4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: effects of various "objects" */
15 #define REWARD_CHANCE 10
19 * Advance experience levels and print experience
21 void check_experience(void)
23 bool level_reward = FALSE;
24 bool level_mutation = FALSE;
25 bool level_inc_stat = FALSE;
26 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
27 int old_lev = p_ptr->lev;
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;
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;
39 /* Hack -- maintain "max" experience */
40 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
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;
45 /* Redraw experience */
46 p_ptr->redraw |= (PR_EXP);
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)))
59 /* Update some stuff */
60 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
62 /* Redraw some stuff */
63 p_ptr->redraw |= (PR_LEV | PR_TITLE);
66 p_ptr->window |= (PW_PLAYER);
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)))
80 /* Save the highest level */
81 if (p_ptr->lev > p_ptr->max_plv)
83 p_ptr->max_plv = p_ptr->lev;
85 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
86 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
90 if (p_ptr->prace == RACE_BEASTMAN)
92 if (one_in_(5)) level_mutation = TRUE;
94 level_inc_stat = TRUE;
96 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
104 msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
106 msg_format("Welcome to level %d.", p_ptr->lev);
110 /* Update some stuff */
111 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
113 /* Redraw some stuff */
114 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
117 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
119 /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
129 if(!(p_ptr->max_plv % 10))
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) ÂÑµ× (¸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);
152 prt(" ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14);
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);
167 prt(" Which stat do you want to raise?", 1, 14);
172 if ((choice >= 'a') && (choice <= 'f')) break;
174 for(n = 0; n < 6; n++)
175 if (n != choice - 'a')
178 if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
180 if (get_check("Are you sure? ")) break;
183 do_inc_stat(choice - 'a');
186 else if(!(p_ptr->max_plv % 2))
187 do_inc_stat(randint0(6));
193 msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
195 msg_print("You feel different...");
198 (void)gain_random_mutation(0);
199 level_mutation = FALSE;
203 * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬
204 * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£
208 gain_level_reward(0);
209 level_reward = FALSE;
212 /* Update some stuff */
213 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
215 /* Redraw some stuff */
216 p_ptr->redraw |= (PR_LEV | PR_TITLE);
219 p_ptr->window |= (PW_PLAYER | PW_SPELL);
225 /* Load an autopick preference file */
226 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
231 * Hack -- Return the "automatic coin type" of a monster race
232 * Used to allocate proper treasure when "Creeping coins" die
234 * XXX XXX XXX Note the use of actual "monster names"
236 static int get_coin_type(int r_idx)
238 /* Analyze monsters */
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;
255 * Hack -- determine if a template is Cloak
257 static bool kind_is_cloak(int k_idx)
259 object_kind *k_ptr = &k_info[k_idx];
261 /* Analyze the item type */
262 if (k_ptr->tval == TV_CLOAK)
267 /* Assume not good */
273 * Hack -- determine if a template is Polearm
275 static bool kind_is_polearm(int k_idx)
277 object_kind *k_ptr = &k_info[k_idx];
279 /* Analyze the item type */
280 if (k_ptr->tval == TV_POLEARM)
285 /* Assume not good */
291 * Hack -- determine if a template is Sword
293 static bool kind_is_sword(int k_idx)
295 object_kind *k_ptr = &k_info[k_idx];
297 /* Analyze the item type */
298 if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
303 /* Assume not good */
309 * Hack -- determine if a template is Book
311 static bool kind_is_book(int k_idx)
313 object_kind *k_ptr = &k_info[k_idx];
315 /* Analyze the item type */
316 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
321 /* Assume not good */
327 * Hack -- determine if a template is Good book
329 static bool kind_is_good_book(int k_idx)
331 object_kind *k_ptr = &k_info[k_idx];
333 /* Analyze the item type */
334 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
339 /* Assume not good */
345 * Hack -- determine if a template is Armor
347 static bool kind_is_armor(int k_idx)
349 object_kind *k_ptr = &k_info[k_idx];
351 /* Analyze the item type */
352 if (k_ptr->tval == TV_HARD_ARMOR)
357 /* Assume not good */
363 * Hack -- determine if a template is hafted weapon
365 static bool kind_is_hafted(int k_idx)
367 object_kind *k_ptr = &k_info[k_idx];
369 /* Analyze the item type */
370 if (k_ptr->tval == TV_HAFTED)
375 /* Assume not good */
380 void complete_quest(int quest_num)
382 quest_type* const q_ptr = &quest[quest_num];
386 case QUEST_TYPE_RANDOM:
387 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
390 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
394 q_ptr->status = QUEST_STATUS_COMPLETED;
395 q_ptr->complev = (byte)p_ptr->lev;
397 q_ptr->comptime = playtime;
399 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
401 msg_print(_("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª", "You just completed your quest!"));
406 static int count_all_hostile_monsters(void)
411 for (x = 0; x < cur_wid; ++ x)
413 for (y = 0; y < cur_hgt; ++ y)
415 int m_idx = cave[y][x].m_idx;
417 if (m_idx > 0 && is_hostile(&m_list[m_idx]))
428 * Check for "Quest" completion when a quest monster is killed or charmed.
430 void check_quest_completion(monster_type *m_ptr)
436 bool create_stairs = FALSE;
442 /* Get the location */
447 quest_num = p_ptr->inside_quest;
449 /* Search for an active quest on this dungeon level */
454 for (i = max_quests - 1; i > 0; i--)
456 quest_type* const q_ptr = &quest[i];
458 /* Quest is not active */
459 if (q_ptr->status != QUEST_STATUS_TAKEN)
462 /* Quest is not a dungeon quest */
463 if (q_ptr->flags & QUEST_FLAG_PRESET)
466 /* Quest is not on this level */
467 if ((q_ptr->level != dun_level) &&
468 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
471 /* Not a "kill monster" quest */
472 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
473 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
476 /* Interesting quest */
477 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
478 (q_ptr->type == QUEST_TYPE_TOWER) ||
479 (q_ptr->type == QUEST_TYPE_KILL_ALL))
482 /* Interesting quest */
483 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
484 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
485 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
486 (q_ptr->r_idx == m_ptr->r_idx))
493 /* Handle the current quest */
494 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
497 quest_type* const q_ptr = &quest[quest_num];
501 case QUEST_TYPE_KILL_NUMBER:
505 if (q_ptr->cur_num >= q_ptr->num_mon)
507 complete_quest(quest_num);
513 case QUEST_TYPE_KILL_ALL:
515 if (!is_hostile(m_ptr)) break;
517 if (count_all_hostile_monsters() == 1)
519 if (q_ptr->flags & QUEST_FLAG_SILENT)
521 q_ptr->status = QUEST_STATUS_FINISHED;
525 complete_quest(quest_num);
530 case QUEST_TYPE_KILL_LEVEL:
531 case QUEST_TYPE_RANDOM:
533 /* Only count valid monsters */
534 if (q_ptr->r_idx != m_ptr->r_idx)
539 if (q_ptr->cur_num >= q_ptr->max_num)
541 complete_quest(quest_num);
543 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
545 create_stairs = TRUE;
546 p_ptr->inside_quest = 0;
549 /* Finish the two main quests without rewarding */
550 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
552 q_ptr->status = QUEST_STATUS_FINISHED;
555 if (q_ptr->type == QUEST_TYPE_RANDOM)
558 q_ptr->status = QUEST_STATUS_FINISHED;
563 case QUEST_TYPE_KILL_ANY_LEVEL:
566 if (q_ptr->cur_num >= q_ptr->max_num)
568 complete_quest(quest_num);
573 case QUEST_TYPE_TOWER:
575 if (!is_hostile(m_ptr)) break;
577 if (count_all_hostile_monsters() == 1)
579 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
581 if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
582 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
583 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
586 complete_quest(QUEST_TOWER1);
594 /* Create a magical staircase */
600 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
602 /* Pick a location */
603 scatter(&ny, &nx, y, x, 1, 0);
609 /* Explain the staircase */
611 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
613 msg_print("A magical staircase appears...");
617 /* Create stairs down */
618 cave_set_feat(y, x, feat_down_stair);
620 /* Remember to update everything */
621 p_ptr->update |= (PU_FLOW);
631 for (i = 0; i < (dun_level / 15)+1; i++)
633 /* Get local object */
636 /* Wipe the object */
639 /* Make a great object */
640 make_object(q_ptr, AM_GOOD | AM_GREAT);
642 /* Drop it in the dungeon */
643 (void)drop_near(q_ptr, -1, y, x);
649 void check_find_art_quest_completion(object_type *o_ptr)
652 /* Check if completed a quest */
653 for (i = 0; i < max_quests; i++)
655 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
656 (quest[i].status == QUEST_STATUS_TAKEN) &&
657 (quest[i].k_idx == o_ptr->name1))
665 * Return monster death string
667 cptr extract_note_dies(monster_race *r_ptr)
669 /* Some monsters get "destroyed" */
670 if (!monster_living(r_ptr))
674 for (i = 0; i < 4; i++)
676 if (r_ptr->blow[i].method == RBM_EXPLODE)
679 return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
681 return " explodes into tiny shreds.";
689 return " is destroyed.";
693 /* Assume a default death */
703 * Handle the "death" of a monster.
705 * Disperse treasures centered at the monster location based on the
706 * various flags contained in the monster flags fields.
708 * Check for "Quest" completion when a quest monster is killed.
710 * Note that only the player can induce "monster_death()" on Uniques.
711 * Thus (for now) all Quest monsters should be Uniques.
713 * Note that monsters can now carry objects, and when a monster dies,
714 * it drops all of its objects, which may disappear in crowded rooms.
716 void monster_death(int m_idx, bool drop_item)
725 monster_type *m_ptr = &m_list[m_idx];
727 monster_race *r_ptr = &r_info[m_ptr->r_idx];
729 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
733 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
734 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
735 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
736 int force_coin = get_coin_type(m_ptr->r_idx);
741 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
742 && !p_ptr->inside_battle && !is_pet(m_ptr);
744 /* The caster is dead? */
745 if (world_monster && world_monster == m_idx) world_monster = 0;
747 /* Notice changes in view */
748 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
750 /* Update some things */
751 p_ptr->update |= (PU_MON_LITE);
754 /* Get the location */
758 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
762 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
763 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
766 /* Let monsters explode! */
767 for (i = 0; i < 4; i++)
769 if (r_ptr->blow[i].method == RBM_EXPLODE)
771 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
772 int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
773 int d_dice = r_ptr->blow[i].d_dice;
774 int d_side = r_ptr->blow[i].d_side;
775 int damage = damroll(d_dice, d_side);
777 project(m_idx, 3, y, x, damage, typ, flg, -1);
782 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
784 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
785 r_ptr = &r_info[m_ptr->r_idx];
788 /* Check for quest completion */
789 check_quest_completion(m_ptr);
791 /* Handle the possibility of player vanquishing arena combatant -KMW- */
792 if (p_ptr->inside_arena && !is_pet(m_ptr))
794 p_ptr->exit_bldg = TRUE;
796 if (p_ptr->arena_number > MAX_ARENA_MONS)
799 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
801 msg_print("You are a Genuine Champion!");
807 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
809 msg_print("Victorious! You're on your way to becoming Champion.");
813 if (arena_info[p_ptr->arena_number].tval)
815 /* Get local object */
818 /* Prepare to make a prize */
819 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
821 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
823 /* Drop it in the dungeon */
824 (void)drop_near(q_ptr, -1, y, x);
827 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
828 p_ptr->arena_number++;
833 /* Extract monster name */
834 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
836 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
840 if (m_idx == p_ptr->riding)
842 if (rakuba(-1, FALSE))
845 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
847 msg_print("You have fallen from your riding pet.");
852 /* Drop a dead corpse? */
853 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
854 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
855 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
857 /* Assume skeleton */
861 * We cannot drop a skeleton? Note, if we are in this check,
862 * we *know* we can drop at least a corpse or a skeleton
864 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
866 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
869 /* Else, a corpse is more likely unless we did a "lot" of damage */
870 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
872 /* Lots of damage in one blow */
873 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
875 if (one_in_(5)) corpse = TRUE;
879 if (!one_in_(5)) corpse = TRUE;
883 /* Get local object */
886 /* Prepare to make an object */
887 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
889 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
891 q_ptr->pval = m_ptr->r_idx;
893 /* Drop it in the dungeon */
894 (void)drop_near(q_ptr, -1, y, x);
897 /* Drop objects being carried */
898 monster_drop_carried_objects(m_ptr);
900 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
901 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
903 switch (m_ptr->r_idx)
905 case MON_PINK_HORROR:
906 /* Pink horrors are replaced with 2 Blue horrors */
907 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
911 for (i = 0; i < 2; i++)
914 bool pet = is_pet(m_ptr);
917 if (pet) mode |= PM_FORCE_PET;
919 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
921 if (player_can_see_bold(wy, wx))
928 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
930 msg_print("The Pink horror divides!");
935 case MON_BLOODLETTER:
936 /* Bloodletters of Khorne may drop a blade of chaos */
937 if (drop_chosen_item && (randint1(100) < 15))
939 /* Get local object */
942 /* Prepare to make a Blade of Chaos */
943 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
945 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
947 /* Drop it in the dungeon */
948 (void)drop_near(q_ptr, -1, y, x);
953 if (drop_chosen_item && (dun_level > 9))
955 /* Get local object */
958 /* Wipe the object */
961 /* Activate restriction */
962 if ((dun_level > 49) && one_in_(5))
963 get_obj_num_hook = kind_is_good_book;
965 get_obj_num_hook = kind_is_book;
968 make_object(q_ptr, mo_mode);
970 /* Drop it in the dungeon */
971 (void)drop_near(q_ptr, -1, y, x);
977 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
978 * spawn another in the fallen one's place!
