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剣術家の魔神斬りが当たらないバグを仕様を変更して修正。
[hengband/hengband.git] / src / xtra2.c
1 /* File: xtra2.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: effects of various "objects" */
12
13 #include "angband.h"
14
15 #define REWARD_CHANCE 10
16
17
18 /*
19  * Advance experience levels and print experience
20  */
21 void check_experience(void)
22 {
23         bool level_reward = FALSE;
24         bool level_mutation = FALSE;
25         bool level_inc_stat = FALSE;
26         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
27         int  old_lev = p_ptr->lev;
28
29         /* Hack -- lower limit */
30         if (p_ptr->exp < 0) p_ptr->exp = 0;
31         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
32         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
33
34         /* Hack -- upper limit */
35         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
36         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
37         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
38
39         /* Hack -- maintain "max" experience */
40         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
41
42         /* Hack -- maintain "max max" experience */
43         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
44
45         /* Redraw experience */
46         p_ptr->redraw |= (PR_EXP);
47
48         /* Handle stuff */
49         handle_stuff();
50
51
52         /* Lose levels while possible */
53         while ((p_ptr->lev > 1) &&
54                (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
55         {
56                 /* Lose a level */
57                 p_ptr->lev--;
58
59                 /* Update some stuff */
60                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
61
62                 /* Redraw some stuff */
63                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
64
65                 /* Window stuff */
66                 p_ptr->window |= (PW_PLAYER);
67
68                 /* Handle stuff */
69                 handle_stuff();
70         }
71
72
73         /* Gain levels while possible */
74         while ((p_ptr->lev < PY_MAX_LEVEL) &&
75                (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
76         {
77                 /* Gain a level */
78                 p_ptr->lev++;
79
80                 /* Save the highest level */
81                 if (p_ptr->lev > p_ptr->max_plv)
82                 {
83                         p_ptr->max_plv = p_ptr->lev;
84
85                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
86                             (p_ptr->muta2 & MUT2_CHAOS_GIFT))
87                         {
88                                 level_reward = TRUE;
89                         }
90                         if (p_ptr->prace == RACE_BEASTMAN)
91                         {
92                                 if (one_in_(5)) level_mutation = TRUE;
93                         }
94                         level_inc_stat = TRUE;
95
96                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
97                 }
98
99                 /* Sound */
100                 sound(SOUND_LEVEL);
101
102                 /* Message */
103 #ifdef JP
104 msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
105 #else
106                 msg_format("Welcome to level %d.", p_ptr->lev);
107
108 #endif
109
110                 /* Update some stuff */
111                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
112
113                 /* Redraw some stuff */
114                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
115
116                 /* Window stuff */
117                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
118
119                 /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
120                 level_up = 1;
121
122                 /* Handle stuff */
123                 handle_stuff();
124
125                 level_up = 0;
126
127                 if (level_inc_stat)
128                 {
129                         if(!(p_ptr->max_plv % 10))
130                         {
131                                 int choice;
132                                 screen_save();
133                                 while(1)
134                                 {
135                                         int n;
136                                         char tmp[32];
137
138 #ifdef JP
139                                         cnv_stat(p_ptr->stat_max[0], tmp);
140                                         prt(format("        a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14);
141                                         cnv_stat(p_ptr->stat_max[1], tmp);
142                                         prt(format("        b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14);
143                                         cnv_stat(p_ptr->stat_max[2], tmp);
144                                         prt(format("        c) ¸­¤µ (¸½ºßÃÍ %s)", tmp), 4, 14);
145                                         cnv_stat(p_ptr->stat_max[3], tmp);
146                                         prt(format("        d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14);
147                                         cnv_stat(p_ptr->stat_max[4], tmp);
148                                         prt(format("        e) Âѵנ(¸½ºßÃÍ %s)", tmp), 6, 14);
149                                         cnv_stat(p_ptr->stat_max[5], tmp);
150                                         prt(format("        f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14);
151                                         prt("", 8, 14);
152                                         prt("        ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14);
153 #else
154                                         cnv_stat(p_ptr->stat_max[0], tmp);
155                                         prt(format("        a) Str (cur %s)", tmp), 2, 14);
156                                         cnv_stat(p_ptr->stat_max[1], tmp);
157                                         prt(format("        b) Int (cur %s)", tmp), 3, 14);
158                                         cnv_stat(p_ptr->stat_max[2], tmp);
159                                         prt(format("        c) Wis (cur %s)", tmp), 4, 14);
160                                         cnv_stat(p_ptr->stat_max[3], tmp);
161                                         prt(format("        d) Dex (cur %s)", tmp), 5, 14);
162                                         cnv_stat(p_ptr->stat_max[4], tmp);
163                                         prt(format("        e) Con (cur %s)", tmp), 6, 14);
164                                         cnv_stat(p_ptr->stat_max[5], tmp);
165                                         prt(format("        f) Chr (cur %s)", tmp), 7, 14);
166                                         prt("", 8, 14);
167                                         prt("        Which stat do you want to raise?", 1, 14);
168 #endif
169                                         while(1)
170                                         {
171                                                 choice = inkey();
172                                                 if ((choice >= 'a') && (choice <= 'f')) break;
173                                         }
174                                         for(n = 0; n < 6; n++)
175                                                 if (n != choice - 'a')
176                                                         prt("",n+2,14);
177 #ifdef JP
178                                         if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
179 #else
180                                         if (get_check("Are you sure? ")) break;
181 #endif
182                                 }
183                                 do_inc_stat(choice - 'a');
184                                 screen_load();
185                         }
186                         else if(!(p_ptr->max_plv % 2))
187                                 do_inc_stat(randint0(6));
188                 }
189
190                 if (level_mutation)
191                 {
192 #ifdef JP
193 msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
194 #else
195                         msg_print("You feel different...");
196 #endif
197
198                         (void)gain_random_mutation(0);
199                         level_mutation = FALSE;
200                 }
201
202                 /*
203                  * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬
204                  * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£
205                  */
206                 if (level_reward)
207                 {
208                         gain_level_reward(0);
209                         level_reward = FALSE;
210                 }
211
212                 /* Update some stuff */
213                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
214
215                 /* Redraw some stuff */
216                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
217
218                 /* Window stuff */
219                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
220
221                 /* Handle stuff */
222                 handle_stuff();
223         }
224
225         /* Load an autopick preference file */
226         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
227 }
228
229
230 /*
231  * Hack -- Return the "automatic coin type" of a monster race
232  * Used to allocate proper treasure when "Creeping coins" die
233  *
234  * XXX XXX XXX Note the use of actual "monster names"
235  */
236 static int get_coin_type(int r_idx)
237 {
238         /* Analyze monsters */
239         switch (r_idx)
240         {
241         case MON_COPPER_COINS: return 2;
242         case MON_SILVER_COINS: return 5;
243         case MON_GOLD_COINS: return 10;
244         case MON_MITHRIL_COINS:
245         case MON_MITHRIL_GOLEM: return 16;
246         case MON_ADAMANT_COINS: return 17;
247         }
248
249         /* Assume nothing */
250         return 0;
251 }
252
253
254 /*
255  * Hack -- determine if a template is Cloak
256  */
257 static bool kind_is_cloak(int k_idx)
258 {
259         object_kind *k_ptr = &k_info[k_idx];
260
261         /* Analyze the item type */
262         if (k_ptr->tval == TV_CLOAK)
263         {
264                 return (TRUE);
265         }
266
267         /* Assume not good */
268         return (FALSE);
269 }
270
271
272 /*
273  * Hack -- determine if a template is Polearm
274  */
275 static bool kind_is_polearm(int k_idx)
276 {
277         object_kind *k_ptr = &k_info[k_idx];
278
279         /* Analyze the item type */
280         if (k_ptr->tval == TV_POLEARM)
281         {
282                 return (TRUE);
283         }
284
285         /* Assume not good */
286         return (FALSE);
287 }
288
289
290 /*
291  * Hack -- determine if a template is Sword
292  */
293 static bool kind_is_sword(int k_idx)
294 {
295         object_kind *k_ptr = &k_info[k_idx];
296
297         /* Analyze the item type */
298         if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
299         {
300                 return (TRUE);
301         }
302
303         /* Assume not good */
304         return (FALSE);
305 }
306
307
308 /*
309  * Hack -- determine if a template is Book
310  */
311 static bool kind_is_book(int k_idx)
312 {
313         object_kind *k_ptr = &k_info[k_idx];
314
315         /* Analyze the item type */
316         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
317         {
318                 return (TRUE);
319         }
320
321         /* Assume not good */
322         return (FALSE);
323 }
324
325
326 /*
327  * Hack -- determine if a template is Good book
328  */
329 static bool kind_is_good_book(int k_idx)
330 {
331         object_kind *k_ptr = &k_info[k_idx];
332
333         /* Analyze the item type */
334         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
335         {
336                 return (TRUE);
337         }
338
339         /* Assume not good */
340         return (FALSE);
341 }
342
343
344 /*
345  * Hack -- determine if a template is Armor
346  */
347 static bool kind_is_armor(int k_idx)
348 {
349         object_kind *k_ptr = &k_info[k_idx];
350
351         /* Analyze the item type */
352         if (k_ptr->tval == TV_HARD_ARMOR)
353         {
354                 return (TRUE);
355         }
356
357         /* Assume not good */
358         return (FALSE);
359 }
360
361
362 /*
363  * Hack -- determine if a template is hafted weapon
364  */
365 static bool kind_is_hafted(int k_idx)
366 {
367         object_kind *k_ptr = &k_info[k_idx];
368
369         /* Analyze the item type */
370         if (k_ptr->tval == TV_HAFTED)
371         {
372                 return (TRUE);
373         }
374
375         /* Assume not good */
376         return (FALSE);
377 }
378
379
380 /*
381  * Check for "Quest" completion when a quest monster is killed or charmed.
382  */
383 void check_quest_completion(monster_type *m_ptr)
384 {
385         int i, j, y, x, ny, nx, i2, j2;
386
387         int quest_num;
388
389         bool create_stairs = FALSE;
390         bool reward = FALSE;
391
392         object_type forge;
393         object_type *q_ptr;
394
395         /* Get the location */
396         y = m_ptr->fy;
397         x = m_ptr->fx;
398
399         /* Inside a quest */
400         quest_num = p_ptr->inside_quest;
401
402         /* Search for an active quest on this dungeon level */
403         if (!quest_num)
404         {
405                 for (i = max_quests - 1; i > 0; i--)
406                 {
407                         /* Quest is not active */
408                         if (quest[i].status != QUEST_STATUS_TAKEN)
409                                 continue;
410
411                         /* Quest is not a dungeon quest */
412                         if (quest[i].flags & QUEST_FLAG_PRESET)
413                                 continue;
414
415                         /* Quest is not on this level */
416                         if ((quest[i].level != dun_level) &&
417                             (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
418                                 continue;
419
420                         /* Not a "kill monster" quest */
421                         if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
422                             (quest[i].type == QUEST_TYPE_FIND_EXIT))
423                                 continue;
424
425                         /* Interesting quest */
426                         if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
427                             (quest[i].type == QUEST_TYPE_KILL_ALL))
428                                 break;
429
430                         /* Interesting quest */
431                         if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
432                              (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
433                              (quest[i].type == QUEST_TYPE_RANDOM)) &&
434                              (quest[i].r_idx == m_ptr->r_idx))
435                                 break;
436                 }
437
438                 quest_num = i;
439         }
440
441         /* Handle the current quest */
442         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
443         {
444                 /* Current quest */
445                 i = quest_num;
446
447                 switch (quest[i].type)
448                 {
449                         case QUEST_TYPE_KILL_NUMBER:
450                         {
451                                 quest[i].cur_num++;
452
453                                 if (quest[i].cur_num >= quest[i].num_mon)
454                                 {
455                                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
456                                         /* completed quest */
457                                         quest[i].status = QUEST_STATUS_COMPLETED;
458                                         quest[i].complev = (byte)p_ptr->lev;
459
460                                         if (!(quest[i].flags & QUEST_FLAG_SILENT))
461                                         {
462 #ifdef JP
463 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
464 #else
465                                                 msg_print("You just completed your quest!");
466 #endif
467
468                                                 msg_print(NULL);
469                                         }
470
471                                         quest[i].cur_num = 0;
472                                 }
473                                 break;
474                         }
475                         case QUEST_TYPE_KILL_ALL:
476                         {
477                                 int number_mon = 0;
478
479                                 if (!is_hostile(m_ptr)) break;
480
481                                 /* Count all hostile monsters */
482                                 for (i2 = 0; i2 < cur_wid; ++i2)
483                                         for (j2 = 0; j2 < cur_hgt; j2++)
484                                                 if (cave[j2][i2].m_idx > 0)
485                                                         if (is_hostile(&m_list[cave[j2][i2].m_idx])) 
486                                                                 number_mon++;
487
488                                 if ((number_mon - 1) == 0)
489                                 {
490                                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
491                                         /* completed */
492                                         if (quest[i].flags & QUEST_FLAG_SILENT)
493                                         {
494                                                 quest[i].status = QUEST_STATUS_FINISHED;
495                                         }
496                                         else
497                                         {
498                                                 quest[i].status = QUEST_STATUS_COMPLETED;
499                                                 quest[i].complev = (byte)p_ptr->lev;
500 #ifdef JP
501 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
502 #else
503                                                 msg_print("You just completed your quest!");
504 #endif
505
506                                                 msg_print(NULL);
507                                         }
508                                 }
509                                 break;
510                         }
511                         case QUEST_TYPE_KILL_LEVEL:
512                         case QUEST_TYPE_RANDOM:
513                         {
514                                 /* Only count valid monsters */
515                                 if (quest[i].r_idx != m_ptr->r_idx)
516                                         break;
517
518                                 quest[i].cur_num++;
519
520                                 if (quest[i].cur_num >= quest[i].max_num)
521                                 {
522                                         if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
523                                         if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL);
524                                         /* completed quest */
525                                         quest[i].status = QUEST_STATUS_COMPLETED;
526                                         quest[i].complev = (byte)p_ptr->lev;
527                                         if (!(quest[i].flags & QUEST_FLAG_PRESET))
528                                         {
529                                                 create_stairs = TRUE;
530                                                 p_ptr->inside_quest = 0;
531                                         }
532
533                                         if (!(quest[i].flags & QUEST_FLAG_SILENT))
534                                         {
535 #ifdef JP
536 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
537 #else
538                                                 msg_print("You just completed your quest!");
539 #endif
540
541                                                 msg_print(NULL);
542                                         }
543
544                                         /* Finish the two main quests without rewarding */
545                                         if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
546                                         {
547                                                 quest[i].status = QUEST_STATUS_FINISHED;
548                                         }
549
550                                         if (quest[i].type == QUEST_TYPE_RANDOM)
551                                         {
552                                                 reward = TRUE;
553                                                 quest[i].status = QUEST_STATUS_FINISHED;
554                                         }
555                                 }
556                                 break;
557                         }
558                         case QUEST_TYPE_KILL_ANY_LEVEL:
559                         {
560                                 quest[i].cur_num++;
561                                 if (quest[i].cur_num >= quest[i].max_num)
562                                 {
563                                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
564                                          /* completed quest */
565                                         quest[i].status = QUEST_STATUS_COMPLETED;
566                                         quest[i].complev = (byte)p_ptr->lev;
567
568                                         if (!(quest[i].flags & QUEST_FLAG_SILENT))
569                                         {
570 #ifdef JP
571 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
572 #else
573                                                 msg_print("You just completed your quest!");
574 #endif
575
576                                                 msg_print(NULL);
577                                         }
578                                         quest[i].cur_num = 0;
579                                 }
580                                 break;
581                         }
582                 }
583         }
584
585         /* Create a magical staircase */
586         if (create_stairs)
587         {
588                 /* Stagger around */
589                 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
590                 {
591                         /* Pick a location */
592                         scatter(&ny, &nx, y, x, 1, 0);
593
594                         /* Stagger */
595                         y = ny; x = nx;
596                 }
597
598                 /* Explain the staircase */
599 #ifdef JP
600 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
601 #else
602                 msg_print("A magical staircase appears...");
603 #endif
604
605
606                 /* Create stairs down */
607                 cave_set_feat(y, x, feat_down_stair);
608
609                 /* Remember to update everything */
610                 p_ptr->update |= (PU_FLOW);
611         }
612
613         /*
614          * Drop quest reward
615          */
616         if (reward)
617         {
618                 for (j = 0; j < (dun_level / 15)+1; j++)
619                 {
620                         /* Get local object */
621                         q_ptr = &forge;
622
623                         /* Wipe the object */
624                         object_wipe(q_ptr);
625
626                         /* Make a great object */
627                         make_object(q_ptr, AM_GOOD | AM_GREAT);
628
629                         /* Drop it in the dungeon */
630                         (void)drop_near(q_ptr, -1, y, x);
631                 }
632         }
633 }
634
635
636 /*
637  * Return monster death string
638  */
639 cptr extract_note_dies(monster_race *r_ptr)
640 {
641         /* Some monsters get "destroyed" */
642         if (!monster_living(r_ptr))
643         {
644                 int i;
645
646                 for (i = 0; i < 4; i++)
647                 {
648                         if (r_ptr->blow[i].method == RBM_EXPLODE)
649                         {
650 #ifdef JP
651                                 return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
652 #else
653                                 return " explodes into tiny shreds.";
654 #endif
655                         }
656                 }
657
658 #ifdef JP
659                 return "¤òÅݤ·¤¿¡£";
660 #else
661                 return " is destroyed.";
662 #endif
663         }
664
665         /* Assume a default death */
666 #ifdef JP
667         return "¤Ï»à¤ó¤À¡£";
668 #else
669         return " dies.";
670 #endif
671 }
672
673
674 /*
675  * Handle the "death" of a monster.
676  *
677  * Disperse treasures centered at the monster location based on the
678  * various flags contained in the monster flags fields.
679  *
680  * Check for "Quest" completion when a quest monster is killed.
681  *
682  * Note that only the player can induce "monster_death()" on Uniques.
683  * Thus (for now) all Quest monsters should be Uniques.
684  *
685  * Note that monsters can now carry objects, and when a monster dies,
686  * it drops all of its objects, which may disappear in crowded rooms.
