4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: effects of various "objects" */
15 #define REWARD_CHANCE 10
19 * Advance experience levels and print experience
21 void check_experience(void)
23 bool level_reward = FALSE;
24 bool level_mutation = FALSE;
25 bool level_inc_stat = FALSE;
26 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
29 /* Hack -- lower limit */
30 if (p_ptr->exp < 0) p_ptr->exp = 0;
32 /* Hack -- lower limit */
33 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
35 /* Hack -- upper limit */
36 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
38 /* Hack -- upper limit */
39 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
41 /* Hack -- maintain "max" experience */
42 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
44 /* Redraw experience */
45 p_ptr->redraw |= (PR_EXP);
51 /* Lose levels while possible */
52 while ((p_ptr->lev > 1) &&
53 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
58 /* Update some stuff */
59 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
61 /* Redraw some stuff */
62 p_ptr->redraw |= (PR_LEV | PR_TITLE);
65 p_ptr->window |= (PW_PLAYER);
72 /* Gain levels while possible */
73 while ((p_ptr->lev < PY_MAX_LEVEL) &&
74 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
79 /* Save the highest level */
80 if (p_ptr->lev > p_ptr->max_plv)
82 p_ptr->max_plv = p_ptr->lev;
84 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
85 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
89 if (p_ptr->prace == RACE_BEASTMAN)
91 if (one_in_(5)) level_mutation = TRUE;
93 level_inc_stat = TRUE;
95 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
103 msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
105 msg_format("Welcome to level %d.", p_ptr->lev);
108 /* Update some stuff */
109 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
111 /* Redraw some stuff */
112 p_ptr->redraw |= (PR_LEV | PR_TITLE);
115 p_ptr->window |= (PW_PLAYER | PW_SPELL);
117 /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
127 if(!(p_ptr->max_plv % 10))
137 cnv_stat(p_ptr->stat_max[0], tmp);
138 prt(format(" a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14);
139 cnv_stat(p_ptr->stat_max[1], tmp);
140 prt(format(" b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14);
141 cnv_stat(p_ptr->stat_max[2], tmp);
142 prt(format(" c) ¸¤µ (¸½ºßÃÍ %s)", tmp), 4, 14);
143 cnv_stat(p_ptr->stat_max[3], tmp);
144 prt(format(" d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14);
145 cnv_stat(p_ptr->stat_max[4], tmp);
146 prt(format(" e) ÂÑµ× (¸½ºßÃÍ %s)", tmp), 6, 14);
147 cnv_stat(p_ptr->stat_max[5], tmp);
148 prt(format(" f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14);
150 prt(" ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14);
152 cnv_stat(p_ptr->stat_max[0], tmp);
153 prt(format(" a) Str (cur %s)", tmp), 2, 14);
154 cnv_stat(p_ptr->stat_max[1], tmp);
155 prt(format(" b) Int (cur %s)", tmp), 3, 14);
156 cnv_stat(p_ptr->stat_max[2], tmp);
157 prt(format(" c) Wis (cur %s)", tmp), 4, 14);
158 cnv_stat(p_ptr->stat_max[3], tmp);
159 prt(format(" d) Dex (cur %s)", tmp), 5, 14);
160 cnv_stat(p_ptr->stat_max[4], tmp);
161 prt(format(" e) Con (cur %s)", tmp), 6, 14);
162 cnv_stat(p_ptr->stat_max[5], tmp);
163 prt(format(" f) Chr (cur %s)", tmp), 7, 14);
165 prt(" Which stat do you want to raise?", 1, 14);
170 if ((choice >= 'a') && (choice <= 'f')) break;
172 for(n = 0; n < 6; n++)
173 if (n != choice - 'a')
176 if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
178 if (get_check("Are you sure? ")) break;
181 do_inc_stat(choice - 'a');
184 else if(!(p_ptr->max_plv % 2))
185 do_inc_stat(randint0(6));
191 msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
193 msg_print("You feel different...");
196 (void)gain_random_mutation(0);
197 level_mutation = FALSE;
201 * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬
202 * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£
206 gain_level_reward(0);
207 level_reward = FALSE;
210 /* Update some stuff */
211 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
213 /* Redraw some stuff */
214 p_ptr->redraw |= (PR_LEV | PR_TITLE);
217 p_ptr->window |= (PW_PLAYER | PW_SPELL);
226 * Hack -- Return the "automatic coin type" of a monster race
227 * Used to allocate proper treasure when "Creeping coins" die
229 * XXX XXX XXX Note the use of actual "monster names"
231 static int get_coin_type(int r_idx)
233 monster_race *r_ptr = &r_info[r_idx];
235 /* Analyze "coin" monsters */
236 if (r_ptr->d_char == '$')
238 /* Look for textual clues */
241 case MON_COPPER_COINS: return (2);
242 case MON_SILVER_COINS: return (5);
243 case MON_GOLD_COINS: return (10);
244 case MON_MITHRIL_COINS: return (16);
245 case MON_ADAMANT_COINS: return (17);
255 * Hack -- determine if a template is Cloak
257 static bool kind_is_cloak(int k_idx)
259 object_kind *k_ptr = &k_info[k_idx];
261 /* Analyze the item type */
262 if (k_ptr->tval == TV_CLOAK)
267 /* Assume not good */
273 * Hack -- determine if a template is Polearm
275 static bool kind_is_polearm(int k_idx)
277 object_kind *k_ptr = &k_info[k_idx];
279 /* Analyze the item type */
280 if (k_ptr->tval == TV_POLEARM)
285 /* Assume not good */
291 * Hack -- determine if a template is Sword
293 static bool kind_is_sword(int k_idx)
295 object_kind *k_ptr = &k_info[k_idx];
297 /* Analyze the item type */
298 if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
303 /* Assume not good */
309 * Hack -- determine if a template is Book
311 static bool kind_is_book(int k_idx)
313 object_kind *k_ptr = &k_info[k_idx];
315 /* Analyze the item type */
316 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
321 /* Assume not good */
327 * Hack -- determine if a template is Good book
329 static bool kind_is_good_book(int k_idx)
331 object_kind *k_ptr = &k_info[k_idx];
333 /* Analyze the item type */
334 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
339 /* Assume not good */
345 * Hack -- determine if a template is Armor
347 static bool kind_is_armor(int k_idx)
349 object_kind *k_ptr = &k_info[k_idx];
351 /* Analyze the item type */
352 if (k_ptr->tval == TV_HARD_ARMOR)
357 /* Assume not good */
363 * Check for "Quest" completion when a quest monster is killed or charmed.
365 void check_quest_completion(monster_type *m_ptr)
367 int i, j, y, x, ny, nx, i2, j2;
371 bool create_stairs = FALSE;
377 /* Get the location */
382 quest_num = p_ptr->inside_quest;
384 /* Search for an active quest on this dungeon level */
387 for (i = max_quests - 1; i > 0; i--)
389 /* Quest is not active */
390 if (quest[i].status != QUEST_STATUS_TAKEN)
393 /* Quest is not a dungeon quest */
394 if (quest[i].flags & QUEST_FLAG_PRESET)
397 /* Quest is not on this level */
398 if ((quest[i].level != dun_level) &&
399 (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
402 /* Not a "kill monster" quest */
403 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
404 (quest[i].type == QUEST_TYPE_FIND_EXIT))
407 /* Interesting quest */
408 if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
409 (quest[i].type == QUEST_TYPE_KILL_ALL))
412 /* Interesting quest */
413 if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
414 (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
415 (quest[i].type == QUEST_TYPE_RANDOM)) &&
416 (quest[i].r_idx == m_ptr->r_idx))
423 /* Handle the current quest */
424 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
429 switch (quest[i].type)
431 case QUEST_TYPE_KILL_NUMBER:
435 if (quest[i].cur_num >= quest[i].num_mon)
437 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
438 /* completed quest */
439 quest[i].status = QUEST_STATUS_COMPLETED;
440 quest[i].complev = (byte)p_ptr->lev;
442 if (!(quest[i].flags & QUEST_FLAG_SILENT))
445 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
447 msg_print("You just completed your quest!");
453 quest[i].cur_num = 0;
457 case QUEST_TYPE_KILL_ALL:
461 if (!is_hostile(m_ptr)) break;
463 /* Count all hostile monsters */
464 for (i2 = 0; i2 < cur_wid; ++i2)
465 for (j2 = 0; j2 < cur_hgt; j2++)
466 if (cave[j2][i2].m_idx > 0)
467 if (is_hostile(&m_list[cave[j2][i2].m_idx]))
470 if ((number_mon - 1) == 0)
472 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
474 if (quest[i].flags & QUEST_FLAG_SILENT)
476 quest[i].status = QUEST_STATUS_FINISHED;
480 quest[i].status = QUEST_STATUS_COMPLETED;
481 quest[i].complev = (byte)p_ptr->lev;
483 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
485 msg_print("You just completed your quest!");
493 case QUEST_TYPE_KILL_LEVEL:
494 case QUEST_TYPE_RANDOM:
496 /* Only count valid monsters */
497 if (quest[i].r_idx != m_ptr->r_idx)
502 if (quest[i].cur_num >= quest[i].max_num)
504 if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
505 if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL);
506 /* completed quest */
507 quest[i].status = QUEST_STATUS_COMPLETED;
508 quest[i].complev = (byte)p_ptr->lev;
509 if (!(quest[i].flags & QUEST_FLAG_PRESET))
511 create_stairs = TRUE;
512 p_ptr->inside_quest = 0;
515 if (!(quest[i].flags & QUEST_FLAG_SILENT))
518 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
520 msg_print("You just completed your quest!");
526 /* Finish the two main quests without rewarding */
527 if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
529 quest[i].status = QUEST_STATUS_FINISHED;
532 if (quest[i].type == QUEST_TYPE_RANDOM)
535 quest[i].status = QUEST_STATUS_FINISHED;
540 case QUEST_TYPE_KILL_ANY_LEVEL:
543 if (quest[i].cur_num >= quest[i].max_num)
545 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
546 /* completed quest */
547 quest[i].status = QUEST_STATUS_COMPLETED;
548 quest[i].complev = (byte)p_ptr->lev;
550 if (!(quest[i].flags & QUEST_FLAG_SILENT))
553 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
555 msg_print("You just completed your quest!");
560 quest[i].cur_num = 0;
567 /* Create a magical staircase */
571 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
573 /* Pick a location */
574 scatter(&ny, &nx, y, x, 1, 0);
580 /* Explain the staircase */
582 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
584 msg_print("A magical staircase appears...");
588 /* Create stairs down */
589 cave_set_feat(y, x, FEAT_MORE);
591 /* Remember to update everything */
592 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS);
600 for (j = 0; j < (dun_level / 15)+1; j++)
602 /* Get local object */
605 /* Wipe the object */
608 /* Make a great object */
609 make_object(q_ptr, TRUE, TRUE);
611 /* Drop it in the dungeon */
612 (void)drop_near(q_ptr, -1, y, x);
618 * Handle the "death" of a monster.
620 * Disperse treasures centered at the monster location based on the
621 * various flags contained in the monster flags fields.
623 * Check for "Quest" completion when a quest monster is killed.
625 * Note that only the player can induce "monster_death()" on Uniques.
626 * Thus (for now) all Quest monsters should be Uniques.
628 * Note that monsters can now carry objects, and when a monster dies,
629 * it drops all of its objects, which may disappear in crowded rooms.