980 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
986 bool pet = is_pet(m_ptr);
990 scatter(&wy, &wx, y, x, 20, 0);
992 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
997 if (pet) mode |= PM_FORCE_PET;
999 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
1001 if (player_can_see_bold(wy, wx))
1003 msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
1005 msg_print("A new warrior steps forth!");
1015 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1017 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1018 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1022 case MON_UNICORN_ORD:
1025 /* Reward for "lazy" player */
1026 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1029 artifact_type *a_ptr = NULL;
1031 if (!drop_chosen_item) break;
1035 switch (randint0(3))
1038 a_idx = ART_NAMAKE_HAMMER;
1041 a_idx = ART_NAMAKE_BOW;
1044 a_idx = ART_NAMAKE_ARMOR;
1048 a_ptr = &a_info[a_idx];
1050 while (a_ptr->cur_num);
1052 /* Create the artifact */
1053 if (create_named_art(a_idx, y, x))
1057 /* Hack -- Memorize location of artifact in saved floors */
1058 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1060 else if (!preserve_mode) a_ptr->cur_num = 1;
1065 if (!drop_chosen_item) break;
1067 /* Get local object */
1070 /* Mega-Hack -- Prepare to make "Grond" */
1071 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1073 /* Mega-Hack -- Mark this item as "Grond" */
1074 q_ptr->name1 = ART_GROND;
1076 /* Mega-Hack -- Actually create "Grond" */
1077 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1079 /* Drop it in the dungeon */
1080 (void)drop_near(q_ptr, -1, y, x);
1082 /* Get local object */
1085 /* Mega-Hack -- Prepare to make "Chaos" */
1086 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1088 /* Mega-Hack -- Mark this item as "Chaos" */
1089 q_ptr->name1 = ART_CHAOS;
1091 /* Mega-Hack -- Actually create "Chaos" */
1092 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1094 /* Drop it in the dungeon */
1095 (void)drop_near(q_ptr, -1, y, x);
1098 case MON_B_DEATH_SWORD:
1099 if (drop_chosen_item)
1101 /* Get local object */
1104 /* Prepare to make a broken sword */
1105 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1107 /* Drop it in the dungeon */
1108 (void)drop_near(q_ptr, -1, y, x);
1114 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1115 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1117 /* Get local object */
1120 /* Prepare to make a Can of Toys */
1121 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1123 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1125 /* Drop it in the dungeon */
1126 (void)drop_near(q_ptr, -1, y, x);
1132 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1133 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1138 if (!drop_chosen_item) break;
1140 switch (r_ptr->d_char)
1145 /* Get local object */
1148 /* Wipe the object */
1151 /* Activate restriction */
1152 get_obj_num_hook = kind_is_cloak;
1155 make_object(q_ptr, mo_mode);
1157 /* Drop it in the dungeon */
1158 (void)drop_near(q_ptr, -1, y, x);
1165 /* Get local object */
1168 /* Wipe the object */
1171 /* Activate restriction */
1172 get_obj_num_hook = kind_is_polearm;
1174 /* Make a poleweapon */
1175 make_object(q_ptr, mo_mode);
1177 /* Drop it in the dungeon */
1178 (void)drop_near(q_ptr, -1, y, x);
1185 /* Get local object */
1188 /* Wipe the object */
1191 /* Activate restriction */
1192 get_obj_num_hook = kind_is_armor;
1194 /* Make a hard armor */
1195 make_object(q_ptr, mo_mode);
1197 /* Drop it in the dungeon */
1198 (void)drop_near(q_ptr, -1, y, x);
1205 /* Get local object */
1208 /* Wipe the object */
1211 /* Activate restriction */
1212 get_obj_num_hook = kind_is_hafted;
1214 /* Make a hafted weapon */
1215 make_object(q_ptr, mo_mode);
1217 /* Drop it in the dungeon */
1218 (void)drop_near(q_ptr, -1, y, x);
1223 if (m_ptr->r_idx != MON_STORMBRINGER)
1225 /* Get local object */
1228 /* Wipe the object */
1231 /* Activate restriction */
1232 get_obj_num_hook = kind_is_sword;
1235 make_object(q_ptr, mo_mode);
1237 /* Drop it in the dungeon */
1238 (void)drop_near(q_ptr, -1, y, x);
1245 /* Mega-Hack -- drop fixed items */
1246 if (drop_chosen_item)
1251 switch (m_ptr->r_idx)
1271 case MON_STORMBRINGER:
1272 a_idx = ART_STORMBRINGER;
1277 a_idx = ART_CRIMSON;
1287 a_idx = ART_KUSANAGI;
1317 a_idx = ART_WEREWINDLE;
1325 a_idx = ART_GRAYSWANDIR;
1336 a_idx = ART_TWILIGHT;
1341 a_idx = ART_ELENDIL;
1356 a_idx = ART_DESTINY;
1361 a_idx = ART_ZANTETSU;
1376 a_idx = ART_WINBLOWS;
1380 case MON_LUNGORTHIN:
1385 case MON_JACK_SHADOWS:
1391 a_idx = ART_STONEMASK;
1396 a_idx = ART_SOULCRUSH;
1401 a_idx = ART_EXCALIBUR_J;
1406 a_idx = ART_SHUTEN_DOJI;
1411 a_idx = ART_GOTHMOG;
1420 case MON_ROBIN_HOOD:
1421 a_idx = ART_ROBIN_HOOD;
1426 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1428 artifact_type *a_ptr = &a_info[a_idx];
1430 if (!a_ptr->cur_num)
1432 /* Create the artifact */
1433 if (create_named_art(a_idx, y, x))
1437 /* Hack -- Memorize location of artifact in saved floors */
1438 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1440 else if (!preserve_mode) a_ptr->cur_num = 1;
1444 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1446 int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1447 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1449 if (d_info[dungeon_type].final_artifact)
1451 int a_idx = d_info[dungeon_type].final_artifact;
1452 artifact_type *a_ptr = &a_info[a_idx];
1454 if (!a_ptr->cur_num)
1456 /* Create the artifact */
1457 if (create_named_art(a_idx, y, x))
1461 /* Hack -- Memorize location of artifact in saved floors */
1462 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1464 else if (!preserve_mode) a_ptr->cur_num = 1;
1466 /* Prevent rewarding both artifact and "default" object */
1467 if (!d_info[dungeon_type].final_object) k_idx = 0;
1473 /* Get local object */
1476 /* Prepare to make a reward */
1477 object_prep(q_ptr, k_idx);
1479 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1481 /* Drop it in the dungeon */
1482 (void)drop_near(q_ptr, -1, y, x);
1485 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1487 msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1492 /* Determine how much we can drop */
1493 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1494 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1495 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1496 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1497 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1498 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1500 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1501 number = 0; /* Clones drop no stuff unless Cloning Pits */
1503 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1504 number = 0; /* Pets drop no stuff */
1505 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1507 if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1508 number = 0; /* Limit of Multiply monster drop */
1510 /* Hack -- handle creeping coins */
1511 coin_type = force_coin;
1513 /* Average dungeon and monster levels */
1514 object_level = (dun_level + r_ptr->level) / 2;
1516 /* Drop some objects */
1517 for (j = 0; j < number; j++)
1519 /* Get local object */
1522 /* Wipe the object */
1526 if (do_gold && (!do_item || (randint0(100) < 50)))
1528 /* Make some gold */
1529 if (!make_gold(q_ptr)) continue;
1538 /* Make an object */
1539 if (!make_object(q_ptr, mo_mode)) continue;
1545 /* Drop it in the dungeon */
1546 (void)drop_near(q_ptr, -1, y, x);
1549 /* Reset the object level */
1550 object_level = base_level;
1552 /* Reset "coin" type */
1556 /* Take note of any dropped treasure */
1557 if (visible && (dump_item || dump_gold))
1559 /* Take notes on treasure */
1560 lore_treasure(m_idx, dump_item, dump_gold);
1563 /* Only process "Quest Monsters" */
1564 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1565 if (p_ptr->inside_battle) return;
1568 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1571 p_ptr->total_winner = TRUE;
1573 /* Redraw the "title" */
1574 p_ptr->redraw |= (PR_TITLE);
1577 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1579 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
1582 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1585 msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1586 msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1588 msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1589 msg_print("'Thou art donst well, mortal!'");
1593 /* Congratulations */
1595 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1597 msg_print("*** CONGRATULATIONS ***");
1601 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1603 msg_print("You have won the game!");
1607 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1609 msg_print("You may retire (commit suicide) when you are ready.");
1615 * Modify the physical damage done to the monster.
1616 * (for example when it's invulnerable or shielded)
1618 * ToDo: Accept a damage-type to calculate the modified damage from
1619 * things like fire, frost, lightning, poison, ... attacks.
1621 * "type" is not yet used and should be 0.
1623 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1625 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1627 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1630 if ((dam == 0) && one_in_(3)) dam = 1;
1633 if (MON_INVULNER(m_ptr))
1637 if (!p_ptr->blind && is_seen(m_ptr))
1640 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1642 msg_print("The barrier is penetrated!");
1646 else if (!one_in_(PENETRATE_INVULNERABILITY))
1656 * Calculate experience point to be get
1658 * Even the 64 bit operation is not big enough to avoid overflaw
1659 * unless we carefully choose orders of multiplication and division.
1661 * Get the coefficient first, and multiply (potentially huge) base
1662 * experience point of a monster later.
1664 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1666 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1673 if (!m_ptr->r_idx) return;
1674 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1677 * - Ratio of monster's level to player's level effects
1678 * - Varying speed effects
1679 * - Get a fraction in proportion of damage point
1681 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1684 div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1686 /* Use (average maxhp * 2) as a denominator */
1687 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1688 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1690 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1692 /* Special penalty in the wilderness */
1693 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1694 s64b_mul(&div_h, &div_l, 0, 5);
1696 /* Do division first to prevent overflaw */
1697 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1699 /* Special penalty for mutiply-monster */
1700 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1702 int monnum_penarty = r_ptr->r_akills / 400;
1703 if (monnum_penarty > 8) monnum_penarty = 8;
1705 while (monnum_penarty--)
1708 s64b_RSHIFT(new_exp, new_exp_frac, 2);
1712 /* Special penalty for rest_and_shoot exp scum */
1713 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1715 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1716 if (over_damage > 32) over_damage = 32;
1718 while (over_damage--)
1721 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1722 s64b_div(&new_exp, &new_exp_frac, 0, 10);
1726 /* Finally multiply base experience point of the monster */
1727 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1729 /* Gain experience */
1730 gain_exp_64(new_exp, new_exp_frac);
1735 * Decreases monsters hit points, handling monster death.
1737 * We return TRUE if the monster has been killed (and deleted).