687  */
688 void monster_death(int m_idx, bool drop_item)
689 {
690         int i, j, y, x;
691
692         int dump_item = 0;
693         int dump_gold = 0;
694
695         int number = 0;
696
697         monster_type *m_ptr = &m_list[m_idx];
698
699         monster_race *r_ptr = &r_info[m_ptr->r_idx];
700
701         bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
702
703         u32b mo_mode = 0L;
704
705         bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
706         bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
707         bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
708         int force_coin = get_coin_type(m_ptr->r_idx);
709
710         object_type forge;
711         object_type *q_ptr;
712
713         bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
714                 && !p_ptr->inside_battle && !is_pet(m_ptr);
715
716         /* The caster is dead? */
717         if (world_monster && world_monster == m_idx) world_monster = 0;
718
719         /* Notice changes in view */
720         if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
721         {
722                 /* Update some things */
723                 p_ptr->update |= (PU_MON_LITE);
724         }
725
726         /* Get the location */
727         y = m_ptr->fy;
728         x = m_ptr->fx;
729
730         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
731         {
732                 char m_name[80];
733
734                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
735                 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
736         }
737
738         /* Let monsters explode! */
739         for (i = 0; i < 4; i++)
740         {
741                 if (r_ptr->blow[i].method == RBM_EXPLODE)
742                 {
743                         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
744                         int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
745                         int d_dice = r_ptr->blow[i].d_dice;
746                         int d_side = r_ptr->blow[i].d_side;
747                         int damage = damroll(d_dice, d_side);
748
749                         project(m_idx, 3, y, x, damage, typ, flg, -1);
750                         break;
751                 }
752         }
753
754         if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
755         {
756                 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
757                 r_ptr = &r_info[m_ptr->r_idx];
758         }
759
760         /* Check for quest completion */
761         check_quest_completion(m_ptr);
762
763         /* Handle the possibility of player vanquishing arena combatant -KMW- */
764         if (p_ptr->inside_arena && !is_pet(m_ptr))
765         {
766                 p_ptr->exit_bldg = TRUE;
767
768                 if (p_ptr->arena_number > MAX_ARENA_MONS)
769                 {
770 #ifdef JP
771 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
772 #else
773                         msg_print("You are a Genuine Champion!");
774 #endif
775                 }
776                 else
777                 {
778 #ifdef JP
779 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
780 #else
781                         msg_print("Victorious! You're on your way to becoming Champion.");
782 #endif
783                 }
784
785                 if (arena_info[p_ptr->arena_number].tval)
786                 {
787                         /* Get local object */
788                         q_ptr = &forge;
789
790                         /* Prepare to make a prize */
791                         object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
792
793                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
794
795                         /* Drop it in the dungeon */
796                         (void)drop_near(q_ptr, -1, y, x);
797                 }
798
799                 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
800                 p_ptr->arena_number++;
801                 if (record_arena)
802                 {
803                         char m_name[80];
804                         
805                         /* Extract monster name */
806                         monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
807                         
808                         do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
809                 }
810         }
811
812         if (m_idx == p_ptr->riding)
813         {
814                 if (rakuba(-1, FALSE))
815                 {
816 #ifdef JP
817 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
818 #else
819                         msg_print("You have fallen from your riding pet.");
820 #endif
821                 }
822         }
823
824         /* Drop a dead corpse? */
825         if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
826             (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
827             !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
828         {
829                 /* Assume skeleton */
830                 bool corpse = FALSE;
831
832                 /*
833                  * We cannot drop a skeleton? Note, if we are in this check,
834                  * we *know* we can drop at least a corpse or a skeleton
835                  */
836                 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
837                         corpse = TRUE;
838                 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
839                         corpse = TRUE;
840
841                 /* Else, a corpse is more likely unless we did a "lot" of damage */
842                 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
843                 {
844                         /* Lots of damage in one blow */
845                         if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
846                         {
847                                 if (one_in_(5)) corpse = TRUE;
848                         }
849                         else
850                         {
851                                 if (!one_in_(5)) corpse = TRUE;
852                         }
853                 }
854
855                 /* Get local object */
856                 q_ptr = &forge;
857
858                 /* Prepare to make an object */
859                 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
860
861                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
862
863                 q_ptr->pval = m_ptr->r_idx;
864
865                 /* Drop it in the dungeon */
866                 (void)drop_near(q_ptr, -1, y, x);
867         }
868
869         /* Drop objects being carried */
870         monster_drop_carried_objects(m_ptr);
871
872         if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
873         if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
874
875         switch (m_ptr->r_idx)
876         {
877         case MON_PINK_HORROR:
878                 /* Pink horrors are replaced with 2 Blue horrors */
879                 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
880                 {
881                         bool notice = FALSE;
882
883                         for (i = 0; i < 2; i++)
884                         {
885                                 int wy = y, wx = x;
886                                 bool pet = is_pet(m_ptr);
887                                 u32b mode = 0L;
888
889                                 if (pet) mode |= PM_FORCE_PET;
890
891                                 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
892                                 {
893                                         if (player_can_see_bold(wy, wx))
894                                                 notice = TRUE;
895                                 }
896                         }
897
898                         if (notice)
899 #ifdef JP
900                                 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
901 #else
902                                 msg_print("The Pink horror divides!");
903 #endif
904                 }
905                 break;
906
907         case MON_BLOODLETTER:
908                 /* Bloodletters of Khorne may drop a blade of chaos */
909                 if (drop_chosen_item && (randint1(100) < 15))
910                 {
911                         /* Get local object */
912                         q_ptr = &forge;
913
914                         /* Prepare to make a Blade of Chaos */
915                         object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
916
917                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
918
919                         /* Drop it in the dungeon */
920                         (void)drop_near(q_ptr, -1, y, x);
921                 }
922                 break;
923
924         case MON_RAAL:
925                 if (drop_chosen_item && (dun_level > 9))
926                 {
927                         /* Get local object */
928                         q_ptr = &forge;
929
930                         /* Wipe the object */
931                         object_wipe(q_ptr);
932
933                         /* Activate restriction */
934                         if ((dun_level > 49) && one_in_(5))
935                                 get_obj_num_hook = kind_is_good_book;
936                         else
937                                 get_obj_num_hook = kind_is_book;
938
939                         /* Make a book */
940                         make_object(q_ptr, mo_mode);
941
942                         /* Drop it in the dungeon */
943                         (void)drop_near(q_ptr, -1, y, x);
944                 }
945                 break;
946
947         case MON_DAWN:
948                 /*
949                  * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
950                  * spawn another in the fallen one's place!
951                  */
952                 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
953                 {
954                         if (!one_in_(7))
955                         {
956                                 int wy = y, wx = x;
957                                 int attempts = 100;
958                                 bool pet = is_pet(m_ptr);
959
960                                 do
961                                 {
962                                         scatter(&wy, &wx, y, x, 20, 0);
963                                 }
964                                 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
965
966                                 if (attempts > 0)
967                                 {
968                                         u32b mode = 0L;
969                                         if (pet) mode |= PM_FORCE_PET;
970
971                                         if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
972                                         {
973                                                 if (player_can_see_bold(wy, wx))
974 #ifdef JP
975                                                         msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
976 #else
977                                                         msg_print("A new warrior steps forth!");
978 #endif
979
980                                         }
981                                 }
982                         }
983                 }
984                 break;
985
986         case MON_UNMAKER:
987                 /* One more ultra-hack: An Unmaker goes out with a big bang! */
988                 {
989                         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
990                         (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
991                 }
992                 break;
993
994         case MON_UNICORN_ORD:
995         case MON_MORGOTH:
996         case MON_ONE_RING:
997                 /* Reward for "lazy" player */
998                 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
999                 {
1000                         int a_idx = 0;
1001                         artifact_type *a_ptr = NULL;
1002
1003                         if (!drop_chosen_item) break;
1004
1005                         do
1006                         {
1007                                 switch (randint0(3))
1008                                 {
1009                                 case 0:
1010                                         a_idx = ART_NAMAKE_HAMMER;
1011                                         break;
1012                                 case 1:
1013                                         a_idx = ART_NAMAKE_BOW;
1014                                         break;
1015                                 case 2:
1016                                         a_idx = ART_NAMAKE_ARMOR;
1017                                         break;
1018                                 }
1019
1020                                 a_ptr = &a_info[a_idx];
1021                         }
1022                         while (a_ptr->cur_num);
1023
1024                         /* Create the artifact */
1025                         if (create_named_art(a_idx, y, x))
1026                         {
1027                                 a_ptr->cur_num = 1;
1028
1029                                 /* Hack -- Memorize location of artifact in saved floors */
1030                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1031                         }
1032                         else if (!preserve_mode) a_ptr->cur_num = 1;
1033                 }
1034                 break;
1035
1036         case MON_SERPENT:
1037                 if (!drop_chosen_item) break;
1038
1039                 /* Get local object */
1040                 q_ptr = &forge;
1041
1042                 /* Mega-Hack -- Prepare to make "Grond" */
1043                 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1044
1045                 /* Mega-Hack -- Mark this item as "Grond" */
1046                 q_ptr->name1 = ART_GROND;
1047
1048                 /* Mega-Hack -- Actually create "Grond" */
1049                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1050
1051                 /* Drop it in the dungeon */
1052                 (void)drop_near(q_ptr, -1, y, x);
1053
1054                 /* Get local object */
1055                 q_ptr = &forge;
1056
1057                 /* Mega-Hack -- Prepare to make "Chaos" */
1058                 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1059
1060                 /* Mega-Hack -- Mark this item as "Chaos" */
1061                 q_ptr->name1 = ART_CHAOS;
1062
1063                 /* Mega-Hack -- Actually create "Chaos" */
1064                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1065
1066                 /* Drop it in the dungeon */
1067                 (void)drop_near(q_ptr, -1, y, x);
1068                 break;
1069
1070         case MON_B_DEATH_SWORD:
1071                 if (drop_chosen_item)
1072                 {
1073                         /* Get local object */
1074                         q_ptr = &forge;
1075
1076                         /* Prepare to make a broken sword */
1077                         object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1078
1079                         /* Drop it in the dungeon */
1080                         (void)drop_near(q_ptr, -1, y, x);
1081                 }
1082                 break;
1083
1084         case MON_A_GOLD:
1085         case MON_A_SILVER:
1086                 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1087                      ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1088                 {
1089                         /* Get local object */
1090                         q_ptr = &forge;
1091
1092                         /* Prepare to make a Can of Toys */
1093                         object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1094
1095                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1096
1097                         /* Drop it in the dungeon */
1098                         (void)drop_near(q_ptr, -1, y, x);
1099                 }
1100                 break;
1101
1102         case MON_ROLENTO:
1103                 {
1104                         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1105                         (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1106                 }
1107                 break;
1108
1109         default:
1110                 if (!drop_chosen_item) break;
1111
1112                 switch (r_ptr->d_char)
1113                 {
1114                 case '(':
1115                         if (dun_level > 0)
1116                         {
1117                                 /* Get local object */
1118                                 q_ptr = &forge;
1119
1120                                 /* Wipe the object */
1121                                 object_wipe(q_ptr);
1122
1123                                 /* Activate restriction */
1124                                 get_obj_num_hook = kind_is_cloak;
1125
1126                                 /* Make a cloak */
1127                                 make_object(q_ptr, mo_mode);
1128
1129                                 /* Drop it in the dungeon */
1130                                 (void)drop_near(q_ptr, -1, y, x);
1131                         }
1132                         break;
1133
1134                 case '/':
1135                         if (dun_level > 4)
1136                         {
1137                                 /* Get local object */
1138                                 q_ptr = &forge;
1139
1140                                 /* Wipe the object */
1141                                 object_wipe(q_ptr);
1142
1143                                 /* Activate restriction */
1144                                 get_obj_num_hook = kind_is_polearm;
1145
1146                                 /* Make a poleweapon */
1147                                 make_object(q_ptr, mo_mode);
1148
1149                                 /* Drop it in the dungeon */
1150                                 (void)drop_near(q_ptr, -1, y, x);
1151                         }
1152                         break;
1153
1154                 case '[':
1155                         if (dun_level > 19)
1156                         {
1157                                 /* Get local object */
1158                                 q_ptr = &forge;
1159
1160                                 /* Wipe the object */
1161                                 object_wipe(q_ptr);
1162
1163                                 /* Activate restriction */
1164                                 get_obj_num_hook = kind_is_armor;
1165
1166                                 /* Make a hard armor */
1167                                 make_object(q_ptr, mo_mode);
1168
1169                                 /* Drop it in the dungeon */
1170                                 (void)drop_near(q_ptr, -1, y, x);
1171                         }
1172                         break;
1173
1174                 case '\\':
1175                         if (dun_level > 4)
1176                         {
1177                                 /* Get local object */
1178                                 q_ptr = &forge;
1179
1180                                 /* Wipe the object */
1181                                 object_wipe(q_ptr);
1182
1183                                 /* Activate restriction */
1184                                 get_obj_num_hook = kind_is_hafted;
1185
1186                                 /* Make a hafted weapon */
1187                                 make_object(q_ptr, mo_mode);
1188
1189                                 /* Drop it in the dungeon */
1190                                 (void)drop_near(q_ptr, -1, y, x);
1191                         }
1192                         break;
1193
1194                 case '|':
1195                         if (m_ptr->r_idx != MON_STORMBRINGER)
1196                         {
1197                                 /* Get local object */
1198                                 q_ptr = &forge;
1199
1200                                 /* Wipe the object */
1201                                 object_wipe(q_ptr);
1202
1203                                 /* Activate restriction */
1204                                 get_obj_num_hook = kind_is_sword;
1205
1206                                 /* Make a sword */
1207                                 make_object(q_ptr, mo_mode);
1208
1209                                 /* Drop it in the dungeon */
1210                                 (void)drop_near(q_ptr, -1, y, x);
1211                         }
1212                         break;
1213                 }
1214                 break;
1215         }
1216
1217         /* Mega-Hack -- drop fixed items */
1218         if (drop_chosen_item)
1219         {
1220                 int a_idx = 0;
1221                 int chance = 0;
1222
1223                 switch (m_ptr->r_idx)
1224                 {
1225                 case MON_OBERON:
1226                         if (one_in_(3))
1227                         {
1228                                 a_idx = ART_JUDGE;
1229                                 chance = 33;
1230                         }
1231                         else
1232                         {
1233                                 a_idx = ART_AMBER;
1234                                 chance = 50;
1235                         }
1236                         break;
1237
1238                 case MON_GHB:
1239                         a_idx = ART_GHB;
1240                         chance = 100;
1241                         break;
1242
1243                 case MON_STORMBRINGER:
1244                         a_idx = ART_STORMBRINGER;
1245                         chance = 100;
1246                         break;
1247
1248                 case MON_ECHIZEN:
1249                         a_idx = ART_CRIMSON;
1250                         chance = 50;
1251                         break;
1252
1253                 case MON_GANDALF:
1254                         a_idx = ART_ICANUS;
1255                         chance = 20;
1256                         break;
1257
1258                 case MON_OROCHI:
1259                         a_idx = ART_KUSANAGI;
1260                         chance = 25;
1261                         break;
1262
1263                 case MON_DWORKIN:
1264                         a_idx = ART_JUDGE;
1265                         chance = 20;
1266                         break;
1267
1268                 case MON_SAURON:
1269                         if (one_in_(10))
1270                         {
1271                                 a_idx = ART_POWER;
1272                                 chance = 100;
1273                         }
1274                         else
1275                         {
1276                                 a_idx = ART_AHO;
1277                                 chance = 100;
1278                         }
1279                         break;
1280
1281                 case MON_BRAND:
1282                         if (!one_in_(3))
1283                         {
1284                                 a_idx = ART_BRAND;
1285                                 chance = 25;
1286                         }
1287                         else
1288                         {
1289                                 a_idx = ART_WEREWINDLE;
1290                                 chance = 33;
1291                         }
1292                         break;
1293
1294                 case MON_CORWIN:
1295                         if (!one_in_(3))
1296                         {
1297                                 a_idx = ART_GRAYSWANDIR;
1298                                 chance = 33;
1299                         }
1300                         else
1301                         {
1302                                 a_idx = ART_CORWIN;
1303                                 chance = 33;
1304                         }
1305                         break;
1306
1307                 case MON_SURTUR:
1308                         a_idx = ART_TWILIGHT;
1309                         chance = 66;
1310                         break;
1311
1312                 case MON_SARUMAN:
1313                         a_idx = ART_ELENDIL;
1314                         chance = 33;
1315                         break;
1316
1317                 case MON_FIONA:
1318                         a_idx = ART_FIONA;
1319                         chance = 50;
1320                         break;
1321
1322                 case MON_JULIAN:
1323                         a_idx = ART_JULIAN;
1324                         chance = 45;
1325                         break;
1326
1327                 case MON_KLING:
1328                         a_idx = ART_DESTINY;
1329                         chance = 40;
1330                         break;
1331
1332                 case MON_GOEMON:
1333                         a_idx = ART_ZANTETSU;
1334                         chance = 75;
1335                         break;
1336
1337                 case MON_HAGEN:
1338                         a_idx = ART_HAGEN;
1339                         chance = 66;
1340                         break;
1341
1342                 case MON_CAINE:
1343                         a_idx = ART_CAINE;
1344                         chance = 50;
1345                         break;
1346
1347                 case MON_BULLGATES:
1348                         a_idx = ART_WINBLOWS;
1349                         chance = 66;
1350                         break;
1351
1352                 case MON_LUNGORTHIN:
1353                         a_idx = ART_CALRIS;
1354                         chance = 50;
1355                         break;
1356
1357                 case MON_JACK_SHADOWS:
1358                         a_idx = ART_JACK;
1359                         chance = 15;
1360                         break;
1361
1362                 case MON_DIO:
1363                         a_idx = ART_STONEMASK;
1364                         chance = 20;
1365                         break;
1366
1367                 case MON_BELD:
1368                         a_idx = ART_SOULCRUSH;
1369                         chance = 10;
1370                         break;
1371
1372                 case MON_PIP:
1373                         a_idx = ART_EXCALIBUR_J;
1374                         chance = 50;
1375                         break;
1376
1377                 case MON_SHUTEN:
1378                         a_idx = ART_SHUTEN_DOJI;
1379                         chance = 33;
1380                         break;
1381
1382                 case MON_GOTHMOG:
1383                         a_idx = ART_GOTHMOG;
1384                         chance = 33;
1385                         break;
1386
1387                 case MON_FUNDIN:
1388                         a_idx = ART_FUNDIN;
1389                         chance = 5;
1390                         break;
1391                 }
1392
1393                 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1394                 {
1395                         artifact_type *a_ptr = &a_info[a_idx];
1396
1397                         if (!a_ptr->cur_num)
1398                         {
1399                                 /* Create the artifact */
1400                                 if (create_named_art(a_idx, y, x))
1401                                 {
1402                                         a_ptr->cur_num = 1;
1403
1404                                         /* Hack -- Memorize location of artifact in saved floors */
1405                                         if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1406                                 }
1407                                 else if (!preserve_mode) a_ptr->cur_num = 1;
1408                         }
1409                 }
1410
1411                 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1412                 {
1413                         int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1414                                 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1415
1416                         if (d_info[dungeon_type].final_artifact)
1417                         {
1418                                 int a_idx = d_info[dungeon_type].final_artifact;
1419                                 artifact_type *a_ptr = &a_info[a_idx];
1420
1421                                 if (!a_ptr->cur_num)
1422                                 {
1423                                         /* Create the artifact */
1424                                         if (create_named_art(a_idx, y, x))
1425                                         {
1426                                                 a_ptr->cur_num = 1;
1427
1428                                                 /* Hack -- Memorize location of artifact in saved floors */
1429                                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1430                                         }
1431                                         else if (!preserve_mode) a_ptr->cur_num = 1;
1432
1433                                         /* Prevent rewarding both artifact and "default" object */
1434                                         if (!d_info[dungeon_type].final_object) k_idx = 0;
1435                                 }
1436                         }
1437
1438                         if (k_idx)
1439                         {
1440                                 /* Get local object */
1441                                 q_ptr = &forge;
1442
1443                                 /* Prepare to make a reward */
1444                                 object_prep(q_ptr, k_idx);
1445
1446                                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1447
1448                                 /* Drop it in the dungeon */
1449                                 (void)drop_near(q_ptr, -1, y, x);
1450                         }
1451 #ifdef JP
1452                         msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1453 #else
1454                         msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1455 #endif
1456                 }
1457         }
1458
1459         /* Determine how much we can drop */
1460         if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1461         if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1462         if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1463         if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1464         if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1465         if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1466
1467         if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1468                 number = 0; /* Clones drop no stuff unless Cloning Pits */
1469
1470         if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1471                 number = 0; /* Pets drop no stuff */
1472         if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1473
1474         /* Hack -- handle creeping coins */
1475         coin_type = force_coin;
1476
1477         /* Average dungeon and monster levels */
1478         object_level = (dun_level + r_ptr->level) / 2;
1479
1480         /* Drop some objects */
1481         for (j = 0; j < number; j++)
1482         {
1483                 /* Get local object */
1484                 q_ptr = &forge;
1485
1486                 /* Wipe the object */
1487                 object_wipe(q_ptr);
1488
1489                 /* Make Gold */
1490                 if (do_gold && (!do_item || (randint0(100) < 50)))
1491                 {
1492                         /* Make some gold */
1493                         if (!make_gold(q_ptr)) continue;
1494
1495                         /* XXX XXX XXX */
1496                         dump_gold++;
1497                 }
1498
1499                 /* Make Object */
1500                 else
1501                 {
1502                         /* Make an object */
1503                         if (!make_object(q_ptr, mo_mode)) continue;
1504
1505                         /* XXX XXX XXX */
1506                         dump_item++;
1507                 }
1508
1509                 /* Drop it in the dungeon */
1510                 (void)drop_near(q_ptr, -1, y, x);
1511         }
1512
1513         /* Reset the object level */
1514         object_level = base_level;
1515
1516         /* Reset "coin" type */
1517         coin_type = 0;
1518
1519
1520         /* Take note of any dropped treasure */
1521         if (visible && (dump_item || dump_gold))
1522         {
1523                 /* Take notes on treasure */
1524                 lore_treasure(m_idx, dump_item, dump_gold);
1525         }
1526
1527         /* Only process "Quest Monsters" */
1528         if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1529         if (p_ptr->inside_battle) return;
1530
1531         /* Winner? */
1532         if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1533         {
1534                 /* Total winner */
1535                 p_ptr->total_winner = TRUE;
1536
1537                 /* Redraw the "title" */
1538                 p_ptr->redraw |= (PR_TITLE);
1539
1540 #ifdef JP
1541                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1542 #else
1543                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
1544 #endif
1545
1546                 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1547                 {
1548 #ifdef JP
1549                         msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1550                         msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1551 #else
1552                         msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1553                         msg_print("'Thou art donst well, mortal!'");
1554 #endif
1555                 }
1556
1557                 /* Congratulations */
1558 #ifdef JP
1559                 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1560 #else
1561                 msg_print("*** CONGRATULATIONS ***");
1562 #endif
1563
1564 #ifdef JP
1565                 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1566 #else
1567                 msg_print("You have won the game!");
1568 #endif
1569
1570 #ifdef JP
1571                 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1572 #else
1573                 msg_print("You may retire (commit suicide) when you are ready.");
1574 #endif
1575         }
1576 }
1577
1578 /*
1579  * Modify the physical damage done to the monster.
