3 /* Purpose: effects of various "objects" */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
15 #define REWARD_CHANCE 10
19 * Advance experience levels and print experience
21 void check_experience(void)
24 bool level_reward = FALSE;
25 bool level_mutation = FALSE;
26 bool level_inc_stat = FALSE;
27 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
30 /* Note current level */
33 /* Hack -- lower limit */
34 if (p_ptr->exp < 0) p_ptr->exp = 0;
36 /* Hack -- lower limit */
37 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
39 /* Hack -- upper limit */
40 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
42 /* Hack -- upper limit */
43 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
45 /* Hack -- maintain "max" experience */
46 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
48 /* Redraw experience */
49 p_ptr->redraw |= (PR_EXP);
55 /* Lose levels while possible */
56 while ((p_ptr->lev > 1) &&
57 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
62 /* Update some stuff */
63 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
65 /* Redraw some stuff */
66 p_ptr->redraw |= (PR_LEV | PR_TITLE);
69 p_ptr->window |= (PW_PLAYER);
76 /* Gain levels while possible */
77 while ((p_ptr->lev < PY_MAX_LEVEL) &&
78 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
83 /* Save the highest level */
84 if (p_ptr->lev > p_ptr->max_plv)
86 p_ptr->max_plv = p_ptr->lev;
88 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
89 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
93 if (p_ptr->prace == RACE_BEASTMAN)
95 if (one_in_(5)) level_mutation = TRUE;
97 level_inc_stat = TRUE;
99 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
107 msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
109 msg_format("Welcome to level %d.", p_ptr->lev);
112 /* Update some stuff */
113 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
115 /* Redraw some stuff */
116 p_ptr->redraw |= (PR_LEV | PR_TITLE);
119 p_ptr->window |= (PW_PLAYER | PW_SPELL);
121 /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
131 if(!(p_ptr->max_plv % 10))
141 cnv_stat(p_ptr->stat_max[0], tmp);
142 prt(format(" a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14);
143 cnv_stat(p_ptr->stat_max[1], tmp);
144 prt(format(" b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14);
145 cnv_stat(p_ptr->stat_max[2], tmp);
146 prt(format(" c) ¸¤µ (¸½ºßÃÍ %s)", tmp), 4, 14);
147 cnv_stat(p_ptr->stat_max[3], tmp);
148 prt(format(" d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14);
149 cnv_stat(p_ptr->stat_max[4], tmp);
150 prt(format(" e) ÂÑµ× (¸½ºßÃÍ %s)", tmp), 6, 14);
151 cnv_stat(p_ptr->stat_max[5], tmp);
152 prt(format(" f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14);
154 prt(" ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14);
156 cnv_stat(p_ptr->stat_max[0], tmp);
157 prt(format(" a) Str (cur %s)", tmp), 2, 14);
158 cnv_stat(p_ptr->stat_max[1], tmp);
159 prt(format(" b) Int (cur %s)", tmp), 3, 14);
160 cnv_stat(p_ptr->stat_max[2], tmp);
161 prt(format(" c) Wis (cur %s)", tmp), 4, 14);
162 cnv_stat(p_ptr->stat_max[3], tmp);
163 prt(format(" d) Dex (cur %s)", tmp), 5, 14);
164 cnv_stat(p_ptr->stat_max[4], tmp);
165 prt(format(" e) Con (cur %s)", tmp), 6, 14);
166 cnv_stat(p_ptr->stat_max[5], tmp);
167 prt(format(" f) Chr (cur %s)", tmp), 7, 14);
169 prt(" Which stat do you want to raise?", 1, 14);
174 if ((choice >= 'a') && (choice <= 'f')) break;
176 for(n = 0; n < 6; n++)
177 if (n != choice - 'a')
180 if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
182 if (get_check("Are you sure? ")) break;
185 do_inc_stat(choice - 'a');
188 else if(!(p_ptr->max_plv % 2))
189 do_inc_stat(randint0(6));
195 msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
197 msg_print("You feel different...");
200 (void)gain_random_mutation(0);
201 level_mutation = FALSE;
205 * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬
206 * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£
210 gain_level_reward(0);
211 level_reward = FALSE;
214 /* Update some stuff */
215 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
217 /* Redraw some stuff */
218 p_ptr->redraw |= (PR_LEV | PR_TITLE);
221 p_ptr->window |= (PW_PLAYER | PW_SPELL);
230 * Hack -- Return the "automatic coin type" of a monster race
231 * Used to allocate proper treasure when "Creeping coins" die
233 * XXX XXX XXX Note the use of actual "monster names"
235 static int get_coin_type(int r_idx)
237 monster_race *r_ptr = &r_info[r_idx];
239 /* Analyze "coin" monsters */
240 if (r_ptr->d_char == '$')
242 /* Look for textual clues */
245 case MON_COPPER_COINS: return (2);
246 case MON_SILVER_COINS: return (5);
247 case MON_GOLD_COINS: return (10);
248 case MON_MITHRIL_COINS: return (16);
249 case MON_ADAMANT_COINS: return (17);
259 * Hack -- determine if a template is Cloak
261 static bool kind_is_cloak(int k_idx)
263 object_kind *k_ptr = &k_info[k_idx];
265 /* Analyze the item type */
266 if (k_ptr->tval == TV_CLOAK)
271 /* Assume not good */
277 * Hack -- determine if a template is Polearm
279 static bool kind_is_polearm(int k_idx)
281 object_kind *k_ptr = &k_info[k_idx];
283 /* Analyze the item type */
284 if (k_ptr->tval == TV_POLEARM)
289 /* Assume not good */
295 * Hack -- determine if a template is Sword
297 static bool kind_is_sword(int k_idx)
299 object_kind *k_ptr = &k_info[k_idx];
301 /* Analyze the item type */
302 if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
307 /* Assume not good */
313 * Hack -- determine if a template is Book
315 static bool kind_is_book(int k_idx)
317 object_kind *k_ptr = &k_info[k_idx];
319 /* Analyze the item type */
320 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
325 /* Assume not good */
331 * Hack -- determine if a template is Good book
333 static bool kind_is_good_book(int k_idx)
335 object_kind *k_ptr = &k_info[k_idx];
337 /* Analyze the item type */
338 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
343 /* Assume not good */
349 * Hack -- determine if a template is Armor
351 static bool kind_is_armor(int k_idx)
353 object_kind *k_ptr = &k_info[k_idx];
355 /* Analyze the item type */
356 if (k_ptr->tval == TV_HARD_ARMOR)
361 /* Assume not good */
367 * Check for "Quest" completion when a quest monster is killed or charmed.
369 void check_quest_completion(monster_type *m_ptr)
371 int i, j, y, x, ny, nx, i2, j2;
375 bool create_stairs = FALSE;
381 /* Get the location */
386 quest_num = p_ptr->inside_quest;
388 /* Search for an active quest on this dungeon level */
391 for (i = max_quests - 1; i > 0; i--)
393 /* Quest is not active */
394 if (quest[i].status != QUEST_STATUS_TAKEN)
397 /* Quest is not a dungeon quest */
398 if (quest[i].flags & QUEST_FLAG_PRESET)
401 /* Quest is not on this level */
402 if ((quest[i].level != dun_level) &&
403 (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
406 /* Not a "kill monster" quest */
407 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
408 (quest[i].type == QUEST_TYPE_FIND_EXIT))
411 /* Interesting quest */
412 if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
413 (quest[i].type == QUEST_TYPE_KILL_ALL))
416 /* Interesting quest */
417 if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
418 (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
419 (quest[i].type == QUEST_TYPE_RANDOM)) &&
420 (quest[i].r_idx == m_ptr->r_idx))
427 /* Handle the current quest */
428 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
433 switch (quest[i].type)
435 case QUEST_TYPE_KILL_NUMBER:
439 if (quest[i].cur_num >= quest[i].num_mon)
441 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
442 /* completed quest */
443 quest[i].status = QUEST_STATUS_COMPLETED;
444 quest[i].complev = (byte)p_ptr->lev;
446 if (!(quest[i].flags & QUEST_FLAG_SILENT))
449 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
451 msg_print("You just completed your quest!");
457 quest[i].cur_num = 0;
461 case QUEST_TYPE_KILL_ALL:
465 if (!is_hostile(m_ptr)) break;
467 /* Count all hostile monsters */
468 for (i2 = 0; i2 < cur_wid; ++i2)
469 for (j2 = 0; j2 < cur_hgt; j2++)
470 if (cave[j2][i2].m_idx > 0)
471 if (is_hostile(&m_list[cave[j2][i2].m_idx]))
474 if ((number_mon - 1) == 0)
476 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
478 if (quest[i].flags & QUEST_FLAG_SILENT)
480 quest[i].status = QUEST_STATUS_FINISHED;
484 quest[i].status = QUEST_STATUS_COMPLETED;
485 quest[i].complev = (byte)p_ptr->lev;
487 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
489 msg_print("You just completed your quest!");
497 case QUEST_TYPE_KILL_LEVEL:
498 case QUEST_TYPE_RANDOM:
500 /* Only count valid monsters */
501 if (quest[i].r_idx != m_ptr->r_idx)
506 if (quest[i].cur_num >= quest[i].max_num)
508 if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
509 if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL);
510 /* completed quest */
511 quest[i].status = QUEST_STATUS_COMPLETED;
512 quest[i].complev = (byte)p_ptr->lev;
513 if (!(quest[i].flags & QUEST_FLAG_PRESET))
515 create_stairs = TRUE;
516 p_ptr->inside_quest = 0;
519 if (!(quest[i].flags & QUEST_FLAG_SILENT))
522 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
524 msg_print("You just completed your quest!");
530 /* Finish the two main quests without rewarding */
531 if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
533 quest[i].status = QUEST_STATUS_FINISHED;
536 if (quest[i].type == QUEST_TYPE_RANDOM)
539 quest[i].status = QUEST_STATUS_FINISHED;
544 case QUEST_TYPE_KILL_ANY_LEVEL:
547 if (quest[i].cur_num >= quest[i].max_num)
549 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
550 /* completed quest */
551 quest[i].status = QUEST_STATUS_COMPLETED;
552 quest[i].complev = (byte)p_ptr->lev;
554 if (!(quest[i].flags & QUEST_FLAG_SILENT))
557 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
559 msg_print("You just completed your quest!");
564 quest[i].cur_num = 0;
571 /* Create a magical staircase */
575 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
577 /* Pick a location */
578 scatter(&ny, &nx, y, x, 1, 0);
584 /* Explain the staircase */
586 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
588 msg_print("A magical staircase appears...");
592 /* Create stairs down */
593 cave_set_feat(y, x, FEAT_MORE);
595 /* Remember to update everything */
596 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS);
604 for (j = 0; j < (dun_level / 15)+1; j++)
606 /* Get local object */
609 /* Wipe the object */
612 /* Make a great object */
613 make_object(q_ptr, TRUE, TRUE);
615 /* Drop it in the dungeon */
616 (void)drop_near(q_ptr, -1, y, x);
622 * Handle the "death" of a monster.
624 * Disperse treasures centered at the monster location based on the
625 * various flags contained in the monster flags fields.
627 * Check for "Quest" completion when a quest monster is killed.
629 * Note that only the player can induce "monster_death()" on Uniques.
630 * Thus (for now) all Quest monsters should be Uniques.
632 * Note that monsters can now carry objects, and when a monster dies,
633 * it drops all of its objects, which may disappear in crowded rooms.
