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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / xtra2.c
1 /*!
2  * @file xtra2.c
3  * @brief 雑多なその他の処理2 / effects of various "objects"
4  * @date 2014/02/06
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13
14 #include "angband.h"
15 #include "cmd-pet.h"
16 #include "object-curse.h"
17
18 #define REWARD_CHANCE 10
19
20
21 /*!
22  * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
23  * Advance experience levels and print experience
24  * @return なし
25  */
26 void check_experience(void)
27 {
28         bool level_reward = FALSE;
29         bool level_mutation = FALSE;
30         bool level_inc_stat = FALSE;
31         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
32         PLAYER_LEVEL old_lev = p_ptr->lev;
33
34         /* Hack -- lower limit */
35         if (p_ptr->exp < 0) p_ptr->exp = 0;
36         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
37         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
38
39         /* Hack -- upper limit */
40         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
41         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
42         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
43
44         /* Hack -- maintain "max" experience */
45         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
46
47         /* Hack -- maintain "max max" experience */
48         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
49
50         /* Redraw experience */
51         p_ptr->redraw |= (PR_EXP);
52
53         /* Handle stuff */
54         handle_stuff();
55
56
57         /* Lose levels while possible */
58         while ((p_ptr->lev > 1) &&
59                (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
60         {
61                 /* Lose a level */
62                 p_ptr->lev--;
63
64                 /* Update some stuff */
65                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
66
67                 /* Redraw some stuff */
68                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
69
70                 p_ptr->window |= (PW_PLAYER);
71
72                 /* Handle stuff */
73                 handle_stuff();
74         }
75
76
77         /* Gain levels while possible */
78         while ((p_ptr->lev < PY_MAX_LEVEL) &&
79                (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
80         {
81                 /* Gain a level */
82                 p_ptr->lev++;
83
84                 /* Save the highest level */
85                 if (p_ptr->lev > p_ptr->max_plv)
86                 {
87                         p_ptr->max_plv = p_ptr->lev;
88
89                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
90                             (p_ptr->muta2 & MUT2_CHAOS_GIFT))
91                         {
92                                 level_reward = TRUE;
93                         }
94                         if (p_ptr->prace == RACE_BEASTMAN)
95                         {
96                                 if (one_in_(5)) level_mutation = TRUE;
97                         }
98                         level_inc_stat = TRUE;
99
100                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
101                 }
102
103                 sound(SOUND_LEVEL);
104
105                 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
106
107                 /* Update some stuff */
108                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
109
110                 /* Redraw some stuff */
111                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
112
113                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
114
115                 /* HPとMPの上昇量を表示 */
116                 level_up = 1;
117
118                 /* Handle stuff */
119                 handle_stuff();
120
121                 level_up = 0;
122
123                 if (level_inc_stat)
124                 {
125                         if(!(p_ptr->max_plv % 10))
126                         {
127                                 int choice;
128                                 screen_save();
129                                 while(1)
130                                 {
131                                         int n;
132                                         char tmp[32];
133
134 #ifdef JP
135                                         cnv_stat(p_ptr->stat_max[0], tmp);
136                                         prt(format("        a) 腕力 (現在値 %s)", tmp), 2, 14);
137                                         cnv_stat(p_ptr->stat_max[1], tmp);
138                                         prt(format("        b) 知能 (現在値 %s)", tmp), 3, 14);
139                                         cnv_stat(p_ptr->stat_max[2], tmp);
140                                         prt(format("        c) 賢さ (現在値 %s)", tmp), 4, 14);
141                                         cnv_stat(p_ptr->stat_max[3], tmp);
142                                         prt(format("        d) 器用 (現在値 %s)", tmp), 5, 14);
143                                         cnv_stat(p_ptr->stat_max[4], tmp);
144                                         prt(format("        e) 耐久 (現在値 %s)", tmp), 6, 14);
145                                         cnv_stat(p_ptr->stat_max[5], tmp);
146                                         prt(format("        f) 魅力 (現在値 %s)", tmp), 7, 14);
147                                         prt("", 8, 14);
148                                         prt("        どの能力値を上げますか?", 1, 14);
149 #else
150                                         cnv_stat(p_ptr->stat_max[0], tmp);
151                                         prt(format("        a) Str (cur %s)", tmp), 2, 14);
152                                         cnv_stat(p_ptr->stat_max[1], tmp);
153                                         prt(format("        b) Int (cur %s)", tmp), 3, 14);
154                                         cnv_stat(p_ptr->stat_max[2], tmp);
155                                         prt(format("        c) Wis (cur %s)", tmp), 4, 14);
156                                         cnv_stat(p_ptr->stat_max[3], tmp);
157                                         prt(format("        d) Dex (cur %s)", tmp), 5, 14);
158                                         cnv_stat(p_ptr->stat_max[4], tmp);
159                                         prt(format("        e) Con (cur %s)", tmp), 6, 14);
160                                         cnv_stat(p_ptr->stat_max[5], tmp);
161                                         prt(format("        f) Chr (cur %s)", tmp), 7, 14);
162                                         prt("", 8, 14);
163                                         prt("        Which stat do you want to raise?", 1, 14);
164 #endif
165                                         while(1)
166                                         {
167                                                 choice = inkey();
168                                                 if ((choice >= 'a') && (choice <= 'f')) break;
169                                         }
170                                         for(n = 0; n < 6; n++)
171                                                 if (n != choice - 'a')
172                                                         prt("",n+2,14);
173                                         if (get_check(_("よろしいですか?", "Are you sure? "))) break;
174                                 }
175                                 do_inc_stat(choice - 'a');
176                                 screen_load();
177                         }
178                         else if(!(p_ptr->max_plv % 2))
179                                 do_inc_stat(randint0(6));
180                 }
181
182                 if (level_mutation)
183                 {
184                         msg_print(_("あなたは変わった気がする...", "You feel different..."));
185                         (void)gain_random_mutation(0);
186                         level_mutation = FALSE;
187                 }
188
189                 /*
190                  * 報酬でレベルが上ると再帰的に check_experience() が
191                  * 呼ばれるので順番を最後にする。
192                  */
193                 if (level_reward)
194                 {
195                         gain_level_reward(0);
196                         level_reward = FALSE;
197                 }
198
199                 /* Update some stuff */
200                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
201
202                 /* Redraw some stuff */
203                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
204
205                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
206
207                 /* Handle stuff */
208                 handle_stuff();
209         }
210
211         /* Load an autopick preference file */
212         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
213 }
214
215
216 /*!
217  * @brief モンスターを倒した際の財宝svalを返す
218  * @param r_idx 倒したモンスターの種族ID
219  * @return 財宝のsval
220  * @details
221  * Hack -- Return the "automatic coin type" of a monster race
222  * Used to allocate proper treasure when "Creeping coins" die
223  * Note the use of actual "monster names"
224  */
225 static int get_coin_type(MONRACE_IDX r_idx)
226 {
227         /* Analyze monsters */
228         switch (r_idx)
229         {
230                 case MON_COPPER_COINS: return 2;
231                 case MON_SILVER_COINS: return 5;
232                 case MON_GOLD_COINS: return 10;
233                 case MON_MITHRIL_COINS:
234                 case MON_MITHRIL_GOLEM: return 16;
235                 case MON_ADAMANT_COINS: return 17;
236         }
237
238         /* Assume nothing */
239         return 0;
240 }
241
242
243 /*!
244  * @brief オブジェクトがクロークかどうかを判定する /
245  * Hack -- determine if a template is Cloak
246  * @param k_idx 判定したいオブジェクトのベースアイテムID
247  * @return オブジェクトがクロークならばTRUEを返す
248  */
249 static bool kind_is_cloak(KIND_OBJECT_IDX k_idx)
250 {
251         object_kind *k_ptr = &k_info[k_idx];
252
253         /* Analyze the item type */
254         if (k_ptr->tval == TV_CLOAK)
255         {
256                 return (TRUE);
257         }
258
259         /* Assume not good */
260         return (FALSE);
261 }
262
263
264 /*!
265  * @brief オブジェクトが竿状武器かどうかを判定する /
266  * Hack -- determine if a template is Polearm
267  * @param k_idx 判定したいオブジェクトのベースアイテムID
268  * @return オブジェクトが竿状武器ならばTRUEを返す
269  */
270 static bool kind_is_polearm(KIND_OBJECT_IDX k_idx)
271 {
272         object_kind *k_ptr = &k_info[k_idx];
273
274         /* Analyze the item type */
275         if (k_ptr->tval == TV_POLEARM)
276         {
277                 return (TRUE);
278         }
279
280         /* Assume not good */
281         return (FALSE);
282 }
283
284
285 /*!
286  * @brief オブジェクトが剣かどうかを判定する /
287  * Hack -- determine if a template is Sword
288  * @param k_idx 判定したいオブジェクトのベースアイテムID
289  * @return オブジェクトが剣ならばTRUEを返す
290  */
291 static bool kind_is_sword(KIND_OBJECT_IDX k_idx)
292 {
293         object_kind *k_ptr = &k_info[k_idx];
294
295         /* Analyze the item type */
296         if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
297         {
298                 return (TRUE);
299         }
300
301         /* Assume not good */
302         return (FALSE);
303 }
304
305
306 /*!
307  * @brief オブジェクトが魔法書かどうかを判定する /
308  * Hack -- determine if a template is Book
309  * @param k_idx 判定したいオブジェクトのベースアイテムID
310  * @return オブジェクトが魔法書ならばTRUEを返す
311  */
312 static bool kind_is_book(KIND_OBJECT_IDX k_idx)
313 {
314         object_kind *k_ptr = &k_info[k_idx];
315
316         /* Analyze the item type */
317         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
318         {
319                 return (TRUE);
320         }
321
322         /* Assume not good */
323         return (FALSE);
324 }
325
326
327 /*!
328  * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する /
329  * Hack -- determine if a template is Good book
330  * @param k_idx 判定したいオブジェクトのベースアイテムID
331  * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す
332  */
333 static bool kind_is_good_book(KIND_OBJECT_IDX k_idx)
334 {
335         object_kind *k_ptr = &k_info[k_idx];
336
337         /* Analyze the item type */
338         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
339         {
340                 return (TRUE);
341         }
342
343         /* Assume not good */
344         return (FALSE);
345 }
346
347
348 /*!
349  * @brief オブジェクトが鎧かどうかを判定する /
350  * Hack -- determine if a template is Armor
351  * @param k_idx 判定したいオブジェクトのベースアイテムID
352  * @return オブジェクトが鎧ならばTRUEを返す
353  */
354 static bool kind_is_armor(KIND_OBJECT_IDX k_idx)
355 {
356         object_kind *k_ptr = &k_info[k_idx];
357
358         /* Analyze the item type */
359         if (k_ptr->tval == TV_HARD_ARMOR)
360         {
361                 return (TRUE);
362         }
363
364         /* Assume not good */
365         return (FALSE);
366 }
367
368
369 /*!
370  * @brief オブジェクトが打撃武器かどうかを判定する /
371  * Hack -- determine if a template is hafted weapon
372  * @param k_idx 判定したいオブジェクトのベースアイテムID
373  * @return オブジェクトが打撃武器ならばTRUEを返す
374  */
375 static bool kind_is_hafted(KIND_OBJECT_IDX k_idx)
376 {
377         object_kind *k_ptr = &k_info[k_idx];
378
379         /* Analyze the item type */
380         if (k_ptr->tval == TV_HAFTED)
381         {
382                 return (TRUE);
383         }
384
385         /* Assume not good */
386         return (FALSE);
387 }
388
389 /*!
390  * @brief クエストを達成状態にする /
391  * @param quest_num 達成状態にしたいクエストのID
392  * @return なし
393  */
394 void complete_quest(QUEST_IDX quest_num)
395 {
396         quest_type* const q_ptr = &quest[quest_num];
397
398         switch (q_ptr->type)
399         {
400         case QUEST_TYPE_RANDOM:
401                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
402                 break;
403         default:
404                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
405                 break;
406         }
407
408         q_ptr->status = QUEST_STATUS_COMPLETED;
409         q_ptr->complev = (byte)p_ptr->lev;
410         update_playtime();
411         q_ptr->comptime = playtime;
412
413         if (!(q_ptr->flags & QUEST_FLAG_SILENT))
414         {
415                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
416                 msg_print(_("クエストを達成した!", "You just completed your quest!"));
417                 msg_print(NULL);
418         }
419 }
420
421 /*!
422  * @brief 現在フロアに残っている敵モンスターの数を返す /
423  * @return 現在の敵モンスターの数
424  */
425 static MONSTER_NUMBER count_all_hostile_monsters(void)
426 {
427         POSITION x, y;
428         MONSTER_NUMBER number_mon = 0;
429
430         for (x = 0; x < cur_wid; ++ x)
431         {
432                 for (y = 0; y < cur_hgt; ++ y)
433                 {
434                         MONSTER_IDX m_idx = cave[y][x].m_idx;
435
436                         if (m_idx > 0 && is_hostile(&m_list[m_idx]))
437                         {
438                                 ++number_mon;
439                         }
440                 }
441         }
442
443         return number_mon;
444 }
445
446 /*!
447  * @brief 特定の敵を倒した際にクエスト達成処理 /
448  * Check for "Quest" completion when a quest monster is killed or charmed.
449  * @param m_ptr 撃破したモンスターの構造体参照ポインタ
450  * @return なし
451  */
452 void check_quest_completion(monster_type *m_ptr)
453 {
454         POSITION y, x;
455         QUEST_IDX quest_num;
456
457         bool create_stairs = FALSE;
458         bool reward = FALSE;
459
460         object_type forge;
461         object_type *o_ptr;
462
463         /* Get the location */
464         y = m_ptr->fy;
465         x = m_ptr->fx;
466
467         /* Inside a quest */
468         quest_num = p_ptr->inside_quest;
469
470         /* Search for an active quest on this dungeon level */
471         if (!quest_num)
472         {
473                 QUEST_IDX i;
474
475                 for (i = max_q_idx - 1; i > 0; i--)
476                 {
477                         quest_type* const q_ptr = &quest[i];
478                         
479                         /* Quest is not active */
480                         if (q_ptr->status != QUEST_STATUS_TAKEN)
481                                 continue;
482
483                         /* Quest is not a dungeon quest */
484                         if (q_ptr->flags & QUEST_FLAG_PRESET)
485                                 continue;
486
487                         /* Quest is not on this level */
488                         if ((q_ptr->level != dun_level) &&
489                             (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
490                                 continue;
491
492                         /* Not a "kill monster" quest */
493                         if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
494                             (q_ptr->type == QUEST_TYPE_FIND_EXIT))
495                                 continue;
496
497                         /* Interesting quest */
498                         if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
499                             (q_ptr->type == QUEST_TYPE_TOWER) ||
500                             (q_ptr->type == QUEST_TYPE_KILL_ALL))
501                                 break;
502
503                         /* Interesting quest */
504                         if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
505                              (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
506                              (q_ptr->type == QUEST_TYPE_RANDOM)) &&
507                              (q_ptr->r_idx == m_ptr->r_idx))
508                                 break;
509                 }
510
511                 quest_num = i;
512         }
513
514         /* Handle the current quest */
515         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
516         {
517                 /* Current quest */
518                 quest_type* const q_ptr = &quest[quest_num];
519
520                 switch (q_ptr->type)
521                 {
522                         case QUEST_TYPE_KILL_NUMBER:
523                         {
524                                 q_ptr->cur_num++;
525
526                                 if (q_ptr->cur_num >= q_ptr->num_mon)
527                                 {
528                                         complete_quest(quest_num);
529
530                                         q_ptr->cur_num = 0;
531                                 }
532                                 break;
533                         }
534                         case QUEST_TYPE_KILL_ALL:
535                         {
536                                 if (!is_hostile(m_ptr)) break;
537
538                                 if (count_all_hostile_monsters() == 1)
539                                 {
540                                         if (q_ptr->flags & QUEST_FLAG_SILENT)
541                                         {
542                                                 q_ptr->status = QUEST_STATUS_FINISHED;
543                                         }
544                                         else
545                                         {
546                                                 complete_quest(quest_num);
547                                         }
548                                 }
549                                 break;
550                         }
551                         case QUEST_TYPE_KILL_LEVEL:
552                         case QUEST_TYPE_RANDOM:
553                         {
554                                 /* Only count valid monsters */
555                                 if (q_ptr->r_idx != m_ptr->r_idx)
556                                         break;
557
558                                 q_ptr->cur_num++;
559
560                                 if (q_ptr->cur_num >= q_ptr->max_num)
561                                 {
562                                         complete_quest(quest_num);
563
564                                         if (!(q_ptr->flags & QUEST_FLAG_PRESET))
565                                         {
566                                                 create_stairs = TRUE;
567                                                 p_ptr->inside_quest = 0;
568                                         }
569
570                                         /* Finish the two main quests without rewarding */
571                                         if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
572                                         {
573                                                 q_ptr->status = QUEST_STATUS_FINISHED;
574                                         }
575
576                                         if (q_ptr->type == QUEST_TYPE_RANDOM)
577                                         {
578                                                 reward = TRUE;
579                                                 q_ptr->status = QUEST_STATUS_FINISHED;
580                                         }
581                                 }
582                                 break;
583                         }
584                         case QUEST_TYPE_KILL_ANY_LEVEL:
585                         {
586                                 q_ptr->cur_num++;
587                                 if (q_ptr->cur_num >= q_ptr->max_num)
588                                 {
589                                         complete_quest(quest_num);
590                                         q_ptr->cur_num = 0;
591                                 }
592                                 break;
593                         }
594                         case QUEST_TYPE_TOWER:
595                         {
596                                 if (!is_hostile(m_ptr)) break;
597
598                                 if (count_all_hostile_monsters() == 1)
599                                 {
600                                         q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
601
602                                         if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
603                                            (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
604                                            (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
605                                         {
606
607                                                 complete_quest(QUEST_TOWER1);
608                                         }
609                                 }
610                                 break;
611                         }
612                 }
613         }
614
615         /* Create a magical staircase */
616         if (create_stairs)
617         {
618                 POSITION ny, nx;
619
620                 /* Stagger around */
621                 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
622                 {
623                         /* Pick a location */
624                         scatter(&ny, &nx, y, x, 1, 0);
625
626                         /* Stagger */
627                         y = ny; x = nx;
628                 }
629
630                 /* Explain the staircase */
631                 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
632
633                 /* Create stairs down */
634                 cave_set_feat(y, x, feat_down_stair);
635
636                 /* Remember to update everything */
637                 p_ptr->update |= (PU_FLOW);
638         }
639
640         /*
641          * Drop quest reward
642          */
643         if (reward)
644         {
645                 int i;
646
647                 for (i = 0; i < (dun_level / 15)+1; i++)
648                 {
649                         /* Get local object */
650                         o_ptr = &forge;
651                         object_wipe(o_ptr);
652
653                         /* Make a great object */
654                         make_object(o_ptr, AM_GOOD | AM_GREAT);
655
656                         /* Drop it in the dungeon */
657                         (void)drop_near(o_ptr, -1, y, x);
658                 }
659         }
660 }
661
662 /*!
663  * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
664  * Check for "Quest" completion when a quest monster is killed or charmed.
