3 * @brief 雑多なその他の処理2 / effects of various "objects"
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 #include "object-curse.h"
18 #define REWARD_CHANCE 10
22 * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
23 * Advance experience levels and print experience
26 void check_experience(void)
28 bool level_reward = FALSE;
29 bool level_mutation = FALSE;
30 bool level_inc_stat = FALSE;
31 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
32 PLAYER_LEVEL old_lev = p_ptr->lev;
34 /* Hack -- lower limit */
35 if (p_ptr->exp < 0) p_ptr->exp = 0;
36 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
37 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
39 /* Hack -- upper limit */
40 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
41 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
42 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
44 /* Hack -- maintain "max" experience */
45 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
47 /* Hack -- maintain "max max" experience */
48 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
50 /* Redraw experience */
51 p_ptr->redraw |= (PR_EXP);
57 /* Lose levels while possible */
58 while ((p_ptr->lev > 1) &&
59 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
64 /* Update some stuff */
65 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
67 /* Redraw some stuff */
68 p_ptr->redraw |= (PR_LEV | PR_TITLE);
70 p_ptr->window |= (PW_PLAYER);
77 /* Gain levels while possible */
78 while ((p_ptr->lev < PY_MAX_LEVEL) &&
79 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
84 /* Save the highest level */
85 if (p_ptr->lev > p_ptr->max_plv)
87 p_ptr->max_plv = p_ptr->lev;
89 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
90 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
94 if (p_ptr->prace == RACE_BEASTMAN)
96 if (one_in_(5)) level_mutation = TRUE;
98 level_inc_stat = TRUE;
100 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
105 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
107 /* Update some stuff */
108 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
110 /* Redraw some stuff */
111 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
113 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
125 if(!(p_ptr->max_plv % 10))
135 cnv_stat(p_ptr->stat_max[0], tmp);
136 prt(format(" a) 腕力 (現在値 %s)", tmp), 2, 14);
137 cnv_stat(p_ptr->stat_max[1], tmp);
138 prt(format(" b) 知能 (現在値 %s)", tmp), 3, 14);
139 cnv_stat(p_ptr->stat_max[2], tmp);
140 prt(format(" c) 賢さ (現在値 %s)", tmp), 4, 14);
141 cnv_stat(p_ptr->stat_max[3], tmp);
142 prt(format(" d) 器用 (現在値 %s)", tmp), 5, 14);
143 cnv_stat(p_ptr->stat_max[4], tmp);
144 prt(format(" e) 耐久 (現在値 %s)", tmp), 6, 14);
145 cnv_stat(p_ptr->stat_max[5], tmp);
146 prt(format(" f) 魅力 (現在値 %s)", tmp), 7, 14);
148 prt(" どの能力値を上げますか?", 1, 14);
150 cnv_stat(p_ptr->stat_max[0], tmp);
151 prt(format(" a) Str (cur %s)", tmp), 2, 14);
152 cnv_stat(p_ptr->stat_max[1], tmp);
153 prt(format(" b) Int (cur %s)", tmp), 3, 14);
154 cnv_stat(p_ptr->stat_max[2], tmp);
155 prt(format(" c) Wis (cur %s)", tmp), 4, 14);
156 cnv_stat(p_ptr->stat_max[3], tmp);
157 prt(format(" d) Dex (cur %s)", tmp), 5, 14);
158 cnv_stat(p_ptr->stat_max[4], tmp);
159 prt(format(" e) Con (cur %s)", tmp), 6, 14);
160 cnv_stat(p_ptr->stat_max[5], tmp);
161 prt(format(" f) Chr (cur %s)", tmp), 7, 14);
163 prt(" Which stat do you want to raise?", 1, 14);
168 if ((choice >= 'a') && (choice <= 'f')) break;
170 for(n = 0; n < 6; n++)
171 if (n != choice - 'a')
173 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
175 do_inc_stat(choice - 'a');
178 else if(!(p_ptr->max_plv % 2))
179 do_inc_stat(randint0(6));
184 msg_print(_("あなたは変わった気がする...", "You feel different..."));
185 (void)gain_random_mutation(0);
186 level_mutation = FALSE;
190 * 報酬でレベルが上ると再帰的に check_experience() が
195 gain_level_reward(0);
196 level_reward = FALSE;
199 /* Update some stuff */
200 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
202 /* Redraw some stuff */
203 p_ptr->redraw |= (PR_LEV | PR_TITLE);
205 p_ptr->window |= (PW_PLAYER | PW_SPELL);
211 /* Load an autopick preference file */
212 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
217 * @brief モンスターを倒した際の財宝svalを返す
218 * @param r_idx 倒したモンスターの種族ID
221 * Hack -- Return the "automatic coin type" of a monster race
222 * Used to allocate proper treasure when "Creeping coins" die
223 * Note the use of actual "monster names"
225 static int get_coin_type(MONRACE_IDX r_idx)
227 /* Analyze monsters */
230 case MON_COPPER_COINS: return 2;
231 case MON_SILVER_COINS: return 5;
232 case MON_GOLD_COINS: return 10;
233 case MON_MITHRIL_COINS:
234 case MON_MITHRIL_GOLEM: return 16;
235 case MON_ADAMANT_COINS: return 17;
244 * @brief オブジェクトがクロークかどうかを判定する /
245 * Hack -- determine if a template is Cloak
246 * @param k_idx 判定したいオブジェクトのベースアイテムID
247 * @return オブジェクトがクロークならばTRUEを返す
249 static bool kind_is_cloak(KIND_OBJECT_IDX k_idx)
251 object_kind *k_ptr = &k_info[k_idx];
253 /* Analyze the item type */
254 if (k_ptr->tval == TV_CLOAK)
259 /* Assume not good */
265 * @brief オブジェクトが竿状武器かどうかを判定する /
266 * Hack -- determine if a template is Polearm
267 * @param k_idx 判定したいオブジェクトのベースアイテムID
268 * @return オブジェクトが竿状武器ならばTRUEを返す
270 static bool kind_is_polearm(KIND_OBJECT_IDX k_idx)
272 object_kind *k_ptr = &k_info[k_idx];
274 /* Analyze the item type */
275 if (k_ptr->tval == TV_POLEARM)
280 /* Assume not good */
286 * @brief オブジェクトが剣かどうかを判定する /
287 * Hack -- determine if a template is Sword
288 * @param k_idx 判定したいオブジェクトのベースアイテムID
289 * @return オブジェクトが剣ならばTRUEを返す
291 static bool kind_is_sword(KIND_OBJECT_IDX k_idx)
293 object_kind *k_ptr = &k_info[k_idx];
295 /* Analyze the item type */
296 if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
301 /* Assume not good */
307 * @brief オブジェクトが魔法書かどうかを判定する /
308 * Hack -- determine if a template is Book
309 * @param k_idx 判定したいオブジェクトのベースアイテムID
310 * @return オブジェクトが魔法書ならばTRUEを返す
312 static bool kind_is_book(KIND_OBJECT_IDX k_idx)
314 object_kind *k_ptr = &k_info[k_idx];
316 /* Analyze the item type */
317 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
322 /* Assume not good */
328 * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する /
329 * Hack -- determine if a template is Good book
330 * @param k_idx 判定したいオブジェクトのベースアイテムID
331 * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す
333 static bool kind_is_good_book(KIND_OBJECT_IDX k_idx)
335 object_kind *k_ptr = &k_info[k_idx];
337 /* Analyze the item type */
338 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
343 /* Assume not good */
349 * @brief オブジェクトが鎧かどうかを判定する /
350 * Hack -- determine if a template is Armor
351 * @param k_idx 判定したいオブジェクトのベースアイテムID
352 * @return オブジェクトが鎧ならばTRUEを返す
354 static bool kind_is_armor(KIND_OBJECT_IDX k_idx)
356 object_kind *k_ptr = &k_info[k_idx];
358 /* Analyze the item type */
359 if (k_ptr->tval == TV_HARD_ARMOR)
364 /* Assume not good */
370 * @brief オブジェクトが打撃武器かどうかを判定する /
371 * Hack -- determine if a template is hafted weapon
372 * @param k_idx 判定したいオブジェクトのベースアイテムID
373 * @return オブジェクトが打撃武器ならばTRUEを返す
375 static bool kind_is_hafted(KIND_OBJECT_IDX k_idx)
377 object_kind *k_ptr = &k_info[k_idx];
379 /* Analyze the item type */
380 if (k_ptr->tval == TV_HAFTED)
385 /* Assume not good */
390 * @brief クエストを達成状態にする /
391 * @param quest_num 達成状態にしたいクエストのID
394 void complete_quest(QUEST_IDX quest_num)
396 quest_type* const q_ptr = &quest[quest_num];
400 case QUEST_TYPE_RANDOM:
401 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
404 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
408 q_ptr->status = QUEST_STATUS_COMPLETED;
409 q_ptr->complev = (byte)p_ptr->lev;
411 q_ptr->comptime = playtime;
413 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
415 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
416 msg_print(_("クエストを達成した!", "You just completed your quest!"));
422 * @brief 現在フロアに残っている敵モンスターの数を返す /
423 * @return 現在の敵モンスターの数
425 static MONSTER_NUMBER count_all_hostile_monsters(void)
428 MONSTER_NUMBER number_mon = 0;
430 for (x = 0; x < cur_wid; ++ x)
432 for (y = 0; y < cur_hgt; ++ y)
434 MONSTER_IDX m_idx = cave[y][x].m_idx;
436 if (m_idx > 0 && is_hostile(&m_list[m_idx]))
447 * @brief 特定の敵を倒した際にクエスト達成処理 /
448 * Check for "Quest" completion when a quest monster is killed or charmed.