1739 * We announce monster death (using an optional "death message"
1740 * if given, and a otherwise a generic killed/destroyed message).
1742 * Only "physical attacks" can induce the "You have slain" message.
1743 * Missile and Spell attacks will induce the "dies" message, or
1744 * various "specialized" messages. Note that "You have destroyed"
1745 * and "is destroyed" are synonyms for "You have slain" and "dies".
1747 * Hack -- unseen monsters yield "You have killed it." message.
1749 * Added fear (DGK) and check whether to print fear messages -CWS
1751 * Made name, sex, and capitalization generic -BEN-
1753 * As always, the "ghost" processing is a total hack.
1755 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1757 * XXX XXX XXX Consider decreasing monster experience over time, say,
1758 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1759 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1760 * monster worth more than subsequent monsters. This would also need
1761 * to induce changes in the monster recall code.
1763 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1765 monster_type *m_ptr = &m_list[m_idx];
1766 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1768 monster_type exp_mon;
1770 /* Innocent until proven otherwise */
1771 bool innocent = TRUE, thief = FALSE;
1776 (void)COPY(&exp_mon, m_ptr, monster_type);
1778 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1780 get_exp_from_mon(expdam, &exp_mon);
1782 /* Genocided by chaos patron */
1783 if (!m_ptr->r_idx) m_idx = 0;
1785 /* Redraw (later) if needed */
1786 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1787 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1790 (void)set_monster_csleep(m_idx, 0);
1792 /* Hack - Cancel any special player stealth magics. -LM- */
1793 if (p_ptr->special_defense & NINJA_S_STEALTH)
1795 set_superstealth(FALSE);
1798 /* Genocided by chaos patron */
1799 if (!m_idx) return TRUE;
1801 /* Remember dealt_damage before this attack*/
1802 dealt_damage = m_ptr->dealt_damage;
1807 m_ptr->dealt_damage += dam;
1808 if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1811 msg_format( _("¹ç·×%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£","You do %d (out of %d) damage."),
1812 m_ptr->dealt_damage, m_ptr->maxhp);
1815 /* It is dead now */
1820 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1822 /* You might have unmasked Tanuki first time */
1823 r_ptr = &r_info[m_ptr->r_idx];
1824 m_ptr->ap_r_idx = m_ptr->r_idx;
1825 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1828 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1830 /* You might have unmasked Chameleon first time */
1831 r_ptr = real_r_ptr(m_ptr);
1832 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1835 if (!(m_ptr->smart & SM_CLONED))
1837 /* When the player kills a Unique, it stays dead */
1838 if (r_ptr->flags1 & RF1_UNIQUE)
1842 /* Mega-Hack -- Banor & Lupart */
1843 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1845 r_info[MON_BANORLUPART].max_num = 0;
1846 r_info[MON_BANORLUPART].r_pkills++;
1847 r_info[MON_BANORLUPART].r_akills++;
1848 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1850 else if (m_ptr->r_idx == MON_BANORLUPART)
1852 r_info[MON_BANOR].max_num = 0;
1853 r_info[MON_BANOR].r_pkills++;
1854 r_info[MON_BANOR].r_akills++;
1855 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1856 r_info[MON_LUPART].max_num = 0;
1857 r_info[MON_LUPART].r_pkills++;
1858 r_info[MON_LUPART].r_akills++;
1859 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1863 /* When the player kills a Nazgul, it stays dead */
1864 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1867 /* Count all monsters killed */
1868 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1870 /* Recall even invisible uniques or winners */
1871 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1873 /* Count kills this life */
1874 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1875 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1877 /* Count kills in all lives */
1878 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1879 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1881 /* Hack -- Auto-recall */
1882 monster_race_track(m_ptr->ap_r_idx);
1885 /* Extract monster name */
1886 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1888 /* Don't kill Amberites */
1889 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1891 int curses = 1 + randint1(3);
1892 bool stop_ty = FALSE;
1896 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1898 msg_format("%^s puts a terrible blood curse on you!", m_name);
1901 curse_equipment(100, 50);
1905 stop_ty = activate_ty_curse(stop_ty, &count);
1910 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1912 char line_got[1024];
1914 /* Dump a message */
1916 if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1918 if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1921 msg_format("%^s %s", m_name, line_got);
1924 if (m_ptr->r_idx == MON_SERPENT)
1926 /* Make screen dump */
1927 screen_dump = make_screen_dump();
1932 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1934 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1936 chg_virtue(V_VALOUR, -1);
1938 else if (r_ptr->level > dun_level)
1940 if (randint1(10) <= (r_ptr->level - dun_level))
1941 chg_virtue(V_VALOUR, 1);
1943 if (r_ptr->level > 60)
1945 chg_virtue(V_VALOUR, 1);
1947 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1948 chg_virtue(V_VALOUR, 2);
1951 if (r_ptr->flags1 & RF1_UNIQUE)
1953 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1955 if (r_ptr->flags3 & RF3_GOOD)
1957 chg_virtue(V_UNLIFE, 2);
1958 chg_virtue(V_VITALITY, -2);
1961 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1964 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1966 chg_virtue(V_COMPASSION, -1);
1969 if ((r_ptr->flags3 & RF3_GOOD) &&
1970 ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1971 chg_virtue(V_UNLIFE, 1);
1973 if (r_ptr->d_char == 'A')
1975 if (r_ptr->flags1 & RF1_UNIQUE)
1976 chg_virtue(V_FAITH, -2);
1977 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1979 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1980 else chg_virtue(V_FAITH, 1);
1983 else if (r_ptr->flags3 & RF3_DEMON)
1985 if (r_ptr->flags1 & RF1_UNIQUE)
1986 chg_virtue(V_FAITH, 2);
1987 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1988 chg_virtue(V_FAITH, 1);
1991 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1992 chg_virtue(V_VITALITY, 2);
1994 if (r_ptr->r_deaths)
1996 if (r_ptr->flags1 & RF1_UNIQUE)
1998 chg_virtue(V_HONOUR, 10);
2000 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
2002 chg_virtue(V_HONOUR, 1);
2005 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
2007 chg_virtue(V_VALOUR, -1);
2010 for (i = 0; i < 4; i++)
2012 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
2014 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
2015 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
2017 thief = TRUE; /* Thief! */
2020 /* The new law says it is illegal to live in the dungeon */
2021 if (r_ptr->level != 0) innocent = FALSE;
2025 if (r_ptr->flags1 & RF1_UNIQUE)
2026 chg_virtue(V_JUSTICE, 3);
2027 else if (1+((r_ptr->level) / 10 + (2 * dun_level))
2029 chg_virtue(V_JUSTICE, 1);
2033 chg_virtue (V_JUSTICE, -1);
2036 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)))
2038 if (one_in_(4)) chg_virtue(V_NATURE, -1);
2041 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
2045 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
2047 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
2049 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
2055 /* Death by Missile/Spell attack */
2058 msg_format("%^s%s", m_name, note);
2061 /* Death by physical attack -- invisible monster */
2062 else if (!m_ptr->ml)
2065 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2066 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
2068 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
2070 msg_format("You have killed %s.", m_name);
2075 /* Death by Physical attack -- non-living monster */
2076 else if (!monster_living(r_ptr))
2079 bool explode = FALSE;
2081 for (i = 0; i < 4; i++)
2083 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
2086 /* Special note at death */
2089 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
2091 msg_format("%^s explodes into tiny shreds.", m_name);
2096 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2097 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
2099 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
2101 msg_format("You have destroyed %s.", m_name);
2106 /* Death by Physical attack -- living monster */
2110 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2111 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2113 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2115 msg_format("You have slain %s.", m_name);
2119 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
2121 for (i = 0; i < MAX_KUBI; i++)
2123 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
2126 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
2128 msg_format("There is a price on %s's head.", m_name);
2135 /* Generate treasure */
2136 monster_death(m_idx, TRUE);
2138 /* Mega hack : replace IKETA to BIKETAL */
2139 if ((m_ptr->r_idx == MON_IKETA) &&
2140 !(p_ptr->inside_arena || p_ptr->inside_battle))
2142 int dummy_y = m_ptr->fy;
2143 int dummy_x = m_ptr->fx;
2146 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2148 /* Delete the monster */
2149 delete_monster_idx(m_idx);
2151 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2154 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2156 msg_print("Uwa-hahaha! *I* am Biketal!");
2162 /* Delete the monster */
2163 delete_monster_idx(m_idx);
2166 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
2171 /* Monster is dead */
2178 /* Mega-Hack -- Pain cancels fear */
2179 if (MON_MONFEAR(m_ptr) && (dam > 0))
2182 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
2189 /* Sometimes a monster gets scared by damage */
2190 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2192 /* Percentage of fully healthy */
2193 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2196 * Run (sometimes) if at 10% or less of max hit points,
2197 * or (usually) when hit for half its current hit points
2199 if ((randint1(10) >= percentage) ||
2200 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2202 /* Hack -- note fear */
2205 /* XXX XXX XXX Hack -- Add some timed fear */
2206 (void)set_monster_monfear(m_idx, (randint1(10) +
2207 (((dam >= m_ptr->hp) && (percentage > 7)) ?
2208 20 : ((11 - percentage) * 5))));
2215 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2219 /* Extract monster name */
2220 monster_desc(m_name, m_ptr, 0);
2222 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2223 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2226 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2228 msg_format("%^s has thrown you off!", m_name);
2240 * Get term size and calculate screen size
2242 void get_screen_size(int *wid_p, int *hgt_p)
2244 Term_get_size(wid_p, hgt_p);
2245 *hgt_p -= ROW_MAP + 2;
2246 *wid_p -= COL_MAP + 2;
2247 if (use_bigtile) *wid_p /= 2;
2252 * Calculates current boundaries
2253 * Called below and from "do_cmd_locate()".
2255 void panel_bounds_center(void)
2260 get_screen_size(&wid, &hgt);
2262 panel_row_max = panel_row_min + hgt - 1;
2263 panel_row_prt = panel_row_min - 1;
2264 panel_col_max = panel_col_min + wid - 1;
2265 panel_col_prt = panel_col_min - 13;
2270 * Map resizing whenever the main term changes size
2272 void resize_map(void)
2274 /* Only if the dungeon exists */
2275 if (!character_dungeon) return;
2277 /* Mega-Hack -- no panel yet */
2281 /* Reset the panels */
2282 panel_row_min = cur_hgt;
2283 panel_col_min = cur_wid;
2288 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2290 /* Forget lite/view */
2291 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2293 /* Update lite/view */
2294 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2296 /* Update monsters */
2297 p_ptr->update |= (PU_MONSTERS);
2299 /* Redraw everything */
2300 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2302 /* Hack -- update */
2310 * Place the cursor on the player
2312 if (can_save) move_cursor_relative(py, px);
2319 * Redraw a term when it is resized
2321 void redraw_window(void)
2323 /* Only if the dungeon exists */
2324 if (!character_dungeon) return;
2327 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2330 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2332 /* Hack -- update */
2341 * Handle a request to change the current panel
2343 * Return TRUE if the panel was changed.
2345 * Also used in do_cmd_locate
2347 bool change_panel(int dy, int dx)
2353 get_screen_size(&wid, &hgt);
2355 /* Apply the motion */
2356 y = panel_row_min + dy * hgt / 2;
2357 x = panel_col_min + dx * wid / 2;
2359 /* Verify the row */
2360 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2363 /* Verify the col */
2364 if (x > cur_wid - wid) x = cur_wid - wid;
2367 /* Handle "changes" */
2368 if ((y != panel_row_min) || (x != panel_col_min))
2370 /* Save the new panel info */
2374 /* Recalculate the boundaries */
2375 panel_bounds_center();
2378 p_ptr->update |= (PU_MONSTERS);
2381 p_ptr->redraw |= (PR_MAP);
2394 bool change_panel_xy(int y, int x)
2400 get_screen_size(&wid, &hgt);
2402 if (y < panel_row_min) dy = -1;
2403 if (y > panel_row_max) dy = 1;
2404 if (x < panel_col_min) dx = -1;
2405 if (x > panel_col_max) dx = 1;
2407 if (!dy && !dx) return (FALSE);
2409 return change_panel(dy, dx);
2414 * Given an row (y) and col (x), this routine detects when a move
2415 * off the screen has occurred and figures new borders. -RAK-
2417 * "Update" forces a "full update" to take place.