1580  * (for example when it's invulnerable or shielded)
1581  *
1582  * ToDo: Accept a damage-type to calculate the modified damage from
1583  * things like fire, frost, lightning, poison, ... attacks.
1584  *
1585  * "type" is not yet used and should be 0.
1586  */
1587 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1588 {
1589         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1590
1591         if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1592         {
1593                 dam /= 100;
1594                 if ((dam == 0) && one_in_(3)) dam = 1;
1595         }
1596
1597         if (MON_INVULNER(m_ptr))
1598         {
1599                 if (is_psy_spear)
1600                 {
1601                         if (!p_ptr->blind && is_seen(m_ptr))
1602                         {
1603 #ifdef JP
1604                                 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1605 #else
1606                                 msg_print("The barrier is penetrated!");
1607 #endif
1608                         }
1609                 }
1610                 else if (!one_in_(PENETRATE_INVULNERABILITY))
1611                 {
1612                         return (0);
1613                 }
1614         }
1615         return (dam);
1616 }
1617
1618
1619 /*
1620  * Calculate experience point to be get
1621  *
1622  * Even the 64 bit operation is not big enough to avoid overflaw
1623  * unless we carefully choose orders of multiplication and division.
1624  *
1625  * Get the coefficient first, and multiply (potentially huge) base
1626  * experience point of a monster later.
1627  */
1628 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1629 {
1630         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1631
1632         s32b new_exp;
1633         u32b new_exp_frac;
1634         s32b div_h;
1635         u32b div_l;
1636
1637         if (!m_ptr->r_idx) return;
1638         if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1639
1640         /*
1641          * - Ratio of monster's level to player's level effects
1642          * - Varying speed effects
1643          * - Get a fraction in proportion of damage point
1644          */
1645         new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1646         new_exp_frac = 0;
1647         div_h = 0L;
1648         div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1649
1650         /* Use (average maxhp * 2) as a denominator */
1651         if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1652                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1653         else
1654                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1655
1656         /* Special penalty in the wilderness */
1657         if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1658                 s64b_mul(&div_h, &div_l, 0, 5);
1659
1660         /* Do division first to prevent overflaw */
1661         s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1662
1663         /* Special penalty for mutiply-monster */
1664         if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1665         {
1666                 int monnum_penarty = r_ptr->r_akills / 400;
1667                 if (monnum_penarty > 8) monnum_penarty = 8;
1668
1669                 while (monnum_penarty--)
1670                 {
1671                         /* Divide by 4 */
1672                         s64b_RSHIFT(new_exp, new_exp_frac, 2);
1673                 }
1674         }
1675
1676         /* Finally multiply base experience point of the monster */
1677         s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1678
1679         /* Gain experience */
1680         gain_exp_64(new_exp, new_exp_frac);
1681 }
1682
1683
1684 /*
1685  * Decreases monsters hit points, handling monster death.
1686  *
1687  * We return TRUE if the monster has been killed (and deleted).
1688  *
1689  * We announce monster death (using an optional "death message"
1690  * if given, and a otherwise a generic killed/destroyed message).
1691  *
1692  * Only "physical attacks" can induce the "You have slain" message.
1693  * Missile and Spell attacks will induce the "dies" message, or
1694  * various "specialized" messages.  Note that "You have destroyed"
1695  * and "is destroyed" are synonyms for "You have slain" and "dies".
1696  *
1697  * Hack -- unseen monsters yield "You have killed it." message.
1698  *
1699  * Added fear (DGK) and check whether to print fear messages -CWS
1700  *
1701  * Made name, sex, and capitalization generic -BEN-
1702  *
1703  * As always, the "ghost" processing is a total hack.
1704  *
1705  * Hack -- we "delay" fear messages by passing around a "fear" flag.
1706  *
1707  * XXX XXX XXX Consider decreasing monster experience over time, say,
1708  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1709  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1710  * monster worth more than subsequent monsters.  This would also need
1711  * to induce changes in the monster recall code.
1712  */
1713 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1714 {
1715         monster_type    *m_ptr = &m_list[m_idx];
1716         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1717
1718         monster_type    exp_mon;
1719
1720         /* Innocent until proven otherwise */
1721         bool        innocent = TRUE, thief = FALSE;
1722         int         i;
1723         int         expdam;
1724
1725         COPY(&exp_mon, m_ptr, monster_type);
1726         if (!(r_ptr->flags7 & RF7_KILL_EXP))
1727         {
1728                 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1729                 if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
1730
1731                 get_exp_from_mon(expdam, &exp_mon);
1732
1733                 /* Genocided by chaos patron */
1734                 if (!m_ptr->r_idx) m_idx = 0;
1735         }
1736
1737         /* Redraw (later) if needed */
1738         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1739         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1740
1741         /* Wake it up */
1742         (void)set_monster_csleep(m_idx, 0);
1743
1744         /* Hack - Cancel any special player stealth magics. -LM- */
1745         if (p_ptr->special_defense & NINJA_S_STEALTH)
1746         {
1747                 set_superstealth(FALSE);
1748         }
1749
1750         /* Genocided by chaos patron */
1751         if (!m_idx) return TRUE;
1752
1753         /* Hurt it */
1754         m_ptr->hp -= dam;
1755
1756         /* It is dead now */
1757         if (m_ptr->hp < 0)
1758         {
1759                 char m_name[80];
1760
1761                 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1762                 {
1763                         /* You might have unmasked Tanuki first time */
1764                         r_ptr = &r_info[m_ptr->r_idx];
1765                         m_ptr->ap_r_idx = m_ptr->r_idx;
1766                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1767                 }
1768
1769                 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1770                 {
1771                         /* You might have unmasked Chameleon first time */
1772                         r_ptr = real_r_ptr(m_ptr);
1773                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1774                 }
1775
1776                 if (!(m_ptr->smart & SM_CLONED))
1777                 {
1778                         /* When the player kills a Unique, it stays dead */
1779                         if (r_ptr->flags1 & RF1_UNIQUE)
1780                         {
1781                                 r_ptr->max_num = 0;
1782
1783                                 /* Mega-Hack -- Banor & Lupart */
1784                                 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1785                                 {
1786                                         r_info[MON_BANORLUPART].max_num = 0;
1787                                         r_info[MON_BANORLUPART].r_pkills++;
1788                                         r_info[MON_BANORLUPART].r_akills++;
1789                                         if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1790                                 }
1791                                 else if (m_ptr->r_idx == MON_BANORLUPART)
1792                                 {
1793                                         r_info[MON_BANOR].max_num = 0;
1794                                         r_info[MON_BANOR].r_pkills++;
1795                                         r_info[MON_BANOR].r_akills++;
1796                                         if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1797                                         r_info[MON_LUPART].max_num = 0;
1798                                         r_info[MON_LUPART].r_pkills++;
1799                                         r_info[MON_LUPART].r_akills++;
1800                                         if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1801                                 }
1802                         }
1803
1804                         /* When the player kills a Nazgul, it stays dead */
1805                         else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1806                 }
1807
1808                 /* Count all monsters killed */
1809                 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1810
1811                 /* Recall even invisible uniques or winners */
1812                 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1813                 {
1814                         /* Count kills this life */
1815                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1816                         else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1817
1818                         /* Count kills in all lives */
1819                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1820                         else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1821
1822                         /* Hack -- Auto-recall */
1823                         monster_race_track(m_ptr->ap_r_idx);
1824                 }
1825
1826                 /* Extract monster name */
1827                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1828
1829                 /* Don't kill Amberites */
1830                 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1831                 {
1832                         int curses = 1 + randint1(3);
1833                         bool stop_ty = FALSE;
1834                         int count = 0;
1835
1836 #ifdef JP
1837 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1838 #else
1839                         msg_format("%^s puts a terrible blood curse on you!", m_name);
1840 #endif
1841
1842                         curse_equipment(100, 50);
1843
1844                         do
1845                         {
1846                                 stop_ty = activate_ty_curse(stop_ty, &count);
1847                         }
1848                         while (--curses);
1849                 }
1850
1851                 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1852                 {
1853                         char line_got[1024];
1854
1855                         /* Dump a message */
1856 #ifdef JP
1857                         if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1858 #else
1859                         if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1860 #endif
1861
1862                                 msg_format("%^s %s", m_name, line_got);
1863
1864 #ifdef WORLD_SCORE
1865                         if (m_ptr->r_idx == MON_SERPENT)
1866                         {
1867                                 /* Make screen dump */
1868                                 screen_dump = make_screen_dump();
1869                         }
1870 #endif
1871                 }
1872
1873                 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1874                 {
1875                         if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1876                         {
1877                                 chg_virtue(V_VALOUR, -1);
1878                         }
1879                         else if (r_ptr->level > dun_level)
1880                         {
1881                                 if (randint1(10) <= (r_ptr->level - dun_level))
1882                                         chg_virtue(V_VALOUR, 1);
1883                         }
1884                         if (r_ptr->level > 60)
1885                         {
1886                                 chg_virtue(V_VALOUR, 1);
1887                         }
1888                         if (r_ptr->level >= 2 * (p_ptr->lev+1))
1889                                 chg_virtue(V_VALOUR, 2);
1890                 }
1891
1892                 if (r_ptr->flags1 & RF1_UNIQUE)
1893                 {
1894                         if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1895
1896                         if (r_ptr->flags3 & RF3_GOOD)
1897                         {
1898                                 chg_virtue(V_UNLIFE, 2);
1899                                 chg_virtue(V_VITALITY, -2);
1900                         }
1901
1902                         if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1903                 }
1904
1905                 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1906                 {
1907                         chg_virtue(V_COMPASSION, -1);
1908                 }
1909
1910                 if ((r_ptr->flags3 & RF3_GOOD) &&
1911                         ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1912                         chg_virtue(V_UNLIFE, 1);
1913
1914                 if (r_ptr->d_char == 'A')
1915                 {
1916                         if (r_ptr->flags1 & RF1_UNIQUE)
1917                                 chg_virtue(V_FAITH, -2);
1918                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1919                         {
1920                                 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1921                                 else chg_virtue(V_FAITH, 1);
1922                         }
1923                 }
1924                 else if (r_ptr->flags3 & RF3_DEMON)
1925                 {
1926                         if (r_ptr->flags1 & RF1_UNIQUE)
1927                                 chg_virtue(V_FAITH, 2);
1928                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1929                                 chg_virtue(V_FAITH, 1);
1930                 }
1931
1932                 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1933                         chg_virtue(V_VITALITY, 2);
1934
1935                 if (r_ptr->r_deaths)
1936                 {
1937                         if (r_ptr->flags1 & RF1_UNIQUE)
1938                         {
1939                                 chg_virtue(V_HONOUR, 10);
1940                         }
1941                         else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1942                         {
1943                                 chg_virtue(V_HONOUR, 1);
1944                         }
1945                 }
1946                 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1947                 {
1948                         chg_virtue(V_VALOUR, -1);
1949                 }
1950
1951                 for (i = 0; i < 4; i++)
1952                 {
1953                         if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1954
1955                         if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1956                                 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1957
1958                                 thief = TRUE; /* Thief! */
1959                 }
1960
1961                 /* The new law says it is illegal to live in the dungeon */
1962                 if (r_ptr->level != 0) innocent = FALSE;
1963
1964                 if (thief)
1965                 {
1966                         if (r_ptr->flags1 & RF1_UNIQUE)
1967                                 chg_virtue(V_JUSTICE, 3);
1968                         else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1969                                 >= randint1(100))
1970                                 chg_virtue(V_JUSTICE, 1);
1971                 }
1972                 else if (innocent)
1973                 {
1974                         chg_virtue (V_JUSTICE, -1);
1975                 }
1976
1977                 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->flags6 & ~(RF6_NOMAGIC_MASK)))
1978                 {
1979                         if (one_in_(4)) chg_virtue(V_NATURE, -1);
1980                 }
1981
1982                 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1983                 {
1984                         char note_buf[160];
1985 #ifdef JP
1986                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
1987 #else
1988                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
1989 #endif
1990                         do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1991                 }
1992
1993                 /* Make a sound */
1994                 sound(SOUND_KILL);
1995
1996                 /* Death by Missile/Spell attack */
1997                 if (note)
1998                 {
1999                         msg_format("%^s%s", m_name, note);
2000                 }
2001
2002                 /* Death by physical attack -- invisible monster */
2003                 else if (!m_ptr->ml)
2004                 {
2005 #ifdef JP
2006                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2007                                 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
2008                         else
2009 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
2010 #else
2011                                 msg_format("You have killed %s.", m_name);
2012 #endif
2013
2014                 }
2015
2016                 /* Death by Physical attack -- non-living monster */
2017                 else if (!monster_living(r_ptr))
2018                 {
2019                         int i;
2020                         bool explode = FALSE;
2021
2022                         for (i = 0; i < 4; i++)
2023                         {
2024                                 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
2025                         }
2026
2027                         /* Special note at death */
2028                         if (explode)
2029 #ifdef JP
2030                                 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
2031 #else
2032                                 msg_format("%^s explodes into tiny shreds.", m_name);
2033 #endif
2034                         else
2035                         {
2036 #ifdef JP
2037                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2038                                         msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
2039                                 else
2040 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
2041 #else
2042                                 msg_format("You have destroyed %s.", m_name);
2043 #endif
2044                         }
2045                 }
2046
2047                 /* Death by Physical attack -- living monster */
2048                 else
2049                 {
2050 #ifdef JP
2051                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2052                                 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2053                         else
2054 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2055 #else
2056                                 msg_format("You have slain %s.", m_name);
2057 #endif
2058
2059                 }
2060                 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
2061                 {
2062                         for (i = 0; i < MAX_KUBI; i++)
2063                         {
2064                                 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
2065                                 {
2066 #ifdef JP
2067 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
2068 #else
2069                                         msg_format("There is a price on %s's head.", m_name);
2070 #endif
2071                                         break;
2072                                 }
2073                         }
2074                 }
2075
2076                 /* Generate treasure */
2077                 monster_death(m_idx, TRUE);
2078
2079                 /* Mega hack : replace IKETA to BIKETAL */
2080                 if ((m_ptr->r_idx == MON_IKETA) &&
2081                     !(p_ptr->inside_arena || p_ptr->inside_battle))
2082                 {
2083                         int dummy_y = m_ptr->fy;
2084                         int dummy_x = m_ptr->fx;
2085                         u32b mode = 0L;
2086
2087                         if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2088
2089                         /* Delete the monster */
2090                         delete_monster_idx(m_idx);
2091
2092                         if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2093                         {
2094 #ifdef JP
2095                                 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2096 #else
2097                                 msg_print("Uwa-hahaha!  *I* am Biketal!");
2098 #endif
2099                         }
2100                 }
2101                 else
2102                 {
2103                         /* Delete the monster */
2104                         delete_monster_idx(m_idx);
2105                 }
2106
2107                 /* Prevent bug of chaos patron's reward */
2108                 if (r_ptr->flags7 & RF7_KILL_EXP)
2109                         get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
2110                 else
2111                         get_exp_from_mon(((long)exp_mon.max_maxhp+1L) * 9L / 10L, &exp_mon);
2112
2113                 /* Not afraid */
2114                 (*fear) = FALSE;
2115
2116                 /* Monster is dead */
2117                 return (TRUE);
2118         }
2119
2120
2121 #ifdef ALLOW_FEAR
2122
2123         /* Mega-Hack -- Pain cancels fear */
2124         if (MON_MONFEAR(m_ptr) && (dam > 0))
2125         {
2126                 /* Cure fear */
2127                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
2128                 {
2129                         /* No more fear */
2130                         (*fear) = FALSE;
2131                 }
2132         }
2133
2134         /* Sometimes a monster gets scared by damage */
2135         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2136         {
2137                 /* Percentage of fully healthy */
2138                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2139
2140                 /*
2141                  * Run (sometimes) if at 10% or less of max hit points,
2142                  * or (usually) when hit for half its current hit points
2143                  */
2144                 if ((randint1(10) >= percentage) ||
2145                     ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2146                 {
2147                         /* Hack -- note fear */
2148                         (*fear) = TRUE;
2149
2150                         /* XXX XXX XXX Hack -- Add some timed fear */
2151                         (void)set_monster_monfear(m_idx, (randint1(10) +
2152                                           (((dam >= m_ptr->hp) && (percentage > 7)) ?
2153                                            20 : ((11 - percentage) * 5))));
2154                 }
2155         }
2156
2157 #endif
2158
2159 #if 0
2160         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2161         {
2162                 char m_name[80];
2163
2164                 /* Extract monster name */
2165                 monster_desc(m_name, m_ptr, 0);
2166
2167                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2168                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2169                 {
2170 #ifdef JP
2171 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2172 #else
2173                                 msg_format("%^s has thrown you off!", m_name);
2174 #endif
2175                 }
2176         }
2177 #endif
2178
2179         /* Not dead yet */
2180         return (FALSE);
2181 }
2182
2183
2184 /*
2185  * Get term size and calculate screen size
2186  */
2187 void get_screen_size(int *wid_p, int *hgt_p)
2188 {
2189         Term_get_size(wid_p, hgt_p);
2190         *hgt_p -= ROW_MAP + 2;
2191         *wid_p -= COL_MAP + 2;
2192         if (use_bigtile) *wid_p /= 2;
2193 }
2194
2195
2196 /*
2197  * Calculates current boundaries
2198  * Called below and from "do_cmd_locate()".
2199  */
2200 void panel_bounds_center(void)
2201 {
2202         int wid, hgt;
2203
2204         /* Get size */
2205         get_screen_size(&wid, &hgt);
2206
2207         panel_row_max = panel_row_min + hgt - 1;
2208         panel_row_prt = panel_row_min - 1;
2209         panel_col_max = panel_col_min + wid - 1;
2210         panel_col_prt = panel_col_min - 13;
2211 }
2212
2213
2214 /*
2215  * Map resizing whenever the main term changes size
2216  */
2217 void resize_map(void)
2218 {
2219         /* Only if the dungeon exists */
2220         if (!character_dungeon) return;
2221         
2222         /* Mega-Hack -- no panel yet */
2223         panel_row_max = 0;
2224         panel_col_max = 0;
2225
2226         /* Reset the panels */
2227         panel_row_min = cur_hgt;
2228         panel_col_min = cur_wid;
2229                                 
2230         verify_panel();
2231
2232         /* Update stuff */
2233         p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2234
2235         /* Forget lite/view */
2236         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2237
2238         /* Update lite/view */
2239         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2240
2241         /* Update monsters */
2242         p_ptr->update |= (PU_MONSTERS);
2243
2244         /* Redraw everything */
2245         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2246
2247         /* Hack -- update */
2248         handle_stuff();
2249         
2250         /* Redraw */
2251         Term_redraw();
2252
2253         /*
2254          * Waiting command;
2255          * Place the cursor on the player
2256          */
2257         if (can_save) move_cursor_relative(py, px);
2258
2259         /* Refresh */
2260         Term_fresh();
2261 }
2262
2263 /*
2264  * Redraw a term when it is resized
2265  */
2266 void redraw_window(void)
2267 {
2268         /* Only if the dungeon exists */
2269         if (!character_dungeon) return;
2270
2271         /* Window stuff */
2272         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2273
2274         /* Window stuff */
2275         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2276
2277         /* Hack -- update */
2278         handle_stuff();
2279
2280         /* Redraw */
2281         Term_redraw();
2282 }
2283
2284
2285 /*
2286  * Handle a request to change the current panel
2287  *
2288  * Return TRUE if the panel was changed.
