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[Refactor] #37353 mon_take_hit() のコメントアウト済落馬処理を削除。 / Delete comment outed process...
[hengbandforosx/hengbandosx.git] / src / xtra2.c
1 /*!
2  * @file xtra2.c
3  * @brief 雑多なその他の処理2 / effects of various "objects"
4  * @date 2014/02/06
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13
14 #include "angband.h"
15 #include "cmd-pet.h"
16 #include "object-curse.h"
17
18 #define REWARD_CHANCE 10
19
20
21 /*!
22  * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
23  * Advance experience levels and print experience
24  * @return なし
25  */
26 void check_experience(void)
27 {
28         bool level_reward = FALSE;
29         bool level_mutation = FALSE;
30         bool level_inc_stat = FALSE;
31         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
32         PLAYER_LEVEL old_lev = p_ptr->lev;
33
34         /* Hack -- lower limit */
35         if (p_ptr->exp < 0) p_ptr->exp = 0;
36         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
37         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
38
39         /* Hack -- upper limit */
40         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
41         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
42         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
43
44         /* Hack -- maintain "max" experience */
45         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
46
47         /* Hack -- maintain "max max" experience */
48         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
49
50         /* Redraw experience */
51         p_ptr->redraw |= (PR_EXP);
52
53         /* Handle stuff */
54         handle_stuff();
55
56
57         /* Lose levels while possible */
58         while ((p_ptr->lev > 1) &&
59                (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
60         {
61                 /* Lose a level */
62                 p_ptr->lev--;
63
64                 /* Update some stuff */
65                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
66
67                 /* Redraw some stuff */
68                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
69
70                 p_ptr->window |= (PW_PLAYER);
71
72                 /* Handle stuff */
73                 handle_stuff();
74         }
75
76
77         /* Gain levels while possible */
78         while ((p_ptr->lev < PY_MAX_LEVEL) &&
79                (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
80         {
81                 /* Gain a level */
82                 p_ptr->lev++;
83
84                 /* Save the highest level */
85                 if (p_ptr->lev > p_ptr->max_plv)
86                 {
87                         p_ptr->max_plv = p_ptr->lev;
88
89                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
90                             (p_ptr->muta2 & MUT2_CHAOS_GIFT))
91                         {
92                                 level_reward = TRUE;
93                         }
94                         if (p_ptr->prace == RACE_BEASTMAN)
95                         {
96                                 if (one_in_(5)) level_mutation = TRUE;
97                         }
98                         level_inc_stat = TRUE;
99
100                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
101                 }
102
103                 sound(SOUND_LEVEL);
104
105                 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
106
107                 /* Update some stuff */
108                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
109
110                 /* Redraw some stuff */
111                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
112
113                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
114
115                 /* HPとMPの上昇量を表示 */
116                 level_up = 1;
117
118                 /* Handle stuff */
119                 handle_stuff();
120
121                 level_up = 0;
122
123                 if (level_inc_stat)
124                 {
125                         if(!(p_ptr->max_plv % 10))
126                         {
127                                 int choice;
128                                 screen_save();
129                                 while(1)
130                                 {
131                                         int n;
132                                         char tmp[32];
133
134 #ifdef JP
135                                         cnv_stat(p_ptr->stat_max[0], tmp);
136                                         prt(format("        a) 腕力 (現在値 %s)", tmp), 2, 14);
137                                         cnv_stat(p_ptr->stat_max[1], tmp);
138                                         prt(format("        b) 知能 (現在値 %s)", tmp), 3, 14);
139                                         cnv_stat(p_ptr->stat_max[2], tmp);
140                                         prt(format("        c) 賢さ (現在値 %s)", tmp), 4, 14);
141                                         cnv_stat(p_ptr->stat_max[3], tmp);
142                                         prt(format("        d) 器用 (現在値 %s)", tmp), 5, 14);
143                                         cnv_stat(p_ptr->stat_max[4], tmp);
144                                         prt(format("        e) 耐久 (現在値 %s)", tmp), 6, 14);
145                                         cnv_stat(p_ptr->stat_max[5], tmp);
146                                         prt(format("        f) 魅力 (現在値 %s)", tmp), 7, 14);
147                                         prt("", 8, 14);
148                                         prt("        どの能力値を上げますか?", 1, 14);
149 #else
150                                         cnv_stat(p_ptr->stat_max[0], tmp);
151                                         prt(format("        a) Str (cur %s)", tmp), 2, 14);
152                                         cnv_stat(p_ptr->stat_max[1], tmp);
153                                         prt(format("        b) Int (cur %s)", tmp), 3, 14);
154                                         cnv_stat(p_ptr->stat_max[2], tmp);
155                                         prt(format("        c) Wis (cur %s)", tmp), 4, 14);
156                                         cnv_stat(p_ptr->stat_max[3], tmp);
157                                         prt(format("        d) Dex (cur %s)", tmp), 5, 14);
158                                         cnv_stat(p_ptr->stat_max[4], tmp);
159                                         prt(format("        e) Con (cur %s)", tmp), 6, 14);
160                                         cnv_stat(p_ptr->stat_max[5], tmp);
161                                         prt(format("        f) Chr (cur %s)", tmp), 7, 14);
162                                         prt("", 8, 14);
163                                         prt("        Which stat do you want to raise?", 1, 14);
164 #endif
165                                         while(1)
166                                         {
167                                                 choice = inkey();
168                                                 if ((choice >= 'a') && (choice <= 'f')) break;
169                                         }
170                                         for(n = 0; n < 6; n++)
171                                                 if (n != choice - 'a')
172                                                         prt("",n+2,14);
173                                         if (get_check(_("よろしいですか?", "Are you sure? "))) break;
174                                 }
175                                 do_inc_stat(choice - 'a');
176                                 screen_load();
177                         }
178                         else if(!(p_ptr->max_plv % 2))
179                                 do_inc_stat(randint0(6));
180                 }
181
182                 if (level_mutation)
183                 {
184                         msg_print(_("あなたは変わった気がする...", "You feel different..."));
185                         (void)gain_random_mutation(0);
186                         level_mutation = FALSE;
187                 }
188
189                 /*
190                  * 報酬でレベルが上ると再帰的に check_experience() が
191                  * 呼ばれるので順番を最後にする。
192                  */
193                 if (level_reward)
194                 {
195                         gain_level_reward(0);
196                         level_reward = FALSE;
197                 }
198
199                 /* Update some stuff */
200                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
201
202                 /* Redraw some stuff */
203                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
204
205                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
206
207                 /* Handle stuff */
208                 handle_stuff();
209         }
210
211         /* Load an autopick preference file */
212         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
213 }
214
215
216 /*!
217  * @brief モンスターを倒した際の財宝svalを返す
218  * @param r_idx 倒したモンスターの種族ID
219  * @return 財宝のsval
220  * @details
221  * Hack -- Return the "automatic coin type" of a monster race
222  * Used to allocate proper treasure when "Creeping coins" die
223  * Note the use of actual "monster names"
224  */
225 static int get_coin_type(MONRACE_IDX r_idx)
226 {
227         /* Analyze monsters */
228         switch (r_idx)
229         {
230                 case MON_COPPER_COINS: return 2;
231                 case MON_SILVER_COINS: return 5;
232                 case MON_GOLD_COINS: return 10;
233                 case MON_MITHRIL_COINS:
234                 case MON_MITHRIL_GOLEM: return 16;
235                 case MON_ADAMANT_COINS: return 17;
236         }
237
238         /* Assume nothing */
239         return 0;
240 }
241
242
243 /*!
244  * @brief オブジェクトがクロークかどうかを判定する /
245  * Hack -- determine if a template is Cloak
246  * @param k_idx 判定したいオブジェクトのベースアイテムID
247  * @return オブジェクトがクロークならばTRUEを返す
248  */
249 static bool kind_is_cloak(KIND_OBJECT_IDX k_idx)
250 {
251         object_kind *k_ptr = &k_info[k_idx];
252
253         /* Analyze the item type */
254         if (k_ptr->tval == TV_CLOAK)
255         {
256                 return (TRUE);
257         }
258
259         /* Assume not good */
260         return (FALSE);
261 }
262
263
264 /*!
265  * @brief オブジェクトが竿状武器かどうかを判定する /
266  * Hack -- determine if a template is Polearm
267  * @param k_idx 判定したいオブジェクトのベースアイテムID
268  * @return オブジェクトが竿状武器ならばTRUEを返す
269  */
270 static bool kind_is_polearm(KIND_OBJECT_IDX k_idx)
271 {
272         object_kind *k_ptr = &k_info[k_idx];
273
274         /* Analyze the item type */
275         if (k_ptr->tval == TV_POLEARM)
276         {
277                 return (TRUE);
278         }
279
280         /* Assume not good */
281         return (FALSE);
282 }
283
284
285 /*!
286  * @brief オブジェクトが剣かどうかを判定する /
287  * Hack -- determine if a template is Sword
288  * @param k_idx 判定したいオブジェクトのベースアイテムID
289  * @return オブジェクトが剣ならばTRUEを返す
290  */
291 static bool kind_is_sword(KIND_OBJECT_IDX k_idx)
292 {
293         object_kind *k_ptr = &k_info[k_idx];
294
295         /* Analyze the item type */
296         if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
297         {
298                 return (TRUE);
299         }
300
301         /* Assume not good */
302         return (FALSE);
303 }
304
305
306 /*!
307  * @brief オブジェクトが魔法書かどうかを判定する /
308  * Hack -- determine if a template is Book
309  * @param k_idx 判定したいオブジェクトのベースアイテムID
310  * @return オブジェクトが魔法書ならばTRUEを返す
311  */
312 static bool kind_is_book(KIND_OBJECT_IDX k_idx)
313 {
314         object_kind *k_ptr = &k_info[k_idx];
315
316         /* Analyze the item type */
317         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
318         {
319                 return (TRUE);
320         }
321
322         /* Assume not good */
323         return (FALSE);
324 }
325
326
327 /*!
328  * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する /
329  * Hack -- determine if a template is Good book
330  * @param k_idx 判定したいオブジェクトのベースアイテムID
331  * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す
332  */
333 static bool kind_is_good_book(KIND_OBJECT_IDX k_idx)
334 {
335         object_kind *k_ptr = &k_info[k_idx];
336
337         /* Analyze the item type */
338         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
339         {
340                 return (TRUE);
341         }
342
343         /* Assume not good */
344         return (FALSE);
345 }
346
347
348 /*!
349  * @brief オブジェクトが鎧かどうかを判定する /
350  * Hack -- determine if a template is Armor
351  * @param k_idx 判定したいオブジェクトのベースアイテムID
352  * @return オブジェクトが鎧ならばTRUEを返す
353  */
354 static bool kind_is_armor(KIND_OBJECT_IDX k_idx)
355 {
356         object_kind *k_ptr = &k_info[k_idx];
357
358         /* Analyze the item type */
359         if (k_ptr->tval == TV_HARD_ARMOR)
360         {
361                 return (TRUE);
362         }
363
364         /* Assume not good */
365         return (FALSE);
366 }
367
368
369 /*!
370  * @brief オブジェクトが打撃武器かどうかを判定する /
371  * Hack -- determine if a template is hafted weapon
372  * @param k_idx 判定したいオブジェクトのベースアイテムID
373  * @return オブジェクトが打撃武器ならばTRUEを返す
374  */
375 static bool kind_is_hafted(KIND_OBJECT_IDX k_idx)
376 {
377         object_kind *k_ptr = &k_info[k_idx];
378
379         /* Analyze the item type */
380         if (k_ptr->tval == TV_HAFTED)
381         {
382                 return (TRUE);
383         }
384
385         /* Assume not good */
386         return (FALSE);
387 }
388
389 /*!
390  * @brief クエストを達成状態にする /
391  * @param quest_num 達成状態にしたいクエストのID
392  * @return なし
393  */
394 void complete_quest(QUEST_IDX quest_num)
395 {
396         quest_type* const q_ptr = &quest[quest_num];
397
398         switch (q_ptr->type)
399         {
400         case QUEST_TYPE_RANDOM:
401                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
402                 break;
403         default:
404                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
405                 break;
406         }
407
408         q_ptr->status = QUEST_STATUS_COMPLETED;
409         q_ptr->complev = (byte)p_ptr->lev;
410         update_playtime();
411         q_ptr->comptime = playtime;
412
413         if (!(q_ptr->flags & QUEST_FLAG_SILENT))
414         {
415                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
416                 msg_print(_("クエストを達成した!", "You just completed your quest!"));
417                 msg_print(NULL);
418         }
419 }
420
421 /*!
422  * @brief 現在フロアに残っている敵モンスターの数を返す /
423  * @return 現在の敵モンスターの数
424  */
425 static MONSTER_NUMBER count_all_hostile_monsters(void)
426 {
427         POSITION x, y;
428         MONSTER_NUMBER number_mon = 0;
429
430         for (x = 0; x < cur_wid; ++ x)
431         {
432                 for (y = 0; y < cur_hgt; ++ y)
433                 {
434                         MONSTER_IDX m_idx = cave[y][x].m_idx;
435
436                         if (m_idx > 0 && is_hostile(&m_list[m_idx]))
437                         {
438                                 ++number_mon;
439                         }
440                 }
441         }
442
443         return number_mon;
444 }
445
446 /*!
447  * @brief 特定の敵を倒した際にクエスト達成処理 /
448  * Check for "Quest" completion when a quest monster is killed or charmed.
449  * @param m_ptr 撃破したモンスターの構造体参照ポインタ
450  * @return なし
451  */
452 void check_quest_completion(monster_type *m_ptr)
453 {
454         POSITION y, x;
455         QUEST_IDX quest_num;
456
457         bool create_stairs = FALSE;
458         bool reward = FALSE;
459
460         object_type forge;
461         object_type *o_ptr;
462
463         /* Get the location */
464         y = m_ptr->fy;
465         x = m_ptr->fx;
466
467         /* Inside a quest */
468         quest_num = p_ptr->inside_quest;
469
470         /* Search for an active quest on this dungeon level */
471         if (!quest_num)
472         {
473                 QUEST_IDX i;
474
475                 for (i = max_q_idx - 1; i > 0; i--)
476                 {
477                         quest_type* const q_ptr = &quest[i];
478                         
479                         /* Quest is not active */
480                         if (q_ptr->status != QUEST_STATUS_TAKEN)
481                                 continue;
482
483                         /* Quest is not a dungeon quest */
484                         if (q_ptr->flags & QUEST_FLAG_PRESET)
485                                 continue;
486
487                         /* Quest is not on this level */
488                         if ((q_ptr->level != dun_level) &&
489                             (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
490                                 continue;
491
492                         /* Not a "kill monster" quest */
493                         if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
494                             (q_ptr->type == QUEST_TYPE_FIND_EXIT))
495                                 continue;
496
497                         /* Interesting quest */
498                         if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
499                             (q_ptr->type == QUEST_TYPE_TOWER) ||
500                             (q_ptr->type == QUEST_TYPE_KILL_ALL))
501                                 break;
502
503                         /* Interesting quest */
504                         if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
505                              (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
506                              (q_ptr->type == QUEST_TYPE_RANDOM)) &&
507                              (q_ptr->r_idx == m_ptr->r_idx))
508                                 break;
509                 }
510
511                 quest_num = i;
512         }
513
514         /* Handle the current quest */
515         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
516         {
517                 /* Current quest */
518                 quest_type* const q_ptr = &quest[quest_num];
519
520                 switch (q_ptr->type)
521                 {
522                         case QUEST_TYPE_KILL_NUMBER:
523                         {
524                                 q_ptr->cur_num++;
525
526                                 if (q_ptr->cur_num >= q_ptr->num_mon)
527                                 {
528                                         complete_quest(quest_num);
529
530                                         q_ptr->cur_num = 0;
531                                 }
532                                 break;
533                         }
534                         case QUEST_TYPE_KILL_ALL:
535                         {
536                                 if (!is_hostile(m_ptr)) break;
537
538                                 if (count_all_hostile_monsters() == 1)
539                                 {
540                                         if (q_ptr->flags & QUEST_FLAG_SILENT)
541                                         {
542                                                 q_ptr->status = QUEST_STATUS_FINISHED;
543                                         }
544                                         else
545                                         {
546                                                 complete_quest(quest_num);
547                                         }
548                                 }
549                                 break;
550                         }
551                         case QUEST_TYPE_KILL_LEVEL:
552                         case QUEST_TYPE_RANDOM:
553                         {
554                                 /* Only count valid monsters */
555                                 if (q_ptr->r_idx != m_ptr->r_idx)
556                                         break;
557
558                                 q_ptr->cur_num++;
559
560                                 if (q_ptr->cur_num >= q_ptr->max_num)
561                                 {
562                                         complete_quest(quest_num);
563
564                                         if (!(q_ptr->flags & QUEST_FLAG_PRESET))
565                                         {
566                                                 create_stairs = TRUE;
567                                                 p_ptr->inside_quest = 0;
568                                         }
569
570                                         /* Finish the two main quests without rewarding */
571                                         if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
572                                         {
573                                                 q_ptr->status = QUEST_STATUS_FINISHED;
574                                         }
575
576                                         if (q_ptr->type == QUEST_TYPE_RANDOM)
577                                         {
578                                                 reward = TRUE;
579                                                 q_ptr->status = QUEST_STATUS_FINISHED;
580                                         }
581                                 }
582                                 break;
583                         }
584                         case QUEST_TYPE_KILL_ANY_LEVEL:
585                         {
586                                 q_ptr->cur_num++;
587                                 if (q_ptr->cur_num >= q_ptr->max_num)
588                                 {
589                                         complete_quest(quest_num);
590                                         q_ptr->cur_num = 0;
591                                 }
592                                 break;
593                         }
594                         case QUEST_TYPE_TOWER:
595                         {
596                                 if (!is_hostile(m_ptr)) break;
597
598                                 if (count_all_hostile_monsters() == 1)
599                                 {
600                                         q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
601
602                                         if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
603                                            (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
604                                            (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
605                                         {
606
607                                                 complete_quest(QUEST_TOWER1);
608                                         }
609                                 }
610                                 break;
611                         }
612                 }
613         }
614
615         /* Create a magical staircase */
616         if (create_stairs)
617         {
618                 POSITION ny, nx;
619
620                 /* Stagger around */
621                 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
622                 {
623                         /* Pick a location */
624                         scatter(&ny, &nx, y, x, 1, 0);
625
626                         /* Stagger */
627                         y = ny; x = nx;
628                 }
629
630                 /* Explain the staircase */
631                 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
632
633                 /* Create stairs down */
634                 cave_set_feat(y, x, feat_down_stair);
635
636                 /* Remember to update everything */
637                 p_ptr->update |= (PU_FLOW);
638         }
639
640         /*
641          * Drop quest reward
642          */
643         if (reward)
644         {
645                 int i;
646
647                 for (i = 0; i < (dun_level / 15)+1; i++)
648                 {
649                         /* Get local object */
650                         o_ptr = &forge;
651                         object_wipe(o_ptr);
652
653                         /* Make a great object */
654                         make_object(o_ptr, AM_GOOD | AM_GREAT);
655
656                         /* Drop it in the dungeon */
657                         (void)drop_near(o_ptr, -1, y, x);
658                 }
659         }
660 }
661
662 /*!
663  * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
664  * Check for "Quest" completion when a quest monster is killed or charmed.