635 void monster_death(int m_idx, bool drop_item)
644 monster_type *m_ptr = &m_list[m_idx];
646 monster_race *r_ptr = &r_info[m_ptr->r_idx];
648 bool visible = (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE));
650 bool good = (r_ptr->flags1 & RF1_DROP_GOOD) ? TRUE : FALSE;
651 bool great = (r_ptr->flags1 & RF1_DROP_GREAT) ? TRUE : FALSE;
653 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
654 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
656 int force_coin = get_coin_type(m_ptr->r_idx);
662 if (world_monster) world_monster = FALSE;
664 /* Notice changes in view */
665 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
667 /* Update some things */
668 p_ptr->update |= (PU_MON_LITE);
671 /* Get the location */
675 if (m_ptr->smart & SM_CLONED)
678 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
682 monster_desc(m_name, m_ptr, 0x08);
683 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
686 /* Let monsters explode! */
687 for (i = 0; i < 4; i++)
689 if ((r_ptr->blow[i].method == RBM_EXPLODE) || (m_ptr->r_idx == MON_ROLENTO))
691 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
692 int typ = GF_MISSILE;
693 int d_dice = r_ptr->blow[i].d_dice;
694 int d_side = r_ptr->blow[i].d_side;
695 int damage = damroll(d_dice, d_side);
697 switch (r_ptr->blow[i].effect)
699 case RBE_HURT: typ = GF_MISSILE; break;
700 case RBE_POISON: typ = GF_POIS; break;
701 case RBE_UN_BONUS: typ = GF_DISENCHANT; break;
702 case RBE_UN_POWER: typ = GF_MISSILE; break; /* ToDo: Apply the correct effects */
703 case RBE_EAT_GOLD: typ = GF_MISSILE; break;
704 case RBE_EAT_ITEM: typ = GF_MISSILE; break;
705 case RBE_EAT_FOOD: typ = GF_MISSILE; break;
706 case RBE_EAT_LITE: typ = GF_MISSILE; break;
707 case RBE_ACID: typ = GF_ACID; break;
708 case RBE_ELEC: typ = GF_ELEC; break;
709 case RBE_FIRE: typ = GF_FIRE; break;
710 case RBE_COLD: typ = GF_COLD; break;
711 case RBE_BLIND: typ = GF_MISSILE; break;
712 case RBE_CONFUSE: typ = GF_CONFUSION; break;
713 case RBE_TERRIFY: typ = GF_MISSILE; break;
714 case RBE_PARALYZE: typ = GF_MISSILE; break;
715 case RBE_LOSE_STR: typ = GF_MISSILE; break;
716 case RBE_LOSE_DEX: typ = GF_MISSILE; break;
717 case RBE_LOSE_CON: typ = GF_MISSILE; break;
718 case RBE_LOSE_INT: typ = GF_MISSILE; break;
719 case RBE_LOSE_WIS: typ = GF_MISSILE; break;
720 case RBE_LOSE_CHR: typ = GF_MISSILE; break;
721 case RBE_LOSE_ALL: typ = GF_MISSILE; break;
722 case RBE_SHATTER: typ = GF_ROCKET; break;
723 case RBE_EXP_10: typ = GF_MISSILE; break;
724 case RBE_EXP_20: typ = GF_MISSILE; break;
725 case RBE_EXP_40: typ = GF_MISSILE; break;
726 case RBE_EXP_80: typ = GF_MISSILE; break;
727 case RBE_DISEASE: typ = GF_POIS; break;
728 case RBE_TIME: typ = GF_TIME; break;
729 case RBE_EXP_VAMP: typ = GF_MISSILE; break;
730 case RBE_DR_MANA: typ = GF_MANA; break;
731 case RBE_SUPERHURT: typ = GF_MISSILE; break;
733 if (m_ptr->r_idx == MON_ROLENTO)
736 damage = damroll(20,10);
739 project(m_idx, 3, y, x, damage, typ, flg, -1);
744 if (m_ptr->mflag2 & MFLAG_CHAMELEON)
746 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
747 r_ptr = &r_info[m_ptr->r_idx];
750 /* Check for quest completion */
751 check_quest_completion(m_ptr);
753 /* Handle the possibility of player vanquishing arena combatant -KMW- */
754 if (p_ptr->inside_arena && !is_pet(m_ptr))
758 /* Extract monster name */
759 monster_desc(m_name, m_ptr, 0);
761 p_ptr->exit_bldg = TRUE;
763 if (p_ptr->arena_number > MAX_ARENA_MONS)
766 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
768 msg_print("You are a Genuine Champion!");
774 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
776 msg_print("Victorious! You're on your way to becoming Champion.");
780 if (arena_shouhin[p_ptr->arena_number])
782 /* Get local object */
785 /* Prepare to make a Blade of Chaos */
786 object_prep(q_ptr, lookup_kind(k_info[arena_shouhin[p_ptr->arena_number]].tval, k_info[arena_shouhin[p_ptr->arena_number]].sval));
788 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
790 /* Drop it in the dungeon */
791 (void)drop_near(q_ptr, -1, y, x);
794 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
795 p_ptr->arena_number++;
796 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
799 if (m_idx == p_ptr->riding)
801 if (rakuba(-1, FALSE))
804 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
806 msg_print("You have fallen from your riding pet.");
811 /* Drop a dead corpse? */
812 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
813 ((r_ptr->flags9 & RF9_DROP_CORPSE) ||
814 (r_ptr->flags9 & RF9_DROP_SKELETON)) &&
815 !(p_ptr->inside_arena || p_ptr->inside_battle || (m_ptr->smart & SM_CLONED) || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
817 /* Assume skeleton */
821 * We cannot drop a skeleton? Note, if we are in this check,
822 * we *know* we can drop at least a corpse or a skeleton
824 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
826 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 && RF1_UNIQUE))
829 /* Else, a corpse is more likely unless we did a "lot" of damage */
830 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
832 /* Lots of damage in one blow */
833 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
835 if (one_in_(5)) corpse = TRUE;
839 if (!one_in_(5)) corpse = TRUE;
843 /* Get local object */
846 /* Prepare to make an object */
847 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
849 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
851 q_ptr->pval = m_ptr->r_idx;
853 /* Drop it in the dungeon */
854 (void)drop_near(q_ptr, -1, y, x);
857 /* Drop objects being carried */
858 monster_drop_carried_objects(m_ptr);
861 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
862 * spawn another in the fallen one's place!
864 if (m_ptr->r_idx == MON_DAWN &&
865 !(p_ptr->inside_arena || p_ptr->inside_battle))
869 int wy = py, wx = px;
871 bool pet = is_pet(m_ptr);
875 scatter(&wy, &wx, py, px, 20, 0);
877 while (!(in_bounds(wy, wx) && cave_floor_bold(wy, wx)) && --attempts);
882 if (pet) mode |= PM_FORCE_PET;
884 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
886 if (player_can_see_bold(wy, wx))
888 msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
890 msg_print("A new warrior steps forth!");
898 /* Pink horrors are replaced with 2 Blue horrors */
899 else if (m_ptr->r_idx == MON_PINK_HORROR &&
900 !(p_ptr->inside_arena || p_ptr->inside_battle))
904 for (i = 0; i < 2; i++)
907 bool pet = is_pet(m_ptr);
910 if (pet) mode |= PM_FORCE_PET;
912 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
914 if (player_can_see_bold(wy, wx))
921 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
923 msg_print("The Pink horror divides!");
927 /* One more ultra-hack: An Unmaker goes out with a big bang! */
928 else if (m_ptr->r_idx == MON_UNMAKER)
931 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
932 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
935 /* Bloodletters of Khorne may drop a blade of chaos */
936 else if (m_ptr->r_idx == MON_BLOODLETTER &&
938 (randint1(100) < 15) &&
939 !(p_ptr->inside_arena || p_ptr->inside_battle))
941 /* Get local object */
944 /* Prepare to make a Blade of Chaos */
945 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
947 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
949 /* Drop it in the dungeon */
950 (void)drop_near(q_ptr, -1, y, x);
953 else if (m_ptr->r_idx == MON_RAAL &&
955 !(p_ptr->inside_arena || p_ptr->inside_battle))
957 /* Get local object */
960 /* Wipe the object */
963 /* Activate restriction */
964 if ((dun_level > 49) && one_in_(5))
965 get_obj_num_hook = kind_is_good_book;
967 get_obj_num_hook = kind_is_book;
969 /* Prepare allocation table */
972 /* Make a great object */
973 make_object(q_ptr, FALSE, FALSE);
975 /* Drop it in the dungeon */
976 (void)drop_near(q_ptr, -1, y, x);
979 else if (m_ptr->r_idx == MON_B_DEATH_SWORD &&
980 !(p_ptr->inside_arena || p_ptr->inside_battle))
982 /* Get local object */
985 /* Prepare to make a Blade of Chaos */
986 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
988 /* Drop it in the dungeon */
989 (void)drop_near(q_ptr, -1, y, x);
992 else if ((r_ptr->d_char == '|') && !(m_ptr->r_idx == MON_STORMBRINGER) &&
993 !(p_ptr->inside_arena || p_ptr->inside_battle))
995 /* Get local object */
998 /* Wipe the object */
1001 /* Activate restriction */
1002 get_obj_num_hook = kind_is_sword;
1004 /* Prepare allocation table */
1007 /* Make a great object */
1008 make_object(q_ptr, FALSE, FALSE);
1010 /* Drop it in the dungeon */
1011 (void)drop_near(q_ptr, -1, y, x);
1014 else if ((r_ptr->d_char == '(') && (dun_level > 0) &&
1015 !(p_ptr->inside_arena || p_ptr->inside_battle))
1017 /* Get local object */
1020 /* Wipe the object */
1023 /* Activate restriction */
1024 get_obj_num_hook = kind_is_cloak;
1026 /* Prepare allocation table */
1029 /* Make a great object */
1030 make_object(q_ptr, FALSE, FALSE);
1032 /* Drop it in the dungeon */
1033 (void)drop_near(q_ptr, -1, y, x);
1036 else if ((r_ptr->d_char == '/') && (dun_level > 4) &&
1037 !(p_ptr->inside_arena || p_ptr->inside_battle))
1039 /* Get local object */
1042 /* Wipe the object */
1045 /* Activate restriction */
1046 get_obj_num_hook = kind_is_polearm;
1048 /* Prepare allocation table */
1051 /* Make a great object */
1052 make_object(q_ptr, FALSE, FALSE);
1054 /* Drop it in the dungeon */
1055 (void)drop_near(q_ptr, -1, y, x);
1058 else if ((r_ptr->d_char == '[') && (dun_level > 19) &&
1059 !(p_ptr->inside_arena || p_ptr->inside_battle))
1061 /* Get local object */
1064 /* Wipe the object */
1067 /* Activate restriction */
1068 get_obj_num_hook = kind_is_armor;
1070 /* Prepare allocation table */
1073 /* Make a great object */
1074 make_object(q_ptr, FALSE, FALSE);
1076 /* Drop it in the dungeon */
1077 (void)drop_near(q_ptr, -1, y, x);
1080 else if ((m_ptr->r_idx == MON_A_GOLD || (m_ptr->r_idx == MON_A_SILVER && !((r_ptr->r_pkills+1)%5))) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1082 /* Get local object */
1085 /* Prepare to make a Blade of Chaos */
1086 object_prep(q_ptr, lookup_kind(TV_CHEST, 50));
1088 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
1090 /* Drop it in the dungeon */
1091 (void)drop_near(q_ptr, -1, y, x);
1093 /* Mega-Hack -- drop "winner" treasures */
1096 if (m_ptr->r_idx == MON_SERPENT)
1099 /* Get local object */
1102 /* Mega-Hack -- Prepare to make "Grond" */
1103 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1105 /* Mega-Hack -- Mark this item as "Grond" */
1106 q_ptr->name1 = ART_GROND;
1108 /* Mega-Hack -- Actually create "Grond" */
1109 apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
1111 /* Drop it in the dungeon */
1112 (void)drop_near(q_ptr, -1, y, x);
1114 /* Get local object */
1117 /* Mega-Hack -- Prepare to make "Morgoth" */
1118 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_MORGOTH));
1120 /* Mega-Hack -- Mark this item as "Morgoth" */
1121 q_ptr->name1 = ART_CHAOS;
1123 /* Mega-Hack -- Actually create "Morgoth" */
1124 apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
1126 /* Drop it in the dungeon */
1127 (void)drop_near(q_ptr, -1, y, x);
1134 switch (m_ptr->r_idx)
1149 case MON_UNICORN_ORD:
1152 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1156 switch (randint0(3))
1159 a_idx = ART_NAMAKE_HAMMER;
1162 a_idx = ART_NAMAKE_BOW;
1165 a_idx = ART_NAMAKE_ARMOR;
1169 while (a_info[a_idx].cur_num);
1180 case MON_STORMBRINGER:
1181 a_idx = ART_STORMBRINGER;
1186 a_idx = ART_CRIMSON;
1196 a_idx = ART_KUSANAGI;
1226 a_idx = ART_WEREWINDLE;
1234 a_idx = ART_GRAYSWANDIR;
1245 a_idx = ART_TWILIGHT;
1250 a_idx = ART_ELENDIL;
1265 a_idx = ART_DESTINY;
1270 a_idx = ART_ZANTETSU;
1285 a_idx = ART_WINBLOWS;
1289 case MON_LUNGORTHIN:
1294 case MON_JACK_SHADOWS:
1300 a_idx = ART_STONEMASK;
1305 a_idx = ART_SOULCRUSH;
1310 a_idx = ART_EXCALIBUR_J;
1315 a_idx = ART_SHUTEN_DOJI;
1320 a_idx = ART_GOTHMOG;
1330 if ((a_idx > 0) && ((randint0(100) < chance) || (p_ptr->wizard)))
1332 if (a_info[a_idx].cur_num == 0)
1334 /* Create the artifact */
1335 create_named_art(a_idx, y, x);
1337 a_info[a_idx].cur_num = 1;
1342 if ((r_ptr->flags7 & RF7_GUARDIAN) && !p_ptr->inside_battle && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1344 int k_idx = 198; /* Acquirement */;
1346 if (d_info[dungeon_type].final_object)
1347 k_idx = d_info[dungeon_type].final_object;
1349 if (d_info[dungeon_type].final_artifact)
1351 int a_idx = d_info[dungeon_type].final_artifact;
1352 if (a_info[a_idx].cur_num == 0)
1354 /* Create the artifact */
1355 create_named_art(a_idx, y, x);
1357 a_info[a_idx].cur_num = 1;
1364 /* Get local object */
1367 /* Prepare to make a reward */
1368 object_prep(q_ptr, k_idx);
1370 apply_magic(q_ptr, object_level, FALSE, TRUE, FALSE, FALSE);
1372 /* Drop it in the dungeon */
1373 (void)drop_near(q_ptr, -1, y, x);
1376 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1378 msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1382 /* Determine how much we can drop */
1383 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1384 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1385 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1386 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1387 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1388 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1390 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1391 number = 0; /* Clones drop no stuff unless Cloning Pits */
1393 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1394 number = 0; /* Pets drop no stuff */
1395 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1397 /* Hack -- handle creeping coins */
1398 coin_type = force_coin;
1400 /* Average dungeon and monster levels */
1401 object_level = (dun_level + r_ptr->level) / 2;
1403 /* Drop some objects */
1404 for (j = 0; j < number; j++)
1406 /* Get local object */
1409 /* Wipe the object */
1413 if (do_gold && (!do_item || (randint0(100) < 50)))
1415 /* Make some gold */
1416 if (!make_gold(q_ptr)) continue;
1425 /* Make an object */
1426 if (!make_object(q_ptr, good, great)) continue;
1432 /* Drop it in the dungeon */
1433 (void)drop_near(q_ptr, -1, y, x);
1436 /* Reset the object level */
1437 object_level = base_level;
1439 /* Reset "coin" type */
1443 /* Take note of any dropped treasure */
1444 if (visible && (dump_item || dump_gold))
1446 /* Take notes on treasure */
1447 lore_treasure(m_idx, dump_item, dump_gold);
1450 /* Only process "Quest Monsters" */
1451 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1452 if (p_ptr->inside_battle) return;
1455 if (m_ptr->r_idx == MON_SERPENT)
1458 p_ptr->total_winner = TRUE;
1460 /* Redraw the "title" */
1461 p_ptr->redraw |= (PR_TITLE);
1464 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1466 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finly!");
1469 if (p_ptr->pclass == CLASS_CHAOS_WARRIOR)
1472 msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1473 msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1475 msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1476 msg_print("'Thou art donst well, mortal!'");
1480 /* Congratulations */
1482 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1484 msg_print("*** CONGRATULATIONS ***");
1488 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1490 msg_print("You have won the game!");
1494 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1496 msg_print("You may retire (commit suicide) when you are ready.");
1503 * Modify the physical damage done to the monster.