2419 * The map is reprinted if necessary, and "TRUE" is returned.
2421 void verify_panel(void)
2433 get_screen_size(&wid, &hgt);
2435 max_prow_min = cur_hgt - hgt;
2436 max_pcol_min = cur_wid - wid;
2438 /* Bounds checking */
2439 if (max_prow_min < 0) max_prow_min = 0;
2440 if (max_pcol_min < 0) max_pcol_min = 0;
2442 /* Center on player */
2443 if (center_player && (center_running || !running))
2445 /* Center vertically */
2446 prow_min = y - hgt / 2;
2447 if (prow_min < 0) prow_min = 0;
2448 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2450 /* Center horizontally */
2451 pcol_min = x - wid / 2;
2452 if (pcol_min < 0) pcol_min = 0;
2453 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2457 prow_min = panel_row_min;
2458 pcol_min = panel_col_min;
2460 /* Scroll screen when 2 grids from top/bottom edge */
2461 if (y > panel_row_max - 2)
2463 while (y > prow_min + hgt-1 - 2)
2465 prow_min += (hgt / 2);
2469 if (y < panel_row_min + 2)
2471 while (y < prow_min + 2)
2473 prow_min -= (hgt / 2);
2477 if (prow_min > max_prow_min) prow_min = max_prow_min;
2478 if (prow_min < 0) prow_min = 0;
2480 /* Scroll screen when 4 grids from left/right edge */
2481 if (x > panel_col_max - 4)
2483 while (x > pcol_min + wid-1 - 4)
2485 pcol_min += (wid / 2);
2489 if (x < panel_col_min + 4)
2491 while (x < pcol_min + 4)
2493 pcol_min -= (wid / 2);
2497 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2498 if (pcol_min < 0) pcol_min = 0;
2501 /* Check for "no change" */
2502 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2504 /* Save the new panel info */
2505 panel_row_min = prow_min;
2506 panel_col_min = pcol_min;
2508 /* Hack -- optional disturb on "panel change" */
2509 if (disturb_panel && !center_player) disturb(0, 0);
2511 /* Recalculate the boundaries */
2512 panel_bounds_center();
2515 p_ptr->update |= (PU_MONSTERS);
2518 p_ptr->redraw |= (PR_MAP);
2521 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2526 * Monster health description
2528 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2530 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2537 /* Determine if the monster is "living" */
2538 living = monster_living(ap_r_ptr);
2540 /* Calculate a health "percentage" */
2541 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2543 /* Healthy monsters */
2544 if (m_ptr->hp >= m_ptr->maxhp)
2548 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2550 desc = living ? "unhurt" : "undamaged";
2555 else if (perc >= 60)
2558 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2560 desc = living ? "somewhat wounded" : "somewhat damaged";
2565 else if (perc >= 25)
2568 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2570 desc = living ? "wounded" : "damaged";
2575 else if (perc >= 10)
2578 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2580 desc = living ? "badly wounded" : "badly damaged";
2588 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2590 desc = living ? "almost dead" : "almost destroyed";
2595 /* Need attitude information? */
2598 /* Full information is not needed */
2601 else if (is_pet(m_ptr))
2604 attitude = ", ¥Ú¥Ã¥È";
2609 else if (is_friendly(m_ptr))
2612 attitude = ", ͧ¹¥Åª";
2614 attitude = ", friendly";
2627 /* Clone monster? */
2628 if (m_ptr->smart & SM_CLONED)
2637 /* Display monster's level --- idea borrowed from ToME */
2638 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2641 return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2643 return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2649 return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
2651 return format("Level ???, %s%s%s", desc, attitude, clone);
2659 * Angband sorting algorithm -- quick sort in place
2661 * Note that the details of the data we are sorting is hidden,
2662 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2663 * function hooks to interact with the data, which is given as
2664 * two pointers, and which may have any user-defined form.
2666 void ang_sort_aux(vptr u, vptr v, int p, int q)
2684 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2687 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2689 /* Done partition */
2693 (*ang_sort_swap)(u, v, a, b);
2699 /* Recurse left side */
2700 ang_sort_aux(u, v, p, b);
2702 /* Recurse right side */
2703 ang_sort_aux(u, v, b+1, q);
2708 * Angband sorting algorithm -- quick sort in place
2710 * Note that the details of the data we are sorting is hidden,
2711 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2712 * function hooks to interact with the data, which is given as
2713 * two pointers, and which may have any user-defined form.
2715 void ang_sort(vptr u, vptr v, int n)
2717 /* Sort the array */
2718 ang_sort_aux(u, v, 0, n-1);
2723 /*** Targeting Code ***/
2727 * Determine is a monster makes a reasonable target
2729 * The concept of "targeting" was stolen from "Morgul" (?)
2731 * The player can target any location, or any "target-able" monster.
2733 * Currently, a monster is "target_able" if it is visible, and if
2734 * the player can hit it with a projection, and the player is not
2735 * hallucinating. This allows use of "use closest target" macros.
2737 * Future versions may restrict the ability to target "trappers"
2738 * and "mimics", but the semantics is a little bit weird.
2740 bool target_able(int m_idx)
2742 monster_type *m_ptr = &m_list[m_idx];
2744 /* Monster must be alive */
2745 if (!m_ptr->r_idx) return (FALSE);
2747 /* Hack -- no targeting hallucinations */
2748 if (p_ptr->image) return (FALSE);
2750 /* Monster must be visible */
2751 if (!m_ptr->ml) return (FALSE);
2753 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2755 /* Monster must be projectable */
2756 if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2758 /* XXX XXX XXX Hack -- Never target trappers */
2759 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2769 * Update (if necessary) and verify (if possible) the target.
2771 * We return TRUE if the target is "okay" and FALSE otherwise.
2773 bool target_okay(void)
2775 /* Accept stationary targets */
2776 if (target_who < 0) return (TRUE);
2778 /* Check moving targets */
2781 /* Accept reasonable targets */
2782 if (target_able(target_who))
2784 monster_type *m_ptr = &m_list[target_who];
2786 /* Acquire monster location */
2787 target_row = m_ptr->fy;
2788 target_col = m_ptr->fx;
2795 /* Assume no target */
2801 * Sorting hook -- comp function -- by "distance to player"
2803 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2804 * and sort the arrays by double-distance to the player.
2806 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2808 byte *x = (byte*)(u);
2809 byte *y = (byte*)(v);
2813 /* Absolute distance components */
2814 kx = x[a]; kx -= px; kx = ABS(kx);
2815 ky = y[a]; ky -= py; ky = ABS(ky);
2817 /* Approximate Double Distance to the first point */
2818 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2820 /* Absolute distance components */
2821 kx = x[b]; kx -= px; kx = ABS(kx);
2822 ky = y[b]; ky -= py; ky = ABS(ky);
2824 /* Approximate Double Distance to the first point */
2825 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2827 /* Compare the distances */
2833 * Sorting hook -- comp function -- by importance level of grids
2835 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2836 * and sort the arrays by level of monster
2838 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2840 byte *x = (byte*)(u);
2841 byte *y = (byte*)(v);
2842 cave_type *ca_ptr = &cave[y[a]][x[a]];
2843 cave_type *cb_ptr = &cave[y[b]][x[b]];
2844 monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2845 monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2846 monster_race *ap_ra_ptr, *ap_rb_ptr;
2848 /* The player grid */
2849 if (y[a] == py && x[a] == px) return TRUE;
2850 if (y[b] == py && x[b] == px) return FALSE;
2852 /* Extract monster race */
2853 if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2854 else ap_ra_ptr = NULL;
2855 if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2856 else ap_rb_ptr = NULL;
2858 if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2859 if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2861 /* Compare two monsters */
2862 if (ap_ra_ptr && ap_rb_ptr)
2864 /* Unique monsters first */
2865 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2866 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2868 /* Shadowers first (¤¢¤ä¤·¤¤±Æ) */
2869 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2870 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2872 /* Unknown monsters first */
2873 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2874 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2876 /* Higher level monsters first (if known) */
2877 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2879 if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2880 if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2883 /* Sort by index if all conditions are same */
2884 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2885 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2888 /* An object get higher priority */
2889 if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2890 if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2892 /* Priority from the terrain */
2893 if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2894 if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2896 /* If all conditions are same, compare distance */
2897 return ang_sort_comp_distance(u, v, a, b);
2902 * Sorting hook -- swap function -- by "distance to player"
2904 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2905 * and sort the arrays by distance to the player.
2907 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2909 byte *x = (byte*)(u);
2910 byte *y = (byte*)(v);
2928 * Hack -- help "select" a location (see below)
2930 static s16b target_pick(int y1, int x1, int dy, int dx)
2934 int x2, y2, x3, y3, x4, y4;
2936 int b_i = -1, b_v = 9999;
2939 /* Scan the locations */
2940 for (i = 0; i < temp_n; i++)
2946 /* Directed distance */
2950 /* Verify quadrant */
2951 if (dx && (x3 * dx <= 0)) continue;
2952 if (dy && (y3 * dy <= 0)) continue;
2954 /* Absolute distance */
2958 /* Verify quadrant */
2959 if (dy && !dx && (x4 > y4)) continue;
2960 if (dx && !dy && (y4 > x4)) continue;
2962 /* Approximate Double Distance */
2963 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2965 /* XXX XXX XXX Penalize location */
2968 if ((b_i >= 0) && (v >= b_v)) continue;
2980 * Hack -- determine if a given location is "interesting"
2982 static bool target_set_accept(int y, int x)
2986 s16b this_o_idx, next_o_idx = 0;
2989 if (!(in_bounds(y, x))) return (FALSE);
2991 /* Player grid is always interesting */
2992 if (player_bold(y, x)) return (TRUE);
2995 /* Handle hallucination */
2996 if (p_ptr->image) return (FALSE);
2999 /* Examine the grid */
3000 c_ptr = &cave[y][x];
3002 /* Visible monsters */
3005 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3007 /* Visible monsters */
3008 if (m_ptr->ml) return (TRUE);
3011 /* Scan all objects in the grid */
3012 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3016 /* Acquire object */
3017 o_ptr = &o_list[this_o_idx];
3019 /* Acquire next object */
3020 next_o_idx = o_ptr->next_o_idx;
3022 /* Memorized object */
3023 if (o_ptr->marked & OM_FOUND) return (TRUE);
3026 /* Interesting memorized features */
3027 if (c_ptr->info & (CAVE_MARK))
3029 /* Notice object features */
3030 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
3032 /* Feature code (applying "mimic" field) */
3033 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
3042 * Prepare the "temp" array for "target_set"
3044 * Return the number of target_able monsters in the set.
3046 static void target_set_prepare(int mode)
3049 int min_hgt, max_hgt, min_wid, max_wid;
3051 if (mode & TARGET_KILL)
3054 min_hgt = MAX((py - MAX_RANGE), 0);
3055 max_hgt = MIN((py + MAX_RANGE), cur_hgt - 1);
3056 min_wid = MAX((px - MAX_RANGE), 0);
3057 max_wid = MIN((px + MAX_RANGE), cur_wid - 1);
3059 else /* not targetting */
3062 min_hgt = panel_row_min;
3063 max_hgt = panel_row_max;
3064 min_wid = panel_col_min;
3065 max_wid = panel_col_max;
3068 /* Reset "temp" array */
3071 /* Scan the current panel */
3072 for (y = min_hgt; y <= max_hgt; y++)
3074 for (x = min_wid; x <= max_wid; x++)
3078 /* Require "interesting" contents */
3079 if (!target_set_accept(y, x)) continue;
3081 c_ptr = &cave[y][x];
3083 /* Require target_able monsters for "TARGET_KILL" */
3084 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
3086 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
3088 /* Save the location */
3095 /* Set the sort hooks */
3096 if (mode & (TARGET_KILL))
3098 /* Target the nearest monster for shooting */
3099 ang_sort_comp = ang_sort_comp_distance;
3100 ang_sort_swap = ang_sort_swap_distance;
3104 /* Look important grids first in Look command */
3105 ang_sort_comp = ang_sort_comp_importance;
3106 ang_sort_swap = ang_sort_swap_distance;
3109 /* Sort the positions */
3110 ang_sort(temp_x, temp_y, temp_n);
3112 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
3117 temp_y[0] = temp_y[1];
3120 temp_x[0] = temp_x[1];
3124 void target_set_prepare_look(){
3125 target_set_prepare(TARGET_LOOK);
3130 * Evaluate number of kill needed to gain level
3132 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
3134 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3136 s32b exp_mon, exp_adv;
3137 u32b exp_mon_frac, exp_adv_frac;
3139 if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3144 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3154 /* The monster's experience point (assuming average monster speed) */
3155 exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
3157 s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
3160 /* Total experience value for next level */
3161 exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
3163 s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
3165 /* Experience value need to get */
3166 s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
3169 /* You need to kill at least one monster to get any experience */
3170 s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3171 s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
3173 /* Extract number of monsters needed */
3174 s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3176 /* If 999 or more monsters needed, only display "999". */
3177 num = MIN(999, exp_adv_frac);
3179 /* Display the number */
3180 sprintf(buf,"%03ld", (long int)num);
3184 bool show_gold_on_floor = FALSE;
3187 * Examine a grid, return a keypress.