665  * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
666  * @return なし
667  */
668 void check_find_art_quest_completion(object_type *o_ptr)
669 {
670         QUEST_IDX i;
671         /* Check if completed a quest */
672         for (i = 0; i < max_q_idx; i++)
673         {
674                 if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
675                         (quest[i].status == QUEST_STATUS_TAKEN) &&
676                         (quest[i].k_idx == o_ptr->name1))
677                 {
678                         complete_quest(i);
679                 }
680         }
681 }
682
683
684 /*!
685  * @brief モンスターを撃破した際の述語メッセージを返す /
686  * Return monster death string
687  * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
688  * @return 撃破されたモンスターの述語
689  */
690 cptr extract_note_dies(monster_race *r_ptr)
691 {
692         /* Some monsters get "destroyed" */
693         if (!monster_living(r_ptr))
694         {
695                 int i;
696
697                 for (i = 0; i < 4; i++)
698                 {
699                         if (r_ptr->blow[i].method == RBM_EXPLODE)
700                         {
701                                 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
702                         }
703                 }
704                 return _("を倒した。", " is destroyed.");
705         }
706
707         /* Assume a default death */
708         return _("は死んだ。", " dies.");
709 }
710
711
712 /*!
713  * @brief モンスターが死亡した時の処理 /
714  * Handle the "death" of a monster.
715  * @param m_idx 死亡したモンスターのID
716  * @param drop_item TRUEならばモンスターのドロップ処理を行う
717  * @return 撃破されたモンスターの述語
718  * @details
719  * <pre>
720  * Disperse treasures centered at the monster location based on the
721  * various flags contained in the monster flags fields.
722  * Check for "Quest" completion when a quest monster is killed.
723  * Note that only the player can induce "monster_death()" on Uniques.
724  * Thus (for now) all Quest monsters should be Uniques.
725  * Note that monsters can now carry objects, and when a monster dies,
726  * it drops all of its objects, which may disappear in crowded rooms.
727  * </pre>
728  */
729 void monster_death(MONSTER_IDX m_idx, bool drop_item)
730 {
731         int i, j, y, x;
732
733         int dump_item = 0;
734         int dump_gold = 0;
735
736         int number = 0;
737
738         monster_type *m_ptr = &m_list[m_idx];
739
740         monster_race *r_ptr = &r_info[m_ptr->r_idx];
741
742         bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
743
744         u32b mo_mode = 0L;
745
746         bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
747         bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
748         bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
749         int force_coin = get_coin_type(m_ptr->r_idx);
750
751         object_type forge;
752         object_type *q_ptr;
753
754         bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
755                 && !p_ptr->inside_battle && !is_pet(m_ptr);
756
757         /* The caster is dead? */
758         if (world_monster && world_monster == m_idx) world_monster = 0;
759
760         /* Notice changes in view */
761         if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
762         {
763                 /* Update some things */
764                 p_ptr->update |= (PU_MON_LITE);
765         }
766
767         /* Get the location */
768         y = m_ptr->fy;
769         x = m_ptr->fx;
770
771         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
772         {
773                 char m_name[80];
774
775                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
776                 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
777         }
778
779         /* Let monsters explode! */
780         for (i = 0; i < 4; i++)
781         {
782                 if (r_ptr->blow[i].method == RBM_EXPLODE)
783                 {
784                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
785                         EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
786                         DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
787                         DICE_SID d_side = r_ptr->blow[i].d_side;
788                         HIT_POINT damage = damroll(d_dice, d_side);
789
790                         project(m_idx, 3, y, x, damage, typ, flg, -1);
791                         break;
792                 }
793         }
794
795         if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
796         {
797                 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
798                 r_ptr = &r_info[m_ptr->r_idx];
799         }
800
801         /* Check for quest completion */
802         check_quest_completion(m_ptr);
803
804         /* Handle the possibility of player vanquishing arena combatant -KMW- */
805         if (p_ptr->inside_arena && !is_pet(m_ptr))
806         {
807                 p_ptr->exit_bldg = TRUE;
808
809                 if (p_ptr->arena_number > MAX_ARENA_MONS)
810                 {
811                         msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
812                 }
813                 else
814                 {
815                         msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
816                 }
817
818                 if (arena_info[p_ptr->arena_number].tval)
819                 {
820                         /* Get local object */
821                         q_ptr = &forge;
822
823                         /* Prepare to make a prize */
824                         object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
825
826                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
827
828                         /* Drop it in the dungeon */
829                         (void)drop_near(q_ptr, -1, y, x);
830                 }
831
832                 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
833                 p_ptr->arena_number++;
834                 if (record_arena)
835                 {
836                         char m_name[80];
837                         
838                         /* Extract monster name */
839                         monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
840                         
841                         do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
842                 }
843         }
844
845         if (m_idx == p_ptr->riding)
846         {
847                 if (rakuba(-1, FALSE))
848                 {
849                         msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
850                 }
851         }
852
853         /* Drop a dead corpse? */
854         if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
855             (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
856             !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
857         {
858                 /* Assume skeleton */
859                 bool corpse = FALSE;
860
861                 /*
862                  * We cannot drop a skeleton? Note, if we are in this check,
863                  * we *know* we can drop at least a corpse or a skeleton
864                  */
865                 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
866                         corpse = TRUE;
867                 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
868                         corpse = TRUE;
869
870                 /* Else, a corpse is more likely unless we did a "lot" of damage */
871                 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
872                 {
873                         /* Lots of damage in one blow */
874                         if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
875                         {
876                                 if (one_in_(5)) corpse = TRUE;
877                         }
878                         else
879                         {
880                                 if (!one_in_(5)) corpse = TRUE;
881                         }
882                 }
883
884                 /* Get local object */
885                 q_ptr = &forge;
886
887                 /* Prepare to make an object */
888                 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
889
890                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
891
892                 q_ptr->pval = m_ptr->r_idx;
893
894                 /* Drop it in the dungeon */
895                 (void)drop_near(q_ptr, -1, y, x);
896         }
897
898         /* Drop objects being carried */
899         monster_drop_carried_objects(m_ptr);
900
901         if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
902         if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
903
904         switch (m_ptr->r_idx)
905         {
906         case MON_PINK_HORROR:
907                 /* Pink horrors are replaced with 2 Blue horrors */
908                 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
909                 {
910                         bool notice = FALSE;
911
912                         for (i = 0; i < 2; i++)
913                         {
914                                 int wy = y, wx = x;
915                                 bool pet = is_pet(m_ptr);
916                                 BIT_FLAGS mode = 0L;
917
918                                 if (pet) mode |= PM_FORCE_PET;
919
920                                 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
921                                 {
922                                         if (player_can_see_bold(wy, wx))
923                                                 notice = TRUE;
924                                 }
925                         }
926
927                         if (notice)
928                                 msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
929                 }
930                 break;
931
932         case MON_BLOODLETTER:
933                 /* Bloodletters of Khorne may drop a blade of chaos */
934                 if (drop_chosen_item && (randint1(100) < 15))
935                 {
936                         /* Get local object */
937                         q_ptr = &forge;
938
939                         /* Prepare to make a Blade of Chaos */
940                         object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
941
942                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
943
944                         /* Drop it in the dungeon */
945                         (void)drop_near(q_ptr, -1, y, x);
946                 }
947                 break;
948
949         case MON_RAAL:
950                 if (drop_chosen_item && (dun_level > 9))
951                 {
952                         /* Get local object */
953                         q_ptr = &forge;
954                         object_wipe(q_ptr);
955
956                         /* Activate restriction */
957                         if ((dun_level > 49) && one_in_(5))
958                                 get_obj_num_hook = kind_is_good_book;
959                         else
960                                 get_obj_num_hook = kind_is_book;
961
962                         /* Make a book */
963                         make_object(q_ptr, mo_mode);
964
965                         /* Drop it in the dungeon */
966                         (void)drop_near(q_ptr, -1, y, x);
967                 }
968                 break;
969
970         case MON_DAWN:
971                 /*
972                  * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
973                  * spawn another in the fallen one's place!
974                  */
975                 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
976                 {
977                         if (!one_in_(7))
978                         {
979                                 POSITION wy = y, wx = x;
980                                 int attempts = 100;
981                                 bool pet = is_pet(m_ptr);
982
983                                 do
984                                 {
985                                         scatter(&wy, &wx, y, x, 20, 0);
986                                 }
987                                 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
988
989                                 if (attempts > 0)
990                                 {
991                                         BIT_FLAGS mode = 0L;
992                                         if (pet) mode |= PM_FORCE_PET;
993
994                                         if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
995                                         {
996                                                 if (player_can_see_bold(wy, wx))
997                                                         msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
998                                         }
999                                 }
1000                         }
1001                 }
1002                 break;
1003
1004         case MON_UNMAKER:
1005                 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1006                 {
1007                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1008                         (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1009                 }
1010                 break;
1011
1012         case MON_UNICORN_ORD:
1013         case MON_MORGOTH:
1014         case MON_ONE_RING:
1015                 /* Reward for "lazy" player */
1016                 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1017                 {
1018                         ARTIFACT_IDX a_idx = 0;
1019                         artifact_type *a_ptr = NULL;
1020
1021                         if (!drop_chosen_item) break;
1022
1023                         do
1024                         {
1025                                 switch (randint0(3))
1026                                 {
1027                                 case 0:
1028                                         a_idx = ART_NAMAKE_HAMMER;
1029                                         break;
1030                                 case 1:
1031                                         a_idx = ART_NAMAKE_BOW;
1032                                         break;
1033                                 case 2:
1034                                         a_idx = ART_NAMAKE_ARMOR;
1035                                         break;
1036                                 }
1037
1038                                 a_ptr = &a_info[a_idx];
1039                         }
1040                         while (a_ptr->cur_num);
1041
1042                         /* Create the artifact */
1043                         if (create_named_art(a_idx, y, x))
1044                         {
1045                                 a_ptr->cur_num = 1;
1046
1047                                 /* Hack -- Memorize location of artifact in saved floors */
1048                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1049                         }
1050                         else if (!preserve_mode) a_ptr->cur_num = 1;
1051                 }
1052                 break;
1053
1054         case MON_SERPENT:
1055                 if (!drop_chosen_item) break;
1056
1057                 /* Get local object */
1058                 q_ptr = &forge;
1059
1060                 /* Mega-Hack -- Prepare to make "Grond" */
1061                 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1062
1063                 /* Mega-Hack -- Mark this item as "Grond" */
1064                 q_ptr->name1 = ART_GROND;
1065
1066                 /* Mega-Hack -- Actually create "Grond" */
1067                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1068
1069                 /* Drop it in the dungeon */
1070                 (void)drop_near(q_ptr, -1, y, x);
1071
1072                 /* Get local object */
1073                 q_ptr = &forge;
1074
1075                 /* Mega-Hack -- Prepare to make "Chaos" */
1076                 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1077
1078                 /* Mega-Hack -- Mark this item as "Chaos" */
1079                 q_ptr->name1 = ART_CHAOS;
1080
1081                 /* Mega-Hack -- Actually create "Chaos" */
1082                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1083
1084                 /* Drop it in the dungeon */
1085                 (void)drop_near(q_ptr, -1, y, x);
1086                 break;
1087
1088         case MON_B_DEATH_SWORD:
1089                 if (drop_chosen_item)
1090                 {
1091                         /* Get local object */
1092                         q_ptr = &forge;
1093
1094                         /* Prepare to make a broken sword */
1095                         object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1096
1097                         /* Drop it in the dungeon */
1098                         (void)drop_near(q_ptr, -1, y, x);
1099                 }
1100                 break;
1101
1102         case MON_A_GOLD:
1103         case MON_A_SILVER:
1104                 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1105                      ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1106                 {
1107                         /* Get local object */
1108                         q_ptr = &forge;
1109
1110                         /* Prepare to make a Can of Toys */
1111                         object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1112
1113                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1114
1115                         /* Drop it in the dungeon */
1116                         (void)drop_near(q_ptr, -1, y, x);
1117                 }
1118                 break;
1119
1120         case MON_ROLENTO:
1121                 {
1122                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1123                         (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1124                 }
1125                 break;
1126
1127         default:
1128                 if (!drop_chosen_item) break;
1129
1130                 switch (r_ptr->d_char)
1131                 {
1132                 case '(':
1133                         if (dun_level > 0)
1134                         {
1135                                 /* Get local object */
1136                                 q_ptr = &forge;
1137                                 object_wipe(q_ptr);
1138
1139                                 /* Activate restriction */
1140                                 get_obj_num_hook = kind_is_cloak;
1141
1142                                 /* Make a cloak */
1143                                 make_object(q_ptr, mo_mode);
1144
1145                                 /* Drop it in the dungeon */
1146                                 (void)drop_near(q_ptr, -1, y, x);
1147                         }
1148                         break;
1149
1150                 case '/':
1151                         if (dun_level > 4)
1152                         {
1153                                 /* Get local object */
1154                                 q_ptr = &forge;
1155                                 object_wipe(q_ptr);
1156
1157                                 /* Activate restriction */
1158                                 get_obj_num_hook = kind_is_polearm;
1159
1160                                 /* Make a poleweapon */
1161                                 make_object(q_ptr, mo_mode);
1162
1163                                 /* Drop it in the dungeon */
1164                                 (void)drop_near(q_ptr, -1, y, x);
1165                         }
1166                         break;
1167
1168                 case '[':
1169                         if (dun_level > 19)
1170                         {
1171                                 /* Get local object */
1172                                 q_ptr = &forge;
1173                                 object_wipe(q_ptr);
1174
1175                                 /* Activate restriction */
1176                                 get_obj_num_hook = kind_is_armor;
1177
1178                                 /* Make a hard armor */
1179                                 make_object(q_ptr, mo_mode);
1180
1181                                 /* Drop it in the dungeon */
1182                                 (void)drop_near(q_ptr, -1, y, x);
1183                         }
1184                         break;
1185
1186                 case '\\':
1187                         if (dun_level > 4)
1188                         {
1189                                 /* Get local object */
1190                                 q_ptr = &forge;
1191                                 object_wipe(q_ptr);
1192
1193                                 /* Activate restriction */
1194                                 get_obj_num_hook = kind_is_hafted;
1195
1196                                 /* Make a hafted weapon */
1197                                 make_object(q_ptr, mo_mode);
1198
1199                                 /* Drop it in the dungeon */
1200                                 (void)drop_near(q_ptr, -1, y, x);
1201                         }
1202                         break;
1203
1204                 case '|':
1205                         if (m_ptr->r_idx != MON_STORMBRINGER)
1206                         {
1207                                 /* Get local object */
1208                                 q_ptr = &forge;
1209                                 object_wipe(q_ptr);
1210
1211                                 /* Activate restriction */
1212                                 get_obj_num_hook = kind_is_sword;
1213
1214                                 /* Make a sword */
1215                                 make_object(q_ptr, mo_mode);
1216
1217                                 /* Drop it in the dungeon */
1218                                 (void)drop_near(q_ptr, -1, y, x);
1219                         }
1220                         break;
1221                 }
1222                 break;
1223         }
1224
1225         /* Mega-Hack -- drop fixed items */
1226         if (drop_chosen_item)
1227         {
1228                 ARTIFACT_IDX a_idx = 0;
1229                 int chance = 0;
1230
1231                 for(i = 0; i < 4; i++)
1232                 {
1233                         if(!r_ptr->artifact_id[i]) break;
1234                         a_idx = r_ptr->artifact_id[i];
1235                         chance = r_ptr->artifact_percent[i];
1236                 }
1237
1238                 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1239                 {
1240                         artifact_type *a_ptr = &a_info[a_idx];
1241
1242                         if (!a_ptr->cur_num)
1243                         {
1244                                 /* Create the artifact */
1245                                 if (create_named_art(a_idx, y, x))
1246                                 {
1247                                         a_ptr->cur_num = 1;
1248
1249                                         /* Hack -- Memorize location of artifact in saved floors */
1250                                         if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1251                                 }
1252                                 else if (!preserve_mode) a_ptr->cur_num = 1;
1253                         }
1254                 }
1255
1256                 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1257                 {
1258                         KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1259                                 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1260
1261                         if (d_info[dungeon_type].final_artifact)
1262                         {
1263                                 a_idx = d_info[dungeon_type].final_artifact;
1264                                 artifact_type *a_ptr = &a_info[a_idx];
1265
1266                                 if (!a_ptr->cur_num)
1267                                 {
1268                                         /* Create the artifact */
1269                                         if (create_named_art(a_idx, y, x))
1270                                         {
1271                                                 a_ptr->cur_num = 1;
1272
1273                                                 /* Hack -- Memorize location of artifact in saved floors */
1274                                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1275                                         }
1276                                         else if (!preserve_mode) a_ptr->cur_num = 1;
1277
1278                                         /* Prevent rewarding both artifact and "default" object */
1279                                         if (!d_info[dungeon_type].final_object) k_idx = 0;
1280                                 }
1281                         }
1282
1283                         if (k_idx)
1284                         {
1285                                 /* Get local object */
1286                                 q_ptr = &forge;
1287
1288                                 /* Prepare to make a reward */
1289                                 object_prep(q_ptr, k_idx);
1290
1291                                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1292
1293                                 /* Drop it in the dungeon */
1294                                 (void)drop_near(q_ptr, -1, y, x);
1295                         }
1296                         msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
1297                 }
1298         }
1299
1300         /* Determine how much we can drop */
1301         if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1302         if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1303         if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1304         if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1305         if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1306         if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1307
1308         if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1309                 number = 0; /* Clones drop no stuff unless Cloning Pits */
1310
1311         if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1312                 number = 0; /* Pets drop no stuff */
1313         if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1314         
1315         if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1316                 number = 0; /* Limit of Multiply monster drop */
1317
1318         /* Hack -- handle creeping coins */
1319         coin_type = force_coin;
1320
1321         /* Average dungeon and monster levels */
1322         object_level = (dun_level + r_ptr->level) / 2;
1323
1324         /* Drop some objects */
1325         for (j = 0; j < number; j++)
1326         {
1327                 /* Get local object */
1328                 q_ptr = &forge;
1329                 object_wipe(q_ptr);
1330
1331                 /* Make Gold */
1332                 if (do_gold && (!do_item || (randint0(100) < 50)))
1333                 {
1334                         /* Make some gold */
1335                         if (!make_gold(q_ptr)) continue;
1336
1337                         dump_gold++;
1338                 }
1339
1340                 /* Make Object */
1341                 else
1342                 {
1343                         /* Make an object */
1344                         if (!make_object(q_ptr, mo_mode)) continue;
1345
1346                         dump_item++;
1347                 }
1348
1349                 /* Drop it in the dungeon */
1350                 (void)drop_near(q_ptr, -1, y, x);
1351         }
1352
1353         /* Reset the object level */
1354         object_level = base_level;
1355
1356         /* Reset "coin" type */
1357         coin_type = 0;
1358
1359
1360         /* Take note of any dropped treasure */
1361         if (visible && (dump_item || dump_gold))
1362         {
1363                 /* Take notes on treasure */
1364                 lore_treasure(m_idx, dump_item, dump_gold);
1365         }
1366
1367         /* Only process "Quest Monsters" */
1368         if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1369         if (p_ptr->inside_battle) return;
1370
1371         /* Winner? */
1372         if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1373         {
1374                 /* Total winner */
1375                 p_ptr->total_winner = TRUE;
1376
1377                 /* Redraw the "title" */
1378                 p_ptr->redraw |= (PR_TITLE);
1379
1380                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
1381
1382                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
1383
1384                 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1385                 {
1386                         msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
1387                         msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
1388                 }
1389
1390                 /* Congratulations */
1391                 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
1392                 msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
1393                 msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
1394         }
1395 }
1396
1397 /*!