631 void monster_death(int m_idx, bool drop_item)
640 monster_type *m_ptr = &m_list[m_idx];
642 monster_race *r_ptr = &r_info[m_ptr->r_idx];
644 bool visible = (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE));
646 bool good = (r_ptr->flags1 & RF1_DROP_GOOD) ? TRUE : FALSE;
647 bool great = (r_ptr->flags1 & RF1_DROP_GREAT) ? TRUE : FALSE;
649 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
650 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
652 int force_coin = get_coin_type(m_ptr->r_idx);
657 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
658 && !p_ptr->inside_battle && !is_pet(m_ptr);
661 if (world_monster) world_monster = FALSE;
663 /* Notice changes in view */
664 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
666 /* Update some things */
667 p_ptr->update |= (PU_MON_LITE);
670 /* Get the location */
674 if (m_ptr->smart & SM_CLONED)
677 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
681 monster_desc(m_name, m_ptr, 0x08);
682 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
685 /* Let monsters explode! */
686 for (i = 0; i < 4; i++)
688 if (r_ptr->blow[i].method == RBM_EXPLODE)
690 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
691 int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
692 int d_dice = r_ptr->blow[i].d_dice;
693 int d_side = r_ptr->blow[i].d_side;
694 int damage = damroll(d_dice, d_side);
696 project(m_idx, 3, y, x, damage, typ, flg, -1);
701 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
703 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
704 r_ptr = &r_info[m_ptr->r_idx];
707 /* Check for quest completion */
708 check_quest_completion(m_ptr);
710 /* Handle the possibility of player vanquishing arena combatant -KMW- */
711 if (p_ptr->inside_arena && !is_pet(m_ptr))
715 /* Extract monster name */
716 monster_desc(m_name, m_ptr, 0);
718 p_ptr->exit_bldg = TRUE;
720 if (p_ptr->arena_number > MAX_ARENA_MONS)
723 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
725 msg_print("You are a Genuine Champion!");
731 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
733 msg_print("Victorious! You're on your way to becoming Champion.");
737 if (arena_info[p_ptr->arena_number].tval)
739 /* Get local object */
742 /* Prepare to make a prize */
743 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
745 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
747 /* Drop it in the dungeon */
748 (void)drop_near(q_ptr, -1, y, x);
751 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
752 p_ptr->arena_number++;
753 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
756 if (m_idx == p_ptr->riding)
758 if (rakuba(-1, FALSE))
761 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
763 msg_print("You have fallen from your riding pet.");
768 /* Drop a dead corpse? */
769 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
770 ((r_ptr->flags9 & RF9_DROP_CORPSE) ||
771 (r_ptr->flags9 & RF9_DROP_SKELETON)) &&
772 !(p_ptr->inside_arena || p_ptr->inside_battle || (m_ptr->smart & SM_CLONED) || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
774 /* Assume skeleton */
778 * We cannot drop a skeleton? Note, if we are in this check,
779 * we *know* we can drop at least a corpse or a skeleton
781 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
783 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 && RF1_UNIQUE))
786 /* Else, a corpse is more likely unless we did a "lot" of damage */
787 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
789 /* Lots of damage in one blow */
790 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
792 if (one_in_(5)) corpse = TRUE;
796 if (!one_in_(5)) corpse = TRUE;
800 /* Get local object */
803 /* Prepare to make an object */
804 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
806 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
808 q_ptr->pval = m_ptr->r_idx;
810 /* Drop it in the dungeon */
811 (void)drop_near(q_ptr, -1, y, x);
814 /* Drop objects being carried */
815 monster_drop_carried_objects(m_ptr);
817 switch (m_ptr->r_idx)
819 case MON_PINK_HORROR:
820 /* Pink horrors are replaced with 2 Blue horrors */
821 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
825 for (i = 0; i < 2; i++)
828 bool pet = is_pet(m_ptr);
831 if (pet) mode |= PM_FORCE_PET;
833 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
835 if (player_can_see_bold(wy, wx))
842 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
844 msg_print("The Pink horror divides!");
849 case MON_BLOODLETTER:
850 /* Bloodletters of Khorne may drop a blade of chaos */
851 if (drop_chosen_item && (randint1(100) < 15))
853 /* Get local object */
856 /* Prepare to make a Blade of Chaos */
857 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
859 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
861 /* Drop it in the dungeon */
862 (void)drop_near(q_ptr, -1, y, x);
867 if (drop_chosen_item && (dun_level > 9))
869 /* Get local object */
872 /* Wipe the object */
875 /* Activate restriction */
876 if ((dun_level > 49) && one_in_(5))
877 get_obj_num_hook = kind_is_good_book;
879 get_obj_num_hook = kind_is_book;
881 /* Prepare allocation table */
885 make_object(q_ptr, FALSE, FALSE);
887 /* Drop it in the dungeon */
888 (void)drop_near(q_ptr, -1, y, x);
894 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
895 * spawn another in the fallen one's place!
897 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
901 int wy = py, wx = px;
903 bool pet = is_pet(m_ptr);
907 scatter(&wy, &wx, py, px, 20, 0);
909 while (!(in_bounds(wy, wx) && cave_floor_bold(wy, wx)) && --attempts);
914 if (pet) mode |= PM_FORCE_PET;
916 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
918 if (player_can_see_bold(wy, wx))
920 msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
922 msg_print("A new warrior steps forth!");
932 /* One more ultra-hack: An Unmaker goes out with a big bang! */
934 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
935 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
939 case MON_UNICORN_ORD:
942 /* Reward for "lazy" player */
943 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
947 if (!drop_chosen_item) break;
953 a_idx = ART_NAMAKE_HAMMER;
956 a_idx = ART_NAMAKE_BOW;
959 a_idx = ART_NAMAKE_ARMOR;
963 while (a_info[a_idx].cur_num);
965 if (a_info[a_idx].cur_num == 0)
967 /* Create the artifact */
968 create_named_art(a_idx, y, x);
969 a_info[a_idx].cur_num = 1;
975 if (!drop_chosen_item) break;
977 /* Get local object */
980 /* Mega-Hack -- Prepare to make "Grond" */
981 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
983 /* Mega-Hack -- Mark this item as "Grond" */
984 q_ptr->name1 = ART_GROND;
986 /* Mega-Hack -- Actually create "Grond" */
987 apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
989 /* Drop it in the dungeon */
990 (void)drop_near(q_ptr, -1, y, x);
992 /* Get local object */
995 /* Mega-Hack -- Prepare to make "Chaos" */
996 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
998 /* Mega-Hack -- Mark this item as "Chaos" */
999 q_ptr->name1 = ART_CHAOS;
1001 /* Mega-Hack -- Actually create "Chaos" */
1002 apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
1004 /* Drop it in the dungeon */
1005 (void)drop_near(q_ptr, -1, y, x);
1008 case MON_B_DEATH_SWORD:
1009 if (drop_chosen_item)
1011 /* Get local object */
1014 /* Prepare to make a broken sword */
1015 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1017 /* Drop it in the dungeon */
1018 (void)drop_near(q_ptr, -1, y, x);
1024 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1025 ((m_ptr->r_idx == MON_A_SILVER) && !((r_ptr->r_pkills + 1) % 5))))
1027 /* Get local object */
1030 /* Prepare to make a Can of Toys */
1031 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1033 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
1035 /* Drop it in the dungeon */
1036 (void)drop_near(q_ptr, -1, y, x);
1042 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1043 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1048 if (!drop_chosen_item) break;
1050 switch (r_ptr->d_char)
1055 /* Get local object */
1058 /* Wipe the object */
1061 /* Activate restriction */
1062 get_obj_num_hook = kind_is_cloak;
1064 /* Prepare allocation table */
1068 make_object(q_ptr, FALSE, FALSE);
1070 /* Drop it in the dungeon */
1071 (void)drop_near(q_ptr, -1, y, x);
1078 /* Get local object */
1081 /* Wipe the object */
1084 /* Activate restriction */
1085 get_obj_num_hook = kind_is_polearm;
1087 /* Prepare allocation table */
1090 /* Make a poleweapon */
1091 make_object(q_ptr, FALSE, FALSE);
1093 /* Drop it in the dungeon */
1094 (void)drop_near(q_ptr, -1, y, x);
1101 /* Get local object */
1104 /* Wipe the object */
1107 /* Activate restriction */
1108 get_obj_num_hook = kind_is_armor;
1110 /* Prepare allocation table */
1113 /* Make a hard armor */
1114 make_object(q_ptr, FALSE, FALSE);
1116 /* Drop it in the dungeon */
1117 (void)drop_near(q_ptr, -1, y, x);
1122 if (m_ptr->r_idx != MON_STORMBRINGER)
1124 /* Get local object */
1127 /* Wipe the object */
1130 /* Activate restriction */
1131 get_obj_num_hook = kind_is_sword;
1133 /* Prepare allocation table */
1137 make_object(q_ptr, FALSE, FALSE);
1139 /* Drop it in the dungeon */
1140 (void)drop_near(q_ptr, -1, y, x);
1147 /* Mega-Hack -- drop fixed artifacts */
1148 if (drop_chosen_item)
1153 switch (m_ptr->r_idx)
1173 case MON_STORMBRINGER:
1174 a_idx = ART_STORMBRINGER;
1179 a_idx = ART_CRIMSON;
1189 a_idx = ART_KUSANAGI;
1219 a_idx = ART_WEREWINDLE;
1227 a_idx = ART_GRAYSWANDIR;
1238 a_idx = ART_TWILIGHT;
1243 a_idx = ART_ELENDIL;
1258 a_idx = ART_DESTINY;
1263 a_idx = ART_ZANTETSU;
1278 a_idx = ART_WINBLOWS;
1282 case MON_LUNGORTHIN:
1287 case MON_JACK_SHADOWS:
1293 a_idx = ART_STONEMASK;
1298 a_idx = ART_SOULCRUSH;
1303 a_idx = ART_EXCALIBUR_J;
1308 a_idx = ART_SHUTEN_DOJI;
1313 a_idx = ART_GOTHMOG;
1323 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1325 if (a_info[a_idx].cur_num == 0)
1327 /* Create the artifact */
1328 create_named_art(a_idx, y, x);
1329 a_info[a_idx].cur_num = 1;
1333 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1335 int k_idx = lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT); /* Acquirement */;
1337 if (d_info[dungeon_type].final_object)
1338 k_idx = d_info[dungeon_type].final_object;
1340 if (d_info[dungeon_type].final_artifact)
1342 int a_idx = d_info[dungeon_type].final_artifact;
1343 if (a_info[a_idx].cur_num == 0)
1345 /* Create the artifact */
1346 create_named_art(a_idx, y, x);
1348 a_info[a_idx].cur_num = 1;
1355 /* Get local object */
1358 /* Prepare to make a reward */
1359 object_prep(q_ptr, k_idx);
1361 apply_magic(q_ptr, object_level, FALSE, TRUE, FALSE, FALSE);
1363 /* Drop it in the dungeon */
1364 (void)drop_near(q_ptr, -1, y, x);
1367 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1369 msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1374 /* Determine how much we can drop */
1375 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1376 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1377 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1378 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1379 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1380 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1382 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1383 number = 0; /* Clones drop no stuff unless Cloning Pits */
1385 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1386 number = 0; /* Pets drop no stuff */
1387 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1389 /* Hack -- handle creeping coins */
1390 coin_type = force_coin;
1392 /* Average dungeon and monster levels */
1393 object_level = (dun_level + r_ptr->level) / 2;
1395 /* Drop some objects */
1396 for (j = 0; j < number; j++)
1398 /* Get local object */
1401 /* Wipe the object */
1405 if (do_gold && (!do_item || (randint0(100) < 50)))
1407 /* Make some gold */
1408 if (!make_gold(q_ptr)) continue;
1417 /* Make an object */
1418 if (!make_object(q_ptr, good, great)) continue;
1424 /* Drop it in the dungeon */
1425 (void)drop_near(q_ptr, -1, y, x);
1428 /* Reset the object level */
1429 object_level = base_level;
1431 /* Reset "coin" type */
1435 /* Take note of any dropped treasure */
1436 if (visible && (dump_item || dump_gold))
1438 /* Take notes on treasure */
1439 lore_treasure(m_idx, dump_item, dump_gold);
1442 /* Only process "Quest Monsters" */
1443 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1444 if (p_ptr->inside_battle) return;
1447 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1450 p_ptr->total_winner = TRUE;
1452 /* Redraw the "title" */
1453 p_ptr->redraw |= (PR_TITLE);
1456 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1458 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
1461 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1464 msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1465 msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1467 msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1468 msg_print("'Thou art donst well, mortal!'");
1472 /* Congratulations */
1474 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1476 msg_print("*** CONGRATULATIONS ***");
1480 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1482 msg_print("You have won the game!");
1486 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1488 msg_print("You may retire (commit suicide) when you are ready.");
1494 * Modify the physical damage done to the monster.