2289  *
2290  * Also used in do_cmd_locate
2291  */
2292 bool change_panel(int dy, int dx)
2293 {
2294         int y, x;
2295         int wid, hgt;
2296
2297         /* Get size */
2298         get_screen_size(&wid, &hgt);
2299
2300         /* Apply the motion */
2301         y = panel_row_min + dy * hgt / 2;
2302         x = panel_col_min + dx * wid / 2;
2303
2304         /* Verify the row */
2305         if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2306         if (y < 0) y = 0;
2307
2308         /* Verify the col */
2309         if (x > cur_wid - wid) x = cur_wid - wid;
2310         if (x < 0) x = 0;
2311
2312         /* Handle "changes" */
2313         if ((y != panel_row_min) || (x != panel_col_min))
2314         {
2315                 /* Save the new panel info */
2316                 panel_row_min = y;
2317                 panel_col_min = x;
2318
2319                 /* Recalculate the boundaries */
2320                 panel_bounds_center();
2321
2322                 /* Update stuff */
2323                 p_ptr->update |= (PU_MONSTERS);
2324
2325                 /* Redraw map */
2326                 p_ptr->redraw |= (PR_MAP);
2327
2328                 /* Handle stuff */
2329                 handle_stuff();
2330
2331                 /* Success */
2332                 return (TRUE);
2333         }
2334
2335         /* No change */
2336         return (FALSE);
2337 }
2338
2339
2340 /*
2341  * Given an row (y) and col (x), this routine detects when a move
2342  * off the screen has occurred and figures new borders. -RAK-
2343  *
2344  * "Update" forces a "full update" to take place.
2345  *
2346  * The map is reprinted if necessary, and "TRUE" is returned.
2347  */
2348 void verify_panel(void)
2349 {
2350         int y = py;
2351         int x = px;
2352         int wid, hgt;
2353
2354         int prow_min;
2355         int pcol_min;
2356         int max_prow_min;
2357         int max_pcol_min;
2358
2359         /* Get size */
2360         get_screen_size(&wid, &hgt);
2361
2362         max_prow_min = cur_hgt - hgt;
2363         max_pcol_min = cur_wid - wid;
2364
2365         /* Bounds checking */
2366         if (max_prow_min < 0) max_prow_min = 0;
2367         if (max_pcol_min < 0) max_pcol_min = 0;
2368
2369                 /* Center on player */
2370         if (center_player && (center_running || !running))
2371         {
2372                 /* Center vertically */
2373                 prow_min = y - hgt / 2;
2374                 if (prow_min < 0) prow_min = 0;
2375                 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2376
2377                 /* Center horizontally */
2378                 pcol_min = x - wid / 2;
2379                 if (pcol_min < 0) pcol_min = 0;
2380                 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2381         }
2382         else
2383         {
2384                 prow_min = panel_row_min;
2385                 pcol_min = panel_col_min;
2386
2387                 /* Scroll screen when 2 grids from top/bottom edge */
2388                 if (y > panel_row_max - 2)
2389                 {
2390                         while (y > prow_min + hgt-1 - 2)
2391                         {
2392                                 prow_min += (hgt / 2);
2393                         }
2394                 }
2395
2396                 if (y < panel_row_min + 2)
2397                 {
2398                         while (y < prow_min + 2)
2399                         {
2400                                 prow_min -= (hgt / 2);
2401                         }
2402                 }
2403
2404                 if (prow_min > max_prow_min) prow_min = max_prow_min;
2405                 if (prow_min < 0) prow_min = 0;
2406
2407                 /* Scroll screen when 4 grids from left/right edge */
2408                 if (x > panel_col_max - 4)
2409                 {
2410                         while (x > pcol_min + wid-1 - 4)
2411                         {
2412                                 pcol_min += (wid / 2);
2413                         }
2414                 }
2415                 
2416                 if (x < panel_col_min + 4)
2417                 {
2418                         while (x < pcol_min + 4)
2419                         {
2420                                 pcol_min -= (wid / 2);
2421                         }
2422                 }
2423
2424                 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2425                 if (pcol_min < 0) pcol_min = 0;
2426         }
2427
2428         /* Check for "no change" */
2429         if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2430
2431         /* Save the new panel info */
2432         panel_row_min = prow_min;
2433         panel_col_min = pcol_min;
2434
2435         /* Hack -- optional disturb on "panel change" */
2436         if (disturb_panel && !center_player) disturb(0, 0);
2437
2438         /* Recalculate the boundaries */
2439         panel_bounds_center();
2440
2441         /* Update stuff */
2442         p_ptr->update |= (PU_MONSTERS);
2443
2444         /* Redraw map */
2445         p_ptr->redraw |= (PR_MAP);
2446
2447         /* Window stuff */
2448         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2449 }
2450
2451
2452 /*
2453  * Monster health description
2454  */
2455 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2456 {
2457         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2458         bool         living;
2459         int          perc;
2460         cptr desc;
2461         cptr attitude;
2462         cptr clone;
2463
2464         /* Determine if the monster is "living" */
2465         living = monster_living(ap_r_ptr);
2466
2467         /* Calculate a health "percentage" */
2468         perc = 100L * m_ptr->hp / m_ptr->maxhp;
2469
2470         /* Healthy monsters */
2471         if (m_ptr->hp >= m_ptr->maxhp)
2472         {
2473                 /* No damage */
2474 #ifdef JP
2475                 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2476 #else
2477                 desc = living ? "unhurt" : "undamaged";
2478 #endif
2479
2480         }
2481
2482         else if (perc >= 60)
2483         {
2484 #ifdef JP
2485                 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2486 #else
2487                 desc = living ? "somewhat wounded" : "somewhat damaged";
2488 #endif
2489
2490         }
2491
2492         else if (perc >= 25)
2493         {
2494 #ifdef JP
2495                 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2496 #else
2497                 desc = living ? "wounded" : "damaged";
2498 #endif
2499
2500         }
2501
2502         else if (perc >= 10)
2503         {
2504 #ifdef JP
2505                 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2506 #else
2507                 desc = living ? "badly wounded" : "badly damaged";
2508 #endif
2509
2510         }
2511
2512         else 
2513         {
2514 #ifdef JP
2515                 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2516 #else
2517                 desc = living ? "almost dead" : "almost destroyed";
2518 #endif
2519         }
2520
2521
2522         /* Need attitude information? */
2523         if (!(mode & 0x01))
2524         {
2525                 /* Full information is not needed */
2526                 attitude = "";
2527         }
2528         else if (is_pet(m_ptr))
2529         {
2530 #ifdef JP
2531                 attitude = ", ¥Ú¥Ã¥È";
2532 #else
2533                 attitude = ", pet";
2534 #endif
2535         }
2536         else if (is_friendly(m_ptr))
2537         {
2538 #ifdef JP
2539                 attitude = ", Í§¹¥Åª";
2540 #else
2541                 attitude = ", friendly";
2542 #endif
2543         }
2544         else
2545         {
2546 #ifdef JP
2547                 attitude = "";
2548 #else
2549                 attitude = "";
2550 #endif
2551         }
2552
2553
2554         /* Clone monster? */
2555         if (m_ptr->smart & SM_CLONED)
2556         {
2557                 clone = ", clone";
2558         }
2559         else
2560         {
2561                 clone = "";
2562         }
2563
2564         /* Display monster's level --- idea borrowed from ToME */
2565         if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2566         {
2567 #ifdef JP
2568                 return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2569 #else
2570                 return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2571 #endif
2572         }
2573         else 
2574         {
2575 #ifdef JP
2576                 return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
2577 #else
2578                 return format("Level ???, %s%s%s", desc, attitude, clone);
2579 #endif
2580         }
2581 }
2582
2583
2584
2585 /*
2586  * Angband sorting algorithm -- quick sort in place
2587  *
2588  * Note that the details of the data we are sorting is hidden,
2589  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2590  * function hooks to interact with the data, which is given as
2591  * two pointers, and which may have any user-defined form.
2592  */
2593 void ang_sort_aux(vptr u, vptr v, int p, int q)
2594 {
2595         int z, a, b;
2596
2597         /* Done sort */
2598         if (p >= q) return;
2599
2600         /* Pivot */
2601         z = p;
2602
2603         /* Begin */
2604         a = p;
2605         b = q;
2606
2607         /* Partition */
2608         while (TRUE)
2609         {
2610                 /* Slide i2 */
2611                 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2612
2613                 /* Slide i1 */
2614                 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2615
2616                 /* Done partition */
2617                 if (a >= b) break;
2618
2619                 /* Swap */
2620                 (*ang_sort_swap)(u, v, a, b);
2621
2622                 /* Advance */
2623                 a++, b--;
2624         }
2625
2626         /* Recurse left side */
2627         ang_sort_aux(u, v, p, b);
2628
2629         /* Recurse right side */
2630         ang_sort_aux(u, v, b+1, q);
2631 }
2632
2633
2634 /*
2635  * Angband sorting algorithm -- quick sort in place
2636  *
2637  * Note that the details of the data we are sorting is hidden,
2638  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2639  * function hooks to interact with the data, which is given as
2640  * two pointers, and which may have any user-defined form.
2641  */
2642 void ang_sort(vptr u, vptr v, int n)
2643 {
2644         /* Sort the array */
2645         ang_sort_aux(u, v, 0, n-1);
2646 }
2647
2648
2649
2650 /*** Targeting Code ***/
2651
2652
2653 /*
2654  * Determine is a monster makes a reasonable target
2655  *
2656  * The concept of "targeting" was stolen from "Morgul" (?)
2657  *
2658  * The player can target any location, or any "target-able" monster.
2659  *
2660  * Currently, a monster is "target_able" if it is visible, and if
2661  * the player can hit it with a projection, and the player is not
2662  * hallucinating.  This allows use of "use closest target" macros.
2663  *
2664  * Future versions may restrict the ability to target "trappers"
2665  * and "mimics", but the semantics is a little bit weird.
2666  */
2667 bool target_able(int m_idx)
2668 {
2669         monster_type *m_ptr = &m_list[m_idx];
2670
2671         /* Monster must be alive */
2672         if (!m_ptr->r_idx) return (FALSE);
2673
2674         /* Hack -- no targeting hallucinations */
2675         if (p_ptr->image) return (FALSE);
2676
2677         /* Monster must be visible */
2678         if (!m_ptr->ml) return (FALSE);
2679
2680         if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2681
2682         /* Monster must be projectable */
2683         if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2684
2685         /* XXX XXX XXX Hack -- Never target trappers */
2686         /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2687
2688         /* Assume okay */
2689         return (TRUE);
2690 }
2691
2692
2693
2694
2695 /*
2696  * Update (if necessary) and verify (if possible) the target.
2697  *
2698  * We return TRUE if the target is "okay" and FALSE otherwise.
2699  */
2700 bool target_okay(void)
2701 {
2702         /* Accept stationary targets */
2703         if (target_who < 0) return (TRUE);
2704
2705         /* Check moving targets */
2706         if (target_who > 0)
2707         {
2708                 /* Accept reasonable targets */
2709                 if (target_able(target_who))
2710                 {
2711                         monster_type *m_ptr = &m_list[target_who];
2712
2713                         /* Acquire monster location */
2714                         target_row = m_ptr->fy;
2715                         target_col = m_ptr->fx;
2716
2717                         /* Good target */
2718                         return (TRUE);
2719                 }
2720         }
2721
2722         /* Assume no target */
2723         return (FALSE);
2724 }
2725
2726
2727 /*
2728  * Sorting hook -- comp function -- by "distance to player"
2729  *
2730  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2731  * and sort the arrays by double-distance to the player.
2732  */
2733 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2734 {
2735         byte *x = (byte*)(u);
2736         byte *y = (byte*)(v);
2737
2738         int da, db, kx, ky;
2739
2740         /* Absolute distance components */
2741         kx = x[a]; kx -= px; kx = ABS(kx);
2742         ky = y[a]; ky -= py; ky = ABS(ky);
2743
2744         /* Approximate Double Distance to the first point */
2745         da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2746
2747         /* Absolute distance components */
2748         kx = x[b]; kx -= px; kx = ABS(kx);
2749         ky = y[b]; ky -= py; ky = ABS(ky);
2750
2751         /* Approximate Double Distance to the first point */
2752         db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2753
2754         /* Compare the distances */
2755         return (da <= db);
2756 }
2757
2758
2759 /*
2760  * Sorting hook -- comp function -- by importance level of grids
2761  *
2762  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2763  * and sort the arrays by level of monster
2764  */
2765 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2766 {
2767         byte *x = (byte*)(u);
2768         byte *y = (byte*)(v);
2769         cave_type *ca_ptr = &cave[y[a]][x[a]];
2770         cave_type *cb_ptr = &cave[y[b]][x[b]];
2771         monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2772         monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2773         monster_race *ap_ra_ptr, *ap_rb_ptr;
2774
2775         /* The player grid */
2776         if (y[a] == py && x[a] == px) return TRUE;
2777         if (y[b] == py && x[b] == px) return FALSE;
2778
2779         /* Extract monster race */
2780         if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2781         else ap_ra_ptr = NULL;
2782         if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2783         else ap_rb_ptr = NULL;
2784
2785         if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2786         if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2787
2788         /* Compare two monsters */
2789         if (ap_ra_ptr && ap_rb_ptr)
2790         {
2791                 /* Unique monsters first */
2792                 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2793                 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2794
2795                 /* Shadowers first (¤¢¤ä¤·¤¤±Æ) */
2796                 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2797                 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2798
2799                 /* Unknown monsters first */
2800                 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2801                 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2802
2803                 /* Higher level monsters first (if known) */
2804                 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2805                 {
2806                         if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2807                         if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2808                 }
2809
2810                 /* Sort by index if all conditions are same */
2811                 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2812                 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2813         }
2814
2815         /* An object get higher priority */
2816         if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2817         if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2818
2819         /* Priority from the terrain */
2820         if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2821         if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2822
2823         /* If all conditions are same, compare distance */
2824         return ang_sort_comp_distance(u, v, a, b);
2825 }
2826
2827
2828 /*
2829  * Sorting hook -- swap function -- by "distance to player"
2830  *
2831  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2832  * and sort the arrays by distance to the player.
2833  */
2834 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2835 {
2836         byte *x = (byte*)(u);
2837         byte *y = (byte*)(v);
2838
2839         byte temp;
2840
2841         /* Swap "x" */
2842         temp = x[a];
2843         x[a] = x[b];
2844         x[b] = temp;
2845
2846         /* Swap "y" */
2847         temp = y[a];
2848         y[a] = y[b];
2849         y[b] = temp;
2850 }
2851
2852
2853
2854 /*
2855  * Hack -- help "select" a location (see below)
2856  */
2857 static s16b target_pick(int y1, int x1, int dy, int dx)
2858 {
2859         int i, v;
2860
2861         int x2, y2, x3, y3, x4, y4;
2862
2863         int b_i = -1, b_v = 9999;
2864
2865
2866         /* Scan the locations */
2867         for (i = 0; i < temp_n; i++)
2868         {
2869                 /* Point 2 */
2870                 x2 = temp_x[i];
2871                 y2 = temp_y[i];
2872
2873                 /* Directed distance */
2874                 x3 = (x2 - x1);
2875                 y3 = (y2 - y1);
2876
2877                 /* Verify quadrant */
2878                 if (dx && (x3 * dx <= 0)) continue;
2879                 if (dy && (y3 * dy <= 0)) continue;
2880
2881                 /* Absolute distance */
2882                 x4 = ABS(x3);
2883                 y4 = ABS(y3);
2884
2885                 /* Verify quadrant */
2886                 if (dy && !dx && (x4 > y4)) continue;
2887                 if (dx && !dy && (y4 > x4)) continue;
2888
2889                 /* Approximate Double Distance */
2890                 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2891
2892                 /* XXX XXX XXX Penalize location */
2893
2894                 /* Track best */
2895                 if ((b_i >= 0) && (v >= b_v)) continue;
2896
2897                 /* Track best */
2898                 b_i = i; b_v = v;
2899         }
2900
2901         /* Result */
2902         return (b_i);
2903 }
2904
2905
2906 /*
2907  * Hack -- determine if a given location is "interesting"
2908  */
2909 static bool target_set_accept(int y, int x)
2910 {
2911         cave_type *c_ptr;
2912
2913         s16b this_o_idx, next_o_idx = 0;
2914
2915         /* Bounds */
2916         if (!(in_bounds(y, x))) return (FALSE);
2917
2918         /* Player grid is always interesting */
2919         if (player_bold(y, x)) return (TRUE);
2920
2921
2922         /* Handle hallucination */
2923         if (p_ptr->image) return (FALSE);
2924
2925
2926         /* Examine the grid */
2927         c_ptr = &cave[y][x];
2928
2929         /* Visible monsters */
2930         if (c_ptr->m_idx)
2931         {
2932                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2933
2934                 /* Visible monsters */
2935                 if (m_ptr->ml) return (TRUE);
2936         }
2937
2938         /* Scan all objects in the grid */
2939         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2940         {
2941                 object_type *o_ptr;
2942
2943                 /* Acquire object */
2944                 o_ptr = &o_list[this_o_idx];
2945
2946                 /* Acquire next object */
2947                 next_o_idx = o_ptr->next_o_idx;
2948
2949                 /* Memorized object */
2950                 if (o_ptr->marked & OM_FOUND) return (TRUE);
2951         }
2952
2953         /* Interesting memorized features */
2954         if (c_ptr->info & (CAVE_MARK))
2955         {
2956                 /* Notice object features */
2957                 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2958
2959                 /* Feature code (applying "mimic" field) */
2960                 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
2961         }
2962
2963         /* Nope */
2964         return (FALSE);
2965 }
2966
2967
2968 /*
2969  * Prepare the "temp" array for "target_set"
2970  *
2971  * Return the number of target_able monsters in the set.
2972  */
2973 static void target_set_prepare(int mode)
2974 {
2975         int y, x;
2976
2977         /* Reset "temp" array */
2978         temp_n = 0;
2979
2980         /* Scan the current panel */
2981         for (y = panel_row_min; y <= panel_row_max; y++)
2982         {
2983                 for (x = panel_col_min; x <= panel_col_max; x++)
2984                 {
2985                         cave_type *c_ptr;
2986
2987                         /* Require "interesting" contents */
2988                         if (!target_set_accept(y, x)) continue;
2989
2990                         c_ptr = &cave[y][x];
2991
2992                         /* Require target_able monsters for "TARGET_KILL" */
2993                         if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2994
2995                         if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2996
2997                         /* Save the location */
2998                         temp_x[temp_n] = x;
2999                         temp_y[temp_n] = y;
3000                         temp_n++;
3001                 }
3002         }
3003
3004         /* Set the sort hooks */
3005         if (mode & (TARGET_KILL))
3006         {
3007                 /* Target the nearest monster for shooting */
3008                 ang_sort_comp = ang_sort_comp_distance;
3009                 ang_sort_swap = ang_sort_swap_distance;
3010         }
3011         else
3012         {
3013                 /* Look important grids first in Look command */
3014                 ang_sort_comp = ang_sort_comp_importance;
3015                 ang_sort_swap = ang_sort_swap_distance;
3016         }
3017
3018         /* Sort the positions */
3019         ang_sort(temp_x, temp_y, temp_n);
3020
3021         if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
3022         {
3023                 byte tmp;
3024
3025                 tmp = temp_y[0];
3026                 temp_y[0] = temp_y[1];
3027                 temp_y[1] = tmp;
3028                 tmp = temp_x[0];
3029                 temp_x[0] = temp_x[1];
3030                 temp_x[1] = tmp;
3031         }
3032 }
3033
3034
3035 /*
3036  * Evaluate number of kill needed to gain level
3037  */
3038 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
3039 {
3040         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3041         u32b num;
3042         s32b exp_mon, exp_adv;
3043         u32b exp_mon_frac, exp_adv_frac;
3044
3045         if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3046         {
3047                 sprintf(buf,"**");
3048                 return;
3049         }
3050         else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3051         {
3052                 if (!p_ptr->wizard)
3053                 {
3054                         sprintf(buf,"??");
3055                         return;
3056                 }
3057         }
3058
3059
3060         /* The monster's experience point (assuming average monster speed) */
3061         exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
3062         exp_mon_frac = 0;
3063         s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
3064
3065
3066         /* Total experience value for next level */
3067         exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
3068         exp_adv_frac = 0;
3069         s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
3070
3071         /* Experience value need to get */
3072         s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
3073
3074
3075         /* You need to kill at least one monster to get any experience */
3076         s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3077         s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
3078
3079         /* Extract number of monsters needed */
3080         s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3081
3082         /* If 999 or more monsters needed, only display "999". */
3083         num = MIN(999, exp_adv_frac);
3084
3085         /* Display the number */
3086         sprintf(buf,"%03ld", num);
3087 }
3088
3089
3090 bool show_gold_on_floor = FALSE;
3091
3092 /*
3093  * Examine a grid, return a keypress.