1398  * @brief モンスターに与えたダメージの修正処理 /
1399  * Modify the physical damage done to the monster.
1400  * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
1401  * @param dam ダメージ基本値
1402  * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
1403  * @return 修正を行った結果のダメージ量
1404  * @details
1405  * <pre>
1406  * (for example when it's invulnerable or shielded)
1407  * ToDo: Accept a damage-type to calculate the modified damage from
1408  * things like fire, frost, lightning, poison, ... attacks.
1409  * "type" is not yet used and should be 0.
1410  * </pre>
1411  */
1412 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
1413 {
1414         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1415
1416         if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1417         {
1418                 dam /= 100;
1419                 if ((dam == 0) && one_in_(3)) dam = 1;
1420         }
1421
1422         if (MON_INVULNER(m_ptr))
1423         {
1424                 if (is_psy_spear)
1425                 {
1426                         if (!p_ptr->blind && is_seen(m_ptr))
1427                         {
1428                                 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
1429                         }
1430                 }
1431                 else if (!one_in_(PENETRATE_INVULNERABILITY))
1432                 {
1433                         return (0);
1434                 }
1435         }
1436         return (dam);
1437 }
1438
1439
1440 /*!
1441  * @brief モンスターに与えたダメージを元に経験値を加算する /
1442  * Calculate experience point to be get
1443  * @param dam 与えたダメージ量
1444  * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
1445  * @return なし
1446  * @details
1447  * <pre>
1448  * Even the 64 bit operation is not big enough to avoid overflaw
1449  * unless we carefully choose orders of multiplication and division.
1450  * Get the coefficient first, and multiply (potentially huge) base
1451  * experience point of a monster later.
1452  * </pre>
1453  */
1454 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
1455 {
1456         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1457
1458         s32b new_exp;
1459         u32b new_exp_frac;
1460         s32b div_h;
1461         u32b div_l;
1462
1463         if (!m_ptr->r_idx) return;
1464         if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1465
1466         /*
1467          * - Ratio of monster's level to player's level effects
1468          * - Varying speed effects
1469          * - Get a fraction in proportion of damage point
1470          */
1471         new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1472         new_exp_frac = 0;
1473         div_h = 0L;
1474         div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1475
1476         /* Use (average maxhp * 2) as a denominator */
1477         if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1478                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1479         else
1480                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1481
1482         /* Special penalty in the wilderness */
1483         if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1484                 s64b_mul(&div_h, &div_l, 0, 5);
1485
1486         /* Do division first to prevent overflaw */
1487         s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1488
1489         /* Special penalty for mutiply-monster */
1490         if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1491         {
1492                 int monnum_penarty = r_ptr->r_akills / 400;
1493                 if (monnum_penarty > 8) monnum_penarty = 8;
1494
1495                 while (monnum_penarty--)
1496                 {
1497                         /* Divide by 4 */
1498                         s64b_RSHIFT(new_exp, new_exp_frac, 2);
1499                 }
1500         }
1501         
1502         /* Special penalty for rest_and_shoot exp scum */
1503         if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1504         {
1505                 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1506                 if (over_damage > 32) over_damage = 32;
1507
1508                 while (over_damage--)
1509                 {
1510                         /* 9/10 for once */
1511                         s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1512                         s64b_div(&new_exp, &new_exp_frac, 0, 10);
1513                 }
1514         }
1515
1516         /* Finally multiply base experience point of the monster */
1517         s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1518
1519         /* Gain experience */
1520         gain_exp_64(new_exp, new_exp_frac);
1521 }
1522
1523
1524 /*!
1525  * @brief モンスターのHPをダメージに応じて減算する /
1526  * Decreases monsters hit points, handling monster death.
1527  * @param dam 与えたダメージ量
1528  * @param m_idx ダメージを与えたモンスターのID
1529  * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
1530  * @param note モンスターが倒された際の特別なメッセージ述語
1531  * @return なし
1532  * @details
1533  * <pre>
1534  * We return TRUE if the monster has been killed (and deleted).
1535  * We announce monster death (using an optional "death message"
1536  * if given, and a otherwise a generic killed/destroyed message).
1537  * Only "physical attacks" can induce the "You have slain" message.
1538  * Missile and Spell attacks will induce the "dies" message, or
1539  * various "specialized" messages.  Note that "You have destroyed"
1540  * and "is destroyed" are synonyms for "You have slain" and "dies".
1541  * Hack -- unseen monsters yield "You have killed it." message.
1542  * Added fear (DGK) and check whether to print fear messages -CWS
1543  * Made name, sex, and capitalization generic -BEN-
1544  * As always, the "ghost" processing is a total hack.
1545  * Hack -- we "delay" fear messages by passing around a "fear" flag.
1546  * Consider decreasing monster experience over time, say,
1547  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1548  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1549  * monster worth more than subsequent monsters.  This would also need
1550  * to induce changes in the monster recall code.
1551  * </pre>
1552  */
1553 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
1554 {
1555         monster_type    *m_ptr = &m_list[m_idx];
1556         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1557
1558         monster_type    exp_mon;
1559
1560         /* Innocent until proven otherwise */
1561         bool        innocent = TRUE, thief = FALSE;
1562         int         i;
1563         int         expdam;
1564
1565         (void)COPY(&exp_mon, m_ptr, monster_type);
1566         
1567         expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1568
1569         get_exp_from_mon(expdam, &exp_mon);
1570
1571         /* Genocided by chaos patron */
1572         if (!m_ptr->r_idx) m_idx = 0;
1573         
1574         /* Redraw (later) if needed */
1575         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1576         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1577
1578         /* Wake it up */
1579         (void)set_monster_csleep(m_idx, 0);
1580
1581         /* Hack - Cancel any special player stealth magics. -LM- */
1582         if (p_ptr->special_defense & NINJA_S_STEALTH)
1583         {
1584                 set_superstealth(FALSE);
1585         }
1586
1587         /* Genocided by chaos patron */
1588         if (!m_idx) return TRUE;
1589         
1590         /* Hurt it */
1591         m_ptr->hp -= dam;
1592         
1593         m_ptr->dealt_damage += dam;
1594         if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1595         if (p_ptr->wizard)
1596         {
1597                 msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."),
1598                                         m_ptr->dealt_damage, m_ptr->maxhp);
1599         }
1600
1601         /* It is dead now */
1602         if (m_ptr->hp < 0)
1603         {
1604                 char m_name[80];
1605
1606                 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1607                 {
1608                         /* You might have unmasked Tanuki first time */
1609                         r_ptr = &r_info[m_ptr->r_idx];
1610                         m_ptr->ap_r_idx = m_ptr->r_idx;
1611                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1612                 }
1613
1614                 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1615                 {
1616                         /* You might have unmasked Chameleon first time */
1617                         r_ptr = real_r_ptr(m_ptr);
1618                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1619                 }
1620
1621                 if (!(m_ptr->smart & SM_CLONED))
1622                 {
1623                         /* When the player kills a Unique, it stays dead */
1624                         if (r_ptr->flags1 & RF1_UNIQUE)
1625                         {
1626                                 r_ptr->max_num = 0;
1627
1628                                 /* Mega-Hack -- Banor & Lupart */
1629                                 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1630                                 {
1631                                         r_info[MON_BANORLUPART].max_num = 0;
1632                                         r_info[MON_BANORLUPART].r_pkills++;
1633                                         r_info[MON_BANORLUPART].r_akills++;
1634                                         if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1635                                 }
1636                                 else if (m_ptr->r_idx == MON_BANORLUPART)
1637                                 {
1638                                         r_info[MON_BANOR].max_num = 0;
1639                                         r_info[MON_BANOR].r_pkills++;
1640                                         r_info[MON_BANOR].r_akills++;
1641                                         if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1642                                         r_info[MON_LUPART].max_num = 0;
1643                                         r_info[MON_LUPART].r_pkills++;
1644                                         r_info[MON_LUPART].r_akills++;
1645                                         if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1646                                 }
1647                         }
1648
1649                         /* When the player kills a Nazgul, it stays dead */
1650                         else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1651                 }
1652
1653                 /* Count all monsters killed */
1654                 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1655
1656                 /* Recall even invisible uniques or winners */
1657                 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1658                 {
1659                         /* Count kills this life */
1660                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1661                         else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1662
1663                         /* Count kills in all lives */
1664                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1665                         else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1666
1667                         /* Hack -- Auto-recall */
1668                         monster_race_track(m_ptr->ap_r_idx);
1669                 }
1670
1671                 /* Extract monster name */
1672                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1673
1674                 /* Don't kill Amberites */
1675                 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1676                 {
1677                         int curses = 1 + randint1(3);
1678                         bool stop_ty = FALSE;
1679                         int count = 0;
1680
1681                         msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
1682                         curse_equipment(100, 50);
1683
1684                         do
1685                         {
1686                                 stop_ty = activate_ty_curse(stop_ty, &count);
1687                         }
1688                         while (--curses);
1689                 }
1690
1691                 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1692                 {
1693                         char line_got[1024];
1694
1695                         /* Dump a message */
1696                         if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1697
1698                                 msg_format("%^s %s", m_name, line_got);
1699
1700 #ifdef WORLD_SCORE
1701                         if (m_ptr->r_idx == MON_SERPENT)
1702                         {
1703                                 /* Make screen dump */
1704                                 screen_dump = make_screen_dump();
1705                         }
1706 #endif
1707                 }
1708
1709                 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1710                 {
1711                         if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1712                         {
1713                                 chg_virtue(V_VALOUR, -1);
1714                         }
1715                         else if (r_ptr->level > dun_level)
1716                         {
1717                                 if (randint1(10) <= (r_ptr->level - dun_level))
1718                                         chg_virtue(V_VALOUR, 1);
1719                         }
1720                         if (r_ptr->level > 60)
1721                         {
1722                                 chg_virtue(V_VALOUR, 1);
1723                         }
1724                         if (r_ptr->level >= 2 * (p_ptr->lev+1))
1725                                 chg_virtue(V_VALOUR, 2);
1726                 }
1727
1728                 if (r_ptr->flags1 & RF1_UNIQUE)
1729                 {
1730                         if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1731
1732                         if (r_ptr->flags3 & RF3_GOOD)
1733                         {
1734                                 chg_virtue(V_UNLIFE, 2);
1735                                 chg_virtue(V_VITALITY, -2);
1736                         }
1737
1738                         if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1739                 }
1740
1741                 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1742                 {
1743                         chg_virtue(V_COMPASSION, -1);
1744                 }
1745
1746                 if ((r_ptr->flags3 & RF3_GOOD) &&
1747                         ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1748                         chg_virtue(V_UNLIFE, 1);
1749
1750                 if (r_ptr->d_char == 'A')
1751                 {
1752                         if (r_ptr->flags1 & RF1_UNIQUE)
1753                                 chg_virtue(V_FAITH, -2);
1754                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1755                         {
1756                                 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1757                                 else chg_virtue(V_FAITH, 1);
1758                         }
1759                 }
1760                 else if (r_ptr->flags3 & RF3_DEMON)
1761                 {
1762                         if (r_ptr->flags1 & RF1_UNIQUE)
1763                                 chg_virtue(V_FAITH, 2);
1764                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1765                                 chg_virtue(V_FAITH, 1);
1766                 }
1767
1768                 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1769                         chg_virtue(V_VITALITY, 2);
1770
1771                 if (r_ptr->r_deaths)
1772                 {
1773                         if (r_ptr->flags1 & RF1_UNIQUE)
1774                         {
1775                                 chg_virtue(V_HONOUR, 10);
1776                         }
1777                         else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1778                         {
1779                                 chg_virtue(V_HONOUR, 1);
1780                         }
1781                 }
1782                 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1783                 {
1784                         chg_virtue(V_VALOUR, -1);
1785                 }
1786
1787                 for (i = 0; i < 4; i++)
1788                 {
1789                         if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1790
1791                         if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1792                                 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1793
1794                                 thief = TRUE; /* Thief! */
1795                 }
1796
1797                 /* The new law says it is illegal to live in the dungeon */
1798                 if (r_ptr->level != 0) innocent = FALSE;
1799
1800                 if (thief)
1801                 {
1802                         if (r_ptr->flags1 & RF1_UNIQUE)
1803                                 chg_virtue(V_JUSTICE, 3);
1804                         else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1805                                 >= randint1(100))
1806                                 chg_virtue(V_JUSTICE, 1);
1807                 }
1808                 else if (innocent)
1809                 {
1810                         chg_virtue (V_JUSTICE, -1);
1811                 }
1812
1813                 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
1814                 {
1815                         if (one_in_(4)) chg_virtue(V_NATURE, -1);
1816                 }
1817
1818                 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1819                 {
1820                         char note_buf[160];
1821 #ifdef JP
1822                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : "");
1823 #else
1824                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
1825 #endif
1826                         do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1827                 }
1828
1829                 /* Make a sound */
1830                 sound(SOUND_KILL);
1831
1832                 /* Death by Missile/Spell attack */
1833                 if (note)
1834                 {
1835                         msg_format("%^s%s", m_name, note);
1836                 }
1837
1838                 /* Death by physical attack -- invisible monster */
1839                 else if (!m_ptr->ml)
1840                 {
1841 #ifdef JP
1842                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1843                                 msg_format("せっかくだから%sを殺した。", m_name);
1844                         else
1845                                 msg_format("%sを殺した。", m_name);
1846 #else
1847                                 msg_format("You have killed %s.", m_name);
1848 #endif
1849
1850                 }
1851
1852                 /* Death by Physical attack -- non-living monster */
1853                 else if (!monster_living(r_ptr))
1854                 {
1855                         bool explode = FALSE;
1856
1857                         for (i = 0; i < 4; i++)
1858                         {
1859                                 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1860                         }
1861
1862                         /* Special note at death */
1863                         if (explode)
1864                                 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1865                         else
1866                         {
1867 #ifdef JP
1868                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1869                                         msg_format("せっかくだから%sを倒した。", m_name);
1870                                 else
1871                                 msg_format("%sを倒した。", m_name);
1872 #else
1873                                 msg_format("You have destroyed %s.", m_name);
1874 #endif
1875                         }
1876                 }
1877
1878                 /* Death by Physical attack -- living monster */
1879                 else
1880                 {
1881 #ifdef JP
1882                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1883                                 msg_format("せっかくだから%sを葬り去った。", m_name);
1884                         else
1885                                 msg_format("%sを葬り去った。", m_name);
1886 #else
1887                                 msg_format("You have slain %s.", m_name);
1888 #endif
1889
1890                 }
1891                 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1892                 {
1893                         for (i = 0; i < MAX_KUBI; i++)
1894                         {
1895                                 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1896                                 {
1897                                         msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
1898                                         break;
1899                                 }
1900                         }
1901                 }
1902
1903                 /* Generate treasure */
1904                 monster_death(m_idx, TRUE);
1905
1906                 /* Mega hack : replace IKETA to BIKETAL */
1907                 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1908                 {
1909                         POSITION dummy_y = m_ptr->fy;
1910                         POSITION dummy_x = m_ptr->fx;
1911                         BIT_FLAGS mode = 0L;
1912                         if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1913                         delete_monster_idx(m_idx);
1914                         if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1915                         {
1916                                 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
1917                         }
1918                 }
1919                 else
1920                 {
1921                         delete_monster_idx(m_idx);
1922                 }
1923
1924                 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
1925
1926                 /* Not afraid */
1927                 (*fear) = FALSE;
1928
1929                 /* Monster is dead */
1930                 return (TRUE);
1931         }
1932
1933
1934 #ifdef ALLOW_FEAR
1935
1936         /* Mega-Hack -- Pain cancels fear */
1937         if (MON_MONFEAR(m_ptr) && (dam > 0))
1938         {
1939                 /* Cure fear */
1940                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1941                 {
1942                         /* No more fear */
1943                         (*fear) = FALSE;
1944                 }
1945         }
1946
1947         /* Sometimes a monster gets scared by damage */
1948         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1949         {
1950                 /* Percentage of fully healthy */
1951                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1952
1953                 /*
1954                  * Run (sometimes) if at 10% or less of max hit points,
1955                  * or (usually) when hit for half its current hit points
1956                  */
1957                 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1958                 {
1959                         /* Hack -- note fear */
1960                         (*fear) = TRUE;
1961
1962                         /* Hack -- Add some timed fear */
1963                         (void)set_monster_monfear(m_idx, (randint1(10) +
1964                                           (((dam >= m_ptr->hp) && (percentage > 7)) ?
1965                                            20 : ((11 - percentage) * 5))));
1966                 }
1967         }
1968
1969 #endif
1970
1971         /* Not dead yet */
1972         return (FALSE);
1973 }
1974
1975
1976 /*!
1977  * @brief 現在のコンソール表示の縦横を返す。 /
1978  * Get term size and calculate screen size
1979  * @param wid_p コンソールの表示幅文字数を返す
1980  * @param hgt_p コンソールの表示行数を返す
1981  * @return なし
1982  */
1983 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
1984 {
1985         Term_get_size(wid_p, hgt_p);
1986         *hgt_p -= ROW_MAP + 2;
1987         *wid_p -= COL_MAP + 2;
1988         if (use_bigtile) *wid_p /= 2;
1989 }
1990
1991
1992 /*!
1993  * @brief コンソール上におけるマップ表示の左上位置を返す /
1994  * Calculates current boundaries Called below and from "do_cmd_locate()".
1995  * @return なし
1996  */
1997 void panel_bounds_center(void)
1998 {
1999         int wid, hgt;
2000
2001         get_screen_size(&wid, &hgt);
2002
2003         panel_row_max = panel_row_min + hgt - 1;
2004         panel_row_prt = panel_row_min - 1;
2005         panel_col_max = panel_col_min + wid - 1;
2006         panel_col_prt = panel_col_min - 13;
2007 }
2008
2009
2010 /*!
2011  * @brief コンソールのリサイズに合わせてマップを再描画する /
2012  * Map resizing whenever the main term changes size
2013  * @return なし
2014  */
2015 void resize_map(void)
2016 {
2017         /* Only if the dungeon exists */
2018         if (!character_dungeon) return;
2019         
2020         /* Mega-Hack -- no panel yet */
2021         panel_row_max = 0;
2022         panel_col_max = 0;
2023
2024         /* Reset the panels */
2025         panel_row_min = cur_hgt;
2026         panel_col_min = cur_wid;
2027                                 
2028         verify_panel();
2029
2030         p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2031
2032         /* Forget lite/view */
2033         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2034
2035         /* Update lite/view */
2036         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2037
2038         /* Update monsters */
2039         p_ptr->update |= (PU_MONSTERS);
2040
2041         /* Redraw everything */
2042         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2043
2044         /* Hack -- update */
2045         handle_stuff();
2046         Term_redraw();
2047
2048         /*
2049          * Waiting command;
2050          * Place the cursor on the player
2051          */
2052         if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2053
2054         /* Refresh */
2055         Term_fresh();
2056 }
2057
2058 /*!
2059  * @brief コンソールを再描画する /
2060  * Redraw a term when it is resized
2061  * @return なし
2062  */
2063 void redraw_window(void)
2064 {
2065         /* Only if the dungeon exists */
2066         if (!character_dungeon) return;
2067
2068         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2069         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2070
2071         /* Hack -- update */
2072         handle_stuff();
2073         Term_redraw();
2074 }
2075
2076
2077 /*!