449 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
452 void check_quest_completion(monster_type *m_ptr)
457 bool create_stairs = FALSE;
463 /* Get the location */
468 quest_num = p_ptr->inside_quest;
470 /* Search for an active quest on this dungeon level */
475 for (i = max_q_idx - 1; i > 0; i--)
477 quest_type* const q_ptr = &quest[i];
479 /* Quest is not active */
480 if (q_ptr->status != QUEST_STATUS_TAKEN)
483 /* Quest is not a dungeon quest */
484 if (q_ptr->flags & QUEST_FLAG_PRESET)
487 /* Quest is not on this level */
488 if ((q_ptr->level != dun_level) &&
489 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
492 /* Not a "kill monster" quest */
493 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
494 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
497 /* Interesting quest */
498 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
499 (q_ptr->type == QUEST_TYPE_TOWER) ||
500 (q_ptr->type == QUEST_TYPE_KILL_ALL))
503 /* Interesting quest */
504 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
505 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
506 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
507 (q_ptr->r_idx == m_ptr->r_idx))
514 /* Handle the current quest */
515 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
518 quest_type* const q_ptr = &quest[quest_num];
522 case QUEST_TYPE_KILL_NUMBER:
526 if (q_ptr->cur_num >= q_ptr->num_mon)
528 complete_quest(quest_num);
534 case QUEST_TYPE_KILL_ALL:
536 if (!is_hostile(m_ptr)) break;
538 if (count_all_hostile_monsters() == 1)
540 if (q_ptr->flags & QUEST_FLAG_SILENT)
542 q_ptr->status = QUEST_STATUS_FINISHED;
546 complete_quest(quest_num);
551 case QUEST_TYPE_KILL_LEVEL:
552 case QUEST_TYPE_RANDOM:
554 /* Only count valid monsters */
555 if (q_ptr->r_idx != m_ptr->r_idx)
560 if (q_ptr->cur_num >= q_ptr->max_num)
562 complete_quest(quest_num);
564 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
566 create_stairs = TRUE;
567 p_ptr->inside_quest = 0;
570 /* Finish the two main quests without rewarding */
571 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
573 q_ptr->status = QUEST_STATUS_FINISHED;
576 if (q_ptr->type == QUEST_TYPE_RANDOM)
579 q_ptr->status = QUEST_STATUS_FINISHED;
584 case QUEST_TYPE_KILL_ANY_LEVEL:
587 if (q_ptr->cur_num >= q_ptr->max_num)
589 complete_quest(quest_num);
594 case QUEST_TYPE_TOWER:
596 if (!is_hostile(m_ptr)) break;
598 if (count_all_hostile_monsters() == 1)
600 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
602 if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
603 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
604 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
607 complete_quest(QUEST_TOWER1);
615 /* Create a magical staircase */
621 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
623 /* Pick a location */
624 scatter(&ny, &nx, y, x, 1, 0);
630 /* Explain the staircase */
631 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
633 /* Create stairs down */
634 cave_set_feat(y, x, feat_down_stair);
636 /* Remember to update everything */
637 p_ptr->update |= (PU_FLOW);
647 for (i = 0; i < (dun_level / 15)+1; i++)
652 /* Make a great object */
653 make_object(o_ptr, AM_GOOD | AM_GREAT);
655 /* Drop it in the dungeon */
656 (void)drop_near(o_ptr, -1, y, x);
662 * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
663 * Check for "Quest" completion when a quest monster is killed or charmed.
664 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
667 void check_find_art_quest_completion(object_type *o_ptr)
670 /* Check if completed a quest */
671 for (i = 0; i < max_q_idx; i++)
673 if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
674 (quest[i].status == QUEST_STATUS_TAKEN) &&
675 (quest[i].k_idx == o_ptr->name1))
684 * @brief モンスターを撃破した際の述語メッセージを返す /
685 * Return monster death string
686 * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
687 * @return 撃破されたモンスターの述語
689 cptr extract_note_dies(monster_race *r_ptr)
691 /* Some monsters get "destroyed" */
692 if (!monster_living(r_ptr))
696 for (i = 0; i < 4; i++)
698 if (r_ptr->blow[i].method == RBM_EXPLODE)
700 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
703 return _("を倒した。", " is destroyed.");
706 /* Assume a default death */
707 return _("は死んだ。", " dies.");
712 * @brief モンスターが死亡した時の処理 /
713 * Handle the "death" of a monster.
714 * @param m_idx 死亡したモンスターのID
715 * @param drop_item TRUEならばモンスターのドロップ処理を行う
716 * @return 撃破されたモンスターの述語
719 * Disperse treasures centered at the monster location based on the
720 * various flags contained in the monster flags fields.
721 * Check for "Quest" completion when a quest monster is killed.
722 * Note that only the player can induce "monster_death()" on Uniques.
723 * Thus (for now) all Quest monsters should be Uniques.
724 * Note that monsters can now carry objects, and when a monster dies,
725 * it drops all of its objects, which may disappear in crowded rooms.