1495 * (for example when it's invulnerable or shielded)
1497 * ToDo: Accept a damage-type to calculate the modified damage from
1498 * things like fire, frost, lightning, poison, ... attacks.
1500 * "type" is not yet used and should be 0.
1502 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1504 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1506 if ((r_ptr->flags3 & RF3_RES_ALL) && dam > 0)
1509 if((dam == 0) && one_in_(3)) dam = 1;
1512 if (m_ptr->invulner)
1516 if(!p_ptr->blind && m_ptr->ml)
1519 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1521 msg_print("The barrier is penetrated!");
1525 else if (!one_in_(PENETRATE_INVULNERABILITY))
1533 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1535 s32b div, new_exp, new_exp_frac;
1536 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1537 int monnum_penarty = 0;
1539 if (!m_ptr->r_idx) return;
1540 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1544 u32b m_exp_h, m_exp_l;
1546 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1548 monnum_penarty = r_ptr->r_pkills / 400;
1549 if (monnum_penarty > 8) monnum_penarty = 8;
1551 if (r_ptr->flags1 & RF1_UNIQUE)
1553 m_exp = (long)r_ptr->mexp * r_ptr->level;
1554 div = (p_ptr->max_plv+2);
1558 m_exp = (long)r_ptr->mexp * r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed);
1559 div = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1561 m_exp_h = m_exp/0x10000L;
1562 m_exp_l = m_exp%0x10000L;
1565 m_exp_h += m_exp_l / 0x10000L;
1566 m_exp_l %= 0x10000L;
1568 /* real monster maxhp have effect on EXP */
1569 if(!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1571 u32b maxhp = m_ptr->max_maxhp*2;
1574 m_exp_h += m_exp_l / 0x10000L;
1575 m_exp_l %= 0x10000L;
1577 div *= r_ptr->hdice * (r_ptr->hside + 1);
1579 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE))) div *= 5;
1580 div_h = div/0x10000L;
1581 div_l = div%0x10000L;
1582 div_h *= (m_ptr->max_maxhp*2);
1583 div_l *= (m_ptr->max_maxhp*2);
1584 div_h += div_l / 0x10000L;
1587 while (monnum_penarty)
1591 div_h += div_l / 0x10000L;
1596 m_exp_l = (0x7fffffff & (m_exp_h << 16)) | m_exp_l;
1597 m_exp_h = m_exp_h >> 15;
1598 div_l = (0x7fffffff & (div_h << 16)) | div_l;
1599 div_h = div_h >> 15;
1601 #define M_INT_GREATER63(h1,l1,h2,l2) ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
1602 #define M_INT_SUB63(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x80000000;h1--;}l1-=l2;}
1603 #define M_INT_LSHIFT63(h1,l1) {h1=(h1<<1)|(l1>>30);l1=(l1<<1)&0x7fffffff;}
1604 #define M_INT_RSHIFT63(h1,l1) {l1=(l1>>1)|(h1<<30);h1>>=1;}
1605 #define M_INT_DIV63(h1,l1,h2,l2,result) \
1609 while( M_INT_GREATER63(h1,l1, h2, l2) ){M_INT_LSHIFT63(h2, l2); bit<<=1;} \
1610 for(bit>>=1; bit>=1; bit>>=1){ \
1611 M_INT_RSHIFT63(h2, l2); \
1612 if(M_INT_GREATER63(h1, l1, h2, l2)) \
1613 {result|=bit;M_INT_SUB63(h1, l1, h2, l2);} \
1617 /* Give some experience for the kill */
1618 M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp);
1620 /* Handle fractional experience */
1621 /* multiply 0x10000L to remainder */
1622 m_exp_h = (m_exp_h<<16) | (m_exp_l>>15);
1624 M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp_frac);
1625 new_exp_frac += p_ptr->exp_frac;
1626 /* Keep track of experience */
1627 if (new_exp_frac >= 0x10000L)
1630 p_ptr->exp_frac = (u16b)(new_exp_frac - 0x10000L);
1634 p_ptr->exp_frac = (u16b)new_exp_frac;
1637 /* Gain experience */
1645 * Decreases monsters hit points, handling monster death.
1647 * We return TRUE if the monster has been killed (and deleted).
1649 * We announce monster death (using an optional "death message"
1650 * if given, and a otherwise a generic killed/destroyed message).
1652 * Only "physical attacks" can induce the "You have slain" message.
1653 * Missile and Spell attacks will induce the "dies" message, or
1654 * various "specialized" messages. Note that "You have destroyed"
1655 * and "is destroyed" are synonyms for "You have slain" and "dies".
1657 * Hack -- unseen monsters yield "You have killed it." message.
1659 * Added fear (DGK) and check whether to print fear messages -CWS
1661 * Made name, sex, and capitalization generic -BEN-
1663 * As always, the "ghost" processing is a total hack.
1665 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1667 * XXX XXX XXX Consider decreasing monster experience over time, say,
1668 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1669 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1670 * monster worth more than subsequent monsters. This would also need
1671 * to induce changes in the monster recall code.
1673 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1675 monster_type *m_ptr = &m_list[m_idx];
1676 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1678 monster_type exp_mon;
1680 /* Innocent until proven otherwise */
1681 bool innocent = TRUE, thief = FALSE;
1685 COPY(&exp_mon, m_ptr, monster_type);
1686 if (!(r_ptr->flags7 & RF7_KILL_EXP))
1688 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1689 if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
1691 get_exp_from_mon(expdam, &exp_mon);
1694 /* Redraw (later) if needed */
1695 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1696 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1701 /* Hack - Cancel any special player stealth magics. -LM- */
1702 if (p_ptr->special_defense & NINJA_S_STEALTH)
1704 set_superstealth(FALSE);
1710 /* It is dead now */
1715 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1717 /* You might have unmasked Tanuki first time */
1718 r_ptr = &r_info[m_ptr->r_idx];
1719 m_ptr->ap_r_idx = m_ptr->r_idx;
1720 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1723 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1725 /* You might have unmasked Chameleon first time */
1726 r_ptr = real_r_ptr(m_ptr);
1727 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1730 /* When the player kills a Unique, it stays dead */
1731 if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
1734 /* When the player kills a Nazgul, it stays dead */
1735 if (r_ptr->flags7 & RF7_UNIQUE_7) r_ptr->max_num--;
1737 /* Recall even invisible uniques or winners */
1738 if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE))
1740 /* Count kills this life */
1741 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1742 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1744 /* Count kills in all lives */
1745 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1746 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1748 /* Hack -- Auto-recall */
1749 monster_race_track(m_ptr->ap_r_idx);
1752 /* Extract monster name */
1753 monster_desc(m_name, m_ptr, 0x100);
1755 /* Don't kill Amberites */
1756 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1758 int curses = 1 + randint1(3);
1759 bool stop_ty = FALSE;
1763 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1765 msg_format("%^s puts a terrible blood curse on you!", m_name);
1768 curse_equipment(100, 50);
1772 stop_ty = activate_ty_curse(stop_ty, &count);
1777 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1779 char line_got[1024];
1781 /* Dump a message */
1783 if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1785 if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1788 msg_format("%^s %s", m_name, line_got);
1791 if (m_ptr->r_idx == MON_SERPENT)
1793 /* Make screen dump */
1794 screen_dump = make_screen_dump();
1799 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1801 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1803 chg_virtue(V_VALOUR, -1);
1805 else if (r_ptr->level > dun_level)
1807 if (randint1(10) <= (r_ptr->level - dun_level))
1808 chg_virtue(V_VALOUR, 1);
1810 if (r_ptr->level > 60)
1812 chg_virtue(V_VALOUR, 1);
1814 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1815 chg_virtue(V_VALOUR, 2);
1818 if ((r_ptr->flags1 & RF1_UNIQUE) && ((r_ptr->flags3 & RF3_EVIL) ||
1819 (r_ptr->flags3 & RF3_GOOD)))
1821 chg_virtue(V_HARMONY, 2);
1823 if ((r_ptr->flags1 & RF1_UNIQUE) && (r_ptr->flags3 & RF3_GOOD))
1825 chg_virtue(V_UNLIFE, 2);
1826 chg_virtue(V_VITALITY, -2);
1829 if ((r_ptr->flags1 & RF1_UNIQUE) && one_in_(3))
1830 chg_virtue(V_INDIVIDUALISM, -1);
1832 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1834 chg_virtue(V_COMPASSION, -1);
1837 if ((r_ptr->flags3 & RF3_GOOD) &&
1838 ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1840 chg_virtue(V_UNLIFE, 1);
1842 if (r_ptr->d_char == 'A')
1844 if (r_ptr->flags1 & RF1_UNIQUE)
1845 chg_virtue(V_FAITH, -2);
1846 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1848 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1849 else chg_virtue(V_FAITH, 1);
1852 else if (r_ptr->flags3 & RF3_DEMON)
1854 if (r_ptr->flags1 & RF1_UNIQUE)
1855 chg_virtue(V_FAITH, 2);
1856 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1857 chg_virtue(V_FAITH, 1);
1860 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1861 chg_virtue(V_VITALITY, 2);
1863 if (r_ptr->r_deaths)
1865 if (r_ptr->flags1 & RF1_UNIQUE)
1867 chg_virtue(V_HONOUR, 10);
1869 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1871 chg_virtue(V_HONOUR, 1);
1874 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_pkills > 1000) && one_in_(10))
1876 chg_virtue(V_VALOUR, -1);
1879 for (i = 0; i < 4; i++)
1881 if(r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1883 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1884 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1886 thief = TRUE; /* Thief! */
1889 /* The new law says it is illegal to live in the dungeon */
1890 if (r_ptr->level != 0) innocent = FALSE;
1894 if (r_ptr->flags1 & RF1_UNIQUE)
1895 chg_virtue(V_JUSTICE, 3);
1896 else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1899 chg_virtue(V_JUSTICE, 1);
1903 chg_virtue (V_JUSTICE, -1);
1906 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->flags6 & ~(RF6_NOMAGIC_MASK)))
1908 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1911 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1915 sprintf(m_name, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
1917 sprintf(m_name, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
1919 do_cmd_write_nikki(NIKKI_UNIQUE, 0, m_name);
1925 /* Death by Missile/Spell attack */
1928 msg_format("%^s%s", m_name, note);
1931 /* Death by physical attack -- invisible monster */
1932 else if (!m_ptr->ml)
1935 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1936 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
1938 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
1940 msg_format("You have killed %s.", m_name);
1945 /* Death by Physical attack -- non-living monster */
1946 else if (!monster_living(r_ptr))
1949 bool explode = FALSE;
1951 for (i = 0; i < 4; i++)
1953 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1956 /* Special note at death */
1959 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
1961 msg_format("%s explodes into tiny shreds.", m_name);
1966 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1967 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
1969 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
1971 msg_format("You have destroyed %s.", m_name);
1976 /* Death by Physical attack -- living monster */
1980 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1981 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
1983 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
1985 msg_format("You have slain %s.", m_name);
1989 if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
1991 for (i = 0; i < MAX_KUBI; i++)
1993 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1996 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
1998 msg_format("There is a price on %s's head.", m_name);
2005 /* Generate treasure */
2006 monster_death(m_idx, TRUE);
2007 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
2009 r_info[MON_BANORLUPART].max_num = 0;
2010 r_info[MON_BANORLUPART].r_pkills++;
2011 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
2014 if (m_ptr->r_idx == MON_BANORLUPART)
2016 r_info[MON_BANOR].max_num = 0;
2017 r_info[MON_BANOR].r_pkills++;
2018 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
2019 r_info[MON_LUPART].max_num = 0;
2020 r_info[MON_LUPART].r_pkills++;
2021 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
2024 /* Mega hack : replace IKETA to BIKETAL */
2025 if ((m_ptr->r_idx == MON_IKETA) &&
2026 !(p_ptr->inside_arena || p_ptr->inside_battle))
2028 int dummy_y = m_ptr->fy;
2029 int dummy_x = m_ptr->fx;
2032 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2034 /* Delete the monster */
2035 delete_monster_idx(m_idx);
2037 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2040 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2042 msg_print("Uwa-hahaha! *I* am Biketal!");
2048 /* Delete the monster */
2049 delete_monster_idx(m_idx);
2052 /* Prevent bug of chaos patron's reward */
2053 if (r_ptr->flags7 & RF7_KILL_EXP)
2054 get_exp_from_mon((long)m_ptr->max_maxhp*2, &exp_mon);
2056 get_exp_from_mon(((long)m_ptr->max_maxhp+1L) * 9L / 10L, &exp_mon);
2061 /* Monster is dead */
2068 /* Mega-Hack -- Pain cancels fear */
2069 if (m_ptr->monfear && (dam > 0))
2071 int tmp = randint1(dam);
2073 /* Cure a little fear */
2074 if (tmp < m_ptr->monfear)
2077 m_ptr->monfear -= tmp;
2080 /* Cure all the fear */
2091 /* Sometimes a monster gets scared by damage */
2092 if (!m_ptr->monfear && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2096 /* Percentage of fully healthy */
2097 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2100 * Run (sometimes) if at 10% or less of max hit points,
2101 * or (usually) when hit for half its current hit points
2103 if ((randint1(10) >= percentage) ||
2104 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2106 /* Hack -- note fear */
2109 /* XXX XXX XXX Hack -- Add some timed fear */
2110 m_ptr->monfear = (randint1(10) +
2111 (((dam >= m_ptr->hp) && (percentage > 7)) ?