2078  * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
2079  * @param dy 変更先のフロアY座標
2080  * @param dx 変更先のフロアX座標
2081  * Handle a request to change the current panel
2082  * Return TRUE if the panel was changed.
2083  * Also used in do_cmd_locate
2084  * @return 実際に再描画が必要だった場合TRUEを返す
2085  */
2086 bool change_panel(POSITION dy, POSITION dx)
2087 {
2088         POSITION y, x;
2089         TERM_LEN wid, hgt;
2090
2091         get_screen_size(&wid, &hgt);
2092
2093         /* Apply the motion */
2094         y = panel_row_min + dy * hgt / 2;
2095         x = panel_col_min + dx * wid / 2;
2096
2097         /* Verify the row */
2098         if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2099         if (y < 0) y = 0;
2100
2101         /* Verify the col */
2102         if (x > cur_wid - wid) x = cur_wid - wid;
2103         if (x < 0) x = 0;
2104
2105         /* Handle "changes" */
2106         if ((y != panel_row_min) || (x != panel_col_min))
2107         {
2108                 /* Save the new panel info */
2109                 panel_row_min = y;
2110                 panel_col_min = x;
2111
2112                 /* Recalculate the boundaries */
2113                 panel_bounds_center();
2114
2115                 p_ptr->update |= (PU_MONSTERS);
2116
2117                 p_ptr->redraw |= (PR_MAP);
2118
2119                 /* Handle stuff */
2120                 handle_stuff();
2121
2122                 /* Success */
2123                 return (TRUE);
2124         }
2125
2126         /* No change */
2127         return (FALSE);
2128 }
2129
2130 /*!
2131  * @brief フォーカスを当てるべきマップ描画の基準座標を指定する
2132  * @param y 変更先のフロアY座標
2133  * @param x 変更先のフロアX座標
2134  * @details
2135  * Handle a request to change the current panel
2136  * Return TRUE if the panel was changed.
2137  * Also used in do_cmd_locate
2138  * @return 実際に再描画が必要だった場合TRUEを返す
2139  */
2140 static bool change_panel_xy(POSITION y, POSITION x)
2141 {
2142         POSITION dy = 0, dx = 0;
2143         TERM_LEN wid, hgt;
2144
2145         get_screen_size(&wid, &hgt);
2146
2147         if (y < panel_row_min) dy = -1;
2148         if (y > panel_row_max) dy = 1;
2149         if (x < panel_col_min) dx = -1;
2150         if (x > panel_col_max) dx = 1;
2151
2152         if (!dy && !dx) return (FALSE);
2153
2154         return change_panel(dy, dx);
2155 }
2156
2157
2158 /*!
2159  * @brief マップ描画のフォーカスを当てるべき座標を更新する
2160  * @details
2161  * Given an row (y) and col (x), this routine detects when a move
2162  * off the screen has occurred and figures new borders. -RAK-
2163  * "Update" forces a "full update" to take place.
2164  * The map is reprinted if necessary, and "TRUE" is returned.
2165  * @return 実際に再描画が必要だった場合TRUEを返す
2166  */
2167 void verify_panel(void)
2168 {
2169         POSITION y = p_ptr->y;
2170         POSITION x = p_ptr->x;
2171         int wid, hgt;
2172
2173         int prow_min;
2174         int pcol_min;
2175         int max_prow_min;
2176         int max_pcol_min;
2177
2178         get_screen_size(&wid, &hgt);
2179
2180         max_prow_min = cur_hgt - hgt;
2181         max_pcol_min = cur_wid - wid;
2182
2183         /* Bounds checking */
2184         if (max_prow_min < 0) max_prow_min = 0;
2185         if (max_pcol_min < 0) max_pcol_min = 0;
2186
2187                 /* Center on player */
2188         if (center_player && (center_running || !running))
2189         {
2190                 /* Center vertically */
2191                 prow_min = y - hgt / 2;
2192                 if (prow_min < 0) prow_min = 0;
2193                 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2194
2195                 /* Center horizontally */
2196                 pcol_min = x - wid / 2;
2197                 if (pcol_min < 0) pcol_min = 0;
2198                 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2199         }
2200         else
2201         {
2202                 prow_min = panel_row_min;
2203                 pcol_min = panel_col_min;
2204
2205                 /* Scroll screen when 2 grids from top/bottom edge */
2206                 if (y > panel_row_max - 2)
2207                 {
2208                         while (y > prow_min + hgt-1 - 2)
2209                         {
2210                                 prow_min += (hgt / 2);
2211                         }
2212                 }
2213
2214                 if (y < panel_row_min + 2)
2215                 {
2216                         while (y < prow_min + 2)
2217                         {
2218                                 prow_min -= (hgt / 2);
2219                         }
2220                 }
2221
2222                 if (prow_min > max_prow_min) prow_min = max_prow_min;
2223                 if (prow_min < 0) prow_min = 0;
2224
2225                 /* Scroll screen when 4 grids from left/right edge */
2226                 if (x > panel_col_max - 4)
2227                 {
2228                         while (x > pcol_min + wid-1 - 4)
2229                         {
2230                                 pcol_min += (wid / 2);
2231                         }
2232                 }
2233                 
2234                 if (x < panel_col_min + 4)
2235                 {
2236                         while (x < pcol_min + 4)
2237                         {
2238                                 pcol_min -= (wid / 2);
2239                         }
2240                 }
2241
2242                 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2243                 if (pcol_min < 0) pcol_min = 0;
2244         }
2245
2246         /* Check for "no change" */
2247         if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2248
2249         /* Save the new panel info */
2250         panel_row_min = prow_min;
2251         panel_col_min = pcol_min;
2252
2253         /* Hack -- optional disturb on "panel change" */
2254         if (disturb_panel && !center_player) disturb(FALSE, FALSE);
2255
2256         /* Recalculate the boundaries */
2257         panel_bounds_center();
2258
2259         p_ptr->update |= (PU_MONSTERS);
2260
2261         p_ptr->redraw |= (PR_MAP);
2262
2263         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2264 }
2265
2266
2267 /*
2268  * Monster health description
2269  */
2270 cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
2271 {
2272         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2273         bool         living;
2274         int          perc;
2275         cptr desc;
2276         cptr attitude;
2277         cptr clone;
2278
2279         /* Determine if the monster is "living" */
2280         living = monster_living(ap_r_ptr);
2281
2282         /* Calculate a health "percentage" */
2283         perc = 100L * m_ptr->hp / m_ptr->maxhp;
2284
2285         /* Healthy monsters */
2286         if (m_ptr->hp >= m_ptr->maxhp)
2287         {
2288                 /* No damage */
2289 #ifdef JP
2290                 desc = living ? "無傷" : "無ダメージ";
2291 #else
2292                 desc = living ? "unhurt" : "undamaged";
2293 #endif
2294
2295         }
2296
2297         else if (perc >= 60)
2298         {
2299 #ifdef JP
2300                 desc = living ? "軽傷" : "小ダメージ";
2301 #else
2302                 desc = living ? "somewhat wounded" : "somewhat damaged";
2303 #endif
2304
2305         }
2306
2307         else if (perc >= 25)
2308         {
2309 #ifdef JP
2310                 desc = living ? "負傷" : "中ダメージ";
2311 #else
2312                 desc = living ? "wounded" : "damaged";
2313 #endif
2314
2315         }
2316
2317         else if (perc >= 10)
2318         {
2319 #ifdef JP
2320                 desc = living ? "重傷" : "大ダメージ";
2321 #else
2322                 desc = living ? "badly wounded" : "badly damaged";
2323 #endif
2324
2325         }
2326
2327         else 
2328         {
2329 #ifdef JP
2330                 desc = living ? "半死半生" : "倒れかけ";
2331 #else
2332                 desc = living ? "almost dead" : "almost destroyed";
2333 #endif
2334         }
2335
2336
2337         /* Need attitude information? */
2338         if (!(mode & 0x01))
2339         {
2340                 /* Full information is not needed */
2341                 attitude = "";
2342         }
2343         else if (is_pet(m_ptr))
2344         {
2345                 attitude = _(", ペット", ", pet");
2346         }
2347         else if (is_friendly(m_ptr))
2348         {
2349                 attitude = _(", 友好的", ", friendly");
2350         }
2351         else
2352         {
2353                 attitude = _("", "");
2354         }
2355
2356
2357         /* Clone monster? */
2358         if (m_ptr->smart & SM_CLONED)
2359         {
2360                 clone = ", clone";
2361         }
2362         else
2363         {
2364                 clone = "";
2365         }
2366
2367         /* Display monster's level --- idea borrowed from ToME */
2368         if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2369         {
2370                 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
2371         }
2372         else 
2373         {
2374                 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
2375         }
2376 }
2377
2378
2379
2380 /*
2381  * Angband sorting algorithm -- quick sort in place
2382  *
2383  * Note that the details of the data we are sorting is hidden,
2384  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2385  * function hooks to interact with the data, which is given as
2386  * two pointers, and which may have any user-defined form.
2387  */
2388 void ang_sort_aux(vptr u, vptr v, int p, int q)
2389 {
2390         int z, a, b;
2391
2392         /* Done sort */
2393         if (p >= q) return;
2394
2395         /* Pivot */
2396         z = p;
2397
2398         /* Begin */
2399         a = p;
2400         b = q;
2401
2402         /* Partition */
2403         while (TRUE)
2404         {
2405                 /* Slide i2 */
2406                 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2407
2408                 /* Slide i1 */
2409                 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2410
2411                 /* Done partition */
2412                 if (a >= b) break;
2413
2414                 /* Swap */
2415                 (*ang_sort_swap)(u, v, a, b);
2416
2417                 /* Advance */
2418                 a++, b--;
2419         }
2420
2421         /* Recurse left side */
2422         ang_sort_aux(u, v, p, b);
2423
2424         /* Recurse right side */
2425         ang_sort_aux(u, v, b+1, q);
2426 }
2427
2428
2429 /*
2430  * Angband sorting algorithm -- quick sort in place
2431  *
2432  * Note that the details of the data we are sorting is hidden,
2433  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2434  * function hooks to interact with the data, which is given as
2435  * two pointers, and which may have any user-defined form.
2436  */
2437 void ang_sort(vptr u, vptr v, int n)
2438 {
2439         /* Sort the array */
2440         ang_sort_aux(u, v, 0, n-1);
2441 }
2442
2443
2444
2445 /*** Targeting Code ***/
2446
2447
2448 /*
2449  * Determine is a monster makes a reasonable target
2450  *
2451  * The concept of "targeting" was stolen from "Morgul" (?)
2452  *
2453  * The player can target any location, or any "target-able" monster.
2454  *
2455  * Currently, a monster is "target_able" if it is visible, and if
2456  * the player can hit it with a projection, and the player is not
2457  * hallucinating.  This allows use of "use closest target" macros.
2458  *
2459  * Future versions may restrict the ability to target "trappers"
2460  * and "mimics", but the semantics is a little bit weird.
2461  */
2462 bool target_able(MONSTER_IDX m_idx)
2463 {
2464         monster_type *m_ptr = &m_list[m_idx];
2465
2466         /* Monster must be alive */
2467         if (!m_ptr->r_idx) return (FALSE);
2468
2469         /* Hack -- no targeting hallucinations */
2470         if (p_ptr->image) return (FALSE);
2471
2472         /* Monster must be visible */
2473         if (!m_ptr->ml) return (FALSE);
2474
2475         if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2476
2477         /* Monster must be projectable */
2478         if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
2479
2480         /* Hack -- Never target trappers */
2481         /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2482
2483         /* Assume okay */
2484         return (TRUE);
2485 }
2486
2487
2488
2489
2490 /*
2491  * Update (if necessary) and verify (if possible) the target.
2492  *
2493  * We return TRUE if the target is "okay" and FALSE otherwise.
2494  */
2495 bool target_okay(void)
2496 {
2497         /* Accept stationary targets */
2498         if (target_who < 0) return (TRUE);
2499
2500         /* Check moving targets */
2501         if (target_who > 0)
2502         {
2503                 /* Accept reasonable targets */
2504                 if (target_able(target_who))
2505                 {
2506                         monster_type *m_ptr = &m_list[target_who];
2507
2508                         /* Acquire monster location */
2509                         target_row = m_ptr->fy;
2510                         target_col = m_ptr->fx;
2511
2512                         /* Good target */
2513                         return (TRUE);
2514                 }
2515         }
2516
2517         /* Assume no target */
2518         return (FALSE);
2519 }
2520
2521
2522 /*
2523  * Sorting hook -- comp function -- by "distance to player"
2524  *
2525  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2526  * and sort the arrays by double-distance to the player.
2527  */
2528 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2529 {
2530         POSITION *x = (POSITION*)(u);
2531         POSITION *y = (POSITION*)(v);
2532
2533         POSITION da, db, kx, ky;
2534
2535         /* Absolute distance components */
2536         kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
2537         ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
2538
2539         /* Approximate Double Distance to the first point */
2540         da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2541
2542         /* Absolute distance components */
2543         kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
2544         ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
2545
2546         /* Approximate Double Distance to the first point */
2547         db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2548
2549         /* Compare the distances */
2550         return (da <= db);
2551 }
2552
2553
2554 /*
2555  * Sorting hook -- comp function -- by importance level of grids
2556  *
2557  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2558  * and sort the arrays by level of monster
2559  */
2560 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2561 {
2562         POSITION *x = (POSITION*)(u);
2563         POSITION *y = (POSITION*)(v);
2564         cave_type *ca_ptr = &cave[y[a]][x[a]];
2565         cave_type *cb_ptr = &cave[y[b]][x[b]];
2566         monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2567         monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2568         monster_race *ap_ra_ptr, *ap_rb_ptr;
2569
2570         /* The player grid */
2571         if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
2572         if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
2573
2574         /* Extract monster race */
2575         if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2576         else ap_ra_ptr = NULL;
2577         if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2578         else ap_rb_ptr = NULL;
2579
2580         if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2581         if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2582
2583         /* Compare two monsters */
2584         if (ap_ra_ptr && ap_rb_ptr)
2585         {
2586                 /* Unique monsters first */
2587                 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2588                 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2589
2590                 /* Shadowers first (あやしい影) */
2591                 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2592                 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2593
2594                 /* Unknown monsters first */
2595                 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2596                 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2597
2598                 /* Higher level monsters first (if known) */
2599                 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2600                 {
2601                         if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2602                         if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2603                 }
2604
2605                 /* Sort by index if all conditions are same */
2606                 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2607                 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2608         }
2609
2610         /* An object get higher priority */
2611         if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2612         if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2613
2614         /* Priority from the terrain */
2615         if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2616         if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2617
2618         /* If all conditions are same, compare distance */
2619         return ang_sort_comp_distance(u, v, a, b);
2620 }
2621
2622
2623 /*
2624  * Sorting hook -- swap function -- by "distance to player"
2625  *
2626  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2627  * and sort the arrays by distance to the player.
2628  */
2629 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2630 {
2631         POSITION *x = (POSITION*)(u);
2632         POSITION *y = (POSITION*)(v);
2633
2634         POSITION temp;
2635
2636         /* Swap "x" */
2637         temp = x[a];
2638         x[a] = x[b];
2639         x[b] = temp;
2640
2641         /* Swap "y" */
2642         temp = y[a];
2643         y[a] = y[b];
2644         y[b] = temp;
2645 }
2646
2647
2648
2649 /*
2650  * Hack -- help "select" a location (see below)
2651  */
2652 static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
2653 {
2654         POSITION_IDX i, v;
2655         POSITION x2, y2, x3, y3, x4, y4;
2656         POSITION_IDX b_i = -1, b_v = 9999;
2657
2658
2659         /* Scan the locations */
2660         for (i = 0; i < temp_n; i++)
2661         {
2662                 /* Point 2 */
2663                 x2 = temp_x[i];
2664                 y2 = temp_y[i];
2665
2666                 /* Directed distance */
2667                 x3 = (x2 - x1);
2668                 y3 = (y2 - y1);
2669
2670                 /* Verify quadrant */
2671                 if (dx && (x3 * dx <= 0)) continue;
2672                 if (dy && (y3 * dy <= 0)) continue;
2673
2674                 /* Absolute distance */
2675                 x4 = ABS(x3);
2676                 y4 = ABS(y3);
2677
2678                 /* Verify quadrant */
2679                 if (dy && !dx && (x4 > y4)) continue;
2680                 if (dx && !dy && (y4 > x4)) continue;
2681
2682                 /* Approximate Double Distance */
2683                 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2684
2685                 /* Penalize location */
2686
2687                 /* Track best */
2688                 if ((b_i >= 0) && (v >= b_v)) continue;
2689
2690                 /* Track best */
2691                 b_i = i; b_v = v;
2692         }
2693         return (b_i);
2694 }
2695
2696
2697 /*
2698  * Hack -- determine if a given location is "interesting"
2699  */
2700 static bool target_set_accept(POSITION y, POSITION x)
2701 {
2702         cave_type *c_ptr;
2703         OBJECT_IDX this_o_idx, next_o_idx = 0;
2704
2705         /* Bounds */
2706         if (!(in_bounds(y, x))) return (FALSE);
2707
2708         /* Player grid is always interesting */
2709         if (player_bold(y, x)) return (TRUE);
2710
2711         /* Handle hallucination */
2712         if (p_ptr->image) return (FALSE);
2713
2714         /* Examine the grid */
2715         c_ptr = &cave[y][x];
2716
2717         /* Visible monsters */
2718         if (c_ptr->m_idx)
2719         {
2720                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2721
2722                 /* Visible monsters */
2723                 if (m_ptr->ml) return (TRUE);
2724         }
2725
2726         /* Scan all objects in the grid */
2727         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2728         {
2729                 object_type *o_ptr;
2730
2731                 /* Acquire object */
2732                 o_ptr = &o_list[this_o_idx];
2733
2734                 /* Acquire next object */
2735                 next_o_idx = o_ptr->next_o_idx;
2736
2737                 /* Memorized object */
2738                 if (o_ptr->marked & OM_FOUND) return (TRUE);
2739         }
2740
2741         /* Interesting memorized features */
2742         if (c_ptr->info & (CAVE_MARK))
2743         {
2744                 /* Notice object features */
2745                 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2746
2747                 /* Feature code (applying "mimic" field) */
2748                 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
2749         }
2750
2751         return (FALSE);
2752 }
2753
2754
2755 /*
2756  * Prepare the "temp" array for "target_set"
2757  *
2758  * Return the number of target_able monsters in the set.