665  * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
666  * @return なし
667  */
668 void check_find_art_quest_completion(object_type *o_ptr)
669 {
670         QUEST_IDX i;
671         /* Check if completed a quest */
672         for (i = 0; i < max_q_idx; i++)
673         {
674                 if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
675                         (quest[i].status == QUEST_STATUS_TAKEN) &&
676                         (quest[i].k_idx == o_ptr->name1))
677                 {
678                         complete_quest(i);
679                 }
680         }
681 }
682
683
684 /*!
685  * @brief モンスターを撃破した際の述語メッセージを返す /
686  * Return monster death string
687  * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
688  * @return 撃破されたモンスターの述語
689  */
690 cptr extract_note_dies(monster_race *r_ptr)
691 {
692         /* Some monsters get "destroyed" */
693         if (!monster_living(r_ptr))
694         {
695                 int i;
696
697                 for (i = 0; i < 4; i++)
698                 {
699                         if (r_ptr->blow[i].method == RBM_EXPLODE)
700                         {
701                                 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
702                         }
703                 }
704                 return _("を倒した。", " is destroyed.");
705         }
706
707         /* Assume a default death */
708         return _("は死んだ。", " dies.");
709 }
710
711
712 /*!
713  * @brief モンスターが死亡した時の処理 /
714  * Handle the "death" of a monster.
715  * @param m_idx 死亡したモンスターのID
716  * @param drop_item TRUEならばモンスターのドロップ処理を行う
717  * @return 撃破されたモンスターの述語
718  * @details
719  * <pre>
720  * Disperse treasures centered at the monster location based on the
721  * various flags contained in the monster flags fields.
722  * Check for "Quest" completion when a quest monster is killed.
723  * Note that only the player can induce "monster_death()" on Uniques.
724  * Thus (for now) all Quest monsters should be Uniques.
725  * Note that monsters can now carry objects, and when a monster dies,
726  * it drops all of its objects, which may disappear in crowded rooms.
727  * </pre>
728  */
729 void monster_death(MONSTER_IDX m_idx, bool drop_item)
730 {
731         int i, j, y, x;
732
733         int dump_item = 0;
734         int dump_gold = 0;
735
736         int number = 0;
737
738         monster_type *m_ptr = &m_list[m_idx];
739
740         monster_race *r_ptr = &r_info[m_ptr->r_idx];
741
742         bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
743
744         u32b mo_mode = 0L;
745
746         bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
747         bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
748         bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
749         int force_coin = get_coin_type(m_ptr->r_idx);
750
751         object_type forge;
752         object_type *q_ptr;
753
754         bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
755                 && !p_ptr->inside_battle && !is_pet(m_ptr);
756
757         /* The caster is dead? */
758         if (world_monster && world_monster == m_idx) world_monster = 0;
759
760         /* Notice changes in view */
761         if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
762         {
763                 /* Update some things */
764                 p_ptr->update |= (PU_MON_LITE);
765         }
766
767         /* Get the location */
768         y = m_ptr->fy;
769         x = m_ptr->fx;
770
771         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
772         {
773                 char m_name[80];
774
775                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
776                 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
777         }
778
779         /* Let monsters explode! */
780         for (i = 0; i < 4; i++)
781         {
782                 if (r_ptr->blow[i].method == RBM_EXPLODE)
783                 {
784                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
785                         EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
786                         DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
787                         DICE_SID d_side = r_ptr->blow[i].d_side;
788                         HIT_POINT damage = damroll(d_dice, d_side);
789
790                         project(m_idx, 3, y, x, damage, typ, flg, -1);
791                         break;
792                 }
793         }
794
795         if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
796         {
797                 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
798                 r_ptr = &r_info[m_ptr->r_idx];
799         }
800
801         /* Check for quest completion */
802         check_quest_completion(m_ptr);
803
804         /* Handle the possibility of player vanquishing arena combatant -KMW- */
805         if (p_ptr->inside_arena && !is_pet(m_ptr))
806         {
807                 p_ptr->exit_bldg = TRUE;
808
809                 if (p_ptr->arena_number > MAX_ARENA_MONS)
810                 {
811                         msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
812                 }
813                 else
814                 {
815                         msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
816                 }
817
818                 if (arena_info[p_ptr->arena_number].tval)
819                 {
820                         /* Get local object */
821                         q_ptr = &forge;
822
823                         /* Prepare to make a prize */
824                         object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
825
826                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
827
828                         /* Drop it in the dungeon */
829                         (void)drop_near(q_ptr, -1, y, x);
830                 }
831
832                 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
833                 p_ptr->arena_number++;
834                 if (record_arena)
835                 {
836                         char m_name[80];
837                         
838                         /* Extract monster name */
839                         monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
840                         
841                         do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
842                 }
843         }
844
845         if (m_idx == p_ptr->riding)
846         {
847                 if (rakuba(-1, FALSE))
848                 {
849                         msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
850                 }
851         }
852
853         /* Drop a dead corpse? */
854         if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
855             (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
856             !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
857         {
858                 /* Assume skeleton */
859                 bool corpse = FALSE;
860
861                 /*
862                  * We cannot drop a skeleton? Note, if we are in this check,
863                  * we *know* we can drop at least a corpse or a skeleton
864                  */
865                 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
866                         corpse = TRUE;
867                 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
868                         corpse = TRUE;
869
870                 /* Else, a corpse is more likely unless we did a "lot" of damage */
871                 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
872                 {
873                         /* Lots of damage in one blow */
874                         if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
875                         {
876                                 if (one_in_(5)) corpse = TRUE;
877                         }
878                         else
879                         {
880                                 if (!one_in_(5)) corpse = TRUE;
881                         }
882                 }
883
884                 /* Get local object */
885                 q_ptr = &forge;
886
887                 /* Prepare to make an object */
888                 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
889
890                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
891
892                 q_ptr->pval = m_ptr->r_idx;
893
894                 /* Drop it in the dungeon */
895                 (void)drop_near(q_ptr, -1, y, x);
896         }
897
898         /* Drop objects being carried */
899         monster_drop_carried_objects(m_ptr);
900
901         if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
902         if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
903
904         switch (m_ptr->r_idx)
905         {
906         case MON_PINK_HORROR:
907                 /* Pink horrors are replaced with 2 Blue horrors */
908                 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
909                 {
910                         bool notice = FALSE;
911
912                         for (i = 0; i < 2; i++)
913                         {
914                                 int wy = y, wx = x;
915                                 bool pet = is_pet(m_ptr);
916                                 BIT_FLAGS mode = 0L;
917
918                                 if (pet) mode |= PM_FORCE_PET;
919
920                                 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
921                                 {
922                                         if (player_can_see_bold(wy, wx))
923                                                 notice = TRUE;
924                                 }
925                         }
926
927                         if (notice)
928                                 msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
929                 }
930                 break;
931
932         case MON_BLOODLETTER:
933                 /* Bloodletters of Khorne may drop a blade of chaos */
934                 if (drop_chosen_item && (randint1(100) < 15))
935                 {
936                         /* Get local object */
937                         q_ptr = &forge;
938
939                         /* Prepare to make a Blade of Chaos */
940                         object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
941
942                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
943
944                         /* Drop it in the dungeon */
945                         (void)drop_near(q_ptr, -1, y, x);
946                 }
947                 break;
948
949         case MON_RAAL:
950                 if (drop_chosen_item && (dun_level > 9))
951                 {
952                         /* Get local object */
953                         q_ptr = &forge;
954                         object_wipe(q_ptr);
955
956                         /* Activate restriction */
957                         if ((dun_level > 49) && one_in_(5))
958                                 get_obj_num_hook = kind_is_good_book;
959                         else
960                                 get_obj_num_hook = kind_is_book;
961
962                         /* Make a book */
963                         make_object(q_ptr, mo_mode);
964
965                         /* Drop it in the dungeon */
966                         (void)drop_near(q_ptr, -1, y, x);
967                 }
968                 break;
969
970         case MON_DAWN:
971                 /*
972                  * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
973                  * spawn another in the fallen one's place!
974                  */
975                 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
976                 {
977                         if (!one_in_(7))
978                         {
979                                 POSITION wy = y, wx = x;
980                                 int attempts = 100;
981                                 bool pet = is_pet(m_ptr);
982
983                                 do
984                                 {
985                                         scatter(&wy, &wx, y, x, 20, 0);
986                                 }
987                                 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
988
989                                 if (attempts > 0)
990                                 {
991                                         BIT_FLAGS mode = 0L;
992                                         if (pet) mode |= PM_FORCE_PET;
993
994                                         if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
995                                         {
996                                                 if (player_can_see_bold(wy, wx))
997                                                         msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
998                                         }
999                                 }
1000                         }
1001                 }
1002                 break;
1003
1004         case MON_UNMAKER:
1005                 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1006                 {
1007                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1008                         (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1009                 }
1010                 break;
1011
1012         case MON_UNICORN_ORD:
1013         case MON_MORGOTH:
1014         case MON_ONE_RING:
1015                 /* Reward for "lazy" player */
1016                 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1017                 {
1018                         ARTIFACT_IDX a_idx = 0;
1019                         artifact_type *a_ptr = NULL;
1020
1021                         if (!drop_chosen_item) break;
1022
1023                         do
1024                         {
1025                                 switch (randint0(3))
1026                                 {
1027                                 case 0:
1028                                         a_idx = ART_NAMAKE_HAMMER;
1029                                         break;
1030                                 case 1:
1031                                         a_idx = ART_NAMAKE_BOW;
1032                                         break;
1033                                 case 2:
1034                                         a_idx = ART_NAMAKE_ARMOR;
1035                                         break;
1036                                 }
1037
1038                                 a_ptr = &a_info[a_idx];
1039                         }
1040                         while (a_ptr->cur_num);
1041
1042                         /* Create the artifact */
1043                         if (create_named_art(a_idx, y, x))
1044                         {
1045                                 a_ptr->cur_num = 1;
1046
1047                                 /* Hack -- Memorize location of artifact in saved floors */
1048                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1049                         }
1050                         else if (!preserve_mode) a_ptr->cur_num = 1;
1051                 }
1052                 break;
1053
1054         case MON_SERPENT:
1055                 if (!drop_chosen_item) break;
1056
1057                 /* Get local object */
1058                 q_ptr = &forge;
1059
1060                 /* Mega-Hack -- Prepare to make "Grond" */
1061                 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1062
1063                 /* Mega-Hack -- Mark this item as "Grond" */
1064                 q_ptr->name1 = ART_GROND;
1065
1066                 /* Mega-Hack -- Actually create "Grond" */
1067                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1068
1069                 /* Drop it in the dungeon */
1070                 (void)drop_near(q_ptr, -1, y, x);
1071
1072                 /* Get local object */
1073                 q_ptr = &forge;
1074
1075                 /* Mega-Hack -- Prepare to make "Chaos" */
1076                 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1077
1078                 /* Mega-Hack -- Mark this item as "Chaos" */
1079                 q_ptr->name1 = ART_CHAOS;
1080
1081                 /* Mega-Hack -- Actually create "Chaos" */
1082                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1083
1084                 /* Drop it in the dungeon */
1085                 (void)drop_near(q_ptr, -1, y, x);
1086                 break;
1087
1088         case MON_B_DEATH_SWORD:
1089                 if (drop_chosen_item)
1090                 {
1091                         /* Get local object */
1092                         q_ptr = &forge;
1093
1094                         /* Prepare to make a broken sword */
1095                         object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1096
1097                         /* Drop it in the dungeon */
1098                         (void)drop_near(q_ptr, -1, y, x);
1099                 }
1100                 break;
1101
1102         case MON_A_GOLD:
1103         case MON_A_SILVER:
1104                 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1105                      ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1106                 {
1107                         /* Get local object */
1108                         q_ptr = &forge;
1109
1110                         /* Prepare to make a Can of Toys */
1111                         object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1112
1113                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1114
1115                         /* Drop it in the dungeon */
1116                         (void)drop_near(q_ptr, -1, y, x);
1117                 }
1118                 break;
1119
1120         case MON_ROLENTO:
1121                 {
1122                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1123                         (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1124                 }
1125                 break;
1126
1127         default:
1128                 if (!drop_chosen_item) break;
1129
1130                 switch (r_ptr->d_char)
1131                 {
1132                 case '(':
1133                         if (dun_level > 0)
1134                         {
1135                                 /* Get local object */
1136                                 q_ptr = &forge;
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                                 object_wipe(q_ptr);
1156
1157                                 /* Activate restriction */
1158                                 get_obj_num_hook = kind_is_polearm;
1159
1160                                 /* Make a poleweapon */
1161                                 make_object(q_ptr, mo_mode);
1162
1163                                 /* Drop it in the dungeon */
1164                                 (void)drop_near(q_ptr, -1, y, x);
1165                         }
1166                         break;
1167
1168                 case '[':
1169                         if (dun_level > 19)
1170                         {
1171                                 /* Get local object */
1172                                 q_ptr = &forge;
1173                                 object_wipe(q_ptr);
1174
1175                                 /* Activate restriction */
1176                                 get_obj_num_hook = kind_is_armor;
1177
1178                                 /* Make a hard armor */
1179                                 make_object(q_ptr, mo_mode);
1180
1181                                 /* Drop it in the dungeon */
1182                                 (void)drop_near(q_ptr, -1, y, x);
1183                         }
1184                         break;
1185
1186                 case '\\':
1187                         if (dun_level > 4)
1188                         {
1189                                 /* Get local object */
1190                                 q_ptr = &forge;
1191                                 object_wipe(q_ptr);
1192
1193                                 /* Activate restriction */
1194                                 get_obj_num_hook = kind_is_hafted;
1195
1196                                 /* Make a hafted weapon */
1197                                 make_object(q_ptr, mo_mode);
1198
1199                                 /* Drop it in the dungeon */
1200                                 (void)drop_near(q_ptr, -1, y, x);
1201                         }
1202                         break;
1203
1204                 case '|':
1205                         if (m_ptr->r_idx != MON_STORMBRINGER)
1206                         {
1207                                 /* Get local object */
1208                                 q_ptr = &forge;
1209                                 object_wipe(q_ptr);
1210
1211                                 /* Activate restriction */
1212                                 get_obj_num_hook = kind_is_sword;
1213
1214                                 /* Make a sword */
1215                                 make_object(q_ptr, mo_mode);
1216
1217                                 /* Drop it in the dungeon */
1218                                 (void)drop_near(q_ptr, -1, y, x);
1219                         }
1220                         break;
1221                 }
1222                 break;
1223         }
1224
1225         /* Mega-Hack -- drop fixed items */
1226         if (drop_chosen_item)
1227         {
1228                 ARTIFACT_IDX a_idx = 0;
1229                 int chance = 0;
1230
1231                 for(i = 0; i < 4; i++)
1232                 {
1233                         if(!r_ptr->artifact_id[i]) break;
1234                         a_idx = r_ptr->artifact_id[i];
1235                         chance = r_ptr->artifact_percent[i];
1236                 }
1237
1238                 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1239                 {
1240                         artifact_type *a_ptr = &a_info[a_idx];
1241
1242                         if (!a_ptr->cur_num)
1243                         {
1244                                 /* Create the artifact */
1245                                 if (create_named_art(a_idx, y, x))
1246                                 {
1247                                         a_ptr->cur_num = 1;
1248
1249                                         /* Hack -- Memorize location of artifact in saved floors */
1250                                         if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1251                                 }
1252                                 else if (!preserve_mode) a_ptr->cur_num = 1;
1253                         }
1254                 }
1255
1256                 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1257                 {
1258                         KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1259                                 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1260
1261                         if (d_info[dungeon_type].final_artifact)
1262                         {
1263                                 a_idx = d_info[dungeon_type].final_artifact;
1264                                 artifact_type *a_ptr = &a_info[a_idx];
1265
1266                                 if (!a_ptr->cur_num)
1267                                 {
1268                                         /* Create the artifact */
1269                                         if (create_named_art(a_idx, y, x))
1270                                         {
1271                                                 a_ptr->cur_num = 1;
1272
1273                                                 /* Hack -- Memorize location of artifact in saved floors */
1274                                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1275                                         }
1276                                         else if (!preserve_mode) a_ptr->cur_num = 1;
1277
1278                                         /* Prevent rewarding both artifact and "default" object */
1279                                         if (!d_info[dungeon_type].final_object) k_idx = 0;
1280                                 }
1281                         }
1282
1283                         if (k_idx)
1284                         {
1285                                 /* Get local object */
1286                                 q_ptr = &forge;
1287
1288                                 /* Prepare to make a reward */
1289                                 object_prep(q_ptr, k_idx);
1290
1291                                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1292
1293                                 /* Drop it in the dungeon */
1294                                 (void)drop_near(q_ptr, -1, y, x);
1295                         }
1296                         msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
1297                 }
1298         }
1299
1300         /* Determine how much we can drop */
1301         if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1302         if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1303         if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1304         if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1305         if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1306         if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1307
1308         if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1309                 number = 0; /* Clones drop no stuff unless Cloning Pits */
1310
1311         if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1312                 number = 0; /* Pets drop no stuff */
1313         if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1314         
1315         if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1316                 number = 0; /* Limit of Multiply monster drop */
1317
1318         /* Hack -- handle creeping coins */
1319         coin_type = force_coin;
1320
1321         /* Average dungeon and monster levels */
1322         object_level = (dun_level + r_ptr->level) / 2;
1323
1324         /* Drop some objects */
1325         for (j = 0; j < number; j++)
1326         {
1327                 /* Get local object */
1328                 q_ptr = &forge;
1329                 object_wipe(q_ptr);
1330
1331                 /* Make Gold */
1332                 if (do_gold && (!do_item || (randint0(100) < 50)))
1333                 {
1334                         /* Make some gold */
1335                         if (!make_gold(q_ptr)) continue;
1336
1337                         dump_gold++;
1338                 }
1339
1340                 /* Make Object */
1341                 else
1342                 {
1343                         /* Make an object */
1344                         if (!make_object(q_ptr, mo_mode)) continue;
1345
1346                         dump_item++;
1347                 }
1348
1349                 /* Drop it in the dungeon */
1350                 (void)drop_near(q_ptr, -1, y, x);
1351         }
1352
1353         /* Reset the object level */
1354         object_level = base_level;
1355
1356         /* Reset "coin" type */
1357         coin_type = 0;
1358
1359
1360         /* Take note of any dropped treasure */
1361         if (visible && (dump_item || dump_gold))
1362         {
1363                 /* Take notes on treasure */
1364                 lore_treasure(m_idx, dump_item, dump_gold);
1365         }
1366
1367         /* Only process "Quest Monsters" */
1368         if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1369         if (p_ptr->inside_battle) return;
1370
1371         /* Winner? */
1372         if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1373         {
1374                 /* Total winner */
1375                 p_ptr->total_winner = TRUE;
1376
1377                 /* Redraw the "title" */
1378                 p_ptr->redraw |= (PR_TITLE);
1379
1380                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
1381
1382                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
1383
1384                 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1385                 {
1386                         msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
1387                         msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
1388                 }
1389
1390                 /* Congratulations */
1391                 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
1392                 msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
1393                 msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
1394         }
1395 }
1396
1397 /*!
1398  * @brief モンスターに与えたダメージの修正処理 /
1399  * Modify the physical damage done to the monster.
1400  * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
1401  * @param dam ダメージ基本値
1402  * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
1403  * @return 修正を行った結果のダメージ量
1404  * @details
1405  * <pre>
1406  * (for example when it's invulnerable or shielded)
1407  * ToDo: Accept a damage-type to calculate the modified damage from
1408  * things like fire, frost, lightning, poison, ... attacks.