2112 20 : ((11 - percentage) * 5)));
2119 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2123 /* Extract monster name */
2124 monster_desc(m_name, m_ptr, 0);
2126 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2127 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2130 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2132 msg_format("%^s has thrown you off!", m_name);
2144 * Get term size and calculate screen size
2146 void get_screen_size(int *wid_p, int *hgt_p)
2148 Term_get_size(wid_p, hgt_p);
2149 *hgt_p -= ROW_MAP + 2;
2150 *wid_p -= COL_MAP + 2;
2151 if (use_bigtile) *wid_p /= 2;
2156 * Calculates current boundaries
2157 * Called below and from "do_cmd_locate()".
2159 void panel_bounds_center(void)
2164 get_screen_size(&wid, &hgt);
2166 panel_row_max = panel_row_min + hgt - 1;
2167 panel_row_prt = panel_row_min - 1;
2168 panel_col_max = panel_col_min + wid - 1;
2169 panel_col_prt = panel_col_min - 13;
2174 * Map resizing whenever the main term changes size
2176 void resize_map(void)
2178 /* Only if the dungeon exists */
2179 if (!character_dungeon) return;
2181 /* Mega-Hack -- no panel yet */
2185 /* Reset the panels */
2186 panel_row_min = cur_hgt;
2187 panel_col_min = cur_wid;
2192 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2194 /* Forget lite/view */
2195 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2197 /* Update lite/view */
2198 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2200 /* Update monsters */
2201 p_ptr->update |= (PU_MONSTERS);
2203 /* Redraw everything */
2204 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2206 /* Hack -- update */
2214 * Place the cursor on the player
2216 if (can_save) move_cursor_relative(py, px);
2223 * Redraw a term when it is resized
2225 void redraw_window(void)
2227 /* Only if the dungeon exists */
2228 if (!character_dungeon) return;
2230 /* Hack - Activate term zero for the redraw */
2231 Term_activate(&term_screen[0]);
2233 /* Hack -- react to changes */
2234 Term_xtra(TERM_XTRA_REACT, 0);
2237 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2240 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2242 /* Hack -- update */
2254 * Handle a request to change the current panel
2256 * Return TRUE if the panel was changed.
2258 * Also used in do_cmd_locate
2260 bool change_panel(int dy, int dx)
2266 get_screen_size(&wid, &hgt);
2268 /* Apply the motion */
2269 y = panel_row_min + dy * hgt / 2;
2270 x = panel_col_min + dx * wid / 2;
2272 /* Verify the row */
2273 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2276 /* Verify the col */
2277 if (x > cur_wid - wid) x = cur_wid - wid;
2280 /* Handle "changes" */
2281 if ((y != panel_row_min) || (x != panel_col_min))
2283 /* Save the new panel info */
2287 /* Recalculate the boundaries */
2288 panel_bounds_center();
2291 p_ptr->update |= (PU_MONSTERS);
2294 p_ptr->redraw |= (PR_MAP);
2309 * Given an row (y) and col (x), this routine detects when a move
2310 * off the screen has occurred and figures new borders. -RAK-
2312 * "Update" forces a "full update" to take place.
2314 * The map is reprinted if necessary, and "TRUE" is returned.
2316 void verify_panel(void)
2328 get_screen_size(&wid, &hgt);
2330 max_prow_min = cur_hgt - hgt;
2331 max_pcol_min = cur_wid - wid;
2333 /* Bounds checking */
2334 if (max_prow_min < 0) max_prow_min = 0;
2335 if (max_pcol_min < 0) max_pcol_min = 0;
2337 /* Center on player */
2338 if (center_player && (center_running || !running))
2340 /* Center vertically */
2341 prow_min = y - hgt / 2;
2342 if (prow_min < 0) prow_min = 0;
2343 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2345 /* Center horizontally */
2346 pcol_min = x - wid / 2;
2347 if (pcol_min < 0) pcol_min = 0;
2348 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2352 prow_min = panel_row_min;
2353 pcol_min = panel_col_min;
2355 /* Scroll screen when 2 grids from top/bottom edge */
2356 if (y > panel_row_max - 2)
2358 while (y > prow_min + hgt-1 - 2)
2360 prow_min += (hgt / 2);
2364 if (y < panel_row_min + 2)
2366 while (y < prow_min + 2)
2368 prow_min -= (hgt / 2);
2372 if (prow_min > max_prow_min) prow_min = max_prow_min;
2373 if (prow_min < 0) prow_min = 0;
2375 /* Scroll screen when 4 grids from left/right edge */
2376 if (x > panel_col_max - 4)
2378 while (x > pcol_min + wid-1 - 4)
2380 pcol_min += (wid / 2);
2384 if (x < panel_col_min + 4)
2386 while (x < pcol_min + 4)
2388 pcol_min -= (wid / 2);
2392 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2393 if (pcol_min < 0) pcol_min = 0;
2396 /* Check for "no change" */
2397 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2399 /* Save the new panel info */
2400 panel_row_min = prow_min;
2401 panel_col_min = pcol_min;
2403 /* Hack -- optional disturb on "panel change" */
2404 if (disturb_panel && !center_player) disturb(0, 0);
2406 /* Recalculate the boundaries */
2407 panel_bounds_center();
2410 p_ptr->update |= (PU_MONSTERS);
2413 p_ptr->redraw |= (PR_MAP);
2416 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2421 * Monster health description
2423 cptr look_mon_desc(int m_idx, u32b mode)
2425 monster_type *m_ptr = &m_list[m_idx];
2426 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2433 /* Determine if the monster is "living" */
2434 living = monster_living(ap_r_ptr);
2436 /* Calculate a health "percentage" */
2437 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2439 /* Healthy monsters */
2440 if (m_ptr->hp >= m_ptr->maxhp)
2444 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2446 desc = living ? "unhurt" : "undamaged";
2451 else if (perc >= 60)
2454 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2456 desc = living ? "somewhat wounded" : "somewhat damaged";
2461 else if (perc >= 25)
2464 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2466 desc = living ? "wounded" : "damaged";
2471 else if (perc >= 10)
2474 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2476 desc = living ? "badly wounded" : "badly damaged";
2484 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2486 desc = living ? "almost dead" : "almost destroyed";
2491 /* Need attitude information? */
2494 /* Full information is not needed */
2497 else if (is_pet(m_ptr))
2500 attitude = ", ¥Ú¥Ã¥È";
2505 else if (is_friendly(m_ptr))
2508 attitude = ", ͧ¹¥Åª";
2510 attitude = ", friendly";
2523 /* Clone monster? */
2524 if (m_ptr->smart & SM_CLONED)
2533 /* Display monster's level --- idea borrowed from ToME */
2534 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2537 return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2539 return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2545 return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
2547 return format("Level ???, %s%s%s", desc, attitude, clone);
2555 * Angband sorting algorithm -- quick sort in place
2557 * Note that the details of the data we are sorting is hidden,
2558 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2559 * function hooks to interact with the data, which is given as
2560 * two pointers, and which may have any user-defined form.
2562 void ang_sort_aux(vptr u, vptr v, int p, int q)
2580 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2583 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2585 /* Done partition */
2589 (*ang_sort_swap)(u, v, a, b);
2595 /* Recurse left side */
2596 ang_sort_aux(u, v, p, b);
2598 /* Recurse right side */
2599 ang_sort_aux(u, v, b+1, q);
2604 * Angband sorting algorithm -- quick sort in place
2606 * Note that the details of the data we are sorting is hidden,
2607 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2608 * function hooks to interact with the data, which is given as
2609 * two pointers, and which may have any user-defined form.
2611 void ang_sort(vptr u, vptr v, int n)
2613 /* Sort the array */
2614 ang_sort_aux(u, v, 0, n-1);
2619 /*** Targeting Code ***/
2623 * Determine is a monster makes a reasonable target
2625 * The concept of "targeting" was stolen from "Morgul" (?)
2627 * The player can target any location, or any "target-able" monster.
2629 * Currently, a monster is "target_able" if it is visible, and if
2630 * the player can hit it with a projection, and the player is not
2631 * hallucinating. This allows use of "use closest target" macros.
2633 * Future versions may restrict the ability to target "trappers"
2634 * and "mimics", but the semantics is a little bit weird.
2636 bool target_able(int m_idx)
2638 monster_type *m_ptr = &m_list[m_idx];
2640 /* Monster must be alive */
2641 if (!m_ptr->r_idx) return (FALSE);
2643 /* Hack -- no targeting hallucinations */
2644 if (p_ptr->image) return (FALSE);
2646 /* Monster must be visible */
2647 if (!m_ptr->ml) return (FALSE);
2649 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2651 /* Monster must be projectable */
2652 if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2654 /* XXX XXX XXX Hack -- Never target trappers */
2655 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2665 * Update (if necessary) and verify (if possible) the target.
2667 * We return TRUE if the target is "okay" and FALSE otherwise.
2669 bool target_okay(void)
2671 /* Accept stationary targets */
2672 if (target_who < 0) return (TRUE);
2674 /* Check moving targets */
2677 /* Accept reasonable targets */
2678 if (target_able(target_who))
2680 monster_type *m_ptr = &m_list[target_who];
2682 /* Acquire monster location */
2683 target_row = m_ptr->fy;
2684 target_col = m_ptr->fx;
2691 /* Assume no target */
2698 * Sorting hook -- comp function -- by "distance to player"
2700 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2701 * and sort the arrays by double-distance to the player.
2703 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2705 byte *x = (byte*)(u);
2706 byte *y = (byte*)(v);
2710 /* Absolute distance components */
2711 kx = x[a]; kx -= px; kx = ABS(kx);
2712 ky = y[a]; ky -= py; ky = ABS(ky);
2714 /* Approximate Double Distance to the first point */
2715 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2717 /* Absolute distance components */
2718 kx = x[b]; kx -= px; kx = ABS(kx);
2719 ky = y[b]; ky -= py; ky = ABS(ky);
2721 /* Approximate Double Distance to the first point */
2722 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2724 /* Compare the distances */
2730 * Sorting hook -- swap function -- by "distance to player"
2732 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2733 * and sort the arrays by distance to the player.