3189 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3190 * indicates that the "space" key should scan through the contents
3191 * of the grid, instead of simply returning immediately. This lets
3192 * the "look" command get complete information, without making the
3193 * "target" command annoying.
3195 * The "info" argument contains the "commands" which should be shown
3196 * inside the "[xxx]" text. This string must never be empty, or grids
3197 * containing monsters will be displayed with an extra comma.
3199 * Note that if a monster is in the grid, we update both the monster
3200 * recall info and the health bar info to track that monster.
3202 * Eventually, we may allow multiple objects per grid, or objects
3203 * and terrain features in the same grid. XXX XXX XXX
3205 * This function must handle blindness/hallucination.
3207 static int target_set_aux(int y, int x, int mode, cptr info)
3209 cave_type *c_ptr = &cave[y][x];
3210 s16b this_o_idx, next_o_idx = 0;
3211 cptr s1 = "", s2 = "", s3 = "", x_info = "";
3214 feature_type *f_ptr;
3216 char out_val[MAX_NLEN+80];
3218 #ifdef ALLOW_EASY_FLOOR
3219 int floor_list[23], floor_num = 0;
3221 /* Scan all objects in the grid */
3224 floor_num = scan_floor(floor_list, y, x, 0x02);
3236 #endif /* ALLOW_EASY_FLOOR */
3238 /* Hack -- under the player */
3239 if (player_bold(y, x))
3262 /* Hack -- hallucination */
3266 cptr name = "²¿¤«´ñ̯¤Êʪ";
3268 cptr name = "something strange";
3272 /* Display a message */
3274 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3276 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3280 move_cursor_relative(y, x);
3283 /* Stop on everything but "return" */
3284 if ((query != '\r') && (query != '\n')) return query;
3286 /* Repeat forever */
3291 /* Actual monsters */
3292 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3294 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3295 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3297 bool recall = FALSE;
3302 /* Get the monster name ("a kobold") */
3303 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3305 /* Hack -- track this monster race */
3306 monster_race_track(m_ptr->ap_r_idx);
3308 /* Hack -- health bar for this monster */
3309 health_track(c_ptr->m_idx);
3311 /* Hack -- handle stuff */
3325 /* Recall on screen */
3326 screen_roff(m_ptr->ap_r_idx, 0);
3328 /* Hack -- Complete the prompt (again) */
3330 Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info));
3332 Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info));
3341 /* Normal commands */
3342 if (query != 'r') break;
3347 /* Cleare recall text and repeat */
3353 /* Describe, and prompt for recall */
3354 evaluate_monster_exp(acount, m_ptr);
3357 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);
3359 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);
3365 move_cursor_relative(y, x);
3370 /* Normal commands */
3371 if (query != 'r') break;
3377 /* Always stop at "normal" keys */
3378 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3380 /* Sometimes stop at "space" key */
3381 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3383 /* Change the intro */
3391 /* Hack -- take account of gender */
3393 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3395 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3399 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3401 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3405 /* Use a preposition */
3414 /* Scan all objects being carried */
3415 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3417 char o_name[MAX_NLEN];
3421 /* Acquire object */
3422 o_ptr = &o_list[this_o_idx];
3424 /* Acquire next object */
3425 next_o_idx = o_ptr->next_o_idx;
3427 /* Obtain an object description */
3428 object_desc(o_name, o_ptr, 0);
3430 /* Describe the object */
3432 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3434 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3438 move_cursor_relative(y, x);
3441 /* Always stop at "normal" keys */
3442 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3444 /* Sometimes stop at "space" key */
3445 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3447 /* Change the intro */
3451 s2 = "also carrying ";
3455 /* Use a preposition */
3465 #ifdef ALLOW_EASY_FLOOR
3474 char o_name[MAX_NLEN];
3478 /* Acquire object */
3479 o_ptr = &o_list[floor_list[0]];
3481 /* Describe the object */
3482 object_desc(o_name, o_ptr, 0);
3486 sprintf(out_val, "%s%s%s%s[%s]",
3487 s1, o_name, s2, s3, info);
3489 sprintf(out_val, "%s%s%s%s [%s]",
3490 s1, s2, s3, o_name, info);
3494 move_cursor_relative(y, x);
3503 /* Provide one cushion before item listing */
3506 /* Display rough information about items */
3508 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3509 s1, floor_num, s2, s3, info);
3511 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3512 s1, s2, s3, floor_num, info);
3516 move_cursor_relative(y, x);
3521 /* No request for listing */
3522 if (query != 'x' && query != ' ') return query;
3526 /** Display list of items **/
3528 /* Continue scrolling list if requested */
3537 show_gold_on_floor = TRUE;
3538 (void)show_floor(0, y, x, &min_width);
3539 show_gold_on_floor = FALSE;
3543 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
3544 s1, floor_num, s2, s3, info);
3546 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3547 s1, s2, s3, floor_num, info);
3558 /* Exit unless 'Enter' */
3559 if (query != '\n' && query != '\r')
3564 /* Get the object being moved. */
3565 o_idx = c_ptr->o_idx;
3567 /* Only rotate a pile of two or more objects. */
3568 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3570 /* Remove the first object from the list. */
3571 excise_object_idx(o_idx);
3573 /* Find end of the list. */
3575 while (o_list[i].next_o_idx)
3576 i = o_list[i].next_o_idx;
3578 /* Add after the last object. */
3579 o_list[i].next_o_idx = o_idx;
3581 /* Loop and re-display the list */
3587 #endif /* ALLOW_EASY_FLOOR */
3590 /* Scan all objects in the grid */
3591 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3595 /* Acquire object */
3596 o_ptr = &o_list[this_o_idx];
3598 /* Acquire next object */
3599 next_o_idx = o_ptr->next_o_idx;
3602 if (o_ptr->marked & OM_FOUND)
3604 char o_name[MAX_NLEN];
3609 /* Obtain an object description */
3610 object_desc(o_name, o_ptr, 0);
3612 /* Describe the object */
3614 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3616 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3620 move_cursor_relative(y, x);
3623 /* Always stop at "normal" keys */
3624 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3626 /* Sometimes stop at "space" key */
3627 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3629 /* Change the intro */
3639 if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3641 if (o_ptr->number != 1) s1 = "They are ";
3657 /* Feature code (applying "mimic" field) */
3658 feat = get_feat_mimic(c_ptr);
3660 /* Require knowledge about grid, or ability to see grid */
3661 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3663 /* Forget feature */
3667 f_ptr = &f_info[feat];
3669 /* Terrain feature if needed */
3670 if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3674 /* Hack -- special handling for quest entrances */
3675 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3677 /* Set the quest number temporary */
3678 int old_quest = p_ptr->inside_quest;
3681 /* Clear the text */
3682 for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3683 quest_text_line = 0;
3685 p_ptr->inside_quest = c_ptr->special;
3687 /* Get the quest text */
3688 init_flags = INIT_NAME_ONLY;
3690 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3693 name = format("¥¯¥¨¥¹¥È¡Ö%s¡×(%d³¬ÁêÅö)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3695 name = format("the entrance to the quest '%s'(level %d)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3698 /* Reset the old quest number */
3699 p_ptr->inside_quest = old_quest;
3702 /* Hack -- special handling for building doors */
3703 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3705 name = building[f_ptr->subtype].name;
3707 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3710 name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3712 name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3715 else if (have_flag(f_ptr->flags, FF_TOWN))
3717 name = town[c_ptr->special].name;
3719 else if (p_ptr->wild_mode && (feat == feat_floor))
3729 name = f_name + f_ptr->name;
3735 ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3736 (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3737 have_flag(f_ptr->flags, FF_TOWN)))
3746 /* Hack -- special introduction for store & building doors -KMW- */
3747 if (have_flag(f_ptr->flags, FF_STORE) ||
3748 have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3749 (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3750 have_flag(f_ptr->flags, FF_ENTRANCE))
3759 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3760 have_flag(f_ptr->flags, FF_TOWN) ||
3761 have_flag(f_ptr->flags, FF_SHALLOW) ||
3762 have_flag(f_ptr->flags, FF_DEEP))
3768 /* Pick proper indefinite article */
3769 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3773 /* Display a message */
3777 if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3778 else sprintf(f_idx_str, "%d", c_ptr->feat);
3780 sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x, travel.cost[y][x]);
3782 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);
3787 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3789 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3793 move_cursor_relative(y, x);
3796 /* Always stop at "normal" keys */
3797 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3800 /* Stop on everything but "return" */
3801 if ((query != '\r') && (query != '\n')) return query;
3803 /* Repeat forever */
3809 * Handle "target" and "look".
3811 * Note that this code can be called from "get_aim_dir()".
3813 * All locations must be on the current panel. Consider the use of
3814 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3815 * some form of "scrolling" the map around the cursor. XXX XXX XXX
3816 * That is, consider the possibility of "auto-scrolling" the screen
3817 * while the cursor moves around. This may require changes in the
3818 * "update_mon()" code to allow "visibility" even if off panel, and
3819 * may require dynamic recalculation of the "temp" grid set.
3821 * Hack -- targeting/observing an "outer border grid" may induce
3822 * problems, so this is not currently allowed.
3824 * The player can use the direction keys to move among "interesting"
3825 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3826 * move through the "interesting" grids in a sequential manner, or
3827 * can enter "location" mode, and use the direction keys to move one
3828 * grid at a time in any direction. The "t" (set target) command will
3829 * only target a monster (as opposed to a location) if the monster is
3830 * target_able and the "interesting" mode is being used.
3832 * The current grid is described using the "look" method above, and
3833 * a new command may be entered at any time, but note that if the
3834 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3835 * where "space" has no obvious meaning) then "space" will scan
3836 * through the description of the current grid until done, instead
3837 * of immediately jumping to the next "interesting" grid. This
3838 * allows the "target" command to retain its old semantics.
3840 * The "*", "+", and "-" keys may always be used to jump immediately
3841 * to the next (or previous) interesting grid, in the proper mode.
3843 * The "return" key may always be used to scan through a complete
3844 * grid description (forever).
3846 * This command will cancel any old target, even if used from
3847 * inside the "look" command.