1409  * "type" is not yet used and should be 0.
1410  * </pre>
1411  */
1412 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
1413 {
1414         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1415
1416         if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1417         {
1418                 dam /= 100;
1419                 if ((dam == 0) && one_in_(3)) dam = 1;
1420         }
1421
1422         if (MON_INVULNER(m_ptr))
1423         {
1424                 if (is_psy_spear)
1425                 {
1426                         if (!p_ptr->blind && is_seen(m_ptr))
1427                         {
1428                                 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
1429                         }
1430                 }
1431                 else if (!one_in_(PENETRATE_INVULNERABILITY))
1432                 {
1433                         return (0);
1434                 }
1435         }
1436         return (dam);
1437 }
1438
1439
1440 /*!
1441  * @brief モンスターに与えたダメージを元に経験値を加算する /
1442  * Calculate experience point to be get
1443  * @param dam 与えたダメージ量
1444  * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
1445  * @return なし
1446  * @details
1447  * <pre>
1448  * Even the 64 bit operation is not big enough to avoid overflaw
1449  * unless we carefully choose orders of multiplication and division.
1450  * Get the coefficient first, and multiply (potentially huge) base
1451  * experience point of a monster later.
1452  * </pre>
1453  */
1454 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
1455 {
1456         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1457
1458         s32b new_exp;
1459         u32b new_exp_frac;
1460         s32b div_h;
1461         u32b div_l;
1462
1463         if (!m_ptr->r_idx) return;
1464         if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1465
1466         /*
1467          * - Ratio of monster's level to player's level effects
1468          * - Varying speed effects
1469          * - Get a fraction in proportion of damage point
1470          */
1471         new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1472         new_exp_frac = 0;
1473         div_h = 0L;
1474         div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1475
1476         /* Use (average maxhp * 2) as a denominator */
1477         if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1478                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1479         else
1480                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1481
1482         /* Special penalty in the wilderness */
1483         if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1484                 s64b_mul(&div_h, &div_l, 0, 5);
1485
1486         /* Do division first to prevent overflaw */
1487         s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1488
1489         /* Special penalty for mutiply-monster */
1490         if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1491         {
1492                 int monnum_penarty = r_ptr->r_akills / 400;
1493                 if (monnum_penarty > 8) monnum_penarty = 8;
1494
1495                 while (monnum_penarty--)
1496                 {
1497                         /* Divide by 4 */
1498                         s64b_RSHIFT(new_exp, new_exp_frac, 2);
1499                 }
1500         }
1501         
1502         /* Special penalty for rest_and_shoot exp scum */
1503         if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1504         {
1505                 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1506                 if (over_damage > 32) over_damage = 32;
1507
1508                 while (over_damage--)
1509                 {
1510                         /* 9/10 for once */
1511                         s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1512                         s64b_div(&new_exp, &new_exp_frac, 0, 10);
1513                 }
1514         }
1515
1516         /* Finally multiply base experience point of the monster */
1517         s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1518
1519         /* Gain experience */
1520         gain_exp_64(new_exp, new_exp_frac);
1521 }
1522
1523
1524 /*!
1525  * @brief モンスターのHPをダメージに応じて減算する /
1526  * Decreases monsters hit points, handling monster death.
1527  * @param dam 与えたダメージ量
1528  * @param m_idx ダメージを与えたモンスターのID
1529  * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
1530  * @param note モンスターが倒された際の特別なメッセージ述語
1531  * @return なし
1532  * @details
1533  * <pre>
1534  * We return TRUE if the monster has been killed (and deleted).
1535  * We announce monster death (using an optional "death message"
1536  * if given, and a otherwise a generic killed/destroyed message).
1537  * Only "physical attacks" can induce the "You have slain" message.
1538  * Missile and Spell attacks will induce the "dies" message, or
1539  * various "specialized" messages.  Note that "You have destroyed"
1540  * and "is destroyed" are synonyms for "You have slain" and "dies".
1541  * Hack -- unseen monsters yield "You have killed it." message.
1542  * Added fear (DGK) and check whether to print fear messages -CWS
1543  * Made name, sex, and capitalization generic -BEN-
1544  * As always, the "ghost" processing is a total hack.
1545  * Hack -- we "delay" fear messages by passing around a "fear" flag.
1546  * Consider decreasing monster experience over time, say,
1547  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1548  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1549  * monster worth more than subsequent monsters.  This would also need
1550  * to induce changes in the monster recall code.
1551  * </pre>
1552  */
1553 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
1554 {
1555         monster_type    *m_ptr = &m_list[m_idx];
1556         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1557
1558         monster_type    exp_mon;
1559
1560         /* Innocent until proven otherwise */
1561         bool        innocent = TRUE, thief = FALSE;
1562         int         i;
1563         int         expdam;
1564
1565         (void)COPY(&exp_mon, m_ptr, monster_type);
1566         
1567         expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1568
1569         get_exp_from_mon(expdam, &exp_mon);
1570
1571         /* Genocided by chaos patron */
1572         if (!m_ptr->r_idx) m_idx = 0;
1573         
1574         /* Redraw (later) if needed */
1575         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1576         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1577
1578         /* Wake it up */
1579         (void)set_monster_csleep(m_idx, 0);
1580
1581         /* Hack - Cancel any special player stealth magics. -LM- */
1582         if (p_ptr->special_defense & NINJA_S_STEALTH)
1583         {
1584                 set_superstealth(FALSE);
1585         }
1586
1587         /* Genocided by chaos patron */
1588         if (!m_idx) return TRUE;
1589         
1590         /* Hurt it */
1591         m_ptr->hp -= dam;
1592         
1593         m_ptr->dealt_damage += dam;
1594         if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1595         if (p_ptr->wizard)
1596         {
1597                 msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."),
1598                                         m_ptr->dealt_damage, m_ptr->maxhp);
1599         }
1600
1601         /* It is dead now */
1602         if (m_ptr->hp < 0)
1603         {
1604                 char m_name[80];
1605
1606                 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1607                 {
1608                         /* You might have unmasked Tanuki first time */
1609                         r_ptr = &r_info[m_ptr->r_idx];
1610                         m_ptr->ap_r_idx = m_ptr->r_idx;
1611                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1612                 }
1613
1614                 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1615                 {
1616                         /* You might have unmasked Chameleon first time */
1617                         r_ptr = real_r_ptr(m_ptr);
1618                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1619                 }
1620
1621                 if (!(m_ptr->smart & SM_CLONED))
1622                 {
1623                         /* When the player kills a Unique, it stays dead */
1624                         if (r_ptr->flags1 & RF1_UNIQUE)
1625                         {
1626                                 r_ptr->max_num = 0;
1627
1628                                 /* Mega-Hack -- Banor & Lupart */
1629                                 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1630                                 {
1631                                         r_info[MON_BANORLUPART].max_num = 0;
1632                                         r_info[MON_BANORLUPART].r_pkills++;
1633                                         r_info[MON_BANORLUPART].r_akills++;
1634                                         if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1635                                 }
1636                                 else if (m_ptr->r_idx == MON_BANORLUPART)
1637                                 {
1638                                         r_info[MON_BANOR].max_num = 0;
1639                                         r_info[MON_BANOR].r_pkills++;
1640                                         r_info[MON_BANOR].r_akills++;
1641                                         if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1642                                         r_info[MON_LUPART].max_num = 0;
1643                                         r_info[MON_LUPART].r_pkills++;
1644                                         r_info[MON_LUPART].r_akills++;
1645                                         if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1646                                 }
1647                         }
1648
1649                         /* When the player kills a Nazgul, it stays dead */
1650                         else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1651                 }
1652
1653                 /* Count all monsters killed */
1654                 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1655
1656                 /* Recall even invisible uniques or winners */
1657                 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1658                 {
1659                         /* Count kills this life */
1660                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1661                         else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1662
1663                         /* Count kills in all lives */
1664                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1665                         else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1666
1667                         /* Hack -- Auto-recall */
1668                         monster_race_track(m_ptr->ap_r_idx);
1669                 }
1670
1671                 /* Extract monster name */
1672                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1673
1674                 /* Don't kill Amberites */
1675                 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1676                 {
1677                         int curses = 1 + randint1(3);
1678                         bool stop_ty = FALSE;
1679                         int count = 0;
1680
1681                         msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
1682                         curse_equipment(100, 50);
1683
1684                         do
1685                         {
1686                                 stop_ty = activate_ty_curse(stop_ty, &count);
1687                         }
1688                         while (--curses);
1689                 }
1690
1691                 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1692                 {
1693                         char line_got[1024];
1694
1695                         /* Dump a message */
1696                         if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1697
1698                                 msg_format("%^s %s", m_name, line_got);
1699
1700 #ifdef WORLD_SCORE
1701                         if (m_ptr->r_idx == MON_SERPENT)
1702                         {
1703                                 /* Make screen dump */
1704                                 screen_dump = make_screen_dump();
1705                         }
1706 #endif
1707                 }
1708
1709                 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1710                 {
1711                         if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1712                         {
1713                                 chg_virtue(V_VALOUR, -1);
1714                         }
1715                         else if (r_ptr->level > dun_level)
1716                         {
1717                                 if (randint1(10) <= (r_ptr->level - dun_level))
1718                                         chg_virtue(V_VALOUR, 1);
1719                         }
1720                         if (r_ptr->level > 60)
1721                         {
1722                                 chg_virtue(V_VALOUR, 1);
1723                         }
1724                         if (r_ptr->level >= 2 * (p_ptr->lev+1))
1725                                 chg_virtue(V_VALOUR, 2);
1726                 }
1727
1728                 if (r_ptr->flags1 & RF1_UNIQUE)
1729                 {
1730                         if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1731
1732                         if (r_ptr->flags3 & RF3_GOOD)
1733                         {
1734                                 chg_virtue(V_UNLIFE, 2);
1735                                 chg_virtue(V_VITALITY, -2);
1736                         }
1737
1738                         if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1739                 }
1740
1741                 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1742                 {
1743                         chg_virtue(V_COMPASSION, -1);
1744                 }
1745
1746                 if ((r_ptr->flags3 & RF3_GOOD) &&
1747                         ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1748                         chg_virtue(V_UNLIFE, 1);
1749
1750                 if (r_ptr->d_char == 'A')
1751                 {
1752                         if (r_ptr->flags1 & RF1_UNIQUE)
1753                                 chg_virtue(V_FAITH, -2);
1754                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1755                         {
1756                                 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1757                                 else chg_virtue(V_FAITH, 1);
1758                         }
1759                 }
1760                 else if (r_ptr->flags3 & RF3_DEMON)
1761                 {
1762                         if (r_ptr->flags1 & RF1_UNIQUE)
1763                                 chg_virtue(V_FAITH, 2);
1764                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1765                                 chg_virtue(V_FAITH, 1);
1766                 }
1767
1768                 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1769                         chg_virtue(V_VITALITY, 2);
1770
1771                 if (r_ptr->r_deaths)
1772                 {
1773                         if (r_ptr->flags1 & RF1_UNIQUE)
1774                         {
1775                                 chg_virtue(V_HONOUR, 10);
1776                         }
1777                         else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1778                         {
1779                                 chg_virtue(V_HONOUR, 1);
1780                         }
1781                 }
1782                 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1783                 {
1784                         chg_virtue(V_VALOUR, -1);
1785                 }
1786
1787                 for (i = 0; i < 4; i++)
1788                 {
1789                         if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1790
1791                         if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1792                                 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1793
1794                                 thief = TRUE; /* Thief! */
1795                 }
1796
1797                 /* The new law says it is illegal to live in the dungeon */
1798                 if (r_ptr->level != 0) innocent = FALSE;
1799
1800                 if (thief)
1801                 {
1802                         if (r_ptr->flags1 & RF1_UNIQUE)
1803                                 chg_virtue(V_JUSTICE, 3);
1804                         else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1805                                 >= randint1(100))
1806                                 chg_virtue(V_JUSTICE, 1);
1807                 }
1808                 else if (innocent)
1809                 {
1810                         chg_virtue (V_JUSTICE, -1);
1811                 }
1812
1813                 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
1814                 {
1815                         if (one_in_(4)) chg_virtue(V_NATURE, -1);
1816                 }
1817
1818                 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1819                 {
1820                         char note_buf[160];
1821 #ifdef JP
1822                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : "");
1823 #else
1824                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
1825 #endif
1826                         do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1827                 }
1828
1829                 /* Make a sound */
1830                 sound(SOUND_KILL);
1831
1832                 /* Death by Missile/Spell attack */
1833                 if (note)
1834                 {
1835                         msg_format("%^s%s", m_name, note);
1836                 }
1837
1838                 /* Death by physical attack -- invisible monster */
1839                 else if (!m_ptr->ml)
1840                 {
1841 #ifdef JP
1842                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1843                                 msg_format("せっかくだから%sを殺した。", m_name);
1844                         else
1845                                 msg_format("%sを殺した。", m_name);
1846 #else
1847                                 msg_format("You have killed %s.", m_name);
1848 #endif
1849
1850                 }
1851
1852                 /* Death by Physical attack -- non-living monster */
1853                 else if (!monster_living(r_ptr))
1854                 {
1855                         bool explode = FALSE;
1856
1857                         for (i = 0; i < 4; i++)
1858                         {
1859                                 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1860                         }
1861
1862                         /* Special note at death */
1863                         if (explode)
1864                                 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1865                         else
1866                         {
1867 #ifdef JP
1868                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1869                                         msg_format("せっかくだから%sを倒した。", m_name);
1870                                 else
1871 msg_format("%sを倒した。", m_name);
1872 #else
1873                                 msg_format("You have destroyed %s.", m_name);
1874 #endif
1875                         }
1876                 }
1877
1878                 /* Death by Physical attack -- living monster */
1879                 else
1880                 {
1881 #ifdef JP
1882                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1883                                 msg_format("せっかくだから%sを葬り去った。", m_name);
1884                         else
1885 msg_format("%sを葬り去った。", m_name);
1886 #else
1887                                 msg_format("You have slain %s.", m_name);
1888 #endif
1889
1890                 }
1891                 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1892                 {
1893                         for (i = 0; i < MAX_KUBI; i++)
1894                         {
1895                                 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1896                                 {
1897                                         msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
1898                                         break;
1899                                 }
1900                         }
1901                 }
1902
1903                 /* Generate treasure */
1904                 monster_death(m_idx, TRUE);
1905
1906                 /* Mega hack : replace IKETA to BIKETAL */
1907                 if ((m_ptr->r_idx == MON_IKETA) &&
1908                     !(p_ptr->inside_arena || p_ptr->inside_battle))
1909                 {
1910                         int dummy_y = m_ptr->fy;
1911                         int dummy_x = m_ptr->fx;
1912                         BIT_FLAGS mode = 0L;
1913
1914                         if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1915
1916
1917                         delete_monster_idx(m_idx);
1918
1919                         if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1920                         {
1921                                 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
1922                         }
1923                 }
1924                 else
1925                 {
1926
1927                         delete_monster_idx(m_idx);
1928                 }
1929
1930                 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
1931
1932                 /* Not afraid */
1933                 (*fear) = FALSE;
1934
1935                 /* Monster is dead */
1936                 return (TRUE);
1937         }
1938
1939
1940 #ifdef ALLOW_FEAR
1941
1942         /* Mega-Hack -- Pain cancels fear */
1943         if (MON_MONFEAR(m_ptr) && (dam > 0))
1944         {
1945                 /* Cure fear */
1946                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1947                 {
1948                         /* No more fear */
1949                         (*fear) = FALSE;
1950                 }
1951         }
1952
1953         /* Sometimes a monster gets scared by damage */
1954         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1955         {
1956                 /* Percentage of fully healthy */
1957                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1958
1959                 /*
1960                  * Run (sometimes) if at 10% or less of max hit points,
1961                  * or (usually) when hit for half its current hit points
1962                  */
1963                 if ((randint1(10) >= percentage) ||
1964                     ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1965                 {
1966                         /* Hack -- note fear */
1967                         (*fear) = TRUE;
1968
1969                         /* Hack -- Add some timed fear */
1970                         (void)set_monster_monfear(m_idx, (randint1(10) +
1971                                           (((dam >= m_ptr->hp) && (percentage > 7)) ?
1972                                            20 : ((11 - percentage) * 5))));
1973                 }
1974         }
1975
1976 #endif
1977
1978 #if 0
1979         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
1980         {
1981                 char m_name[80];
1982
1983                 /* Extract monster name */
1984                 monster_desc(m_name, m_ptr, 0);
1985
1986                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
1987                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
1988                 {
1989                 msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
1990                 }
1991         }
1992 #endif
1993
1994         /* Not dead yet */
1995         return (FALSE);
1996 }
1997
1998
1999 /*!
2000  * @brief 現在のコンソール表示の縦横を返す。 /
2001  * Get term size and calculate screen size
2002  * @param wid_p コンソールの表示幅文字数を返す
2003  * @param hgt_p コンソールの表示行数を返す
2004  * @return なし
2005  */
2006 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2007 {
2008         Term_get_size(wid_p, hgt_p);
2009         *hgt_p -= ROW_MAP + 2;
2010         *wid_p -= COL_MAP + 2;
2011         if (use_bigtile) *wid_p /= 2;
2012 }
2013
2014
2015 /*!
2016  * @brief コンソール上におけるマップ表示の左上位置を返す /
2017  * Calculates current boundaries Called below and from "do_cmd_locate()".
2018  * @return なし
2019  */
2020 void panel_bounds_center(void)
2021 {
2022         int wid, hgt;
2023
2024         get_screen_size(&wid, &hgt);
2025
2026         panel_row_max = panel_row_min + hgt - 1;
2027         panel_row_prt = panel_row_min - 1;
2028         panel_col_max = panel_col_min + wid - 1;
2029         panel_col_prt = panel_col_min - 13;
2030 }
2031
2032
2033 /*!
2034  * @brief コンソールのリサイズに合わせてマップを再描画する /
2035  * Map resizing whenever the main term changes size
2036  * @return なし
2037  */
2038 void resize_map(void)
2039 {
2040         /* Only if the dungeon exists */
2041         if (!character_dungeon) return;
2042         
2043         /* Mega-Hack -- no panel yet */
2044         panel_row_max = 0;
2045         panel_col_max = 0;
2046
2047         /* Reset the panels */
2048         panel_row_min = cur_hgt;
2049         panel_col_min = cur_wid;
2050                                 
2051         verify_panel();
2052
2053         p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2054
2055         /* Forget lite/view */
2056         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2057
2058         /* Update lite/view */
2059         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2060
2061         /* Update monsters */
2062         p_ptr->update |= (PU_MONSTERS);
2063
2064         /* Redraw everything */
2065         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2066
2067         /* Hack -- update */
2068         handle_stuff();
2069         
2070         /* Redraw */
2071         Term_redraw();
2072
2073         /*
2074          * Waiting command;
2075          * Place the cursor on the player
2076          */
2077         if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2078
2079         /* Refresh */
2080         Term_fresh();
2081 }
2082
2083 /*!
2084  * @brief コンソールを再描画する /
2085  * Redraw a term when it is resized
2086  * @return なし
2087  */
2088 void redraw_window(void)
2089 {
2090         /* Only if the dungeon exists */
2091         if (!character_dungeon) return;
2092
2093         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2094
2095         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2096
2097         /* Hack -- update */
2098         handle_stuff();
2099
2100         /* Redraw */
2101         Term_redraw();
2102 }
2103
2104
2105 /*!