2735 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2737 byte *x = (byte*)(u);
2738 byte *y = (byte*)(v);
2756 * Hack -- help "select" a location (see below)
2758 static s16b target_pick(int y1, int x1, int dy, int dx)
2762 int x2, y2, x3, y3, x4, y4;
2764 int b_i = -1, b_v = 9999;
2767 /* Scan the locations */
2768 for (i = 0; i < temp_n; i++)
2774 /* Directed distance */
2778 /* Verify quadrant */
2779 if (dx && (x3 * dx <= 0)) continue;
2780 if (dy && (y3 * dy <= 0)) continue;
2782 /* Absolute distance */
2786 /* Verify quadrant */
2787 if (dy && !dx && (x4 > y4)) continue;
2788 if (dx && !dy && (y4 > x4)) continue;
2790 /* Approximate Double Distance */
2791 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2793 /* XXX XXX XXX Penalize location */
2796 if ((b_i >= 0) && (v >= b_v)) continue;
2808 * Hack -- determine if a given location is "interesting"
2810 static bool target_set_accept(int y, int x)
2814 s16b this_o_idx, next_o_idx = 0;
2817 if (!(in_bounds(y, x))) return (FALSE);
2819 /* Player grid is always interesting */
2820 if ((y == py) && (x == px)) return (TRUE);
2823 /* Handle hallucination */
2824 if (p_ptr->image) return (FALSE);
2827 /* Examine the grid */
2828 c_ptr = &cave[y][x];
2830 /* Visible monsters */
2833 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2835 /* Visible monsters */
2836 if (m_ptr->ml) return (TRUE);
2839 /* Scan all objects in the grid */
2840 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2844 /* Acquire object */
2845 o_ptr = &o_list[this_o_idx];
2847 /* Acquire next object */
2848 next_o_idx = o_ptr->next_o_idx;
2850 /* Memorized object */
2851 if (o_ptr->marked) return (TRUE);
2854 /* Interesting memorized features */
2855 if (c_ptr->info & (CAVE_MARK))
2859 /* Feature code (applying "mimic" field) */
2860 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
2863 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2865 /* Notice the Pattern */
2866 if ((feat <= FEAT_PATTERN_XTRA2) &&
2867 (feat >= FEAT_PATTERN_START))
2871 if (feat == FEAT_OPEN) return (TRUE);
2872 if (feat == FEAT_BROKEN) return (TRUE);
2875 if (feat == FEAT_LESS) return (TRUE);
2876 if (feat == FEAT_MORE) return (TRUE);
2877 if (feat == FEAT_LESS_LESS) return (TRUE);
2878 if (feat == FEAT_MORE_MORE) return (TRUE);
2881 if ((feat >= FEAT_SHOP_HEAD) &&
2882 (feat <= FEAT_SHOP_TAIL)) return (TRUE);
2884 if (feat == FEAT_MUSEUM) return (TRUE);
2886 /* Notice buildings -KMW- */
2887 if ((feat >= FEAT_BLDG_HEAD) &&
2888 (feat <= FEAT_BLDG_TAIL)) return (TRUE);
2891 if (is_trap(feat)) return (TRUE);
2894 if ((feat >= FEAT_DOOR_HEAD) &&
2895 (feat <= FEAT_DOOR_TAIL)) return (TRUE);
2899 /* I think FEAT_RUBBLEs should not be "interesting" */
2900 if (feat == FEAT_RUBBLE) return (TRUE);
2902 /* Notice veins with treasure */
2903 /* Now veins with treasure are too many */
2904 if (feat == FEAT_MAGMA_K) return (TRUE);
2905 if (feat == FEAT_QUARTZ_K) return (TRUE);
2908 /* Notice quest features */
2909 if (feat == FEAT_QUEST_ENTER) return (TRUE);
2910 if (feat == FEAT_QUEST_EXIT) return (TRUE);
2911 if (feat == FEAT_QUEST_DOWN) return (TRUE);
2912 if (feat == FEAT_QUEST_UP) return (TRUE);
2913 if (feat == FEAT_TOWN) return (TRUE);
2914 if (feat == FEAT_ENTRANCE) return (TRUE);
2923 * Prepare the "temp" array for "target_set"
2925 * Return the number of target_able monsters in the set.
2927 static void target_set_prepare(int mode)
2931 /* Reset "temp" array */
2934 /* Scan the current panel */
2935 for (y = panel_row_min; y <= panel_row_max; y++)
2937 for (x = panel_col_min; x <= panel_col_max; x++)
2941 /* Require line of sight, unless "look" is "expanded" */
2942 if (!expand_look && !player_has_los_bold(y, x)) continue;
2944 /* Require "interesting" contents */
2945 if (!target_set_accept(y, x)) continue;
2947 c_ptr = &cave[y][x];
2949 /* Require target_able monsters for "TARGET_KILL" */
2950 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2952 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2954 /* Save the location */
2961 /* Set the sort hooks */
2962 ang_sort_comp = ang_sort_comp_distance;
2963 ang_sort_swap = ang_sort_swap_distance;
2965 /* Sort the positions */
2966 ang_sort(temp_x, temp_y, temp_n);
2968 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2973 temp_y[0] = temp_y[1];
2976 temp_x[0] = temp_x[1];
2983 * Evaluate number of kill needed to gain level
2985 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
2987 #define M_INT_GREATER(h1,l1,h2,l2) ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
2988 #define M_INT_SUB(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x10000;h1--;}l1-=l2;}
2989 #define M_INT_ADD(h1,l1, h2,l2) {h1+=h2;l1+=l2;if(l1>=0x10000L){l1&=0xFFFF;h1++;}}
2990 #define M_INT_LSHIFT(h1,l1) {h1=(h1<<1)|(l1>>15);l1=(l1<<1)&0xffff;}
2991 #define M_INT_RSHIFT(h1,l1) {l1=(l1>>1)|((h1&1)<<15);h1>>=1;}
2992 #define M_INT_MULT(h1,l1,mul,h2,l2) {l2=(l1*mul)&0xffff;h2=((l1*mul)>>16)+h1*mul;}
2994 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2998 u32b exp_mon= (ap_r_ptr->mexp)*(ap_r_ptr->level);
2999 u32b exp_mon_h= exp_mon / (p_ptr->max_plv+2);
3000 u32b exp_mon_l= ((exp_mon % (p_ptr->max_plv+2))*0x10000/(p_ptr->max_plv+2))&0xFFFF;
3002 u32b exp_adv_h = player_exp[p_ptr->lev -1] * p_ptr->expfact /100;
3003 u32b exp_adv_l = ((player_exp[p_ptr->lev -1]%100) * p_ptr->expfact *0x10000/100)&0xFFFF;
3005 M_INT_SUB(exp_adv_h, exp_adv_l, p_ptr->exp, p_ptr->exp_frac);
3006 if ((p_ptr->lev>=PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3008 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3010 else if (M_INT_GREATER(exp_mon_h, exp_mon_l, exp_adv_h, exp_adv_l))
3014 M_INT_MULT(exp_mon_h, exp_mon_l, 1000,tmp_h, tmp_l);
3015 if( M_INT_GREATER(exp_adv_h, exp_adv_l, tmp_h, tmp_l) )
3020 M_INT_ADD(exp_adv_h, exp_adv_l, exp_mon_h, exp_mon_l);
3021 M_INT_SUB(exp_adv_h, exp_adv_l, 0, 1);
3022 while(M_INT_GREATER(exp_adv_h, exp_adv_l, exp_mon_h,exp_mon_l))
3024 M_INT_LSHIFT(exp_mon_h,exp_mon_l);
3027 M_INT_RSHIFT(exp_mon_h,exp_mon_l);bit>>=1;
3028 for(;bit>=1;bit>>=1)
3030 if(M_INT_GREATER(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l))
3033 M_INT_SUB(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l);
3035 M_INT_RSHIFT(exp_mon_h,exp_mon_l);
3037 sprintf(buf,"%03d",result);
3044 * Examine a grid, return a keypress.
3046 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3047 * indicates that the "space" key should scan through the contents
3048 * of the grid, instead of simply returning immediately. This lets
3049 * the "look" command get complete information, without making the
3050 * "target" command annoying.
3052 * The "info" argument contains the "commands" which should be shown
3053 * inside the "[xxx]" text. This string must never be empty, or grids
3054 * containing monsters will be displayed with an extra comma.
3056 * Note that if a monster is in the grid, we update both the monster
3057 * recall info and the health bar info to track that monster.
3059 * Eventually, we may allow multiple objects per grid, or objects
3060 * and terrain features in the same grid. XXX XXX XXX
3062 * This function must handle blindness/hallucination.
3064 static int target_set_aux(int y, int x, int mode, cptr info)
3066 cave_type *c_ptr = &cave[y][x];
3067 s16b this_o_idx, next_o_idx = 0;
3068 cptr s1 = "", s2 = "", s3 = "", x_info = "";
3072 char out_val[MAX_NLEN+80];
3074 #ifdef ALLOW_EASY_FLOOR
3075 int floor_list[23], floor_num = 0;
3077 /* Scan all objects in the grid */
3080 floor_num = scan_floor(floor_list, y, x, 0x02);
3092 #endif /* ALLOW_EASY_FLOOR */
3094 /* Hack -- under the player */
3095 if ((y == py) && (x == px))
3118 /* Hack -- hallucination */
3122 cptr name = "²¿¤«´ñ̯¤Êʪ";
3124 cptr name = "something strange";
3128 /* Display a message */
3130 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3132 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3136 move_cursor_relative(y, x);
3139 /* Stop on everything but "return" */
3140 if ((query != '\r') && (query != '\n')) return query;
3142 /* Repeat forever */
3147 /* Actual monsters */
3148 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3150 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3151 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3153 bool recall = FALSE;
3158 /* Get the monster name ("a kobold") */
3159 monster_desc(m_name, m_ptr, 0x08);
3161 /* Hack -- track this monster race */
3162 monster_race_track(m_ptr->ap_r_idx);
3164 /* Hack -- health bar for this monster */
3165 health_track(c_ptr->m_idx);
3167 /* Hack -- handle stuff */
3181 /* Recall on screen */
3182 screen_roff(m_ptr->ap_r_idx, 0);
3184 /* Hack -- Complete the prompt (again) */
3186 Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info));
3188 Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info));
3197 /* Normal commands */
3198 if (query != 'r') break;
3203 /* Cleare recall text and repeat */
3209 /* Describe, and prompt for recall */
3210 evaluate_monster_exp(acount, m_ptr);
3213 sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(c_ptr->m_idx, 0x01), s2, s3, x_info, info);
3215 sprintf(out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, s1, s2, s3, m_name, look_mon_desc(c_ptr->m_idx, 0x01), x_info, info);
3221 move_cursor_relative(y, x);
3226 /* Normal commands */
3227 if (query != 'r') break;
3233 /* Always stop at "normal" keys */
3234 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3236 /* Sometimes stop at "space" key */
3237 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3239 /* Change the intro */
3247 /* Hack -- take account of gender */
3249 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3251 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3255 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3257 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3261 /* Use a preposition */
3270 /* Scan all objects being carried */
3271 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3273 char o_name[MAX_NLEN];
3277 /* Acquire object */
3278 o_ptr = &o_list[this_o_idx];
3280 /* Acquire next object */
3281 next_o_idx = o_ptr->next_o_idx;
3283 /* Obtain an object description */
3284 object_desc(o_name, o_ptr, TRUE, 3);
3286 /* Describe the object */
3288 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3290 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3294 move_cursor_relative(y, x);
3297 /* Always stop at "normal" keys */
3298 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3300 /* Sometimes stop at "space" key */
3301 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3303 /* Change the intro */
3307 s2 = "also carrying ";
3311 /* Use a preposition */
3321 #ifdef ALLOW_EASY_FLOOR
3330 char o_name[MAX_NLEN];
3334 /* Acquire object */
3335 o_ptr = &o_list[floor_list[0]];
3337 /* Describe the object */
3338 object_desc(o_name, o_ptr, TRUE, 3);
3342 sprintf(out_val, "%s%s%s%s[%s]",
3343 s1, o_name, s2, s3, info);
3345 sprintf(out_val, "%s%s%s%s [%s]",
3346 s1, s2, s3, o_name, info);
3350 move_cursor_relative(y, x);
3359 /* Provide one cushion before item listing */
3362 /* Display rough information about items */
3364 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3365 s1, floor_num, s2, s3, info);
3367 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3368 s1, s2, s3, floor_num, info);
3372 move_cursor_relative(y, x);
3377 /* No request for listing */
3378 if (query != 'x' && query != ' ') return query;
3382 /** Display list of items **/
3384 /* Continue scrolling list if requested */
3394 (void)show_floor(0, y, x, &min_width);
3398 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
3399 s1, floor_num, s2, s3, info);
3401 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3402 s1, s2, s3, floor_num, info);
3413 /* Exit unless 'Enter' */
3414 if (query != '\n' && query != '\r')
3419 /* Get the object being moved. */
3420 c_ptr = &cave[y][x];
3421 o_idx = c_ptr->o_idx;
3423 /* Only rotate a pile of two or more objects. */
3424 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3426 /* Remove the first object from the list. */
3427 excise_object_idx(o_idx);
3429 /* Find end of the list. */
3431 while (o_list[i].next_o_idx)
3432 i = o_list[i].next_o_idx;
3434 /* Add after the last object. */
3435 o_list[i].next_o_idx = o_idx;
3437 /* Loop and re-display the list */
3443 #endif /* ALLOW_EASY_FLOOR */
3446 /* Scan all objects in the grid */
3447 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3451 /* Acquire object */
3452 o_ptr = &o_list[this_o_idx];
3454 /* Acquire next object */
3455 next_o_idx = o_ptr->next_o_idx;
3460 char o_name[MAX_NLEN];
3465 /* Obtain an object description */
3466 object_desc(o_name, o_ptr, TRUE, 3);
3468 /* Describe the object */
3470 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3472 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3476 move_cursor_relative(y, x);
3479 /* Always stop at "normal" keys */
3480 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3482 /* Sometimes stop at "space" key */
3483 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3485 /* Change the intro */
3495 if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3497 if (o_ptr->number != 1) s1 = "They are ";
3513 /* Feature code (applying "mimic" field) */
3514 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
3516 /* Require knowledge about grid, or ability to see grid */
3517 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3519 /* Forget feature */
3523 /* Terrain feature if needed */
3524 if (boring || (feat > FEAT_INVIS))
3528 /* Hack -- special handling for building doors */
3529 if ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL))
3531 name = building[feat - FEAT_BLDG_HEAD].name;
3533 else if (feat == FEAT_ENTRANCE)
3536 name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3538 name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3541 else if (feat == FEAT_TOWN)
3543 name = town[c_ptr->special].name;
3545 else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
3555 name = f_name + f_info[feat].name;
3560 if (*s2 && ((feat >= FEAT_MINOR_GLYPH) &&
3561 (feat <= FEAT_PATTERN_XTRA2)))
3570 else if (*s2 && ((feat >= FEAT_DOOR_HEAD) &&
3571 (feat <= FEAT_PERM_SOLID)))
3580 else if (*s2 && (feat == FEAT_TOWN))
3590 /* Hack -- special introduction for store & building doors -KMW- */
3591 if (((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
3592 ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
3593 (feat == FEAT_MUSEUM) ||
3594 (feat == FEAT_ENTRANCE))
3603 else if ((feat == FEAT_TOWN) || (feat == FEAT_FLOOR) || (feat == FEAT_DIRT) || (feat == FEAT_FLOWER))
3611 /* Pick proper indefinite article */
3613 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3617 /* Display a message */
3620 sprintf(out_val, "%s%s%s%s[%s] %x %d %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y);
3622 sprintf(out_val, "%s%s%s%s [%s] %x %d %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y);
3626 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3628 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3632 move_cursor_relative(y, x);
3635 /* Always stop at "normal" keys */
3636 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3639 /* Stop on everything but "return" */
3640 if ((query != '\r') && (query != '\n')) return query;
3642 /* Repeat forever */
3648 * Handle "target" and "look".