728 void monster_death(MONSTER_IDX m_idx, bool drop_item)
737 monster_type *m_ptr = &m_list[m_idx];
739 monster_race *r_ptr = &r_info[m_ptr->r_idx];
741 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
745 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
746 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
747 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
748 int force_coin = get_coin_type(m_ptr->r_idx);
753 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
754 && !p_ptr->inside_battle && !is_pet(m_ptr);
756 /* The caster is dead? */
757 if (world_monster && world_monster == m_idx) world_monster = 0;
759 /* Notice changes in view */
760 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
762 /* Update some things */
763 p_ptr->update |= (PU_MON_LITE);
766 /* Get the location */
770 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
774 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
775 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
778 /* Let monsters explode! */
779 for (i = 0; i < 4; i++)
781 if (r_ptr->blow[i].method == RBM_EXPLODE)
783 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
784 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
785 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
786 DICE_SID d_side = r_ptr->blow[i].d_side;
787 HIT_POINT damage = damroll(d_dice, d_side);
789 project(m_idx, 3, y, x, damage, typ, flg, -1);
794 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
796 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
797 r_ptr = &r_info[m_ptr->r_idx];
800 /* Check for quest completion */
801 check_quest_completion(m_ptr);
803 /* Handle the possibility of player vanquishing arena combatant -KMW- */
804 if (p_ptr->inside_arena && !is_pet(m_ptr))
806 p_ptr->exit_bldg = TRUE;
808 if (p_ptr->arena_number > MAX_ARENA_MONS)
810 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
814 msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
817 if (arena_info[p_ptr->arena_number].tval)
821 /* Prepare to make a prize */
822 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
824 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
826 /* Drop it in the dungeon */
827 (void)drop_near(q_ptr, -1, y, x);
830 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
831 p_ptr->arena_number++;
836 /* Extract monster name */
837 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
839 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
843 if (m_idx == p_ptr->riding)
845 if (rakuba(-1, FALSE))
847 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
851 /* Drop a dead corpse? */
852 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
853 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
854 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
856 /* Assume skeleton */
860 * We cannot drop a skeleton? Note, if we are in this check,
861 * we *know* we can drop at least a corpse or a skeleton
863 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
865 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
868 /* Else, a corpse is more likely unless we did a "lot" of damage */
869 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
871 /* Lots of damage in one blow */
872 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
874 if (one_in_(5)) corpse = TRUE;
878 if (!one_in_(5)) corpse = TRUE;
883 /* Prepare to make an object */
884 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
886 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
888 q_ptr->pval = m_ptr->r_idx;
890 /* Drop it in the dungeon */
891 (void)drop_near(q_ptr, -1, y, x);
894 /* Drop objects being carried */
895 monster_drop_carried_objects(m_ptr);
897 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
898 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
900 switch (m_ptr->r_idx)
902 case MON_PINK_HORROR:
903 /* Pink horrors are replaced with 2 Blue horrors */
904 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
908 for (i = 0; i < 2; i++)
911 bool pet = is_pet(m_ptr);
914 if (pet) mode |= PM_FORCE_PET;
916 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
918 if (player_can_see_bold(wy, wx))
924 msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
928 case MON_BLOODLETTER:
929 /* Bloodletters of Khorne may drop a blade of chaos */
930 if (drop_chosen_item && (randint1(100) < 15))
934 /* Prepare to make a Blade of Chaos */
935 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
937 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
939 /* Drop it in the dungeon */
940 (void)drop_near(q_ptr, -1, y, x);
945 if (drop_chosen_item && (dun_level > 9))
950 /* Activate restriction */
951 if ((dun_level > 49) && one_in_(5))
952 get_obj_num_hook = kind_is_good_book;
954 get_obj_num_hook = kind_is_book;
957 make_object(q_ptr, mo_mode);
959 /* Drop it in the dungeon */
960 (void)drop_near(q_ptr, -1, y, x);
966 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
967 * spawn another in the fallen one's place!
969 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
973 POSITION wy = y, wx = x;
975 bool pet = is_pet(m_ptr);
979 scatter(&wy, &wx, y, x, 20, 0);
981 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
986 if (pet) mode |= PM_FORCE_PET;
988 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
990 if (player_can_see_bold(wy, wx))
991 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
999 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1001 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1002 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1006 case MON_UNICORN_ORD:
1009 /* Reward for "lazy" player */
1010 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1012 ARTIFACT_IDX a_idx = 0;
1013 artifact_type *a_ptr = NULL;
1015 if (!drop_chosen_item) break;
1019 switch (randint0(3))
1022 a_idx = ART_NAMAKE_HAMMER;
1025 a_idx = ART_NAMAKE_BOW;
1028 a_idx = ART_NAMAKE_ARMOR;
1032 a_ptr = &a_info[a_idx];
1034 while (a_ptr->cur_num);
1036 /* Create the artifact */
1037 if (create_named_art(a_idx, y, x))
1041 /* Hack -- Memorize location of artifact in saved floors */
1042 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1044 else if (!preserve_mode) a_ptr->cur_num = 1;
1049 if (!drop_chosen_item) break;
1052 /* Mega-Hack -- Prepare to make "Grond" */
1053 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1055 /* Mega-Hack -- Mark this item as "Grond" */
1056 q_ptr->name1 = ART_GROND;
1058 /* Mega-Hack -- Actually create "Grond" */
1059 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1061 /* Drop it in the dungeon */
1062 (void)drop_near(q_ptr, -1, y, x);
1065 /* Mega-Hack -- Prepare to make "Chaos" */
1066 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1068 /* Mega-Hack -- Mark this item as "Chaos" */
1069 q_ptr->name1 = ART_CHAOS;
1071 /* Mega-Hack -- Actually create "Chaos" */
1072 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1074 /* Drop it in the dungeon */
1075 (void)drop_near(q_ptr, -1, y, x);
1078 case MON_B_DEATH_SWORD:
1079 if (drop_chosen_item)
1083 /* Prepare to make a broken sword */
1084 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1086 /* Drop it in the dungeon */
1087 (void)drop_near(q_ptr, -1, y, x);
1093 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1094 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1098 /* Prepare to make a Can of Toys */
1099 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1101 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1103 /* Drop it in the dungeon */
1104 (void)drop_near(q_ptr, -1, y, x);
1110 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1111 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1116 if (!drop_chosen_item) break;
1118 switch (r_ptr->d_char)
1126 /* Activate restriction */
1127 get_obj_num_hook = kind_is_cloak;
1130 make_object(q_ptr, mo_mode);
1132 /* Drop it in the dungeon */
1133 (void)drop_near(q_ptr, -1, y, x);
1143 /* Activate restriction */
1144 get_obj_num_hook = kind_is_polearm;
1146 /* Make a poleweapon */
1147 make_object(q_ptr, mo_mode);
1149 /* Drop it in the dungeon */
1150 (void)drop_near(q_ptr, -1, y, x);
1160 /* Activate restriction */
1161 get_obj_num_hook = kind_is_armor;
1163 /* Make a hard armor */
1164 make_object(q_ptr, mo_mode);
1166 /* Drop it in the dungeon */
1167 (void)drop_near(q_ptr, -1, y, x);
1177 /* Activate restriction */
1178 get_obj_num_hook = kind_is_hafted;
1180 /* Make a hafted weapon */
1181 make_object(q_ptr, mo_mode);
1183 /* Drop it in the dungeon */
1184 (void)drop_near(q_ptr, -1, y, x);
1189 if (m_ptr->r_idx != MON_STORMBRINGER)