1504 * (for example when it's invulnerable or shielded)
1506 * ToDo: Accept a damage-type to calculate the modified damage from
1507 * things like fire, frost, lightning, poison, ... attacks.
1509 * "type" is not yet used and should be 0.
1511 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1513 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1515 if ((r_ptr->flags3 & RF3_RES_ALL) && dam > 0)
1518 if((dam == 0) && one_in_(3)) dam = 1;
1521 if (m_ptr->invulner)
1525 if(!p_ptr->blind && m_ptr->ml)
1528 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1530 msg_print("The barrier is penetrated!");
1534 else if (!one_in_(PENETRATE_INVULNERABILITY))
1542 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1544 s32b div, new_exp, new_exp_frac;
1545 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1546 int monnum_penarty = 0;
1548 if (!m_ptr->r_idx) return;
1549 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1553 u32b m_exp_h, m_exp_l;
1555 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1557 monnum_penarty = r_ptr->r_pkills / 400;
1558 if (monnum_penarty > 8) monnum_penarty = 8;
1560 if (r_ptr->flags1 & RF1_UNIQUE)
1562 m_exp = (long)r_ptr->mexp * r_ptr->level;
1563 div = (p_ptr->max_plv+2);
1567 m_exp = (long)r_ptr->mexp * r_ptr->level * extract_energy[m_ptr->mspeed];
1568 div = (p_ptr->max_plv+2) * extract_energy[r_ptr->speed];
1570 m_exp_h = m_exp/0x10000L;
1571 m_exp_l = m_exp%0x10000L;
1574 m_exp_h += m_exp_l / 0x10000L;
1575 m_exp_l %= 0x10000L;
1577 /* real monster maxhp have effect on EXP */
1578 if(!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1580 u32b maxhp = m_ptr->max_maxhp*2;
1583 m_exp_h += m_exp_l / 0x10000L;
1584 m_exp_l %= 0x10000L;
1586 div *= r_ptr->hdice * (r_ptr->hside + 1);
1588 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE))) div *= 5;
1589 div_h = div/0x10000L;
1590 div_l = div%0x10000L;
1591 div_h *= (m_ptr->max_maxhp*2);
1592 div_l *= (m_ptr->max_maxhp*2);
1593 div_h += div_l / 0x10000L;
1596 while (monnum_penarty)
1600 div_h += div_l / 0x10000L;
1605 m_exp_l = (0x7fffffff & (m_exp_h << 16)) | m_exp_l;
1606 m_exp_h = m_exp_h >> 15;
1607 div_l = (0x7fffffff & (div_h << 16)) | div_l;
1608 div_h = div_h >> 15;
1610 #define M_INT_GREATER63(h1,l1,h2,l2) ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
1611 #define M_INT_SUB63(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x80000000;h1--;}l1-=l2;}
1612 #define M_INT_LSHIFT63(h1,l1) {h1=(h1<<1)|(l1>>30);l1=(l1<<1)&0x7fffffff;}
1613 #define M_INT_RSHIFT63(h1,l1) {l1=(l1>>1)|(h1<<30);h1>>=1;}
1614 #define M_INT_DIV63(h1,l1,h2,l2,result) \
1618 while( M_INT_GREATER63(h1,l1, h2, l2) ){M_INT_LSHIFT63(h2, l2); bit<<=1;} \
1619 for(bit>>=1; bit>=1; bit>>=1){ \
1620 M_INT_RSHIFT63(h2, l2); \
1621 if(M_INT_GREATER63(h1, l1, h2, l2)) \
1622 {result|=bit;M_INT_SUB63(h1, l1, h2, l2);} \
1626 /* Give some experience for the kill */
1627 M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp);
1629 /* Handle fractional experience */
1630 /* multiply 0x10000L to remainder */
1631 m_exp_h = (m_exp_h<<16) | (m_exp_l>>15);
1633 M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp_frac);
1634 new_exp_frac += p_ptr->exp_frac;
1635 /* Keep track of experience */
1636 if (new_exp_frac >= 0x10000L)
1639 p_ptr->exp_frac = (u16b)(new_exp_frac - 0x10000L);
1643 p_ptr->exp_frac = (u16b)new_exp_frac;
1646 /* Gain experience */
1654 * Decreases monsters hit points, handling monster death.
1656 * We return TRUE if the monster has been killed (and deleted).
1658 * We announce monster death (using an optional "death message"
1659 * if given, and a otherwise a generic killed/destroyed message).
1661 * Only "physical attacks" can induce the "You have slain" message.
1662 * Missile and Spell attacks will induce the "dies" message, or
1663 * various "specialized" messages. Note that "You have destroyed"
1664 * and "is destroyed" are synonyms for "You have slain" and "dies".
1666 * Hack -- unseen monsters yield "You have killed it." message.
1668 * Added fear (DGK) and check whether to print fear messages -CWS
1670 * Made name, sex, and capitalization generic -BEN-
1672 * As always, the "ghost" processing is a total hack.
1674 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1676 * XXX XXX XXX Consider decreasing monster experience over time, say,
1677 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1678 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1679 * monster worth more than subsequent monsters. This would also need
1680 * to induce changes in the monster recall code.
1682 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1684 monster_type *m_ptr = &m_list[m_idx];
1685 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1687 monster_type exp_mon;
1689 /* Innocent until proven otherwise */
1690 bool innocent = TRUE, thief = FALSE;
1694 COPY(&exp_mon, m_ptr, monster_type);
1695 if (!(r_ptr->flags7 & RF7_KILL_EXP))
1697 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1698 if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
1700 get_exp_from_mon(expdam, &exp_mon);
1703 /* Redraw (later) if needed */
1704 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1705 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1710 /* Hack - Cancel any special player stealth magics. -LM- */
1711 if (p_ptr->special_defense & NINJA_S_STEALTH)
1713 set_superstealth(FALSE);
1719 /* It is dead now */
1724 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1726 r_ptr = &r_info[m_ptr->r_idx];
1727 m_ptr->ap_r_idx = m_ptr->r_idx;
1728 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1731 /* Extract monster name */
1732 monster_desc(m_name, m_ptr, 0x100);
1734 /* Don't kill Amberites */
1735 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1737 int curses = 1 + randint1(3);
1738 bool stop_ty = FALSE;
1742 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1744 msg_format("%^s puts a terrible blood curse on you!", m_name);
1747 curse_equipment(100, 50);
1751 stop_ty = activate_ty_curse(stop_ty, &count);
1756 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1758 char line_got[1024];
1760 /* Dump a message */
1762 if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1764 if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1767 msg_format("%^s %s", m_name, line_got);
1770 if (m_ptr->r_idx == MON_SERPENT)
1772 /* Make screen dump */
1773 screen_dump = make_screen_dump();
1778 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1780 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1782 chg_virtue(V_VALOUR, -1);
1784 else if (r_ptr->level > dun_level)
1786 if (randint1(10) <= (r_ptr->level - dun_level))
1787 chg_virtue(V_VALOUR, 1);
1789 if (r_ptr->level > 60)
1791 chg_virtue(V_VALOUR, 1);
1793 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1794 chg_virtue(V_VALOUR, 2);
1797 if ((r_ptr->flags1 & RF1_UNIQUE) && ((r_ptr->flags3 & RF3_EVIL) ||
1798 (r_ptr->flags3 & RF3_GOOD)))
1800 chg_virtue(V_HARMONY, 2);
1802 if ((r_ptr->flags1 & RF1_UNIQUE) && (r_ptr->flags3 & RF3_GOOD))
1804 chg_virtue(V_UNLIFE, 2);
1805 chg_virtue(V_VITALITY, -2);
1808 if ((r_ptr->flags1 & RF1_UNIQUE) && one_in_(3))
1809 chg_virtue(V_INDIVIDUALISM, -1);
1811 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1813 chg_virtue(V_COMPASSION, -1);
1816 if ((r_ptr->flags3 & RF3_GOOD) &&
1817 ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1819 chg_virtue(V_UNLIFE, 1);
1821 if (r_ptr->d_char == 'A')
1823 if (r_ptr->flags1 & RF1_UNIQUE)
1824 chg_virtue(V_FAITH, -2);
1825 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1827 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1828 else chg_virtue(V_FAITH, 1);
1831 else if (r_ptr->flags3 & RF3_DEMON)
1833 if (r_ptr->flags1 & RF1_UNIQUE)
1834 chg_virtue(V_FAITH, 2);
1835 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1836 chg_virtue(V_FAITH, 1);
1839 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1840 chg_virtue(V_VITALITY, 2);
1842 if (r_ptr->r_deaths)
1844 if (r_ptr->flags1 & RF1_UNIQUE)
1846 chg_virtue(V_HONOUR, 10);
1848 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1850 chg_virtue(V_HONOUR, 1);
1853 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_pkills > 1000) && one_in_(10))
1855 chg_virtue(V_VALOUR, -1);
1858 for (i = 0; i < 4; i++)
1860 if(r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1862 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1863 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1865 thief = TRUE; /* Thief! */
1868 /* The new law says it is illegal to live in the dungeon */
1869 if (r_ptr->level != 0) innocent = FALSE;
1873 if (r_ptr->flags1 & RF1_UNIQUE)
1874 chg_virtue(V_JUSTICE, 3);
1875 else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1878 chg_virtue(V_JUSTICE, 1);
1882 chg_virtue (V_JUSTICE, -1);
1885 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)))
1887 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1890 if((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1891 do_cmd_write_nikki(NIKKI_UNIQUE, 0, r_name + r_ptr->name);
1896 /* Death by Missile/Spell attack */
1899 msg_format("%^s%s", m_name, note);
1902 /* Death by physical attack -- invisible monster */
1903 else if (!m_ptr->ml)
1906 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1907 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
1909 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
1911 msg_format("You have killed %s.", m_name);
1916 /* Death by Physical attack -- non-living monster */
1917 else if (!monster_living(r_ptr))
1920 bool explode = FALSE;
1922 for (i = 0; i < 4; i++)
1924 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1927 /* Special note at death */
1930 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
1932 msg_format("%s explodes into tiny shreds.", m_name);
1937 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1938 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
1940 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
1942 msg_format("You have destroyed %s.", m_name);
1947 /* Death by Physical attack -- living monster */
1951 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1952 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
1954 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
1956 msg_format("You have slain %s.", m_name);
1960 if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
1962 for (i = 0; i < MAX_KUBI; i++)
1964 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG_CHAMELEON))
1967 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
1969 msg_format("There is a price on %s's head.", m_name);
1976 if (r_ptr->flags7 & RF7_KILL_EXP)
1977 get_exp_from_mon((long)m_ptr->max_maxhp*2, &exp_mon);
1979 get_exp_from_mon(((long)m_ptr->max_maxhp+1L) * 9L / 10L, &exp_mon);
1981 /* Generate treasure */
1982 monster_death(m_idx, TRUE);
1983 if (m_ptr->mflag2 & MFLAG_CHAMELEON)
1985 if (r_ptr->flags1 & RF1_UNIQUE)
1986 r_ptr = &r_info[MON_CHAMELEON_K];
1988 r_ptr = &r_info[MON_CHAMELEON];
1989 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1992 /* When the player kills a Unique, it stays dead */
1993 if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
1996 /* When the player kills a Nazgul, it stays dead */
1997 if (r_ptr->flags7 & RF7_UNIQUE_7) r_ptr->max_num--;