3094  *
3095  * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3096  * indicates that the "space" key should scan through the contents
3097  * of the grid, instead of simply returning immediately.  This lets
3098  * the "look" command get complete information, without making the
3099  * "target" command annoying.
3100  *
3101  * The "info" argument contains the "commands" which should be shown
3102  * inside the "[xxx]" text.  This string must never be empty, or grids
3103  * containing monsters will be displayed with an extra comma.
3104  *
3105  * Note that if a monster is in the grid, we update both the monster
3106  * recall info and the health bar info to track that monster.
3107  *
3108  * Eventually, we may allow multiple objects per grid, or objects
3109  * and terrain features in the same grid. XXX XXX XXX
3110  *
3111  * This function must handle blindness/hallucination.
3112  */
3113 static int target_set_aux(int y, int x, int mode, cptr info)
3114 {
3115         cave_type *c_ptr = &cave[y][x];
3116         s16b this_o_idx, next_o_idx = 0;
3117         cptr s1 = "", s2 = "", s3 = "", x_info = "";
3118         bool boring = TRUE;
3119         s16b feat;
3120         feature_type *f_ptr;
3121         int query = '\001';
3122         char out_val[MAX_NLEN+80];
3123
3124 #ifdef ALLOW_EASY_FLOOR
3125         int floor_list[23], floor_num = 0;
3126
3127         /* Scan all objects in the grid */
3128         if (easy_floor)
3129         {
3130                 floor_num = scan_floor(floor_list, y, x, 0x02);
3131
3132                 if (floor_num)
3133                 {
3134 #ifdef JP
3135                         x_info = "xʪ ";
3136 #else
3137                         x_info = "x,";
3138 #endif
3139                 }
3140         }
3141
3142 #endif /* ALLOW_EASY_FLOOR */
3143
3144         /* Hack -- under the player */
3145         if (player_bold(y, x))
3146         {
3147                 /* Description */
3148 #ifdef JP
3149                 s1 = "¤¢¤Ê¤¿¤Ï";
3150                 s2 = "¤Î¾å";
3151                 s3 = "¤Ë¤¤¤ë";
3152 #else
3153                 s1 = "You are ";
3154
3155                 /* Preposition */
3156                 s2 = "on ";
3157 #endif
3158         }
3159         else
3160         {
3161 #ifdef JP
3162                 s1 = "¥¿¡¼¥²¥Ã¥È:";
3163 #else
3164                 s1 = "Target:";
3165 #endif
3166         }
3167
3168         /* Hack -- hallucination */
3169         if (p_ptr->image)
3170         {
3171 #ifdef JP
3172                 cptr name = "²¿¤«´ñ̯¤Êʪ";
3173 #else
3174                 cptr name = "something strange";
3175 #endif
3176
3177
3178                 /* Display a message */
3179 #ifdef JP
3180                 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3181 #else
3182                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3183 #endif
3184
3185                 prt(out_val, 0, 0);
3186                 move_cursor_relative(y, x);
3187                 query = inkey();
3188
3189                 /* Stop on everything but "return" */
3190                 if ((query != '\r') && (query != '\n')) return query;
3191
3192                 /* Repeat forever */
3193                 return 0;
3194         }
3195
3196
3197         /* Actual monsters */
3198         if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3199         {
3200                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3201                 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3202                 char m_name[80];
3203                 bool recall = FALSE;
3204
3205                 /* Not boring */
3206                 boring = FALSE;
3207
3208                 /* Get the monster name ("a kobold") */
3209                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3210
3211                 /* Hack -- track this monster race */
3212                 monster_race_track(m_ptr->ap_r_idx);
3213
3214                 /* Hack -- health bar for this monster */
3215                 health_track(c_ptr->m_idx);
3216
3217                 /* Hack -- handle stuff */
3218                 handle_stuff();
3219
3220                 /* Interact */
3221                 while (1)
3222                 {
3223                         char acount[10];
3224
3225                         /* Recall */
3226                         if (recall)
3227                         {
3228                                 /* Save */
3229                                 screen_save();
3230
3231                                 /* Recall on screen */
3232                                 screen_roff(m_ptr->ap_r_idx, 0);
3233
3234                                 /* Hack -- Complete the prompt (again) */
3235 #ifdef JP
3236                                 Term_addstr(-1, TERM_WHITE, format("  [r»× %s%s]", x_info, info));
3237 #else
3238                                 Term_addstr(-1, TERM_WHITE, format("  [r,%s%s]", x_info, info));
3239 #endif
3240
3241                                 /* Command */
3242                                 query = inkey();
3243
3244                                 /* Restore */
3245                                 screen_load();
3246
3247                                 /* Normal commands */
3248                                 if (query != 'r') break;
3249
3250                                 /* Toggle recall */
3251                                 recall = FALSE;
3252
3253                                 /* Cleare recall text and repeat */
3254                                 continue;
3255                         }
3256
3257                         /*** Normal ***/
3258
3259                         /* Describe, and prompt for recall */
3260                         evaluate_monster_exp(acount, m_ptr);
3261
3262 #ifdef JP
3263                         sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
3264 #else
3265                         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);
3266 #endif
3267
3268                         prt(out_val, 0, 0);
3269
3270                         /* Place cursor */
3271                         move_cursor_relative(y, x);
3272
3273                         /* Command */
3274                         query = inkey();
3275
3276                         /* Normal commands */
3277                         if (query != 'r') break;
3278
3279                         /* Toggle recall */
3280                         recall = TRUE;
3281                 }
3282
3283                 /* Always stop at "normal" keys */
3284                 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3285
3286                 /* Sometimes stop at "space" key */
3287                 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3288
3289                 /* Change the intro */
3290 #ifdef JP
3291                 s1 = "¤½¤ì¤Ï";
3292 #else
3293                 s1 = "It is ";
3294 #endif
3295
3296
3297                 /* Hack -- take account of gender */
3298 #ifdef JP
3299                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3300 #else
3301                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3302 #endif
3303
3304 #ifdef JP
3305                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3306 #else
3307                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3308 #endif
3309
3310
3311                 /* Use a preposition */
3312 #ifdef JP
3313                 s2 = "¤ò";
3314                 s3 = "»ý¤Ã¤Æ¤¤¤ë";
3315 #else
3316                 s2 = "carrying ";
3317 #endif
3318
3319
3320                 /* Scan all objects being carried */
3321                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3322                 {
3323                         char o_name[MAX_NLEN];
3324
3325                         object_type *o_ptr;
3326
3327                         /* Acquire object */
3328                         o_ptr = &o_list[this_o_idx];
3329
3330                         /* Acquire next object */
3331                         next_o_idx = o_ptr->next_o_idx;
3332
3333                         /* Obtain an object description */
3334                         object_desc(o_name, o_ptr, 0);
3335
3336                         /* Describe the object */
3337 #ifdef JP
3338                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3339 #else
3340                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3341 #endif
3342
3343                         prt(out_val, 0, 0);
3344                         move_cursor_relative(y, x);
3345                         query = inkey();
3346
3347                         /* Always stop at "normal" keys */
3348                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3349
3350                         /* Sometimes stop at "space" key */
3351                         if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3352
3353                         /* Change the intro */
3354 #ifdef JP
3355                         s2 = "¤ò¤Þ¤¿";
3356 #else
3357                         s2 = "also carrying ";
3358 #endif
3359                 }
3360
3361                 /* Use a preposition */
3362 #ifdef JP
3363                 s2 = "¤Î¾å";
3364                 s3 = "¤Ë¤¤¤ë";
3365 #else
3366                 s2 = "on ";
3367 #endif
3368         }
3369
3370
3371 #ifdef ALLOW_EASY_FLOOR
3372         if (floor_num)
3373         {
3374                 int min_width = 0;
3375
3376                 while (1)
3377                 {
3378                         if (floor_num == 1)
3379                         {
3380                                 char o_name[MAX_NLEN];
3381
3382                                 object_type *o_ptr;
3383
3384                                 /* Acquire object */
3385                                 o_ptr = &o_list[floor_list[0]];
3386
3387                                 /* Describe the object */
3388                                 object_desc(o_name, o_ptr, 0);
3389
3390                                 /* Message */
3391 #ifdef JP
3392                                 sprintf(out_val, "%s%s%s%s[%s]",
3393                                         s1, o_name, s2, s3, info);
3394 #else
3395                                 sprintf(out_val, "%s%s%s%s [%s]",
3396                                         s1, s2, s3, o_name, info);
3397 #endif
3398
3399                                 prt(out_val, 0, 0);
3400                                 move_cursor_relative(y, x);
3401
3402                                 /* Command */
3403                                 query = inkey();
3404
3405                                 /* End this grid */
3406                                 return query;
3407                         }
3408
3409                         /* Provide one cushion before item listing  */
3410                         if (boring)
3411                         {
3412                                 /* Display rough information about items */
3413 #ifdef JP
3414                                 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3415                                         s1, floor_num, s2, s3, info);
3416 #else
3417                                 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3418                                         s1, s2, s3, floor_num, info);
3419 #endif
3420
3421                                 prt(out_val, 0, 0);
3422                                 move_cursor_relative(y, x);
3423
3424                                 /* Command */
3425                                 query = inkey();
3426
3427                                 /* No request for listing */
3428                                 if (query != 'x' && query != ' ') return query;
3429                         }
3430
3431
3432                         /** Display list of items **/
3433
3434                         /* Continue scrolling list if requested */
3435                         while (1)
3436                         {
3437                                 int i, o_idx;
3438
3439                                 /* Save screen */
3440                                 screen_save();
3441
3442                                 /* Display */
3443                                 show_gold_on_floor = TRUE;
3444                                 (void)show_floor(0, y, x, &min_width);
3445                                 show_gold_on_floor = FALSE;
3446
3447                                 /* Prompt */
3448 #ifdef JP
3449                                 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
3450                                         s1, floor_num, s2, s3, info);
3451 #else
3452                                 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3453                                         s1, s2, s3, floor_num, info);
3454 #endif
3455                                 prt(out_val, 0, 0);
3456
3457
3458                                 /* Wait */
3459                                 query = inkey();
3460
3461                                 /* Load screen */
3462                                 screen_load();
3463
3464                                 /* Exit unless 'Enter' */
3465                                 if (query != '\n' && query != '\r')
3466                                 {
3467                                         return query;
3468                                 }
3469
3470                                 /* Get the object being moved. */
3471                                 o_idx = c_ptr->o_idx;
3472  
3473                                 /* Only rotate a pile of two or more objects. */
3474                                 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3475
3476                                 /* Remove the first object from the list. */
3477                                 excise_object_idx(o_idx);
3478
3479                                 /* Find end of the list. */
3480                                 i = c_ptr->o_idx;
3481                                 while (o_list[i].next_o_idx)
3482                                         i = o_list[i].next_o_idx;
3483
3484                                 /* Add after the last object. */
3485                                 o_list[i].next_o_idx = o_idx;
3486
3487                                 /* Loop and re-display the list */
3488                         }
3489                 }
3490
3491                 /* NOTREACHED */
3492         }
3493 #endif /* ALLOW_EASY_FLOOR */
3494
3495
3496         /* Scan all objects in the grid */
3497         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3498         {
3499                 object_type *o_ptr;
3500
3501                 /* Acquire object */
3502                 o_ptr = &o_list[this_o_idx];
3503
3504                 /* Acquire next object */
3505                 next_o_idx = o_ptr->next_o_idx;
3506
3507                 /* Describe it */
3508                 if (o_ptr->marked & OM_FOUND)
3509                 {
3510                         char o_name[MAX_NLEN];
3511
3512                         /* Not boring */
3513                         boring = FALSE;
3514
3515                         /* Obtain an object description */
3516                         object_desc(o_name, o_ptr, 0);
3517
3518                         /* Describe the object */
3519 #ifdef JP
3520                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3521 #else
3522                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3523 #endif
3524
3525                         prt(out_val, 0, 0);
3526                         move_cursor_relative(y, x);
3527                         query = inkey();
3528
3529                         /* Always stop at "normal" keys */
3530                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3531
3532                         /* Sometimes stop at "space" key */
3533                         if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3534
3535                         /* Change the intro */
3536 #ifdef JP
3537                         s1 = "¤½¤ì¤Ï";
3538 #else
3539                         s1 = "It is ";
3540 #endif
3541
3542
3543                         /* Plurals */
3544 #ifdef JP
3545                         if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3546 #else
3547                         if (o_ptr->number != 1) s1 = "They are ";
3548 #endif
3549
3550
3551                         /* Preposition */
3552 #ifdef JP
3553                         s2 = "¤Î¾å";
3554                         s3 = "¤Ë¸«¤¨¤ë";
3555 #else
3556                         s2 = "on ";
3557 #endif
3558
3559                 }
3560         }
3561
3562
3563         /* Feature code (applying "mimic" field) */
3564         feat = get_feat_mimic(c_ptr);
3565
3566         /* Require knowledge about grid, or ability to see grid */
3567         if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3568         {
3569                 /* Forget feature */
3570                 feat = feat_none;
3571         }
3572
3573         f_ptr = &f_info[feat];
3574
3575         /* Terrain feature if needed */
3576         if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3577         {
3578                 cptr name;
3579
3580                 /* Hack -- special handling for quest entrances */
3581                 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3582                 {
3583                         /* Set the quest number temporary */
3584                         int old_quest = p_ptr->inside_quest;
3585                         int j;
3586
3587                         /* Clear the text */
3588                         for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3589                         quest_text_line = 0;
3590
3591                         p_ptr->inside_quest = c_ptr->special;
3592
3593                         /* Get the quest text */
3594                         init_flags = INIT_SHOW_TEXT;
3595
3596                         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3597
3598 #ifdef JP
3599                         name = format("¥¯¥¨¥¹¥È¡Ö%s¡×(%d³¬ÁêÅö)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3600 #else
3601                         name = format("the entrance to the quest '%s'(level %d)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3602 #endif
3603
3604                         /* Reset the old quest number */
3605                         p_ptr->inside_quest = old_quest;
3606                 }
3607
3608                 /* Hack -- special handling for building doors */
3609                 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3610                 {
3611                         name = building[f_ptr->subtype].name;
3612                 }
3613                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3614                 {
3615 #ifdef JP
3616                         name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3617 #else
3618                         name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3619 #endif
3620                 }
3621                 else if (have_flag(f_ptr->flags, FF_TOWN))
3622                 {
3623                         name = town[c_ptr->special].name;
3624                 }
3625                 else if (p_ptr->wild_mode && (feat == feat_floor))
3626                 {
3627 #ifdef JP
3628                         name = "ƻ";
3629 #else
3630                         name = "road";
3631 #endif
3632                 }
3633                 else
3634                 {
3635                         name = f_name + f_ptr->name;
3636                 }
3637
3638
3639                 /* Pick a prefix */
3640                 if (*s2 &&
3641                     ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3642                      (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3643                      have_flag(f_ptr->flags, FF_TOWN)))
3644                 {
3645 #ifdef JP
3646                         s2 = "¤ÎÃæ";
3647 #else
3648                         s2 = "in ";
3649 #endif
3650                 }
3651
3652                 /* Hack -- special introduction for store & building doors -KMW- */
3653                 if (have_flag(f_ptr->flags, FF_STORE) ||
3654                     have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3655                     (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3656                     have_flag(f_ptr->flags, FF_ENTRANCE))
3657                 {
3658 #ifdef JP
3659                         s2 = "¤ÎÆþ¸ý";
3660 #else
3661                         s3 = "";
3662 #endif
3663                 }
3664 #ifndef JP
3665                 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3666                          have_flag(f_ptr->flags, FF_TOWN) ||
3667                          have_flag(f_ptr->flags, FF_SHALLOW) ||
3668                          have_flag(f_ptr->flags, FF_DEEP))
3669                 {
3670                         s3 ="";
3671                 }
3672                 else
3673                 {
3674                         /* Pick proper indefinite article */
3675                         s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3676                 }
3677 #endif
3678
3679                 /* Display a message */
3680                 if (p_ptr->wizard)
3681                 {
3682                         char f_idx_str[32];
3683                         if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3684                         else sprintf(f_idx_str, "%d", c_ptr->feat);
3685 #ifdef JP
3686                         sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x);
3687 #else
3688                         sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x);
3689 #endif
3690                 }
3691                 else
3692 #ifdef JP
3693                         sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3694 #else
3695                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3696 #endif
3697
3698                 prt(out_val, 0, 0);
3699                 move_cursor_relative(y, x);
3700                 query = inkey();
3701
3702                 /* Always stop at "normal" keys */
3703                 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3704         }
3705
3706         /* Stop on everything but "return" */
3707         if ((query != '\r') && (query != '\n')) return query;
3708
3709         /* Repeat forever */
3710         return 0;
3711 }
3712
3713
3714 /*
3715  * Handle "target" and "look".
3716  *
3717  * Note that this code can be called from "get_aim_dir()".
3718  *
3719  * All locations must be on the current panel.  Consider the use of
3720  * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3721  * some form of "scrolling" the map around the cursor.  XXX XXX XXX
3722  * That is, consider the possibility of "auto-scrolling" the screen
3723  * while the cursor moves around.  This may require changes in the
3724  * "update_mon()" code to allow "visibility" even if off panel, and
3725  * may require dynamic recalculation of the "temp" grid set.
3726  *
3727  * Hack -- targeting/observing an "outer border grid" may induce
3728  * problems, so this is not currently allowed.
3729  *
3730  * The player can use the direction keys to move among "interesting"
3731  * grids in a heuristic manner, or the "space", "+", and "-" keys to
3732  * move through the "interesting" grids in a sequential manner, or
3733  * can enter "location" mode, and use the direction keys to move one
3734  * grid at a time in any direction.  The "t" (set target) command will
3735  * only target a monster (as opposed to a location) if the monster is
3736  * target_able and the "interesting" mode is being used.
3737  *
3738  * The current grid is described using the "look" method above, and
3739  * a new command may be entered at any time, but note that if the
3740  * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3741  * where "space" has no obvious meaning) then "space" will scan
3742  * through the description of the current grid until done, instead
3743  * of immediately jumping to the next "interesting" grid.  This
3744  * allows the "target" command to retain its old semantics.
3745  *
3746  * The "*", "+", and "-" keys may always be used to jump immediately
3747  * to the next (or previous) interesting grid, in the proper mode.
3748  *
3749  * The "return" key may always be used to scan through a complete
3750  * grid description (forever).
3751  *
3752  * This command will cancel any old target, even if used from
3753  * inside the "look" command.
