dir;
4467
4468 #ifdef ALLOW_REPEAT /* TNB */
4469
4470 /*      repeat_push(dir); */
4471         repeat_push(command_dir);
4472
4473 #endif /* ALLOW_REPEAT -- TNB */
4474
4475         /* A "valid" direction was entered */
4476         return (TRUE);
4477 }
4478
4479
4480
4481 /*
4482  * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4483  * and place it into "command_dir", unless we already have one.
4484  *
4485  * This function should be used for all "repeatable" commands, such as
4486  * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4487  * as all commands which must reference a grid adjacent to the player,
4488  * and which may not reference the grid under the player.  Note that,
4489  * for example, it is no longer possible to "disarm" or "open" chests
4490  * in the same grid as the player.
4491  *
4492  * Direction "5" is illegal and will (cleanly) abort the command.
4493  *
4494  * This function tracks and uses the "global direction", and uses
4495  * that as the "desired direction", to which "confusion" is applied.
4496  */
4497 bool get_rep_dir(int *dp, bool under)
4498 {
4499         int dir;
4500         cptr prompt;
4501
4502         /* Initialize */
4503         (*dp) = 0;
4504
4505         /* Global direction */
4506         dir = command_dir;
4507
4508 #ifdef ALLOW_REPEAT /* TNB */
4509
4510         if (repeat_pull(dp))
4511         {
4512                 dir = *dp;
4513 /*              return (TRUE); */
4514         }
4515
4516 #endif /* ALLOW_REPEAT -- TNB */
4517
4518         if (under)
4519         {
4520                 prompt = _("Êý¸þ ('.'­¸µ, ESC¤ÇÃæÃÇ)? ", "Direction ('.' at feet, Escape to cancel)? ");
4521         }
4522         else
4523         {
4524                 prompt = _("Êý¸þ (ESC¤ÇÃæÃÇ)? ", "Direction (Escape to cancel)? ");
4525         }
4526         
4527         /* Get a direction */
4528         while (!dir)
4529         {
4530                 char ch;
4531
4532                 /* Get a command (or Cancel) */
4533                 if (!get_com(prompt, &ch, TRUE)) break;
4534
4535                 /* Look down */
4536                 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4537                 {
4538                         dir = 5;
4539                 }
4540                 else
4541                 {
4542                         /* Look up the direction */
4543                         dir = get_keymap_dir(ch);
4544
4545                         /* Oops */
4546                         if (!dir) bell();
4547                 }
4548         }
4549
4550         /* Prevent weirdness */
4551         if ((dir == 5) && (!under)) dir = 0;
4552
4553         /* Aborted */
4554         if (!dir) return (FALSE);
4555
4556         /* Save desired direction */
4557         command_dir = dir;
4558
4559         /* Apply "confusion" */
4560         if (p_ptr->confused)
4561         {
4562                 /* Standard confusion */
4563                 if (randint0(100) < 75)
4564                 {
4565                         /* Random direction */
4566                         dir = ddd[randint0(8)];
4567                 }
4568         }
4569         else if (p_ptr->riding)
4570         {
4571                 monster_type *m_ptr = &m_list[p_ptr->riding];
4572                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4573
4574                 if (MON_CONFUSED(m_ptr))
4575                 {
4576                         /* Standard confusion */
4577                         if (randint0(100) < 75)
4578                         {
4579                                 /* Random direction */
4580                                 dir = ddd[randint0(8)];
4581                         }
4582                 }
4583                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4584                 {
4585                         /* Random direction */
4586                         dir = ddd[randint0(8)];
4587                 }
4588                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4589                 {
4590                         /* Random direction */
4591                         dir = ddd[randint0(8)];
4592                 }
4593         }
4594
4595         /* Notice confusion */
4596         if (command_dir != dir)
4597         {
4598                 if (p_ptr->confused)
4599                 {
4600                         /* Warn the user */
4601 #ifdef JP
4602 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4603 #else
4604                         msg_print("You are confused.");
4605 #endif
4606                 }
4607                 else
4608                 {
4609                         char m_name[80];
4610                         monster_type *m_ptr = &m_list[p_ptr->riding];
4611
4612                         monster_desc(m_name, m_ptr, 0);
4613                         if (MON_CONFUSED(m_ptr))
4614                         {
4615 #ifdef JP
4616 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4617 #else
4618  msg_format("%^s is confusing.", m_name);
4619
4620 #endif
4621                         }
4622                         else
4623                         {
4624 #ifdef JP
4625 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4626 #else
4627 msg_format("You cannot control %s.", m_name);
4628 #endif
4629                         }
4630                 }
4631         }
4632
4633         /* Save direction */
4634         (*dp) = dir;
4635
4636 #ifdef ALLOW_REPEAT /* TNB */
4637
4638 /*      repeat_push(dir); */
4639         repeat_push(command_dir);
4640
4641 #endif /* ALLOW_REPEAT -- TNB */
4642
4643         /* Success */
4644         return (TRUE);
4645 }
4646
4647
4648 bool get_rep_dir2(int *dp)
4649 {
4650         int dir;
4651
4652         /* Initialize */
4653         (*dp) = 0;
4654
4655         /* Global direction */
4656         dir = command_dir;
4657
4658 #ifdef ALLOW_REPEAT /* TNB */
4659
4660         if (repeat_pull(dp))
4661         {
4662                 dir = *dp;
4663 /*              return (TRUE); */
4664         }
4665
4666 #endif /* ALLOW_REPEAT -- TNB */
4667
4668         /* Get a direction */
4669         while (!dir)
4670         {
4671                 char ch;
4672
4673                 /* Get a command (or Cancel) */
4674 #ifdef JP
4675 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4676 #else
4677                 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4678 #endif
4679
4680
4681                 /* Look up the direction */
4682                 dir = get_keymap_dir(ch);
4683
4684                 /* Oops */
4685                 if (!dir) bell();
4686         }
4687
4688         /* Prevent weirdness */
4689         if (dir == 5) dir = 0;
4690
4691         /* Aborted */
4692         if (!dir) return (FALSE);
4693
4694         /* Save desired direction */
4695         command_dir = dir;
4696
4697         /* Apply "confusion" */
4698         if (p_ptr->confused)
4699         {
4700                 /* Standard confusion */
4701                 if (randint0(100) < 75)
4702                 {
4703                         /* Random direction */
4704                         dir = ddd[randint0(8)];
4705                 }
4706         }
4707
4708         /* Notice confusion */
4709         if (command_dir != dir)
4710         {
4711                 /* Warn the user */
4712 #ifdef JP
4713 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4714 #else
4715                 msg_print("You are confused.");
4716 #endif
4717
4718         }
4719
4720         /* Save direction */
4721         (*dp) = dir;
4722
4723 #ifdef ALLOW_REPEAT /* TNB */
4724
4725 /*      repeat_push(dir); */
4726         repeat_push(command_dir);
4727
4728 #endif /* ALLOW_REPEAT -- TNB */
4729
4730         /* Success */
4731         return (TRUE);
4732 }
4733
4734 void gain_level_reward(int chosen_reward)
4735 {
4736         object_type *q_ptr;
4737         object_type forge;
4738         char        wrath_reason[32] = "";
4739         int         nasty_chance = 6;
4740         int         dummy = 0, dummy2 = 0;
4741         int         type, effect;
4742         cptr        reward = NULL;
4743         char o_name[MAX_NLEN];
4744
4745         int count = 0;
4746
4747         if (!chosen_reward)
4748         {
4749                 if (multi_rew) return;
4750                 else multi_rew = TRUE;
4751         }
4752
4753
4754         if (p_ptr->lev == 13) nasty_chance = 2;
4755         else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4756         else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4757
4758         if (one_in_(nasty_chance))
4759                 type = randint1(20); /* Allow the 'nasty' effects */
4760         else
4761                 type = randint1(15) + 5; /* Or disallow them */
4762
4763         if (type < 1) type = 1;
4764         if (type > 20) type = 20;
4765         type--;
4766
4767
4768 #ifdef JP
4769 sprintf(wrath_reason, "%s¤ÎÅܤê",
4770                 chaos_patrons[p_ptr->chaos_patron]);
4771 #else
4772         sprintf(wrath_reason, "the Wrath of %s",
4773                 chaos_patrons[p_ptr->chaos_patron]);
4774 #endif
4775
4776
4777         effect = chaos_rewards[p_ptr->chaos_patron][type];
4778
4779         if (one_in_(6) && !chosen_reward)
4780         {
4781 #ifdef JP
4782 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4783                         chaos_patrons[p_ptr->chaos_patron]);
4784 #else
4785                 msg_format("%^s rewards you with a mutation!",
4786                         chaos_patrons[p_ptr->chaos_patron]);
4787 #endif
4788