3849 bool target_set(int mode)
3868 get_screen_size(&wid, &hgt);
3874 /* Cancel tracking */
3875 /* health_track(0); */
3878 /* Prepare the "temp" array */
3879 target_set_prepare(mode);
3881 /* Start near the player */
3887 /* Interesting grids */
3894 change_panel_xy(y, x);
3896 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3899 c_ptr = &cave[y][x];
3902 if (target_able(c_ptr->m_idx))
3905 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3907 strcpy(info, "q,t,p,o,+,-,<dir>");
3912 /* Dis-allow target */
3916 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3918 strcpy(info, "q,p,o,+,-,<dir>");
3923 /* Describe and Prompt */
3925 query = target_set_aux(y, x, mode, info);
3929 /* Cancel tracking */
3930 /* health_track(0); */
3932 /* Assume no "direction" */
3937 if (query == '\r') query = 't';
3955 if (target_able(c_ptr->m_idx))
3957 health_track(c_ptr->m_idx);
3958 target_who = c_ptr->m_idx;
3977 if (!expand_list) done = TRUE;
3987 if (!expand_list) done = TRUE;
3994 /* Recenter the map around the player */
3998 p_ptr->update |= (PU_MONSTERS);
4001 p_ptr->redraw |= (PR_MAP);
4004 p_ptr->window |= (PW_OVERHEAD);
4009 /* Recalculate interesting grids */
4010 target_set_prepare(mode);
4029 /* Extract the action (if any) */
4030 d = get_keymap_dir(query);
4037 /* Hack -- move around */
4040 /* Modified to scroll to monster */
4041 int y2 = panel_row_min;
4042 int x2 = panel_col_min;
4044 /* Find a new monster */
4045 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
4047 /* Request to target past last interesting grid */
4048 while (flag && (i < 0))
4050 /* Note the change */
4051 if (change_panel(ddy[d], ddx[d]))
4056 /* Recalculate interesting grids */
4057 target_set_prepare(mode);
4059 /* Look at interesting grids */
4062 /* Find a new monster */
4063 i = target_pick(v, u, ddy[d], ddx[d]);
4069 /* Nothing interesting */
4075 /* Restore previous position */
4078 panel_bounds_center();
4081 p_ptr->update |= (PU_MONSTERS);
4084 p_ptr->redraw |= (PR_MAP);
4087 p_ptr->window |= (PW_OVERHEAD);
4092 /* Recalculate interesting grids */
4093 target_set_prepare(mode);
4095 /* Look at boring grids */
4102 /* Do not move horizontally if unnecessary */
4103 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4104 ((x > panel_col_min + wid / 2) && (dx < 0)))
4109 /* Do not move vertically if unnecessary */
4110 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4111 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4116 /* Apply the motion */
4117 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
4118 (x >= panel_col_min+wid) || (x < panel_col_min))
4120 if (change_panel(dy, dx)) target_set_prepare(mode);
4123 /* Slide into legality */
4124 if (x >= cur_wid-1) x = cur_wid - 2;
4125 else if (x <= 0) x = 1;
4127 /* Slide into legality */
4128 if (y >= cur_hgt-1) y = cur_hgt- 2;
4129 else if (y <= 0) y = 1;
4138 /* Arbitrary grids */
4141 bool move_fast = FALSE;
4143 if (!(mode & TARGET_LOOK)) prt_path(y, x);
4146 c_ptr = &cave[y][x];
4148 /* Default prompt */
4150 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
4152 strcpy(info, "q,t,p,m,+,-,<dir>");
4156 /* Describe and Prompt (enable "TARGET_LOOK") */
4157 while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
4159 /* Cancel tracking */
4160 /* health_track(0); */
4162 /* Assume no direction */
4167 if (query == '\r') query = 't';
4170 /* Analyze the keypress */
4194 /* Recenter the map around the player */
4198 p_ptr->update |= (PU_MONSTERS);
4201 p_ptr->redraw |= (PR_MAP);
4204 p_ptr->window |= (PW_OVERHEAD);
4209 /* Recalculate interesting grids */
4210 target_set_prepare(mode);
4232 /* Pick a nearby monster */
4233 for (i = 0; i < temp_n; i++)
4235 t = distance(y, x, temp_y[i], temp_x[i]);
4245 /* Nothing interesting */
4246 if (bd == 999) flag = FALSE;
4253 /* Extract the action (if any) */
4254 d = get_keymap_dir(query);
4256 /* XTRA HACK MOVEFAST */
4257 if (isupper(query)) move_fast = TRUE;
4264 /* Handle "direction" */
4270 /* XTRA HACK MOVEFAST */
4273 int mag = MIN(wid / 2, hgt / 2);
4283 /* Do not move horizontally if unnecessary */
4284 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4285 ((x > panel_col_min + wid / 2) && (dx < 0)))
4290 /* Do not move vertically if unnecessary */
4291 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4292 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4297 /* Apply the motion */
4298 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4299 (x >= panel_col_min + wid) || (x < panel_col_min))
4301 if (change_panel(dy, dx)) target_set_prepare(mode);
4304 /* Slide into legality */
4305 if (x >= cur_wid-1) x = cur_wid - 2;
4306 else if (x <= 0) x = 1;
4308 /* Slide into legality */
4309 if (y >= cur_hgt-1) y = cur_hgt- 2;
4310 else if (y <= 0) y = 1;
4318 /* Clear the top line */
4321 /* Recenter the map around the player */
4325 p_ptr->update |= (PU_MONSTERS);
4328 p_ptr->redraw |= (PR_MAP);
4331 p_ptr->window |= (PW_OVERHEAD);
4336 /* Failure to set target */
4337 if (!target_who) return (FALSE);
4345 * Get an "aiming direction" from the user.
4347 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4348 * "0" for "current target", and "-1" for "entry aborted".
4350 * Note that "Force Target", if set, will pre-empt user interaction,
4351 * if there is a usable target already set.
4353 * Note that confusion over-rides any (explicit?) user choice.
4355 bool get_aim_dir(int *dp)
4366 /* Global direction */
4369 /* Hack -- auto-target if requested */
4370 if (use_old_target && target_okay()) dir = 5;
4372 #ifdef ALLOW_REPEAT /* TNB */
4374 if (repeat_pull(dp))
4379 if (!(*dp == 5 && !target_okay()))
4381 /* return (TRUE); */
4386 #endif /* ALLOW_REPEAT -- TNB */
4388 /* Ask until satisfied */
4391 /* Choose a prompt */
4395 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4397 p = "Direction ('*' to choose a target, Escape to cancel)? ";
4404 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4406 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4411 /* Get a command (or Cancel) */
4412 if (!get_com(p, &command, TRUE)) break;
4416 if (command == '\r') command = 't';
4419 /* Convert various keys to "standard" keys */
4422 /* Use current target */
4433 /* Set new target */
4438 if (target_set(TARGET_KILL)) dir = 5;
4444 /* Extract the action (if any) */
4445 dir = get_keymap_dir(command);
4451 /* Verify requested targets */
4452 if ((dir == 5) && !target_okay()) dir = 0;
4461 project_length = 0; /* reset to default */
4465 /* Save the direction */
4468 /* Check for confusion */
4469 if (p_ptr->confused)
4472 /* Random direction */
4473 dir = ddd[randint0(8)];
4476 /* Notice confusion */
4477 if (command_dir != dir)
4481 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4483 msg_print("You are confused.");
4488 /* Save direction */
4491 #ifdef ALLOW_REPEAT /* TNB */
4493 /* repeat_push(dir); */
4494 repeat_push(command_dir);
4496 #endif /* ALLOW_REPEAT -- TNB */
4498 /* A "valid" direction was entered */
4505 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4506 * and place it into "command_dir", unless we already have one.
4508 * This function should be used for all "repeatable" commands, such as
4509 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4510 * as all commands which must reference a grid adjacent to the player,
4511 * and which may not reference the grid under the player. Note that,
4512 * for example, it is no longer possible to "disarm" or "open" chests
4513 * in the same grid as the player.
4515 * Direction "5" is illegal and will (cleanly) abort the command.
4517 * This function tracks and uses the "global direction", and uses
4518 * that as the "desired direction", to which "confusion" is applied.
4520 bool get_rep_dir(int *dp, bool under)
4528 /* Global direction */
4531 #ifdef ALLOW_REPEAT /* TNB */
4533 if (repeat_pull(dp))
4536 /* return (TRUE); */
4539 #endif /* ALLOW_REPEAT -- TNB */
4543 prompt = _("Êý¸þ ('.'¸µ, ESC¤ÇÃæÃÇ)? ", "Direction ('.' at feet, Escape to cancel)? ");
4547 prompt = _("Êý¸þ (ESC¤ÇÃæÃÇ)? ", "Direction (Escape to cancel)? ");
4550 /* Get a direction */
4555 /* Get a command (or Cancel) */
4556 if (!get_com(prompt, &ch, TRUE)) break;
4559 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4565 /* Look up the direction */
4566 dir = get_keymap_dir(ch);
4573 /* Prevent weirdness */
4574 if ((dir == 5) && (!under)) dir = 0;
4577 if (!dir) return (FALSE);
4579 /* Save desired direction */
4582 /* Apply "confusion" */
4583 if (p_ptr->confused)
4585 /* Standard confusion */
4586 if (randint0(100) < 75)
4588 /* Random direction */
4589 dir = ddd[randint0(8)];
4592 else if (p_ptr->riding)
4594 monster_type *m_ptr = &m_list[p_ptr->riding];
4595 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4597 if (MON_CONFUSED(m_ptr))
4599 /* Standard confusion */
4600 if (randint0(100) < 75)
4602 /* Random direction */
4603 dir = ddd[randint0(8)];
4606 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4608 /* Random direction */
4609 dir = ddd[randint0(8)];
4611 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4613 /* Random direction */
4614 dir = ddd[randint0(8)];
4618 /* Notice confusion */
4619 if (command_dir != dir)
4621 if (p_ptr->confused)
4625 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4627 msg_print("You are confused.");
4633 monster_type *m_ptr = &m_list[p_ptr->riding];
4635 monster_desc(m_name, m_ptr, 0);
4636 if (MON_CONFUSED(m_ptr))
4639 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4641 msg_format("%^s is confusing.", m_name);
4648 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4650 msg_format("You cannot control %s.", m_name);
4656 /* Save direction */
4659 #ifdef ALLOW_REPEAT /* TNB */
4661 /* repeat_push(dir); */
4662 repeat_push(command_dir);
4664 #endif /* ALLOW_REPEAT -- TNB */
4671 bool get_rep_dir2(int *dp)
4678 /* Global direction */
4681 #ifdef ALLOW_REPEAT /* TNB */
4683 if (repeat_pull(dp))
4686 /* return (TRUE); */
4689 #endif /* ALLOW_REPEAT -- TNB */
4691 /* Get a direction */
4696 /* Get a command (or Cancel) */
4698 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4700 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4704 /* Look up the direction */
4705 dir = get_keymap_dir(ch);
4711 /* Prevent weirdness */
4712 if (dir == 5) dir = 0;
4715 if (!dir) return (FALSE);
4717 /* Save desired direction */
4720 /* Apply "confusion" */
4721 if (p_ptr->confused)
4723 /* Standard confusion */
4724 if (randint0(100) < 75)
4726 /* Random direction */
4727 dir = ddd[randint0(8)];
4731 /* Notice confusion */
4732 if (command_dir != dir)
4736 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4738 msg_print("You are confused.");
4743 /* Save direction */
4746 #ifdef ALLOW_REPEAT /* TNB */
4748 /* repeat_push(dir); */
4749 repeat_push(command_dir);
4751 #endif /* ALLOW_REPEAT -- TNB */
4757 void gain_level_reward(int chosen_reward)
4761 char wrath_reason[32] = "";
4762 int nasty_chance = 6;
4763 int dummy = 0, dummy2 = 0;
4766 char o_name[MAX_NLEN];
4772 if (multi_rew) return;
4773 else multi_rew = TRUE;
4777 if (p_ptr->lev == 13) nasty_chance = 2;
4778 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4779 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4781 if (one_in_(nasty_chance))
4782 type = randint1(20); /* Allow the 'nasty' effects */
4784 type = randint1(15) + 5; /* Or disallow them */
4786 if (type < 1) type = 1;
4787 if (type > 20) type = 20;
4792 sprintf(wrath_reason, "%s¤ÎÅܤê",
4793 chaos_patrons[p_ptr->chaos_patron]);
4795 sprintf(wrath_reason, "the Wrath of %s",
4796 chaos_patrons[p_ptr->chaos_patron]);
4800 effect = chaos_rewards[p_ptr->chaos_patron][type];
4802 if (one_in_(6) && !chosen_reward)
4805 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4806 chaos_patrons[p_ptr->chaos_patron]);
4808 msg_format("%^s rewards you with a mutation!",
4809 chaos_patrons[p_ptr->chaos_patron]);
4812 (void)gain_random_mutation(0);
4814 reward = "ÊÑ°Û¤·¤¿¡£";
4816 reward = "mutation";
4821 switch (chosen_reward ? chosen_reward : effect)
4825 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4826 chaos_patrons[p_ptr->chaos_patron]);
4828 msg_format("The voice of %s booms out:",
4829 chaos_patrons[p_ptr->chaos_patron]);
4833 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4835 msg_print("'Thou needst a new form, mortal!'");
4840 reward = "ÊÑ°Û¤·¤¿¡£";
4842 reward = "polymorphing";
4847 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4848 chaos_patrons[p_ptr->chaos_patron]);
4850 msg_format("The voice of %s booms out:",
4851 chaos_patrons[p_ptr->chaos_patron]);
4855 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4857 msg_print("'Well done, mortal! Lead on!'");
4860 if (p_ptr->prace == RACE_ANDROID)
4863 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4865 msg_print("But, nothing happen.");
4868 else if (p_ptr->exp < PY_MAX_EXP)
4870 s32b ee = (p_ptr->exp / 2) + 10;
4871 if (ee > 100000L) ee = 100000L;
4873 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4875 msg_print("You feel more experienced.");
4880 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4882 reward = "experience";
4888 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4889 chaos_patrons[p_ptr->chaos_patron]);
4891 msg_format("The voice of %s booms out:",
4892 chaos_patrons[p_ptr->chaos_patron]);
4896 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4898 msg_print("'Thou didst not deserve that, slave.'");
4901 if (p_ptr->prace == RACE_ANDROID)
4904 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4906 msg_print("But, nothing happen.");
4911 lose_exp(p_ptr->exp / 6);
4913 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4915 reward = "losing experience";
4921 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4922 chaos_patrons[p_ptr->chaos_patron]);
4924 msg_format("The voice of %s whispers:",
4925 chaos_patrons[p_ptr->chaos_patron]);
4929 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4931 msg_print("'Use my gift wisely.'");
4934 acquirement(py, px, 1, FALSE, FALSE);
4936 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4938 reward = "a good item";
4943 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4944 chaos_patrons[p_ptr->chaos_patron]);
4946 msg_format("The voice of %s booms out:",
4947 chaos_patrons[p_ptr->chaos_patron]);
4951 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4953 msg_print("'Use my gift wisely.'");