2106  * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
2107  * @param dy 変更先のフロアY座標
2108  * @param dx 変更先のフロアX座標
2109  * Handle a request to change the current panel
2110  * Return TRUE if the panel was changed.
2111  * Also used in do_cmd_locate
2112  * @return 実際に再描画が必要だった場合TRUEを返す
2113  */
2114 bool change_panel(POSITION dy, POSITION dx)
2115 {
2116         POSITION y, x;
2117         TERM_LEN wid, hgt;
2118
2119         get_screen_size(&wid, &hgt);
2120
2121         /* Apply the motion */
2122         y = panel_row_min + dy * hgt / 2;
2123         x = panel_col_min + dx * wid / 2;
2124
2125         /* Verify the row */
2126         if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2127         if (y < 0) y = 0;
2128
2129         /* Verify the col */
2130         if (x > cur_wid - wid) x = cur_wid - wid;
2131         if (x < 0) x = 0;
2132
2133         /* Handle "changes" */
2134         if ((y != panel_row_min) || (x != panel_col_min))
2135         {
2136                 /* Save the new panel info */
2137                 panel_row_min = y;
2138                 panel_col_min = x;
2139
2140                 /* Recalculate the boundaries */
2141                 panel_bounds_center();
2142
2143                 p_ptr->update |= (PU_MONSTERS);
2144
2145                 p_ptr->redraw |= (PR_MAP);
2146
2147                 /* Handle stuff */
2148                 handle_stuff();
2149
2150                 /* Success */
2151                 return (TRUE);
2152         }
2153
2154         /* No change */
2155         return (FALSE);
2156 }
2157
2158 /*!
2159  * @brief フォーカスを当てるべきマップ描画の基準座標を指定する
2160  * @param y 変更先のフロアY座標
2161  * @param x 変更先のフロアX座標
2162  * @details
2163  * Handle a request to change the current panel
2164  * Return TRUE if the panel was changed.
2165  * Also used in do_cmd_locate
2166  * @return 実際に再描画が必要だった場合TRUEを返す
2167  */
2168 static bool change_panel_xy(POSITION y, POSITION x)
2169 {
2170         POSITION dy = 0, dx = 0;
2171         TERM_LEN wid, hgt;
2172
2173         get_screen_size(&wid, &hgt);
2174
2175         if (y < panel_row_min) dy = -1;
2176         if (y > panel_row_max) dy = 1;
2177         if (x < panel_col_min) dx = -1;
2178         if (x > panel_col_max) dx = 1;
2179
2180         if (!dy && !dx) return (FALSE);
2181
2182         return change_panel(dy, dx);
2183 }
2184
2185
2186 /*!
2187  * @brief マップ描画のフォーカスを当てるべき座標を更新する
2188  * @details
2189  * Given an row (y) and col (x), this routine detects when a move
2190  * off the screen has occurred and figures new borders. -RAK-
2191  * "Update" forces a "full update" to take place.
2192  * The map is reprinted if necessary, and "TRUE" is returned.
2193  * @return 実際に再描画が必要だった場合TRUEを返す
2194  */
2195 void verify_panel(void)
2196 {
2197         POSITION y = p_ptr->y;
2198         POSITION x = p_ptr->x;
2199         int wid, hgt;
2200
2201         int prow_min;
2202         int pcol_min;
2203         int max_prow_min;
2204         int max_pcol_min;
2205
2206         get_screen_size(&wid, &hgt);
2207
2208         max_prow_min = cur_hgt - hgt;
2209         max_pcol_min = cur_wid - wid;
2210
2211         /* Bounds checking */
2212         if (max_prow_min < 0) max_prow_min = 0;
2213         if (max_pcol_min < 0) max_pcol_min = 0;
2214
2215                 /* Center on player */
2216         if (center_player && (center_running || !running))
2217         {
2218                 /* Center vertically */
2219                 prow_min = y - hgt / 2;
2220                 if (prow_min < 0) prow_min = 0;
2221                 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2222
2223                 /* Center horizontally */
2224                 pcol_min = x - wid / 2;
2225                 if (pcol_min < 0) pcol_min = 0;
2226                 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2227         }
2228         else
2229         {
2230                 prow_min = panel_row_min;
2231                 pcol_min = panel_col_min;
2232
2233                 /* Scroll screen when 2 grids from top/bottom edge */
2234                 if (y > panel_row_max - 2)
2235                 {
2236                         while (y > prow_min + hgt-1 - 2)
2237                         {
2238                                 prow_min += (hgt / 2);
2239                         }
2240                 }
2241
2242                 if (y < panel_row_min + 2)
2243                 {
2244                         while (y < prow_min + 2)
2245                         {
2246                                 prow_min -= (hgt / 2);
2247                         }
2248                 }
2249
2250                 if (prow_min > max_prow_min) prow_min = max_prow_min;
2251                 if (prow_min < 0) prow_min = 0;
2252
2253                 /* Scroll screen when 4 grids from left/right edge */
2254                 if (x > panel_col_max - 4)
2255                 {
2256                         while (x > pcol_min + wid-1 - 4)
2257                         {
2258                                 pcol_min += (wid / 2);
2259                         }
2260                 }
2261                 
2262                 if (x < panel_col_min + 4)
2263                 {
2264                         while (x < pcol_min + 4)
2265                         {
2266                                 pcol_min -= (wid / 2);
2267                         }
2268                 }
2269
2270                 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2271                 if (pcol_min < 0) pcol_min = 0;
2272         }
2273
2274         /* Check for "no change" */
2275         if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2276
2277         /* Save the new panel info */
2278         panel_row_min = prow_min;
2279         panel_col_min = pcol_min;
2280
2281         /* Hack -- optional disturb on "panel change" */
2282         if (disturb_panel && !center_player) disturb(FALSE, FALSE);
2283
2284         /* Recalculate the boundaries */
2285         panel_bounds_center();
2286
2287         p_ptr->update |= (PU_MONSTERS);
2288
2289         p_ptr->redraw |= (PR_MAP);
2290
2291         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2292 }
2293
2294
2295 /*
2296  * Monster health description
2297  */
2298 cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
2299 {
2300         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2301         bool         living;
2302         int          perc;
2303         cptr desc;
2304         cptr attitude;
2305         cptr clone;
2306
2307         /* Determine if the monster is "living" */
2308         living = monster_living(ap_r_ptr);
2309
2310         /* Calculate a health "percentage" */
2311         perc = 100L * m_ptr->hp / m_ptr->maxhp;
2312
2313         /* Healthy monsters */
2314         if (m_ptr->hp >= m_ptr->maxhp)
2315         {
2316                 /* No damage */
2317 #ifdef JP
2318                 desc = living ? "無傷" : "無ダメージ";
2319 #else
2320                 desc = living ? "unhurt" : "undamaged";
2321 #endif
2322
2323         }
2324
2325         else if (perc >= 60)
2326         {
2327 #ifdef JP
2328                 desc = living ? "軽傷" : "小ダメージ";
2329 #else
2330                 desc = living ? "somewhat wounded" : "somewhat damaged";
2331 #endif
2332
2333         }
2334
2335         else if (perc >= 25)
2336         {
2337 #ifdef JP
2338                 desc = living ? "負傷" : "中ダメージ";
2339 #else
2340                 desc = living ? "wounded" : "damaged";
2341 #endif
2342
2343         }
2344
2345         else if (perc >= 10)
2346         {
2347 #ifdef JP
2348                 desc = living ? "重傷" : "大ダメージ";
2349 #else
2350                 desc = living ? "badly wounded" : "badly damaged";
2351 #endif
2352
2353         }
2354
2355         else 
2356         {
2357 #ifdef JP
2358                 desc = living ? "半死半生" : "倒れかけ";
2359 #else
2360                 desc = living ? "almost dead" : "almost destroyed";
2361 #endif
2362         }
2363
2364
2365         /* Need attitude information? */
2366         if (!(mode & 0x01))
2367         {
2368                 /* Full information is not needed */
2369                 attitude = "";
2370         }
2371         else if (is_pet(m_ptr))
2372         {
2373                 attitude = _(", ペット", ", pet");
2374         }
2375         else if (is_friendly(m_ptr))
2376         {
2377                 attitude = _(", 友好的", ", friendly");
2378         }
2379         else
2380         {
2381                 attitude = _("", "");
2382         }
2383
2384
2385         /* Clone monster? */
2386         if (m_ptr->smart & SM_CLONED)
2387         {
2388                 clone = ", clone";
2389         }
2390         else
2391         {
2392                 clone = "";
2393         }
2394
2395         /* Display monster's level --- idea borrowed from ToME */
2396         if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2397         {
2398                 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
2399         }
2400         else 
2401         {
2402                 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
2403         }
2404 }
2405
2406
2407
2408 /*
2409  * Angband sorting algorithm -- quick sort in place
2410  *
2411  * Note that the details of the data we are sorting is hidden,
2412  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2413  * function hooks to interact with the data, which is given as
2414  * two pointers, and which may have any user-defined form.
2415  */
2416 void ang_sort_aux(vptr u, vptr v, int p, int q)
2417 {
2418         int z, a, b;
2419
2420         /* Done sort */
2421         if (p >= q) return;
2422
2423         /* Pivot */
2424         z = p;
2425
2426         /* Begin */
2427         a = p;
2428         b = q;
2429
2430         /* Partition */
2431         while (TRUE)
2432         {
2433                 /* Slide i2 */
2434                 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2435
2436                 /* Slide i1 */
2437                 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2438
2439                 /* Done partition */
2440                 if (a >= b) break;
2441
2442                 /* Swap */
2443                 (*ang_sort_swap)(u, v, a, b);
2444
2445                 /* Advance */
2446                 a++, b--;
2447         }
2448
2449         /* Recurse left side */
2450         ang_sort_aux(u, v, p, b);
2451
2452         /* Recurse right side */
2453         ang_sort_aux(u, v, b+1, q);
2454 }
2455
2456
2457 /*
2458  * Angband sorting algorithm -- quick sort in place
2459  *
2460  * Note that the details of the data we are sorting is hidden,
2461  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2462  * function hooks to interact with the data, which is given as
2463  * two pointers, and which may have any user-defined form.
2464  */
2465 void ang_sort(vptr u, vptr v, int n)
2466 {
2467         /* Sort the array */
2468         ang_sort_aux(u, v, 0, n-1);
2469 }
2470
2471
2472
2473 /*** Targeting Code ***/
2474
2475
2476 /*
2477  * Determine is a monster makes a reasonable target
2478  *
2479  * The concept of "targeting" was stolen from "Morgul" (?)
2480  *
2481  * The player can target any location, or any "target-able" monster.
2482  *
2483  * Currently, a monster is "target_able" if it is visible, and if
2484  * the player can hit it with a projection, and the player is not
2485  * hallucinating.  This allows use of "use closest target" macros.
2486  *
2487  * Future versions may restrict the ability to target "trappers"
2488  * and "mimics", but the semantics is a little bit weird.
2489  */
2490 bool target_able(MONSTER_IDX m_idx)
2491 {
2492         monster_type *m_ptr = &m_list[m_idx];
2493
2494         /* Monster must be alive */
2495         if (!m_ptr->r_idx) return (FALSE);
2496
2497         /* Hack -- no targeting hallucinations */
2498         if (p_ptr->image) return (FALSE);
2499
2500         /* Monster must be visible */
2501         if (!m_ptr->ml) return (FALSE);
2502
2503         if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2504
2505         /* Monster must be projectable */
2506         if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
2507
2508         /* Hack -- Never target trappers */
2509         /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2510
2511         /* Assume okay */
2512         return (TRUE);
2513 }
2514
2515
2516
2517
2518 /*
2519  * Update (if necessary) and verify (if possible) the target.
2520  *
2521  * We return TRUE if the target is "okay" and FALSE otherwise.
2522  */
2523 bool target_okay(void)
2524 {
2525         /* Accept stationary targets */
2526         if (target_who < 0) return (TRUE);
2527
2528         /* Check moving targets */
2529         if (target_who > 0)
2530         {
2531                 /* Accept reasonable targets */
2532                 if (target_able(target_who))
2533                 {
2534                         monster_type *m_ptr = &m_list[target_who];
2535
2536                         /* Acquire monster location */
2537                         target_row = m_ptr->fy;
2538                         target_col = m_ptr->fx;
2539
2540                         /* Good target */
2541                         return (TRUE);
2542                 }
2543         }
2544
2545         /* Assume no target */
2546         return (FALSE);
2547 }
2548
2549
2550 /*
2551  * Sorting hook -- comp function -- by "distance to player"
2552  *
2553  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2554  * and sort the arrays by double-distance to the player.
2555  */
2556 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2557 {
2558         POSITION *x = (POSITION*)(u);
2559         POSITION *y = (POSITION*)(v);
2560
2561         POSITION da, db, kx, ky;
2562
2563         /* Absolute distance components */
2564         kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
2565         ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
2566
2567         /* Approximate Double Distance to the first point */
2568         da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2569
2570         /* Absolute distance components */
2571         kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
2572         ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
2573
2574         /* Approximate Double Distance to the first point */
2575         db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2576
2577         /* Compare the distances */
2578         return (da <= db);
2579 }
2580
2581
2582 /*
2583  * Sorting hook -- comp function -- by importance level of grids
2584  *
2585  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2586  * and sort the arrays by level of monster
2587  */
2588 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2589 {
2590         POSITION *x = (POSITION*)(u);
2591         POSITION *y = (POSITION*)(v);
2592         cave_type *ca_ptr = &cave[y[a]][x[a]];
2593         cave_type *cb_ptr = &cave[y[b]][x[b]];
2594         monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2595         monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2596         monster_race *ap_ra_ptr, *ap_rb_ptr;
2597
2598         /* The player grid */
2599         if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
2600         if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
2601
2602         /* Extract monster race */
2603         if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2604         else ap_ra_ptr = NULL;
2605         if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2606         else ap_rb_ptr = NULL;
2607
2608         if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2609         if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2610
2611         /* Compare two monsters */
2612         if (ap_ra_ptr && ap_rb_ptr)
2613         {
2614                 /* Unique monsters first */
2615                 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2616                 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2617
2618                 /* Shadowers first (あやしい影) */
2619                 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2620                 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2621
2622                 /* Unknown monsters first */
2623                 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2624                 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2625
2626                 /* Higher level monsters first (if known) */
2627                 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2628                 {
2629                         if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2630                         if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2631                 }
2632
2633                 /* Sort by index if all conditions are same */
2634                 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2635                 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2636         }
2637
2638         /* An object get higher priority */
2639         if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2640         if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2641
2642         /* Priority from the terrain */
2643         if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2644         if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2645
2646         /* If all conditions are same, compare distance */
2647         return ang_sort_comp_distance(u, v, a, b);
2648 }
2649
2650
2651 /*
2652  * Sorting hook -- swap function -- by "distance to player"
2653  *
2654  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2655  * and sort the arrays by distance to the player.
2656  */
2657 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2658 {
2659         POSITION *x = (POSITION*)(u);
2660         POSITION *y = (POSITION*)(v);
2661
2662         POSITION temp;
2663
2664         /* Swap "x" */
2665         temp = x[a];
2666         x[a] = x[b];
2667         x[b] = temp;
2668
2669         /* Swap "y" */
2670         temp = y[a];
2671         y[a] = y[b];
2672         y[b] = temp;
2673 }
2674
2675
2676
2677 /*
2678  * Hack -- help "select" a location (see below)
2679  */
2680 static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
2681 {
2682         POSITION_IDX i, v;
2683         POSITION x2, y2, x3, y3, x4, y4;
2684         POSITION_IDX b_i = -1, b_v = 9999;
2685
2686
2687         /* Scan the locations */
2688         for (i = 0; i < temp_n; i++)
2689         {
2690                 /* Point 2 */
2691                 x2 = temp_x[i];
2692                 y2 = temp_y[i];
2693
2694                 /* Directed distance */
2695                 x3 = (x2 - x1);
2696                 y3 = (y2 - y1);
2697
2698                 /* Verify quadrant */
2699                 if (dx && (x3 * dx <= 0)) continue;
2700                 if (dy && (y3 * dy <= 0)) continue;
2701
2702                 /* Absolute distance */
2703                 x4 = ABS(x3);
2704                 y4 = ABS(y3);
2705
2706                 /* Verify quadrant */
2707                 if (dy && !dx && (x4 > y4)) continue;
2708                 if (dx && !dy && (y4 > x4)) continue;
2709
2710                 /* Approximate Double Distance */
2711                 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2712
2713                 /* Penalize location */
2714
2715                 /* Track best */
2716                 if ((b_i >= 0) && (v >= b_v)) continue;
2717
2718                 /* Track best */
2719                 b_i = i; b_v = v;
2720         }
2721         return (b_i);
2722 }
2723
2724
2725 /*
2726  * Hack -- determine if a given location is "interesting"
2727  */
2728 static bool target_set_accept(POSITION y, POSITION x)
2729 {
2730         cave_type *c_ptr;
2731         OBJECT_IDX this_o_idx, next_o_idx = 0;
2732
2733         /* Bounds */
2734         if (!(in_bounds(y, x))) return (FALSE);
2735
2736         /* Player grid is always interesting */
2737         if (player_bold(y, x)) return (TRUE);
2738
2739         /* Handle hallucination */
2740         if (p_ptr->image) return (FALSE);
2741
2742         /* Examine the grid */
2743         c_ptr = &cave[y][x];
2744
2745         /* Visible monsters */
2746         if (c_ptr->m_idx)
2747         {
2748                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2749
2750                 /* Visible monsters */
2751                 if (m_ptr->ml) return (TRUE);
2752         }
2753
2754         /* Scan all objects in the grid */
2755         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2756         {
2757                 object_type *o_ptr;
2758
2759                 /* Acquire object */
2760                 o_ptr = &o_list[this_o_idx];
2761
2762                 /* Acquire next object */
2763                 next_o_idx = o_ptr->next_o_idx;
2764
2765                 /* Memorized object */
2766                 if (o_ptr->marked & OM_FOUND) return (TRUE);
2767         }
2768
2769         /* Interesting memorized features */
2770         if (c_ptr->info & (CAVE_MARK))
2771         {
2772                 /* Notice object features */
2773                 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2774
2775                 /* Feature code (applying "mimic" field) */
2776                 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
2777         }
2778
2779         return (FALSE);
2780 }
2781
2782
2783 /*
2784  * Prepare the "temp" array for "target_set"
2785  *
2786  * Return the number of target_able monsters in the set.