4789                 (void)gain_random_mutation(0);
4790 #ifdef JP
4791                 reward = "ÊÑ°Û¤·¤¿¡£";
4792 #else
4793                 reward = "mutation";
4794 #endif
4795         }
4796         else
4797         {
4798         switch (chosen_reward ? chosen_reward : effect)
4799         {
4800                 case REW_POLY_SLF:
4801 #ifdef JP
4802 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4803                                 chaos_patrons[p_ptr->chaos_patron]);
4804 #else
4805                         msg_format("The voice of %s booms out:",
4806                                 chaos_patrons[p_ptr->chaos_patron]);
4807 #endif
4808
4809 #ifdef JP
4810 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4811 #else
4812                         msg_print("'Thou needst a new form, mortal!'");
4813 #endif
4814
4815                         do_poly_self();
4816 #ifdef JP
4817                         reward = "ÊÑ°Û¤·¤¿¡£";
4818 #else
4819                         reward = "polymorphing";
4820 #endif
4821                         break;
4822                 case REW_GAIN_EXP:
4823 #ifdef JP
4824 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4825                                 chaos_patrons[p_ptr->chaos_patron]);
4826 #else
4827                         msg_format("The voice of %s booms out:",
4828                                 chaos_patrons[p_ptr->chaos_patron]);
4829 #endif
4830
4831 #ifdef JP
4832 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4833 #else
4834                         msg_print("'Well done, mortal! Lead on!'");
4835 #endif
4836
4837                         if (p_ptr->prace == RACE_ANDROID)
4838                         {
4839 #ifdef JP
4840                                 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4841 #else
4842                                 msg_print("But, nothing happen.");
4843 #endif
4844                         }
4845                         else if (p_ptr->exp < PY_MAX_EXP)
4846                         {
4847                                 s32b ee = (p_ptr->exp / 2) + 10;
4848                                 if (ee > 100000L) ee = 100000L;
4849 #ifdef JP
4850 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4851 #else
4852                                 msg_print("You feel more experienced.");
4853 #endif
4854
4855                                 gain_exp(ee);
4856 #ifdef JP
4857                                 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4858 #else
4859                                 reward = "experience";
4860 #endif
4861                         }
4862                         break;
4863                 case REW_LOSE_EXP:
4864 #ifdef JP
4865 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4866                                 chaos_patrons[p_ptr->chaos_patron]);
4867 #else
4868                         msg_format("The voice of %s booms out:",
4869                                 chaos_patrons[p_ptr->chaos_patron]);
4870 #endif
4871
4872 #ifdef JP
4873 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4874 #else
4875                         msg_print("'Thou didst not deserve that, slave.'");
4876 #endif
4877
4878                         if (p_ptr->prace == RACE_ANDROID)
4879                         {
4880 #ifdef JP
4881                                 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4882 #else
4883                                 msg_print("But, nothing happen.");
4884 #endif
4885                         }
4886                         else
4887                         {
4888                                 lose_exp(p_ptr->exp / 6);
4889 #ifdef JP
4890                                 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4891 #else
4892                                 reward = "losing experience";
4893 #endif
4894                         }
4895                         break;
4896                 case REW_GOOD_OBJ:
4897 #ifdef JP
4898 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4899                                 chaos_patrons[p_ptr->chaos_patron]);
4900 #else
4901                         msg_format("The voice of %s whispers:",
4902                                 chaos_patrons[p_ptr->chaos_patron]);
4903 #endif
4904
4905 #ifdef JP
4906 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4907 #else
4908                         msg_print("'Use my gift wisely.'");
4909 #endif
4910
4911                         acquirement(py, px, 1, FALSE, FALSE);
4912 #ifdef JP
4913                         reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4914 #else
4915                         reward = "a good item";
4916 #endif
4917                         break;
4918                 case REW_GREA_OBJ:
4919 #ifdef JP
4920 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4921                                 chaos_patrons[p_ptr->chaos_patron]);
4922 #else
4923                         msg_format("The voice of %s booms out:",
4924                                 chaos_patrons[p_ptr->chaos_patron]);
4925 #endif
4926
4927 #ifdef JP
4928 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4929 #else
4930                         msg_print("'Use my gift wisely.'");
4931 #endif
4932
4933                         acquirement(py, px, 1, TRUE, FALSE);
4934 #ifdef JP
4935                         reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4936 #else
4937                         reward = "an excellent item";
4938 #endif
4939                         break;
4940                 case REW_CHAOS_WP:
4941 #ifdef JP
4942 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4943                                 chaos_patrons[p_ptr->chaos_patron]);
4944 #else
4945                         msg_format("The voice of %s booms out:",
4946                                 chaos_patrons[p_ptr->chaos_patron]);
4947 #endif
4948
4949 #ifdef JP
4950 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­·õ¤ËÃͤ»¤ê¡£¡×");
4951 #else
4952                         msg_print("'Thy deed hath earned thee a worthy blade.'");
4953 #endif
4954
4955                         /* Get local object */
4956                         q_ptr = &forge;
4957                         dummy = TV_SWORD;
4958                         switch (randint1(p_ptr->lev))
4959                         {
4960                                 case 0: case 1:
4961                                         dummy2 = SV_DAGGER;
4962                                         break;
4963                                 case 2: case 3:
4964                                         dummy2 = SV_MAIN_GAUCHE;
4965                                         break;
4966                                 case 4:
4967                                         dummy2 = SV_TANTO;
4968                                         break;
4969                                 case 5: case 6:
4970                                         dummy2 = SV_RAPIER;
4971                                         break;
4972                                 case 7: case 8:
4973                                         dummy2 = SV_SMALL_SWORD;
4974                                         break;
4975                                 case 9: case 10:
4976                                         dummy2 = SV_BASILLARD;
4977                                         break;
4978                                 case 11: case 12: case 13:
4979                                         dummy2 = SV_SHORT_SWORD;
4980                                         break;
4981                                 case 14: case 15:
4982                                         dummy2 = SV_SABRE;
4983                                         break;
4984                                 case 16: case 17:
4985                                         dummy2 = SV_CUTLASS;
4986                                         break;
4987                                 case 18:
4988                                         dummy2 = SV_WAKIZASHI;
4989                                         break;
4990                                 case 19:
4991                                         dummy2 = SV_KHOPESH;
4992                                         break;
4993                                 case 20:
4994                                         dummy2 = SV_TULWAR;
4995                                         break;
4996                                 case 21:
4997                                         dummy2 = SV_BROAD_SWORD;
4998                                         break;
4999                                 case 22: case 23:
5000                                         dummy2 = SV_LONG_SWORD;
5001                                         break;
5002                                 case 24: case 25:
5003                                         dummy2 = SV_SCIMITAR;
5004                                         break;
5005                                 case 26:
5006                                         dummy2 = SV_NINJATO;
5007                                         break;
5008                                 case 27:
5009                                         dummy2 = SV_KATANA;
5010                                         break;
5011                                 case 28: case 29:
5012                                         dummy2 = SV_BASTARD_SWORD;
5013                                         break;
5014                                 case 30:
5015                                         dummy2 = SV_GREAT_SCIMITAR;
5016                                         break;