2759  */
2760 static void target_set_prepare(BIT_FLAGS mode)
2761 {
2762         POSITION y, x;
2763         POSITION min_hgt, max_hgt, min_wid, max_wid;
2764
2765         if (mode & TARGET_KILL)
2766         {
2767                 /* Inner range */
2768                 min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
2769                 max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
2770                 min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
2771                 max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
2772         }
2773         else /* not targetting */
2774         {
2775                 /* Inner panel */
2776                 min_hgt = panel_row_min;
2777                 max_hgt = panel_row_max;
2778                 min_wid = panel_col_min;
2779                 max_wid = panel_col_max;
2780         }
2781
2782         /* Reset "temp" array */
2783         temp_n = 0;
2784
2785         /* Scan the current panel */
2786         for (y = min_hgt; y <= max_hgt; y++)
2787         {
2788                 for (x = min_wid; x <= max_wid; x++)
2789                 {
2790                         cave_type *c_ptr;
2791
2792                         /* Require "interesting" contents */
2793                         if (!target_set_accept(y, x)) continue;
2794
2795                         c_ptr = &cave[y][x];
2796
2797                         /* Require target_able monsters for "TARGET_KILL" */
2798                         if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2799
2800                         if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2801
2802                         /* Save the location */
2803                         temp_x[temp_n] = x;
2804                         temp_y[temp_n] = y;
2805                         temp_n++;
2806                 }
2807         }
2808
2809         /* Set the sort hooks */
2810         if (mode & (TARGET_KILL))
2811         {
2812                 /* Target the nearest monster for shooting */
2813                 ang_sort_comp = ang_sort_comp_distance;
2814                 ang_sort_swap = ang_sort_swap_distance;
2815         }
2816         else
2817         {
2818                 /* Look important grids first in Look command */
2819                 ang_sort_comp = ang_sort_comp_importance;
2820                 ang_sort_swap = ang_sort_swap_distance;
2821         }
2822
2823         /* Sort the positions */
2824         ang_sort(temp_x, temp_y, temp_n);
2825
2826         if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2827         {
2828                 POSITION tmp;
2829
2830                 tmp = temp_y[0];
2831                 temp_y[0] = temp_y[1];
2832                 temp_y[1] = tmp;
2833                 tmp = temp_x[0];
2834                 temp_x[0] = temp_x[1];
2835                 temp_x[1] = tmp;
2836         }
2837 }
2838
2839 void target_set_prepare_look(void){
2840         target_set_prepare(TARGET_LOOK);
2841 }
2842
2843
2844 /*
2845  * Evaluate number of kill needed to gain level
2846  */
2847 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
2848 {
2849         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2850         u32b num;
2851         s32b exp_mon, exp_adv;
2852         u32b exp_mon_frac, exp_adv_frac;
2853
2854         if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
2855         {
2856                 sprintf(buf,"**");
2857                 return;
2858         }
2859         else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
2860         {
2861                 if (!p_ptr->wizard)
2862                 {
2863                         sprintf(buf,"??");
2864                         return;
2865                 }
2866         }
2867
2868
2869         /* The monster's experience point (assuming average monster speed) */
2870         exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
2871         exp_mon_frac = 0;
2872         s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
2873
2874
2875         /* Total experience value for next level */
2876         exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
2877         exp_adv_frac = 0;
2878         s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
2879
2880         /* Experience value need to get */
2881         s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
2882
2883
2884         /* You need to kill at least one monster to get any experience */
2885         s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2886         s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
2887
2888         /* Extract number of monsters needed */
2889         s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2890
2891         /* If 999 or more monsters needed, only display "999". */
2892         num = MIN(999, exp_adv_frac);
2893
2894         /* Display the number */
2895         sprintf(buf,"%03ld", (long int)num);
2896 }
2897
2898
2899 bool show_gold_on_floor = FALSE;
2900
2901 /*
2902  * Examine a grid, return a keypress.
2903  *
2904  * The "mode" argument contains the "TARGET_LOOK" bit flag, which
2905  * indicates that the "space" key should scan through the contents
2906  * of the grid, instead of simply returning immediately.  This lets
2907  * the "look" command get complete information, without making the
2908  * "target" command annoying.
2909  *
2910  * The "info" argument contains the "commands" which should be shown
2911  * inside the "[xxx]" text.  This string must never be empty, or grids
2912  * containing monsters will be displayed with an extra comma.
2913  *
2914  * Note that if a monster is in the grid, we update both the monster
2915  * recall info and the health bar info to track that monster.
2916  *
2917  * Eventually, we may allow multiple objects per grid, or objects
2918  * and terrain features in the same grid. 
2919  *
2920  * This function must handle blindness/hallucination.
2921  */
2922 static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
2923 {
2924         cave_type *c_ptr = &cave[y][x];
2925         OBJECT_IDX this_o_idx, next_o_idx = 0;
2926         cptr s1 = "", s2 = "", s3 = "", x_info = "";
2927         bool boring = TRUE;
2928         FEAT_IDX feat;
2929         feature_type *f_ptr;
2930         char query = '\001';
2931         char out_val[MAX_NLEN+80];
2932         OBJECT_IDX floor_list[23];
2933         ITEM_NUMBER floor_num = 0;
2934
2935         /* Scan all objects in the grid */
2936         if (easy_floor)
2937         {
2938                 floor_num = scan_floor(floor_list, y, x, 0x02);
2939
2940                 if (floor_num)
2941                 {
2942                         x_info = _("x物 ", "x,");
2943                 }
2944         }
2945
2946         /* Hack -- under the player */
2947         if (player_bold(y, x))
2948         {
2949                 /* Description */
2950 #ifdef JP
2951                 s1 = "あなたは";
2952                 s2 = "の上";
2953                 s3 = "にいる";
2954 #else
2955                 s1 = "You are ";
2956
2957                 /* Preposition */
2958                 s2 = "on ";
2959 #endif
2960         }
2961         else
2962         {
2963                 s1 = _("ターゲット:", "Target:");
2964         }
2965
2966         /* Hack -- hallucination */
2967         if (p_ptr->image)
2968         {
2969                 cptr name = _("何か奇妙な物", "something strange");
2970
2971                 /* Display a message */
2972 #ifdef JP
2973                 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
2974 #else
2975                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
2976 #endif
2977
2978                 prt(out_val, 0, 0);
2979                 move_cursor_relative(y, x);
2980                 query = inkey();
2981
2982                 /* Stop on everything but "return" */
2983                 if ((query != '\r') && (query != '\n')) return query;
2984
2985                 /* Repeat forever */
2986                 return 0;
2987         }
2988
2989
2990         /* Actual monsters */
2991         if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
2992         {
2993                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2994                 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2995                 char m_name[80];
2996                 bool recall = FALSE;
2997
2998                 /* Not boring */
2999                 boring = FALSE;
3000
3001                 /* Get the monster name ("a kobold") */
3002                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3003
3004                 /* Hack -- track this monster race */
3005                 monster_race_track(m_ptr->ap_r_idx);
3006
3007                 /* Hack -- health bar for this monster */
3008                 health_track(c_ptr->m_idx);
3009
3010                 /* Hack -- handle stuff */
3011                 handle_stuff();
3012
3013                 /* Interact */
3014                 while (1)
3015                 {
3016                         char acount[10];
3017
3018                         /* Recall */
3019                         if (recall)
3020                         {
3021                                 /* Save */
3022                                 screen_save();
3023
3024                                 /* Recall on screen */
3025                                 screen_roff(m_ptr->ap_r_idx, 0);
3026
3027                                 /* Hack -- Complete the prompt (again) */
3028                                 Term_addstr(-1, TERM_WHITE, format(_("  [r思 %s%s]", "  [r,%s%s]"), x_info, info));
3029
3030                                 /* Command */
3031                                 query = inkey();
3032
3033                                 /* Restore */
3034                                 screen_load();
3035
3036                                 /* Normal commands */
3037                                 if (query != 'r') break;
3038
3039                                 /* Toggle recall */
3040                                 recall = FALSE;
3041
3042                                 /* Cleare recall text and repeat */
3043                                 continue;
3044                         }
3045
3046                         /*** Normal ***/
3047
3048                         /* Describe, and prompt for recall */
3049                         evaluate_monster_exp(acount, m_ptr);
3050
3051 #ifdef JP
3052                         sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
3053 #else
3054                         sprintf(out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, s1, s2, s3, m_name, look_mon_desc(m_ptr, 0x01), x_info, info);
3055 #endif
3056
3057                         prt(out_val, 0, 0);
3058
3059                         /* Place cursor */
3060                         move_cursor_relative(y, x);
3061
3062                         /* Command */
3063                         query = inkey();
3064
3065                         /* Normal commands */
3066                         if (query != 'r') break;
3067
3068                         /* Toggle recall */
3069                         recall = TRUE;
3070                 }
3071
3072                 /* Always stop at "normal" keys */
3073                 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3074
3075                 /* Sometimes stop at "space" key */
3076                 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3077
3078                 /* Change the intro */
3079                 s1 = _("それは", "It is ");
3080
3081                 /* Hack -- take account of gender */
3082                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
3083                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
3084
3085                 /* Use a preposition */
3086 #ifdef JP
3087                 s2 = "を";
3088                 s3 = "持っている";
3089 #else
3090                 s2 = "carrying ";
3091 #endif
3092
3093
3094                 /* Scan all objects being carried */
3095                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3096                 {
3097                         char o_name[MAX_NLEN];
3098
3099                         object_type *o_ptr;
3100
3101                         /* Acquire object */
3102                         o_ptr = &o_list[this_o_idx];
3103
3104                         /* Acquire next object */
3105                         next_o_idx = o_ptr->next_o_idx;
3106
3107                         /* Obtain an object description */
3108                         object_desc(o_name, o_ptr, 0);
3109
3110 #ifdef JP
3111                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3112 #else
3113                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3114 #endif
3115
3116                         prt(out_val, 0, 0);
3117                         move_cursor_relative(y, x);
3118                         query = inkey();
3119
3120                         /* Always stop at "normal" keys */
3121                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3122
3123                         /* Sometimes stop at "space" key */
3124                         if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3125
3126                         /* Change the intro */
3127                         s2 = _("をまた", "also carrying ");
3128                 }
3129
3130                 /* Use a preposition */
3131 #ifdef JP
3132                 s2 = "の上";
3133                 s3 = "にいる";
3134 #else
3135                 s2 = "on ";
3136 #endif
3137         }
3138
3139         if (floor_num)
3140         {
3141                 int min_width = 0;
3142
3143                 while (1)
3144                 {
3145                         if (floor_num == 1)
3146                         {
3147                                 char o_name[MAX_NLEN];
3148
3149                                 object_type *o_ptr;
3150
3151                                 /* Acquire object */
3152                                 o_ptr = &o_list[floor_list[0]];
3153
3154                                 object_desc(o_name, o_ptr, 0);
3155
3156 #ifdef JP
3157                                 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3158 #else
3159                                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3160 #endif
3161
3162                                 prt(out_val, 0, 0);
3163                                 move_cursor_relative(y, x);
3164
3165                                 /* Command */
3166                                 query = inkey();
3167
3168                                 /* End this grid */
3169                                 return query;
3170                         }
3171
3172                         /* Provide one cushion before item listing  */
3173                         if (boring)
3174                         {
3175                                 /* Display rough information about items */
3176 #ifdef JP
3177                                 sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
3178                                         s1, (int)floor_num, s2, s3, info);
3179 #else
3180                                 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3181                                         s1, s2, s3, (int)floor_num, info);
3182 #endif
3183
3184                                 prt(out_val, 0, 0);
3185                                 move_cursor_relative(y, x);
3186
3187                                 /* Command */
3188                                 query = inkey();
3189
3190                                 /* No request for listing */
3191                                 if (query != 'x' && query != ' ') return query;
3192                         }
3193
3194
3195                         /** Display list of items **/
3196
3197                         /* Continue scrolling list if requested */
3198                         while (1)
3199                         {
3200                                 int i;
3201                                 OBJECT_IDX o_idx;
3202
3203                                 /* Save screen */
3204                                 screen_save();
3205
3206                                 /* Display */
3207                                 show_gold_on_floor = TRUE;
3208                                 (void)show_floor(0, y, x, &min_width);
3209                                 show_gold_on_floor = FALSE;
3210
3211                                 /* Prompt */
3212 #ifdef JP
3213                                 sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
3214                                         s1, (int)floor_num, s2, s3, info);
3215 #else
3216                                 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3217                                         s1, s2, s3, (int)floor_num, info);
3218 #endif
3219                                 prt(out_val, 0, 0);
3220
3221
3222                                 /* Wait */
3223                                 query = inkey();
3224
3225                                 /* Load screen */
3226                                 screen_load();
3227
3228                                 /* Exit unless 'Enter' */
3229                                 if (query != '\n' && query != '\r')
3230                                 {
3231                                         return query;
3232                                 }
3233
3234                                 /* Get the object being moved. */
3235                                 o_idx = c_ptr->o_idx;
3236  
3237                                 /* Only rotate a pile of two or more objects. */
3238                                 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3239
3240                                 /* Remove the first object from the list. */
3241                                 excise_object_idx(o_idx);
3242
3243                                 /* Find end of the list. */
3244                                 i = c_ptr->o_idx;
3245                                 while (o_list[i].next_o_idx)
3246                                         i = o_list[i].next_o_idx;
3247
3248                                 /* Add after the last object. */
3249                                 o_list[i].next_o_idx = o_idx;
3250
3251                                 /* Loop and re-display the list */
3252                         }
3253                 }
3254
3255                 /* NOTREACHED */
3256         }
3257
3258         /* Scan all objects in the grid */
3259         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3260         {
3261                 object_type *o_ptr;
3262
3263                 /* Acquire object */
3264                 o_ptr = &o_list[this_o_idx];
3265
3266                 /* Acquire next object */
3267                 next_o_idx = o_ptr->next_o_idx;
3268
3269                 /* Describe it */
3270                 if (o_ptr->marked & OM_FOUND)
3271                 {
3272                         char o_name[MAX_NLEN];
3273
3274                         /* Not boring */
3275                         boring = FALSE;
3276
3277                         /* Obtain an object description */
3278                         object_desc(o_name, o_ptr, 0);
3279
3280 #ifdef JP
3281                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3282 #else
3283                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3284 #endif
3285
3286                         prt(out_val, 0, 0);
3287                         move_cursor_relative(y, x);
3288                         query = inkey();
3289
3290                         /* Always stop at "normal" keys */
3291                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3292
3293                         /* Sometimes stop at "space" key */
3294                         if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3295
3296                         /* Change the intro */
3297                         s1 = _("それは", "It is ");
3298
3299                         /* Plurals */
3300                         if (o_ptr->number != 1) s1 = _("それらは", "They are ");
3301
3302                         /* Preposition */
3303 #ifdef JP
3304                         s2 = "の上";
3305                         s3 = "に見える";
3306 #else
3307                         s2 = "on ";
3308 #endif
3309
3310                 }
3311         }
3312
3313
3314         /* Feature code (applying "mimic" field) */
3315         feat = get_feat_mimic(c_ptr);
3316
3317         /* Require knowledge about grid, or ability to see grid */
3318         if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3319         {
3320                 /* Forget feature */
3321                 feat = feat_none;
3322         }
3323
3324         f_ptr = &f_info[feat];
3325
3326         /* Terrain feature if needed */
3327         if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3328         {
3329                 cptr name;
3330
3331                 /* Hack -- special handling for quest entrances */
3332                 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3333                 {
3334                         /* Set the quest number temporary */
3335                         IDX old_quest = p_ptr->inside_quest;
3336                         int j;
3337
3338                         /* Clear the text */
3339                         for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3340                         quest_text_line = 0;
3341
3342                         p_ptr->inside_quest = c_ptr->special;
3343
3344                         /* Get the quest text */
3345                         init_flags = INIT_NAME_ONLY;
3346
3347                         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3348
3349                         name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"), 
3350                                                 quest[c_ptr->special].name, quest[c_ptr->special].level);
3351
3352                         /* Reset the old quest number */
3353                         p_ptr->inside_quest = old_quest;
3354                 }
3355
3356                 /* Hack -- special handling for building doors */
3357                 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3358                 {
3359                         name = building[f_ptr->subtype].name;
3360                 }
3361                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3362                 {
3363                         name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3364                 }
3365                 else if (have_flag(f_ptr->flags, FF_TOWN))
3366                 {
3367                         name = town[c_ptr->special].name;
3368                 }
3369                 else if (p_ptr->wild_mode && (feat == feat_floor))
3370                 {
3371                         name = _("道", "road");
3372                 }
3373                 else
3374                 {
3375                         name = f_name + f_ptr->name;
3376                 }
3377
3378
3379                 /* Pick a prefix */
3380                 if (*s2 &&
3381                     ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3382                      (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3383                      have_flag(f_ptr->flags, FF_TOWN)))
3384                 {
3385                         s2 = _("の中", "in ");
3386                 }
3387
3388                 /* Hack -- special introduction for store & building doors -KMW- */
3389                 if (have_flag(f_ptr->flags, FF_STORE) ||
3390                     have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3391                     (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3392                     have_flag(f_ptr->flags, FF_ENTRANCE))
3393                 {
3394 #ifdef JP
3395                         s2 = "の入口";
3396 #else
3397                         s3 = "";
3398 #endif
3399                 }
3400 #ifndef JP
3401                 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3402                          have_flag(f_ptr->flags, FF_TOWN) ||
3403                          have_flag(f_ptr->flags, FF_SHALLOW) ||
3404                          have_flag(f_ptr->flags, FF_DEEP))
3405                 {
3406                         s3 ="";
3407                 }
3408                 else
3409                 {
3410                         /* Pick proper indefinite article */
3411                         s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3412                 }
3413 #endif
3414
3415                 /* Display a message */
3416                 if (p_ptr->wizard)
3417                 {
3418                         char f_idx_str[32];
3419                         if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3420                         else sprintf(f_idx_str, "%d", c_ptr->feat);
3421 #ifdef JP
3422                         sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x, travel.cost[y][x]);
3423 #else
3424                         sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x);
3425 #endif
3426                 }
3427                 else
3428 #ifdef JP
3429                         sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3430 #else
3431                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3432 #endif
3433
3434                 prt(out_val, 0, 0);
3435                 move_cursor_relative(y, x);
3436                 query = inkey();
3437
3438                 /* Always stop at "normal" keys */
3439                 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3440         }
3441
3442         /* Stop on everything but "return" */
3443         if ((query != '\r') && (query != '\n')) return query;
3444
3445         /* Repeat forever */
3446         return 0;
3447 }
3448
3449
3450 /*
3451  * Handle "target" and "look".
3452  *
3453  * Note that this code can be called from "get_aim_dir()".
3454  *
3455  * All locations must be on the current panel.  Consider the use of
3456  * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3457  * some form of "scrolling" the map around the cursor.  
3458  * That is, consider the possibility of "auto-scrolling" the screen
3459  * while the cursor moves around.  This may require changes in the
3460  * "update_monster()" code to allow "visibility" even if off panel, and
3461  * may require dynamic recalculation of the "temp" grid set.
3462  *
3463  * Hack -- targeting/observing an "outer border grid" may induce
3464  * problems, so this is not currently allowed.
3465  *
3466  * The player can use the direction keys to move among "interesting"
3467  * grids in a heuristic manner, or the "space", "+", and "-" keys to
3468  * move through the "interesting" grids in a sequential manner, or
3469  * can enter "location" mode, and use the direction keys to move one
3470  * grid at a time in any direction.  The "t" (set target) command will
3471  * only target a monster (as opposed to a location) if the monster is
3472  * target_able and the "interesting" mode is being used.
3473  *
3474  * The current grid is described using the "look" method above, and
3475  * a new command may be entered at any time, but note that if the
3476  * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3477  * where "space" has no obvious meaning) then "space" will scan
3478  * through the description of the current grid until done, instead
3479  * of immediately jumping to the next "interesting" grid.  This
3480  * allows the "target" command to retain its old semantics.
3481  *
3482  * The "*", "+", and "-" keys may always be used to jump immediately
3483  * to the next (or previous) interesting grid, in the proper mode.
3484  *
3485  * The "return" key may always be used to scan through a complete
3486  * grid description (forever).