4956 acquirement(py, px, 1, TRUE, FALSE);
4958 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4960 reward = "an excellent item";
4965 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4966 chaos_patrons[p_ptr->chaos_patron]);
4968 msg_format("The voice of %s booms out:",
4969 chaos_patrons[p_ptr->chaos_patron]);
4973 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤·õ¤ËÃͤ»¤ê¡£¡×");
4975 msg_print("'Thy deed hath earned thee a worthy blade.'");
4978 /* Get local object */
4981 switch (randint1(p_ptr->lev))
4987 dummy2 = SV_MAIN_GAUCHE;
4996 dummy2 = SV_SMALL_SWORD;
4999 dummy2 = SV_BASILLARD;
5001 case 11: case 12: case 13:
5002 dummy2 = SV_SHORT_SWORD;
5008 dummy2 = SV_CUTLASS;
5011 dummy2 = SV_WAKIZASHI;
5014 dummy2 = SV_KHOPESH;
5020 dummy2 = SV_BROAD_SWORD;
5023 dummy2 = SV_LONG_SWORD;
5026 dummy2 = SV_SCIMITAR;
5029 dummy2 = SV_NINJATO;
5035 dummy2 = SV_BASTARD_SWORD;
5038 dummy2 = SV_GREAT_SCIMITAR;
5041 dummy2 = SV_CLAYMORE;
5044 dummy2 = SV_ESPADON;
5047 dummy2 = SV_TWO_HANDED_SWORD;
5050 dummy2 = SV_FLAMBERGE;
5053 dummy2 = SV_NO_DACHI;
5056 dummy2 = SV_EXECUTIONERS_SWORD;
5059 dummy2 = SV_ZWEIHANDER;
5062 dummy2 = SV_HAYABUSA;
5065 dummy2 = SV_BLADE_OF_CHAOS;
5068 object_prep(q_ptr, lookup_kind(dummy, dummy2));
5069 q_ptr->to_h = 3 + randint1(dun_level) % 10;
5070 q_ptr->to_d = 3 + randint1(dun_level) % 10;
5071 one_resistance(q_ptr);
5072 q_ptr->name2 = EGO_CHAOTIC;
5074 /* Drop it in the dungeon */
5075 (void)drop_near(q_ptr, -1, py, px);
5077 reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5079 reward = "chaos weapon";
5084 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5085 chaos_patrons[p_ptr->chaos_patron]);
5087 msg_format("The voice of %s booms out:",
5088 chaos_patrons[p_ptr->chaos_patron]);
5092 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤Ê󤤤ËÃͤ»¤ê¡£¡×");
5094 msg_print("'Thy deed hath earned thee a worthy reward.'");
5097 acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
5099 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5101 reward = "good items";
5106 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5107 chaos_patrons[p_ptr->chaos_patron]);
5109 msg_format("The voice of %s booms out:",
5110 chaos_patrons[p_ptr->chaos_patron]);
5114 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
5116 msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
5119 acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
5121 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5123 reward = "excellent items";
5128 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5129 chaos_patrons[p_ptr->chaos_patron]);
5131 msg_format("The voice of %s thunders:",
5132 chaos_patrons[p_ptr->chaos_patron]);
5136 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
5138 msg_print("'Thou art growing arrogant, mortal.'");
5141 (void)activate_ty_curse(FALSE, &count);
5143 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5150 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5151 chaos_patrons[p_ptr->chaos_patron]);
5153 msg_format("The voice of %s booms out:",
5154 chaos_patrons[p_ptr->chaos_patron]);
5158 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
5160 msg_print("'My pets, destroy the arrogant mortal!'");
5163 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
5165 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
5168 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5170 reward = "summoning hostile monsters";
5175 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5176 chaos_patrons[p_ptr->chaos_patron]);
5178 msg_format("The voice of %s booms out:",
5179 chaos_patrons[p_ptr->chaos_patron]);
5183 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤Å¨¤òɬÍפȤ»¤ê¡ª¡×");
5185 msg_print("'Thou needst worthier opponents!'");
5188 activate_hi_summon(py, px, FALSE);
5190 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5192 reward = "summoning many hostile monsters";
5197 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5198 chaos_patrons[p_ptr->chaos_patron]);
5200 msg_format("The voice of %s booms out:",
5201 chaos_patrons[p_ptr->chaos_patron]);
5205 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5207 msg_print("'Death and destruction! This pleaseth me!'");
5212 reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5214 reward = "calling chaos";
5219 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5220 chaos_patrons[p_ptr->chaos_patron]);
5222 msg_format("The voice of %s rings out:",
5223 chaos_patrons[p_ptr->chaos_patron]);
5227 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5229 msg_print("'Stay, mortal, and let me mold thee.'");
5232 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5233 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5235 do_inc_stat(randint0(6));
5237 reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5239 reward = "increasing a stat";
5244 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5245 chaos_patrons[p_ptr->chaos_patron]);
5247 msg_format("The voice of %s booms out:",
5248 chaos_patrons[p_ptr->chaos_patron]);
5252 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5254 msg_print("'I grow tired of thee, mortal.'");
5257 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5258 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5260 (void)do_dec_stat(randint0(6));
5262 reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5264 reward = "decreasing a stat";
5269 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5270 chaos_patrons[p_ptr->chaos_patron]);
5272 msg_format("The voice of %s thunders:",
5273 chaos_patrons[p_ptr->chaos_patron]);
5277 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5278 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5280 msg_print("'Thou needst a lesson in humility, mortal!'");
5281 msg_print("You feel less powerful!");
5284 for (dummy = 0; dummy < 6; dummy++)
5286 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5289 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5291 reward = "decreasing all stats";
5296 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5298 msg_format("You feel the power of %s touch you.",
5301 chaos_patrons[p_ptr->chaos_patron]);
5304 reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5306 reward = "polymorphing wounds";
5311 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5312 chaos_patrons[p_ptr->chaos_patron]);
5314 msg_format("The voice of %s booms out:",
5315 chaos_patrons[p_ptr->chaos_patron]);
5319 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5321 msg_print("'Receive this modest gift from me!'");
5324 for (dummy = 0; dummy < 6; dummy++)
5326 (void)do_inc_stat(dummy);
5329 reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5331 reward = "increasing all stats";
5336 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5337 chaos_patrons[p_ptr->chaos_patron]);
5339 msg_format("The voice of %s booms out:",
5340 chaos_patrons[p_ptr->chaos_patron]);
5344 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5346 msg_print("'Suffer, pathetic fool!'");
5349 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5350 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5352 reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5354 reward = "generating disintegration ball";
5359 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5360 chaos_patrons[p_ptr->chaos_patron]);
5362 msg_format("The voice of %s booms out:",
5363 chaos_patrons[p_ptr->chaos_patron]);
5367 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5369 msg_print("'Rise, my servant!'");
5373 (void)set_poisoned(0);
5375 (void)set_confused(0);
5380 for (dummy = 0; dummy < 6; dummy++)
5382 (void)do_res_stat(dummy);
5385 reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5391 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5393 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5394 chaos_patrons[p_ptr->chaos_patron]);
5396 msg_format("The voice of %s booms out:",
5397 chaos_patrons[p_ptr->chaos_patron]);
5401 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5403 msg_print("'Thou reliest too much on thy weapon.'");
5407 if (buki_motteruka(INVEN_LARM))
5410 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5412 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5413 (void)curse_weapon(FALSE, dummy);
5415 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5417 reward = format("destroying %s", o_name);
5421 if (!inventory[INVEN_BODY].k_idx) break;
5423 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5424 chaos_patrons[p_ptr->chaos_patron]);
5426 msg_format("The voice of %s booms out:",
5427 chaos_patrons[p_ptr->chaos_patron]);
5431 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5433 msg_print("'Thou reliest too much on thine equipment.'");
5436 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5437 (void)curse_armor();
5439 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5441 reward = format("destroying %s", o_name);
5446 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5447 chaos_patrons[p_ptr->chaos_patron]);
5449 msg_format("The voice of %s whispers:",
5450 chaos_patrons[p_ptr->chaos_patron]);
5454 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5456 msg_print("'Now thou shalt pay for annoying me.'");
5459 switch (randint1(4))
5462 (void)activate_ty_curse(FALSE, &count);
5464 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5470 activate_hi_summon(py, px, FALSE);
5472 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5474 reward = "summoning hostile monsters";
5480 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5482 if (buki_motteruka(INVEN_LARM))
5485 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5487 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5488 (void)curse_weapon(FALSE, dummy);
5490 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5492 reward = format("destroying %s", o_name);
5497 if (!inventory[INVEN_BODY].k_idx) break;
5498 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5499 (void)curse_armor();
5501 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5503 reward = format("destroying %s", o_name);
5508 for (dummy = 0; dummy < 6; dummy++)
5510 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5513 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5515 reward = "decreasing all stats";
5522 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5524 msg_format("The voice of %s thunders:",
5527 chaos_patrons[p_ptr->chaos_patron]);
5529 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5531 msg_print("'Die, mortal!'");
5534 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5535 for (dummy = 0; dummy < 6; dummy++)
5537 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5539 activate_hi_summon(py, px, FALSE);
5540 (void)activate_ty_curse(FALSE, &count);
5545 if (buki_motteruka(INVEN_RARM))
5548 if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
5550 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
5552 if (dummy) (void)curse_weapon(FALSE, dummy);
5554 if (one_in_(2)) (void)curse_armor();
5558 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5559 chaos_patrons[p_ptr->chaos_patron]);
5561 msg_format("The voice of %s booms out:",
5562 chaos_patrons[p_ptr->chaos_patron]);
5566 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5568 msg_print("'Death and destruction! This pleaseth me!'");
5571 (void)destroy_area(py, px, 25, FALSE);
5573 reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5575 reward = "*destruct*ing dungeon";
5580 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5581 chaos_patrons[p_ptr->chaos_patron]);
5583 msg_format("The voice of %s booms out:",
5584 chaos_patrons[p_ptr->chaos_patron]);
5588 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5590 msg_print("'Let me relieve thee of thine oppressors!'");
5593 (void)symbol_genocide(0, FALSE);
5595 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5597 reward = "genociding monsters";
5602 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5603 chaos_patrons[p_ptr->chaos_patron]);
5605 msg_format("The voice of %s booms out:",
5606 chaos_patrons[p_ptr->chaos_patron]);
5610 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5612 msg_print("'Let me relieve thee of thine oppressors!'");
5615 (void)mass_genocide(0, FALSE);
5617 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5619 reward = "genociding nearby monsters";
5624 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5625 chaos_patrons[p_ptr->chaos_patron]);
5627 msg_format("You can feel the power of %s assault your enemies!",
5628 chaos_patrons[p_ptr->chaos_patron]);
5631 (void)dispel_monsters(p_ptr->lev * 4);
5635 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5636 chaos_patrons[p_ptr->chaos_patron]);
5638 msg_format("%s ignores you.",
5639 chaos_patrons[p_ptr->chaos_patron]);
5645 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5647 msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5650 if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5652 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5654 msg_print("Nobody ever turns up...");
5658 reward = "°Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5660 reward = "a demonic servant";
5666 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5668 msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5671 if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5673 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5675 msg_print("Nobody ever turns up...");
5679 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5681 reward = "a servant";
5687 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5689 msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5692 if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5694 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5696 msg_print("Nobody ever turns up...");
5700 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5702 reward = "an undead servant";
5708 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5710 msg_format("The voice of %s stammers:",
5713 chaos_patrons[p_ptr->chaos_patron]);
5715 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5717 msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5725 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5727 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5734 * XAngband: determine if a given location is "interesting"
5735 * based on target_set_accept function.