1999 /* Recall even invisible uniques or winners */
2000 if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE))
2002 /* Count kills this life */
2003 if ((m_ptr->mflag2 & MFLAG_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
2004 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
2006 /* Count kills in all lives */
2007 if ((m_ptr->mflag2 & MFLAG_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
2008 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
2010 /* Hack -- Auto-recall */
2011 monster_race_track(m_ptr->ap_r_idx);
2014 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
2016 r_info[MON_BANORLUPART].max_num = 0;
2017 r_info[MON_BANORLUPART].r_pkills++;
2018 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
2021 if (m_ptr->r_idx == MON_BANORLUPART)
2023 r_info[MON_BANOR].max_num = 0;
2024 r_info[MON_BANOR].r_pkills++;
2025 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
2026 r_info[MON_LUPART].max_num = 0;
2027 r_info[MON_LUPART].r_pkills++;
2028 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
2031 /* Mega hack : replace IKETA to BIKETAL */
2032 if ((m_ptr->r_idx == MON_IKETA) &&
2033 !(p_ptr->inside_arena || p_ptr->inside_battle))
2035 int dummy_y = m_ptr->fy;
2036 int dummy_x = m_ptr->fx;
2039 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2041 /* Delete the monster */
2042 delete_monster_idx(m_idx);
2044 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2047 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2049 msg_print("Uwa-hahaha! *I* am Biketal!");
2055 /* Delete the monster */
2056 delete_monster_idx(m_idx);
2062 /* Monster is dead */
2069 /* Mega-Hack -- Pain cancels fear */
2070 if (m_ptr->monfear && (dam > 0))
2072 int tmp = randint1(dam);
2074 /* Cure a little fear */
2075 if (tmp < m_ptr->monfear)
2078 m_ptr->monfear -= tmp;
2081 /* Cure all the fear */
2092 /* Sometimes a monster gets scared by damage */
2093 if (!m_ptr->monfear && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2097 /* Percentage of fully healthy */
2098 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2101 * Run (sometimes) if at 10% or less of max hit points,
2102 * or (usually) when hit for half its current hit points
2104 if ((randint1(10) >= percentage) ||
2105 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2107 /* Hack -- note fear */
2110 /* XXX XXX XXX Hack -- Add some timed fear */
2111 m_ptr->monfear = (randint1(10) +
2112 (((dam >= m_ptr->hp) && (percentage > 7)) ?
2113 20 : ((11 - percentage) * 5)));
2120 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2124 /* Extract monster name */
2125 monster_desc(m_name, m_ptr, 0);
2127 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2128 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2131 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2133 msg_format("%^s has thrown you off!", m_name);
2145 * Get term size and calculate screen size
2147 void get_screen_size(int *wid_p, int *hgt_p)
2149 Term_get_size(wid_p, hgt_p);
2150 *hgt_p -= ROW_MAP + 2;
2151 *wid_p -= COL_MAP + 2;
2152 if (use_bigtile) *wid_p /= 2;
2157 * Calculates current boundaries
2158 * Called below and from "do_cmd_locate()".
2160 void panel_bounds_center(void)
2165 get_screen_size(&wid, &hgt);
2167 panel_row_max = panel_row_min + hgt - 1;
2168 panel_row_prt = panel_row_min - 1;
2169 panel_col_max = panel_col_min + wid - 1;
2170 panel_col_prt = panel_col_min - 13;
2175 * Map resizing whenever the main term changes size
2177 void resize_map(void)
2179 /* Only if the dungeon exists */
2180 if (!character_dungeon) return;
2182 /* Mega-Hack -- no panel yet */
2186 /* Reset the panels */
2187 panel_row_min = cur_hgt;
2188 panel_col_min = cur_wid;
2193 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2195 /* Forget lite/view */
2196 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2198 /* Update lite/view */
2199 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2201 /* Update monsters */
2202 p_ptr->update |= (PU_MONSTERS);
2204 /* Redraw everything */
2205 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2207 /* Hack -- update */
2215 * Place the cursor on the player
2217 if (can_save) move_cursor_relative(py, px);
2224 * Redraw a term when it is resized
2226 void redraw_window(void)
2228 /* Only if the dungeon exists */
2229 if (!character_dungeon) return;
2231 /* Hack - Activate term zero for the redraw */
2232 Term_activate(&term_screen[0]);
2234 /* Hack -- react to changes */
2235 Term_xtra(TERM_XTRA_REACT, 0);
2238 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2241 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2243 /* Hack -- update */
2255 * Handle a request to change the current panel
2257 * Return TRUE if the panel was changed.
2259 * Also used in do_cmd_locate
2261 bool change_panel(int dy, int dx)
2267 get_screen_size(&wid, &hgt);
2269 /* Apply the motion */
2270 y = panel_row_min + dy * hgt / 2;
2271 x = panel_col_min + dx * wid / 2;
2273 /* Verify the row */
2274 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2277 /* Verify the col */
2278 if (x > cur_wid - wid) x = cur_wid - wid;
2281 /* Handle "changes" */
2282 if ((y != panel_row_min) || (x != panel_col_min))
2284 /* Save the new panel info */
2288 /* Recalculate the boundaries */
2289 panel_bounds_center();
2292 p_ptr->update |= (PU_MONSTERS);
2295 p_ptr->redraw |= (PR_MAP);
2310 * Given an row (y) and col (x), this routine detects when a move
2311 * off the screen has occurred and figures new borders. -RAK-
2313 * "Update" forces a "full update" to take place.
2315 * The map is reprinted if necessary, and "TRUE" is returned.
2317 void verify_panel(void)
2329 get_screen_size(&wid, &hgt);
2331 max_prow_min = cur_hgt - hgt;
2332 max_pcol_min = cur_wid - wid;
2334 /* Bounds checking */
2335 if (max_prow_min < 0) max_prow_min = 0;
2336 if (max_pcol_min < 0) max_pcol_min = 0;
2338 /* Center on player */
2339 if (center_player && (center_running || !running))
2341 /* Center vertically */
2342 prow_min = y - hgt / 2;
2343 if (prow_min < 0) prow_min = 0;
2344 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2346 /* Center horizontally */
2347 pcol_min = x - wid / 2;
2348 if (pcol_min < 0) pcol_min = 0;
2349 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2353 prow_min = panel_row_min;
2354 pcol_min = panel_col_min;
2356 /* Scroll screen when 2 grids from top/bottom edge */
2357 if (y > panel_row_max - 2)
2359 while (y > prow_min + hgt-1 - 2)
2361 prow_min += (hgt / 2);
2365 if (y < panel_row_min + 2)
2367 while (y < prow_min + 2)
2369 prow_min -= (hgt / 2);
2373 if (prow_min > max_prow_min) prow_min = max_prow_min;
2374 if (prow_min < 0) prow_min = 0;
2376 /* Scroll screen when 4 grids from left/right edge */
2377 if (x > panel_col_max - 4)
2379 while (x > pcol_min + wid-1 - 4)
2381 pcol_min += (wid / 2);
2385 if (x < panel_col_min + 4)
2387 while (x < pcol_min + 4)
2389 pcol_min -= (wid / 2);
2393 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2394 if (pcol_min < 0) pcol_min = 0;
2397 /* Check for "no change" */
2398 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2400 /* Save the new panel info */
2401 panel_row_min = prow_min;
2402 panel_col_min = pcol_min;
2404 /* Hack -- optional disturb on "panel change" */
2405 if (disturb_panel && !center_player) disturb(0, 0);
2407 /* Recalculate the boundaries */
2408 panel_bounds_center();
2411 p_ptr->update |= (PU_MONSTERS);
2414 p_ptr->redraw |= (PR_MAP);
2417 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2422 * Monster health description
2424 cptr look_mon_desc(int m_idx)
2426 monster_type *m_ptr = &m_list[m_idx];
2427 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2432 /* Determine if the monster is "living" */
2433 living = monster_living(ap_r_ptr);
2435 /* Calculate a health "percentage" */
2436 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2438 /* Healthy monsters */
2439 if (m_ptr->hp >= m_ptr->maxhp)
2443 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2445 desc = living ? "unhurt" : "undamaged";
2450 else if (perc >= 60)
2453 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2455 desc = living ? "somewhat wounded" : "somewhat damaged";
2460 else if (perc >= 25)
2463 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2465 desc = living ? "wounded" : "damaged";
2470 else if (perc >= 10)
2473 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2475 desc = living ? "badly wounded" : "badly damaged";
2483 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2485 desc = living ? "almost dead" : "almost destroyed";
2489 /* Display monster's level --- idea borrowed from ToME */
2490 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG_KAGE))
2493 return format("¥ì¥Ù¥ë%d, %s", ap_r_ptr->level, desc);
2495 return format("Level %d, %s", ap_r_ptr->level, desc);
2501 return format("¥ì¥Ù¥ë???, %s", desc);
2503 return format("Level ???, %s", desc);
2511 * Angband sorting algorithm -- quick sort in place
2513 * Note that the details of the data we are sorting is hidden,
2514 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2515 * function hooks to interact with the data, which is given as
2516 * two pointers, and which may have any user-defined form.
2518 void ang_sort_aux(vptr u, vptr v, int p, int q)
2536 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2539 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2541 /* Done partition */
2545 (*ang_sort_swap)(u, v, a, b);
2551 /* Recurse left side */
2552 ang_sort_aux(u, v, p, b);
2554 /* Recurse right side */
2555 ang_sort_aux(u, v, b+1, q);
2560 * Angband sorting algorithm -- quick sort in place
2562 * Note that the details of the data we are sorting is hidden,
2563 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2564 * function hooks to interact with the data, which is given as
2565 * two pointers, and which may have any user-defined form.
2567 void ang_sort(vptr u, vptr v, int n)
2569 /* Sort the array */
2570 ang_sort_aux(u, v, 0, n-1);
2575 /*** Targeting Code ***/
2579 * Determine is a monster makes a reasonable target
2581 * The concept of "targeting" was stolen from "Morgul" (?)
2583 * The player can target any location, or any "target-able" monster.
2585 * Currently, a monster is "target_able" if it is visible, and if
2586 * the player can hit it with a projection, and the player is not
2587 * hallucinating. This allows use of "use closest target" macros.
2589 * Future versions may restrict the ability to target "trappers"
2590 * and "mimics", but the semantics is a little bit weird.
2592 bool target_able(int m_idx)
2594 monster_type *m_ptr = &m_list[m_idx];
2596 /* Monster must be alive */
2597 if (!m_ptr->r_idx) return (FALSE);
2599 /* Hack -- no targeting hallucinations */
2600 if (p_ptr->image) return (FALSE);
2602 /* Monster must be visible */
2603 if (!m_ptr->ml) return (FALSE);
2605 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2607 /* Monster must be projectable */
2608 if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2610 /* XXX XXX XXX Hack -- Never target trappers */
2611 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2621 * Update (if necessary) and verify (if possible) the target.
2623 * We return TRUE if the target is "okay" and FALSE otherwise.