3487  *
3488  * This command will cancel any old target, even if used from
3489  * inside the "look" command.
3490  */
3491 bool target_set(BIT_FLAGS mode)
3492 {
3493         int             i, d, m, t, bd;
3494         POSITION y = p_ptr->y;
3495         POSITION x = p_ptr->x;
3496
3497         bool    done = FALSE;
3498         bool    flag = TRUE;
3499         char    query;
3500         char    info[80];
3501         char    same_key;
3502
3503         cave_type               *c_ptr;
3504
3505         int wid, hgt;
3506         
3507         get_screen_size(&wid, &hgt);
3508
3509         /* Cancel target */
3510         target_who = 0;
3511
3512
3513         /* Cancel tracking */
3514         /* health_track(0); */
3515
3516         if (rogue_like_commands)
3517         {
3518                 same_key = 'x';
3519         }
3520         else
3521         {
3522                 same_key = 'l';
3523         }
3524
3525         /* Prepare the "temp" array */
3526         target_set_prepare(mode);
3527
3528         /* Start near the player */
3529         m = 0;
3530
3531         /* Interact */
3532         while (!done)
3533         {
3534                 /* Interesting grids */
3535                 if (flag && temp_n)
3536                 {
3537                         y = temp_y[m];
3538                         x = temp_x[m];
3539
3540                         /* Set forcus */
3541                         change_panel_xy(y, x);
3542
3543                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3544
3545                         /* Access */
3546                         c_ptr = &cave[y][x];
3547
3548                         /* Allow target */
3549                         if (target_able(c_ptr->m_idx))
3550                         {
3551                                 strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
3552                         }
3553
3554                         /* Dis-allow target */
3555                         else
3556                         {
3557                                 strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
3558                         }
3559
3560                         if (cheat_sight)
3561                         {
3562                                 char cheatinfo[30];
3563                                 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3564                                         los(p_ptr->y, p_ptr->x, y, x),
3565                                         projectable(p_ptr->y, p_ptr->x, y, x));
3566                                 strcat(info, cheatinfo);
3567                         }
3568                         
3569                         /* Describe and Prompt */
3570                         while (TRUE){
3571                                 query = target_set_aux(y, x, mode, info);
3572                                 if(query)break;
3573                         }
3574
3575                         /* Cancel tracking */
3576                         /* health_track(0); */
3577
3578                         /* Assume no "direction" */
3579                         d = 0;
3580
3581                         if (use_menu)
3582                         {
3583                                 if (query == '\r') query = 't';
3584                         }  
3585
3586                         /* Analyze */
3587                         switch (query)
3588                         {
3589                                 case ESCAPE:
3590                                 case 'q':
3591                                 {
3592                                         done = TRUE;
3593                                         break;
3594                                 }
3595
3596                                 case 't':
3597                                 case '.':
3598                                 case '5':
3599                                 case '0':
3600                                 {
3601                                         if (target_able(c_ptr->m_idx))
3602                                         {
3603                                                 health_track(c_ptr->m_idx);
3604                                                 target_who = c_ptr->m_idx;
3605                                                 target_row = y;
3606                                                 target_col = x;
3607                                                 done = TRUE;
3608                                         }
3609                                         else
3610                                         {
3611                                                 bell();
3612                                         }
3613                                         break;
3614                                 }
3615
3616                                 case ' ':
3617                                 case '*':
3618                                 case '+':
3619                                 {
3620                                         if (++m == temp_n)
3621                                         {
3622                                                 m = 0;
3623                                                 if (!expand_list) done = TRUE;
3624                                         }
3625                                         break;
3626                                 }
3627
3628                                 case '-':
3629                                 {
3630                                         if (m-- == 0)
3631                                         {
3632                                                 m = temp_n - 1;
3633                                                 if (!expand_list) done = TRUE;
3634                                         }
3635                                         break;
3636                                 }
3637
3638                                 case 'p':
3639                                 {
3640                                         /* Recenter the map around the player */
3641                                         verify_panel();
3642
3643                                         p_ptr->update |= (PU_MONSTERS);
3644
3645                                         p_ptr->redraw |= (PR_MAP);
3646
3647                                         p_ptr->window |= (PW_OVERHEAD);
3648
3649                                         /* Handle stuff */
3650                                         handle_stuff();
3651
3652                                         /* Recalculate interesting grids */
3653                                         target_set_prepare(mode);
3654
3655                                         y = p_ptr->y;
3656                                         x = p_ptr->x;
3657                                 }
3658
3659                                 case 'o':
3660                                 {
3661                                         flag = FALSE;
3662                                         break;
3663                                 }
3664
3665                                 case 'm':
3666                                 {
3667                                         break;
3668                                 }
3669
3670                                 default:
3671                                 {
3672                                         if(query == same_key)
3673                                         {
3674                                                 if (++m == temp_n)
3675                                                 {
3676                                                         m = 0;
3677                                                         if (!expand_list) done = TRUE;
3678                                                 }
3679                                         }
3680                                         else
3681                                         {
3682                                                 /* Extract the action (if any) */
3683                                                 d = get_keymap_dir(query);
3684
3685                                                 if (!d) bell();
3686                                                 break;
3687                                         }
3688                                 }
3689                         }
3690                         /* Hack -- move around */
3691                         if (d)
3692                         {
3693                                 /* Modified to scroll to monster */
3694                                 POSITION y2 = panel_row_min;
3695                                 POSITION x2 = panel_col_min;
3696
3697                                 /* Find a new monster */
3698                                 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3699
3700                                 /* Request to target past last interesting grid */
3701                                 while (flag && (i < 0))
3702                                 {
3703                                         /* Note the change */
3704                                         if (change_panel(ddy[d], ddx[d]))
3705                                         {
3706                                                 int v = temp_y[m];
3707                                                 int u = temp_x[m];
3708
3709                                                 /* Recalculate interesting grids */
3710                                                 target_set_prepare(mode);
3711
3712                                                 /* Look at interesting grids */
3713                                                 flag = TRUE;
3714
3715                                                 /* Find a new monster */
3716                                                 i = target_pick(v, u, ddy[d], ddx[d]);
3717
3718                                                 /* Use that grid */
3719                                                 if (i >= 0) m = i;
3720                                         }
3721
3722                                         /* Nothing interesting */
3723                                         else
3724                                         {
3725                                                 int dx = ddx[d];
3726                                                 int dy = ddy[d];
3727
3728                                                 /* Restore previous position */
3729                                                 panel_row_min = y2;
3730                                                 panel_col_min = x2;
3731                                                 panel_bounds_center();
3732
3733                                                 p_ptr->update |= (PU_MONSTERS);
3734
3735                                                 p_ptr->redraw |= (PR_MAP);
3736
3737                                                 p_ptr->window |= (PW_OVERHEAD);
3738
3739                                                 /* Handle stuff */
3740                                                 handle_stuff();
3741
3742                                                 /* Recalculate interesting grids */
3743                                                 target_set_prepare(mode);
3744
3745                                                 /* Look at boring grids */
3746                                                 flag = FALSE;
3747
3748                                                 /* Move */
3749                                                 x += dx;
3750                                                 y += dy;
3751
3752                                                 /* Do not move horizontally if unnecessary */
3753                                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3754                                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
3755                                                 {
3756                                                         dx = 0;
3757                                                 }
3758
3759                                                 /* Do not move vertically if unnecessary */
3760                                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3761                                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
3762                                                 {
3763                                                         dy = 0;
3764                                                 }
3765
3766                                                 /* Apply the motion */
3767                                                 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3768                                                     (x >= panel_col_min+wid) || (x < panel_col_min))
3769                                                 {
3770                                                         if (change_panel(dy, dx)) target_set_prepare(mode);
3771                                                 }
3772
3773                                                 /* Slide into legality */
3774                                                 if (x >= cur_wid-1) x = cur_wid - 2;
3775                                                 else if (x <= 0) x = 1;
3776
3777                                                 /* Slide into legality */
3778                                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
3779                                                 else if (y <= 0) y = 1;
3780                                         }
3781                                 }
3782
3783                                 /* Use that grid */
3784                                 m = i;
3785                         }
3786                 }
3787
3788                 /* Arbitrary grids */
3789                 else
3790                 {
3791                         bool move_fast = FALSE;
3792
3793                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3794
3795                         /* Access */
3796                         c_ptr = &cave[y][x];
3797
3798                         /* Default prompt */
3799                         strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
3800
3801                         if (cheat_sight)
3802                         {
3803                                 char cheatinfo[30];
3804                                 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3805                                         los(p_ptr->y, p_ptr->x, y, x),
3806                                         projectable(p_ptr->y, p_ptr->x, y, x));
3807                                 strcat(info, cheatinfo);
3808                         }
3809
3810                         /* Describe and Prompt (enable "TARGET_LOOK") */
3811                         while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
3812
3813                         /* Cancel tracking */
3814                         /* health_track(0); */
3815
3816                         /* Assume no direction */
3817                         d = 0;
3818
3819                         if (use_menu)
3820                         {
3821                                 if (query == '\r') query = 't';
3822                         }  
3823
3824                         /* Analyze the keypress */
3825                         switch (query)
3826                         {
3827                                 case ESCAPE:
3828                                 case 'q':
3829                                 {
3830                                         done = TRUE;
3831                                         break;
3832                                 }
3833
3834                                 case 't':
3835                                 case '.':
3836                                 case '5':
3837                                 case '0':
3838                                 {
3839                                         target_who = -1;
3840                                         target_row = y;
3841                                         target_col = x;
3842                                         done = TRUE;
3843                                         break;
3844                                 }
3845
3846                                 case 'p':
3847                                 {
3848                                         /* Recenter the map around the player */
3849                                         verify_panel();
3850
3851                                         p_ptr->update |= (PU_MONSTERS);
3852
3853                                         p_ptr->redraw |= (PR_MAP);
3854
3855                                         p_ptr->window |= (PW_OVERHEAD);
3856
3857                                         /* Handle stuff */
3858                                         handle_stuff();
3859
3860                                         /* Recalculate interesting grids */
3861                                         target_set_prepare(mode);
3862
3863                                         y = p_ptr->y;
3864                                         x = p_ptr->x;
3865                                 }
3866
3867                                 case 'o':
3868                                 {
3869                                         break;
3870                                 }
3871
3872                                 case ' ':
3873                                 case '*':
3874                                 case '+':
3875                                 case '-':
3876                                 case 'm':
3877                                 {
3878                                         flag = TRUE;
3879
3880                                         m = 0;
3881                                         bd = 999;
3882
3883                                         /* Pick a nearby monster */
3884                                         for (i = 0; i < temp_n; i++)
3885                                         {
3886                                                 t = distance(y, x, temp_y[i], temp_x[i]);
3887
3888                                                 /* Pick closest */
3889                                                 if (t < bd)
3890                                                 {
3891                                                         m = i;
3892                                                         bd = t;
3893                                                 }
3894                                         }
3895
3896                                         /* Nothing interesting */
3897                                         if (bd == 999) flag = FALSE;
3898
3899                                         break;
3900                                 }
3901
3902                                 default:
3903                                 {
3904                                         /* Extract the action (if any) */
3905                                         d = get_keymap_dir(query);
3906
3907                                         /* XTRA HACK MOVEFAST */
3908                                         if (isupper(query)) move_fast = TRUE;
3909
3910                                         if (!d) bell();
3911                                         break;
3912                                 }
3913                         }
3914
3915                         /* Handle "direction" */
3916                         if (d)
3917                         {
3918                                 int dx = ddx[d];
3919                                 int dy = ddy[d];
3920
3921                                 /* XTRA HACK MOVEFAST */
3922                                 if (move_fast)
3923                                 {
3924                                         int mag = MIN(wid / 2, hgt / 2);
3925                                         x += dx * mag;
3926                                         y += dy * mag;
3927                                 }
3928                                 else
3929                                 {
3930                                         x += dx;
3931                                         y += dy;
3932                                 }
3933
3934                                 /* Do not move horizontally if unnecessary */
3935                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3936                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
3937                                 {
3938                                         dx = 0;
3939                                 }
3940
3941                                 /* Do not move vertically if unnecessary */
3942                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3943                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
3944                                 {
3945                                         dy = 0;
3946                                 }
3947
3948                                 /* Apply the motion */
3949                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
3950                                          (x >= panel_col_min + wid) || (x < panel_col_min))
3951                                 {
3952                                         if (change_panel(dy, dx)) target_set_prepare(mode);
3953                                 }
3954
3955                                 /* Slide into legality */
3956                                 if (x >= cur_wid-1) x = cur_wid - 2;
3957                                 else if (x <= 0) x = 1;
3958
3959                                 /* Slide into legality */
3960                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
3961                                 else if (y <= 0) y = 1;
3962                         }
3963                 }
3964         }
3965
3966         /* Forget */
3967         temp_n = 0;
3968
3969         /* Clear the top line */
3970         prt("", 0, 0);
3971
3972         /* Recenter the map around the player */
3973         verify_panel();
3974
3975         p_ptr->update |= (PU_MONSTERS);
3976
3977         p_ptr->redraw |= (PR_MAP);
3978
3979         p_ptr->window |= (PW_OVERHEAD);
3980
3981         /* Handle stuff */
3982         handle_stuff();
3983
3984         /* Failure to set target */
3985         if (!target_who) return (FALSE);
3986
3987         /* Success */
3988         return (TRUE);
3989 }
3990
3991
3992 /*
3993  * Get an "aiming direction" from the user.
3994  *
3995  * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
3996  * "0" for "current target", and "-1" for "entry aborted".
3997  *
3998  * Note that "Force Target", if set, will pre-empt user interaction,
3999  * if there is a usable target already set.
4000  *
4001  * Note that confusion over-rides any (explicit?) user choice.
4002  */
4003 bool get_aim_dir(DIRECTION *dp)
4004 {
4005         DIRECTION dir;
4006         char    command;
4007         cptr    p;
4008         COMMAND_CODE code;
4009
4010         (*dp) = 0;
4011
4012         /* Global direction */
4013         dir = command_dir;
4014
4015         /* Hack -- auto-target if requested */
4016         if (use_old_target && target_okay()) dir = 5;
4017
4018         if (repeat_pull(&code))
4019         {
4020                 /* Confusion? */
4021
4022                 /* Verify */
4023                 if (!(code == 5 && !target_okay()))
4024                 {
4025 /*                      return (TRUE); */
4026                         dir = (DIRECTION)code;
4027                 }
4028         }
4029         *dp = (DIRECTION)code;
4030
4031         /* Ask until satisfied */
4032         while (!dir)
4033         {
4034                 /* Choose a prompt */
4035                 if (!target_okay())
4036                 {
4037                         p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
4038                 }
4039                 else
4040                 {
4041                         p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
4042                 }
4043
4044                 /* Get a command (or Cancel) */
4045                 if (!get_com(p, &command, TRUE)) break;
4046
4047                 if (use_menu)
4048                 {
4049                         if (command == '\r') command = 't';
4050                 }  
4051
4052                 /* Convert various keys to "standard" keys */
4053                 switch (command)
4054                 {
4055                         /* Use current target */
4056                         case 'T':
4057                         case 't':
4058                         case '.':
4059                         case '5':
4060                         case '0':
4061                         {
4062                                 dir = 5;
4063                                 break;
4064                         }
4065
4066                         /* Set new target */
4067                         case '*':
4068                         case ' ':
4069                         case '\r':
4070                         {
4071                                 if (target_set(TARGET_KILL)) dir = 5;
4072                                 break;
4073                         }
4074
4075                         default:
4076                         {
4077                                 /* Extract the action (if any) */
4078                                 dir = get_keymap_dir(command);
4079
4080                                 break;
4081                         }
4082                 }
4083
4084                 /* Verify requested targets */
4085                 if ((dir == 5) && !target_okay()) dir = 0;
4086
4087                 /* Error */
4088                 if (!dir) bell();
4089         }
4090
4091         /* No direction */
4092         if (!dir)
4093         {
4094                 project_length = 0; /* reset to default */
4095                 return (FALSE);
4096         }
4097
4098         /* Save the direction */
4099         command_dir = dir;
4100
4101         /* Check for confusion */
4102         if (p_ptr->confused)
4103         {
4104                 /* Random direction */
4105                 dir = ddd[randint0(8)];
4106         }
4107
4108         /* Notice confusion */
4109         if (command_dir != dir)
4110         {
4111                 /* Warn the user */
4112                 msg_print(_("あなたは混乱している。", "You are confused."));
4113         }
4114
4115         /* Save direction */
4116         (*dp) = dir;
4117
4118 /*      repeat_push(dir); */
4119         repeat_push((COMMAND_CODE)command_dir);
4120
4121         /* A "valid" direction was entered */
4122         return (TRUE);
4123 }
4124
4125
4126 bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
4127 {
4128         DIRECTION dir;
4129         cptr prompt;
4130         COMMAND_CODE code;
4131
4132         (*dp) = 0;
4133
4134         /* Global direction */
4135         dir = command_dir;
4136
4137         if (repeat_pull(&code))
4138         {
4139                 dir = (DIRECTION)code;
4140                 /*              return (TRUE); */
4141         }
4142         *dp = (DIRECTION)code;
4143
4144         if (allow_under)
4145         {
4146                 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4147         }
4148         else
4149         {
4150                 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4151         }
4152
4153         /* Get a direction */
4154         while (!dir)
4155         {
4156                 char ch;
4157
4158                 /* Get a command (or Cancel) */
4159                 if (!get_com(prompt, &ch, TRUE)) break;
4160
4161                 /* Look down */
4162                 if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4163                 {
4164                         dir = 5;
4165                 }
4166                 else
4167                 {
4168                         /* Look up the direction */
4169                         dir = get_keymap_dir(ch);
4170
4171                         if (!dir) bell();
4172                 }
4173         }
4174
4175         /* Prevent weirdness */
4176         if ((dir == 5) && (!allow_under)) dir = 0;
4177
4178         /* Aborted */
4179         if (!dir) return (FALSE);
4180
4181         /* Save desired direction */
4182         command_dir = dir;
4183
4184         /* Apply "confusion" */
4185         if (p_ptr->confused)
4186         {
4187                 /* Standard confusion */
4188                 if (randint0(100) < 75)
4189                 {
4190                         /* Random direction */
4191                         dir = ddd[randint0(8)];
4192                 }
4193         }
4194         else if (p_ptr->riding && with_steed)
4195         {
4196                 monster_type *m_ptr = &m_list[p_ptr->riding];
4197                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4198
4199                 if (MON_CONFUSED(m_ptr))
4200                 {
4201                         /* Standard confusion */
4202                         if (randint0(100) < 75)
4203                         {
4204                                 /* Random direction */
4205                                 dir = ddd[randint0(8)];
4206                         }
4207                 }
4208                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4209                 {
4210                         /* Random direction */
4211                         dir = ddd[randint0(8)];
4212                 }
4213                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4214                 {
4215                         /* Random direction */
4216                         dir = ddd[randint0(8)];
4217                 }
4218         }
4219
4220         /* Notice confusion */
4221         if (command_dir != dir)
4222         {
4223                 if (p_ptr->confused)
4224                 {
4225                         /* Warn the user */
4226                         msg_print(_("あなたは混乱している。", "You are confused."));
4227                 }
4228                 else
4229                 {
4230                         char m_name[80];
4231                         monster_type *m_ptr = &m_list[p_ptr->riding];
4232
4233                         monster_desc(m_name, m_ptr, 0);
4234                         if (MON_CONFUSED(m_ptr))
4235                         {
4236                                 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4237                         }
4238                         else
4239                         {
4240                                 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4241                         }
4242                 }
4243         }
4244
4245         /* Save direction */
4246         (*dp) = dir;
4247
4248         /*      repeat_push(dir); */
4249         repeat_push((COMMAND_CODE)command_dir);
4250
4251         /* Success */
4252         return (TRUE);
4253 }
4254
4255 /*
4256  * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4257  * and place it into "command_dir", unless we already have one.