5737 static bool tgt_pt_accept(int y, int x)
5742 if (!(in_bounds(y, x))) return (FALSE);
5744 /* Player grid is always interesting */
5745 if ((y == py) && (x == px)) return (TRUE);
5747 /* Handle hallucination */
5748 if (p_ptr->image) return (FALSE);
5750 /* Examine the grid */
5751 c_ptr = &cave[y][x];
5753 /* Interesting memorized features */
5754 if (c_ptr->info & (CAVE_MARK))
5757 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5758 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5760 /* Notice quest features */
5761 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5762 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5771 * XAngband: Prepare the "temp" array for "tget_pt"
5772 * based on target_set_prepare funciton.
5774 static void tgt_pt_prepare(void)
5778 /* Reset "temp" array */
5781 if (!expand_list) return;
5783 /* Scan the current panel */
5784 for (y = 1; y < cur_hgt; y++)
5786 for (x = 1; x < cur_wid; x++)
5788 /* Require "interesting" contents */
5789 if (!tgt_pt_accept(y, x)) continue;
5791 /* Save the location */
5798 /* Target the nearest monster for shooting */
5799 ang_sort_comp = ang_sort_comp_distance;
5800 ang_sort_swap = ang_sort_swap_distance;
5802 /* Sort the positions */
5803 ang_sort(temp_x, temp_y, temp_n);
5807 * old -- from PsiAngband.
5809 bool tgt_pt(int *x_ptr, int *y_ptr)
5813 bool success = FALSE;
5818 get_screen_size(&wid, &hgt);
5830 msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5832 msg_print("Select a point and press space.");
5834 msg_flag = FALSE; /* prevents "-more-" message. */
5836 while ((ch != ESCAPE) && !success)
5838 bool move_fast = FALSE;
5840 move_cursor_relative(y, x);
5852 if (player_bold(y, x)) ch = 0;
5855 else success = TRUE;
5859 /* XAngband: Move cursor to stairs */
5862 if (expand_list && temp_n)
5865 int cx = (panel_col_min + panel_col_max) / 2;
5866 int cy = (panel_row_min + panel_row_max) / 2;
5870 /* Skip stairs which have defferent distance */
5871 for (; n < temp_n; ++ n)
5873 cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5875 if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5876 cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5883 if (n == temp_n) /* Loop out taget list */
5888 verify_panel(); /* Move cursor to player */
5891 p_ptr->update |= (PU_MONSTERS);
5894 p_ptr->redraw |= (PR_MAP);
5897 p_ptr->window |= (PW_OVERHEAD);
5902 else /* move cursor to next stair and change panel */
5907 dy = 2 * (y - cy) / hgt;
5908 dx = 2 * (x - cx) / wid;
5909 if (dy || dx) change_panel(dy, dx);
5915 /* Look up the direction */
5916 d = get_keymap_dir(ch);
5918 /* XTRA HACK MOVEFAST */
5919 if (isupper(ch)) move_fast = TRUE;
5921 /* Handle "direction" */
5927 /* XTRA HACK MOVEFAST */
5930 int mag = MIN(wid / 2, hgt / 2);
5940 /* Do not move horizontally if unnecessary */
5941 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5942 ((x > panel_col_min + wid / 2) && (dx < 0)))
5947 /* Do not move vertically if unnecessary */
5948 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5949 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5954 /* Apply the motion */
5955 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5956 (x >= panel_col_min + wid) || (x < panel_col_min))
5958 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5959 change_panel(dy, dx);
5962 /* Slide into legality */
5963 if (x >= cur_wid-1) x = cur_wid - 2;
5964 else if (x <= 0) x = 1;
5966 /* Slide into legality */
5967 if (y >= cur_hgt-1) y = cur_hgt- 2;
5968 else if (y <= 0) y = 1;
5975 /* Clear the top line */
5978 /* Recenter the map around the player */
5982 p_ptr->update |= (PU_MONSTERS);
5985 p_ptr->redraw |= (PR_MAP);
5988 p_ptr->window |= (PW_OVERHEAD);
5999 bool get_hack_dir(int *dp)
6009 /* Global direction */
6012 /* (No auto-targeting) */
6014 /* Ask until satisfied */
6017 /* Choose a prompt */
6021 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
6023 p = "Direction ('*' to choose a target, Escape to cancel)? ";
6030 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
6032 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
6037 /* Get a command (or Cancel) */
6038 if (!get_com(p, &command, TRUE)) break;
6042 if (command == '\r') command = 't';
6045 /* Convert various keys to "standard" keys */
6048 /* Use current target */
6059 /* Set new target */
6064 if (target_set(TARGET_KILL)) dir = 5;
6070 /* Look up the direction */
6071 dir = get_keymap_dir(command);
6077 /* Verify requested targets */
6078 if ((dir == 5) && !target_okay()) dir = 0;
6085 if (!dir) return (FALSE);
6087 /* Save the direction */
6090 /* Check for confusion */
6091 if (p_ptr->confused)
6094 /* Random direction */
6095 dir = ddd[randint0(8)];
6098 /* Notice confusion */
6099 if (command_dir != dir)
6103 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
6105 msg_print("You are confused.");
6110 /* Save direction */
6113 /* A "valid" direction was entered */
6119 * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
6122 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
6124 s16b gain_energy(void)
6127 s32b energy_result = 10;
6130 tmp = randint0(Go_no_JuuJou);
6132 for (i = 0; i < 9; i ++){
6133 energy_result += tmp % 5;
6137 return (s16b)(energy_result + tmp);
6144 s16b bow_energy(int sval)
6148 /* Analyze the launcher */
6151 /* Sling and ammo */
6158 /* Short Bow and Arrow */
6165 /* Long Bow and Arrow */
6172 /* Bow of irresponsiblity and Arrow */
6179 /* Light Crossbow and Bolt */
6186 /* Heavy Crossbow and Bolt */
6201 int bow_tmul(int sval)
6205 /* Analyze the launcher */
6208 /* Sling and ammo */
6215 /* Short Bow and Arrow */
6222 /* Long Bow and Arrow */
6229 /* Bow of irresponsiblity and Arrow */
6236 /* Light Crossbow and Bolt */
6243 /* Heavy Crossbow and Bolt */
6255 * Return alignment title
6257 cptr your_alignment(void)
6260 if (p_ptr->align > 150) return "ÂçÁ±";
6261 else if (p_ptr->align > 50) return "ÃæÁ±";
6262 else if (p_ptr->align > 10) return "¾®Á±";
6263 else if (p_ptr->align > -11) return "ÃæΩ";
6264 else if (p_ptr->align > -51) return "¾®°";
6265 else if (p_ptr->align > -151) return "Ãæ°";
6268 if (p_ptr->align > 150) return "Lawful";
6269 else if (p_ptr->align > 50) return "Good";
6270 else if (p_ptr->align > 10) return "Neutral Good";
6271 else if (p_ptr->align > -11) return "Neutral";
6272 else if (p_ptr->align > -51) return "Neutral Evil";
6273 else if (p_ptr->align > -151) return "Evil";
6274 else return "Chaotic";
6280 * Return proficiency level of weapons and misc. skills (except riding)
6282 int weapon_exp_level(int weapon_exp)
6284 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6285 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6286 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6287 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
6288 else return EXP_LEVEL_MASTER;
6293 * Return proficiency level of riding
6295 int riding_exp_level(int riding_exp)
6297 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6298 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6299 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6300 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
6301 else return EXP_LEVEL_MASTER;
6306 * Return proficiency level of spells
6308 int spell_exp_level(int spell_exp)
6310 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6311 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6312 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6313 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
6314 else return EXP_LEVEL_MASTER;
6319 * Display a rumor and apply its effects
6322 int rumor_num(char *zz, int max_idx)
6324 if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
6328 cptr rumor_bind_name(char *base, cptr fullname)
6332 s = strstr(base, "{Name}");
6336 v = format("%s%s%s", base, fullname, (s + 6));
6346 void display_rumor(bool ex)
6354 if (randint0(3) == 0) section = 1;
6358 err = get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10);
6359 if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
6361 err = get_rnd_line("rumors.txt", section, Rumor);
6362 if (err) strcpy(Rumor, "Some rumors are wrong.");
6367 if (strncmp(Rumor, "R:", 2) == 0)
6370 cptr rumor_msg = NULL;
6371 cptr rumor_eff_format = NULL;
6372 char fullname[1024] = "";
6374 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
6376 if (strcmp(zz[0], "ARTIFACT") == 0)
6380 object_type *q_ptr = &forge;
6381 artifact_type *a_ptr;
6385 a_idx = rumor_num(zz[1], max_a_idx);
6387 a_ptr = &a_info[a_idx];
6388 if (a_ptr->name) break;
6391 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
6392 object_prep(q_ptr, k_idx);
6393 q_ptr->name1 = a_idx;
6394 q_ptr->ident = IDENT_STORE;
6395 object_desc(fullname, q_ptr, OD_NAME_ONLY);
6397 else if (strcmp(zz[0], "MONSTER") == 0)
6400 monster_race *r_ptr;
6404 r_idx = rumor_num(zz[1], max_r_idx);
6405 r_ptr = &r_info[r_idx];
6406 if (r_ptr->name) break;
6409 strcpy(fullname, r_name + r_ptr->name);
6411 /* Remember this monster */
6412 if (!r_ptr->r_sights)
6417 else if (strcmp(zz[0], "DUNGEON") == 0)
6420 dungeon_info_type *d_ptr;
6424 d_idx = rumor_num(zz[1], max_d_idx);
6425 d_ptr = &d_info[d_idx];
6426 if (d_ptr->name) break;
6429 strcpy(fullname, d_name + d_ptr->name);
6431 if (!max_dlv[d_idx])
6433 max_dlv[d_idx] = d_ptr->mindepth;
6434 rumor_eff_format = _("%s¤Ëµ¢´Ô¤Ç¤¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£", "You can recall to %s.");
6437 else if (strcmp(zz[0], "TOWN") == 0)
6444 t_idx = rumor_num(zz[1], NO_TOWN);
6445 if (town[t_idx].name) break;
6448 strcpy(fullname, town[t_idx].name);
6450 visit = (1L << (t_idx - 1));
6451 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
6453 p_ptr->visit |= visit;
6454 rumor_eff_format = _("%s¤Ë¹Ô¤Ã¤¿¤³¤È¤¬¤¢¤ëµ¤¤¬¤¹¤ë¡£", "You feel you have been to %s.");
6458 rumor_msg = rumor_bind_name(zz[2], fullname);
6459 msg_print(rumor_msg);
6460 if (rumor_eff_format)
6463 msg_format(rumor_eff_format, fullname);
6469 if (err) msg_print("¤³¤Î¾ðÊó¤Ï´Ö°ã¤Ã¤Æ¤¤¤ë¡£");
6471 if (err) msg_print("This information is wrong.");
6476 msg_format("%s", Rumor);