3650 * Note that this code can be called from "get_aim_dir()".
3652 * All locations must be on the current panel. Consider the use of
3653 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3654 * some form of "scrolling" the map around the cursor. XXX XXX XXX
3655 * That is, consider the possibility of "auto-scrolling" the screen
3656 * while the cursor moves around. This may require changes in the
3657 * "update_mon()" code to allow "visibility" even if off panel, and
3658 * may require dynamic recalculation of the "temp" grid set.
3660 * Hack -- targeting/observing an "outer border grid" may induce
3661 * problems, so this is not currently allowed.
3663 * The player can use the direction keys to move among "interesting"
3664 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3665 * move through the "interesting" grids in a sequential manner, or
3666 * can enter "location" mode, and use the direction keys to move one
3667 * grid at a time in any direction. The "t" (set target) command will
3668 * only target a monster (as opposed to a location) if the monster is
3669 * target_able and the "interesting" mode is being used.
3671 * The current grid is described using the "look" method above, and
3672 * a new command may be entered at any time, but note that if the
3673 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3674 * where "space" has no obvious meaning) then "space" will scan
3675 * through the description of the current grid until done, instead
3676 * of immediately jumping to the next "interesting" grid. This
3677 * allows the "target" command to retain its old semantics.
3679 * The "*", "+", and "-" keys may always be used to jump immediately
3680 * to the next (or previous) interesting grid, in the proper mode.
3682 * The "return" key may always be used to scan through a complete
3683 * grid description (forever).
3685 * This command will cancel any old target, even if used from
3686 * inside the "look" command.
3688 bool target_set(int mode)
3708 get_screen_size(&wid, &hgt);
3714 /* Cancel tracking */
3715 /* health_track(0); */
3718 /* Prepare the "temp" array */
3719 target_set_prepare(mode);
3721 /* Start near the player */
3727 /* Interesting grids */
3733 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3736 c_ptr = &cave[y][x];
3739 if (target_able(c_ptr->m_idx))
3742 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3744 strcpy(info, "q,t,p,o,+,-,<dir>");
3749 /* Dis-allow target */
3753 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3755 strcpy(info, "q,p,o,+,-,<dir>");
3760 /* Describe and Prompt */
3761 while (!(query = target_set_aux(y, x, mode, info)));
3763 /* Cancel tracking */
3764 /* health_track(0); */
3766 /* Assume no "direction" */
3771 if (query == '\r') query = 't';
3789 if (target_able(c_ptr->m_idx))
3791 health_track(c_ptr->m_idx);
3792 target_who = c_ptr->m_idx;
3811 if (!expand_list) done = TRUE;
3821 if (!expand_list) done = TRUE;
3828 /* Recenter the map around the player */
3832 p_ptr->update |= (PU_MONSTERS);
3835 p_ptr->redraw |= (PR_MAP);
3838 p_ptr->window |= (PW_OVERHEAD);
3843 /* Recalculate interesting grids */
3844 target_set_prepare(mode);
3863 /* Extract the action (if any) */
3864 d = get_keymap_dir(query);
3871 /* Hack -- move around */
3874 /* Modified to scroll to monster */
3875 int y2 = panel_row_min;
3876 int x2 = panel_col_min;
3878 /* Find a new monster */
3879 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3881 /* Request to target past last interesting grid */
3882 while (flag && (i < 0))
3884 /* Note the change */
3885 if (change_panel(ddy[d], ddx[d]))
3890 /* Recalculate interesting grids */
3891 target_set_prepare(mode);
3893 /* Look at interesting grids */
3896 /* Find a new monster */
3897 i = target_pick(v, u, ddy[d], ddx[d]);
3903 /* Nothing interesting */
3909 /* Restore previous position */
3912 panel_bounds_center();
3915 p_ptr->update |= (PU_MONSTERS);
3918 p_ptr->redraw |= (PR_MAP);
3921 p_ptr->window |= (PW_OVERHEAD);
3926 /* Recalculate interesting grids */
3927 target_set_prepare(mode);
3929 /* Look at boring grids */
3936 /* Do not move horizontally if unnecessary */
3937 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3938 ((x > panel_col_min + wid / 2) && (dx < 0)))
3943 /* Do not move vertically if unnecessary */
3944 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3945 ((y > panel_row_min + hgt / 2) && (dy < 0)))
3950 /* Apply the motion */
3951 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3952 (x >= panel_col_min+wid) || (x < panel_col_min))
3954 if (change_panel(dy, dx)) target_set_prepare(mode);
3957 /* Slide into legality */
3958 if (x >= cur_wid-1) x = cur_wid - 2;
3959 else if (x <= 0) x = 1;
3961 /* Slide into legality */
3962 if (y >= cur_hgt-1) y = cur_hgt- 2;
3963 else if (y <= 0) y = 1;
3972 /* Arbitrary grids */
3975 bool move_fast = FALSE;
3977 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3980 c_ptr = &cave[y][x];
3982 /* Default prompt */
3984 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
3986 strcpy(info, "q,t,p,m,+,-,<dir>");
3990 /* Describe and Prompt (enable "TARGET_LOOK") */
3991 while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
3993 /* Cancel tracking */
3994 /* health_track(0); */
3996 /* Assume no direction */
4001 if (query == '\r') query = 't';
4004 /* Analyze the keypress */
4028 /* Recenter the map around the player */
4032 p_ptr->update |= (PU_MONSTERS);
4035 p_ptr->redraw |= (PR_MAP);
4038 p_ptr->window |= (PW_OVERHEAD);
4043 /* Recalculate interesting grids */
4044 target_set_prepare(mode);
4066 /* Pick a nearby monster */
4067 for (i = 0; i < temp_n; i++)
4069 t = distance(y, x, temp_y[i], temp_x[i]);
4079 /* Nothing interesting */
4080 if (bd == 999) flag = FALSE;
4087 /* Extract the action (if any) */
4088 d = get_keymap_dir(query);
4090 /* XTRA HACK MOVEFAST */
4091 if (isupper(query)) move_fast = TRUE;
4098 /* Handle "direction" */
4104 /* XTRA HACK MOVEFAST */
4107 int mag = MIN(wid / 2, hgt / 2);
4117 /* Do not move horizontally if unnecessary */
4118 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4119 ((x > panel_col_min + wid / 2) && (dx < 0)))
4124 /* Do not move vertically if unnecessary */
4125 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4126 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4131 /* Apply the motion */
4132 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4133 (x >= panel_col_min + wid) || (x < panel_col_min))
4135 if (change_panel(dy, dx)) target_set_prepare(mode);
4138 /* Slide into legality */
4139 if (x >= cur_wid-1) x = cur_wid - 2;
4140 else if (x <= 0) x = 1;
4142 /* Slide into legality */
4143 if (y >= cur_hgt-1) y = cur_hgt- 2;
4144 else if (y <= 0) y = 1;
4152 /* Clear the top line */
4155 /* Recenter the map around the player */
4159 p_ptr->update |= (PU_MONSTERS);
4162 p_ptr->redraw |= (PR_MAP);
4165 p_ptr->window |= (PW_OVERHEAD);
4170 /* Failure to set target */
4171 if (!target_who) return (FALSE);
4179 * Get an "aiming direction" from the user.
4181 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4182 * "0" for "current target", and "-1" for "entry aborted".
4184 * Note that "Force Target", if set, will pre-empt user interaction,
4185 * if there is a usable target already set.
4187 * Note that confusion over-rides any (explicit?) user choice.
4189 bool get_aim_dir(int *dp)
4200 /* Global direction */
4203 /* Hack -- auto-target if requested */
4204 if (use_old_target && target_okay()) dir = 5;
4206 #ifdef ALLOW_REPEAT /* TNB */
4208 if (repeat_pull(dp))
4213 if (!(*dp == 5 && !target_okay()))
4215 /* return (TRUE); */
4220 #endif /* ALLOW_REPEAT -- TNB */
4222 /* Ask until satisfied */
4225 /* Choose a prompt */
4229 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4231 p = "Direction ('*' to choose a target, Escape to cancel)? ";
4238 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4240 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4245 /* Get a command (or Cancel) */
4246 if (!get_com(p, &command, TRUE)) break;
4250 if (command == '\r') command = 't';
4253 /* Convert various keys to "standard" keys */
4256 /* Use current target */
4267 /* Set new target */
4272 if (target_set(TARGET_KILL)) dir = 5;
4278 /* Extract the action (if any) */
4279 dir = get_keymap_dir(command);
4285 /* Verify requested targets */
4286 if ((dir == 5) && !target_okay()) dir = 0;
4295 project_length = 0; /* reset to default */
4299 /* Save the direction */
4302 /* Check for confusion */
4303 if (p_ptr->confused)
4306 /* Random direction */
4307 dir = ddd[randint0(8)];
4310 /* Notice confusion */
4311 if (command_dir != dir)
4315 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4317 msg_print("You are confused.");
4322 /* Save direction */
4325 #ifdef ALLOW_REPEAT /* TNB */
4327 /* repeat_push(dir); */
4328 repeat_push(command_dir);
4330 #endif /* ALLOW_REPEAT -- TNB */
4332 /* A "valid" direction was entered */
4339 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4340 * and place it into "command_dir", unless we already have one.