5017                                 case 31:
5018                                         dummy2 = SV_CLAYMORE;
5019                                         break;
5020                                 case 32:
5021                                         dummy2 = SV_ESPADON;
5022                                         break;
5023                                 case 33:
5024                                         dummy2 = SV_TWO_HANDED_SWORD;
5025                                         break;
5026                                 case 34:
5027                                         dummy2 = SV_FLAMBERGE;
5028                                         break;
5029                                 case 35:
5030                                         dummy2 = SV_NO_DACHI;
5031                                         break;
5032                                 case 36:
5033                                         dummy2 = SV_EXECUTIONERS_SWORD;
5034                                         break;
5035                                 case 37:
5036                                         dummy2 = SV_ZWEIHANDER;
5037                                         break;
5038                                 case 38:
5039                                         dummy2 = SV_HAYABUSA;
5040                                         break;
5041                                 default:
5042                                         dummy2 = SV_BLADE_OF_CHAOS;
5043                         }
5044
5045                         object_prep(q_ptr, lookup_kind(dummy, dummy2));
5046                         q_ptr->to_h = 3 + randint1(dun_level) % 10;
5047                         q_ptr->to_d = 3 + randint1(dun_level) % 10;
5048                         one_resistance(q_ptr);
5049                         q_ptr->name2 = EGO_CHAOTIC;
5050
5051                         /* Drop it in the dungeon */
5052                         (void)drop_near(q_ptr, -1, py, px);
5053 #ifdef JP
5054                         reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5055 #else
5056                         reward = "chaos weapon";
5057 #endif
5058                         break;
5059                 case REW_GOOD_OBS:
5060 #ifdef JP
5061 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5062                                 chaos_patrons[p_ptr->chaos_patron]);
5063 #else
5064                         msg_format("The voice of %s booms out:",
5065                                 chaos_patrons[p_ptr->chaos_patron]);
5066 #endif
5067
5068 #ifdef JP
5069 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­Ê󤤤ËÃͤ»¤ê¡£¡×");
5070 #else
5071                         msg_print("'Thy deed hath earned thee a worthy reward.'");
5072 #endif
5073
5074                         acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
5075 #ifdef JP
5076                         reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5077 #else
5078                         reward = "good items";
5079 #endif
5080                         break;
5081                 case REW_GREA_OBS:
5082 #ifdef JP
5083 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5084                                 chaos_patrons[p_ptr->chaos_patron]);
5085 #else
5086                         msg_format("The voice of %s booms out:",
5087                                 chaos_patrons[p_ptr->chaos_patron]);
5088 #endif
5089
5090 #ifdef JP
5091 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤­Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
5092 #else
5093                         msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
5094 #endif
5095
5096                         acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
5097 #ifdef JP
5098                         reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5099 #else
5100                         reward = "excellent items";
5101 #endif
5102                         break;
5103                 case REW_TY_CURSE:
5104 #ifdef JP
5105 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5106                                 chaos_patrons[p_ptr->chaos_patron]);
5107 #else
5108                         msg_format("The voice of %s thunders:",
5109                                 chaos_patrons[p_ptr->chaos_patron]);
5110 #endif
5111
5112 #ifdef JP
5113 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
5114 #else
5115                         msg_print("'Thou art growing arrogant, mortal.'");
5116 #endif
5117
5118                         (void)activate_ty_curse(FALSE, &count);
5119 #ifdef JP
5120                         reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5121 #else
5122                         reward = "cursing";
5123 #endif
5124                         break;
5125                 case REW_SUMMON_M:
5126 #ifdef JP
5127 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5128                                 chaos_patrons[p_ptr->chaos_patron]);
5129 #else
5130                         msg_format("The voice of %s booms out:",
5131                                 chaos_patrons[p_ptr->chaos_patron]);
5132 #endif
5133
5134 #ifdef JP
5135 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
5136 #else
5137                         msg_print("'My pets, destroy the arrogant mortal!'");
5138 #endif
5139
5140                         for (dummy = 0; dummy < randint1(5) + 1; dummy++)
5141                         {
5142                                 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
5143                         }
5144 #ifdef JP
5145                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
5146 #else
5147                         reward = "summoning hostile monsters";
5148 #endif
5149                         break;
5150                 case REW_H_SUMMON:
5151 #ifdef JP
5152 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5153                                 chaos_patrons[p_ptr->chaos_patron]);
5154 #else
5155                         msg_format("The voice of %s booms out:",
5156                                 chaos_patrons[p_ptr->chaos_patron]);
5157 #endif
5158
5159 #ifdef JP
5160 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤­Å¨¤òɬÍפȤ»¤ê¡ª¡×");
5161 #else
5162                         msg_print("'Thou needst worthier opponents!'");
5163 #endif
5164
5165                         activate_hi_summon(py, px, FALSE);
5166 #ifdef JP
5167                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
5168 #else
5169                         reward = "summoning many hostile monsters";
5170 #endif
5171                         break;
5172                 case REW_DO_HAVOC:
5173 #ifdef JP
5174 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5175                                 chaos_patrons[p_ptr->chaos_patron]);
5176 #else
5177                         msg_format("The voice of %s booms out:",
5178                                 chaos_patrons[p_ptr->chaos_patron]);
5179 #endif
5180
5181 #ifdef JP
5182 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5183 #else
5184                         msg_print("'Death and destruction! This pleaseth me!'");
5185 #endif
5186
5187                         call_chaos();
5188 #ifdef JP
5189                         reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5190 #else
5191                         reward = "calling chaos";
5192 #endif
5193                         break;
5194                 case REW_GAIN_ABL:
5195 #ifdef JP
5196 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5197                                 chaos_patrons[p_ptr->chaos_patron]);
5198 #else
5199                         msg_format("The voice of %s rings out:",
5200                                 chaos_patrons[p_ptr->chaos_patron]);
5201 #endif
5202
5203 #ifdef JP
5204 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5205 #else
5206                         msg_print("'Stay, mortal, and let me mold thee.'");
5207 #endif
5208
5209                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5210                                 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5211                         else
5212                                 do_inc_stat(randint0(6));
5213 #ifdef JP
5214                         reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5215 #else
5216                         reward = "increasing a stat";
5217 #endif
5218                         break;
5219                 case REW_LOSE_ABL:
5220 #ifdef JP
5221 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5222                                 chaos_patrons[p_ptr->chaos_patron]);
5223 #else
5224                         msg_format("The voice of %s booms out:",
5225                                 chaos_patrons[p_ptr->chaos_patron]);
5226 #endif
5227
5228 #ifdef JP
5229 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5230 #else
5231                         msg_print("'I grow tired of thee, mortal.'");
5232 #endif
5233
5234                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5235                                 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5236                         else
5237                                 (void)do_dec_stat(randint0(6));
5238 #ifdef JP
5239                         reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5240 #else
5241                         reward = "decreasing a stat";
5242 #endif
5243                         break;
5244                 case REW_RUIN_ABL:
5245 #ifdef JP
5246 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5247                                 chaos_patrons[p_ptr->chaos_patron]);