1194 /* Activate restriction */
1195 get_obj_num_hook = kind_is_sword;
1198 make_object(q_ptr, mo_mode);
1200 /* Drop it in the dungeon */
1201 (void)drop_near(q_ptr, -1, y, x);
1208 /* Mega-Hack -- drop fixed items */
1209 if (drop_chosen_item)
1211 ARTIFACT_IDX a_idx = 0;
1214 for(i = 0; i < 4; i++)
1216 if(!r_ptr->artifact_id[i]) break;
1217 a_idx = r_ptr->artifact_id[i];
1218 chance = r_ptr->artifact_percent[i];
1221 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1223 artifact_type *a_ptr = &a_info[a_idx];
1225 if (!a_ptr->cur_num)
1227 /* Create the artifact */
1228 if (create_named_art(a_idx, y, x))
1232 /* Hack -- Memorize location of artifact in saved floors */
1233 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1235 else if (!preserve_mode) a_ptr->cur_num = 1;
1239 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1241 KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1242 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1244 if (d_info[dungeon_type].final_artifact)
1246 a_idx = d_info[dungeon_type].final_artifact;
1247 artifact_type *a_ptr = &a_info[a_idx];
1249 if (!a_ptr->cur_num)
1251 /* Create the artifact */
1252 if (create_named_art(a_idx, y, x))
1256 /* Hack -- Memorize location of artifact in saved floors */
1257 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1259 else if (!preserve_mode) a_ptr->cur_num = 1;
1261 /* Prevent rewarding both artifact and "default" object */
1262 if (!d_info[dungeon_type].final_object) k_idx = 0;
1270 /* Prepare to make a reward */
1271 object_prep(q_ptr, k_idx);
1273 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1275 /* Drop it in the dungeon */
1276 (void)drop_near(q_ptr, -1, y, x);
1278 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
1282 /* Determine how much we can drop */
1283 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1284 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1285 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1286 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1287 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1288 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1290 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1291 number = 0; /* Clones drop no stuff unless Cloning Pits */
1293 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1294 number = 0; /* Pets drop no stuff */
1295 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1297 if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1298 number = 0; /* Limit of Multiply monster drop */
1300 /* Hack -- handle creeping coins */
1301 coin_type = force_coin;
1303 /* Average dungeon and monster levels */
1304 object_level = (dun_level + r_ptr->level) / 2;
1306 /* Drop some objects */
1307 for (j = 0; j < number; j++)
1313 if (do_gold && (!do_item || (randint0(100) < 50)))
1315 /* Make some gold */
1316 if (!make_gold(q_ptr)) continue;
1324 /* Make an object */
1325 if (!make_object(q_ptr, mo_mode)) continue;
1330 /* Drop it in the dungeon */
1331 (void)drop_near(q_ptr, -1, y, x);
1334 /* Reset the object level */
1335 object_level = base_level;
1337 /* Reset "coin" type */
1341 /* Take note of any dropped treasure */
1342 if (visible && (dump_item || dump_gold))
1344 /* Take notes on treasure */
1345 lore_treasure(m_idx, dump_item, dump_gold);
1348 /* Only process "Quest Monsters" */
1349 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1350 if (p_ptr->inside_battle) return;
1353 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1356 p_ptr->total_winner = TRUE;
1358 /* Redraw the "title" */
1359 p_ptr->redraw |= (PR_TITLE);
1361 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
1363 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
1365 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1367 msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
1368 msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
1371 /* Congratulations */
1372 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
1373 msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
1374 msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
1379 * @brief モンスターに与えたダメージの修正処理 /
1380 * Modify the physical damage done to the monster.
1381 * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
1382 * @param dam ダメージ基本値
1383 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
1384 * @return 修正を行った結果のダメージ量
1387 * (for example when it's invulnerable or shielded)
1388 * ToDo: Accept a damage-type to calculate the modified damage from
1389 * things like fire, frost, lightning, poison, ... attacks.
1390 * "type" is not yet used and should be 0.
1393 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
1395 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1397 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1400 if ((dam == 0) && one_in_(3)) dam = 1;
1403 if (MON_INVULNER(m_ptr))
1407 if (!p_ptr->blind && is_seen(m_ptr))
1409 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
1412 else if (!one_in_(PENETRATE_INVULNERABILITY))
1422 * @brief モンスターに与えたダメージを元に経験値を加算する /
1423 * Calculate experience point to be get
1424 * @param dam 与えたダメージ量
1425 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
1429 * Even the 64 bit operation is not big enough to avoid overflaw
1430 * unless we carefully choose orders of multiplication and division.
1431 * Get the coefficient first, and multiply (potentially huge) base
1432 * experience point of a monster later.
1435 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
1437 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1444 if (!m_ptr->r_idx) return;
1445 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1448 * - Ratio of monster's level to player's level effects
1449 * - Varying speed effects
1450 * - Get a fraction in proportion of damage point
1452 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1455 div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1457 /* Use (average maxhp * 2) as a denominator */
1458 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1459 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1461 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1463 /* Special penalty in the wilderness */
1464 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1465 s64b_mul(&div_h, &div_l, 0, 5);
1467 /* Do division first to prevent overflaw */
1468 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1470 /* Special penalty for mutiply-monster */
1471 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1473 int monnum_penarty = r_ptr->r_akills / 400;
1474 if (monnum_penarty > 8) monnum_penarty = 8;
1476 while (monnum_penarty--)
1479 s64b_RSHIFT(new_exp, new_exp_frac, 2);
1483 /* Special penalty for rest_and_shoot exp scum */
1484 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1486 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1487 if (over_damage > 32) over_damage = 32;
1489 while (over_damage--)
1492 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1493 s64b_div(&new_exp, &new_exp_frac, 0, 10);
1497 /* Finally multiply base experience point of the monster */
1498 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1500 /* Gain experience */
1501 gain_exp_64(new_exp, new_exp_frac);
1506 * @brief モンスターのHPをダメージに応じて減算する /
1507 * Decreases monsters hit points, handling monster death.
1508 * @param dam 与えたダメージ量
1509 * @param m_idx ダメージを与えたモンスターのID
1510 * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
1511 * @param note モンスターが倒された際の特別なメッセージ述語
1515 * We return TRUE if the monster has been killed (and deleted).
1516 * We announce monster death (using an optional "death message"
1517 * if given, and a otherwise a generic killed/destroyed message).
1518 * Only "physical attacks" can induce the "You have slain" message.
1519 * Missile and Spell attacks will induce the "dies" message, or
1520 * various "specialized" messages. Note that "You have destroyed"
1521 * and "is destroyed" are synonyms for "You have slain" and "dies".
1522 * Hack -- unseen monsters yield "You have killed it." message.
1523 * Added fear (DGK) and check whether to print fear messages -CWS
1524 * Made name, sex, and capitalization generic -BEN-
1525 * As always, the "ghost" processing is a total hack.
1526 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1527 * Consider decreasing monster experience over time, say,
1528 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1529 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1530 * monster worth more than subsequent monsters. This would also need
1531 * to induce changes in the monster recall code.