2625 bool target_okay(void)
2627 /* Accept stationary targets */
2628 if (target_who < 0) return (TRUE);
2630 /* Check moving targets */
2633 /* Accept reasonable targets */
2634 if (target_able(target_who))
2636 monster_type *m_ptr = &m_list[target_who];
2638 /* Acquire monster location */
2639 target_row = m_ptr->fy;
2640 target_col = m_ptr->fx;
2647 /* Assume no target */
2654 * Sorting hook -- comp function -- by "distance to player"
2656 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2657 * and sort the arrays by double-distance to the player.
2659 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2661 byte *x = (byte*)(u);
2662 byte *y = (byte*)(v);
2666 /* Absolute distance components */
2667 kx = x[a]; kx -= px; kx = ABS(kx);
2668 ky = y[a]; ky -= py; ky = ABS(ky);
2670 /* Approximate Double Distance to the first point */
2671 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2673 /* Absolute distance components */
2674 kx = x[b]; kx -= px; kx = ABS(kx);
2675 ky = y[b]; ky -= py; ky = ABS(ky);
2677 /* Approximate Double Distance to the first point */
2678 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2680 /* Compare the distances */
2686 * Sorting hook -- swap function -- by "distance to player"
2688 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2689 * and sort the arrays by distance to the player.
2691 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2693 byte *x = (byte*)(u);
2694 byte *y = (byte*)(v);
2712 * Hack -- help "select" a location (see below)
2714 static s16b target_pick(int y1, int x1, int dy, int dx)
2718 int x2, y2, x3, y3, x4, y4;
2720 int b_i = -1, b_v = 9999;
2723 /* Scan the locations */
2724 for (i = 0; i < temp_n; i++)
2730 /* Directed distance */
2734 /* Verify quadrant */
2735 if (dx && (x3 * dx <= 0)) continue;
2736 if (dy && (y3 * dy <= 0)) continue;
2738 /* Absolute distance */
2742 /* Verify quadrant */
2743 if (dy && !dx && (x4 > y4)) continue;
2744 if (dx && !dy && (y4 > x4)) continue;
2746 /* Approximate Double Distance */
2747 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2749 /* XXX XXX XXX Penalize location */
2752 if ((b_i >= 0) && (v >= b_v)) continue;
2764 * Hack -- determine if a given location is "interesting"
2766 static bool target_set_accept(int y, int x)
2770 s16b this_o_idx, next_o_idx = 0;
2773 if (!(in_bounds(y, x))) return (FALSE);
2775 /* Player grid is always interesting */
2776 if ((y == py) && (x == px)) return (TRUE);
2779 /* Handle hallucination */
2780 if (p_ptr->image) return (FALSE);
2783 /* Examine the grid */
2784 c_ptr = &cave[y][x];
2786 /* Visible monsters */
2789 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2791 /* Visible monsters */
2792 if (m_ptr->ml) return (TRUE);
2795 /* Scan all objects in the grid */
2796 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2800 /* Acquire object */
2801 o_ptr = &o_list[this_o_idx];
2803 /* Acquire next object */
2804 next_o_idx = o_ptr->next_o_idx;
2806 /* Memorized object */
2807 if (o_ptr->marked) return (TRUE);
2810 /* Interesting memorized features */
2811 if (c_ptr->info & (CAVE_MARK))
2815 /* Feature code (applying "mimic" field) */
2816 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
2819 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2821 /* Notice the Pattern */
2822 if ((feat <= FEAT_PATTERN_XTRA2) &&
2823 (feat >= FEAT_PATTERN_START))
2827 if (feat == FEAT_OPEN) return (TRUE);
2828 if (feat == FEAT_BROKEN) return (TRUE);
2831 if (feat == FEAT_LESS) return (TRUE);
2832 if (feat == FEAT_MORE) return (TRUE);
2833 if (feat == FEAT_LESS_LESS) return (TRUE);
2834 if (feat == FEAT_MORE_MORE) return (TRUE);
2837 if ((feat >= FEAT_SHOP_HEAD) &&
2838 (feat <= FEAT_SHOP_TAIL)) return (TRUE);
2840 if (feat == FEAT_MUSEUM) return (TRUE);
2842 /* Notice buildings -KMW- */
2843 if ((feat >= FEAT_BLDG_HEAD) &&
2844 (feat <= FEAT_BLDG_TAIL)) return (TRUE);
2847 if (is_trap(feat)) return (TRUE);
2850 if ((feat >= FEAT_DOOR_HEAD) &&
2851 (feat <= FEAT_DOOR_TAIL)) return (TRUE);
2854 /* I think FEAT_RUBBLEs should not be "interesting" */
2856 if (feat == FEAT_RUBBLE) return (TRUE);
2858 /* Notice veins with treasure */
2859 if (feat == FEAT_MAGMA_K) return (TRUE);
2860 if (feat == FEAT_QUARTZ_K) return (TRUE);
2862 /* Notice quest features */
2863 if (feat == FEAT_QUEST_ENTER) return (TRUE);
2864 if (feat == FEAT_QUEST_EXIT) return (TRUE);
2865 if (feat == FEAT_QUEST_DOWN) return (TRUE);
2866 if (feat == FEAT_QUEST_UP) return (TRUE);
2867 if (feat == FEAT_TOWN) return (TRUE);
2868 if (feat == FEAT_ENTRANCE) return (TRUE);
2877 * Prepare the "temp" array for "target_set"
2879 * Return the number of target_able monsters in the set.
2881 static void target_set_prepare(int mode)
2885 /* Reset "temp" array */
2888 /* Scan the current panel */
2889 for (y = panel_row_min; y <= panel_row_max; y++)
2891 for (x = panel_col_min; x <= panel_col_max; x++)
2895 /* Require line of sight, unless "look" is "expanded" */
2896 if (!expand_look && !player_has_los_bold(y, x)) continue;
2898 /* Require "interesting" contents */
2899 if (!target_set_accept(y, x)) continue;
2901 c_ptr = &cave[y][x];
2903 /* Require target_able monsters for "TARGET_KILL" */
2904 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2906 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2908 /* Save the location */
2915 /* Set the sort hooks */
2916 ang_sort_comp = ang_sort_comp_distance;
2917 ang_sort_swap = ang_sort_swap_distance;
2919 /* Sort the positions */
2920 ang_sort(temp_x, temp_y, temp_n);
2922 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2927 temp_y[0] = temp_y[1];
2930 temp_x[0] = temp_x[1];
2937 * Examine a grid, return a keypress.
2939 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
2940 * indicates that the "space" key should scan through the contents
2941 * of the grid, instead of simply returning immediately. This lets
2942 * the "look" command get complete information, without making the
2943 * "target" command annoying.
2945 * The "info" argument contains the "commands" which should be shown
2946 * inside the "[xxx]" text. This string must never be empty, or grids
2947 * containing monsters will be displayed with an extra comma.
2949 * Note that if a monster is in the grid, we update both the monster
2950 * recall info and the health bar info to track that monster.
2952 * Eventually, we may allow multiple objects per grid, or objects
2953 * and terrain features in the same grid. XXX XXX XXX
2955 * This function must handle blindness/hallucination.
2957 static int target_set_aux(int y, int x, int mode, cptr info)
2959 cave_type *c_ptr = &cave[y][x];
2961 s16b this_o_idx, next_o_idx = 0;
2971 char out_val[MAX_NLEN+80];
2974 /* Repeat forever */
2993 /* Hack -- under the player */
2994 if ((y == py) && (x == px))
3018 /* Hack -- hallucination */
3022 cptr name = "²¿¤«´ñ̯¤Êʪ";
3024 cptr name = "something strange";
3028 /* Display a message */
3030 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3032 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3036 move_cursor_relative(y, x);
3039 /* Stop on everything but "return" */
3040 if ((query != '\r') && (query != '\n')) break;
3042 /* Repeat forever */
3047 /* Actual monsters */
3050 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3051 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3056 bool recall = FALSE;
3063 /* Get the monster name ("a kobold") */
3064 monster_desc(m_name, m_ptr, 0x08);
3066 /* Hack -- track this monster race */
3067 monster_race_track(m_ptr->ap_r_idx);
3069 /* Hack -- health bar for this monster */
3070 health_track(c_ptr->m_idx);
3072 /* Hack -- handle stuff */
3084 /* Recall on screen */
3085 screen_roff(m_ptr->ap_r_idx, 0);
3087 /* Hack -- Complete the prompt (again) */
3089 Term_addstr(-1, TERM_WHITE, format(" [r»× %s]", info));
3091 Term_addstr(-1, TERM_WHITE, format(" [r,%s]", info));
3108 if (p_ptr->riding && (p_ptr->riding == c_ptr->m_idx))
3111 tekitou = "(¥Ú¥Ã¥È)";
3121 if (is_pet(m_ptr) && (p_ptr->riding != c_ptr->m_idx))
3123 attitude = " (¥Ú¥Ã¥È) ";
3125 attitude = " (pet) ";
3128 else if (is_friendly(m_ptr))
3130 attitude = " (ͧ¹¥Åª) ";
3132 attitude = " (friendly) ";
3143 /* Describe, and prompt for recall */
3145 #define M_INT_GREATER(h1,l1,h2,l2) ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
3146 #define M_INT_SUB(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x10000;h1--;}l1-=l2;}
3147 #define M_INT_ADD(h1,l1, h2,l2) {h1+=h2;l1+=l2;if(l1>=0x10000L){l1&=0xFFFF;h1++;}}
3148 #define M_INT_LSHIFT(h1,l1) {h1=(h1<<1)|(l1>>15);l1=(l1<<1)&0xffff;}
3149 #define M_INT_RSHIFT(h1,l1) {l1=(l1>>1)|((h1&1)<<15);h1>>=1;}
3150 #define M_INT_MULT(h1,l1,mul,h2,l2) {l2=(l1*mul)&0xffff;h2=((l1*mul)>>16)+h1*mul;}
3154 u32b exp_mon= (ap_r_ptr->mexp)*(ap_r_ptr->level);
3155 u32b exp_mon_h= exp_mon / (p_ptr->max_plv+2);
3156 u32b exp_mon_l= ((exp_mon % (p_ptr->max_plv+2))*0x10000/(p_ptr->max_plv+2))&0xFFFF;
3158 u32b exp_adv_h = player_exp[p_ptr->lev -1] * p_ptr->expfact /100;
3159 u32b exp_adv_l = ((player_exp[p_ptr->lev -1]%100) * p_ptr->expfact *0x10000/100)&0xFFFF;
3161 M_INT_SUB(exp_adv_h, exp_adv_l, p_ptr->exp, p_ptr->exp_frac);
3162 if ((p_ptr->lev>=PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3163 sprintf(acount,"[**]");
3164 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG_KAGE))
3165 sprintf(acount,"[??]");
3166 else if (M_INT_GREATER(exp_mon_h, exp_mon_l, exp_adv_h, exp_adv_l))
3167 sprintf(acount,"[001]");
3170 M_INT_MULT(exp_mon_h, exp_mon_l, 1000,tmp_h, tmp_l);
3171 if( M_INT_GREATER(exp_adv_h, exp_adv_l, tmp_h, tmp_l) )
3172 sprintf(acount,"[999]");
3176 M_INT_ADD(exp_adv_h, exp_adv_l, exp_mon_h, exp_mon_l);
3177 M_INT_SUB(exp_adv_h, exp_adv_l, 0, 1);
3178 while(M_INT_GREATER(exp_adv_h, exp_adv_l, exp_mon_h,exp_mon_l))
3180 M_INT_LSHIFT(exp_mon_h,exp_mon_l);
3183 M_INT_RSHIFT(exp_mon_h,exp_mon_l);bit>>=1;
3184 for(;bit>=1;bit>>=1)
3186 if(M_INT_GREATER(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l))
3189 M_INT_SUB(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l);
3191 M_INT_RSHIFT(exp_mon_h,exp_mon_l);
3193 sprintf(acount,"[%03d]",result);
3198 "%s%s%s(%s)%s%s%s%s%s[r»× %s]",
3199 acount, s1, m_name, look_mon_desc(c_ptr->m_idx), tekitou, s2, s3,
3201 "%s%s%s%s%s(%s)%s%s%s[r, %s]",
3202 acount, s1, s2, s3, m_name, look_mon_desc(c_ptr->m_idx), tekitou,
3204 (m_ptr->smart & SM_CLONED ? " (clone)": ""),
3211 move_cursor_relative(y, x);
3217 /* Normal commands */
3218 if (query != 'r') break;
3224 /* Always stop at "normal" keys */
3225 if ((query != '\r') && (query != '\n') && (query != ' ')) break;
3227 /* Sometimes stop at "space" key */
3228 if ((query == ' ') && !(mode & (TARGET_LOOK))) break;
3230 /* Change the intro */
3238 /* Hack -- take account of gender */
3240 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3242 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3246 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3248 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3252 /* Use a preposition */
3261 /* Scan all objects being carried */
3262 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3264 char o_name[MAX_NLEN];
3268 /* Acquire object */
3269 o_ptr = &o_list[this_o_idx];
3271 /* Acquire next object */
3272 next_o_idx = o_ptr->next_o_idx;
3274 /* Obtain an object description */
3275 object_desc(o_name, o_ptr, TRUE, 3);
3277 /* Describe the object */
3279 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3281 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3285 move_cursor_relative(y, x);
3288 /* Always stop at "normal" keys */
3289 if ((query != '\r') && (query != '\n') && (query != ' ')) break;
3291 /* Sometimes stop at "space" key */
3292 if ((query == ' ') && !(mode & (TARGET_LOOK))) break;
3294 /* Change the intro */