2787  */
2788 static void target_set_prepare(BIT_FLAGS mode)
2789 {
2790         POSITION y, x;
2791         POSITION min_hgt, max_hgt, min_wid, max_wid;
2792
2793         if (mode & TARGET_KILL)
2794         {
2795                 /* Inner range */
2796                 min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
2797                 max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
2798                 min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
2799                 max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
2800         }
2801         else /* not targetting */
2802         {
2803                 /* Inner panel */
2804                 min_hgt = panel_row_min;
2805                 max_hgt = panel_row_max;
2806                 min_wid = panel_col_min;
2807                 max_wid = panel_col_max;
2808         }
2809
2810         /* Reset "temp" array */
2811         temp_n = 0;
2812
2813         /* Scan the current panel */
2814         for (y = min_hgt; y <= max_hgt; y++)
2815         {
2816                 for (x = min_wid; x <= max_wid; x++)
2817                 {
2818                         cave_type *c_ptr;
2819
2820                         /* Require "interesting" contents */
2821                         if (!target_set_accept(y, x)) continue;
2822
2823                         c_ptr = &cave[y][x];
2824
2825                         /* Require target_able monsters for "TARGET_KILL" */
2826                         if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2827
2828                         if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2829
2830                         /* Save the location */
2831                         temp_x[temp_n] = x;
2832                         temp_y[temp_n] = y;
2833                         temp_n++;
2834                 }
2835         }
2836
2837         /* Set the sort hooks */
2838         if (mode & (TARGET_KILL))
2839         {
2840                 /* Target the nearest monster for shooting */
2841                 ang_sort_comp = ang_sort_comp_distance;
2842                 ang_sort_swap = ang_sort_swap_distance;
2843         }
2844         else
2845         {
2846                 /* Look important grids first in Look command */
2847                 ang_sort_comp = ang_sort_comp_importance;
2848                 ang_sort_swap = ang_sort_swap_distance;
2849         }
2850
2851         /* Sort the positions */
2852         ang_sort(temp_x, temp_y, temp_n);
2853
2854         if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2855         {
2856                 POSITION tmp;
2857
2858                 tmp = temp_y[0];
2859                 temp_y[0] = temp_y[1];
2860                 temp_y[1] = tmp;
2861                 tmp = temp_x[0];
2862                 temp_x[0] = temp_x[1];
2863                 temp_x[1] = tmp;
2864         }
2865 }
2866
2867 void target_set_prepare_look(void){
2868         target_set_prepare(TARGET_LOOK);
2869 }
2870
2871
2872 /*
2873  * Evaluate number of kill needed to gain level
2874  */
2875 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
2876 {
2877         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2878         u32b num;
2879         s32b exp_mon, exp_adv;
2880         u32b exp_mon_frac, exp_adv_frac;
2881
2882         if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
2883         {
2884                 sprintf(buf,"**");
2885                 return;
2886         }
2887         else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
2888         {
2889                 if (!p_ptr->wizard)
2890                 {
2891                         sprintf(buf,"??");
2892                         return;
2893                 }
2894         }
2895
2896
2897         /* The monster's experience point (assuming average monster speed) */
2898         exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
2899         exp_mon_frac = 0;
2900         s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
2901
2902
2903         /* Total experience value for next level */
2904         exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
2905         exp_adv_frac = 0;
2906         s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
2907
2908         /* Experience value need to get */
2909         s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
2910
2911
2912         /* You need to kill at least one monster to get any experience */
2913         s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2914         s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
2915
2916         /* Extract number of monsters needed */
2917         s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2918
2919         /* If 999 or more monsters needed, only display "999". */
2920         num = MIN(999, exp_adv_frac);
2921
2922         /* Display the number */
2923         sprintf(buf,"%03ld", (long int)num);
2924 }
2925
2926
2927 bool show_gold_on_floor = FALSE;
2928
2929 /*
2930  * Examine a grid, return a keypress.
2931  *
2932  * The "mode" argument contains the "TARGET_LOOK" bit flag, which
2933  * indicates that the "space" key should scan through the contents
2934  * of the grid, instead of simply returning immediately.  This lets
2935  * the "look" command get complete information, without making the
2936  * "target" command annoying.
2937  *
2938  * The "info" argument contains the "commands" which should be shown
2939  * inside the "[xxx]" text.  This string must never be empty, or grids
2940  * containing monsters will be displayed with an extra comma.
2941  *
2942  * Note that if a monster is in the grid, we update both the monster
2943  * recall info and the health bar info to track that monster.
2944  *
2945  * Eventually, we may allow multiple objects per grid, or objects
2946  * and terrain features in the same grid. 
2947  *
2948  * This function must handle blindness/hallucination.
2949  */
2950 static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
2951 {
2952         cave_type *c_ptr = &cave[y][x];
2953         OBJECT_IDX this_o_idx, next_o_idx = 0;
2954         cptr s1 = "", s2 = "", s3 = "", x_info = "";
2955         bool boring = TRUE;
2956         FEAT_IDX feat;
2957         feature_type *f_ptr;
2958         char query = '\001';
2959         char out_val[MAX_NLEN+80];
2960         OBJECT_IDX floor_list[23];
2961         ITEM_NUMBER floor_num = 0;
2962
2963         /* Scan all objects in the grid */
2964         if (easy_floor)
2965         {
2966                 floor_num = scan_floor(floor_list, y, x, 0x02);
2967
2968                 if (floor_num)
2969                 {
2970                         x_info = _("x物 ", "x,");
2971                 }
2972         }
2973
2974         /* Hack -- under the player */
2975         if (player_bold(y, x))
2976         {
2977                 /* Description */
2978 #ifdef JP
2979                 s1 = "あなたは";
2980                 s2 = "の上";
2981                 s3 = "にいる";
2982 #else
2983                 s1 = "You are ";
2984
2985                 /* Preposition */
2986                 s2 = "on ";
2987 #endif
2988         }
2989         else
2990         {
2991                 s1 = _("ターゲット:", "Target:");
2992         }
2993
2994         /* Hack -- hallucination */
2995         if (p_ptr->image)
2996         {
2997                 cptr name = _("何か奇妙な物", "something strange");
2998
2999                 /* Display a message */
3000 #ifdef JP
3001                 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3002 #else
3003                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3004 #endif
3005
3006                 prt(out_val, 0, 0);
3007                 move_cursor_relative(y, x);
3008                 query = inkey();
3009
3010                 /* Stop on everything but "return" */
3011                 if ((query != '\r') && (query != '\n')) return query;
3012
3013                 /* Repeat forever */
3014                 return 0;
3015         }
3016
3017
3018         /* Actual monsters */
3019         if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3020         {
3021                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3022                 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3023                 char m_name[80];
3024                 bool recall = FALSE;
3025
3026                 /* Not boring */
3027                 boring = FALSE;
3028
3029                 /* Get the monster name ("a kobold") */
3030                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3031
3032                 /* Hack -- track this monster race */
3033                 monster_race_track(m_ptr->ap_r_idx);
3034
3035                 /* Hack -- health bar for this monster */
3036                 health_track(c_ptr->m_idx);
3037
3038                 /* Hack -- handle stuff */
3039                 handle_stuff();
3040
3041                 /* Interact */
3042                 while (1)
3043                 {
3044                         char acount[10];
3045
3046                         /* Recall */
3047                         if (recall)
3048                         {
3049                                 /* Save */
3050                                 screen_save();
3051
3052                                 /* Recall on screen */
3053                                 screen_roff(m_ptr->ap_r_idx, 0);
3054
3055                                 /* Hack -- Complete the prompt (again) */
3056                                 Term_addstr(-1, TERM_WHITE, format(_("  [r思 %s%s]", "  [r,%s%s]"), x_info, info));
3057
3058                                 /* Command */
3059                                 query = inkey();
3060
3061                                 /* Restore */
3062                                 screen_load();
3063
3064                                 /* Normal commands */
3065                                 if (query != 'r') break;
3066
3067                                 /* Toggle recall */
3068                                 recall = FALSE;
3069
3070                                 /* Cleare recall text and repeat */
3071                                 continue;
3072                         }
3073
3074                         /*** Normal ***/
3075
3076                         /* Describe, and prompt for recall */
3077                         evaluate_monster_exp(acount, m_ptr);
3078
3079 #ifdef JP
3080                         sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
3081 #else
3082                         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);
3083 #endif
3084
3085                         prt(out_val, 0, 0);
3086
3087                         /* Place cursor */
3088                         move_cursor_relative(y, x);
3089
3090                         /* Command */
3091                         query = inkey();
3092
3093                         /* Normal commands */
3094                         if (query != 'r') break;
3095
3096                         /* Toggle recall */
3097                         recall = TRUE;
3098                 }
3099
3100                 /* Always stop at "normal" keys */
3101                 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3102
3103                 /* Sometimes stop at "space" key */
3104                 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3105
3106                 /* Change the intro */
3107                 s1 = _("それは", "It is ");
3108
3109                 /* Hack -- take account of gender */
3110                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
3111                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
3112
3113                 /* Use a preposition */
3114 #ifdef JP
3115                 s2 = "を";
3116                 s3 = "持っている";
3117 #else
3118                 s2 = "carrying ";
3119 #endif
3120
3121
3122                 /* Scan all objects being carried */
3123                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3124                 {
3125                         char o_name[MAX_NLEN];
3126
3127                         object_type *o_ptr;
3128
3129                         /* Acquire object */
3130                         o_ptr = &o_list[this_o_idx];
3131
3132                         /* Acquire next object */
3133                         next_o_idx = o_ptr->next_o_idx;
3134
3135                         /* Obtain an object description */
3136                         object_desc(o_name, o_ptr, 0);
3137
3138 #ifdef JP
3139                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3140 #else
3141                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3142 #endif
3143
3144                         prt(out_val, 0, 0);
3145                         move_cursor_relative(y, x);
3146                         query = inkey();
3147
3148                         /* Always stop at "normal" keys */
3149                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3150
3151                         /* Sometimes stop at "space" key */
3152                         if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3153
3154                         /* Change the intro */
3155                         s2 = _("をまた", "also carrying ");
3156                 }
3157
3158                 /* Use a preposition */
3159 #ifdef JP
3160                 s2 = "の上";
3161                 s3 = "にいる";
3162 #else
3163                 s2 = "on ";
3164 #endif
3165         }
3166
3167         if (floor_num)
3168         {
3169                 int min_width = 0;
3170
3171                 while (1)
3172                 {
3173                         if (floor_num == 1)
3174                         {
3175                                 char o_name[MAX_NLEN];
3176
3177                                 object_type *o_ptr;
3178
3179                                 /* Acquire object */
3180                                 o_ptr = &o_list[floor_list[0]];
3181
3182                                 object_desc(o_name, o_ptr, 0);
3183
3184 #ifdef JP
3185                                 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3186 #else
3187                                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3188 #endif
3189
3190                                 prt(out_val, 0, 0);
3191                                 move_cursor_relative(y, x);
3192
3193                                 /* Command */
3194                                 query = inkey();
3195
3196                                 /* End this grid */
3197                                 return query;
3198                         }
3199
3200                         /* Provide one cushion before item listing  */
3201                         if (boring)
3202                         {
3203                                 /* Display rough information about items */
3204 #ifdef JP
3205                                 sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
3206                                         s1, (int)floor_num, s2, s3, info);
3207 #else
3208                                 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3209                                         s1, s2, s3, (int)floor_num, info);
3210 #endif
3211
3212                                 prt(out_val, 0, 0);
3213                                 move_cursor_relative(y, x);
3214
3215                                 /* Command */
3216                                 query = inkey();
3217
3218                                 /* No request for listing */
3219                                 if (query != 'x' && query != ' ') return query;
3220                         }
3221
3222
3223                         /** Display list of items **/
3224
3225                         /* Continue scrolling list if requested */
3226                         while (1)
3227                         {
3228                                 int i;
3229                                 OBJECT_IDX o_idx;
3230
3231                                 /* Save screen */
3232                                 screen_save();
3233
3234                                 /* Display */
3235                                 show_gold_on_floor = TRUE;
3236                                 (void)show_floor(0, y, x, &min_width);
3237                                 show_gold_on_floor = FALSE;
3238
3239                                 /* Prompt */
3240 #ifdef JP
3241                                 sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
3242                                         s1, (int)floor_num, s2, s3, info);
3243 #else
3244                                 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3245                                         s1, s2, s3, (int)floor_num, info);
3246 #endif
3247                                 prt(out_val, 0, 0);
3248
3249
3250                                 /* Wait */
3251                                 query = inkey();
3252
3253                                 /* Load screen */
3254                                 screen_load();
3255
3256                                 /* Exit unless 'Enter' */
3257                                 if (query != '\n' && query != '\r')
3258                                 {
3259                                         return query;
3260                                 }
3261
3262                                 /* Get the object being moved. */
3263                                 o_idx = c_ptr->o_idx;
3264  
3265                                 /* Only rotate a pile of two or more objects. */
3266                                 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3267
3268                                 /* Remove the first object from the list. */
3269                                 excise_object_idx(o_idx);
3270
3271                                 /* Find end of the list. */
3272                                 i = c_ptr->o_idx;
3273                                 while (o_list[i].next_o_idx)
3274                                         i = o_list[i].next_o_idx;
3275
3276                                 /* Add after the last object. */
3277                                 o_list[i].next_o_idx = o_idx;
3278
3279                                 /* Loop and re-display the list */
3280                         }
3281                 }
3282
3283                 /* NOTREACHED */
3284         }
3285
3286         /* Scan all objects in the grid */
3287         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3288         {
3289                 object_type *o_ptr;
3290
3291                 /* Acquire object */
3292                 o_ptr = &o_list[this_o_idx];
3293
3294                 /* Acquire next object */
3295                 next_o_idx = o_ptr->next_o_idx;
3296
3297                 /* Describe it */
3298                 if (o_ptr->marked & OM_FOUND)
3299                 {
3300                         char o_name[MAX_NLEN];
3301
3302                         /* Not boring */
3303                         boring = FALSE;
3304
3305                         /* Obtain an object description */
3306                         object_desc(o_name, o_ptr, 0);
3307
3308 #ifdef JP
3309                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3310 #else
3311                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3312 #endif
3313
3314                         prt(out_val, 0, 0);
3315                         move_cursor_relative(y, x);
3316                         query = inkey();
3317
3318                         /* Always stop at "normal" keys */
3319                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3320
3321                         /* Sometimes stop at "space" key */
3322                         if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3323
3324                         /* Change the intro */
3325                         s1 = _("それは", "It is ");
3326
3327                         /* Plurals */
3328                         if (o_ptr->number != 1) s1 = _("それらは", "They are ");
3329
3330                         /* Preposition */
3331 #ifdef JP
3332                         s2 = "の上";
3333                         s3 = "に見える";
3334 #else
3335                         s2 = "on ";
3336 #endif
3337
3338                 }
3339         }
3340
3341
3342         /* Feature code (applying "mimic" field) */
3343         feat = get_feat_mimic(c_ptr);
3344
3345         /* Require knowledge about grid, or ability to see grid */
3346         if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3347         {
3348                 /* Forget feature */
3349                 feat = feat_none;
3350         }
3351
3352         f_ptr = &f_info[feat];
3353
3354         /* Terrain feature if needed */
3355         if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3356         {
3357                 cptr name;
3358
3359                 /* Hack -- special handling for quest entrances */
3360                 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3361                 {
3362                         /* Set the quest number temporary */
3363                         IDX old_quest = p_ptr->inside_quest;
3364                         int j;
3365
3366                         /* Clear the text */
3367                         for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3368                         quest_text_line = 0;
3369
3370                         p_ptr->inside_quest = c_ptr->special;
3371
3372                         /* Get the quest text */
3373                         init_flags = INIT_NAME_ONLY;
3374
3375                         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3376
3377                         name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"), 
3378                                                 quest[c_ptr->special].name, quest[c_ptr->special].level);
3379
3380                         /* Reset the old quest number */
3381                         p_ptr->inside_quest = old_quest;
3382                 }
3383
3384                 /* Hack -- special handling for building doors */
3385                 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3386                 {
3387                         name = building[f_ptr->subtype].name;
3388                 }
3389                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3390                 {
3391                         name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3392                 }
3393                 else if (have_flag(f_ptr->flags, FF_TOWN))
3394                 {
3395                         name = town[c_ptr->special].name;
3396                 }
3397                 else if (p_ptr->wild_mode && (feat == feat_floor))
3398                 {
3399                         name = _("道", "road");
3400                 }
3401                 else
3402                 {
3403                         name = f_name + f_ptr->name;
3404                 }
3405
3406
3407                 /* Pick a prefix */
3408                 if (*s2 &&
3409                     ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3410                      (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3411                      have_flag(f_ptr->flags, FF_TOWN)))
3412                 {
3413                         s2 = _("の中", "in ");
3414                 }
3415
3416                 /* Hack -- special introduction for store & building doors -KMW- */
3417                 if (have_flag(f_ptr->flags, FF_STORE) ||
3418                     have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3419                     (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3420                     have_flag(f_ptr->flags, FF_ENTRANCE))
3421                 {
3422 #ifdef JP
3423                         s2 = "の入口";
3424 #else
3425                         s3 = "";
3426 #endif
3427                 }
3428 #ifndef JP
3429                 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3430                          have_flag(f_ptr->flags, FF_TOWN) ||
3431                          have_flag(f_ptr->flags, FF_SHALLOW) ||
3432                          have_flag(f_ptr->flags, FF_DEEP))
3433                 {
3434                         s3 ="";
3435                 }
3436                 else
3437                 {
3438                         /* Pick proper indefinite article */
3439                         s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3440                 }
3441 #endif
3442
3443                 /* Display a message */
3444                 if (p_ptr->wizard)
3445                 {
3446                         char f_idx_str[32];
3447                         if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3448                         else sprintf(f_idx_str, "%d", c_ptr->feat);
3449 #ifdef JP
3450                         sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x, travel.cost[y][x]);
3451 #else
3452                         sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x);
3453 #endif
3454                 }
3455                 else
3456 #ifdef JP
3457                         sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3458 #else
3459                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3460 #endif
3461
3462                 prt(out_val, 0, 0);
3463                 move_cursor_relative(y, x);
3464                 query = inkey();
3465
3466                 /* Always stop at "normal" keys */
3467                 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3468         }
3469
3470         /* Stop on everything but "return" */
3471         if ((query != '\r') && (query != '\n')) return query;
3472
3473         /* Repeat forever */
3474         return 0;
3475 }
3476
3477
3478 /*
3479  * Handle "target" and "look".
3480  *
3481  * Note that this code can be called from "get_aim_dir()".
3482  *
3483  * All locations must be on the current panel.  Consider the use of
3484  * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3485  * some form of "scrolling" the map around the cursor.  
3486  * That is, consider the possibility of "auto-scrolling" the screen
3487  * while the cursor moves around.  This may require changes in the
3488  * "update_monster()" code to allow "visibility" even if off panel, and
3489  * may require dynamic recalculation of the "temp" grid set.
3490  *
3491  * Hack -- targeting/observing an "outer border grid" may induce
3492  * problems, so this is not currently allowed.
3493  *
3494  * The player can use the direction keys to move among "interesting"
3495  * grids in a heuristic manner, or the "space", "+", and "-" keys to
3496  * move through the "interesting" grids in a sequential manner, or
3497  * can enter "location" mode, and use the direction keys to move one
3498  * grid at a time in any direction.  The "t" (set target) command will
3499  * only target a monster (as opposed to a location) if the monster is
3500  * target_able and the "interesting" mode is being used.
3501  *
3502  * The current grid is described using the "look" method above, and
3503  * a new command may be entered at any time, but note that if the
3504  * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3505  * where "space" has no obvious meaning) then "space" will scan
3506  * through the description of the current grid until done, instead
3507  * of immediately jumping to the next "interesting" grid.  This
3508  * allows the "target" command to retain its old semantics.
3509  *
3510  * The "*", "+", and "-" keys may always be used to jump immediately
3511  * to the next (or previous) interesting grid, in the proper mode.
3512  *
3513  * The "return" key may always be used to scan through a complete
3514  * grid description (forever).
3515  *
3516  * This command will cancel any old target, even if used from
3517  * inside the "look" command.