4342 * This function should be used for all "repeatable" commands, such as
4343 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4344 * as all commands which must reference a grid adjacent to the player,
4345 * and which may not reference the grid under the player. Note that,
4346 * for example, it is no longer possible to "disarm" or "open" chests
4347 * in the same grid as the player.
4349 * Direction "5" is illegal and will (cleanly) abort the command.
4351 * This function tracks and uses the "global direction", and uses
4352 * that as the "desired direction", to which "confusion" is applied.
4354 bool get_rep_dir(int *dp, bool under)
4361 /* Global direction */
4364 #ifdef ALLOW_REPEAT /* TNB */
4366 if (repeat_pull(dp))
4369 /* return (TRUE); */
4372 #endif /* ALLOW_REPEAT -- TNB */
4374 /* Get a direction */
4379 /* Get a command (or Cancel) */
4381 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4383 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4387 /* Look up the direction */
4388 dir = get_keymap_dir(ch);
4394 /* Prevent weirdness */
4395 if ((dir == 5) && (!under)) dir = 0;
4398 if (!dir) return (FALSE);
4400 /* Save desired direction */
4403 /* Apply "confusion" */
4404 if (p_ptr->confused)
4406 /* Standard confusion */
4407 if (randint0(100) < 75)
4409 /* Random direction */
4410 dir = ddd[randint0(8)];
4413 else if (p_ptr->riding)
4415 monster_type *m_ptr = &m_list[p_ptr->riding];
4416 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4418 if (m_ptr->confused)
4420 /* Standard confusion */
4421 if (randint0(100) < 75)
4423 /* Random direction */
4424 dir = ddd[randint0(8)];
4427 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4429 /* Random direction */
4430 dir = ddd[randint0(8)];
4432 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4434 /* Random direction */
4435 dir = ddd[randint0(8)];
4439 /* Notice confusion */
4440 if (command_dir != dir)
4442 if (p_ptr->confused)
4446 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4448 msg_print("You are confused.");
4454 monster_type *m_ptr = &m_list[p_ptr->riding];
4456 monster_desc(m_name, m_ptr, 0);
4457 if (m_ptr->confused)
4460 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4462 msg_format("%^s is confusing.", m_name);
4469 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4471 msg_format("You cannot control %s.", m_name);
4477 /* Save direction */
4480 #ifdef ALLOW_REPEAT /* TNB */
4482 /* repeat_push(dir); */
4483 repeat_push(command_dir);
4485 #endif /* ALLOW_REPEAT -- TNB */
4492 bool get_rep_dir2(int *dp)
4499 /* Global direction */
4502 #ifdef ALLOW_REPEAT /* TNB */
4504 if (repeat_pull(dp))
4507 /* return (TRUE); */
4510 #endif /* ALLOW_REPEAT -- TNB */
4512 /* Get a direction */
4517 /* Get a command (or Cancel) */
4519 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4521 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4525 /* Look up the direction */
4526 dir = get_keymap_dir(ch);
4532 /* Prevent weirdness */
4533 if (dir == 5) dir = 0;
4536 if (!dir) return (FALSE);
4538 /* Save desired direction */
4541 /* Apply "confusion" */
4542 if (p_ptr->confused)
4544 /* Standard confusion */
4545 if (randint0(100) < 75)
4547 /* Random direction */
4548 dir = ddd[randint0(8)];
4552 /* Notice confusion */
4553 if (command_dir != dir)
4557 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4559 msg_print("You are confused.");
4564 /* Save direction */
4567 #ifdef ALLOW_REPEAT /* TNB */
4569 /* repeat_push(dir); */
4570 repeat_push(command_dir);
4572 #endif /* ALLOW_REPEAT -- TNB */
4579 int get_chaos_patron(void)
4581 return ((p_ptr->age + p_ptr->sc) % MAX_PATRON);
4585 void gain_level_reward(int chosen_reward)
4589 char wrath_reason[32] = "";
4590 int nasty_chance = 6;
4591 int dummy = 0, dummy2 = 0;
4594 char o_name[MAX_NLEN];
4600 if (multi_rew) return;
4601 else multi_rew = TRUE;
4605 if (p_ptr->lev == 13) nasty_chance = 2;
4606 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4607 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4609 if (one_in_(nasty_chance))
4610 type = randint1(20); /* Allow the 'nasty' effects */
4612 type = randint1(15) + 5; /* Or disallow them */
4614 if (type < 1) type = 1;
4615 if (type > 20) type = 20;
4620 sprintf(wrath_reason, "%s¤ÎÅܤê",
4621 chaos_patrons[p_ptr->chaos_patron]);
4623 sprintf(wrath_reason, "the Wrath of %s",
4624 chaos_patrons[p_ptr->chaos_patron]);
4628 effect = chaos_rewards[p_ptr->chaos_patron][type];
4630 if (one_in_(6) && !chosen_reward)
4633 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4634 chaos_patrons[p_ptr->chaos_patron]);
4636 msg_format("%^s rewards you with a mutation!",
4637 chaos_patrons[p_ptr->chaos_patron]);
4640 (void)gain_random_mutation(0);
4642 reward = "ÊÑ°Û¤·¤¿¡£";
4644 reward = "mutation";
4649 switch (chosen_reward ? chosen_reward : effect)
4653 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4654 chaos_patrons[p_ptr->chaos_patron]);
4656 msg_format("The voice of %s booms out:",
4657 chaos_patrons[p_ptr->chaos_patron]);
4661 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4663 msg_print("'Thou needst a new form, mortal!'");
4668 reward = "ÊÑ°Û¤·¤¿¡£";
4670 reward = "polymorphing";
4675 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4676 chaos_patrons[p_ptr->chaos_patron]);
4678 msg_format("The voice of %s booms out:",
4679 chaos_patrons[p_ptr->chaos_patron]);
4683 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4685 msg_print("'Well done, mortal! Lead on!'");
4688 if (p_ptr->prace == RACE_ANDROID)
4691 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4693 msg_print("But, nothing happen.");
4696 else if (p_ptr->exp < PY_MAX_EXP)
4698 s32b ee = (p_ptr->exp / 2) + 10;
4699 if (ee > 100000L) ee = 100000L;
4701 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4703 msg_print("You feel more experienced.");
4708 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4710 reward = "experience";
4716 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4717 chaos_patrons[p_ptr->chaos_patron]);
4719 msg_format("The voice of %s booms out:",
4720 chaos_patrons[p_ptr->chaos_patron]);
4724 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4726 msg_print("'Thou didst not deserve that, slave.'");
4729 if (p_ptr->prace == RACE_ANDROID)
4732 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4734 msg_print("But, nothing happen.");
4739 lose_exp(p_ptr->exp / 6);
4741 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4743 reward = "losing experience";
4749 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4750 chaos_patrons[p_ptr->chaos_patron]);
4752 msg_format("The voice of %s whispers:",
4753 chaos_patrons[p_ptr->chaos_patron]);
4757 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4759 msg_print("'Use my gift wisely.'");
4762 acquirement(py, px, 1, FALSE, FALSE);
4764 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4766 reward = "a good item";
4771 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4772 chaos_patrons[p_ptr->chaos_patron]);
4774 msg_format("The voice of %s booms out:",
4775 chaos_patrons[p_ptr->chaos_patron]);
4779 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4781 msg_print("'Use my gift wisely.'");
4784 acquirement(py, px, 1, TRUE, FALSE);
4786 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4788 reward = "an excellent item";
4793 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4794 chaos_patrons[p_ptr->chaos_patron]);
4796 msg_format("The voice of %s booms out:",
4797 chaos_patrons[p_ptr->chaos_patron]);
4801 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤·õ¤ËÃͤ»¤ê¡£¡×");
4803 msg_print("'Thy deed hath earned thee a worthy blade.'");
4806 /* Get local object */
4809 switch (randint1(p_ptr->lev))
4815 dummy2 = SV_MAIN_GAUCHE;
4824 dummy2 = SV_SMALL_SWORD;
4827 dummy2 = SV_BASILLARD;
4829 case 11: case 12: case 13:
4830 dummy2 = SV_SHORT_SWORD;
4836 dummy2 = SV_CUTLASS;
4839 dummy2 = SV_WAKIZASHI;
4842 dummy2 = SV_KHOPESH;
4848 dummy2 = SV_BROAD_SWORD;
4851 dummy2 = SV_LONG_SWORD;
4854 dummy2 = SV_SCIMITAR;
4857 dummy2 = SV_NINJATO;
4863 dummy2 = SV_BASTARD_SWORD;
4866 dummy2 = SV_GREAT_SCIMITAR;
4869 dummy2 = SV_CLAYMORE;
4872 dummy2 = SV_ESPADON;
4875 dummy2 = SV_TWO_HANDED_SWORD;
4878 dummy2 = SV_FLAMBERGE;
4881 dummy2 = SV_NO_DACHI;
4884 dummy2 = SV_EXECUTIONERS_SWORD;
4887 dummy2 = SV_ZWEIHANDER;
4890 dummy2 = SV_HAYABUSA;
4893 dummy2 = SV_BLADE_OF_CHAOS;
4896 object_prep(q_ptr, lookup_kind(dummy, dummy2));
4897 q_ptr->to_h = 3 + randint1(dun_level) % 10;
4898 q_ptr->to_d = 3 + randint1(dun_level) % 10;
4899 one_resistance(q_ptr);
4900 q_ptr->name2 = EGO_CHAOTIC;
4902 /* Drop it in the dungeon */
4903 (void)drop_near(q_ptr, -1, py, px);
4905 reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4907 reward = "chaos weapon";
4912 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4913 chaos_patrons[p_ptr->chaos_patron]);
4915 msg_format("The voice of %s booms out:",
4916 chaos_patrons[p_ptr->chaos_patron]);
4920 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤Ê󤤤ËÃͤ»¤ê¡£¡×");
4922 msg_print("'Thy deed hath earned thee a worthy reward.'");
4925 acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
4927 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4929 reward = "good items";
4934 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4935 chaos_patrons[p_ptr->chaos_patron]);
4937 msg_format("The voice of %s booms out:",
4938 chaos_patrons[p_ptr->chaos_patron]);
4942 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
4944 msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
4947 acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
4949 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4951 reward = "excellent items";
4956 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
4957 chaos_patrons[p_ptr->chaos_patron]);
4959 msg_format("The voice of %s thunders:",
4960 chaos_patrons[p_ptr->chaos_patron]);
4964 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
4966 msg_print("'Thou art growing arrogant, mortal.'");
4969 (void)activate_ty_curse(FALSE, &count);
4971 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
4978 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4979 chaos_patrons[p_ptr->chaos_patron]);
4981 msg_format("The voice of %s booms out:",
4982 chaos_patrons[p_ptr->chaos_patron]);
4986 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
4988 msg_print("'My pets, destroy the arrogant mortal!'");
4991 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4993 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4996 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
4998 reward = "summoning hostile monsters";
5003 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5004 chaos_patrons[p_ptr->chaos_patron]);
5006 msg_format("The voice of %s booms out:",
5007 chaos_patrons[p_ptr->chaos_patron]);
5011 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤Å¨¤òɬÍפȤ»¤ê¡ª¡×");
5013 msg_print("'Thou needst worthier opponents!'");
5016 activate_hi_summon(py, px, FALSE);
5018 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5020 reward = "summoning many hostile monsters";
5025 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5026 chaos_patrons[p_ptr->chaos_patron]);
5028 msg_format("The voice of %s booms out:",
5029 chaos_patrons[p_ptr->chaos_patron]);
5033 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5035 msg_print("'Death and destruction! This pleaseth me!'");
5040 reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5042 reward = "calling chaos";
5047 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5048 chaos_patrons[p_ptr->chaos_patron]);
5050 msg_format("The voice of %s rings out:",
5051 chaos_patrons[p_ptr->chaos_patron]);
5055 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5057 msg_print("'Stay, mortal, and let me mold thee.'");
5060 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5061 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5063 do_inc_stat(randint0(6));
5065 reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5067 reward = "increasing a stat";
5072 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5073 chaos_patrons[p_ptr->chaos_patron]);
5075 msg_format("The voice of %s booms out:",
5076 chaos_patrons[p_ptr->chaos_patron]);
5080 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5082 msg_print("'I grow tired of thee, mortal.'");
5085 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5086 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5088 (void)do_dec_stat(randint0(6));
5090 reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5092 reward = "decreasing a stat";
5097 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5098 chaos_patrons[p_ptr->chaos_patron]);
5100 msg_format("The voice of %s thunders:",
5101 chaos_patrons[p_ptr->chaos_patron]);
5105 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5106 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5108 msg_print("'Thou needst a lesson in humility, mortal!'");
5109 msg_print("You feel less powerful!");
5112 for (dummy = 0; dummy < 6; dummy++)
5114 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5117 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5119 reward = "decreasing all stats";
5124 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5126 msg_format("You feel the power of %s touch you.",