3298 s2 = "also carrying ";
3304 if (this_o_idx) break;
3306 /* Use a preposition */
3318 #ifdef ALLOW_EASY_FLOOR
3320 /* Scan all objects in the grid */
3323 int floor_list[23], floor_num;
3326 floor_num = scan_floor(floor_list, y, x, 0x02);
3337 char o_name[MAX_NLEN];
3341 /* Acquire object */
3342 o_ptr = &o_list[floor_list[0]];
3344 /* Describe the object */
3345 object_desc(o_name, o_ptr, TRUE, 3);
3349 sprintf(out_val, "%s%s%s%s[%s]",
3350 s1, o_name, s2, s3, info);
3352 sprintf(out_val, "%s%s%s%s [%s]",
3353 s1, s2, s3, o_name, info);
3361 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3362 s1, floor_num, s2, s3, info);
3364 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3365 s1, s2, s3, floor_num, info);
3371 move_cursor_relative(y, x);
3376 /* Display list of items (query == "el", not "won") */
3377 if (floor_num == 1 || query != 'x')
3391 (void)show_floor(0, y, x, &min_width);
3395 prt("Enter¤Ç¼¡¤Ø¡¢Â¾¤Î¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 0, 0);
3397 prt("Hit Enter to scroll, Hit any other key to continue", 0, 0);
3406 /* Exit unless 'Enter' */
3407 if (query != '\n' && query != '\r') break;
3409 /* Get the object being moved. */
3410 c_ptr = &cave[y][x];
3411 o_idx = c_ptr->o_idx;
3413 /* Only rotate a pile of two or more objects. */
3414 if (o_idx && o_list[o_idx].next_o_idx)
3417 /* Remove the first object from the list. */
3418 excise_object_idx(o_idx);
3420 /* Find end of the list. */
3422 while (o_list[i].next_o_idx)
3423 i = o_list[i].next_o_idx;
3425 /* Add after the last object. */
3426 o_list[i].next_o_idx = o_idx;
3436 #endif /* ALLOW_EASY_FLOOR */
3439 /* Scan all objects in the grid */
3440 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3444 /* Acquire object */
3445 o_ptr = &o_list[this_o_idx];
3447 /* Acquire next object */
3448 next_o_idx = o_ptr->next_o_idx;
3453 char o_name[MAX_NLEN];
3458 /* Obtain an object description */
3459 object_desc(o_name, o_ptr, TRUE, 3);
3461 /* Describe the object */
3463 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3465 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3469 move_cursor_relative(y, x);
3472 /* Always stop at "normal" keys */
3473 if ((query != '\r') && (query != '\n') && (query != ' ')) break;
3475 /* Sometimes stop at "space" key */
3476 if ((query == ' ') && !(mode & TARGET_LOOK)) break;
3478 /* Change the intro */
3488 if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3490 if (o_ptr->number != 1) s1 = "They are ";
3506 if (this_o_idx) break;
3508 /* Feature code (applying "mimic" field) */
3509 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
3511 /* Require knowledge about grid, or ability to see grid */
3512 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3514 /* Forget feature */
3518 /* Terrain feature if needed */
3519 if (boring || (feat > FEAT_INVIS))
3523 /* Hack -- special handling for building doors */
3524 if ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL))
3526 name = building[feat - FEAT_BLDG_HEAD].name;
3528 else if (feat == FEAT_ENTRANCE)
3531 name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3533 name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3536 else if (feat == FEAT_TOWN)
3538 name = town[c_ptr->special].name;
3540 else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
3550 name = f_name + f_info[feat].name;
3555 if (*s2 && ((feat >= FEAT_MINOR_GLYPH) &&
3556 (feat <= FEAT_PATTERN_XTRA2)))
3565 else if (*s2 && ((feat >= FEAT_DOOR_HEAD) &&
3566 (feat <= FEAT_PERM_SOLID)))
3575 else if (*s2 && (feat == FEAT_TOWN))
3585 /* Hack -- special introduction for store & building doors -KMW- */
3586 if (((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
3587 ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
3588 (feat == FEAT_MUSEUM) ||
3589 (feat == FEAT_ENTRANCE))
3598 else if ((feat == FEAT_TOWN) || (feat == FEAT_FLOOR) || (feat == FEAT_DIRT) || (feat == FEAT_FLOWER))
3606 /* Pick proper indefinite article */
3608 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3612 /* Display a message */
3615 sprintf(out_val, "%s%s%s%s[%s] %x %d %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y);
3617 sprintf(out_val, "%s%s%s%s [%s] %x %d %d %d %d", s1, s2, s3, name, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when);
3621 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3623 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3627 move_cursor_relative(y, x);
3630 /* Always stop at "normal" keys */
3631 if ((query != '\r') && (query != '\n') && (query != ' ')) break;
3634 /* Stop on everything but "return" */
3635 if ((query != '\r') && (query != '\n')) break;
3644 * Handle "target" and "look".
3646 * Note that this code can be called from "get_aim_dir()".
3648 * All locations must be on the current panel. Consider the use of
3649 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3650 * some form of "scrolling" the map around the cursor. XXX XXX XXX
3651 * That is, consider the possibility of "auto-scrolling" the screen
3652 * while the cursor moves around. This may require changes in the
3653 * "update_mon()" code to allow "visibility" even if off panel, and
3654 * may require dynamic recalculation of the "temp" grid set.
3656 * Hack -- targeting/observing an "outer border grid" may induce
3657 * problems, so this is not currently allowed.
3659 * The player can use the direction keys to move among "interesting"
3660 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3661 * move through the "interesting" grids in a sequential manner, or
3662 * can enter "location" mode, and use the direction keys to move one
3663 * grid at a time in any direction. The "t" (set target) command will
3664 * only target a monster (as opposed to a location) if the monster is
3665 * target_able and the "interesting" mode is being used.
3667 * The current grid is described using the "look" method above, and
3668 * a new command may be entered at any time, but note that if the
3669 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3670 * where "space" has no obvious meaning) then "space" will scan
3671 * through the description of the current grid until done, instead
3672 * of immediately jumping to the next "interesting" grid. This
3673 * allows the "target" command to retain its old semantics.
3675 * The "*", "+", and "-" keys may always be used to jump immediately
3676 * to the next (or previous) interesting grid, in the proper mode.
3678 * The "return" key may always be used to scan through a complete
3679 * grid description (forever).
3681 * This command will cancel any old target, even if used from
3682 * inside the "look" command.
3684 bool target_set(int mode)
3703 get_screen_size(&wid, &hgt);
3709 /* Cancel tracking */
3710 /* health_track(0); */
3713 /* Prepare the "temp" array */
3714 target_set_prepare(mode);
3716 /* Start near the player */
3722 /* Interesting grids */
3728 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3731 c_ptr = &cave[y][x];
3734 if (target_able(c_ptr->m_idx))
3737 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3739 strcpy(info, "q,t,p,o,+,-,<dir>");
3744 /* Dis-allow target */
3748 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3750 strcpy(info, "q,p,o,+,-,<dir>");
3755 /* Describe and Prompt */
3756 query = target_set_aux(y, x, mode, info);
3758 /* Cancel tracking */
3759 /* health_track(0); */
3761 /* Assume no "direction" */
3766 if (query == '\r') query = 't';
3784 if (target_able(c_ptr->m_idx))
3786 health_track(c_ptr->m_idx);
3787 target_who = c_ptr->m_idx;
3806 if (!expand_list) done = TRUE;
3816 if (!expand_list) done = TRUE;
3823 /* Recenter the map around the player */
3827 p_ptr->update |= (PU_MONSTERS);
3830 p_ptr->redraw |= (PR_MAP);
3833 p_ptr->window |= (PW_OVERHEAD);
3838 /* Recalculate interesting grids */
3839 target_set_prepare(mode);
3858 /* Extract the action (if any) */
3859 d = get_keymap_dir(query);
3866 /* Hack -- move around */
3869 /* Modified to scroll to monster */
3870 int y2 = panel_row_min;
3871 int x2 = panel_col_min;
3873 /* Find a new monster */
3874 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3876 /* Request to target past last interesting grid */
3877 while (flag && (i < 0))
3879 /* Note the change */
3880 if (change_panel(ddy[d], ddx[d]))
3885 /* Recalculate interesting grids */
3886 target_set_prepare(mode);
3888 /* Look at interesting grids */
3891 /* Find a new monster */
3892 i = target_pick(v, u, ddy[d], ddx[d]);
3898 /* Nothing interesting */
3904 /* Restore previous position */
3907 panel_bounds_center();
3910 p_ptr->update |= (PU_MONSTERS);
3913 p_ptr->redraw |= (PR_MAP);
3916 p_ptr->window |= (PW_OVERHEAD);
3921 /* Recalculate interesting grids */
3922 target_set_prepare(mode);
3924 /* Look at boring grids */
3931 /* Do not move horizontally if unnecessary */
3932 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3933 ((x > panel_col_min + wid / 2) && (dx < 0)))
3938 /* Do not move vertically if unnecessary */
3939 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3940 ((y > panel_row_min + hgt / 2) && (dy < 0)))
3945 /* Apply the motion */
3946 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3947 (x >= panel_col_min+wid) || (x < panel_col_min))
3949 if (change_panel(dy, dx)) target_set_prepare(mode);
3952 /* Slide into legality */
3953 if (x >= cur_wid-1) x = cur_wid - 2;
3954 else if (x <= 0) x = 1;
3956 /* Slide into legality */
3957 if (y >= cur_hgt-1) y = cur_hgt- 2;
3958 else if (y <= 0) y = 1;
3967 /* Arbitrary grids */
3970 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3973 c_ptr = &cave[y][x];
3975 /* Default prompt */
3977 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
3979 strcpy(info, "q,t,p,m,+,-,<dir>");
3983 /* Describe and Prompt (enable "TARGET_LOOK") */
3984 query = target_set_aux(y, x, mode | TARGET_LOOK, info);
3986 /* Cancel tracking */
3987 /* health_track(0); */
3989 /* Assume no direction */
3994 if (query == '\r') query = 't';
3997 /* Analyze the keypress */
4021 /* Recenter the map around the player */
4025 p_ptr->update |= (PU_MONSTERS);
4028 p_ptr->redraw |= (PR_MAP);
4031 p_ptr->window |= (PW_OVERHEAD);
4036 /* Recalculate interesting grids */
4037 target_set_prepare(mode);
4059 /* Pick a nearby monster */
4060 for (i = 0; i < temp_n; i++)
4062 t = distance(y, x, temp_y[i], temp_x[i]);
4072 /* Nothing interesting */
4073 if (bd == 999) flag = FALSE;
4080 /* Extract the action (if any) */
4081 d = get_keymap_dir(query);
4088 /* Handle "direction" */
4098 /* Do not move horizontally if unnecessary */
4099 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4100 ((x > panel_col_min + wid / 2) && (dx < 0)))
4105 /* Do not move vertically if unnecessary */
4106 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4107 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4112 /* Apply the motion */
4113 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4114 (x >= panel_col_min + wid) || (x < panel_col_min))
4116 if (change_panel(dy, dx)) target_set_prepare(mode);
4119 /* Slide into legality */
4120 if (x >= cur_wid-1) x = cur_wid - 2;
4121 else if (x <= 0) x = 1;
4123 /* Slide into legality */
4124 if (y >= cur_hgt-1) y = cur_hgt- 2;
4125 else if (y <= 0) y = 1;
4133 /* Clear the top line */
4136 /* Recenter the map around the player */
4140 p_ptr->update |= (PU_MONSTERS);
4143 p_ptr->redraw |= (PR_MAP);
4146 p_ptr->window |= (PW_OVERHEAD);
4151 /* Failure to set target */
4152 if (!target_who) return (FALSE);
4160 * Get an "aiming direction" from the user.
4162 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4163 * "0" for "current target", and "-1" for "entry aborted".
4165 * Note that "Force Target", if set, will pre-empt user interaction,
4166 * if there is a usable target already set.