5248 #else
5249                         msg_format("The voice of %s thunders:",
5250                                 chaos_patrons[p_ptr->chaos_patron]);
5251 #endif
5252
5253 #ifdef JP
5254 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5255 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5256 #else
5257                         msg_print("'Thou needst a lesson in humility, mortal!'");
5258                         msg_print("You feel less powerful!");
5259 #endif
5260
5261                         for (dummy = 0; dummy < 6; dummy++)
5262                         {
5263                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5264                         }
5265 #ifdef JP
5266                         reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5267 #else
5268                         reward = "decreasing all stats";
5269 #endif
5270                         break;
5271                 case REW_POLY_WND:
5272 #ifdef JP
5273 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5274 #else
5275                         msg_format("You feel the power of %s touch you.",
5276 #endif
5277
5278                                 chaos_patrons[p_ptr->chaos_patron]);
5279                         do_poly_wounds();
5280 #ifdef JP
5281                         reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5282 #else
5283                         reward = "polymorphing wounds";
5284 #endif
5285                         break;
5286                 case REW_AUGM_ABL:
5287 #ifdef JP
5288 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5289                                 chaos_patrons[p_ptr->chaos_patron]);
5290 #else
5291                         msg_format("The voice of %s booms out:",
5292                                 chaos_patrons[p_ptr->chaos_patron]);
5293 #endif
5294
5295 #ifdef JP
5296 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5297 #else
5298                         msg_print("'Receive this modest gift from me!'");
5299 #endif
5300
5301                         for (dummy = 0; dummy < 6; dummy++)
5302                         {
5303                                 (void)do_inc_stat(dummy);
5304                         }
5305 #ifdef JP
5306                         reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5307 #else
5308                         reward = "increasing all stats";
5309 #endif
5310                         break;
5311                 case REW_HURT_LOT:
5312 #ifdef JP
5313 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5314                                 chaos_patrons[p_ptr->chaos_patron]);
5315 #else
5316                         msg_format("The voice of %s booms out:",
5317                                 chaos_patrons[p_ptr->chaos_patron]);
5318 #endif
5319
5320 #ifdef JP
5321 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5322 #else
5323                         msg_print("'Suffer, pathetic fool!'");
5324 #endif
5325
5326                         fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5327                         take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5328 #ifdef JP
5329                         reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5330 #else
5331                         reward = "generating disintegration ball";
5332 #endif
5333                         break;
5334            case REW_HEAL_FUL:
5335 #ifdef JP
5336 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5337                                 chaos_patrons[p_ptr->chaos_patron]);
5338 #else
5339                         msg_format("The voice of %s booms out:",
5340                                 chaos_patrons[p_ptr->chaos_patron]);
5341 #endif
5342
5343 #ifdef JP
5344 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5345 #else
5346                         msg_print("'Rise, my servant!'");
5347 #endif
5348
5349                         restore_level();
5350                         (void)set_poisoned(0);
5351                         (void)set_blind(0);
5352                         (void)set_confused(0);
5353                         (void)set_image(0);
5354                         (void)set_stun(0);
5355                         (void)set_cut(0);
5356                         hp_player(5000);
5357                         for (dummy = 0; dummy < 6; dummy++)
5358                         {
5359                                 (void)do_res_stat(dummy);
5360                         }
5361 #ifdef JP
5362                         reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5363 #else
5364                         reward = "healing";
5365 #endif
5366                         break;
5367                 case REW_CURSE_WP:
5368                         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5369 #ifdef JP
5370 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5371                                 chaos_patrons[p_ptr->chaos_patron]);
5372 #else
5373                         msg_format("The voice of %s booms out:",
5374                                 chaos_patrons[p_ptr->chaos_patron]);
5375 #endif
5376
5377 #ifdef JP
5378 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5379 #else
5380                         msg_print("'Thou reliest too much on thy weapon.'");
5381 #endif
5382
5383                         dummy = INVEN_RARM;
5384                         if (buki_motteruka(INVEN_LARM))
5385                         {
5386                                 dummy = INVEN_LARM;
5387                                 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5388                         }
5389                         object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5390                         (void)curse_weapon(FALSE, dummy);
5391 #ifdef JP
5392                         reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5393 #else
5394                         reward = format("destroying %s", o_name);
5395 #endif
5396                         break;
5397                 case REW_CURSE_AR:
5398                         if (!inventory[INVEN_BODY].k_idx) break;
5399 #ifdef JP
5400 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5401                                 chaos_patrons[p_ptr->chaos_patron]);
5402 #else
5403                         msg_format("The voice of %s booms out:",
5404                                 chaos_patrons[p_ptr->chaos_patron]);
5405 #endif
5406
5407 #ifdef JP
5408 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5409 #else
5410                         msg_print("'Thou reliest too much on thine equipment.'");
5411 #endif
5412
5413                         object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5414                         (void)curse_armor();
5415 #ifdef JP
5416                         reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5417 #else
5418                         reward = format("destroying %s", o_name);
5419 #endif
5420                         break;
5421                 case REW_PISS_OFF:
5422 #ifdef JP
5423 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5424                                 chaos_patrons[p_ptr->chaos_patron]);
5425 #else
5426                         msg_format("The voice of %s whispers:",
5427                                 chaos_patrons[p_ptr->chaos_patron]);
5428 #endif
5429
5430 #ifdef JP
5431 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5432 #else
5433                         msg_print("'Now thou shalt pay for annoying me.'");
5434 #endif
5435
5436                         switch (randint1(4))
5437                         {
5438                                 case 1:
5439                                         (void)activate_ty_curse(FALSE, &count);
5440 #ifdef JP
5441                                         reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5442 #else
5443                                         reward = "cursing";
5444 #endif
5445                                         break;
5446                                 case 2:
5447                                         activate_hi_summon(py, px, FALSE);
5448 #ifdef JP
5449                                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
5450 #else
5451                                         reward = "summoning hostile monsters";
5452 #endif
5453                                         break;
5454                                 case 3:
5455                                         if (one_in_(2))
5456                                         {
5457                                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5458                                                 dummy = INVEN_RARM;
5459                                                 if (buki_motteruka(INVEN_LARM))
5460                                                 {
5461                                                         dummy = INVEN_LARM;
5462                                                         if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5463                                                 }
5464                                                 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5465                                                 (void)curse_weapon(FALSE, dummy);
5466 #ifdef JP
5467                                                 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5468 #else
5469                                                 reward = format("destroying %s", o_name);
5470 #endif