1534 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
1536 monster_type *m_ptr = &m_list[m_idx];
1537 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1538 monster_type exp_mon;
1540 /* Innocent until proven otherwise */
1541 bool innocent = TRUE, thief = FALSE;
1545 (void)COPY(&exp_mon, m_ptr, monster_type);
1547 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1549 get_exp_from_mon(expdam, &exp_mon);
1551 /* Genocided by chaos patron */
1552 if (!m_ptr->r_idx) m_idx = 0;
1554 /* Redraw (later) if needed */
1555 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1556 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1558 (void)set_monster_csleep(m_idx, 0);
1560 /* Hack - Cancel any special player stealth magics. -LM- */
1561 if (p_ptr->special_defense & NINJA_S_STEALTH)
1563 set_superstealth(FALSE);
1566 /* Genocided by chaos patron */
1567 if (!m_idx) return TRUE;
1570 m_ptr->dealt_damage += dam;
1572 if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1576 msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
1579 /* It is dead now */
1584 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1586 /* You might have unmasked Tanuki first time */
1587 r_ptr = &r_info[m_ptr->r_idx];
1588 m_ptr->ap_r_idx = m_ptr->r_idx;
1589 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1592 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1594 /* You might have unmasked Chameleon first time */
1595 r_ptr = real_r_ptr(m_ptr);
1596 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1599 if (!(m_ptr->smart & SM_CLONED))
1601 /* When the player kills a Unique, it stays dead */
1602 if (r_ptr->flags1 & RF1_UNIQUE)
1606 /* Mega-Hack -- Banor & Lupart */
1607 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1609 r_info[MON_BANORLUPART].max_num = 0;
1610 r_info[MON_BANORLUPART].r_pkills++;
1611 r_info[MON_BANORLUPART].r_akills++;
1612 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1614 else if (m_ptr->r_idx == MON_BANORLUPART)
1616 r_info[MON_BANOR].max_num = 0;
1617 r_info[MON_BANOR].r_pkills++;
1618 r_info[MON_BANOR].r_akills++;
1619 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1620 r_info[MON_LUPART].max_num = 0;
1621 r_info[MON_LUPART].r_pkills++;
1622 r_info[MON_LUPART].r_akills++;
1623 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1627 /* When the player kills a Nazgul, it stays dead */
1628 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1631 /* Count all monsters killed */
1632 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1634 /* Recall even invisible uniques or winners */
1635 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1637 /* Count kills this life */
1638 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1639 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1641 /* Count kills in all lives */
1642 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1643 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1645 /* Hack -- Auto-recall */
1646 monster_race_track(m_ptr->ap_r_idx);
1649 /* Extract monster name */
1650 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1652 /* Don't kill Amberites */
1653 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1655 int curses = 1 + randint1(3);
1656 bool stop_ty = FALSE;
1659 msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
1660 curse_equipment(100, 50);
1664 stop_ty = activate_ty_curse(stop_ty, &count);
1669 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1671 char line_got[1024];
1673 /* Dump a message */
1674 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1676 msg_format("%^s %s", m_name, line_got);
1680 if (m_ptr->r_idx == MON_SERPENT)
1682 /* Make screen dump */
1683 screen_dump = make_screen_dump();
1688 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1690 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1692 chg_virtue(V_VALOUR, -1);
1694 else if (r_ptr->level > dun_level)
1696 if (randint1(10) <= (r_ptr->level - dun_level))
1697 chg_virtue(V_VALOUR, 1);
1699 if (r_ptr->level > 60)
1701 chg_virtue(V_VALOUR, 1);
1703 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1704 chg_virtue(V_VALOUR, 2);
1707 if (r_ptr->flags1 & RF1_UNIQUE)
1709 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1711 if (r_ptr->flags3 & RF3_GOOD)
1713 chg_virtue(V_UNLIFE, 2);
1714 chg_virtue(V_VITALITY, -2);
1717 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1720 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1722 chg_virtue(V_COMPASSION, -1);
1725 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1726 chg_virtue(V_UNLIFE, 1);
1728 if (r_ptr->d_char == 'A')
1730 if (r_ptr->flags1 & RF1_UNIQUE)
1731 chg_virtue(V_FAITH, -2);
1732 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1734 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1735 else chg_virtue(V_FAITH, 1);
1738 else if (r_ptr->flags3 & RF3_DEMON)
1740 if (r_ptr->flags1 & RF1_UNIQUE)
1741 chg_virtue(V_FAITH, 2);
1742 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1743 chg_virtue(V_FAITH, 1);
1746 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1747 chg_virtue(V_VITALITY, 2);
1749 if (r_ptr->r_deaths)
1751 if (r_ptr->flags1 & RF1_UNIQUE)
1753 chg_virtue(V_HONOUR, 10);
1755 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1757 chg_virtue(V_HONOUR, 1);
1760 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1762 chg_virtue(V_VALOUR, -1);
1765 for (i = 0; i < 4; i++)
1767 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1769 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1770 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1772 thief = TRUE; /* Thief! */
1775 /* The new law says it is illegal to live in the dungeon */
1776 if (r_ptr->level != 0) innocent = FALSE;
1780 if (r_ptr->flags1 & RF1_UNIQUE)
1781 chg_virtue(V_JUSTICE, 3);
1782 else if (1+((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100))
1783 chg_virtue(V_JUSTICE, 1);
1787 chg_virtue (V_JUSTICE, -1);
1790 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
1792 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1795 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1798 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
1799 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1805 /* Death by Missile/Spell attack */
1808 msg_format("%^s%s", m_name, note);
1811 /* Death by physical attack -- invisible monster */
1812 else if (!m_ptr->ml)
1815 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1816 msg_format("せっかくだから%sを殺した。", m_name);
1818 msg_format("%sを殺した。", m_name);
1820 msg_format("You have killed %s.", m_name);
1825 /* Death by Physical attack -- non-living monster */
1826 else if (!monster_living(r_ptr))
1828 bool explode = FALSE;
1830 for (i = 0; i < 4; i++)
1832 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1835 /* Special note at death */
1837 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1841 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1842 msg_format("せっかくだから%sを倒した。", m_name);
1844 msg_format("%sを倒した。", m_name);
1846 msg_format("You have destroyed %s.", m_name);
1851 /* Death by Physical attack -- living monster */
1855 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1856 msg_format("せっかくだから%sを葬り去った。", m_name);
1858 msg_format("%sを葬り去った。", m_name);
1860 msg_format("You have slain %s.", m_name);
1864 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1866 for (i = 0; i < MAX_KUBI; i++)
1868 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1870 msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
1876 /* Generate treasure */
1877 monster_death(m_idx, TRUE);
1879 /* Mega hack : replace IKETA to BIKETAL */
1880 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1882 POSITION dummy_y = m_ptr->fy;
1883 POSITION dummy_x = m_ptr->fx;
1884 BIT_FLAGS mode = 0L;
1885 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1886 delete_monster_idx(m_idx);
1887 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1889 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
1894 delete_monster_idx(m_idx);
1897 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
1902 /* Monster is dead */
1909 /* Mega-Hack -- Pain cancels fear */
1910 if (MON_MONFEAR(m_ptr) && (dam > 0))
1913 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1920 /* Sometimes a monster gets scared by damage */
1921 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1923 /* Percentage of fully healthy */
1924 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1927 * Run (sometimes) if at 10% or less of max hit points,
1928 * or (usually) when hit for half its current hit points
1930 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1932 /* Hack -- note fear */
1935 /* Hack -- Add some timed fear */
1936 (void)set_monster_monfear(m_idx, (randint1(10) +
1937 (((dam >= m_ptr->hp) && (percentage > 7)) ?
1938 20 : ((11 - percentage) * 5))));
1950 * @brief 現在のコンソール表示の縦横を返す。 /
1951 * Get term size and calculate screen size
1952 * @param wid_p コンソールの表示幅文字数を返す
1953 * @param hgt_p コンソールの表示行数を返す
1956 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
1958 Term_get_size(wid_p, hgt_p);
1959 *hgt_p -= ROW_MAP + 2;
1960 *wid_p -= COL_MAP + 2;
1961 if (use_bigtile) *wid_p /= 2;
1966 * @brief コンソール上におけるマップ表示の左上位置を返す /
1967 * Calculates current boundaries Called below and from "do_cmd_locate()".
1970 void panel_bounds_center(void)
1974 get_screen_size(&wid, &hgt);
1976 panel_row_max = panel_row_min + hgt - 1;
1977 panel_row_prt = panel_row_min - 1;
1978 panel_col_max = panel_col_min + wid - 1;
1979 panel_col_prt = panel_col_min - 13;
1984 * @brief コンソールのリサイズに合わせてマップを再描画する /
1985 * Map resizing whenever the main term changes size
1988 void resize_map(void)
1990 /* Only if the dungeon exists */
1991 if (!character_dungeon) return;
1993 /* Mega-Hack -- no panel yet */
1997 /* Reset the panels */
1998 panel_row_min = cur_hgt;
1999 panel_col_min = cur_wid;
2003 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2005 /* Forget lite/view */
2006 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2008 /* Update lite/view */
2009 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2011 /* Update monsters */
2012 p_ptr->update |= (PU_MONSTERS);
2014 /* Redraw everything */
2015 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2017 /* Hack -- update */
2023 * Place the cursor on the player
2025 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2032 * @brief コンソールを再描画する /
2033 * Redraw a term when it is resized
2036 void redraw_window(void)
2038 /* Only if the dungeon exists */
2039 if (!character_dungeon) return;
2041 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2042 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2044 /* Hack -- update */
2051 * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
2052 * @param dy 変更先のフロアY座標
2053 * @param dx 変更先のフロアX座標
2054 * Handle a request to change the current panel
2055 * Return TRUE if the panel was changed.