4168 * Note that confusion over-rides any (explicit?) user choice.
4170 bool get_aim_dir(int *dp)
4181 /* Global direction */
4184 /* Hack -- auto-target if requested */
4185 if (use_old_target && target_okay()) dir = 5;
4187 #ifdef ALLOW_REPEAT /* TNB */
4189 if (repeat_pull(dp))
4194 if (!(*dp == 5 && !target_okay()))
4196 /* return (TRUE); */
4201 #endif /* ALLOW_REPEAT -- TNB */
4203 /* Ask until satisfied */
4206 /* Choose a prompt */
4210 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4212 p = "Direction ('*' to choose a target, Escape to cancel)? ";
4219 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4221 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4226 /* Get a command (or Cancel) */
4227 if (!get_com(p, &command, TRUE)) break;
4231 if (command == '\r') command = 't';
4234 /* Convert various keys to "standard" keys */
4237 /* Use current target */
4248 /* Set new target */
4253 if (target_set(TARGET_KILL)) dir = 5;
4259 /* Extract the action (if any) */
4260 dir = get_keymap_dir(command);
4266 /* Verify requested targets */
4267 if ((dir == 5) && !target_okay()) dir = 0;
4276 project_length = 0; /* reset to default */
4280 /* Save the direction */
4283 /* Check for confusion */
4284 if (p_ptr->confused)
4287 /* Random direction */
4288 dir = ddd[randint0(8)];
4291 /* Notice confusion */
4292 if (command_dir != dir)
4296 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4298 msg_print("You are confused.");
4303 /* Save direction */
4306 #ifdef ALLOW_REPEAT /* TNB */
4308 /* repeat_push(dir); */
4309 repeat_push(command_dir);
4311 #endif /* ALLOW_REPEAT -- TNB */
4313 /* A "valid" direction was entered */
4320 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4321 * and place it into "command_dir", unless we already have one.
4323 * This function should be used for all "repeatable" commands, such as
4324 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4325 * as all commands which must reference a grid adjacent to the player,
4326 * and which may not reference the grid under the player. Note that,
4327 * for example, it is no longer possible to "disarm" or "open" chests
4328 * in the same grid as the player.
4330 * Direction "5" is illegal and will (cleanly) abort the command.
4332 * This function tracks and uses the "global direction", and uses
4333 * that as the "desired direction", to which "confusion" is applied.
4335 bool get_rep_dir(int *dp, bool under)
4342 /* Global direction */
4345 #ifdef ALLOW_REPEAT /* TNB */
4347 if (repeat_pull(dp))
4350 /* return (TRUE); */
4353 #endif /* ALLOW_REPEAT -- TNB */
4355 /* Get a direction */
4360 /* Get a command (or Cancel) */
4362 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4364 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4368 /* Look up the direction */
4369 dir = get_keymap_dir(ch);
4375 /* Prevent weirdness */
4376 if ((dir == 5) && (!under)) dir = 0;
4379 if (!dir) return (FALSE);
4381 /* Save desired direction */
4384 /* Apply "confusion" */
4385 if (p_ptr->confused)
4387 /* Standard confusion */
4388 if (randint0(100) < 75)
4390 /* Random direction */
4391 dir = ddd[randint0(8)];
4394 else if (p_ptr->riding)
4396 monster_type *m_ptr = &m_list[p_ptr->riding];
4397 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4399 if (m_ptr->confused)
4401 /* Standard confusion */
4402 if (randint0(100) < 75)
4404 /* Random direction */
4405 dir = ddd[randint0(8)];
4408 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4410 /* Random direction */
4411 dir = ddd[randint0(8)];
4413 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4415 /* Random direction */
4416 dir = ddd[randint0(8)];
4420 /* Notice confusion */
4421 if (command_dir != dir)
4423 if (p_ptr->confused)
4427 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4429 msg_print("You are confused.");
4435 monster_type *m_ptr = &m_list[p_ptr->riding];
4437 monster_desc(m_name, m_ptr, 0);
4438 if (m_ptr->confused)
4441 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4443 msg_format("%^s is confusing.", m_name);
4450 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4452 msg_format("You cannot control %s.", m_name);
4458 /* Save direction */
4461 #ifdef ALLOW_REPEAT /* TNB */
4463 /* repeat_push(dir); */
4464 repeat_push(command_dir);
4466 #endif /* ALLOW_REPEAT -- TNB */
4473 bool get_rep_dir2(int *dp)
4480 /* Global direction */
4483 #ifdef ALLOW_REPEAT /* TNB */
4485 if (repeat_pull(dp))
4488 /* return (TRUE); */
4491 #endif /* ALLOW_REPEAT -- TNB */
4493 /* Get a direction */
4498 /* Get a command (or Cancel) */
4500 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4502 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4506 /* Look up the direction */
4507 dir = get_keymap_dir(ch);
4513 /* Prevent weirdness */
4514 if (dir == 5) dir = 0;
4517 if (!dir) return (FALSE);
4519 /* Save desired direction */
4522 /* Apply "confusion" */
4523 if (p_ptr->confused)
4525 /* Standard confusion */
4526 if (randint0(100) < 75)
4528 /* Random direction */
4529 dir = ddd[randint0(8)];
4533 /* Notice confusion */
4534 if (command_dir != dir)
4538 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4540 msg_print("You are confused.");
4545 /* Save direction */
4548 #ifdef ALLOW_REPEAT /* TNB */
4550 /* repeat_push(dir); */
4551 repeat_push(command_dir);
4553 #endif /* ALLOW_REPEAT -- TNB */
4560 int get_chaos_patron(void)
4562 return ((p_ptr->age + p_ptr->sc) % MAX_PATRON);
4566 void gain_level_reward(int chosen_reward)
4570 char wrath_reason[32] = "";
4571 int nasty_chance = 6;
4572 int dummy = 0, dummy2 = 0;
4575 char o_name[MAX_NLEN];
4581 if (multi_rew) return;
4582 else multi_rew = TRUE;
4586 if (p_ptr->lev == 13) nasty_chance = 2;
4587 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4588 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4590 if (one_in_(nasty_chance))
4591 type = randint1(20); /* Allow the 'nasty' effects */
4593 type = randint1(15) + 5; /* Or disallow them */
4595 if (type < 1) type = 1;
4596 if (type > 20) type = 20;
4601 sprintf(wrath_reason, "%s¤ÎÅܤê",
4602 chaos_patrons[p_ptr->chaos_patron]);
4604 sprintf(wrath_reason, "the Wrath of %s",
4605 chaos_patrons[p_ptr->chaos_patron]);
4609 effect = chaos_rewards[p_ptr->chaos_patron][type];
4611 if (one_in_(6) && !chosen_reward)
4614 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4615 chaos_patrons[p_ptr->chaos_patron]);
4617 msg_format("%^s rewards you with a mutation!",
4618 chaos_patrons[p_ptr->chaos_patron]);
4621 (void)gain_random_mutation(0);
4623 reward = "ÊÑ°Û¤·¤¿¡£";
4625 reward = "mutation";
4630 switch (chosen_reward ? chosen_reward : effect)
4634 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4635 chaos_patrons[p_ptr->chaos_patron]);
4637 msg_format("The voice of %s booms out:",
4638 chaos_patrons[p_ptr->chaos_patron]);
4642 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4644 msg_print("'Thou needst a new form, mortal!'");
4649 reward = "ÊÑ°Û¤·¤¿¡£";
4651 reward = "polymorphing";
4656 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4657 chaos_patrons[p_ptr->chaos_patron]);
4659 msg_format("The voice of %s booms out:",
4660 chaos_patrons[p_ptr->chaos_patron]);
4664 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4666 msg_print("'Well done, mortal! Lead on!'");
4669 if (p_ptr->prace == RACE_ANDROID)
4672 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4674 msg_print("But, nothing happen.");
4677 else if (p_ptr->exp < PY_MAX_EXP)
4679 s32b ee = (p_ptr->exp / 2) + 10;
4680 if (ee > 100000L) ee = 100000L;
4682 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4684 msg_print("You feel more experienced.");
4689 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4691 reward = "experience";
4697 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4698 chaos_patrons[p_ptr->chaos_patron]);
4700 msg_format("The voice of %s booms out:",
4701 chaos_patrons[p_ptr->chaos_patron]);
4705 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4707 msg_print("'Thou didst not deserve that, slave.'");
4710 if (p_ptr->prace == RACE_ANDROID)
4713 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4715 msg_print("But, nothing happen.");
4720 lose_exp(p_ptr->exp / 6);
4722 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4724 reward = "losing experience";
4730 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4731 chaos_patrons[p_ptr->chaos_patron]);
4733 msg_format("The voice of %s whispers:",
4734 chaos_patrons[p_ptr->chaos_patron]);
4738 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4740 msg_print("'Use my gift wisely.'");
4743 acquirement(py, px, 1, FALSE, FALSE);
4745 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4747 reward = "a good item";
4752 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4753 chaos_patrons[p_ptr->chaos_patron]);
4755 msg_format("The voice of %s booms out:",
4756 chaos_patrons[p_ptr->chaos_patron]);
4760 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4762 msg_print("'Use my gift wisely.'");
4765 acquirement(py, px, 1, TRUE, FALSE);
4767 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4769 reward = "an excellent item";
4774 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4775 chaos_patrons[p_ptr->chaos_patron]);
4777 msg_format("The voice of %s booms out:",
4778 chaos_patrons[p_ptr->chaos_patron]);
4782 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤·õ¤ËÃͤ»¤ê¡£¡×");
4784 msg_print("'Thy deed hath earned thee a worthy blade.'");
4787 /* Get local object */
4790 switch (randint1(p_ptr->lev))
4796 dummy2 = SV_MAIN_GAUCHE;
4805 dummy2 = SV_SMALL_SWORD;
4808 dummy2 = SV_BASILLARD;
4810 case 11: case 12: case 13:
4811 dummy2 = SV_SHORT_SWORD;
4817 dummy2 = SV_CUTLASS;
4820 dummy2 = SV_WAKIZASHI;
4823 dummy2 = SV_KHOPESH;
4829 dummy2 = SV_BROAD_SWORD;
4832 dummy2 = SV_LONG_SWORD;
4835 dummy2 = SV_SCIMITAR;
4838 dummy2 = SV_NINJATO;
4844 dummy2 = SV_BASTARD_SWORD;
4847 dummy2 = SV_GREAT_SCIMITAR;
4850 dummy2 = SV_CLAYMORE;
4853 dummy2 = SV_ESPADON;
4856 dummy2 = SV_TWO_HANDED_SWORD;
4859 dummy2 = SV_FLAMBERGE;
4862 dummy2 = SV_NO_DACHI;
4865 dummy2 = SV_EXECUTIONERS_SWORD;
4868 dummy2 = SV_ZWEIHANDER;
4871 dummy2 = SV_HAYABUSA;
4874 dummy2 = SV_BLADE_OF_CHAOS;
4877 object_prep(q_ptr, lookup_kind(dummy, dummy2));
4878 q_ptr->to_h = 3 + randint1(dun_level) % 10;
4879 q_ptr->to_d = 3 + randint1(dun_level) % 10;
4880 one_resistance(q_ptr);
4881 q_ptr->name2 = EGO_CHAOTIC;
4883 /* Drop it in the dungeon */
4884 (void)drop_near(q_ptr, -1, py, px);
4886 reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4888 reward = "chaos weapon";
4893 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4894 chaos_patrons[p_ptr->chaos_patron]);
4896 msg_format("The voice of %s booms out:",
4897 chaos_patrons[p_ptr->chaos_patron]);
4901 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤Ê󤤤ËÃͤ»¤ê¡£¡×");
4903 msg_print("'Thy deed hath earned thee a worthy reward.'");
4906 acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
4908 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4910 reward = "good items";
4915 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4916 chaos_patrons[p_ptr->chaos_patron]);
4918 msg_format("The voice of %s booms out:",
4919 chaos_patrons[p_ptr->chaos_patron]);
4923 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
4925 msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
4928 acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
4930 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4932 reward = "excellent items";
4937 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
4938 chaos_patrons[p_ptr->chaos_patron]);
4940 msg_format("The voice of %s thunders:",
4941 chaos_patrons[p_ptr->chaos_patron]);
4945 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
4947 msg_print("'Thou art growing arrogant, mortal.'");
4950 (void)activate_ty_curse(FALSE, &count);
4952 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
4959 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4960 chaos_patrons[p_ptr->chaos_patron]);
4962 msg_format("The voice of %s booms out:",
4963 chaos_patrons[p_ptr->chaos_patron]);
4967 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
4969 msg_print("'My pets, destroy the arrogant mortal!'");
4972 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4974 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4977 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
4979 reward = "summoning hostile monsters";
4984 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4985 chaos_patrons[p_ptr->chaos_patron]);
4987 msg_format("The voice of %s booms out:",
4988 chaos_patrons[p_ptr->chaos_patron]);
4992 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤Å¨¤òɬÍפȤ»¤ê¡ª¡×");
4994 msg_print("'Thou needst worthier opponents!'");
4997 activate_hi_summon(py, px, FALSE);
4999 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5001 reward = "summoning many hostile monsters";
5006 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5007 chaos_patrons[p_ptr->chaos_patron]);
5009 msg_format("The voice of %s booms out:",
5010 chaos_patrons[p_ptr->chaos_patron]);
5014 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5016 msg_print("'Death and destruction! This pleaseth me!'");
5021 reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5023 reward = "calling chaos";
5028 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5029 chaos_patrons[p_ptr->chaos_patron]);
5031 msg_format("The voice of %s rings out:",
5032 chaos_patrons[p_ptr->chaos_patron]);
5036 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5038 msg_print("'Stay, mortal, and let me mold thee.'");