5471                                         }
5472                                         else
5473                                         {
5474                                                 if (!inventory[INVEN_BODY].k_idx) break;
5475                                                 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5476                                                 (void)curse_armor();
5477 #ifdef JP
5478                                                 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5479 #else
5480                                                 reward = format("destroying %s", o_name);
5481 #endif
5482                                         }
5483                                         break;
5484                                 default:
5485                                         for (dummy = 0; dummy < 6; dummy++)
5486                                         {
5487                                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5488                                         }
5489 #ifdef JP
5490                                         reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5491 #else
5492                                         reward = "decreasing all stats";
5493 #endif
5494                                         break;
5495                         }
5496                         break;
5497                 case REW_WRATH:
5498 #ifdef JP
5499 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5500 #else
5501                         msg_format("The voice of %s thunders:",
5502 #endif
5503
5504                                 chaos_patrons[p_ptr->chaos_patron]);
5505 #ifdef JP
5506 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5507 #else
5508                         msg_print("'Die, mortal!'");
5509 #endif
5510
5511                         take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5512                         for (dummy = 0; dummy < 6; dummy++)
5513                         {
5514                                 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5515                         }
5516                         activate_hi_summon(py, px, FALSE);
5517                         (void)activate_ty_curse(FALSE, &count);
5518                         if (one_in_(2))
5519                         {
5520                                 dummy = 0;
5521
5522                                 if (buki_motteruka(INVEN_RARM))
5523                                 {
5524                                         dummy = INVEN_RARM;
5525                                         if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
5526                                 }
5527                                 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
5528
5529                                 if (dummy) (void)curse_weapon(FALSE, dummy);
5530                         }
5531                         if (one_in_(2)) (void)curse_armor();
5532                         break;
5533                 case REW_DESTRUCT:
5534 #ifdef JP
5535 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5536                                 chaos_patrons[p_ptr->chaos_patron]);
5537 #else
5538                         msg_format("The voice of %s booms out:",
5539                                 chaos_patrons[p_ptr->chaos_patron]);
5540 #endif
5541
5542 #ifdef JP
5543 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5544 #else
5545                         msg_print("'Death and destruction! This pleaseth me!'");
5546 #endif
5547
5548                         (void)destroy_area(py, px, 25, FALSE);
5549 #ifdef JP
5550                         reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5551 #else
5552                         reward = "*destruct*ing dungeon";
5553 #endif
5554                         break;
5555                 case REW_GENOCIDE:
5556 #ifdef JP
5557 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5558                                 chaos_patrons[p_ptr->chaos_patron]);
5559 #else
5560                         msg_format("The voice of %s booms out:",
5561                                 chaos_patrons[p_ptr->chaos_patron]);
5562 #endif
5563
5564 #ifdef JP
5565 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5566 #else
5567                         msg_print("'Let me relieve thee of thine oppressors!'");
5568 #endif
5569
5570                         (void)symbol_genocide(0, FALSE);
5571 #ifdef JP
5572                         reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5573 #else
5574                         reward = "genociding monsters";
5575 #endif
5576                         break;
5577                 case REW_MASS_GEN:
5578 #ifdef JP
5579 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5580                                 chaos_patrons[p_ptr->chaos_patron]);
5581 #else
5582                         msg_format("The voice of %s booms out:",
5583                                 chaos_patrons[p_ptr->chaos_patron]);
5584 #endif
5585
5586 #ifdef JP
5587 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5588 #else
5589                         msg_print("'Let me relieve thee of thine oppressors!'");
5590 #endif
5591
5592                         (void)mass_genocide(0, FALSE);
5593 #ifdef JP
5594                         reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5595 #else
5596                         reward = "genociding nearby monsters";
5597 #endif
5598                         break;
5599                 case REW_DISPEL_C:
5600 #ifdef JP
5601 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5602                                 chaos_patrons[p_ptr->chaos_patron]);
5603 #else
5604                         msg_format("You can feel the power of %s assault your enemies!",
5605                                 chaos_patrons[p_ptr->chaos_patron]);
5606 #endif
5607
5608                         (void)dispel_monsters(p_ptr->lev * 4);
5609                         break;
5610                 case REW_IGNORE:
5611 #ifdef JP
5612 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5613                                 chaos_patrons[p_ptr->chaos_patron]);
5614 #else
5615                         msg_format("%s ignores you.",
5616                                 chaos_patrons[p_ptr->chaos_patron]);
5617 #endif
5618
5619                         break;
5620                 case REW_SER_DEMO:
5621 #ifdef JP
5622 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°­Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5623 #else
5624                         msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5625 #endif
5626
5627                         if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5628 #ifdef JP
5629 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5630 #else
5631                                 msg_print("Nobody ever turns up...");
5632 #endif
5633                         else
5634 #ifdef JP
5635                                 reward = "°­Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5636 #else
5637                                 reward = "a demonic servant";
5638 #endif
5639
5640                         break;
5641                 case REW_SER_MONS:
5642 #ifdef JP
5643 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5644 #else
5645                         msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5646 #endif
5647
5648                         if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5649 #ifdef JP
5650 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5651 #else
5652                                 msg_print("Nobody ever turns up...");
5653 #endif
5654                         else
5655 #ifdef JP
5656                                 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5657 #else
5658                                 reward = "a servant";
5659 #endif
5660
5661                         break;
5662                 case REW_SER_UNDE:
5663 #ifdef JP
5664 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5665 #else
5666                         msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5667 #endif
5668
5669                         if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5670 #ifdef JP
5671 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5672 #else
5673                                 msg_print("Nobody ever turns up...");
5674 #endif
5675                         else
5676 #ifdef JP
5677                                 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5678 #else
5679                                 reward = "an undead servant";
5680 #endif
5681
5682                         break;
5683                 default:
5684 #ifdef JP
5685 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5686 #else
5687                         msg_format("The voice of %s stammers:",
5688 #endif
5689
5690                                 chaos_patrons[p_ptr->chaos_patron]);
5691 #ifdef JP
5692 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5693 #else
5694                         msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5695 #endif
5696
5697         }
5698         }
5699         if (reward)
5700         {
5701 #ifdef JP
5702                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5703 #else
5704                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5705 #endif
5706         }
5707 }
5708
5709
5710 /*
5711  * XAngband: determine if a given location is "interesting"
5712  * based on target_set_accept function.