3518  */
3519 bool target_set(BIT_FLAGS mode)
3520 {
3521         int             i, d, m, t, bd;
3522         POSITION y = p_ptr->y;
3523         POSITION x = p_ptr->x;
3524
3525         bool    done = FALSE;
3526         bool    flag = TRUE;
3527         char    query;
3528         char    info[80];
3529         char    same_key;
3530
3531         cave_type               *c_ptr;
3532
3533         int wid, hgt;
3534         
3535         get_screen_size(&wid, &hgt);
3536
3537         /* Cancel target */
3538         target_who = 0;
3539
3540
3541         /* Cancel tracking */
3542         /* health_track(0); */
3543
3544         if (rogue_like_commands)
3545         {
3546                 same_key = 'x';
3547         }
3548         else
3549         {
3550                 same_key = 'l';
3551         }
3552
3553         /* Prepare the "temp" array */
3554         target_set_prepare(mode);
3555
3556         /* Start near the player */
3557         m = 0;
3558
3559         /* Interact */
3560         while (!done)
3561         {
3562                 /* Interesting grids */
3563                 if (flag && temp_n)
3564                 {
3565                         y = temp_y[m];
3566                         x = temp_x[m];
3567
3568                         /* Set forcus */
3569                         change_panel_xy(y, x);
3570
3571                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3572
3573                         /* Access */
3574                         c_ptr = &cave[y][x];
3575
3576                         /* Allow target */
3577                         if (target_able(c_ptr->m_idx))
3578                         {
3579                                 strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
3580                         }
3581
3582                         /* Dis-allow target */
3583                         else
3584                         {
3585                                 strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
3586                         }
3587
3588                         if (cheat_sight)
3589                         {
3590                                 char cheatinfo[30];
3591                                 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3592                                         los(p_ptr->y, p_ptr->x, y, x),
3593                                         projectable(p_ptr->y, p_ptr->x, y, x));
3594                                 strcat(info, cheatinfo);
3595                         }
3596                         
3597                         /* Describe and Prompt */
3598                         while (TRUE){
3599                                 query = target_set_aux(y, x, mode, info);
3600                                 if(query)break;
3601                         }
3602
3603                         /* Cancel tracking */
3604                         /* health_track(0); */
3605
3606                         /* Assume no "direction" */
3607                         d = 0;
3608
3609                         if (use_menu)
3610                         {
3611                                 if (query == '\r') query = 't';
3612                         }  
3613
3614                         /* Analyze */
3615                         switch (query)
3616                         {
3617                                 case ESCAPE:
3618                                 case 'q':
3619                                 {
3620                                         done = TRUE;
3621                                         break;
3622                                 }
3623
3624                                 case 't':
3625                                 case '.':
3626                                 case '5':
3627                                 case '0':
3628                                 {
3629                                         if (target_able(c_ptr->m_idx))
3630                                         {
3631                                                 health_track(c_ptr->m_idx);
3632                                                 target_who = c_ptr->m_idx;
3633                                                 target_row = y;
3634                                                 target_col = x;
3635                                                 done = TRUE;
3636                                         }
3637                                         else
3638                                         {
3639                                                 bell();
3640                                         }
3641                                         break;
3642                                 }
3643
3644                                 case ' ':
3645                                 case '*':
3646                                 case '+':
3647                                 {
3648                                         if (++m == temp_n)
3649                                         {
3650                                                 m = 0;
3651                                                 if (!expand_list) done = TRUE;
3652                                         }
3653                                         break;
3654                                 }
3655
3656                                 case '-':
3657                                 {
3658                                         if (m-- == 0)
3659                                         {
3660                                                 m = temp_n - 1;
3661                                                 if (!expand_list) done = TRUE;
3662                                         }
3663                                         break;
3664                                 }
3665
3666                                 case 'p':
3667                                 {
3668                                         /* Recenter the map around the player */
3669                                         verify_panel();
3670
3671                                         p_ptr->update |= (PU_MONSTERS);
3672
3673                                         p_ptr->redraw |= (PR_MAP);
3674
3675                                         p_ptr->window |= (PW_OVERHEAD);
3676
3677                                         /* Handle stuff */
3678                                         handle_stuff();
3679
3680                                         /* Recalculate interesting grids */
3681                                         target_set_prepare(mode);
3682
3683                                         y = p_ptr->y;
3684                                         x = p_ptr->x;
3685                                 }
3686
3687                                 case 'o':
3688                                 {
3689                                         flag = FALSE;
3690                                         break;
3691                                 }
3692
3693                                 case 'm':
3694                                 {
3695                                         break;
3696                                 }
3697
3698                                 default:
3699                                 {
3700                                         if(query == same_key)
3701                                         {
3702                                                 if (++m == temp_n)
3703                                                 {
3704                                                         m = 0;
3705                                                         if (!expand_list) done = TRUE;
3706                                                 }
3707                                         }
3708                                         else
3709                                         {
3710                                                 /* Extract the action (if any) */
3711                                                 d = get_keymap_dir(query);
3712
3713                                                 if (!d) bell();
3714                                                 break;
3715                                         }
3716                                 }
3717                         }
3718                         /* Hack -- move around */
3719                         if (d)
3720                         {
3721                                 /* Modified to scroll to monster */
3722                                 POSITION y2 = panel_row_min;
3723                                 POSITION x2 = panel_col_min;
3724
3725                                 /* Find a new monster */
3726                                 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3727
3728                                 /* Request to target past last interesting grid */
3729                                 while (flag && (i < 0))
3730                                 {
3731                                         /* Note the change */
3732                                         if (change_panel(ddy[d], ddx[d]))
3733                                         {
3734                                                 int v = temp_y[m];
3735                                                 int u = temp_x[m];
3736
3737                                                 /* Recalculate interesting grids */
3738                                                 target_set_prepare(mode);
3739
3740                                                 /* Look at interesting grids */
3741                                                 flag = TRUE;
3742
3743                                                 /* Find a new monster */
3744                                                 i = target_pick(v, u, ddy[d], ddx[d]);
3745
3746                                                 /* Use that grid */
3747                                                 if (i >= 0) m = i;
3748                                         }
3749
3750                                         /* Nothing interesting */
3751                                         else
3752                                         {
3753                                                 int dx = ddx[d];
3754                                                 int dy = ddy[d];
3755
3756                                                 /* Restore previous position */
3757                                                 panel_row_min = y2;
3758                                                 panel_col_min = x2;
3759                                                 panel_bounds_center();
3760
3761                                                 p_ptr->update |= (PU_MONSTERS);
3762
3763                                                 p_ptr->redraw |= (PR_MAP);
3764
3765                                                 p_ptr->window |= (PW_OVERHEAD);
3766
3767                                                 /* Handle stuff */
3768                                                 handle_stuff();
3769
3770                                                 /* Recalculate interesting grids */
3771                                                 target_set_prepare(mode);
3772
3773                                                 /* Look at boring grids */
3774                                                 flag = FALSE;
3775
3776                                                 /* Move */
3777                                                 x += dx;
3778                                                 y += dy;
3779
3780                                                 /* Do not move horizontally if unnecessary */
3781                                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3782                                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
3783                                                 {
3784                                                         dx = 0;
3785                                                 }
3786
3787                                                 /* Do not move vertically if unnecessary */
3788                                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3789                                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
3790                                                 {
3791                                                         dy = 0;
3792                                                 }
3793
3794                                                 /* Apply the motion */
3795                                                 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3796                                                     (x >= panel_col_min+wid) || (x < panel_col_min))
3797                                                 {
3798                                                         if (change_panel(dy, dx)) target_set_prepare(mode);
3799                                                 }
3800
3801                                                 /* Slide into legality */
3802                                                 if (x >= cur_wid-1) x = cur_wid - 2;
3803                                                 else if (x <= 0) x = 1;
3804
3805                                                 /* Slide into legality */
3806                                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
3807                                                 else if (y <= 0) y = 1;
3808                                         }
3809                                 }
3810
3811                                 /* Use that grid */
3812                                 m = i;
3813                         }
3814                 }
3815
3816                 /* Arbitrary grids */
3817                 else
3818                 {
3819                         bool move_fast = FALSE;
3820
3821                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3822
3823                         /* Access */
3824                         c_ptr = &cave[y][x];
3825
3826                         /* Default prompt */
3827                         strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
3828
3829                         if (cheat_sight)
3830                         {
3831                                 char cheatinfo[30];
3832                                 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3833                                         los(p_ptr->y, p_ptr->x, y, x),
3834                                         projectable(p_ptr->y, p_ptr->x, y, x));
3835                                 strcat(info, cheatinfo);
3836                         }
3837
3838                         /* Describe and Prompt (enable "TARGET_LOOK") */
3839                         while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
3840
3841                         /* Cancel tracking */
3842                         /* health_track(0); */
3843
3844                         /* Assume no direction */
3845                         d = 0;
3846
3847                         if (use_menu)
3848                         {
3849                                 if (query == '\r') query = 't';
3850                         }  
3851
3852                         /* Analyze the keypress */
3853                         switch (query)
3854                         {
3855                                 case ESCAPE:
3856                                 case 'q':
3857                                 {
3858                                         done = TRUE;
3859                                         break;
3860                                 }
3861
3862                                 case 't':
3863                                 case '.':
3864                                 case '5':
3865                                 case '0':
3866                                 {
3867                                         target_who = -1;
3868                                         target_row = y;
3869                                         target_col = x;
3870                                         done = TRUE;
3871                                         break;
3872                                 }
3873
3874                                 case 'p':
3875                                 {
3876                                         /* Recenter the map around the player */
3877                                         verify_panel();
3878
3879                                         p_ptr->update |= (PU_MONSTERS);
3880
3881                                         p_ptr->redraw |= (PR_MAP);
3882
3883                                         p_ptr->window |= (PW_OVERHEAD);
3884
3885                                         /* Handle stuff */
3886                                         handle_stuff();
3887
3888                                         /* Recalculate interesting grids */
3889                                         target_set_prepare(mode);
3890
3891                                         y = p_ptr->y;
3892                                         x = p_ptr->x;
3893                                 }
3894
3895                                 case 'o':
3896                                 {
3897                                         break;
3898                                 }
3899
3900                                 case ' ':
3901                                 case '*':
3902                                 case '+':
3903                                 case '-':
3904                                 case 'm':
3905                                 {
3906                                         flag = TRUE;
3907
3908                                         m = 0;
3909                                         bd = 999;
3910
3911                                         /* Pick a nearby monster */
3912                                         for (i = 0; i < temp_n; i++)
3913                                         {
3914                                                 t = distance(y, x, temp_y[i], temp_x[i]);
3915
3916                                                 /* Pick closest */
3917                                                 if (t < bd)
3918                                                 {
3919                                                         m = i;
3920                                                         bd = t;
3921                                                 }
3922                                         }
3923
3924                                         /* Nothing interesting */
3925                                         if (bd == 999) flag = FALSE;
3926
3927                                         break;
3928                                 }
3929
3930                                 default:
3931                                 {
3932                                         /* Extract the action (if any) */
3933                                         d = get_keymap_dir(query);
3934
3935                                         /* XTRA HACK MOVEFAST */
3936                                         if (isupper(query)) move_fast = TRUE;
3937
3938                                         if (!d) bell();
3939                                         break;
3940                                 }
3941                         }
3942
3943                         /* Handle "direction" */
3944                         if (d)
3945                         {
3946                                 int dx = ddx[d];
3947                                 int dy = ddy[d];
3948
3949                                 /* XTRA HACK MOVEFAST */
3950                                 if (move_fast)
3951                                 {
3952                                         int mag = MIN(wid / 2, hgt / 2);
3953                                         x += dx * mag;
3954                                         y += dy * mag;
3955                                 }
3956                                 else
3957                                 {
3958                                         x += dx;
3959                                         y += dy;
3960                                 }
3961
3962                                 /* Do not move horizontally if unnecessary */
3963                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3964                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
3965                                 {
3966                                         dx = 0;
3967                                 }
3968
3969                                 /* Do not move vertically if unnecessary */
3970                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3971                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
3972                                 {
3973                                         dy = 0;
3974                                 }
3975
3976                                 /* Apply the motion */
3977                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
3978                                          (x >= panel_col_min + wid) || (x < panel_col_min))
3979                                 {
3980                                         if (change_panel(dy, dx)) target_set_prepare(mode);
3981                                 }
3982
3983                                 /* Slide into legality */
3984                                 if (x >= cur_wid-1) x = cur_wid - 2;
3985                                 else if (x <= 0) x = 1;
3986
3987                                 /* Slide into legality */
3988                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
3989                                 else if (y <= 0) y = 1;
3990                         }
3991                 }
3992         }
3993
3994         /* Forget */
3995         temp_n = 0;
3996
3997         /* Clear the top line */
3998         prt("", 0, 0);
3999
4000         /* Recenter the map around the player */
4001         verify_panel();
4002
4003         p_ptr->update |= (PU_MONSTERS);
4004
4005         p_ptr->redraw |= (PR_MAP);
4006
4007         p_ptr->window |= (PW_OVERHEAD);
4008
4009         /* Handle stuff */
4010         handle_stuff();
4011
4012         /* Failure to set target */
4013         if (!target_who) return (FALSE);
4014
4015         /* Success */
4016         return (TRUE);
4017 }
4018
4019
4020 /*
4021  * Get an "aiming direction" from the user.
4022  *
4023  * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4024  * "0" for "current target", and "-1" for "entry aborted".
4025  *
4026  * Note that "Force Target", if set, will pre-empt user interaction,
4027  * if there is a usable target already set.
4028  *
4029  * Note that confusion over-rides any (explicit?) user choice.
4030  */
4031 bool get_aim_dir(DIRECTION *dp)
4032 {
4033         DIRECTION dir;
4034         char    command;
4035         cptr    p;
4036         COMMAND_CODE code;
4037
4038         (*dp) = 0;
4039
4040         /* Global direction */
4041         dir = command_dir;
4042
4043         /* Hack -- auto-target if requested */
4044         if (use_old_target && target_okay()) dir = 5;
4045
4046         if (repeat_pull(&code))
4047         {
4048                 /* Confusion? */
4049
4050                 /* Verify */
4051                 if (!(code == 5 && !target_okay()))
4052                 {
4053 /*                      return (TRUE); */
4054                         dir = (DIRECTION)code;
4055                 }
4056         }
4057         *dp = (DIRECTION)code;
4058
4059         /* Ask until satisfied */
4060         while (!dir)
4061         {
4062                 /* Choose a prompt */
4063                 if (!target_okay())
4064                 {
4065                         p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
4066                 }
4067                 else
4068                 {
4069                         p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
4070                 }
4071
4072                 /* Get a command (or Cancel) */
4073                 if (!get_com(p, &command, TRUE)) break;
4074
4075                 if (use_menu)
4076                 {
4077                         if (command == '\r') command = 't';
4078                 }  
4079
4080                 /* Convert various keys to "standard" keys */
4081                 switch (command)
4082                 {
4083                         /* Use current target */
4084                         case 'T':
4085                         case 't':
4086                         case '.':
4087                         case '5':
4088                         case '0':
4089                         {
4090                                 dir = 5;
4091                                 break;
4092                         }
4093
4094                         /* Set new target */
4095                         case '*':
4096                         case ' ':
4097                         case '\r':
4098                         {
4099                                 if (target_set(TARGET_KILL)) dir = 5;
4100                                 break;
4101                         }
4102
4103                         default:
4104                         {
4105                                 /* Extract the action (if any) */
4106                                 dir = get_keymap_dir(command);
4107
4108                                 break;
4109                         }
4110                 }
4111
4112                 /* Verify requested targets */
4113                 if ((dir == 5) && !target_okay()) dir = 0;
4114
4115                 /* Error */
4116                 if (!dir) bell();
4117         }
4118
4119         /* No direction */
4120         if (!dir)
4121         {
4122                 project_length = 0; /* reset to default */
4123                 return (FALSE);
4124         }
4125
4126         /* Save the direction */
4127         command_dir = dir;
4128
4129         /* Check for confusion */
4130         if (p_ptr->confused)
4131         {
4132                 /* Random direction */
4133                 dir = ddd[randint0(8)];
4134         }
4135
4136         /* Notice confusion */
4137         if (command_dir != dir)
4138         {
4139                 /* Warn the user */
4140                 msg_print(_("あなたは混乱している。", "You are confused."));
4141         }
4142
4143         /* Save direction */
4144         (*dp) = dir;
4145
4146 /*      repeat_push(dir); */
4147         repeat_push((COMMAND_CODE)command_dir);
4148
4149         /* A "valid" direction was entered */
4150         return (TRUE);
4151 }
4152
4153
4154 bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
4155 {
4156         DIRECTION dir;
4157         cptr prompt;
4158         COMMAND_CODE code;
4159
4160         (*dp) = 0;
4161
4162         /* Global direction */
4163         dir = command_dir;
4164
4165         if (repeat_pull(&code))
4166         {
4167                 dir = (DIRECTION)code;
4168                 /*              return (TRUE); */
4169         }
4170         *dp = (DIRECTION)code;
4171
4172         if (allow_under)
4173         {
4174                 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4175         }
4176         else
4177         {
4178                 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4179         }
4180
4181         /* Get a direction */
4182         while (!dir)
4183         {
4184                 char ch;
4185
4186                 /* Get a command (or Cancel) */
4187                 if (!get_com(prompt, &ch, TRUE)) break;
4188
4189                 /* Look down */
4190                 if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4191                 {
4192                         dir = 5;
4193                 }
4194                 else
4195                 {
4196                         /* Look up the direction */
4197                         dir = get_keymap_dir(ch);
4198
4199                         if (!dir) bell();
4200                 }
4201         }
4202
4203         /* Prevent weirdness */
4204         if ((dir == 5) && (!allow_under)) dir = 0;
4205
4206         /* Aborted */
4207         if (!dir) return (FALSE);
4208
4209         /* Save desired direction */
4210         command_dir = dir;
4211
4212         /* Apply "confusion" */
4213         if (p_ptr->confused)
4214         {
4215                 /* Standard confusion */
4216                 if (randint0(100) < 75)
4217                 {
4218                         /* Random direction */
4219                         dir = ddd[randint0(8)];
4220                 }
4221         }
4222         else if (p_ptr->riding && with_steed)
4223         {
4224                 monster_type *m_ptr = &m_list[p_ptr->riding];
4225                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4226
4227                 if (MON_CONFUSED(m_ptr))
4228                 {
4229                         /* Standard confusion */
4230                         if (randint0(100) < 75)
4231                         {
4232                                 /* Random direction */
4233                                 dir = ddd[randint0(8)];
4234                         }
4235                 }
4236                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4237                 {
4238                         /* Random direction */
4239                         dir = ddd[randint0(8)];
4240                 }
4241                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4242                 {
4243                         /* Random direction */
4244                         dir = ddd[randint0(8)];
4245                 }
4246         }
4247
4248         /* Notice confusion */
4249         if (command_dir != dir)
4250         {
4251                 if (p_ptr->confused)
4252                 {
4253                         /* Warn the user */
4254                         msg_print(_("あなたは混乱している。", "You are confused."));
4255                 }
4256                 else
4257                 {
4258                         char m_name[80];
4259                         monster_type *m_ptr = &m_list[p_ptr->riding];
4260
4261                         monster_desc(m_name, m_ptr, 0);
4262                         if (MON_CONFUSED(m_ptr))
4263                         {
4264                                 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4265                         }
4266                         else
4267                         {
4268                                 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4269                         }
4270                 }
4271         }
4272
4273         /* Save direction */
4274         (*dp) = dir;
4275
4276         /*      repeat_push(dir); */
4277         repeat_push((COMMAND_CODE)command_dir);
4278
4279         /* Success */
4280         return (TRUE);
4281 }
4282
4283 /*
4284  * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4285  * and place it into "command_dir", unless we already have one.