5041 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5042 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5044 do_inc_stat(randint0(6));
5046 reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5048 reward = "increasing a stat";
5053 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5054 chaos_patrons[p_ptr->chaos_patron]);
5056 msg_format("The voice of %s booms out:",
5057 chaos_patrons[p_ptr->chaos_patron]);
5061 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5063 msg_print("'I grow tired of thee, mortal.'");
5066 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5067 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5069 (void)do_dec_stat(randint0(6));
5071 reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5073 reward = "decreasing a stat";
5078 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5079 chaos_patrons[p_ptr->chaos_patron]);
5081 msg_format("The voice of %s thunders:",
5082 chaos_patrons[p_ptr->chaos_patron]);
5086 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5087 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5089 msg_print("'Thou needst a lesson in humility, mortal!'");
5090 msg_print("You feel less powerful!");
5093 for (dummy = 0; dummy < 6; dummy++)
5095 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5098 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5100 reward = "decreasing all stats";
5105 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5107 msg_format("You feel the power of %s touch you.",
5110 chaos_patrons[p_ptr->chaos_patron]);
5113 reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5115 reward = "polymorphing wounds";
5120 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5121 chaos_patrons[p_ptr->chaos_patron]);
5123 msg_format("The voice of %s booms out:",
5124 chaos_patrons[p_ptr->chaos_patron]);
5128 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5130 msg_print("'Receive this modest gift from me!'");
5133 for (dummy = 0; dummy < 6; dummy++)
5135 (void)do_inc_stat(dummy);
5138 reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5140 reward = "increasing all stats";
5145 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5146 chaos_patrons[p_ptr->chaos_patron]);
5148 msg_format("The voice of %s booms out:",
5149 chaos_patrons[p_ptr->chaos_patron]);
5153 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5155 msg_print("'Suffer, pathetic fool!'");
5158 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5159 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5161 reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5163 reward = "generating disintegration ball";
5168 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5169 chaos_patrons[p_ptr->chaos_patron]);
5171 msg_format("The voice of %s booms out:",
5172 chaos_patrons[p_ptr->chaos_patron]);
5176 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5178 msg_print("'Rise, my servant!'");
5182 (void)set_poisoned(0);
5184 (void)set_confused(0);
5189 for (dummy = 0; dummy < 6; dummy++)
5191 (void)do_res_stat(dummy);
5194 reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5200 if (!buki_motteruka(INVEN_RARM)) break;
5202 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5203 chaos_patrons[p_ptr->chaos_patron]);
5205 msg_format("The voice of %s booms out:",
5206 chaos_patrons[p_ptr->chaos_patron]);
5210 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5212 msg_print("'Thou reliest too much on thy weapon.'");
5215 object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
5216 (void)curse_weapon(FALSE, INVEN_RARM);
5218 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5220 reward = format("destroying %s", o_name);
5224 if (!inventory[INVEN_BODY].k_idx) break;
5226 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5227 chaos_patrons[p_ptr->chaos_patron]);
5229 msg_format("The voice of %s booms out:",
5230 chaos_patrons[p_ptr->chaos_patron]);
5234 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5236 msg_print("'Thou reliest too much on thine equipment.'");
5239 object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
5240 (void)curse_armor();
5242 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5244 reward = format("destroying %s", o_name);
5249 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5250 chaos_patrons[p_ptr->chaos_patron]);
5252 msg_format("The voice of %s whispers:",
5253 chaos_patrons[p_ptr->chaos_patron]);
5257 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5259 msg_print("'Now thou shalt pay for annoying me.'");
5262 switch (randint1(4))
5265 (void)activate_ty_curse(FALSE, &count);
5267 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5273 activate_hi_summon(py, px, FALSE);
5275 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5277 reward = "summoning hostile monsters";
5283 if (!buki_motteruka(INVEN_RARM)) break;
5284 object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
5285 (void)curse_weapon(FALSE, INVEN_RARM);
5287 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5289 reward = format("destroying %s", o_name);
5294 if (!inventory[INVEN_BODY].k_idx) break;
5295 object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
5296 (void)curse_armor();
5298 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5300 reward = format("destroying %s", o_name);
5305 for (dummy = 0; dummy < 6; dummy++)
5307 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5310 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5312 reward = "decreasing all stats";
5319 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5321 msg_format("The voice of %s thunders:",
5324 chaos_patrons[p_ptr->chaos_patron]);
5326 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5328 msg_print("'Die, mortal!'");
5331 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5332 for (dummy = 0; dummy < 6; dummy++)
5334 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5336 activate_hi_summon(py, px, FALSE);
5337 (void)activate_ty_curse(FALSE, &count);
5338 if (one_in_(2)) (void)curse_weapon(FALSE, INVEN_RARM);
5339 if (one_in_(2)) (void)curse_armor();
5343 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5344 chaos_patrons[p_ptr->chaos_patron]);
5346 msg_format("The voice of %s booms out:",
5347 chaos_patrons[p_ptr->chaos_patron]);
5351 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5353 msg_print("'Death and destruction! This pleaseth me!'");
5356 destroy_area(py, px, 25, TRUE);
5358 reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5360 reward = "*destruct*ing dungeon";
5365 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5366 chaos_patrons[p_ptr->chaos_patron]);
5368 msg_format("The voice of %s booms out:",
5369 chaos_patrons[p_ptr->chaos_patron]);
5373 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5375 msg_print("'Let me relieve thee of thine oppressors!'");
5378 (void)symbol_genocide(0, FALSE);
5380 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5382 reward = "genociding monsters";
5387 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5388 chaos_patrons[p_ptr->chaos_patron]);
5390 msg_format("The voice of %s booms out:",
5391 chaos_patrons[p_ptr->chaos_patron]);
5395 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5397 msg_print("'Let me relieve thee of thine oppressors!'");
5400 (void)mass_genocide(0, FALSE);
5402 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5404 reward = "genociding nearby monsters";
5409 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5410 chaos_patrons[p_ptr->chaos_patron]);
5412 msg_format("You can feel the power of %s assault your enemies!",
5413 chaos_patrons[p_ptr->chaos_patron]);
5416 (void)dispel_monsters(p_ptr->lev * 4);
5420 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5421 chaos_patrons[p_ptr->chaos_patron]);
5423 msg_format("%s ignores you.",
5424 chaos_patrons[p_ptr->chaos_patron]);
5430 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5432 msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5435 if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5437 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5439 msg_print("Nobody ever turns up...");
5443 reward = "°Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5445 reward = "a demonic servant";
5451 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5453 msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5456 if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5458 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5460 msg_print("Nobody ever turns up...");
5464 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5466 reward = "a servant";
5472 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5474 msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5477 if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5479 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5481 msg_print("Nobody ever turns up...");
5485 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5487 reward = "an undead servant";
5493 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5495 msg_format("The voice of %s stammers:",
5498 chaos_patrons[p_ptr->chaos_patron]);
5500 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5502 msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5510 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5512 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5519 * old -- from PsiAngband.
5521 bool tgt_pt(int *x_ptr, int *y_ptr)
5525 bool success = FALSE;
5530 get_screen_size(&wid, &hgt);
5536 msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5538 msg_print("Select a point and press space.");
5540 msg_flag = FALSE; /* prevents "-more-" message. */
5542 while ((ch != ESCAPE) && !success)
5544 bool move_fast = FALSE;
5546 move_cursor_relative(y, x);
5558 if (x == px && y == py) ch = 0;
5561 else success = TRUE;
5565 /* Look up the direction */
5566 d = get_keymap_dir(ch);
5568 /* XTRA HACK MOVEFAST */
5569 if (isupper(ch)) move_fast = TRUE;
5571 /* Handle "direction" */
5577 /* XTRA HACK MOVEFAST */
5587 /* Do not move horizontally if unnecessary */
5588 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5589 ((x > panel_col_min + wid / 2) && (dx < 0)))
5594 /* Do not move vertically if unnecessary */
5595 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5596 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5601 /* Apply the motion */
5602 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5603 (x >= panel_col_min + wid) || (x < panel_col_min))
5605 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5606 change_panel(dy, dx);
5609 /* Slide into legality */
5610 if (x >= cur_wid-1) x = cur_wid - 2;
5611 else if (x <= 0) x = 1;
5613 /* Slide into legality */
5614 if (y >= cur_hgt-1) y = cur_hgt- 2;
5615 else if (y <= 0) y = 1;
5622 /* Clear the top line */
5625 /* Recenter the map around the player */
5629 p_ptr->update |= (PU_MONSTERS);
5632 p_ptr->redraw |= (PR_MAP);
5635 p_ptr->window |= (PW_OVERHEAD);
5646 bool get_hack_dir(int *dp)
5656 /* Global direction */
5659 /* (No auto-targeting) */
5661 /* Ask until satisfied */
5664 /* Choose a prompt */
5668 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
5670 p = "Direction ('*' to choose a target, Escape to cancel)? ";
5677 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
5679 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
5684 /* Get a command (or Cancel) */
5685 if (!get_com(p, &command, TRUE)) break;
5689 if (command == '\r') command = 't';
5692 /* Convert various keys to "standard" keys */
5695 /* Use current target */
5706 /* Set new target */
5711 if (target_set(TARGET_KILL)) dir = 5;
5717 /* Look up the direction */
5718 dir = get_keymap_dir(command);
5724 /* Verify requested targets */
5725 if ((dir == 5) && !target_okay()) dir = 0;
5732 if (!dir) return (FALSE);
5734 /* Save the direction */
5737 /* Check for confusion */
5738 if (p_ptr->confused)
5741 /* Random direction */
5742 dir = ddd[randint0(8)];
5745 /* Notice confusion */
5746 if (command_dir != dir)
5750 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
5752 msg_print("You are confused.");
5757 /* Save direction */
5760 /* A "valid" direction was entered */
5766 * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
5769 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5771 s16b gain_energy(void)
5774 s32b energy_result = 10;
5777 tmp = randint0(Go_no_JuuJou);
5779 for (i = 0; i < 9; i ++){
5780 energy_result += tmp % 5;
5784 return (s16b)(energy_result + tmp);
5791 s16b bow_energy(int sval)
5795 /* Analyze the launcher */
5798 /* Sling and ammo */
5805 /* Short Bow and Arrow */
5812 /* Long Bow and Arrow */
5819 /* Bow of irresponsiblity and Arrow */
5826 /* Light Crossbow and Bolt */
5833 /* Heavy Crossbow and Bolt */
5848 int bow_tmul(int sval)
5852 /* Analyze the launcher */
5855 /* Sling and ammo */
5862 /* Short Bow and Arrow */
5869 /* Long Bow and Arrow */
5876 /* Bow of irresponsiblity and Arrow */
5883 /* Light Crossbow and Bolt */
5890 /* Heavy Crossbow and Bolt */
5902 * Return alignment title
5904 cptr your_alignment(void)
5907 if (p_ptr->align > 150) return "ÂçÁ±";
5908 else if (p_ptr->align > 50) return "ÃæÁ±";
5909 else if (p_ptr->align > 10) return "¾®Á±";
5910 else if (p_ptr->align > -11) return "ÃæΩ";
5911 else if (p_ptr->align > -51) return "¾®°";
5912 else if (p_ptr->align > -151) return "Ãæ°";
5915 if (p_ptr->align > 150) return "Lawful";
5916 else if (p_ptr->align > 50) return "Good";
5917 else if (p_ptr->align > 10) return "Neutral Good";
5918 else if (p_ptr->align > -11) return "Neutral";
5919 else if (p_ptr->align > -51) return "Neutral Evil";
5920 else if (p_ptr->align > -151) return "Evil";
5921 else return "Chaotic";