5713  */
5714 static bool tgt_pt_accept(int y, int x)
5715 {
5716         cave_type *c_ptr;
5717
5718         /* Bounds */
5719         if (!(in_bounds(y, x))) return (FALSE);
5720
5721         /* Player grid is always interesting */
5722         if ((y == py) && (x == px)) return (TRUE);
5723
5724         /* Handle hallucination */
5725         if (p_ptr->image) return (FALSE);
5726
5727         /* Examine the grid */
5728         c_ptr = &cave[y][x];
5729
5730         /* Interesting memorized features */
5731         if (c_ptr->info & (CAVE_MARK))
5732         {
5733                 /* Notice stairs */
5734                 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5735                 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5736
5737                 /* Notice quest features */
5738                 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5739                 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5740         }
5741
5742         /* Nope */
5743         return (FALSE);
5744 }
5745
5746
5747 /*
5748  * XAngband: Prepare the "temp" array for "tget_pt"
5749  * based on target_set_prepare funciton.
5750  */
5751 static void tgt_pt_prepare(void)
5752 {
5753         int y, x;
5754
5755         /* Reset "temp" array */
5756         temp_n = 0;
5757
5758         if (!expand_list) return;
5759
5760         /* Scan the current panel */
5761         for (y = 1; y < cur_hgt; y++)
5762         {
5763                 for (x = 1; x < cur_wid; x++)
5764                 {
5765                         /* Require "interesting" contents */
5766                         if (!tgt_pt_accept(y, x)) continue;
5767
5768                         /* Save the location */
5769                         temp_x[temp_n] = x;
5770                         temp_y[temp_n] = y;
5771                         temp_n++;
5772                 }
5773         }
5774
5775         /* Target the nearest monster for shooting */
5776         ang_sort_comp = ang_sort_comp_distance;
5777         ang_sort_swap = ang_sort_swap_distance;
5778
5779         /* Sort the positions */
5780         ang_sort(temp_x, temp_y, temp_n);
5781 }
5782
5783 /*
5784  * old -- from PsiAngband.
5785  */
5786 bool tgt_pt(int *x_ptr, int *y_ptr)
5787 {
5788         char ch = 0;
5789         int d, x, y, n;
5790         bool success = FALSE;
5791
5792         int wid, hgt;
5793
5794         /* Get size */
5795         get_screen_size(&wid, &hgt);
5796
5797         x = px;
5798         y = py;
5799
5800         if (expand_list) 
5801         {
5802                 tgt_pt_prepare();
5803                 n = 0;
5804         }
5805
5806 #ifdef JP
5807         msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5808 #else
5809         msg_print("Select a point and press space.");
5810 #endif
5811         msg_flag = FALSE; /* prevents "-more-" message. */
5812
5813         while ((ch != ESCAPE) && !success)
5814         {
5815                 bool move_fast = FALSE;
5816
5817                 move_cursor_relative(y, x);
5818                 ch = inkey();
5819                 switch (ch)
5820                 {
5821                 case ESCAPE:
5822                         break;
5823                 case ' ':
5824                 case 't':
5825                 case '.':
5826                 case '5':
5827                 case '0':
5828                         /* illegal place */
5829                         if (player_bold(y, x)) ch = 0;
5830
5831                         /* okay place */
5832                         else success = TRUE;
5833
5834                         break;
5835
5836                 /* XAngband: Move cursor to stairs */
5837                 case '>':
5838                 case '<':
5839                         if (expand_list && temp_n)
5840                         {
5841                                 int dx, dy;
5842                                 int cx = (panel_col_min + panel_col_max) / 2;
5843                                 int cy = (panel_row_min + panel_row_max) / 2;
5844
5845                                 n++;
5846
5847                                 while(n < temp_n)       /* Skip stairs which have defferent distance */
5848                                 {
5849                                         cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5850
5851                                         if (ch == '>')
5852                                         {
5853                                                 if (cave_have_flag_grid(c_ptr, FF_LESS) ||
5854                                                         cave_have_flag_grid(c_ptr, FF_QUEST_ENTER))
5855                                                         n++;
5856                                                 else
5857                                                         break;
5858                                         }
5859                                         else /* if (ch == '<') */
5860                                         {
5861                                                 if (cave_have_flag_grid(c_ptr, FF_MORE) ||
5862                                                         cave_have_flag_grid(c_ptr, FF_QUEST_EXIT))
5863                                                         n++;
5864                                                 else
5865                                                         break;
5866                                         }
5867                                 }
5868
5869                                 if (n == temp_n)        /* Loop out taget list */
5870                                 {
5871                                         n = 0;
5872                                         y = py;
5873                                         x = px;
5874                                         verify_panel(); /* Move cursor to player */
5875
5876                                         /* Update stuff */
5877                                         p_ptr->update |= (PU_MONSTERS);
5878
5879                                         /* Redraw map */
5880                                         p_ptr->redraw |= (PR_MAP);
5881
5882                                         /* Window stuff */
5883                                         p_ptr->window |= (PW_OVERHEAD);
5884
5885                                         /* Handle stuff */
5886                                         handle_stuff();
5887                                 }
5888                                 else    /* move cursor to next stair and change panel */
5889                                 {
5890                                         y = temp_y[n];
5891                                         x = temp_x[n];
5892
5893                                         dy = 2 * (y - cy) / hgt;
5894                                         dx = 2 * (x - cx) / wid;
5895                                         if (dy || dx) change_panel(dy, dx);
5896                                 }
5897                         }
5898                         break;
5899
5900                 default:
5901                         /* Look up the direction */
5902                         d = get_keymap_dir(ch);
5903
5904                         /* XTRA HACK MOVEFAST */
5905                         if (isupper(ch)) move_fast = TRUE;
5906
5907                         /* Handle "direction" */
5908                         if (d)
5909                         {
5910                                 int dx = ddx[d];
5911                                 int dy = ddy[d];
5912
5913                                 /* XTRA HACK MOVEFAST */
5914                                 if (move_fast)
5915                                 {
5916                                         int mag = MIN(wid / 2, hgt / 2);
5917                                         x += dx * mag;
5918                                         y += dy * mag;
5919                                 }
5920                                 else
5921                                 {
5922                                         x += dx;
5923                                         y += dy;
5924                                 }
5925
5926                                 /* Do not move horizontally if unnecessary */
5927                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5928                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
5929                                 {
5930                                         dx = 0;
5931                                 }
5932
5933                                 /* Do not move vertically if unnecessary */
5934                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5935                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