4286  *
4287  * This function should be used for all "repeatable" commands, such as
4288  * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4289  * as all commands which must reference a grid adjacent to the player,
4290  * and which may not reference the grid under the player.  Note that,
4291  * for example, it is no longer possible to "disarm" or "open" chests
4292  * in the same grid as the player.
4293  *
4294  * Direction "5" is illegal and will (cleanly) abort the command.
4295  *
4296  * This function tracks and uses the "global direction", and uses
4297  * that as the "desired direction", to which "confusion" is applied.
4298  */
4299 bool get_rep_dir(DIRECTION *dp, bool under)
4300 {
4301         DIRECTION dir;
4302         cptr prompt;
4303         COMMAND_CODE code;
4304
4305         (*dp) = 0;
4306
4307         /* Global direction */
4308         dir = command_dir;
4309
4310         if (repeat_pull(&code))
4311         {
4312                 dir = (DIRECTION)code;
4313 /*              return (TRUE); */
4314         }
4315         *dp = (DIRECTION)code;
4316
4317         if (under)
4318         {
4319                 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4320         }
4321         else
4322         {
4323                 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4324         }
4325         
4326         /* Get a direction */
4327         while (!dir)
4328         {
4329                 char ch;
4330
4331                 /* Get a command (or Cancel) */
4332                 if (!get_com(prompt, &ch, TRUE)) break;
4333
4334                 /* Look down */
4335                 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4336                 {
4337                         dir = 5;
4338                 }
4339                 else
4340                 {
4341                         /* Look up the direction */
4342                         dir = get_keymap_dir(ch);
4343
4344                         if (!dir) bell();
4345                 }
4346         }
4347
4348         /* Prevent weirdness */
4349         if ((dir == 5) && (!under)) dir = 0;
4350
4351         /* Aborted */
4352         if (!dir) return (FALSE);
4353
4354         /* Save desired direction */
4355         command_dir = dir;
4356
4357         /* Apply "confusion" */
4358         if (p_ptr->confused)
4359         {
4360                 /* Standard confusion */
4361                 if (randint0(100) < 75)
4362                 {
4363                         /* Random direction */
4364                         dir = ddd[randint0(8)];
4365                 }
4366         }
4367         else if (p_ptr->riding)
4368         {
4369                 monster_type *m_ptr = &m_list[p_ptr->riding];
4370                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4371
4372                 if (MON_CONFUSED(m_ptr))
4373                 {
4374                         /* Standard confusion */
4375                         if (randint0(100) < 75)
4376                         {
4377                                 /* Random direction */
4378                                 dir = ddd[randint0(8)];
4379                         }
4380                 }
4381                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4382                 {
4383                         /* Random direction */
4384                         dir = ddd[randint0(8)];
4385                 }
4386                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4387                 {
4388                         /* Random direction */
4389                         dir = ddd[randint0(8)];
4390                 }
4391         }
4392
4393         /* Notice confusion */
4394         if (command_dir != dir)
4395         {
4396                 if (p_ptr->confused)
4397                 {
4398                         /* Warn the user */
4399                         msg_print(_("あなたは混乱している。", "You are confused."));
4400                 }
4401                 else
4402                 {
4403                         char m_name[80];
4404                         monster_type *m_ptr = &m_list[p_ptr->riding];
4405
4406                         monster_desc(m_name, m_ptr, 0);
4407                         if (MON_CONFUSED(m_ptr))
4408                         {
4409                                 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4410                         }
4411                         else
4412                         {
4413                                 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4414                         }
4415                 }
4416         }
4417
4418         /* Save direction */
4419         (*dp) = dir;
4420
4421 /*      repeat_push(dir); */
4422         repeat_push((COMMAND_CODE)command_dir);
4423
4424         /* Success */
4425         return (TRUE);
4426 }
4427
4428 void gain_level_reward(int chosen_reward)
4429 {
4430         object_type *q_ptr;
4431         object_type forge;
4432         char        wrath_reason[32] = "";
4433         int         nasty_chance = 6;
4434         OBJECT_TYPE_VALUE dummy = 0;
4435         OBJECT_SUBTYPE_VALUE dummy2 = 0;
4436         int         type, effect;
4437         cptr        reward = NULL;
4438         char o_name[MAX_NLEN];
4439
4440         int count = 0;
4441
4442         if (!chosen_reward)
4443         {
4444                 if (multi_rew) return;
4445                 else multi_rew = TRUE;
4446         }
4447
4448
4449         if (p_ptr->lev == 13) nasty_chance = 2;
4450         else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4451         else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4452
4453         if (one_in_(nasty_chance))
4454                 type = randint1(20); /* Allow the 'nasty' effects */
4455         else
4456                 type = randint1(15) + 5; /* Or disallow them */
4457
4458         if (type < 1) type = 1;
4459         if (type > 20) type = 20;
4460         type--;
4461
4462
4463         sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
4464
4465         effect = chaos_rewards[p_ptr->chaos_patron][type];
4466
4467         if (one_in_(6) && !chosen_reward)
4468         {
4469                 msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]);
4470                 (void)gain_random_mutation(0);
4471                 reward = _("変異した。", "mutation");
4472         }
4473         else
4474         {
4475         switch (chosen_reward ? chosen_reward : effect)
4476         {
4477
4478                 case REW_POLY_SLF:
4479
4480                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4481                         msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
4482
4483                         do_poly_self();
4484                         reward = _("変異した。", "polymorphing");
4485                         break;
4486
4487                 case REW_GAIN_EXP:
4488
4489                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4490                         msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
4491
4492                         if (p_ptr->prace == RACE_ANDROID)
4493                         {
4494                                 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4495                         }
4496                         else if (p_ptr->exp < PY_MAX_EXP)
4497                         {
4498                                 s32b ee = (p_ptr->exp / 2) + 10;
4499                                 if (ee > 100000L) ee = 100000L;
4500                                 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4501
4502                                 gain_exp(ee);
4503                                 reward = _("経験値を得た", "experience");
4504                         }
4505                         break;
4506
4507                 case REW_LOSE_EXP:
4508
4509                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4510                         msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
4511
4512                         if (p_ptr->prace == RACE_ANDROID)
4513                         {
4514                                 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4515                         }
4516                         else
4517                         {
4518                                 lose_exp(p_ptr->exp / 6);
4519                                 reward = _("経験値を失った。", "losing experience");
4520                         }
4521                         break;
4522
4523                 case REW_GOOD_OBJ:
4524 #ifdef JP
4525                         msg_format("%sの声がささやいた:",
4526                                 chaos_patrons[p_ptr->chaos_patron]);
4527 #else
4528                         msg_format("The voice of %s whispers:",
4529                                 chaos_patrons[p_ptr->chaos_patron]);
4530 #endif
4531
4532                         msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4533
4534                         acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
4535                         reward = _("上質なアイテムを手に入れた。", "a good item");
4536                         break;
4537
4538                 case REW_GREA_OBJ:
4539
4540                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4541                         msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4542
4543                         acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
4544                         reward = _("高級品のアイテムを手に入れた。", "an excellent item");
4545                         break;
4546
4547                 case REW_CHAOS_WP:
4548
4549                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4550                         msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
4551
4552                         /* Get local object */
4553                         q_ptr = &forge;
4554                         dummy = TV_SWORD;
4555                         switch (randint1(p_ptr->lev))
4556                         {
4557                                 case 0: case 1:
4558                                         dummy2 = SV_DAGGER;
4559                                         break;
4560                                 case 2: case 3:
4561                                         dummy2 = SV_MAIN_GAUCHE;
4562                                         break;
4563                                 case 4:
4564                                         dummy2 = SV_TANTO;
4565                                         break;
4566                                 case 5: case 6:
4567                                         dummy2 = SV_RAPIER;
4568                                         break;
4569                                 case 7: case 8:
4570                                         dummy2 = SV_SMALL_SWORD;
4571                                         break;
4572                                 case 9: case 10:
4573                                         dummy2 = SV_BASILLARD;
4574                                         break;
4575                                 case 11: case 12: case 13:
4576                                         dummy2 = SV_SHORT_SWORD;
4577                                         break;
4578                                 case 14: case 15:
4579                                         dummy2 = SV_SABRE;
4580                                         break;
4581                                 case 16: case 17:
4582                                         dummy2 = SV_CUTLASS;
4583                                         break;
4584                                 case 18:
4585                                         dummy2 = SV_WAKIZASHI;
4586                                         break;
4587                                 case 19:
4588                                         dummy2 = SV_KHOPESH;
4589                                         break;
4590                                 case 20:
4591                                         dummy2 = SV_TULWAR;
4592                                         break;
4593                                 case 21:
4594                                         dummy2 = SV_BROAD_SWORD;
4595                                         break;
4596                                 case 22: case 23:
4597                                         dummy2 = SV_LONG_SWORD;
4598                                         break;
4599                                 case 24: case 25:
4600                                         dummy2 = SV_SCIMITAR;
4601                                         break;
4602                                 case 26:
4603                                         dummy2 = SV_NINJATO;
4604                                         break;
4605                                 case 27:
4606                                         dummy2 = SV_KATANA;
4607                                         break;
4608                                 case 28: case 29:
4609                                         dummy2 = SV_BASTARD_SWORD;
4610                                         break;
4611                                 case 30:
4612                                         dummy2 = SV_GREAT_SCIMITAR;
4613                                         break;
4614                                 case 31:
4615                                         dummy2 = SV_CLAYMORE;
4616                                         break;
4617                                 case 32:
4618                                         dummy2 = SV_ESPADON;
4619                                         break;
4620                                 case 33:
4621                                         dummy2 = SV_TWO_HANDED_SWORD;
4622                                         break;
4623                                 case 34:
4624                                         dummy2 = SV_FLAMBERGE;
4625                                         break;
4626                                 case 35:
4627                                         dummy2 = SV_NO_DACHI;
4628                                         break;
4629                                 case 36:
4630                                         dummy2 = SV_EXECUTIONERS_SWORD;
4631                                         break;
4632                                 case 37:
4633                                         dummy2 = SV_ZWEIHANDER;
4634                                         break;
4635                                 case 38:
4636                                         dummy2 = SV_HAYABUSA;
4637                                         break;
4638                                 default:
4639                                         dummy2 = SV_BLADE_OF_CHAOS;
4640                         }
4641
4642                         object_prep(q_ptr, lookup_kind(dummy, dummy2));
4643                         q_ptr->to_h = 3 + randint1(dun_level) % 10;
4644                         q_ptr->to_d = 3 + randint1(dun_level) % 10;
4645                         one_resistance(q_ptr);
4646                         q_ptr->name2 = EGO_CHAOTIC;
4647
4648                         /* Drop it in the dungeon */
4649                         (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
4650                         reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
4651                         break;
4652
4653                 case REW_GOOD_OBS:
4654
4655                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4656                         msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
4657
4658                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
4659                         reward = _("上質なアイテムを手に入れた。", "good items");
4660                         break;
4661
4662                 case REW_GREA_OBS:
4663
4664                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4665                         msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
4666
4667                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
4668                         reward = _("高級品のアイテムを手に入れた。", "excellent items");
4669                         break;
4670
4671                 case REW_TY_CURSE:
4672 #ifdef JP
4673                         msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
4674 #else
4675                         msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
4676 #endif
4677
4678                         msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
4679
4680                         (void)activate_ty_curse(FALSE, &count);
4681                         reward = _("禍々しい呪いをかけられた。", "cursing");
4682                         break;
4683
4684                 case REW_SUMMON_M:
4685
4686                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4687                         msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
4688
4689                         for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4690                         {
4691                                 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4692                         }
4693                         reward = _("モンスターを召喚された。", "summoning hostile monsters");
4694                         break;
4695
4696
4697                 case REW_H_SUMMON:
4698
4699                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4700                         msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
4701
4702                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4703                         reward = _("モンスターを召喚された。", "summoning many hostile monsters");
4704                         break;
4705
4706
4707                 case REW_DO_HAVOC:
4708 #ifdef JP
4709                         msg_format("%sの声が響き渡った:",
4710                                 chaos_patrons[p_ptr->chaos_patron]);
4711 #else
4712                         msg_format("The voice of %s booms out:",
4713                                 chaos_patrons[p_ptr->chaos_patron]);
4714 #endif
4715
4716                         msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4717
4718                         call_chaos();
4719                         reward = _("カオスの力が渦巻いた。", "calling chaos");
4720                         break;
4721
4722
4723                 case REW_GAIN_ABL:
4724 #ifdef JP
4725                         msg_format("%sの声が鳴り響いた:",
4726                                 chaos_patrons[p_ptr->chaos_patron]);
4727 #else
4728                         msg_format("The voice of %s rings out:",
4729                                 chaos_patrons[p_ptr->chaos_patron]);
4730 #endif
4731
4732                         msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
4733
4734                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4735                                 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
4736                         else
4737                                 do_inc_stat(randint0(6));
4738                         reward = _("能力値が上がった。", "increasing a stat");
4739                         break;
4740
4741
4742                 case REW_LOSE_ABL:
4743 #ifdef JP
4744                         msg_format("%sの声が響き渡った:",
4745                                 chaos_patrons[p_ptr->chaos_patron]);
4746 #else
4747                         msg_format("The voice of %s booms out:",
4748                                 chaos_patrons[p_ptr->chaos_patron]);
4749 #endif
4750
4751                         msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
4752
4753                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4754                                 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
4755                         else
4756                                 (void)do_dec_stat(randint0(6));
4757                         reward = _("能力値が下がった。", "decreasing a stat");
4758                         break;
4759
4760
4761                 case REW_RUIN_ABL:
4762
4763 #ifdef JP
4764                         msg_format("%sの声が轟き渡った:",
4765                                 chaos_patrons[p_ptr->chaos_patron]);
4766 #else
4767                         msg_format("The voice of %s thunders:",
4768                                 chaos_patrons[p_ptr->chaos_patron]);
4769 #endif
4770
4771                         msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
4772                         msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
4773
4774                         for (dummy = 0; dummy < 6; dummy++)
4775                         {
4776                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4777                         }
4778                         reward = _("全能力値が下がった。", "decreasing all stats");
4779                         break;
4780
4781                 case REW_POLY_WND:
4782
4783                         msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
4784                                 chaos_patrons[p_ptr->chaos_patron]);
4785                         do_poly_wounds();
4786                         reward = _("傷が変化した。", "polymorphing wounds");
4787                         break;
4788
4789                 case REW_AUGM_ABL:
4790
4791                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4792
4793                         msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
4794
4795                         for (dummy = 0; dummy < 6; dummy++)
4796                         {
4797                                 (void)do_inc_stat(dummy);
4798                         }
4799                         reward = _("全能力値が上がった。", "increasing all stats");
4800                         break;
4801
4802                 case REW_HURT_LOT:
4803
4804                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4805                         msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
4806
4807                         fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
4808                         take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
4809                         reward = _("分解の球が発生した。", "generating disintegration ball");
4810                         break;
4811
4812                 case REW_HEAL_FUL:
4813
4814                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4815                         (void)restore_level();
4816                         (void)restore_all_status();
4817                         (void)true_healing(5000);
4818                         reward = _("体力が回復した。", "healing");
4819                         break;
4820
4821                 case REW_CURSE_WP:
4822
4823                         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4824                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4825                         msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
4826
4827                         dummy = INVEN_RARM;
4828                         if (buki_motteruka(INVEN_LARM))
4829                         {
4830                                 dummy = INVEN_LARM;
4831                                 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4832                         }
4833                         object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4834                         (void)curse_weapon(FALSE, dummy);
4835                         reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4836                         break;
4837
4838                 case REW_CURSE_AR:
4839
4840                         if (!inventory[INVEN_BODY].k_idx) break;
4841                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4842                         msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
4843
4844                         object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4845                         (void)curse_armor();
4846                         reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4847                         break;
4848                 case REW_PISS_OFF:
4849
4850                         msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
4851                         msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
4852
4853                         switch (randint1(4))
4854                         {
4855                                 case 1:
4856                                         (void)activate_ty_curse(FALSE, &count);
4857                                         reward = _("禍々しい呪いをかけられた。", "cursing");
4858                                         break;
4859                                 case 2:
4860                                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4861                                         reward = _("モンスターを召喚された。", "summoning hostile monsters");
4862                                         break;
4863                                 case 3:
4864                                         if (one_in_(2))
4865                                         {
4866                                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4867                                                 dummy = INVEN_RARM;
4868                                                 if (buki_motteruka(INVEN_LARM))
4869                                                 {
4870                                                         dummy = INVEN_LARM;
4871                                                         if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4872                                                 }
4873                                                 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4874                                                 (void)curse_weapon(FALSE, dummy);
4875                                                 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4876                                         }
4877                                         else
4878                                         {
4879                                                 if (!inventory[INVEN_BODY].k_idx) break;
4880                                                 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4881                                                 (void)curse_armor();
4882                                                 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4883                                         }
4884                                         break;
4885                                 default:
4886                                         for (dummy = 0; dummy < 6; dummy++)
4887                                         {
4888                                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4889                                         }
4890                                         reward = _("全能力値が下がった。", "decreasing all stats");
4891                                         break;
4892                         }
4893                         break;
4894
4895                 case REW_WRATH:
4896
4897                         msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
4898                         msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
4899
4900                         take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
4901                         for (dummy = 0; dummy < 6; dummy++)
4902                         {
4903                                 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
4904                         }
4905                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4906                         (void)activate_ty_curse(FALSE, &count);
4907                         if (one_in_(2))
4908                         {
4909                                 dummy = 0;
4910
4911                                 if (buki_motteruka(INVEN_RARM))
4912                                 {
4913                                         dummy = INVEN_RARM;
4914                                         if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
4915                                 }
4916                                 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
4917
4918                                 if (dummy) (void)curse_weapon(FALSE, dummy);
4919                         }
4920                         if (one_in_(2)) (void)curse_armor();
4921                         break;
4922
4923                 case REW_DESTRUCT:
4924
4925                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4926                         msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4927
4928                         (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
4929                         reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
4930                         break;
4931
4932                 case REW_GENOCIDE:
4933
4934                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4935                         msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4936                         (void)symbol_genocide(0, FALSE);
4937                         reward = _("モンスターが抹殺された。", "genociding monsters");
4938                         break;
4939
4940                 case REW_MASS_GEN:
4941
4942                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4943                         msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4944
4945                         (void)mass_genocide(0, FALSE);
4946                         reward = _("モンスターが抹殺された。", "genociding nearby monsters");
4947                         break;
4948
4949                 case REW_DISPEL_C:
4950
4951                         msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]);
4952                         (void)dispel_monsters(p_ptr->lev * 4);
4953                         break;
4954
4955                 case REW_IGNORE:
4956
4957                         msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
4958                         break;
4959
4960                 case REW_SER_DEMO:
4961
4962                         msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
4963
4964                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
4965                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4966                         else
4967                                 reward = _("悪魔がペットになった。", "a demonic servant");
4968
4969                         break;
4970
4971                 case REW_SER_MONS:
4972                         msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
4973
4974                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
4975                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4976                         else
4977                                 reward = _("モンスターがペットになった。", "a servant");
4978
4979                         break;
4980
4981                 case REW_SER_UNDE:
4982                         msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
4983
4984                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
4985                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4986                         else
4987                                 reward = _("アンデッドがペットになった。", "an undead servant");
4988
4989                         break;
4990
4991                 default:
4992                         msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
4993
4994                                 chaos_patrons[p_ptr->chaos_patron]);
4995                         msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
4996
4997         }
4998         }
4999         if (reward)
5000         {
5001                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
5002         }
5003 }
5004
5005
5006 /*
5007  * XAngband: determine if a given location is "interesting"
5008  * based on target_set_accept function.