4258  *
4259  * This function should be used for all "repeatable" commands, such as
4260  * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4261  * as all commands which must reference a grid adjacent to the player,
4262  * and which may not reference the grid under the player.  Note that,
4263  * for example, it is no longer possible to "disarm" or "open" chests
4264  * in the same grid as the player.
4265  *
4266  * Direction "5" is illegal and will (cleanly) abort the command.
4267  *
4268  * This function tracks and uses the "global direction", and uses
4269  * that as the "desired direction", to which "confusion" is applied.
4270  */
4271 bool get_rep_dir(DIRECTION *dp, bool under)
4272 {
4273         DIRECTION dir;
4274         cptr prompt;
4275         COMMAND_CODE code;
4276
4277         (*dp) = 0;
4278
4279         /* Global direction */
4280         dir = command_dir;
4281
4282         if (repeat_pull(&code))
4283         {
4284                 dir = (DIRECTION)code;
4285 /*              return (TRUE); */
4286         }
4287         *dp = (DIRECTION)code;
4288
4289         if (under)
4290         {
4291                 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4292         }
4293         else
4294         {
4295                 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4296         }
4297         
4298         /* Get a direction */
4299         while (!dir)
4300         {
4301                 char ch;
4302
4303                 /* Get a command (or Cancel) */
4304                 if (!get_com(prompt, &ch, TRUE)) break;
4305
4306                 /* Look down */
4307                 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4308                 {
4309                         dir = 5;
4310                 }
4311                 else
4312                 {
4313                         /* Look up the direction */
4314                         dir = get_keymap_dir(ch);
4315
4316                         if (!dir) bell();
4317                 }
4318         }
4319
4320         /* Prevent weirdness */
4321         if ((dir == 5) && (!under)) dir = 0;
4322
4323         /* Aborted */
4324         if (!dir) return (FALSE);
4325
4326         /* Save desired direction */
4327         command_dir = dir;
4328
4329         /* Apply "confusion" */
4330         if (p_ptr->confused)
4331         {
4332                 /* Standard confusion */
4333                 if (randint0(100) < 75)
4334                 {
4335                         /* Random direction */
4336                         dir = ddd[randint0(8)];
4337                 }
4338         }
4339         else if (p_ptr->riding)
4340         {
4341                 monster_type *m_ptr = &m_list[p_ptr->riding];
4342                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4343
4344                 if (MON_CONFUSED(m_ptr))
4345                 {
4346                         /* Standard confusion */
4347                         if (randint0(100) < 75)
4348                         {
4349                                 /* Random direction */
4350                                 dir = ddd[randint0(8)];
4351                         }
4352                 }
4353                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4354                 {
4355                         /* Random direction */
4356                         dir = ddd[randint0(8)];
4357                 }
4358                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4359                 {
4360                         /* Random direction */
4361                         dir = ddd[randint0(8)];
4362                 }
4363         }
4364
4365         /* Notice confusion */
4366         if (command_dir != dir)
4367         {
4368                 if (p_ptr->confused)
4369                 {
4370                         /* Warn the user */
4371                         msg_print(_("あなたは混乱している。", "You are confused."));
4372                 }
4373                 else
4374                 {
4375                         char m_name[80];
4376                         monster_type *m_ptr = &m_list[p_ptr->riding];
4377
4378                         monster_desc(m_name, m_ptr, 0);
4379                         if (MON_CONFUSED(m_ptr))
4380                         {
4381                                 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4382                         }
4383                         else
4384                         {
4385                                 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4386                         }
4387                 }
4388         }
4389
4390         /* Save direction */
4391         (*dp) = dir;
4392
4393 /*      repeat_push(dir); */
4394         repeat_push((COMMAND_CODE)command_dir);
4395
4396         /* Success */
4397         return (TRUE);
4398 }
4399
4400 void gain_level_reward(int chosen_reward)
4401 {
4402         object_type *q_ptr;
4403         object_type forge;
4404         char        wrath_reason[32] = "";
4405         int         nasty_chance = 6;
4406         OBJECT_TYPE_VALUE dummy = 0;
4407         OBJECT_SUBTYPE_VALUE dummy2 = 0;
4408         int         type, effect;
4409         cptr        reward = NULL;
4410         char o_name[MAX_NLEN];
4411
4412         int count = 0;
4413
4414         if (!chosen_reward)
4415         {
4416                 if (multi_rew) return;
4417                 else multi_rew = TRUE;
4418         }
4419
4420
4421         if (p_ptr->lev == 13) nasty_chance = 2;
4422         else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4423         else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4424
4425         if (one_in_(nasty_chance))
4426                 type = randint1(20); /* Allow the 'nasty' effects */
4427         else
4428                 type = randint1(15) + 5; /* Or disallow them */
4429
4430         if (type < 1) type = 1;
4431         if (type > 20) type = 20;
4432         type--;
4433
4434
4435         sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
4436
4437         effect = chaos_rewards[p_ptr->chaos_patron][type];
4438
4439         if (one_in_(6) && !chosen_reward)
4440         {
4441                 msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]);
4442                 (void)gain_random_mutation(0);
4443                 reward = _("変異した。", "mutation");
4444         }
4445         else
4446         {
4447         switch (chosen_reward ? chosen_reward : effect)
4448         {
4449
4450                 case REW_POLY_SLF:
4451
4452                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4453                         msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
4454
4455                         do_poly_self();
4456                         reward = _("変異した。", "polymorphing");
4457                         break;
4458
4459                 case REW_GAIN_EXP:
4460
4461                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4462                         msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
4463
4464                         if (p_ptr->prace == RACE_ANDROID)
4465                         {
4466                                 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4467                         }
4468                         else if (p_ptr->exp < PY_MAX_EXP)
4469                         {
4470                                 s32b ee = (p_ptr->exp / 2) + 10;
4471                                 if (ee > 100000L) ee = 100000L;
4472                                 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4473
4474                                 gain_exp(ee);
4475                                 reward = _("経験値を得た", "experience");
4476                         }
4477                         break;
4478
4479                 case REW_LOSE_EXP:
4480
4481                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4482                         msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
4483
4484                         if (p_ptr->prace == RACE_ANDROID)
4485                         {
4486                                 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4487                         }
4488                         else
4489                         {
4490                                 lose_exp(p_ptr->exp / 6);
4491                                 reward = _("経験値を失った。", "losing experience");
4492                         }
4493                         break;
4494
4495                 case REW_GOOD_OBJ:
4496 #ifdef JP
4497                         msg_format("%sの声がささやいた:",
4498                                 chaos_patrons[p_ptr->chaos_patron]);
4499 #else
4500                         msg_format("The voice of %s whispers:",
4501                                 chaos_patrons[p_ptr->chaos_patron]);
4502 #endif
4503
4504                         msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4505
4506                         acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
4507                         reward = _("上質なアイテムを手に入れた。", "a good item");
4508                         break;
4509
4510                 case REW_GREA_OBJ:
4511
4512                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4513                         msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4514
4515                         acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
4516                         reward = _("高級品のアイテムを手に入れた。", "an excellent item");
4517                         break;
4518
4519                 case REW_CHAOS_WP:
4520
4521                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4522                         msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
4523
4524                         /* Get local object */
4525                         q_ptr = &forge;
4526                         dummy = TV_SWORD;
4527                         switch (randint1(p_ptr->lev))
4528                         {
4529                                 case 0: case 1:
4530                                         dummy2 = SV_DAGGER;
4531                                         break;
4532                                 case 2: case 3:
4533                                         dummy2 = SV_MAIN_GAUCHE;
4534                                         break;
4535                                 case 4:
4536                                         dummy2 = SV_TANTO;
4537                                         break;
4538                                 case 5: case 6:
4539                                         dummy2 = SV_RAPIER;
4540                                         break;
4541                                 case 7: case 8:
4542                                         dummy2 = SV_SMALL_SWORD;
4543                                         break;
4544                                 case 9: case 10:
4545                                         dummy2 = SV_BASILLARD;
4546                                         break;
4547                                 case 11: case 12: case 13:
4548                                         dummy2 = SV_SHORT_SWORD;
4549                                         break;
4550                                 case 14: case 15:
4551                                         dummy2 = SV_SABRE;
4552                                         break;
4553                                 case 16: case 17:
4554                                         dummy2 = SV_CUTLASS;
4555                                         break;
4556                                 case 18:
4557                                         dummy2 = SV_WAKIZASHI;
4558                                         break;
4559                                 case 19:
4560                                         dummy2 = SV_KHOPESH;
4561                                         break;
4562                                 case 20:
4563                                         dummy2 = SV_TULWAR;
4564                                         break;
4565                                 case 21:
4566                                         dummy2 = SV_BROAD_SWORD;
4567                                         break;
4568                                 case 22: case 23:
4569                                         dummy2 = SV_LONG_SWORD;
4570                                         break;
4571                                 case 24: case 25:
4572                                         dummy2 = SV_SCIMITAR;
4573                                         break;
4574                                 case 26:
4575                                         dummy2 = SV_NINJATO;
4576                                         break;
4577                                 case 27:
4578                                         dummy2 = SV_KATANA;
4579                                         break;
4580                                 case 28: case 29:
4581                                         dummy2 = SV_BASTARD_SWORD;
4582                                         break;
4583                                 case 30:
4584                                         dummy2 = SV_GREAT_SCIMITAR;
4585                                         break;
4586                                 case 31:
4587                                         dummy2 = SV_CLAYMORE;
4588                                         break;
4589                                 case 32:
4590                                         dummy2 = SV_ESPADON;
4591                                         break;
4592                                 case 33:
4593                                         dummy2 = SV_TWO_HANDED_SWORD;
4594                                         break;
4595                                 case 34:
4596                                         dummy2 = SV_FLAMBERGE;
4597                                         break;
4598                                 case 35:
4599                                         dummy2 = SV_NO_DACHI;
4600                                         break;
4601                                 case 36:
4602                                         dummy2 = SV_EXECUTIONERS_SWORD;
4603                                         break;
4604                                 case 37:
4605                                         dummy2 = SV_ZWEIHANDER;
4606                                         break;
4607                                 case 38:
4608                                         dummy2 = SV_HAYABUSA;
4609                                         break;
4610                                 default:
4611                                         dummy2 = SV_BLADE_OF_CHAOS;
4612                         }
4613
4614                         object_prep(q_ptr, lookup_kind(dummy, dummy2));
4615                         q_ptr->to_h = 3 + randint1(dun_level) % 10;
4616                         q_ptr->to_d = 3 + randint1(dun_level) % 10;
4617                         one_resistance(q_ptr);
4618                         q_ptr->name2 = EGO_CHAOTIC;
4619
4620                         /* Drop it in the dungeon */
4621                         (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
4622                         reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
4623                         break;
4624
4625                 case REW_GOOD_OBS:
4626
4627                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4628                         msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
4629
4630                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
4631                         reward = _("上質なアイテムを手に入れた。", "good items");
4632                         break;
4633
4634                 case REW_GREA_OBS:
4635
4636                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4637                         msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
4638
4639                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
4640                         reward = _("高級品のアイテムを手に入れた。", "excellent items");
4641                         break;
4642
4643                 case REW_TY_CURSE:
4644 #ifdef JP
4645                         msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
4646 #else
4647                         msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
4648 #endif
4649
4650                         msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
4651
4652                         (void)activate_ty_curse(FALSE, &count);
4653                         reward = _("禍々しい呪いをかけられた。", "cursing");
4654                         break;
4655
4656                 case REW_SUMMON_M:
4657
4658                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4659                         msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
4660
4661                         for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4662                         {
4663                                 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4664                         }
4665                         reward = _("モンスターを召喚された。", "summoning hostile monsters");
4666                         break;
4667
4668
4669                 case REW_H_SUMMON:
4670
4671                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4672                         msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
4673
4674                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4675                         reward = _("モンスターを召喚された。", "summoning many hostile monsters");
4676                         break;
4677
4678
4679                 case REW_DO_HAVOC:
4680 #ifdef JP
4681                         msg_format("%sの声が響き渡った:",
4682                                 chaos_patrons[p_ptr->chaos_patron]);
4683 #else
4684                         msg_format("The voice of %s booms out:",
4685                                 chaos_patrons[p_ptr->chaos_patron]);
4686 #endif
4687
4688                         msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4689
4690                         call_chaos();
4691                         reward = _("カオスの力が渦巻いた。", "calling chaos");
4692                         break;
4693
4694
4695                 case REW_GAIN_ABL:
4696 #ifdef JP
4697                         msg_format("%sの声が鳴り響いた:",
4698                                 chaos_patrons[p_ptr->chaos_patron]);
4699 #else
4700                         msg_format("The voice of %s rings out:",
4701                                 chaos_patrons[p_ptr->chaos_patron]);
4702 #endif
4703
4704                         msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
4705
4706                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4707                                 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
4708                         else
4709                                 do_inc_stat(randint0(6));
4710                         reward = _("能力値が上がった。", "increasing a stat");
4711                         break;
4712
4713
4714                 case REW_LOSE_ABL:
4715 #ifdef JP
4716                         msg_format("%sの声が響き渡った:",
4717                                 chaos_patrons[p_ptr->chaos_patron]);
4718 #else
4719                         msg_format("The voice of %s booms out:",
4720                                 chaos_patrons[p_ptr->chaos_patron]);
4721 #endif
4722
4723                         msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
4724
4725                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4726                                 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
4727                         else
4728                                 (void)do_dec_stat(randint0(6));
4729                         reward = _("能力値が下がった。", "decreasing a stat");
4730                         break;
4731
4732
4733                 case REW_RUIN_ABL:
4734
4735 #ifdef JP
4736                         msg_format("%sの声が轟き渡った:",
4737                                 chaos_patrons[p_ptr->chaos_patron]);
4738 #else
4739                         msg_format("The voice of %s thunders:",
4740                                 chaos_patrons[p_ptr->chaos_patron]);
4741 #endif
4742
4743                         msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
4744                         msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
4745
4746                         for (dummy = 0; dummy < 6; dummy++)
4747                         {
4748                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4749                         }
4750                         reward = _("全能力値が下がった。", "decreasing all stats");
4751                         break;
4752
4753                 case REW_POLY_WND:
4754
4755                         msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
4756                                 chaos_patrons[p_ptr->chaos_patron]);
4757                         do_poly_wounds();
4758                         reward = _("傷が変化した。", "polymorphing wounds");
4759                         break;
4760
4761                 case REW_AUGM_ABL:
4762
4763                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4764
4765                         msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
4766
4767                         for (dummy = 0; dummy < 6; dummy++)
4768                         {
4769                                 (void)do_inc_stat(dummy);
4770                         }
4771                         reward = _("全能力値が上がった。", "increasing all stats");
4772                         break;
4773
4774                 case REW_HURT_LOT:
4775
4776                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4777                         msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
4778
4779                         fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
4780                         take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
4781                         reward = _("分解の球が発生した。", "generating disintegration ball");
4782                         break;
4783
4784                 case REW_HEAL_FUL:
4785
4786                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4787                         (void)restore_level();
4788                         (void)restore_all_status();
4789                         (void)true_healing(5000);
4790                         reward = _("体力が回復した。", "healing");
4791                         break;
4792
4793                 case REW_CURSE_WP:
4794
4795                         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4796                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4797                         msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
4798
4799                         dummy = INVEN_RARM;
4800                         if (buki_motteruka(INVEN_LARM))
4801                         {
4802                                 dummy = INVEN_LARM;
4803                                 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4804                         }
4805                         object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4806                         (void)curse_weapon(FALSE, dummy);
4807                         reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4808                         break;
4809
4810                 case REW_CURSE_AR:
4811
4812                         if (!inventory[INVEN_BODY].k_idx) break;
4813                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4814                         msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
4815
4816                         object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4817                         (void)curse_armor();
4818                         reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4819                         break;
4820                 case REW_PISS_OFF:
4821
4822                         msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
4823                         msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
4824
4825                         switch (randint1(4))
4826                         {
4827                                 case 1:
4828                                         (void)activate_ty_curse(FALSE, &count);
4829                                         reward = _("禍々しい呪いをかけられた。", "cursing");
4830                                         break;
4831                                 case 2:
4832                                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4833                                         reward = _("モンスターを召喚された。", "summoning hostile monsters");
4834                                         break;
4835                                 case 3:
4836                                         if (one_in_(2))
4837                                         {
4838                                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4839                                                 dummy = INVEN_RARM;
4840                                                 if (buki_motteruka(INVEN_LARM))
4841                                                 {
4842                                                         dummy = INVEN_LARM;
4843                                                         if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4844                                                 }
4845                                                 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4846                                                 (void)curse_weapon(FALSE, dummy);
4847                                                 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4848                                         }
4849                                         else
4850                                         {
4851                                                 if (!inventory[INVEN_BODY].k_idx) break;
4852                                                 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4853                                                 (void)curse_armor();
4854                                                 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4855                                         }
4856                                         break;
4857                                 default:
4858                                         for (dummy = 0; dummy < 6; dummy++)
4859                                         {
4860                                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4861                                         }
4862                                         reward = _("全能力値が下がった。", "decreasing all stats");
4863                                         break;
4864                         }
4865                         break;
4866
4867                 case REW_WRATH:
4868
4869                         msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
4870                         msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
4871
4872                         take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
4873                         for (dummy = 0; dummy < 6; dummy++)
4874                         {
4875                                 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
4876                         }
4877                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4878                         (void)activate_ty_curse(FALSE, &count);
4879                         if (one_in_(2))
4880                         {
4881                                 dummy = 0;
4882
4883                                 if (buki_motteruka(INVEN_RARM))
4884                                 {
4885                                         dummy = INVEN_RARM;
4886                                         if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
4887                                 }
4888                                 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
4889
4890                                 if (dummy) (void)curse_weapon(FALSE, dummy);
4891                         }
4892                         if (one_in_(2)) (void)curse_armor();
4893                         break;
4894
4895                 case REW_DESTRUCT:
4896
4897                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4898                         msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4899
4900                         (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
4901                         reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
4902                         break;
4903
4904                 case REW_GENOCIDE:
4905
4906                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4907                         msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4908                         (void)symbol_genocide(0, FALSE);
4909                         reward = _("モンスターが抹殺された。", "genociding monsters");
4910                         break;
4911
4912                 case REW_MASS_GEN:
4913
4914                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4915                         msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4916
4917                         (void)mass_genocide(0, FALSE);
4918                         reward = _("モンスターが抹殺された。", "genociding nearby monsters");
4919                         break;
4920
4921                 case REW_DISPEL_C:
4922
4923                         msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]);
4924                         (void)dispel_monsters(p_ptr->lev * 4);
4925                         break;
4926
4927                 case REW_IGNORE:
4928
4929                         msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
4930                         break;
4931
4932                 case REW_SER_DEMO:
4933
4934                         msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
4935
4936                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
4937                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4938                         else
4939                                 reward = _("悪魔がペットになった。", "a demonic servant");
4940
4941                         break;
4942
4943                 case REW_SER_MONS:
4944                         msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
4945
4946                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
4947                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4948                         else
4949                                 reward = _("モンスターがペットになった。", "a servant");
4950
4951                         break;
4952
4953                 case REW_SER_UNDE:
4954                         msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
4955
4956                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
4957                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4958                         else
4959                                 reward = _("アンデッドがペットになった。", "an undead servant");
4960
4961                         break;
4962
4963                 default:
4964                         msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
4965
4966                                 chaos_patrons[p_ptr->chaos_patron]);
4967                         msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
4968
4969         }
4970         }
4971         if (reward)
4972         {
4973                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
4974         }
4975 }
4976
4977
4978 /*
4979  * XAngband: determine if a given location is "interesting"
4980  * based on target_set_accept function.