3754  */
3755 bool target_set(int mode)
3756 {
3757         int             i, d, m, t, bd;
3758         int             y = py;
3759         int             x = px;
3760
3761         bool    done = FALSE;
3762
3763         bool    flag = TRUE;
3764
3765         char    query;
3766
3767         char    info[80];
3768
3769         cave_type               *c_ptr;
3770
3771         int wid, hgt;
3772
3773
3774         /* Get size */
3775         get_screen_size(&wid, &hgt);
3776
3777         /* Cancel target */
3778         target_who = 0;
3779
3780
3781         /* Cancel tracking */
3782         /* health_track(0); */
3783
3784
3785         /* Prepare the "temp" array */
3786         target_set_prepare(mode);
3787
3788         /* Start near the player */
3789         m = 0;
3790
3791         /* Interact */
3792         while (!done)
3793         {
3794                 /* Interesting grids */
3795                 if (flag && temp_n)
3796                 {
3797                         y = temp_y[m];
3798                         x = temp_x[m];
3799
3800                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3801
3802                         /* Access */
3803                         c_ptr = &cave[y][x];
3804
3805                         /* Allow target */
3806                         if (target_able(c_ptr->m_idx))
3807                         {
3808 #ifdef JP
3809 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3810 #else
3811                                 strcpy(info, "q,t,p,o,+,-,<dir>");
3812 #endif
3813
3814                         }
3815
3816                         /* Dis-allow target */
3817                         else
3818                         {
3819 #ifdef JP
3820 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3821 #else
3822                                 strcpy(info, "q,p,o,+,-,<dir>");
3823 #endif
3824
3825                         }
3826
3827                         /* Describe and Prompt */
3828                         while (!(query = target_set_aux(y, x, mode, info)));
3829
3830                         /* Cancel tracking */
3831                         /* health_track(0); */
3832
3833                         /* Assume no "direction" */
3834                         d = 0;
3835
3836                         if (use_menu)
3837                         {
3838                                 if (query == '\r') query = 't';
3839                         }  
3840
3841                         /* Analyze */
3842                         switch (query)
3843                         {
3844                                 case ESCAPE:
3845                                 case 'q':
3846                                 {
3847                                         done = TRUE;
3848                                         break;
3849                                 }
3850
3851                                 case 't':
3852                                 case '.':
3853                                 case '5':
3854                                 case '0':
3855                                 {
3856                                         if (target_able(c_ptr->m_idx))
3857                                         {
3858                                                 health_track(c_ptr->m_idx);
3859                                                 target_who = c_ptr->m_idx;
3860                                                 target_row = y;
3861                                                 target_col = x;
3862                                                 done = TRUE;
3863                                         }
3864                                         else
3865                                         {
3866                                                 bell();
3867                                         }
3868                                         break;
3869                                 }
3870
3871                                 case ' ':
3872                                 case '*':
3873                                 case '+':
3874                                 {
3875                                         if (++m == temp_n)
3876                                         {
3877                                                 m = 0;
3878                                                 if (!expand_list) done = TRUE;
3879                                         }
3880                                         break;
3881                                 }
3882
3883                                 case '-':
3884                                 {
3885                                         if (m-- == 0)
3886                                         {
3887                                                 m = temp_n - 1;
3888                                                 if (!expand_list) done = TRUE;
3889                                         }
3890                                         break;
3891                                 }
3892
3893                                 case 'p':
3894                                 {
3895                                         /* Recenter the map around the player */
3896                                         verify_panel();
3897
3898                                         /* Update stuff */
3899                                         p_ptr->update |= (PU_MONSTERS);
3900
3901                                         /* Redraw map */
3902                                         p_ptr->redraw |= (PR_MAP);
3903
3904                                         /* Window stuff */
3905                                         p_ptr->window |= (PW_OVERHEAD);
3906
3907                                         /* Handle stuff */
3908                                         handle_stuff();
3909
3910                                         /* Recalculate interesting grids */
3911                                         target_set_prepare(mode);
3912
3913                                         y = py;
3914                                         x = px;
3915                                 }
3916
3917                                 case 'o':
3918                                 {
3919                                         flag = FALSE;
3920                                         break;
3921                                 }
3922
3923                                 case 'm':
3924                                 {
3925                                         break;
3926                                 }
3927
3928                                 default:
3929                                 {
3930                                         /* Extract the action (if any) */
3931                                         d = get_keymap_dir(query);
3932
3933                                         if (!d) bell();
3934                                         break;
3935                                 }
3936                         }
3937
3938                         /* Hack -- move around */
3939                         if (d)
3940                         {
3941                                 /* Modified to scroll to monster */
3942                                 int y2 = panel_row_min;
3943                                 int x2 = panel_col_min;
3944
3945                                 /* Find a new monster */
3946                                 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3947
3948                                 /* Request to target past last interesting grid */
3949                                 while (flag && (i < 0))
3950                                 {
3951                                         /* Note the change */
3952                                         if (change_panel(ddy[d], ddx[d]))
3953                                         {
3954                                                 int v = temp_y[m];
3955                                                 int u = temp_x[m];
3956
3957                                                 /* Recalculate interesting grids */
3958                                                 target_set_prepare(mode);
3959
3960                                                 /* Look at interesting grids */
3961                                                 flag = TRUE;
3962
3963                                                 /* Find a new monster */
3964                                                 i = target_pick(v, u, ddy[d], ddx[d]);
3965
3966                                                 /* Use that grid */
3967                                                 if (i >= 0) m = i;
3968                                         }
3969
3970                                         /* Nothing interesting */
3971                                         else
3972                                         {
3973                                                 int dx = ddx[d];
3974                                                 int dy = ddy[d];
3975
3976                                                 /* Restore previous position */
3977                                                 panel_row_min = y2;
3978                                                 panel_col_min = x2;
3979                                                 panel_bounds_center();
3980
3981                                                 /* Update stuff */
3982                                                 p_ptr->update |= (PU_MONSTERS);
3983
3984                                                 /* Redraw map */
3985                                                 p_ptr->redraw |= (PR_MAP);
3986
3987                                                 /* Window stuff */
3988                                                 p_ptr->window |= (PW_OVERHEAD);
3989
3990                                                 /* Handle stuff */
3991                                                 handle_stuff();
3992
3993                                                 /* Recalculate interesting grids */
3994                                                 target_set_prepare(mode);
3995
3996                                                 /* Look at boring grids */
3997                                                 flag = FALSE;
3998
3999                                                 /* Move */
4000                                                 x += dx;
4001                                                 y += dy;
4002
4003                                                 /* Do not move horizontally if unnecessary */
4004                                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4005                                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
4006                                                 {
4007                                                         dx = 0;
4008                                                 }
4009
4010                                                 /* Do not move vertically if unnecessary */
4011                                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4012                                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
4013                                                 {
4014                                                         dy = 0;
4015                                                 }
4016
4017                                                 /* Apply the motion */
4018                                                 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
4019                                                     (x >= panel_col_min+wid) || (x < panel_col_min))
4020                                                 {
4021                                                         if (change_panel(dy, dx)) target_set_prepare(mode);
4022                                                 }
4023
4024                                                 /* Slide into legality */
4025                                                 if (x >= cur_wid-1) x = cur_wid - 2;
4026                                                 else if (x <= 0) x = 1;
4027
4028                                                 /* Slide into legality */
4029                                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
4030                                                 else if (y <= 0) y = 1;
4031                                         }
4032                                 }
4033
4034                                 /* Use that grid */
4035                                 m = i;
4036                         }
4037                 }
4038
4039                 /* Arbitrary grids */
4040                 else
4041                 {
4042                         bool move_fast = FALSE;
4043
4044                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
4045
4046                         /* Access */
4047                         c_ptr = &cave[y][x];
4048
4049                         /* Default prompt */
4050 #ifdef JP
4051 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
4052 #else
4053                         strcpy(info, "q,t,p,m,+,-,<dir>");
4054 #endif
4055
4056
4057                         /* Describe and Prompt (enable "TARGET_LOOK") */
4058                         while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
4059
4060                         /* Cancel tracking */
4061                         /* health_track(0); */
4062
4063                         /* Assume no direction */
4064                         d = 0;
4065
4066                         if (use_menu)
4067                         {
4068                                 if (query == '\r') query = 't';
4069                         }  
4070
4071                         /* Analyze the keypress */
4072                         switch (query)
4073                         {
4074                                 case ESCAPE:
4075                                 case 'q':
4076                                 {
4077                                         done = TRUE;
4078                                         break;
4079                                 }
4080
4081                                 case 't':
4082                                 case '.':
4083                                 case '5':
4084                                 case '0':
4085                                 {
4086                                         target_who = -1;
4087                                         target_row = y;
4088                                         target_col = x;
4089                                         done = TRUE;
4090                                         break;
4091                                 }
4092
4093                                 case 'p':
4094                                 {
4095                                         /* Recenter the map around the player */
4096                                         verify_panel();
4097
4098                                         /* Update stuff */
4099                                         p_ptr->update |= (PU_MONSTERS);
4100
4101                                         /* Redraw map */
4102                                         p_ptr->redraw |= (PR_MAP);
4103
4104                                         /* Window stuff */
4105                                         p_ptr->window |= (PW_OVERHEAD);
4106
4107                                         /* Handle stuff */
4108                                         handle_stuff();
4109
4110                                         /* Recalculate interesting grids */
4111                                         target_set_prepare(mode);
4112
4113                                         y = py;
4114                                         x = px;
4115                                 }
4116
4117                                 case 'o':
4118                                 {
4119                                         break;
4120                                 }
4121
4122                                 case ' ':
4123                                 case '*':
4124                                 case '+':
4125                                 case '-':
4126                                 case 'm':
4127                                 {
4128                                         flag = TRUE;
4129
4130                                         m = 0;
4131                                         bd = 999;
4132
4133                                         /* Pick a nearby monster */
4134                                         for (i = 0; i < temp_n; i++)
4135                                         {
4136                                                 t = distance(y, x, temp_y[i], temp_x[i]);
4137
4138                                                 /* Pick closest */
4139                                                 if (t < bd)
4140                                                 {
4141                                                         m = i;
4142                                                         bd = t;
4143                                                 }
4144                                         }
4145
4146                                         /* Nothing interesting */
4147                                         if (bd == 999) flag = FALSE;
4148
4149                                         break;
4150                                 }
4151
4152                                 default:
4153                                 {
4154                                         /* Extract the action (if any) */
4155                                         d = get_keymap_dir(query);
4156
4157                                         /* XTRA HACK MOVEFAST */
4158                                         if (isupper(query)) move_fast = TRUE;
4159
4160                                         if (!d) bell();
4161                                         break;
4162                                 }
4163                         }
4164
4165                         /* Handle "direction" */
4166                         if (d)
4167                         {
4168                                 int dx = ddx[d];
4169                                 int dy = ddy[d];
4170
4171                                 /* XTRA HACK MOVEFAST */
4172                                 if (move_fast)
4173                                 {
4174                                         int mag = MIN(wid / 2, hgt / 2);
4175                                         x += dx * mag;
4176                                         y += dy * mag;
4177                                 }
4178                                 else
4179                                 {
4180                                         x += dx;
4181                                         y += dy;
4182                                 }
4183
4184                                 /* Do not move horizontally if unnecessary */
4185                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4186                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
4187                                 {
4188                                         dx = 0;
4189                                 }
4190
4191                                 /* Do not move vertically if unnecessary */
4192                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4193                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
4194                                 {
4195                                         dy = 0;
4196                                 }
4197
4198                                 /* Apply the motion */
4199                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4200                                          (x >= panel_col_min + wid) || (x < panel_col_min))
4201                                 {
4202                                         if (change_panel(dy, dx)) target_set_prepare(mode);
4203                                 }
4204
4205                                 /* Slide into legality */
4206                                 if (x >= cur_wid-1) x = cur_wid - 2;
4207                                 else if (x <= 0) x = 1;
4208
4209                                 /* Slide into legality */
4210                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
4211                                 else if (y <= 0) y = 1;
4212                         }
4213                 }
4214         }
4215
4216         /* Forget */
4217         temp_n = 0;
4218
4219         /* Clear the top line */
4220         prt("", 0, 0);
4221
4222         /* Recenter the map around the player */
4223         verify_panel();
4224
4225         /* Update stuff */
4226         p_ptr->update |= (PU_MONSTERS);
4227
4228         /* Redraw map */
4229         p_ptr->redraw |= (PR_MAP);
4230
4231         /* Window stuff */
4232         p_ptr->window |= (PW_OVERHEAD);
4233
4234         /* Handle stuff */
4235         handle_stuff();
4236
4237         /* Failure to set target */
4238         if (!target_who) return (FALSE);
4239
4240         /* Success */
4241         return (TRUE);
4242 }
4243
4244
4245 /*
4246  * Get an "aiming direction" from the user.
4247  *
4248  * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4249  * "0" for "current target", and "-1" for "entry aborted".
4250  *
4251  * Note that "Force Target", if set, will pre-empt user interaction,
4252  * if there is a usable target already set.
4253  *
4254  * Note that confusion over-rides any (explicit?) user choice.
4255  */
4256 bool get_aim_dir(int *dp)
4257 {
4258         int             dir;
4259
4260         char    command;
4261
4262         cptr    p;
4263
4264         /* Initialize */
4265         (*dp) = 0;
4266
4267         /* Global direction */
4268         dir = command_dir;
4269
4270         /* Hack -- auto-target if requested */
4271         if (use_old_target && target_okay()) dir = 5;
4272
4273 #ifdef ALLOW_REPEAT /* TNB */
4274
4275         if (repeat_pull(dp))
4276         {
4277                 /* Confusion? */
4278
4279                 /* Verify */
4280                 if (!(*dp == 5 && !target_okay()))
4281                 {
4282 /*                      return (TRUE); */
4283                         dir = *dp;
4284                 }
4285         }
4286
4287 #endif /* ALLOW_REPEAT -- TNB */
4288
4289         /* Ask until satisfied */
4290         while (!dir)
4291         {
4292                 /* Choose a prompt */
4293                 if (!target_okay())
4294                 {
4295 #ifdef JP
4296 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4297 #else
4298                         p = "Direction ('*' to choose a target, Escape to cancel)? ";
4299 #endif
4300
4301                 }
4302                 else
4303                 {
4304 #ifdef JP
4305 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4306 #else
4307                         p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4308 #endif
4309
4310                 }
4311
4312                 /* Get a command (or Cancel) */
4313                 if (!get_com(p, &command, TRUE)) break;
4314
4315                 if (use_menu)
4316                 {
4317                         if (command == '\r') command = 't';
4318                 }  
4319
4320                 /* Convert various keys to "standard" keys */
4321                 switch (command)
4322                 {
4323                         /* Use current target */
4324                         case 'T':
4325                         case 't':
4326                         case '.':
4327                         case '5':
4328                         case '0':
4329                         {
4330                                 dir = 5;
4331                                 break;
4332                         }
4333
4334                         /* Set new target */
4335                         case '*':
4336                         case ' ':
4337                         case '\r':
4338                         {
4339                                 if (target_set(TARGET_KILL)) dir = 5;
4340                                 break;
4341                         }
4342
4343                         default:
4344                         {
4345                                 /* Extract the action (if any) */
4346                                 dir = get_keymap_dir(command);
4347
4348                                 break;
4349                         }
4350                 }
4351
4352                 /* Verify requested targets */
4353                 if ((dir == 5) && !target_okay()) dir = 0;
4354
4355                 /* Error */
4356                 if (!dir) bell();
4357         }
4358
4359         /* No direction */
4360         if (!dir)
4361         {
4362                 project_length = 0; /* reset to default */
4363                 return (FALSE);
4364         }
4365
4366         /* Save the direction */
4367         command_dir = dir;
4368
4369         /* Check for confusion */
4370         if (p_ptr->confused)
4371         {
4372                 /* XXX XXX XXX */
4373                 /* Random direction */
4374                 dir = ddd[randint0(8)];
4375         }
4376
4377         /* Notice confusion */
4378         if (command_dir != dir)
4379         {
4380                 /* Warn the user */
4381 #ifdef JP
4382 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4383 #else
4384                 msg_print("You are confused.");
4385 #endif
4386
4387         }
4388
4389         /* Save direction */
4390         (*dp) = dir;
4391
4392 #ifdef ALLOW_REPEAT /* TNB */
4393
4394 /*      repeat_push(dir); */
4395         repeat_push(command_dir);
4396
4397 #endif /* ALLOW_REPEAT -- TNB */
4398
4399         /* A "valid" direction was entered */
4400         return (TRUE);
4401 }
4402
4403
4404
4405 /*
4406  * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4407  * and place it into "command_dir", unless we already have one.
4408  *
4409  * This function should be used for all "repeatable" commands, such as
4410  * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4411  * as all commands which must reference a grid adjacent to the player,
4412  * and which may not reference the grid under the player.  Note that,
4413  * for example, it is no longer possible to "disarm" or "open" chests
4414  * in the same grid as the player.
4415  *
4416  * Direction "5" is illegal and will (cleanly) abort the command.
4417  *
4418  * This function tracks and uses the "global direction", and uses
4419  * that as the "desired direction", to which "confusion" is applied.