5936                                 {
5937                                         dy = 0;
5938                                 }
5939
5940                                 /* Apply the motion */
5941                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5942                                          (x >= panel_col_min + wid) || (x < panel_col_min))
5943                                 {
5944                                         /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5945                                         change_panel(dy, dx);
5946                                 }
5947
5948                                 /* Slide into legality */
5949                                 if (x >= cur_wid-1) x = cur_wid - 2;
5950                                 else if (x <= 0) x = 1;
5951
5952                                 /* Slide into legality */
5953                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
5954                                 else if (y <= 0) y = 1;
5955
5956                         }
5957                         break;
5958                 }
5959         }
5960
5961         /* Clear the top line */
5962         prt("", 0, 0);
5963
5964         /* Recenter the map around the player */
5965         verify_panel();
5966
5967         /* Update stuff */
5968         p_ptr->update |= (PU_MONSTERS);
5969
5970         /* Redraw map */
5971         p_ptr->redraw |= (PR_MAP);
5972
5973         /* Window stuff */
5974         p_ptr->window |= (PW_OVERHEAD);
5975
5976         /* Handle stuff */
5977         handle_stuff();
5978
5979         *x_ptr = x;
5980         *y_ptr = y;
5981         return success;
5982 }
5983
5984
5985 bool get_hack_dir(int *dp)
5986 {
5987         int             dir;
5988         cptr    p;
5989         char    command;
5990
5991
5992         /* Initialize */
5993         (*dp) = 0;
5994
5995         /* Global direction */
5996         dir = 0;
5997
5998         /* (No auto-targeting) */
5999
6000         /* Ask until satisfied */
6001         while (!dir)
6002         {
6003                 /* Choose a prompt */
6004                 if (!target_okay())
6005                 {
6006 #ifdef JP
6007 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
6008 #else
6009                         p = "Direction ('*' to choose a target, Escape to cancel)? ";
6010 #endif
6011
6012                 }
6013                 else
6014                 {
6015 #ifdef JP
6016 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
6017 #else
6018                         p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
6019 #endif
6020
6021                 }
6022
6023                 /* Get a command (or Cancel) */
6024                 if (!get_com(p, &command, TRUE)) break;
6025
6026                 if (use_menu)
6027                 {
6028                         if (command == '\r') command = 't';
6029                 }  
6030
6031                 /* Convert various keys to "standard" keys */
6032                 switch (command)
6033                 {
6034                         /* Use current target */
6035                         case 'T':
6036                         case 't':
6037                         case '.':
6038                         case '5':
6039                         case '0':
6040                         {
6041                                 dir = 5;
6042                                 break;
6043                         }
6044
6045                         /* Set new target */
6046                         case '*':
6047                         case ' ':
6048                         case '\r':
6049                         {
6050                                 if (target_set(TARGET_KILL)) dir = 5;
6051                                 break;
6052                         }
6053
6054                         default:
6055                         {
6056                                 /* Look up the direction */
6057                                 dir = get_keymap_dir(command);
6058
6059                                 break;
6060                         }
6061                 }
6062
6063                 /* Verify requested targets */
6064                 if ((dir == 5) && !target_okay()) dir = 0;
6065
6066                 /* Error */
6067                 if (!dir) bell();
6068         }
6069
6070         /* No direction */
6071         if (!dir) return (FALSE);
6072
6073         /* Save the direction */
6074         command_dir = dir;
6075
6076         /* Check for confusion */
6077         if (p_ptr->confused)
6078         {
6079                 /* XXX XXX XXX */
6080                 /* Random direction */
6081                 dir = ddd[randint0(8)];
6082         }
6083
6084         /* Notice confusion */
6085         if (command_dir != dir)
6086         {
6087                 /* Warn the user */
6088 #ifdef JP
6089 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
6090 #else
6091                 msg_print("You are confused.");
6092 #endif
6093
6094         }
6095
6096         /* Save direction */
6097         (*dp) = dir;
6098
6099         /* A "valid" direction was entered */
6100         return (TRUE);
6101 }
6102
6103
6104 /*
6105  * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
6106  */
6107
6108 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
6109
6110 s16b gain_energy(void)
6111 {
6112         int i;
6113         s32b energy_result = 10;
6114         s32b tmp;
6115
6116         tmp = randint0(Go_no_JuuJou);
6117
6118         for (i = 0; i < 9; i ++){
6119                 energy_result += tmp % 5;
6120                 tmp /= 5;
6121         }
6122
6123         return (s16b)(energy_result + tmp);
6124 }
6125
6126
6127 /*
6128  * Return bow energy 
6129  */
6130 s16b bow_energy(int sval)
6131 {
6132         int energy = 100;
6133
6134         /* Analyze the launcher */
6135         switch (sval)
6136         {
6137                 /* Sling and ammo */
6138                 case SV_SLING:
6139                 {
6140                         energy = 8000;
6141                         break;
6142                 }
6143
6144                 /* Short Bow and Arrow */
6145                 case SV_SHORT_BOW:
6146                 {
6147                         energy = 10000;
6148                         break;
6149                 }
6150
6151                 /* Long Bow and Arrow */
6152                 case SV_LONG_BOW:
6153                 {
6154                         energy = 10000;
6155                         break;
6156                 }
6157
6158                 /* Bow of irresponsiblity and Arrow */
6159                 case SV_NAMAKE_BOW:
6160                 {
6161                         energy = 7777;
6162                         break;
6163                 }
6164
6165                 /* Light Crossbow and Bolt */
6166                 case SV_LIGHT_XBOW:
6167                 {
6168                         energy = 12000;
6169                         break;
6170                 }
6171
6172                 /* Heavy Crossbow and Bolt */
6173                 case SV_HEAVY_XBOW:
6174                 {
6175                         energy = 13333;
6176                         break;
6177                 }
6178         }
6179
6180         return (energy);
6181 }
6182
6183
6184 /*
6185  * Return bow tmul
6186  */
6187 int bow_tmul(int sval)
6188 {
6189         int tmul = 0;
6190
6191         /* Analyze the launcher */
6192         switch (sval)
6193         {
6194                 /* Sling and ammo */
6195                 case SV_SLING:
6196                 {
6197                         tmul = 2;
6198                         break;
6199                 }
6200
6201                 /* Short Bow and Arrow */
6202                 case SV_SHORT_BOW:
6203                 {
6204                         tmul = 2;
6205                         break;
6206                 }
6207
6208                 /* Long Bow and Arrow */
6209                 case SV_LONG_BOW:
6210                 {
6211                         tmul = 3;
6212                         break;
6213                 }
6214
6215                 /* Bow of irresponsiblity and Arrow */
6216                 case SV_NAMAKE_BOW:
6217                 {
6218                         tmul = 3;
6219                         break;
6220                 }
6221
6222                 /* Light Crossbow and Bolt */
6223                 case SV_LIGHT_XBOW:
6224                 {
6225                         tmul = 3;
6226                         break;
6227                 }
6228
6229                 /* Heavy Crossbow and Bolt */
6230                 case SV_HEAVY_XBOW:
6231                 {
6232                         tmul = 4;
6233                         break;