2056 * Also used in do_cmd_locate
2057 * @return 実際に再描画が必要だった場合TRUEを返す
2059 bool change_panel(POSITION dy, POSITION dx)
2064 get_screen_size(&wid, &hgt);
2066 /* Apply the motion */
2067 y = panel_row_min + dy * hgt / 2;
2068 x = panel_col_min + dx * wid / 2;
2070 /* Verify the row */
2071 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2074 /* Verify the col */
2075 if (x > cur_wid - wid) x = cur_wid - wid;
2078 /* Handle "changes" */
2079 if ((y != panel_row_min) || (x != panel_col_min))
2081 /* Save the new panel info */
2085 /* Recalculate the boundaries */
2086 panel_bounds_center();
2088 p_ptr->update |= (PU_MONSTERS);
2090 p_ptr->redraw |= (PR_MAP);
2104 * @brief フォーカスを当てるべきマップ描画の基準座標を指定する
2105 * @param y 変更先のフロアY座標
2106 * @param x 変更先のフロアX座標
2108 * Handle a request to change the current panel
2109 * Return TRUE if the panel was changed.
2110 * Also used in do_cmd_locate
2111 * @return 実際に再描画が必要だった場合TRUEを返す
2113 static bool change_panel_xy(POSITION y, POSITION x)
2115 POSITION dy = 0, dx = 0;
2118 get_screen_size(&wid, &hgt);
2120 if (y < panel_row_min) dy = -1;
2121 if (y > panel_row_max) dy = 1;
2122 if (x < panel_col_min) dx = -1;
2123 if (x > panel_col_max) dx = 1;
2125 if (!dy && !dx) return (FALSE);
2127 return change_panel(dy, dx);
2132 * @brief マップ描画のフォーカスを当てるべき座標を更新する
2134 * Given an row (y) and col (x), this routine detects when a move
2135 * off the screen has occurred and figures new borders. -RAK-
2136 * "Update" forces a "full update" to take place.
2137 * The map is reprinted if necessary, and "TRUE" is returned.
2138 * @return 実際に再描画が必要だった場合TRUEを返す
2140 void verify_panel(void)
2142 POSITION y = p_ptr->y;
2143 POSITION x = p_ptr->x;
2151 get_screen_size(&wid, &hgt);
2153 max_prow_min = cur_hgt - hgt;
2154 max_pcol_min = cur_wid - wid;
2156 /* Bounds checking */
2157 if (max_prow_min < 0) max_prow_min = 0;
2158 if (max_pcol_min < 0) max_pcol_min = 0;
2160 /* Center on player */
2161 if (center_player && (center_running || !running))
2163 /* Center vertically */
2164 prow_min = y - hgt / 2;
2165 if (prow_min < 0) prow_min = 0;
2166 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2168 /* Center horizontally */
2169 pcol_min = x - wid / 2;
2170 if (pcol_min < 0) pcol_min = 0;
2171 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2175 prow_min = panel_row_min;
2176 pcol_min = panel_col_min;
2178 /* Scroll screen when 2 grids from top/bottom edge */
2179 if (y > panel_row_max - 2)
2181 while (y > prow_min + hgt-1 - 2)
2183 prow_min += (hgt / 2);
2187 if (y < panel_row_min + 2)
2189 while (y < prow_min + 2)
2191 prow_min -= (hgt / 2);
2195 if (prow_min > max_prow_min) prow_min = max_prow_min;
2196 if (prow_min < 0) prow_min = 0;
2198 /* Scroll screen when 4 grids from left/right edge */
2199 if (x > panel_col_max - 4)
2201 while (x > pcol_min + wid-1 - 4)
2203 pcol_min += (wid / 2);
2207 if (x < panel_col_min + 4)
2209 while (x < pcol_min + 4)
2211 pcol_min -= (wid / 2);
2215 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2216 if (pcol_min < 0) pcol_min = 0;
2219 /* Check for "no change" */
2220 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2222 /* Save the new panel info */
2223 panel_row_min = prow_min;
2224 panel_col_min = pcol_min;
2226 /* Hack -- optional disturb on "panel change" */
2227 if (disturb_panel && !center_player) disturb(FALSE, FALSE);
2229 /* Recalculate the boundaries */
2230 panel_bounds_center();
2232 p_ptr->update |= (PU_MONSTERS);
2234 p_ptr->redraw |= (PR_MAP);
2236 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2241 * Monster health description
2243 cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
2245 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2252 /* Determine if the monster is "living" */
2253 living = monster_living(ap_r_ptr);
2255 /* Calculate a health "percentage" */
2256 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2258 /* Healthy monsters */
2259 if (m_ptr->hp >= m_ptr->maxhp)
2263 desc = living ? "無傷" : "無ダメージ";
2265 desc = living ? "unhurt" : "undamaged";
2270 else if (perc >= 60)
2273 desc = living ? "軽傷" : "小ダメージ";
2275 desc = living ? "somewhat wounded" : "somewhat damaged";
2280 else if (perc >= 25)
2283 desc = living ? "負傷" : "中ダメージ";
2285 desc = living ? "wounded" : "damaged";
2290 else if (perc >= 10)
2293 desc = living ? "重傷" : "大ダメージ";
2295 desc = living ? "badly wounded" : "badly damaged";
2303 desc = living ? "半死半生" : "倒れかけ";
2305 desc = living ? "almost dead" : "almost destroyed";
2310 /* Need attitude information? */
2313 /* Full information is not needed */
2316 else if (is_pet(m_ptr))
2318 attitude = _(", ペット", ", pet");
2320 else if (is_friendly(m_ptr))
2322 attitude = _(", 友好的", ", friendly");
2326 attitude = _("", "");
2330 /* Clone monster? */
2331 if (m_ptr->smart & SM_CLONED)
2340 /* Display monster's level --- idea borrowed from ToME */
2341 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2343 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
2347 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
2354 * Angband sorting algorithm -- quick sort in place
2356 * Note that the details of the data we are sorting is hidden,
2357 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2358 * function hooks to interact with the data, which is given as
2359 * two pointers, and which may have any user-defined form.
2361 void ang_sort_aux(vptr u, vptr v, int p, int q)
2379 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2382 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2384 /* Done partition */
2388 (*ang_sort_swap)(u, v, a, b);
2394 /* Recurse left side */
2395 ang_sort_aux(u, v, p, b);
2397 /* Recurse right side */
2398 ang_sort_aux(u, v, b+1, q);
2403 * Angband sorting algorithm -- quick sort in place
2405 * Note that the details of the data we are sorting is hidden,
2406 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2407 * function hooks to interact with the data, which is given as
2408 * two pointers, and which may have any user-defined form.
2410 void ang_sort(vptr u, vptr v, int n)
2412 /* Sort the array */
2413 ang_sort_aux(u, v, 0, n-1);
2418 /*** Targeting Code ***/
2422 * Determine is a monster makes a reasonable target
2424 * The concept of "targeting" was stolen from "Morgul" (?)
2426 * The player can target any location, or any "target-able" monster.
2428 * Currently, a monster is "target_able" if it is visible, and if
2429 * the player can hit it with a projection, and the player is not
2430 * hallucinating. This allows use of "use closest target" macros.
2432 * Future versions may restrict the ability to target "trappers"
2433 * and "mimics", but the semantics is a little bit weird.