4420  */
4421 bool get_rep_dir(int *dp, bool under)
4422 {
4423         int dir;
4424
4425         /* Initialize */
4426         (*dp) = 0;
4427
4428         /* Global direction */
4429         dir = command_dir;
4430
4431 #ifdef ALLOW_REPEAT /* TNB */
4432
4433         if (repeat_pull(dp))
4434         {
4435                 dir = *dp;
4436 /*              return (TRUE); */
4437         }
4438
4439 #endif /* ALLOW_REPEAT -- TNB */
4440
4441         /* Get a direction */
4442         while (!dir)
4443         {
4444                 char ch;
4445
4446                 /* Get a command (or Cancel) */
4447 #ifdef JP
4448 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4449 #else
4450                 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4451 #endif
4452
4453
4454                 /* Look up the direction */
4455                 dir = get_keymap_dir(ch);
4456
4457                 /* Oops */
4458                 if (!dir) bell();
4459         }
4460
4461         /* Prevent weirdness */
4462         if ((dir == 5) && (!under)) dir = 0;
4463
4464         /* Aborted */
4465         if (!dir) return (FALSE);
4466
4467         /* Save desired direction */
4468         command_dir = dir;
4469
4470         /* Apply "confusion" */
4471         if (p_ptr->confused)
4472         {
4473                 /* Standard confusion */
4474                 if (randint0(100) < 75)
4475                 {
4476                         /* Random direction */
4477                         dir = ddd[randint0(8)];
4478                 }
4479         }
4480         else if (p_ptr->riding)
4481         {
4482                 monster_type *m_ptr = &m_list[p_ptr->riding];
4483                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4484
4485                 if (MON_CONFUSED(m_ptr))
4486                 {
4487                         /* Standard confusion */
4488                         if (randint0(100) < 75)
4489                         {
4490                                 /* Random direction */
4491                                 dir = ddd[randint0(8)];
4492                         }
4493                 }
4494                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4495                 {
4496                         /* Random direction */
4497                         dir = ddd[randint0(8)];
4498                 }
4499                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4500                 {
4501                         /* Random direction */
4502                         dir = ddd[randint0(8)];
4503                 }
4504         }
4505
4506         /* Notice confusion */
4507         if (command_dir != dir)
4508         {
4509                 if (p_ptr->confused)
4510                 {
4511                         /* Warn the user */
4512 #ifdef JP
4513 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4514 #else
4515                         msg_print("You are confused.");
4516 #endif
4517                 }
4518                 else
4519                 {
4520                         char m_name[80];
4521                         monster_type *m_ptr = &m_list[p_ptr->riding];
4522
4523                         monster_desc(m_name, m_ptr, 0);
4524                         if (MON_CONFUSED(m_ptr))
4525                         {
4526 #ifdef JP
4527 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4528 #else
4529  msg_format("%^s is confusing.", m_name);
4530
4531 #endif
4532                         }
4533                         else
4534                         {
4535 #ifdef JP
4536 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4537 #else
4538 msg_format("You cannot control %s.", m_name);
4539 #endif
4540                         }
4541                 }
4542         }
4543
4544         /* Save direction */
4545         (*dp) = dir;
4546
4547 #ifdef ALLOW_REPEAT /* TNB */
4548
4549 /*      repeat_push(dir); */
4550         repeat_push(command_dir);
4551
4552 #endif /* ALLOW_REPEAT -- TNB */
4553
4554         /* Success */
4555         return (TRUE);
4556 }
4557
4558
4559 bool get_rep_dir2(int *dp)
4560 {
4561         int dir;
4562
4563         /* Initialize */
4564         (*dp) = 0;
4565
4566         /* Global direction */
4567         dir = command_dir;
4568
4569 #ifdef ALLOW_REPEAT /* TNB */
4570
4571         if (repeat_pull(dp))
4572         {
4573                 dir = *dp;
4574 /*              return (TRUE); */
4575         }
4576
4577 #endif /* ALLOW_REPEAT -- TNB */
4578
4579         /* Get a direction */
4580         while (!dir)
4581         {
4582                 char ch;
4583
4584                 /* Get a command (or Cancel) */
4585 #ifdef JP
4586 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4587 #else
4588                 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4589 #endif
4590
4591
4592                 /* Look up the direction */
4593                 dir = get_keymap_dir(ch);
4594
4595                 /* Oops */
4596                 if (!dir) bell();
4597         }
4598
4599         /* Prevent weirdness */
4600         if (dir == 5) dir = 0;
4601
4602         /* Aborted */
4603         if (!dir) return (FALSE);
4604
4605         /* Save desired direction */
4606         command_dir = dir;
4607
4608         /* Apply "confusion" */
4609         if (p_ptr->confused)
4610         {
4611                 /* Standard confusion */
4612                 if (randint0(100) < 75)
4613                 {
4614                         /* Random direction */
4615                         dir = ddd[randint0(8)];
4616                 }
4617         }
4618
4619         /* Notice confusion */
4620         if (command_dir != dir)
4621         {
4622                 /* Warn the user */
4623 #ifdef JP
4624 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4625 #else
4626                 msg_print("You are confused.");
4627 #endif
4628
4629         }
4630
4631         /* Save direction */
4632         (*dp) = dir;
4633
4634 #ifdef ALLOW_REPEAT /* TNB */
4635
4636 /*      repeat_push(dir); */
4637         repeat_push(command_dir);
4638
4639 #endif /* ALLOW_REPEAT -- TNB */
4640
4641         /* Success */
4642         return (TRUE);
4643 }
4644
4645
4646 void gain_level_reward(int chosen_reward)
4647 {
4648         object_type *q_ptr;
4649         object_type forge;
4650         char        wrath_reason[32] = "";
4651         int         nasty_chance = 6;
4652         int         dummy = 0, dummy2 = 0;
4653         int         type, effect;
4654         cptr        reward = NULL;
4655         char o_name[MAX_NLEN];
4656
4657         int count = 0;
4658
4659         if (!chosen_reward)
4660         {
4661                 if (multi_rew) return;
4662                 else multi_rew = TRUE;
4663         }
4664
4665
4666         if (p_ptr->lev == 13) nasty_chance = 2;
4667         else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4668         else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4669
4670         if (one_in_(nasty_chance))
4671                 type = randint1(20); /* Allow the 'nasty' effects */
4672         else
4673                 type = randint1(15) + 5; /* Or disallow them */
4674
4675         if (type < 1) type = 1;
4676         if (type > 20) type = 20;
4677         type--;
4678
4679
4680 #ifdef JP
4681 sprintf(wrath_reason, "%s¤ÎÅܤê",
4682                 chaos_patrons[p_ptr->chaos_patron]);
4683 #else
4684         sprintf(wrath_reason, "the Wrath of %s",
4685                 chaos_patrons[p_ptr->chaos_patron]);
4686 #endif
4687
4688
4689         effect = chaos_rewards[p_ptr->chaos_patron][type];
4690
4691         if (one_in_(6) && !chosen_reward)
4692         {
4693 #ifdef JP
4694 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4695                         chaos_patrons[p_ptr->chaos_patron]);
4696 #else
4697                 msg_format("%^s rewards you with a mutation!",
4698                         chaos_patrons[p_ptr->chaos_patron]);
4699 #endif
4700
4701                 (void)gain_random_mutation(0);
4702 #ifdef JP
4703                 reward = "ÊÑ°Û¤·¤¿¡£";
4704 #else
4705                 reward = "mutation";
4706 #endif
4707         }
4708         else
4709         {
4710         switch (chosen_reward ? chosen_reward : effect)
4711         {
4712                 case REW_POLY_SLF:
4713 #ifdef JP
4714 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4715                                 chaos_patrons[p_ptr->chaos_patron]);
4716 #else
4717                         msg_format("The voice of %s booms out:",
4718                                 chaos_patrons[p_ptr->chaos_patron]);
4719 #endif
4720
4721 #ifdef JP
4722 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4723 #else
4724                         msg_print("'Thou needst a new form, mortal!'");
4725 #endif
4726
4727                         do_poly_self();
4728 #ifdef JP
4729                         reward = "ÊÑ°Û¤·¤¿¡£";
4730 #else
4731                         reward = "polymorphing";
4732 #endif
4733                         break;
4734                 case REW_GAIN_EXP:
4735 #ifdef JP
4736 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4737                                 chaos_patrons[p_ptr->chaos_patron]);
4738 #else
4739                         msg_format("The voice of %s booms out:",
4740                                 chaos_patrons[p_ptr->chaos_patron]);
4741 #endif
4742
4743 #ifdef JP
4744 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4745 #else
4746                         msg_print("'Well done, mortal! Lead on!'");
4747 #endif
4748
4749                         if (p_ptr->prace == RACE_ANDROID)
4750                         {
4751 #ifdef JP
4752                                 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4753 #else
4754                                 msg_print("But, nothing happen.");
4755 #endif
4756                         }
4757                         else if (p_ptr->exp < PY_MAX_EXP)
4758                         {
4759                                 s32b ee = (p_ptr->exp / 2) + 10;
4760                                 if (ee > 100000L) ee = 100000L;
4761 #ifdef JP
4762 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4763 #else
4764                                 msg_print("You feel more experienced.");
4765 #endif
4766
4767                                 gain_exp(ee);
4768 #ifdef JP
4769                                 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4770 #else
4771                                 reward = "experience";
4772 #endif
4773                         }
4774                         break;
4775                 case REW_LOSE_EXP:
4776 #ifdef JP
4777 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4778                                 chaos_patrons[p_ptr->chaos_patron]);
4779 #else
4780                         msg_format("The voice of %s booms out:",
4781                                 chaos_patrons[p_ptr->chaos_patron]);
4782 #endif
4783
4784 #ifdef JP
4785 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4786 #else
4787                         msg_print("'Thou didst not deserve that, slave.'");
4788 #endif
4789
4790                         if (p_ptr->prace == RACE_ANDROID)
4791                         {
4792 #ifdef JP
4793                                 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4794 #else
4795                                 msg_print("But, nothing happen.");
4796 #endif
4797                         }
4798                         else
4799                         {
4800                                 lose_exp(p_ptr->exp / 6);
4801 #ifdef JP
4802                                 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4803 #else
4804                                 reward = "losing experience";
4805 #endif
4806                         }
4807                         break;
4808                 case REW_GOOD_OBJ:
4809 #ifdef JP
4810 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4811                                 chaos_patrons[p_ptr->chaos_patron]);
4812 #else
4813                         msg_format("The voice of %s whispers:",
4814                                 chaos_patrons[p_ptr->chaos_patron]);
4815 #endif
4816
4817 #ifdef JP
4818 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4819 #else
4820                         msg_print("'Use my gift wisely.'");
4821 #endif
4822
4823                         acquirement(py, px, 1, FALSE, FALSE);
4824 #ifdef JP
4825                         reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4826 #else
4827                         reward = "a good item";
4828 #endif
4829                         break;
4830                 case REW_GREA_OBJ:
4831 #ifdef JP
4832 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4833                                 chaos_patrons[p_ptr->chaos_patron]);
4834 #else
4835                         msg_format("The voice of %s booms out:",
4836                                 chaos_patrons[p_ptr->chaos_patron]);
4837 #endif
4838
4839 #ifdef JP
4840 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4841 #else
4842                         msg_print("'Use my gift wisely.'");
4843 #endif
4844
4845                         acquirement(py, px, 1, TRUE, FALSE);
4846 #ifdef JP
4847                         reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4848 #else
4849                         reward = "an excellent item";
4850 #endif
4851                         break;
4852                 case REW_CHAOS_WP:
4853 #ifdef JP
4854 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4855                                 chaos_patrons[p_ptr->chaos_patron]);
4856 #else
4857                         msg_format("The voice of %s booms out:",
4858                                 chaos_patrons[p_ptr->chaos_patron]);
4859 #endif
4860
4861 #ifdef JP
4862 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­·õ¤ËÃͤ»¤ê¡£¡×");
4863 #else
4864                         msg_print("'Thy deed hath earned thee a worthy blade.'");
4865 #endif
4866
4867                         /* Get local object */
4868                         q_ptr = &forge;
4869                         dummy = TV_SWORD;
4870                         switch (randint1(p_ptr->lev))
4871                         {
4872                                 case 0: case 1:
4873                                         dummy2 = SV_DAGGER;
4874                                         break;
4875                                 case 2: case 3:
4876                                         dummy2 = SV_MAIN_GAUCHE;
4877                                         break;
4878                                 case 4:
4879                                         dummy2 = SV_TANTO;
4880                                         break;
4881                                 case 5: case 6:
4882                                         dummy2 = SV_RAPIER;
4883                                         break;
4884                                 case 7: case 8:
4885                                         dummy2 = SV_SMALL_SWORD;
4886                                         break;
4887                                 case 9: case 10:
4888                                         dummy2 = SV_BASILLARD;
4889                                         break;
4890                                 case 11: case 12: case 13:
4891                                         dummy2 = SV_SHORT_SWORD;
4892                                         break;
4893                                 case 14: case 15:
4894                                         dummy2 = SV_SABRE;
4895                                         break;
4896                                 case 16: case 17:
4897                                         dummy2 = SV_CUTLASS;
4898                                         break;
4899                                 case 18:
4900                                         dummy2 = SV_WAKIZASHI;
4901                                         break;
4902                                 case 19:
4903                                         dummy2 = SV_KHOPESH;
4904                                         break;
4905                                 case 20:
4906                                         dummy2 = SV_TULWAR;
4907                                         break;
4908                                 case 21:
4909                                         dummy2 = SV_BROAD_SWORD;
4910                                         break;
4911                                 case 22: case 23:
4912                                         dummy2 = SV_LONG_SWORD;
4913                                         break;
4914                                 case 24: case 25:
4915                                         dummy2 = SV_SCIMITAR;
4916                                         break;
4917                                 case 26:
4918                                         dummy2 = SV_NINJATO;
4919                                         break;
4920                                 case 27:
4921                                         dummy2 = SV_KATANA;
4922                                         break;
4923                                 case 28: case 29:
4924                                         dummy2 = SV_BASTARD_SWORD;
4925                                         break;
4926                                 case 30:
4927                                         dummy2 = SV_GREAT_SCIMITAR;
4928                                         break;
4929                                 case 31:
4930                                         dummy2 = SV_CLAYMORE;
4931                                         break;
4932                                 case 32:
4933                                         dummy2 = SV_ESPADON;
4934                                         break;
4935                                 case 33:
4936                                         dummy2 = SV_TWO_HANDED_SWORD;
4937                                         break;
4938                                 case 34:
4939                                         dummy2 = SV_FLAMBERGE;
4940                                         break;
4941                                 case 35:
4942                                         dummy2 = SV_NO_DACHI;
4943                                         break;
4944                                 case 36:
4945                                         dummy2 = SV_EXECUTIONERS_SWORD;
4946                                         break;
4947                                 case 37:
4948                                         dummy2 = SV_ZWEIHANDER;
4949                                         break;
4950                                 case 38:
4951                                         dummy2 = SV_HAYABUSA;
4952                                         break;
4953                                 default:
4954                                         dummy2 = SV_BLADE_OF_CHAOS;
4955                         }
4956
4957                         object_prep(q_ptr, lookup_kind(dummy, dummy2));
4958                         q_ptr->to_h = 3 + randint1(dun_level) % 10;
4959                         q_ptr->to_d = 3 + randint1(dun_level) % 10;
4960                         one_resistance(q_ptr);
4961                         q_ptr->name2 = EGO_CHAOTIC;
4962
4963                         /* Drop it in the dungeon */
4964                         (void)drop_near(q_ptr, -1, py, px);
4965 #ifdef JP
4966                         reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4967 #else
4968                         reward = "chaos weapon";
4969 #endif
4970                         break;
4971                 case REW_GOOD_OBS:
4972 #ifdef JP
4973 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4974                                 chaos_patrons[p_ptr->chaos_patron]);
4975 #else
4976                         msg_format("The voice of %s booms out:",
4977                                 chaos_patrons[p_ptr->chaos_patron]);
4978 #endif
4979
4980 #ifdef JP
4981 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­Ê󤤤ËÃͤ»¤ê¡£¡×");
4982 #else
4983                         msg_print("'Thy deed hath earned thee a worthy reward.'");
4984 #endif
4985
4986                         acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
4987 #ifdef JP
4988                         reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4989 #else
4990                         reward = "good items";
4991 #endif
4992                         break;
4993                 case REW_GREA_OBS:
4994 #ifdef JP
4995 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4996                                 chaos_patrons[p_ptr->chaos_patron]);
4997 #else
4998                         msg_format("The voice of %s booms out:",
4999                                 chaos_patrons[p_ptr->chaos_patron]);
5000 #endif
5001
5002 #ifdef JP
5003 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤­Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
5004 #else
5005                         msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
5006 #endif
5007
5008                         acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
5009 #ifdef JP
5010                         reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5011 #else
5012                         reward = "excellent items";
5013 #endif
5014                         break;
5015                 case REW_TY_CURSE:
5016 #ifdef JP
5017 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5018                                 chaos_patrons[p_ptr->chaos_patron]);
5019 #else
5020                         msg_format("The voice of %s thunders:",
5021                                 chaos_patrons[p_ptr->chaos_patron]);
5022 #endif
5023
5024 #ifdef JP
5025 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
5026 #else
5027                         msg_print("'Thou art growing arrogant, mortal.'");
5028 #endif
5029
5030                         (void)activate_ty_curse(FALSE, &count);
5031 #ifdef JP
5032                         reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5033 #else
5034                         reward = "cursing";
5035 #endif
5036                         break;
5037                 case REW_SUMMON_M:
5038 #ifdef JP
5039 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5040                                 chaos_patrons[p_ptr->chaos_patron]);
5041 #else
5042                         msg_format("The voice of %s booms out:",
5043                                 chaos_patrons[p_ptr->chaos_patron]);
5044 #endif
5045
5046 #ifdef JP
5047 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
5048 #else
5049                         msg_print("'My pets, destroy the arrogant mortal!'");
5050 #endif
5051
5052                         for (dummy = 0; dummy < randint1(5) + 1; dummy++)
5053                         {
5054                                 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
5055                         }
5056 #ifdef JP
5057                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
5058 #else
5059                         reward = "summoning hostile monsters";
5060 #endif
5061                         break;
5062                 case REW_H_SUMMON:
5063 #ifdef JP
5064 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5065                                 chaos_patrons[p_ptr->chaos_patron]);
5066 #else
5067                         msg_format("The voice of %s booms out:",
5068                                 chaos_patrons[p_ptr->chaos_patron]);
5069 #endif
5070
5071 #ifdef JP
5072 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤­Å¨¤òɬÍפȤ»¤ê¡ª¡×");
5073 #else
5074                         msg_print("'Thou needst worthier opponents!'");
5075 #endif
5076
5077                         activate_hi_summon(py, px, FALSE);
5078 #ifdef JP
5079                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
5080 #else
5081                         reward = "summoning many hostile monsters";
5082 #endif
5083                         break;
5084                 case REW_DO_HAVOC:
5085 #ifdef JP
5086 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5087                                 chaos_patrons[p_ptr->chaos_patron]);
5088 #else
5089                         msg_format("The voice of %s booms out:",
5090                                 chaos_patrons[p_ptr->chaos_patron]);
5091 #endif
5092
5093 #ifdef JP
5094 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5095 #else
5096                         msg_print("'Death and destruction! This pleaseth me!'");
5097 #endif
5098
5099                         call_chaos();
5100 #ifdef JP
5101                         reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5102 #else
5103                         reward = "calling chaos";
5104 #endif
5105                         break;
5106                 case REW_GAIN_ABL:
5107 #ifdef JP
5108 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5109                                 chaos_patrons[p_ptr->chaos_patron]);
5110 #else
5111                         msg_format("The voice of %s rings out:",
5112                                 chaos_patrons[p_ptr->chaos_patron]);
5113 #endif
5114
5115 #ifdef JP
5116 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5117 #else
5118                         msg_print("'Stay, mortal, and let me mold thee.'");
5119 #endif
5120
5121                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5122                                 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5123                         else
5124                                 do_inc_stat(randint0(6));
5125 #ifdef JP
5126                         reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5127 #else
5128                         reward = "increasing a stat";
5129 #endif
5130                         break;
5131                 case REW_LOSE_ABL:
5132 #ifdef JP
5133 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5134                                 chaos_patrons[p_ptr->chaos_patron]);
5135 #else
5136                         msg_format("The voice of %s booms out:",
5137                                 chaos_patrons[p_ptr->chaos_patron]);
5138 #endif
5139
5140 #ifdef JP
5141 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5142 #else
5143                         msg_print("'I grow tired of thee, mortal.'");
5144 #endif
5145
5146                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5147                                 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5148                         else
5149                                 (void)do_dec_stat(randint0(6));
5150 #ifdef JP
5151                         reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5152 #else
5153                         reward = "decreasing a stat";
5154 #endif
5155                         break;
5156                 case REW_RUIN_ABL:
5157 #ifdef JP
5158 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5159                                 chaos_patrons[p_ptr->chaos_patron]);
5160 #else
5161                         msg_format("The voice of %s thunders:",
5162                                 chaos_patrons[p_ptr->chaos_patron]);
5163 #endif
5164
5165 #ifdef JP
5166 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5167 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5168 #else
5169                         msg_print("'Thou needst a lesson in humility, mortal!'");
5170                         msg_print("You feel less powerful!");
5171 #endif
5172
5173                         for (dummy = 0; dummy < 6; dummy++)
5174                         {
5175                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5176                         }
5177 #ifdef JP
5178                         reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5179 #else
5180                         reward = "decreasing all stats";
5181 #endif
5182                         break;
5183                 case REW_POLY_WND:
5184 #ifdef JP
5185 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5186 #else
5187                         msg_format("You feel the power of %s touch you.",
5188 #endif
5189
5190                                 chaos_patrons[p_ptr->chaos_patron]);
5191                         do_poly_wounds();
5192 #ifdef JP
5193                         reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5194 #else
5195                         reward = "polymorphing wounds";
5196 #endif
5197                         break;
5198                 case REW_AUGM_ABL:
5199 #ifdef JP
5200 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5201                                 chaos_patrons[p_ptr->chaos_patron]);
5202 #else
5203                         msg_format("The voice of %s booms out:",
5204                                 chaos_patrons[p_ptr->chaos_patron]);
5205 #endif
5206
5207 #ifdef JP
5208 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5209 #else
5210                         msg_print("'Receive this modest gift from me!'");
5211 #endif
5212
5213                         for (dummy = 0; dummy < 6; dummy++)
5214                         {
5215                                 (void)do_inc_stat(dummy);
5216                         }
5217 #ifdef JP
5218                         reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5219 #else
5220                         reward = "increasing all stats";
5221 #endif
5222                         break;
5223                 case REW_HURT_LOT:
5224 #ifdef JP
5225 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5226                                 chaos_patrons[p_ptr->chaos_patron]);
5227 #else
5228                         msg_format("The voice of %s booms out:",
5229                                 chaos_patrons[p_ptr->chaos_patron]);
5230 #endif
5231
5232 #ifdef JP
5233 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5234 #else
5235                         msg_print("'Suffer, pathetic fool!'");
5236 #endif
5237