6234                 }
6235         }
6236
6237         return (tmul);
6238 }
6239
6240 /*
6241  * Return alignment title
6242  */
6243 cptr your_alignment(void)
6244 {
6245 #ifdef JP
6246         if (p_ptr->align > 150) return "ÂçÁ±";
6247         else if (p_ptr->align > 50) return "ÃæÁ±";
6248         else if (p_ptr->align > 10) return "¾®Á±";
6249         else if (p_ptr->align > -11) return "ÃæΩ";
6250         else if (p_ptr->align > -51) return "¾®°­";
6251         else if (p_ptr->align > -151) return "Ãæ°­";
6252         else return "Âç°­";
6253 #else
6254         if (p_ptr->align > 150) return "Lawful";
6255         else if (p_ptr->align > 50) return "Good";
6256         else if (p_ptr->align > 10) return "Neutral Good";
6257         else if (p_ptr->align > -11) return "Neutral";
6258         else if (p_ptr->align > -51) return "Neutral Evil";
6259         else if (p_ptr->align > -151) return "Evil";
6260         else return "Chaotic";
6261 #endif
6262 }
6263
6264
6265 /*
6266  * Return proficiency level of weapons and misc. skills (except riding)
6267  */
6268 int weapon_exp_level(int weapon_exp)
6269 {
6270         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6271         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6272         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6273         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
6274         else return EXP_LEVEL_MASTER;
6275 }
6276
6277
6278 /*
6279  * Return proficiency level of riding
6280  */
6281 int riding_exp_level(int riding_exp)
6282 {
6283         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6284         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6285         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6286         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
6287         else return EXP_LEVEL_MASTER;
6288 }
6289
6290
6291 /*
6292  * Return proficiency level of spells
6293  */
6294 int spell_exp_level(int spell_exp)
6295 {
6296         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6297         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6298         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6299         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
6300         else return EXP_LEVEL_MASTER;
6301 }
6302
6303
6304 /*
6305  * Display a rumor and apply its effects
6306  */
6307
6308 int rumor_num(char *zz, int max_idx)
6309 {
6310         if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
6311         return atoi(zz);
6312 }
6313
6314 cptr rumor_bind_name(char *base, cptr fullname)
6315 {
6316         char *s, *v;
6317
6318         s = strstr(base, "{Name}");
6319         if (s)
6320         {
6321                 s[0] = '\0';
6322                 v = format("%s%s%s", base, fullname, (s + 6));
6323         }
6324         else
6325         {
6326                 v = base;
6327         }
6328
6329         return v;
6330 }
6331
6332 void display_rumor(bool ex)
6333 {
6334         bool err;
6335         int section = 0;
6336         char Rumor[1024];
6337
6338         if (ex)
6339         {
6340                 if (randint0(3) == 0) section = 1;
6341         }
6342
6343 #ifdef JP
6344         err = get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10);
6345         if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
6346 #else
6347         err = get_rnd_line("rumors.txt", section, Rumor);
6348         if (err) strcpy(Rumor, "Some rumors are wrong.");
6349 #endif
6350
6351         err = TRUE;
6352
6353         if (strncmp(Rumor, "R:", 2) == 0)
6354         {
6355                 char *zz[4];
6356                 cptr rumor_msg = NULL;
6357                 cptr rumor_eff_format = NULL;
6358                 char fullname[1024] = "";
6359
6360                 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
6361                 {
6362                         if (strcmp(zz[0], "ARTIFACT") == 0)
6363                         {
6364                                 int a_idx, k_idx;
6365                                 object_type forge;
6366                                 object_type *q_ptr = &forge;
6367                                 artifact_type *a_ptr;
6368
6369                                 while (1)
6370                                 {
6371                                         a_idx = rumor_num(zz[1], max_a_idx);
6372
6373                                         a_ptr = &a_info[a_idx];
6374                                         if (a_ptr->name) break;
6375                                 }
6376
6377                                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
6378                                 object_prep(q_ptr, k_idx);
6379                                 q_ptr->name1 = a_idx;
6380                                 q_ptr->ident = IDENT_STORE;
6381                                 object_desc(fullname, q_ptr, OD_NAME_ONLY);
6382                         }
6383                         else if  (strcmp(zz[0], "MONSTER") == 0)
6384                         {
6385                                 int r_idx;
6386                                 monster_race *r_ptr;
6387
6388                                 while(1)
6389                                 {
6390                                         r_idx = rumor_num(zz[1], max_r_idx);
6391                                         r_ptr = &r_info[r_idx];
6392                                         if (r_ptr->name) break;
6393                                 }
6394
6395                                 strcpy(fullname, r_name + r_ptr->name);
6396
6397                                 /* Remember this monster */
6398                                 if (!r_ptr->r_sights)
6399                                 {
6400                                         r_ptr->r_sights++;
6401                                 }
6402                         }
6403                         else if  (strcmp(zz[0], "DUNGEON") == 0)
6404                         {
6405                                 int d_idx;
6406                                 dungeon_info_type *d_ptr;
6407
6408                                 while (1)
6409                                 {
6410                                         d_idx = rumor_num(zz[1], max_d_idx);
6411                                         d_ptr = &d_info[d_idx];
6412                                         if (d_ptr->name) break;
6413                                 }
6414
6415                                 strcpy(fullname, d_name + d_ptr->name);
6416
6417                                 if (!max_dlv[d_idx])
6418                                 {
6419                                         max_dlv[d_idx] = d_ptr->mindepth;
6420                                         rumor_eff_format = _("%s¤Ëµ¢´Ô¤Ç¤­¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£", "You can recall to %s.");
6421                                 }
6422                         }
6423                         else if  (strcmp(zz[0], "TOWN") == 0)
6424                         {
6425                                 int t_idx;
6426                                 s32b visit;
6427
6428                                 while(1)
6429                                 {
6430                                         t_idx = rumor_num(zz[1], NO_TOWN);
6431                                         if (town[t_idx].name) break;
6432                                 }
6433
6434                                 strcpy(fullname, town[t_idx].name);
6435
6436                                 visit = (1L << (t_idx - 1));
6437                                 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
6438                                 {
6439                                         p_ptr->visit |= visit;
6440                                         rumor_eff_format = _("%s¤Ë¹Ô¤Ã¤¿¤³¤È¤¬¤¢¤ëµ¤¤¬¤¹¤ë¡£", "You feel you have been to %s.");
6441                                 }
6442                         }
6443
6444                         rumor_msg = rumor_bind_name(zz[2], fullname);
6445                         msg_print(rumor_msg);
6446                         if (rumor_eff_format)
6447                         {
6448                                 msg_print(NULL);
6449                                 msg_format(rumor_eff_format, fullname);
6450                         }
6451                         err = FALSE;
6452                 }
6453         /* error */
6454 #ifdef JP
6455                 if (err) msg_print("¤³¤Î¾ðÊó¤Ï´Ö°ã¤Ã¤Æ¤¤¤ë¡£");
6456 #else
6457                 if (err) msg_print("This information is wrong.");
6458 #endif
6459         }
6460                         else
6461         {
6462                 msg_format("%s", Rumor);
6463         }
6464 }