2435 bool target_able(MONSTER_IDX m_idx)
2437 monster_type *m_ptr = &m_list[m_idx];
2439 /* Monster must be alive */
2440 if (!m_ptr->r_idx) return (FALSE);
2442 /* Hack -- no targeting hallucinations */
2443 if (p_ptr->image) return (FALSE);
2445 /* Monster must be visible */
2446 if (!m_ptr->ml) return (FALSE);
2448 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2450 /* Monster must be projectable */
2451 if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
2453 /* Hack -- Never target trappers */
2454 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2464 * Update (if necessary) and verify (if possible) the target.
2466 * We return TRUE if the target is "okay" and FALSE otherwise.
2468 bool target_okay(void)
2470 /* Accept stationary targets */
2471 if (target_who < 0) return (TRUE);
2473 /* Check moving targets */
2476 /* Accept reasonable targets */
2477 if (target_able(target_who))
2479 monster_type *m_ptr = &m_list[target_who];
2481 /* Acquire monster location */
2482 target_row = m_ptr->fy;
2483 target_col = m_ptr->fx;
2490 /* Assume no target */
2496 * Sorting hook -- comp function -- by "distance to player"
2498 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2499 * and sort the arrays by double-distance to the player.
2501 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2503 POSITION *x = (POSITION*)(u);
2504 POSITION *y = (POSITION*)(v);
2506 POSITION da, db, kx, ky;
2508 /* Absolute distance components */
2509 kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
2510 ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
2512 /* Approximate Double Distance to the first point */
2513 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2515 /* Absolute distance components */
2516 kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
2517 ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
2519 /* Approximate Double Distance to the first point */
2520 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2522 /* Compare the distances */
2528 * Sorting hook -- comp function -- by importance level of grids
2530 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2531 * and sort the arrays by level of monster
2533 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2535 POSITION *x = (POSITION*)(u);
2536 POSITION *y = (POSITION*)(v);
2537 cave_type *ca_ptr = &cave[y[a]][x[a]];
2538 cave_type *cb_ptr = &cave[y[b]][x[b]];
2539 monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2540 monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2541 monster_race *ap_ra_ptr, *ap_rb_ptr;
2543 /* The player grid */
2544 if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
2545 if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
2547 /* Extract monster race */
2548 if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2549 else ap_ra_ptr = NULL;
2550 if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2551 else ap_rb_ptr = NULL;
2553 if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2554 if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2556 /* Compare two monsters */
2557 if (ap_ra_ptr && ap_rb_ptr)
2559 /* Unique monsters first */
2560 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2561 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2563 /* Shadowers first (あやしい影) */
2564 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2565 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2567 /* Unknown monsters first */
2568 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2569 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2571 /* Higher level monsters first (if known) */
2572 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2574 if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2575 if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2578 /* Sort by index if all conditions are same */
2579 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2580 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2583 /* An object get higher priority */
2584 if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2585 if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2587 /* Priority from the terrain */
2588 if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2589 if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2591 /* If all conditions are same, compare distance */
2592 return ang_sort_comp_distance(u, v, a, b);
2597 * Sorting hook -- swap function -- by "distance to player"
2599 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2600 * and sort the arrays by distance to the player.
2602 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2604 POSITION *x = (POSITION*)(u);
2605 POSITION *y = (POSITION*)(v);
2623 * Hack -- help "select" a location (see below)
2625 static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
2628 POSITION x2, y2, x3, y3, x4, y4;
2629 POSITION_IDX b_i = -1, b_v = 9999;
2632 /* Scan the locations */
2633 for (i = 0; i < temp_n; i++)
2639 /* Directed distance */
2643 /* Verify quadrant */
2644 if (dx && (x3 * dx <= 0)) continue;
2645 if (dy && (y3 * dy <= 0)) continue;
2647 /* Absolute distance */
2651 /* Verify quadrant */
2652 if (dy && !dx && (x4 > y4)) continue;
2653 if (dx && !dy && (y4 > x4)) continue;
2655 /* Approximate Double Distance */
2656 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2658 /* Penalize location */
2661 if ((b_i >= 0) && (v >= b_v)) continue;
2671 * Hack -- determine if a given location is "interesting"
2673 static bool target_set_accept(POSITION y, POSITION x)
2676 OBJECT_IDX this_o_idx, next_o_idx = 0;
2679 if (!(in_bounds(y, x))) return (FALSE);
2681 /* Player grid is always interesting */
2682 if (player_bold(y, x)) return (TRUE);
2684 /* Handle hallucination */
2685 if (p_ptr->image) return (FALSE);
2687 /* Examine the grid */
2688 c_ptr = &cave[y][x];
2690 /* Visible monsters */
2693 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2695 /* Visible monsters */
2696 if (m_ptr->ml) return (TRUE);
2699 /* Scan all objects in the grid */
2700 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2703 o_ptr = &o_list[this_o_idx];
2705 /* Acquire next object */
2706 next_o_idx = o_ptr->next_o_idx;
2708 /* Memorized object */
2709 if (o_ptr->marked & OM_FOUND) return (TRUE);
2712 /* Interesting memorized features */
2713 if (c_ptr->info & (CAVE_MARK))
2715 /* Notice object features */
2716 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2718 /* Feature code (applying "mimic" field) */
2719 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
2727 * Prepare the "temp" array for "target_set"
2729 * Return the number of target_able monsters in the set.
2731 static void target_set_prepare(BIT_FLAGS mode)
2734 POSITION min_hgt, max_hgt, min_wid, max_wid;
2736 if (mode & TARGET_KILL)
2739 min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
2740 max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
2741 min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
2742 max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
2744 else /* not targetting */
2747 min_hgt = panel_row_min;
2748 max_hgt = panel_row_max;
2749 min_wid = panel_col_min;
2750 max_wid = panel_col_max;
2753 /* Reset "temp" array */
2756 /* Scan the current panel */
2757 for (y = min_hgt; y <= max_hgt; y++)
2759 for (x = min_wid; x <= max_wid; x++)
2763 /* Require "interesting" contents */
2764 if (!target_set_accept(y, x)) continue;
2766 c_ptr = &cave[y][x];
2768 /* Require target_able monsters for "TARGET_KILL" */
2769 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2771 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2773 /* Save the location */
2780 /* Set the sort hooks */
2781 if (mode & (TARGET_KILL))
2783 /* Target the nearest monster for shooting */
2784 ang_sort_comp = ang_sort_comp_distance;
2785 ang_sort_swap = ang_sort_swap_distance;
2789 /* Look important grids first in Look command */
2790 ang_sort_comp = ang_sort_comp_importance;
2791 ang_sort_swap = ang_sort_swap_distance;
2794 /* Sort the positions */
2795 ang_sort(temp_x, temp_y, temp_n);
2797 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2802 temp_y[0] = temp_y[1];
2805 temp_x[0] = temp_x[1];
2810 void target_set_prepare_look(void){
2811 target_set_prepare(TARGET_LOOK);
2816 * Evaluate number of kill needed to gain level
2818 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
2820 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2822 s32b exp_mon, exp_adv;
2823 u32b exp_mon_frac, exp_adv_frac;
2825 if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
2830 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
2840 /* The monster's experience point (assuming average monster speed) */
2841 exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
2843 s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
2846 /* Total experience value for next level */
2847 exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
2849 s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
2851 /* Experience value need to get */
2852 s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
2855 /* You need to kill at least one monster to get any experience */
2856 s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2857 s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
2859 /* Extract number of monsters needed */
2860 s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2862 /* If 999 or more monsters needed, only display "999". */
2863 num = MIN(999, exp_adv_frac);
2865 /* Display the number */
2866 sprintf(buf,"%03ld", (long int)num);
2870 bool show_gold_on_floor = FALSE;
2873 * Examine a grid, return a keypress.