5009  */
5010 static bool tgt_pt_accept(POSITION y, POSITION x)
5011 {
5012         cave_type *c_ptr;
5013
5014         /* Bounds */
5015         if (!(in_bounds(y, x))) return (FALSE);
5016
5017         /* Player grid is always interesting */
5018         if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
5019
5020         /* Handle hallucination */
5021         if (p_ptr->image) return (FALSE);
5022
5023         /* Examine the grid */
5024         c_ptr = &cave[y][x];
5025
5026         /* Interesting memorized features */
5027         if (c_ptr->info & (CAVE_MARK))
5028         {
5029                 /* Notice stairs */
5030                 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5031                 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5032
5033                 /* Notice quest features */
5034                 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5035                 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5036         }
5037
5038         return (FALSE);
5039 }
5040
5041
5042 /*
5043  * XAngband: Prepare the "temp" array for "tget_pt"
5044  * based on target_set_prepare funciton.
5045  */
5046 static void tgt_pt_prepare(void)
5047 {
5048         POSITION y, x;
5049
5050         /* Reset "temp" array */
5051         temp_n = 0;
5052
5053         if (!expand_list) return;
5054
5055         /* Scan the current panel */
5056         for (y = 1; y < cur_hgt; y++)
5057         {
5058                 for (x = 1; x < cur_wid; x++)
5059                 {
5060                         /* Require "interesting" contents */
5061                         if (!tgt_pt_accept(y, x)) continue;
5062
5063                         /* Save the location */
5064                         temp_x[temp_n] = x;
5065                         temp_y[temp_n] = y;
5066                         temp_n++;
5067                 }
5068         }
5069
5070         /* Target the nearest monster for shooting */
5071         ang_sort_comp = ang_sort_comp_distance;
5072         ang_sort_swap = ang_sort_swap_distance;
5073
5074         /* Sort the positions */
5075         ang_sort(temp_x, temp_y, temp_n);
5076 }
5077
5078 /*
5079  * old -- from PsiAngband.
5080  */
5081 bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
5082 {
5083         char ch = 0;
5084         int d, n = 0;
5085         POSITION x, y;
5086         bool success = FALSE;
5087
5088         int wid, hgt;
5089
5090         get_screen_size(&wid, &hgt);
5091
5092         x = p_ptr->x;
5093         y = p_ptr->y;
5094
5095         if (expand_list) 
5096         {
5097                 tgt_pt_prepare();
5098         }
5099
5100         msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
5101         msg_flag = FALSE; /* prevents "-more-" message. */
5102
5103         while ((ch != ESCAPE) && !success)
5104         {
5105                 bool move_fast = FALSE;
5106
5107                 move_cursor_relative(y, x);
5108                 ch = inkey();
5109                 switch (ch)
5110                 {
5111                 case ESCAPE:
5112                         break;
5113                 case ' ':
5114                 case 't':
5115                 case '.':
5116                 case '5':
5117                 case '0':
5118                         /* illegal place */
5119                         if (player_bold(y, x)) ch = 0;
5120
5121                         /* okay place */
5122                         else success = TRUE;
5123
5124                         break;
5125
5126                 /* XAngband: Move cursor to stairs */
5127                 case '>':
5128                 case '<':
5129                         if (expand_list && temp_n)
5130                         {
5131                                 int dx, dy;
5132                                 int cx = (panel_col_min + panel_col_max) / 2;
5133                                 int cy = (panel_row_min + panel_row_max) / 2;
5134
5135                                 n++;
5136
5137                                 /* Skip stairs which have defferent distance */
5138                                 for (; n < temp_n; ++ n)
5139                                 {
5140                                         cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5141
5142                                         if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5143                                             cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5144                                         {
5145                                                 /* Found */
5146                                                 break;
5147                                         }
5148                                 }
5149
5150                                 if (n == temp_n)        /* Loop out taget list */
5151                                 {
5152                                         n = 0;
5153                                         y = p_ptr->y;
5154                                         x = p_ptr->x;
5155                                         verify_panel(); /* Move cursor to player */
5156
5157                                         p_ptr->update |= (PU_MONSTERS);
5158
5159                                         p_ptr->redraw |= (PR_MAP);
5160
5161                                         p_ptr->window |= (PW_OVERHEAD);
5162
5163                                         /* Handle stuff */
5164                                         handle_stuff();
5165                                 }
5166                                 else    /* move cursor to next stair and change panel */
5167                                 {
5168                                         y = temp_y[n];
5169                                         x = temp_x[n];
5170
5171                                         dy = 2 * (y - cy) / hgt;
5172                                         dx = 2 * (x - cx) / wid;
5173                                         if (dy || dx) change_panel(dy, dx);
5174                                 }
5175                         }
5176                         break;
5177
5178                 default:
5179                         /* Look up the direction */
5180                         d = get_keymap_dir(ch);
5181
5182                         /* XTRA HACK MOVEFAST */
5183                         if (isupper(ch)) move_fast = TRUE;
5184
5185                         /* Handle "direction" */
5186                         if (d)
5187                         {
5188                                 int dx = ddx[d];
5189                                 int dy = ddy[d];
5190
5191                                 /* XTRA HACK MOVEFAST */
5192                                 if (move_fast)
5193                                 {
5194                                         int mag = MIN(wid / 2, hgt / 2);
5195                                         x += dx * mag;
5196                                         y += dy * mag;
5197                                 }
5198                                 else
5199                                 {
5200                                         x += dx;
5201                                         y += dy;
5202                                 }
5203
5204                                 /* Do not move horizontally if unnecessary */
5205                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5206                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
5207                                 {
5208                                         dx = 0;
5209                                 }
5210
5211                                 /* Do not move vertically if unnecessary */
5212                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5213                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
5214                                 {
5215                                         dy = 0;
5216                                 }
5217
5218                                 /* Apply the motion */
5219                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5220                                          (x >= panel_col_min + wid) || (x < panel_col_min))
5221                                 {
5222                                         /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5223                                         change_panel(dy, dx);
5224                                 }
5225
5226                                 /* Slide into legality */
5227                                 if (x >= cur_wid-1) x = cur_wid - 2;
5228                                 else if (x <= 0) x = 1;
5229
5230                                 /* Slide into legality */
5231                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
5232                                 else if (y <= 0) y = 1;
5233
5234                         }
5235                         break;
5236                 }
5237         }
5238
5239         /* Clear the top line */
5240         prt("", 0, 0);
5241
5242         /* Recenter the map around the player */
5243         verify_panel();
5244
5245         p_ptr->update |= (PU_MONSTERS);
5246
5247         p_ptr->redraw |= (PR_MAP);
5248
5249         p_ptr->window |= (PW_OVERHEAD);
5250
5251         /* Handle stuff */
5252         handle_stuff();
5253
5254         *x_ptr = x;
5255         *y_ptr = y;
5256         return success;
5257 }
5258
5259
5260 bool get_hack_dir(DIRECTION *dp)
5261 {
5262         DIRECTION dir;
5263         cptr    p;
5264         char    command;
5265
5266         (*dp) = 0;
5267
5268         /* Global direction */
5269         dir = 0;
5270
5271         /* (No auto-targeting) */
5272
5273         /* Ask until satisfied */
5274         while (!dir)
5275         {
5276                 /* Choose a prompt */
5277                 if (!target_okay())
5278                 {
5279                         p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
5280                 }
5281                 else
5282                 {
5283                         p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
5284                 }
5285
5286                 /* Get a command (or Cancel) */
5287                 if (!get_com(p, &command, TRUE)) break;
5288
5289                 if (use_menu)
5290                 {
5291                         if (command == '\r') command = 't';
5292                 }  
5293
5294                 /* Convert various keys to "standard" keys */
5295                 switch (command)
5296                 {
5297                         /* Use current target */
5298                         case 'T':
5299                         case 't':
5300                         case '.':
5301                         case '5':
5302                         case '0':
5303                         {
5304                                 dir = 5;
5305                                 break;
5306                         }
5307
5308                         /* Set new target */
5309                         case '*':
5310                         case ' ':
5311                         case '\r':
5312                         {
5313                                 if (target_set(TARGET_KILL)) dir = 5;
5314                                 break;
5315                         }
5316
5317                         default:
5318                         {
5319                                 /* Look up the direction */
5320                                 dir = get_keymap_dir(command);
5321
5322                                 break;
5323                         }
5324                 }
5325
5326                 /* Verify requested targets */
5327                 if ((dir == 5) && !target_okay()) dir = 0;
5328
5329                 /* Error */
5330                 if (!dir) bell();
5331         }
5332
5333         /* No direction */
5334         if (!dir) return (FALSE);
5335
5336         /* Save the direction */
5337         command_dir = dir;
5338
5339         /* Check for confusion */
5340         if (p_ptr->confused)
5341         {
5342                 /* Random direction */
5343                 dir = ddd[randint0(8)];
5344         }
5345
5346         /* Notice confusion */
5347         if (command_dir != dir)
5348         {
5349                 /* Warn the user */
5350                 msg_print(_("あなたは混乱している。", "You are confused."));
5351         }
5352
5353         /* Save direction */
5354         (*dp) = dir;
5355
5356         /* A "valid" direction was entered */
5357         return (TRUE);
5358 }
5359
5360
5361 /*
5362  * エネルギーの増加量10d5を速く計算するための関数
5363  */
5364
5365 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5366
5367 s16b gain_energy(void)
5368 {
5369         int i;
5370         s32b energy_result = 10;
5371         s32b tmp;
5372
5373         tmp = randint0(Go_no_JuuJou);
5374
5375         for (i = 0; i < 9; i ++){
5376                 energy_result += tmp % 5;
5377                 tmp /= 5;
5378         }
5379
5380         return (s16b)(energy_result + tmp);
5381 }
5382
5383
5384 /*!
5385  * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
5386  * @param sval 射撃武器のアイテム副分類ID 
5387  * @return 消費する基本エネルギー
5388  */
5389 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
5390 {
5391         ENERGY energy = 10000;
5392
5393         /* Analyze the launcher */
5394         switch (sval)
5395         {
5396                 /* Sling and ammo */
5397                 case SV_SLING:
5398                 {
5399                         energy = 8000;
5400                         break;
5401                 }
5402
5403                 /* Short Bow and Arrow */
5404                 case SV_SHORT_BOW:
5405                 {
5406                         energy = 10000;
5407                         break;
5408                 }
5409
5410                 /* Long Bow and Arrow */
5411                 case SV_LONG_BOW:
5412                 {
5413                         energy = 10000;
5414                         break;
5415                 }
5416
5417                 /* Bow of irresponsiblity and Arrow */
5418                 case SV_NAMAKE_BOW:
5419                 {
5420                         energy = 7777;
5421                         break;
5422                 }
5423
5424                 /* Light Crossbow and Bolt */
5425                 case SV_LIGHT_XBOW:
5426                 {
5427                         energy = 12000;
5428                         break;
5429                 }
5430
5431                 /* Heavy Crossbow and Bolt */
5432                 case SV_HEAVY_XBOW:
5433                 {
5434                         energy = 13333;
5435                         break;
5436                 }
5437         }
5438
5439         return (energy);
5440 }
5441
5442
5443 /*
5444  * Return bow tmul
5445  */
5446 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
5447 {
5448         int tmul = 0;
5449
5450         /* Analyze the launcher */
5451         switch (sval)
5452         {
5453                 /* Sling and ammo */
5454                 case SV_SLING:
5455                 {
5456                         tmul = 2;
5457                         break;
5458                 }
5459
5460                 /* Short Bow and Arrow */
5461                 case SV_SHORT_BOW:
5462                 {
5463                         tmul = 2;
5464                         break;
5465                 }
5466
5467                 /* Long Bow and Arrow */
5468                 case SV_LONG_BOW:
5469                 {
5470                         tmul = 3;
5471                         break;
5472                 }
5473
5474                 /* Bow of irresponsiblity and Arrow */
5475                 case SV_NAMAKE_BOW:
5476                 {
5477                         tmul = 3;
5478                         break;
5479                 }
5480
5481                 /* Light Crossbow and Bolt */
5482                 case SV_LIGHT_XBOW:
5483                 {
5484                         tmul = 3;
5485                         break;
5486                 }
5487
5488                 /* Heavy Crossbow and Bolt */
5489                 case SV_HEAVY_XBOW:
5490                 {
5491                         tmul = 4;
5492                         break;
5493                 }
5494         }
5495
5496         return (tmul);
5497 }
5498
5499 /*
5500  * Return alignment title
5501  */
5502 cptr your_alignment(void)
5503 {
5504 #ifdef JP
5505         if (p_ptr->align > 150) return "大善";
5506         else if (p_ptr->align > 50) return "中善";
5507         else if (p_ptr->align > 10) return "小善";
5508         else if (p_ptr->align > -11) return "中立";
5509         else if (p_ptr->align > -51) return "小悪";
5510         else if (p_ptr->align > -151) return "中悪";
5511         else return "大悪";
5512 #else
5513         if (p_ptr->align > 150) return "Lawful";
5514         else if (p_ptr->align > 50) return "Good";
5515         else if (p_ptr->align > 10) return "Neutral Good";
5516         else if (p_ptr->align > -11) return "Neutral";
5517         else if (p_ptr->align > -51) return "Neutral Evil";
5518         else if (p_ptr->align > -151) return "Evil";
5519         else return "Chaotic";
5520 #endif
5521 }
5522
5523
5524 /*
5525  * Return proficiency level of weapons and misc. skills (except riding)
5526  */
5527 int weapon_exp_level(int weapon_exp)
5528 {
5529         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5530         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5531         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5532         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
5533         else return EXP_LEVEL_MASTER;
5534 }
5535
5536
5537 /*
5538  * Return proficiency level of riding
5539  */
5540 int riding_exp_level(int riding_exp)
5541 {
5542         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5543         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5544         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5545         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
5546         else return EXP_LEVEL_MASTER;
5547 }
5548
5549
5550 /*
5551  * Return proficiency level of spells
5552  */
5553 int spell_exp_level(int spell_exp)
5554 {
5555         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5556         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5557         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5558         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
5559         else return EXP_LEVEL_MASTER;
5560 }
5561
5562
5563 /*
5564  * Display a rumor and apply its effects
5565  */
5566
5567 IDX rumor_num(char *zz, IDX max_idx)
5568 {
5569         if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
5570         return (IDX)atoi(zz);
5571 }
5572
5573 cptr rumor_bind_name(char *base, cptr fullname)
5574 {
5575         char *s, *v;
5576
5577         s = strstr(base, "{Name}");
5578         if (s)
5579         {
5580                 s[0] = '\0';
5581                 v = format("%s%s%s", base, fullname, (s + 6));
5582         }
5583         else
5584         {
5585                 v = base;
5586         }
5587
5588         return v;
5589 }
5590
5591 void display_rumor(bool ex)
5592 {
5593         errr err;
5594         int section = 0;
5595         char Rumor[1024];
5596
5597         if (ex)
5598         {
5599                 if (randint0(3) == 0) section = 1;
5600         }
5601
5602         err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
5603                         get_rnd_line("rumors.txt", section, Rumor));
5604         if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
5605
5606         err = TRUE;
5607
5608         if (strncmp(Rumor, "R:", 2) == 0)
5609         {
5610                 char *zz[4];
5611                 cptr rumor_msg = NULL;
5612                 cptr rumor_eff_format = NULL;
5613                 char fullname[1024] = "";
5614
5615                 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
5616                 {
5617                         if (strcmp(zz[0], "ARTIFACT") == 0)
5618                         {
5619                                 IDX a_idx, k_idx;
5620                                 object_type forge;
5621                                 object_type *q_ptr = &forge;
5622                                 artifact_type *a_ptr;
5623
5624                                 while (1)
5625                                 {
5626                                         a_idx = rumor_num(zz[1], max_a_idx);
5627
5628                                         a_ptr = &a_info[a_idx];
5629                                         if (a_ptr->name) break;
5630                                 }
5631
5632                                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
5633                                 object_prep(q_ptr, k_idx);
5634                                 q_ptr->name1 = a_idx;
5635                                 q_ptr->ident = IDENT_STORE;
5636                                 object_desc(fullname, q_ptr, OD_NAME_ONLY);
5637                         }
5638                         else if  (strcmp(zz[0], "MONSTER") == 0)
5639                         {
5640                                 MONRACE_IDX r_idx;
5641                                 monster_race *r_ptr;
5642
5643                                 while(1)
5644                                 {
5645                                         r_idx = rumor_num(zz[1], max_r_idx);
5646                                         r_ptr = &r_info[r_idx];
5647                                         if (r_ptr->name) break;
5648                                 }
5649
5650                                 strcpy(fullname, r_name + r_ptr->name);
5651
5652                                 /* Remember this monster */
5653                                 if (!r_ptr->r_sights)
5654                                 {
5655                                         r_ptr->r_sights++;
5656                                 }
5657                         }
5658                         else if (strcmp(zz[0], "DUNGEON") == 0)
5659                         {
5660                                 DUNGEON_IDX d_idx;
5661                                 dungeon_info_type *d_ptr;
5662
5663                                 while (1)
5664                                 {
5665                                         d_idx = rumor_num(zz[1], max_d_idx);
5666                                         d_ptr = &d_info[d_idx];
5667                                         if (d_ptr->name) break;
5668                                 }
5669
5670                                 strcpy(fullname, d_name + d_ptr->name);
5671
5672                                 if (!max_dlv[d_idx])
5673                                 {
5674                                         max_dlv[d_idx] = d_ptr->mindepth;
5675                                         rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
5676                                 }
5677                         }
5678                         else if  (strcmp(zz[0], "TOWN") == 0)
5679                         {
5680                                 IDX t_idx;
5681                                 s32b visit;
5682
5683                                 while(1)
5684                                 {
5685                                         t_idx = rumor_num(zz[1], NO_TOWN);
5686                                         if (town[t_idx].name) break;
5687                                 }
5688
5689                                 strcpy(fullname, town[t_idx].name);
5690
5691                                 visit = (1L << (t_idx - 1));
5692                                 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
5693                                 {
5694                                         p_ptr->visit |= visit;
5695                                         rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
5696                                 }
5697                         }
5698
5699                         rumor_msg = rumor_bind_name(zz[2], fullname);
5700                         msg_print(rumor_msg);
5701                         if (rumor_eff_format)
5702                         {
5703                                 msg_print(NULL);
5704                                 msg_format(rumor_eff_format, fullname);
5705                         }
5706                         err = FALSE;
5707                 }
5708         /* error */
5709         if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
5710         }
5711                         else
5712         {
5713                 msg_format("%s", Rumor);
5714         }
5715 }