5238                         fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5239                         take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5240 #ifdef JP
5241                         reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5242 #else
5243                         reward = "generating disintegration ball";
5244 #endif
5245                         break;
5246            case REW_HEAL_FUL:
5247 #ifdef JP
5248 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5249                                 chaos_patrons[p_ptr->chaos_patron]);
5250 #else
5251                         msg_format("The voice of %s booms out:",
5252                                 chaos_patrons[p_ptr->chaos_patron]);
5253 #endif
5254
5255 #ifdef JP
5256 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5257 #else
5258                         msg_print("'Rise, my servant!'");
5259 #endif
5260
5261                         restore_level();
5262                         (void)set_poisoned(0);
5263                         (void)set_blind(0);
5264                         (void)set_confused(0);
5265                         (void)set_image(0);
5266                         (void)set_stun(0);
5267                         (void)set_cut(0);
5268                         hp_player(5000);
5269                         for (dummy = 0; dummy < 6; dummy++)
5270                         {
5271                                 (void)do_res_stat(dummy);
5272                         }
5273 #ifdef JP
5274                         reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5275 #else
5276                         reward = "healing";
5277 #endif
5278                         break;
5279                 case REW_CURSE_WP:
5280                         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5281 #ifdef JP
5282 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5283                                 chaos_patrons[p_ptr->chaos_patron]);
5284 #else
5285                         msg_format("The voice of %s booms out:",
5286                                 chaos_patrons[p_ptr->chaos_patron]);
5287 #endif
5288
5289 #ifdef JP
5290 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5291 #else
5292                         msg_print("'Thou reliest too much on thy weapon.'");
5293 #endif
5294
5295                         dummy = INVEN_RARM;
5296                         if (buki_motteruka(INVEN_LARM))
5297                         {
5298                                 dummy = INVEN_LARM;
5299                                 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5300                         }
5301                         object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5302                         (void)curse_weapon(FALSE, dummy);
5303 #ifdef JP
5304                         reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5305 #else
5306                         reward = format("destroying %s", o_name);
5307 #endif
5308                         break;
5309                 case REW_CURSE_AR:
5310                         if (!inventory[INVEN_BODY].k_idx) break;
5311 #ifdef JP
5312 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5313                                 chaos_patrons[p_ptr->chaos_patron]);
5314 #else
5315                         msg_format("The voice of %s booms out:",
5316                                 chaos_patrons[p_ptr->chaos_patron]);
5317 #endif
5318
5319 #ifdef JP
5320 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5321 #else
5322                         msg_print("'Thou reliest too much on thine equipment.'");
5323 #endif
5324
5325                         object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5326                         (void)curse_armor();
5327 #ifdef JP
5328                         reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5329 #else
5330                         reward = format("destroying %s", o_name);
5331 #endif
5332                         break;
5333                 case REW_PISS_OFF:
5334 #ifdef JP
5335 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5336                                 chaos_patrons[p_ptr->chaos_patron]);
5337 #else
5338                         msg_format("The voice of %s whispers:",
5339                                 chaos_patrons[p_ptr->chaos_patron]);
5340 #endif
5341
5342 #ifdef JP
5343 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5344 #else
5345                         msg_print("'Now thou shalt pay for annoying me.'");
5346 #endif
5347
5348                         switch (randint1(4))
5349                         {
5350                                 case 1:
5351                                         (void)activate_ty_curse(FALSE, &count);
5352 #ifdef JP
5353                                         reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5354 #else
5355                                         reward = "cursing";
5356 #endif
5357                                         break;
5358                                 case 2:
5359                                         activate_hi_summon(py, px, FALSE);
5360 #ifdef JP
5361                                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
5362 #else
5363                                         reward = "summoning hostile monsters";
5364 #endif
5365                                         break;
5366                                 case 3:
5367                                         if (one_in_(2))
5368                                         {
5369                                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5370                                                 dummy = INVEN_RARM;
5371                                                 if (buki_motteruka(INVEN_LARM))
5372                                                 {
5373                                                         dummy = INVEN_LARM;
5374                                                         if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5375                                                 }
5376                                                 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5377                                                 (void)curse_weapon(FALSE, dummy);
5378 #ifdef JP
5379                                                 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5380 #else
5381                                                 reward = format("destroying %s", o_name);
5382 #endif
5383                                         }
5384                                         else
5385                                         {
5386                                                 if (!inventory[INVEN_BODY].k_idx) break;
5387                                                 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5388                                                 (void)curse_armor();
5389 #ifdef JP
5390                                                 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5391 #else
5392                                                 reward = format("destroying %s", o_name);
5393 #endif
5394                                         }
5395                                         break;
5396                                 default:
5397                                         for (dummy = 0; dummy < 6; dummy++)
5398                                         {
5399                                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5400                                         }
5401 #ifdef JP
5402                                         reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5403 #else
5404                                         reward = "decreasing all stats";
5405 #endif
5406                                         break;
5407                         }
5408                         break;
5409                 case REW_WRATH:
5410 #ifdef JP
5411 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5412 #else
5413                         msg_format("The voice of %s thunders:",
5414 #endif
5415
5416                                 chaos_patrons[p_ptr->chaos_patron]);
5417 #ifdef JP
5418 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5419 #else
5420                         msg_print("'Die, mortal!'");
5421 #endif
5422
5423                         take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5424                         for (dummy = 0; dummy < 6; dummy++)
5425                         {
5426                                 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5427                         }
5428                         activate_hi_summon(py, px, FALSE);
5429                         (void)activate_ty_curse(FALSE, &count);
5430                         if (one_in_(2))
5431                         {
5432                                 dummy = 0;
5433
5434                                 if (buki_motteruka(INVEN_RARM))
5435                                 {
5436                                         dummy = INVEN_RARM;
5437                                         if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
5438                                 }
5439                                 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
5440
5441                                 if (dummy) (void)curse_weapon(FALSE, dummy);
5442                         }
5443                         if (one_in_(2)) (void)curse_armor();
5444                         break;
5445                 case REW_DESTRUCT:
5446 #ifdef JP
5447 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5448                                 chaos_patrons[p_ptr->chaos_patron]);
5449 #else
5450                         msg_format("The voice of %s booms out:",
5451                                 chaos_patrons[p_ptr->chaos_patron]);
5452 #endif
5453
5454 #ifdef JP
5455 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5456 #else
5457                         msg_print("'Death and destruction! This pleaseth me!'");
5458 #endif
5459
5460                         (void)destroy_area(py, px, 25, FALSE);
5461 #ifdef JP
5462                         reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5463 #else
5464                         reward = "*destruct*ing dungeon";
5465 #endif
5466                         break;
5467                 case REW_GENOCIDE:
5468 #ifdef JP
5469 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5470                                 chaos_patrons[p_ptr->chaos_patron]);
5471 #else
5472                         msg_format("The voice of %s booms out:",
5473                                 chaos_patrons[p_ptr->chaos_patron]);
5474 #endif
5475
5476 #ifdef JP
5477 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5478 #else
5479                         msg_print("'Let me relieve thee of thine oppressors!'");
5480 #endif
5481
5482                         (void)symbol_genocide(0, FALSE);
5483 #ifdef JP
5484                         reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5485 #else
5486                         reward = "genociding monsters";
5487 #endif
5488                         break;
5489                 case REW_MASS_GEN:
5490 #ifdef JP
5491 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5492                                 chaos_patrons[p_ptr->chaos_patron]);
5493 #else
5494                         msg_format("The voice of %s booms out:",
5495                                 chaos_patrons[p_ptr->chaos_patron]);
5496 #endif
5497
5498 #ifdef JP
5499 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5500 #else
5501                         msg_print("'Let me relieve thee of thine oppressors!'");
5502 #endif
5503
5504                         (void)mass_genocide(0, FALSE);
5505 #ifdef JP
5506                         reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5507 #else
5508                         reward = "genociding nearby monsters";
5509 #endif
5510                         break;
5511                 case REW_DISPEL_C:
5512 #ifdef JP
5513 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5514                                 chaos_patrons[p_ptr->chaos_patron]);
5515 #else
5516                         msg_format("You can feel the power of %s assault your enemies!",
5517                                 chaos_patrons[p_ptr->chaos_patron]);
5518 #endif
5519
5520                         (void)dispel_monsters(p_ptr->lev * 4);
5521                         break;
5522                 case REW_IGNORE:
5523 #ifdef JP
5524 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5525                                 chaos_patrons[p_ptr->chaos_patron]);
5526 #else
5527                         msg_format("%s ignores you.",
5528                                 chaos_patrons[p_ptr->chaos_patron]);
5529 #endif
5530
5531                         break;
5532                 case REW_SER_DEMO:
5533 #ifdef JP
5534 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°­Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5535 #else
5536                         msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5537 #endif
5538
5539                         if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5540 #ifdef JP
5541 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5542 #else
5543                                 msg_print("Nobody ever turns up...");
5544 #endif
5545                         else
5546 #ifdef JP
5547                                 reward = "°­Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5548 #else
5549                                 reward = "a demonic servant";
5550 #endif
5551
5552                         break;
5553                 case REW_SER_MONS:
5554 #ifdef JP
5555 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5556 #else
5557                         msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5558 #endif
5559
5560                         if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5561 #ifdef JP
5562 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5563 #else
5564                                 msg_print("Nobody ever turns up...");
5565 #endif
5566                         else
5567 #ifdef JP
5568                                 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5569 #else
5570                                 reward = "a servant";
5571 #endif
5572
5573                         break;
5574                 case REW_SER_UNDE:
5575 #ifdef JP
5576 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5577 #else
5578                         msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5579 #endif
5580
5581                         if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5582 #ifdef JP
5583 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5584 #else
5585                                 msg_print("Nobody ever turns up...");
5586 #endif
5587                         else
5588 #ifdef JP
5589                                 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5590 #else
5591                                 reward = "an undead servant";
5592 #endif
5593
5594                         break;
5595                 default:
5596 #ifdef JP
5597 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5598 #else
5599                         msg_format("The voice of %s stammers:",
5600 #endif
5601
5602                                 chaos_patrons[p_ptr->chaos_patron]);
5603 #ifdef JP
5604 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5605 #else
5606                         msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5607 #endif
5608
5609         }
5610         }
5611         if (reward)
5612         {
5613 #ifdef JP
5614                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5615 #else
5616                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5617 #endif
5618         }
5619 }
5620
5621
5622 /*
5623  * old -- from PsiAngband.
5624  */
5625 bool tgt_pt(int *x_ptr, int *y_ptr)
5626 {
5627         char ch = 0;
5628         int d, x, y;
5629         bool success = FALSE;
5630
5631         int wid, hgt;
5632
5633         /* Get size */
5634         get_screen_size(&wid, &hgt);
5635
5636         x = px;
5637         y = py;
5638
5639 #ifdef JP
5640 msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5641 #else
5642         msg_print("Select a point and press space.");
5643 #endif
5644         msg_flag = FALSE; /* prevents "-more-" message. */
5645
5646         while ((ch != ESCAPE) && !success)
5647         {
5648                 bool move_fast = FALSE;
5649
5650                 move_cursor_relative(y, x);
5651                 ch = inkey();
5652                 switch (ch)
5653                 {
5654                 case ESCAPE:
5655                         break;
5656                 case ' ':
5657                 case 't':
5658                 case '.':
5659                 case '5':
5660                 case '0':
5661                         /* illegal place */
5662                         if (player_bold(y, x)) ch = 0;
5663
5664                         /* okay place */
5665                         else success = TRUE;
5666
5667                         break;
5668                 default:
5669                         /* Look up the direction */
5670                         d = get_keymap_dir(ch);
5671
5672                         /* XTRA HACK MOVEFAST */
5673                         if (isupper(ch)) move_fast = TRUE;
5674
5675                         /* Handle "direction" */
5676                         if (d)
5677                         {
5678                                 int dx = ddx[d];
5679                                 int dy = ddy[d];
5680
5681                                 /* XTRA HACK MOVEFAST */
5682                                 if (move_fast)
5683                                 {
5684                                         int mag = MIN(wid / 2, hgt / 2);
5685                                         x += dx * mag;
5686                                         y += dy * mag;
5687                                 }
5688                                 else
5689                                 {
5690                                         x += dx;
5691                                         y += dy;
5692                                 }
5693
5694                                 /* Do not move horizontally if unnecessary */
5695                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5696                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
5697                                 {
5698                                         dx = 0;
5699                                 }
5700
5701                                 /* Do not move vertically if unnecessary */
5702                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5703                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
5704                                 {
5705                                         dy = 0;
5706                                 }
5707
5708                                 /* Apply the motion */
5709                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5710                                          (x >= panel_col_min + wid) || (x < panel_col_min))
5711                                 {
5712                                         /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5713                                         change_panel(dy, dx);
5714                                 }
5715
5716                                 /* Slide into legality */
5717                                 if (x >= cur_wid-1) x = cur_wid - 2;
5718                                 else if (x <= 0) x = 1;
5719
5720                                 /* Slide into legality */
5721                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
5722                                 else if (y <= 0) y = 1;
5723
5724                         }
5725                         break;
5726                 }
5727         }
5728
5729         /* Clear the top line */
5730         prt("", 0, 0);
5731
5732         /* Recenter the map around the player */
5733         verify_panel();
5734
5735         /* Update stuff */
5736         p_ptr->update |= (PU_MONSTERS);
5737
5738         /* Redraw map */
5739         p_ptr->redraw |= (PR_MAP);
5740
5741         /* Window stuff */
5742         p_ptr->window |= (PW_OVERHEAD);
5743
5744         /* Handle stuff */
5745         handle_stuff();
5746
5747         *x_ptr = x;
5748         *y_ptr = y;
5749         return success;
5750 }
5751
5752
5753 bool get_hack_dir(int *dp)
5754 {
5755         int             dir;
5756         cptr    p;
5757         char    command;
5758
5759
5760         /* Initialize */
5761         (*dp) = 0;
5762
5763         /* Global direction */
5764         dir = 0;
5765
5766         /* (No auto-targeting) */
5767
5768         /* Ask until satisfied */
5769         while (!dir)
5770         {
5771                 /* Choose a prompt */
5772                 if (!target_okay())
5773                 {
5774 #ifdef JP
5775 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
5776 #else
5777                         p = "Direction ('*' to choose a target, Escape to cancel)? ";
5778 #endif
5779
5780                 }
5781                 else
5782                 {
5783 #ifdef JP
5784 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
5785 #else
5786                         p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
5787 #endif
5788
5789                 }
5790
5791                 /* Get a command (or Cancel) */
5792                 if (!get_com(p, &command, TRUE)) break;
5793
5794                 if (use_menu)
5795                 {
5796                         if (command == '\r') command = 't';
5797                 }  
5798
5799                 /* Convert various keys to "standard" keys */
5800                 switch (command)
5801                 {
5802                         /* Use current target */
5803                         case 'T':
5804                         case 't':
5805                         case '.':
5806                         case '5':
5807                         case '0':
5808                         {
5809                                 dir = 5;
5810                                 break;
5811                         }
5812
5813                         /* Set new target */
5814                         case '*':
5815                         case ' ':
5816                         case '\r':
5817                         {
5818                                 if (target_set(TARGET_KILL)) dir = 5;
5819                                 break;
5820                         }
5821
5822                         default:
5823                         {
5824                                 /* Look up the direction */
5825                                 dir = get_keymap_dir(command);
5826
5827                                 break;
5828                         }
5829                 }
5830
5831                 /* Verify requested targets */
5832                 if ((dir == 5) && !target_okay()) dir = 0;
5833
5834                 /* Error */
5835                 if (!dir) bell();
5836         }
5837
5838         /* No direction */
5839         if (!dir) return (FALSE);
5840
5841         /* Save the direction */
5842         command_dir = dir;
5843
5844         /* Check for confusion */
5845         if (p_ptr->confused)
5846         {
5847                 /* XXX XXX XXX */
5848                 /* Random direction */
5849                 dir = ddd[randint0(8)];
5850         }
5851
5852         /* Notice confusion */
5853         if (command_dir != dir)
5854         {
5855                 /* Warn the user */
5856 #ifdef JP
5857 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
5858 #else
5859                 msg_print("You are confused.");
5860 #endif
5861
5862         }
5863
5864         /* Save direction */
5865         (*dp) = dir;
5866
5867         /* A "valid" direction was entered */
5868         return (TRUE);
5869 }
5870
5871
5872 /*
5873  * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
5874  */
5875
5876 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5877
5878 s16b gain_energy(void)
5879 {
5880         int i;
5881         s32b energy_result = 10;
5882         s32b tmp;
5883
5884         tmp = randint0(Go_no_JuuJou);
5885
5886         for (i = 0; i < 9; i ++){
5887                 energy_result += tmp % 5;
5888                 tmp /= 5;
5889         }
5890
5891         return (s16b)(energy_result + tmp);
5892 }
5893
5894
5895 /*
5896  * Return bow energy 
5897  */
5898 s16b bow_energy(int sval)
5899 {
5900         int energy = 100;
5901
5902         /* Analyze the launcher */
5903         switch (sval)
5904         {
5905                 /* Sling and ammo */
5906                 case SV_SLING:
5907                 {
5908                         energy = 8000;
5909                         break;
5910                 }
5911
5912                 /* Short Bow and Arrow */
5913                 case SV_SHORT_BOW:
5914                 {
5915                         energy = 10000;
5916                         break;
5917                 }
5918
5919                 /* Long Bow and Arrow */
5920                 case SV_LONG_BOW:
5921                 {
5922                         energy = 10000;
5923                         break;
5924                 }
5925
5926                 /* Bow of irresponsiblity and Arrow */
5927                 case SV_NAMAKE_BOW:
5928                 {
5929                         energy = 7777;
5930                         break;
5931                 }
5932
5933                 /* Light Crossbow and Bolt */
5934                 case SV_LIGHT_XBOW:
5935                 {
5936                         energy = 12000;
5937                         break;
5938                 }
5939
5940                 /* Heavy Crossbow and Bolt */
5941                 case SV_HEAVY_XBOW:
5942                 {
5943                         energy = 13333;
5944                         break;
5945                 }
5946         }
5947
5948         return (energy);
5949 }
5950
5951
5952 /*
5953  * Return bow tmul
5954  */
5955 int bow_tmul(int sval)
5956 {
5957         int tmul = 0;
5958
5959         /* Analyze the launcher */
5960         switch (sval)
5961         {
5962                 /* Sling and ammo */
5963                 case SV_SLING:
5964                 {
5965                         tmul = 2;
5966                         break;
5967                 }
5968
5969                 /* Short Bow and Arrow */
5970                 case SV_SHORT_BOW:
5971                 {
5972                         tmul = 2;
5973                         break;
5974                 }
5975
5976                 /* Long Bow and Arrow */
5977                 case SV_LONG_BOW:
5978                 {
5979                         tmul = 3;
5980                         break;
5981                 }
5982
5983                 /* Bow of irresponsiblity and Arrow */
5984                 case SV_NAMAKE_BOW:
5985                 {
5986                         tmul = 3;
5987                         break;
5988                 }
5989
5990                 /* Light Crossbow and Bolt */
5991                 case SV_LIGHT_XBOW:
5992                 {
5993                         tmul = 3;
5994                         break;
5995                 }
5996
5997                 /* Heavy Crossbow and Bolt */
5998                 case SV_HEAVY_XBOW:
5999                 {
6000                         tmul = 4;
6001                         break;
6002                 }
6003         }
6004
6005         return (tmul);
6006 }
6007
6008 /*
6009  * Return alignment title
6010  */
6011 cptr your_alignment(void)
6012 {
6013 #ifdef JP
6014         if (p_ptr->align > 150) return "ÂçÁ±";
6015         else if (p_ptr->align > 50) return "ÃæÁ±";
6016         else if (p_ptr->align > 10) return "¾®Á±";
6017         else if (p_ptr->align > -11) return "ÃæΩ";
6018         else if (p_ptr->align > -51) return "¾®°­";
6019         else if (p_ptr->align > -151) return "Ãæ°­";
6020         else return "Âç°­";
6021 #else
6022         if (p_ptr->align > 150) return "Lawful";
6023         else if (p_ptr->align > 50) return "Good";
6024         else if (p_ptr->align > 10) return "Neutral Good";
6025         else if (p_ptr->align > -11) return "Neutral";
6026         else if (p_ptr->align > -51) return "Neutral Evil";
6027         else if (p_ptr->align > -151) return "Evil";
6028         else return "Chaotic";
6029 #endif
6030 }
6031
6032
6033 /*
6034  * Return proficiency level of weapons and misc. skills (except riding)
6035  */
6036 int weapon_exp_level(int weapon_exp)
6037 {
6038         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6039         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6040         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6041         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
6042         else return EXP_LEVEL_MASTER;
6043 }
6044
6045
6046 /*
6047  * Return proficiency level of riding
6048  */
6049 int riding_exp_level(int riding_exp)
6050 {
6051         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6052         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6053         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6054         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
6055         else return EXP_LEVEL_MASTER;
6056 }
6057
6058
6059 /*
6060  * Return proficiency level of spells
6061  */
6062 int spell_exp_level(int spell_exp)
6063 {
6064         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6065         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6066         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6067         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
6068         else return EXP_LEVEL_MASTER;
6069 }