4981  */
4982 static bool tgt_pt_accept(POSITION y, POSITION x)
4983 {
4984         cave_type *c_ptr;
4985
4986         /* Bounds */
4987         if (!(in_bounds(y, x))) return (FALSE);
4988
4989         /* Player grid is always interesting */
4990         if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
4991
4992         /* Handle hallucination */
4993         if (p_ptr->image) return (FALSE);
4994
4995         /* Examine the grid */
4996         c_ptr = &cave[y][x];
4997
4998         /* Interesting memorized features */
4999         if (c_ptr->info & (CAVE_MARK))
5000         {
5001                 /* Notice stairs */
5002                 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5003                 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5004
5005                 /* Notice quest features */
5006                 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5007                 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5008         }
5009
5010         return (FALSE);
5011 }
5012
5013
5014 /*
5015  * XAngband: Prepare the "temp" array for "tget_pt"
5016  * based on target_set_prepare funciton.
5017  */
5018 static void tgt_pt_prepare(void)
5019 {
5020         POSITION y, x;
5021
5022         /* Reset "temp" array */
5023         temp_n = 0;
5024
5025         if (!expand_list) return;
5026
5027         /* Scan the current panel */
5028         for (y = 1; y < cur_hgt; y++)
5029         {
5030                 for (x = 1; x < cur_wid; x++)
5031                 {
5032                         /* Require "interesting" contents */
5033                         if (!tgt_pt_accept(y, x)) continue;
5034
5035                         /* Save the location */
5036                         temp_x[temp_n] = x;
5037                         temp_y[temp_n] = y;
5038                         temp_n++;
5039                 }
5040         }
5041
5042         /* Target the nearest monster for shooting */
5043         ang_sort_comp = ang_sort_comp_distance;
5044         ang_sort_swap = ang_sort_swap_distance;
5045
5046         /* Sort the positions */
5047         ang_sort(temp_x, temp_y, temp_n);
5048 }
5049
5050 /*
5051  * old -- from PsiAngband.
5052  */
5053 bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
5054 {
5055         char ch = 0;
5056         int d, n = 0;
5057         POSITION x, y;
5058         bool success = FALSE;
5059
5060         int wid, hgt;
5061
5062         get_screen_size(&wid, &hgt);
5063
5064         x = p_ptr->x;
5065         y = p_ptr->y;
5066
5067         if (expand_list) 
5068         {
5069                 tgt_pt_prepare();
5070         }
5071
5072         msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
5073         msg_flag = FALSE; /* prevents "-more-" message. */
5074
5075         while ((ch != ESCAPE) && !success)
5076         {
5077                 bool move_fast = FALSE;
5078
5079                 move_cursor_relative(y, x);
5080                 ch = inkey();
5081                 switch (ch)
5082                 {
5083                 case ESCAPE:
5084                         break;
5085                 case ' ':
5086                 case 't':
5087                 case '.':
5088                 case '5':
5089                 case '0':
5090                         /* illegal place */
5091                         if (player_bold(y, x)) ch = 0;
5092
5093                         /* okay place */
5094                         else success = TRUE;
5095
5096                         break;
5097
5098                 /* XAngband: Move cursor to stairs */
5099                 case '>':
5100                 case '<':
5101                         if (expand_list && temp_n)
5102                         {
5103                                 int dx, dy;
5104                                 int cx = (panel_col_min + panel_col_max) / 2;
5105                                 int cy = (panel_row_min + panel_row_max) / 2;
5106
5107                                 n++;
5108
5109                                 /* Skip stairs which have defferent distance */
5110                                 for (; n < temp_n; ++ n)
5111                                 {
5112                                         cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5113
5114                                         if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5115                                             cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5116                                         {
5117                                                 /* Found */
5118                                                 break;
5119                                         }
5120                                 }
5121
5122                                 if (n == temp_n)        /* Loop out taget list */
5123                                 {
5124                                         n = 0;
5125                                         y = p_ptr->y;
5126                                         x = p_ptr->x;
5127                                         verify_panel(); /* Move cursor to player */
5128
5129                                         p_ptr->update |= (PU_MONSTERS);
5130
5131                                         p_ptr->redraw |= (PR_MAP);
5132
5133                                         p_ptr->window |= (PW_OVERHEAD);
5134
5135                                         /* Handle stuff */
5136                                         handle_stuff();
5137                                 }
5138                                 else    /* move cursor to next stair and change panel */
5139                                 {
5140                                         y = temp_y[n];
5141                                         x = temp_x[n];
5142
5143                                         dy = 2 * (y - cy) / hgt;
5144                                         dx = 2 * (x - cx) / wid;
5145                                         if (dy || dx) change_panel(dy, dx);
5146                                 }
5147                         }
5148                         break;
5149
5150                 default:
5151                         /* Look up the direction */
5152                         d = get_keymap_dir(ch);
5153
5154                         /* XTRA HACK MOVEFAST */
5155                         if (isupper(ch)) move_fast = TRUE;
5156
5157                         /* Handle "direction" */
5158                         if (d)
5159                         {
5160                                 int dx = ddx[d];
5161                                 int dy = ddy[d];
5162
5163                                 /* XTRA HACK MOVEFAST */
5164                                 if (move_fast)
5165                                 {
5166                                         int mag = MIN(wid / 2, hgt / 2);
5167                                         x += dx * mag;
5168                                         y += dy * mag;
5169                                 }
5170                                 else
5171                                 {
5172                                         x += dx;
5173                                         y += dy;
5174                                 }
5175
5176                                 /* Do not move horizontally if unnecessary */
5177                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5178                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
5179                                 {
5180                                         dx = 0;
5181                                 }
5182
5183                                 /* Do not move vertically if unnecessary */
5184                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5185                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
5186                                 {
5187                                         dy = 0;
5188                                 }
5189
5190                                 /* Apply the motion */
5191                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5192                                          (x >= panel_col_min + wid) || (x < panel_col_min))
5193                                 {
5194                                         /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5195                                         change_panel(dy, dx);
5196                                 }
5197
5198                                 /* Slide into legality */
5199                                 if (x >= cur_wid-1) x = cur_wid - 2;
5200                                 else if (x <= 0) x = 1;
5201
5202                                 /* Slide into legality */
5203                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
5204                                 else if (y <= 0) y = 1;
5205
5206                         }
5207                         break;
5208                 }
5209         }
5210
5211         /* Clear the top line */
5212         prt("", 0, 0);
5213
5214         /* Recenter the map around the player */
5215         verify_panel();
5216
5217         p_ptr->update |= (PU_MONSTERS);
5218
5219         p_ptr->redraw |= (PR_MAP);
5220
5221         p_ptr->window |= (PW_OVERHEAD);
5222
5223         /* Handle stuff */
5224         handle_stuff();
5225
5226         *x_ptr = x;
5227         *y_ptr = y;
5228         return success;
5229 }
5230
5231
5232 bool get_hack_dir(DIRECTION *dp)
5233 {
5234         DIRECTION dir;
5235         cptr    p;
5236         char    command;
5237
5238         (*dp) = 0;
5239
5240         /* Global direction */
5241         dir = 0;
5242
5243         /* (No auto-targeting) */
5244
5245         /* Ask until satisfied */
5246         while (!dir)
5247         {
5248                 /* Choose a prompt */
5249                 if (!target_okay())
5250                 {
5251                         p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
5252                 }
5253                 else
5254                 {
5255                         p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
5256                 }
5257
5258                 /* Get a command (or Cancel) */
5259                 if (!get_com(p, &command, TRUE)) break;
5260
5261                 if (use_menu)
5262                 {
5263                         if (command == '\r') command = 't';
5264                 }  
5265
5266                 /* Convert various keys to "standard" keys */
5267                 switch (command)
5268                 {
5269                         /* Use current target */
5270                         case 'T':
5271                         case 't':
5272                         case '.':
5273                         case '5':
5274                         case '0':
5275                         {
5276                                 dir = 5;
5277                                 break;
5278                         }
5279
5280                         /* Set new target */
5281                         case '*':
5282                         case ' ':
5283                         case '\r':
5284                         {
5285                                 if (target_set(TARGET_KILL)) dir = 5;
5286                                 break;
5287                         }
5288
5289                         default:
5290                         {
5291                                 /* Look up the direction */
5292                                 dir = get_keymap_dir(command);
5293
5294                                 break;
5295                         }
5296                 }
5297
5298                 /* Verify requested targets */
5299                 if ((dir == 5) && !target_okay()) dir = 0;
5300
5301                 /* Error */
5302                 if (!dir) bell();
5303         }
5304
5305         /* No direction */
5306         if (!dir) return (FALSE);
5307
5308         /* Save the direction */
5309         command_dir = dir;
5310
5311         /* Check for confusion */
5312         if (p_ptr->confused)
5313         {
5314                 /* Random direction */
5315                 dir = ddd[randint0(8)];
5316         }
5317
5318         /* Notice confusion */
5319         if (command_dir != dir)
5320         {
5321                 /* Warn the user */
5322                 msg_print(_("あなたは混乱している。", "You are confused."));
5323         }
5324
5325         /* Save direction */
5326         (*dp) = dir;
5327
5328         /* A "valid" direction was entered */
5329         return (TRUE);
5330 }
5331
5332
5333 /*
5334  * エネルギーの増加量10d5を速く計算するための関数
5335  */
5336
5337 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5338
5339 s16b gain_energy(void)
5340 {
5341         int i;
5342         s32b energy_result = 10;
5343         s32b tmp;
5344
5345         tmp = randint0(Go_no_JuuJou);
5346
5347         for (i = 0; i < 9; i ++){
5348                 energy_result += tmp % 5;
5349                 tmp /= 5;
5350         }
5351
5352         return (s16b)(energy_result + tmp);
5353 }
5354
5355
5356 /*!
5357  * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
5358  * @param sval 射撃武器のアイテム副分類ID 
5359  * @return 消費する基本エネルギー
5360  */
5361 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
5362 {
5363         ENERGY energy = 10000;
5364
5365         /* Analyze the launcher */
5366         switch (sval)
5367         {
5368                 /* Sling and ammo */
5369                 case SV_SLING:
5370                 {
5371                         energy = 8000;
5372                         break;
5373                 }
5374
5375                 /* Short Bow and Arrow */
5376                 case SV_SHORT_BOW:
5377                 {
5378                         energy = 10000;
5379                         break;
5380                 }
5381
5382                 /* Long Bow and Arrow */
5383                 case SV_LONG_BOW:
5384                 {
5385                         energy = 10000;
5386                         break;
5387                 }
5388
5389                 /* Bow of irresponsiblity and Arrow */
5390                 case SV_NAMAKE_BOW:
5391                 {
5392                         energy = 7777;
5393                         break;
5394                 }
5395
5396                 /* Light Crossbow and Bolt */
5397                 case SV_LIGHT_XBOW:
5398                 {
5399                         energy = 12000;
5400                         break;
5401                 }
5402
5403                 /* Heavy Crossbow and Bolt */
5404                 case SV_HEAVY_XBOW:
5405                 {
5406                         energy = 13333;
5407                         break;
5408                 }
5409         }
5410
5411         return (energy);
5412 }
5413
5414
5415 /*
5416  * Return bow tmul
5417  */
5418 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
5419 {
5420         int tmul = 0;
5421
5422         /* Analyze the launcher */
5423         switch (sval)
5424         {
5425                 /* Sling and ammo */
5426                 case SV_SLING:
5427                 {
5428                         tmul = 2;
5429                         break;
5430                 }
5431
5432                 /* Short Bow and Arrow */
5433                 case SV_SHORT_BOW:
5434                 {
5435                         tmul = 2;
5436                         break;
5437                 }
5438
5439                 /* Long Bow and Arrow */
5440                 case SV_LONG_BOW:
5441                 {
5442                         tmul = 3;
5443                         break;
5444                 }
5445
5446                 /* Bow of irresponsiblity and Arrow */
5447                 case SV_NAMAKE_BOW:
5448                 {
5449                         tmul = 3;
5450                         break;
5451                 }
5452
5453                 /* Light Crossbow and Bolt */
5454                 case SV_LIGHT_XBOW:
5455                 {
5456                         tmul = 3;
5457                         break;
5458                 }
5459
5460                 /* Heavy Crossbow and Bolt */
5461                 case SV_HEAVY_XBOW:
5462                 {
5463                         tmul = 4;
5464                         break;
5465                 }
5466         }
5467
5468         return (tmul);
5469 }
5470
5471 /*
5472  * Return alignment title
5473  */
5474 cptr your_alignment(void)
5475 {
5476 #ifdef JP
5477         if (p_ptr->align > 150) return "大善";
5478         else if (p_ptr->align > 50) return "中善";
5479         else if (p_ptr->align > 10) return "小善";
5480         else if (p_ptr->align > -11) return "中立";
5481         else if (p_ptr->align > -51) return "小悪";
5482         else if (p_ptr->align > -151) return "中悪";
5483         else return "大悪";
5484 #else
5485         if (p_ptr->align > 150) return "Lawful";
5486         else if (p_ptr->align > 50) return "Good";
5487         else if (p_ptr->align > 10) return "Neutral Good";
5488         else if (p_ptr->align > -11) return "Neutral";
5489         else if (p_ptr->align > -51) return "Neutral Evil";
5490         else if (p_ptr->align > -151) return "Evil";
5491         else return "Chaotic";
5492 #endif
5493 }
5494
5495
5496 /*
5497  * Return proficiency level of weapons and misc. skills (except riding)
5498  */
5499 int weapon_exp_level(int weapon_exp)
5500 {
5501         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5502         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5503         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5504         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
5505         else return EXP_LEVEL_MASTER;
5506 }
5507
5508
5509 /*
5510  * Return proficiency level of riding
5511  */
5512 int riding_exp_level(int riding_exp)
5513 {
5514         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5515         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5516         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5517         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
5518         else return EXP_LEVEL_MASTER;
5519 }
5520
5521
5522 /*
5523  * Return proficiency level of spells
5524  */
5525 int spell_exp_level(int spell_exp)
5526 {
5527         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5528         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5529         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5530         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
5531         else return EXP_LEVEL_MASTER;
5532 }
5533
5534
5535 /*
5536  * Display a rumor and apply its effects
5537  */
5538
5539 IDX rumor_num(char *zz, IDX max_idx)
5540 {
5541         if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
5542         return (IDX)atoi(zz);
5543 }
5544
5545 cptr rumor_bind_name(char *base, cptr fullname)
5546 {
5547         char *s, *v;
5548
5549         s = strstr(base, "{Name}");
5550         if (s)
5551         {
5552                 s[0] = '\0';
5553                 v = format("%s%s%s", base, fullname, (s + 6));
5554         }
5555         else
5556         {
5557                 v = base;
5558         }
5559
5560         return v;
5561 }
5562
5563 void display_rumor(bool ex)
5564 {
5565         errr err;
5566         int section = 0;
5567         char Rumor[1024];
5568
5569         if (ex)
5570         {
5571                 if (randint0(3) == 0) section = 1;
5572         }
5573
5574         err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
5575                         get_rnd_line("rumors.txt", section, Rumor));
5576         if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
5577
5578         err = TRUE;
5579
5580         if (strncmp(Rumor, "R:", 2) == 0)
5581         {
5582                 char *zz[4];
5583                 cptr rumor_msg = NULL;
5584                 cptr rumor_eff_format = NULL;
5585                 char fullname[1024] = "";
5586
5587                 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
5588                 {
5589                         if (strcmp(zz[0], "ARTIFACT") == 0)
5590                         {
5591                                 IDX a_idx, k_idx;
5592                                 object_type forge;
5593                                 object_type *q_ptr = &forge;
5594                                 artifact_type *a_ptr;
5595
5596                                 while (1)
5597                                 {
5598                                         a_idx = rumor_num(zz[1], max_a_idx);
5599
5600                                         a_ptr = &a_info[a_idx];
5601                                         if (a_ptr->name) break;
5602                                 }
5603
5604                                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
5605                                 object_prep(q_ptr, k_idx);
5606                                 q_ptr->name1 = a_idx;
5607                                 q_ptr->ident = IDENT_STORE;
5608                                 object_desc(fullname, q_ptr, OD_NAME_ONLY);
5609                         }
5610                         else if  (strcmp(zz[0], "MONSTER") == 0)
5611                         {
5612                                 MONRACE_IDX r_idx;
5613                                 monster_race *r_ptr;
5614
5615                                 while(1)
5616                                 {
5617                                         r_idx = rumor_num(zz[1], max_r_idx);
5618                                         r_ptr = &r_info[r_idx];
5619                                         if (r_ptr->name) break;
5620                                 }
5621
5622                                 strcpy(fullname, r_name + r_ptr->name);
5623
5624                                 /* Remember this monster */
5625                                 if (!r_ptr->r_sights)
5626                                 {
5627                                         r_ptr->r_sights++;
5628                                 }
5629                         }
5630                         else if (strcmp(zz[0], "DUNGEON") == 0)
5631                         {
5632                                 DUNGEON_IDX d_idx;
5633                                 dungeon_info_type *d_ptr;
5634
5635                                 while (1)
5636                                 {
5637                                         d_idx = rumor_num(zz[1], max_d_idx);
5638                                         d_ptr = &d_info[d_idx];
5639                                         if (d_ptr->name) break;
5640                                 }
5641
5642                                 strcpy(fullname, d_name + d_ptr->name);
5643
5644                                 if (!max_dlv[d_idx])
5645                                 {
5646                                         max_dlv[d_idx] = d_ptr->mindepth;
5647                                         rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
5648                                 }
5649                         }
5650                         else if  (strcmp(zz[0], "TOWN") == 0)
5651                         {
5652                                 IDX t_idx;
5653                                 s32b visit;
5654
5655                                 while(1)
5656                                 {
5657                                         t_idx = rumor_num(zz[1], NO_TOWN);
5658                                         if (town[t_idx].name) break;
5659                                 }
5660
5661                                 strcpy(fullname, town[t_idx].name);
5662
5663                                 visit = (1L << (t_idx - 1));
5664                                 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
5665                                 {
5666                                         p_ptr->visit |= visit;
5667                                         rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
5668                                 }
5669                         }
5670
5671                         rumor_msg = rumor_bind_name(zz[2], fullname);
5672                         msg_print(rumor_msg);
5673                         if (rumor_eff_format)
5674                         {
5675                                 msg_print(NULL);
5676                                 msg_format(rumor_eff_format, fullname);
5677                         }
5678                         err = FALSE;
5679                 }
5680         /* error */
5681         if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
5682         }
5683                         else
5684         {
5685                 msg_format("%s", Rumor);
5686         }
5687 }