5129 chaos_patrons[p_ptr->chaos_patron]);
5132 reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5134 reward = "polymorphing wounds";
5139 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5140 chaos_patrons[p_ptr->chaos_patron]);
5142 msg_format("The voice of %s booms out:",
5143 chaos_patrons[p_ptr->chaos_patron]);
5147 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5149 msg_print("'Receive this modest gift from me!'");
5152 for (dummy = 0; dummy < 6; dummy++)
5154 (void)do_inc_stat(dummy);
5157 reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5159 reward = "increasing all stats";
5164 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5165 chaos_patrons[p_ptr->chaos_patron]);
5167 msg_format("The voice of %s booms out:",
5168 chaos_patrons[p_ptr->chaos_patron]);
5172 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5174 msg_print("'Suffer, pathetic fool!'");
5177 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5178 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5180 reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5182 reward = "generating disintegration ball";
5187 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5188 chaos_patrons[p_ptr->chaos_patron]);
5190 msg_format("The voice of %s booms out:",
5191 chaos_patrons[p_ptr->chaos_patron]);
5195 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5197 msg_print("'Rise, my servant!'");
5201 (void)set_poisoned(0);
5203 (void)set_confused(0);
5208 for (dummy = 0; dummy < 6; dummy++)
5210 (void)do_res_stat(dummy);
5213 reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5219 if (!buki_motteruka(INVEN_RARM)) break;
5221 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5222 chaos_patrons[p_ptr->chaos_patron]);
5224 msg_format("The voice of %s booms out:",
5225 chaos_patrons[p_ptr->chaos_patron]);
5229 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5231 msg_print("'Thou reliest too much on thy weapon.'");
5234 object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
5235 (void)curse_weapon(FALSE, INVEN_RARM);
5237 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5239 reward = format("destroying %s", o_name);
5243 if (!inventory[INVEN_BODY].k_idx) break;
5245 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5246 chaos_patrons[p_ptr->chaos_patron]);
5248 msg_format("The voice of %s booms out:",
5249 chaos_patrons[p_ptr->chaos_patron]);
5253 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5255 msg_print("'Thou reliest too much on thine equipment.'");
5258 object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
5259 (void)curse_armor();
5261 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5263 reward = format("destroying %s", o_name);
5268 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5269 chaos_patrons[p_ptr->chaos_patron]);
5271 msg_format("The voice of %s whispers:",
5272 chaos_patrons[p_ptr->chaos_patron]);
5276 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5278 msg_print("'Now thou shalt pay for annoying me.'");
5281 switch (randint1(4))
5284 (void)activate_ty_curse(FALSE, &count);
5286 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5292 activate_hi_summon(py, px, FALSE);
5294 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5296 reward = "summoning hostile monsters";
5302 if (!buki_motteruka(INVEN_RARM)) break;
5303 object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
5304 (void)curse_weapon(FALSE, INVEN_RARM);
5306 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5308 reward = format("destroying %s", o_name);
5313 if (!inventory[INVEN_BODY].k_idx) break;
5314 object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
5315 (void)curse_armor();
5317 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5319 reward = format("destroying %s", o_name);
5324 for (dummy = 0; dummy < 6; dummy++)
5326 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5329 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5331 reward = "decreasing all stats";
5338 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5340 msg_format("The voice of %s thunders:",
5343 chaos_patrons[p_ptr->chaos_patron]);
5345 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5347 msg_print("'Die, mortal!'");
5350 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5351 for (dummy = 0; dummy < 6; dummy++)
5353 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5355 activate_hi_summon(py, px, FALSE);
5356 (void)activate_ty_curse(FALSE, &count);
5357 if (one_in_(2)) (void)curse_weapon(FALSE, INVEN_RARM);
5358 if (one_in_(2)) (void)curse_armor();
5362 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5363 chaos_patrons[p_ptr->chaos_patron]);
5365 msg_format("The voice of %s booms out:",
5366 chaos_patrons[p_ptr->chaos_patron]);
5370 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5372 msg_print("'Death and destruction! This pleaseth me!'");
5375 destroy_area(py, px, 25);
5377 reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5379 reward = "*destruct*ing dungeon";
5384 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5385 chaos_patrons[p_ptr->chaos_patron]);
5387 msg_format("The voice of %s booms out:",
5388 chaos_patrons[p_ptr->chaos_patron]);
5392 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5394 msg_print("'Let me relieve thee of thine oppressors!'");
5397 (void)symbol_genocide(0, FALSE);
5399 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5401 reward = "genociding monsters";
5406 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5407 chaos_patrons[p_ptr->chaos_patron]);
5409 msg_format("The voice of %s booms out:",
5410 chaos_patrons[p_ptr->chaos_patron]);
5414 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5416 msg_print("'Let me relieve thee of thine oppressors!'");
5419 (void)mass_genocide(0, FALSE);
5421 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5423 reward = "genociding nearby monsters";
5428 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5429 chaos_patrons[p_ptr->chaos_patron]);
5431 msg_format("You can feel the power of %s assault your enemies!",
5432 chaos_patrons[p_ptr->chaos_patron]);
5435 (void)dispel_monsters(p_ptr->lev * 4);
5439 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5440 chaos_patrons[p_ptr->chaos_patron]);
5442 msg_format("%s ignores you.",
5443 chaos_patrons[p_ptr->chaos_patron]);
5449 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5451 msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5454 if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5456 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5458 msg_print("Nobody ever turns up...");
5462 reward = "°Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5464 reward = "a demonic servant";
5470 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5472 msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5475 if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5477 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5479 msg_print("Nobody ever turns up...");
5483 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5485 reward = "a servant";
5491 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5493 msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5496 if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5498 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5500 msg_print("Nobody ever turns up...");
5504 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5506 reward = "an undead servant";
5512 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5514 msg_format("The voice of %s stammers:",
5517 chaos_patrons[p_ptr->chaos_patron]);
5519 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5521 msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5529 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5531 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5538 * old -- from PsiAngband.
5540 bool tgt_pt(int *x_ptr, int *y_ptr)
5544 bool success = FALSE;
5549 get_screen_size(&wid, &hgt);
5555 msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5557 msg_print("Select a point and press space.");
5559 msg_flag = FALSE; /* prevents "-more-" message. */
5561 while ((ch != ESCAPE) && !success)
5563 bool move_fast = FALSE;
5565 move_cursor_relative(y, x);
5577 if (x == px && y == py) ch = 0;
5580 else success = TRUE;
5584 /* Look up the direction */
5585 d = get_keymap_dir(ch);
5587 /* XTRA HACK MOVEFAST */
5588 if (isupper(ch)) move_fast = TRUE;
5590 /* Handle "direction" */
5596 /* XTRA HACK MOVEFAST */
5599 int mag = MIN(wid / 2, hgt / 2);
5609 /* Do not move horizontally if unnecessary */
5610 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5611 ((x > panel_col_min + wid / 2) && (dx < 0)))
5616 /* Do not move vertically if unnecessary */
5617 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5618 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5623 /* Apply the motion */
5624 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5625 (x >= panel_col_min + wid) || (x < panel_col_min))
5627 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5628 change_panel(dy, dx);
5631 /* Slide into legality */
5632 if (x >= cur_wid-1) x = cur_wid - 2;
5633 else if (x <= 0) x = 1;
5635 /* Slide into legality */
5636 if (y >= cur_hgt-1) y = cur_hgt- 2;
5637 else if (y <= 0) y = 1;
5644 /* Clear the top line */
5647 /* Recenter the map around the player */
5651 p_ptr->update |= (PU_MONSTERS);
5654 p_ptr->redraw |= (PR_MAP);
5657 p_ptr->window |= (PW_OVERHEAD);
5668 bool get_hack_dir(int *dp)
5678 /* Global direction */
5681 /* (No auto-targeting) */
5683 /* Ask until satisfied */
5686 /* Choose a prompt */
5690 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
5692 p = "Direction ('*' to choose a target, Escape to cancel)? ";
5699 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
5701 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
5706 /* Get a command (or Cancel) */
5707 if (!get_com(p, &command, TRUE)) break;
5711 if (command == '\r') command = 't';
5714 /* Convert various keys to "standard" keys */
5717 /* Use current target */
5728 /* Set new target */
5733 if (target_set(TARGET_KILL)) dir = 5;
5739 /* Look up the direction */
5740 dir = get_keymap_dir(command);
5746 /* Verify requested targets */
5747 if ((dir == 5) && !target_okay()) dir = 0;
5754 if (!dir) return (FALSE);
5756 /* Save the direction */
5759 /* Check for confusion */
5760 if (p_ptr->confused)
5763 /* Random direction */
5764 dir = ddd[randint0(8)];
5767 /* Notice confusion */
5768 if (command_dir != dir)
5772 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
5774 msg_print("You are confused.");
5779 /* Save direction */
5782 /* A "valid" direction was entered */
5788 * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
5791 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5793 s16b gain_energy(void)
5796 s32b energy_result = 10;
5799 tmp = randint0(Go_no_JuuJou);
5801 for (i = 0; i < 9; i ++){
5802 energy_result += tmp % 5;
5806 return (s16b)(energy_result + tmp);
5813 s16b bow_energy(int sval)
5817 /* Analyze the launcher */
5820 /* Sling and ammo */
5827 /* Short Bow and Arrow */
5834 /* Long Bow and Arrow */
5841 /* Bow of irresponsiblity and Arrow */
5848 /* Light Crossbow and Bolt */
5855 /* Heavy Crossbow and Bolt */
5870 int bow_tmul(int sval)
5874 /* Analyze the launcher */
5877 /* Sling and ammo */
5884 /* Short Bow and Arrow */
5891 /* Long Bow and Arrow */
5898 /* Bow of irresponsiblity and Arrow */
5905 /* Light Crossbow and Bolt */
5912 /* Heavy Crossbow and Bolt */
5924 * Return alignment title
5926 cptr your_alignment(void)
5929 if (p_ptr->align > 150) return "ÂçÁ±";
5930 else if (p_ptr->align > 50) return "ÃæÁ±";
5931 else if (p_ptr->align > 10) return "¾®Á±";
5932 else if (p_ptr->align > -11) return "ÃæΩ";
5933 else if (p_ptr->align > -51) return "¾®°";
5934 else if (p_ptr->align > -151) return "Ãæ°";
5937 if (p_ptr->align > 150) return "Lawful";
5938 else if (p_ptr->align > 50) return "Good";
5939 else if (p_ptr->align > 10) return "Neutral Good";
5940 else if (p_ptr->align > -11) return "Neutral";
5941 else if (p_ptr->align > -51) return "Neutral Evil";
5942 else if (p_ptr->align > -151) return "Evil";
5943 else return "Chaotic";
5949 * Return proficiency level of weapons and misc. skills (except riding)
5951 int weapon_exp_level(int weapon_exp)
5953 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5954 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5955 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5956 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
5957 else return EXP_LEVEL_MASTER;
5962 * Return proficiency level of riding
5964 int riding_exp_level(int riding_exp)
5966 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5967 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5968 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5969 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
5970 else return EXP_LEVEL_MASTER;
5975 * Return proficiency level of spells
5977 int spell_exp_level(int spell_exp)
5979 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5980 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5981 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5982 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
5983 else return EXP_LEVEL_MASTER;