2875 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
2876 * indicates that the "space" key should scan through the contents
2877 * of the grid, instead of simply returning immediately. This lets
2878 * the "look" command get complete information, without making the
2879 * "target" command annoying.
2881 * The "info" argument contains the "commands" which should be shown
2882 * inside the "[xxx]" text. This string must never be empty, or grids
2883 * containing monsters will be displayed with an extra comma.
2885 * Note that if a monster is in the grid, we update both the monster
2886 * recall info and the health bar info to track that monster.
2888 * Eventually, we may allow multiple objects per grid, or objects
2889 * and terrain features in the same grid.
2891 * This function must handle blindness/hallucination.
2893 static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
2895 cave_type *c_ptr = &cave[y][x];
2896 OBJECT_IDX this_o_idx, next_o_idx = 0;
2897 cptr s1 = "", s2 = "", s3 = "", x_info = "";
2900 feature_type *f_ptr;
2901 char query = '\001';
2902 char out_val[MAX_NLEN+80];
2903 OBJECT_IDX floor_list[23];
2904 ITEM_NUMBER floor_num = 0;
2906 /* Scan all objects in the grid */
2909 floor_num = scan_floor(floor_list, y, x, 0x02);
2913 x_info = _("x物 ", "x,");
2917 /* Hack -- under the player */
2918 if (player_bold(y, x))
2934 s1 = _("ターゲット:", "Target:");
2937 /* Hack -- hallucination */
2940 cptr name = _("何か奇妙な物", "something strange");
2942 /* Display a message */
2944 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
2946 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
2950 move_cursor_relative(y, x);
2953 /* Stop on everything but "return" */
2954 if ((query != '\r') && (query != '\n')) return query;
2956 /* Repeat forever */
2961 /* Actual monsters */
2962 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
2964 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2965 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2967 bool recall = FALSE;
2972 /* Get the monster name ("a kobold") */
2973 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2975 /* Hack -- track this monster race */
2976 monster_race_track(m_ptr->ap_r_idx);
2978 /* Hack -- health bar for this monster */
2979 health_track(c_ptr->m_idx);
2981 /* Hack -- handle stuff */
2995 /* Recall on screen */
2996 screen_roff(m_ptr->ap_r_idx, 0);
2998 /* Hack -- Complete the prompt (again) */
2999 Term_addstr(-1, TERM_WHITE, format(_(" [r思 %s%s]", " [r,%s%s]"), x_info, info));
3007 /* Normal commands */
3008 if (query != 'r') break;
3013 /* Cleare recall text and repeat */
3019 /* Describe, and prompt for recall */
3020 evaluate_monster_exp(acount, m_ptr);
3023 sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
3025 sprintf(out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, s1, s2, s3, m_name, look_mon_desc(m_ptr, 0x01), x_info, info);
3031 move_cursor_relative(y, x);
3036 /* Normal commands */
3037 if (query != 'r') break;
3043 /* Always stop at "normal" keys */
3044 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3046 /* Sometimes stop at "space" key */
3047 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3049 /* Change the intro */
3050 s1 = _("それは", "It is ");
3052 /* Hack -- take account of gender */
3053 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
3054 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
3056 /* Use a preposition */
3065 /* Scan all objects being carried */
3066 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3068 char o_name[MAX_NLEN];
3071 o_ptr = &o_list[this_o_idx];
3073 /* Acquire next object */
3074 next_o_idx = o_ptr->next_o_idx;
3076 /* Obtain an object description */
3077 object_desc(o_name, o_ptr, 0);
3080 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3082 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3086 move_cursor_relative(y, x);
3089 /* Always stop at "normal" keys */
3090 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3092 /* Sometimes stop at "space" key */
3093 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3095 /* Change the intro */
3096 s2 = _("をまた", "also carrying ");
3099 /* Use a preposition */
3116 char o_name[MAX_NLEN];
3119 o_ptr = &o_list[floor_list[0]];
3121 object_desc(o_name, o_ptr, 0);
3124 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3126 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3130 move_cursor_relative(y, x);
3139 /* Provide one cushion before item listing */
3142 /* Display rough information about items */
3144 sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]", s1, (int)floor_num, s2, s3, info);
3146 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]", s1, s2, s3, (int)floor_num, info);
3150 move_cursor_relative(y, x);
3155 /* No request for listing */
3156 if (query != 'x' && query != ' ') return query;
3160 /** Display list of items **/
3162 /* Continue scrolling list if requested */
3170 show_gold_on_floor = TRUE;
3171 (void)show_floor(0, y, x, &min_width);
3172 show_gold_on_floor = FALSE;
3176 sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]", s1, (int)floor_num, s2, s3, info);
3178 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]", s1, s2, s3, (int)floor_num, info);
3185 /* Exit unless 'Enter' */
3186 if (query != '\n' && query != '\r')
3191 /* Get the object being moved. */
3192 o_idx = c_ptr->o_idx;
3194 /* Only rotate a pile of two or more objects. */
3195 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3197 /* Remove the first object from the list. */
3198 excise_object_idx(o_idx);
3200 /* Find end of the list. */
3202 while (o_list[i].next_o_idx)
3203 i = o_list[i].next_o_idx;
3205 /* Add after the last object. */
3206 o_list[i].next_o_idx = o_idx;
3208 /* Loop and re-display the list */
3215 /* Scan all objects in the grid */
3216 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3219 o_ptr = &o_list[this_o_idx];
3221 /* Acquire next object */
3222 next_o_idx = o_ptr->next_o_idx;
3225 if (o_ptr->marked & OM_FOUND)
3227 char o_name[MAX_NLEN];
3232 /* Obtain an object description */
3233 object_desc(o_name, o_ptr, 0);
3236 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3238 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3242 move_cursor_relative(y, x);
3245 /* Always stop at "normal" keys */
3246 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3248 /* Sometimes stop at "space" key */
3249 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3251 /* Change the intro */
3252 s1 = _("それは", "It is ");
3255 if (o_ptr->number != 1) s1 = _("それらは", "They are ");
3269 /* Feature code (applying "mimic" field) */
3270 feat = get_feat_mimic(c_ptr);
3272 /* Require knowledge about grid, or ability to see grid */
3273 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3275 /* Forget feature */
3279 f_ptr = &f_info[feat];
3281 /* Terrain feature if needed */
3282 if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3286 /* Hack -- special handling for quest entrances */
3287 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3289 /* Set the quest number temporary */
3290 IDX old_quest = p_ptr->inside_quest;
3293 /* Clear the text */
3294 for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3295 quest_text_line = 0;
3297 p_ptr->inside_quest = c_ptr->special;
3299 /* Get the quest text */
3300 init_flags = INIT_NAME_ONLY;
3302 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3304 name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"),
3305 quest[c_ptr->special].name, quest[c_ptr->special].level);
3307 /* Reset the old quest number */
3308 p_ptr->inside_quest = old_quest;
3311 /* Hack -- special handling for building doors */
3312 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3314 name = building[f_ptr->subtype].name;
3316 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3318 name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3320 else if (have_flag(f_ptr->flags, FF_TOWN))
3322 name = town[c_ptr->special].name;
3324 else if (p_ptr->wild_mode && (feat == feat_floor))
3326 name = _("道", "road");
3330 name = f_name + f_ptr->name;
3336 ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3337 (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3338 have_flag(f_ptr->flags, FF_TOWN)))
3340 s2 = _("の中", "in ");
3343 /* Hack -- special introduction for store & building doors -KMW- */
3344 if (have_flag(f_ptr->flags, FF_STORE) ||
3345 have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3346 (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3347 have_flag(f_ptr->flags, FF_ENTRANCE))
3356 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3357 have_flag(f_ptr->flags, FF_TOWN) ||
3358 have_flag(f_ptr->flags, FF_SHALLOW) ||
3359 have_flag(f_ptr->flags, FF_DEEP))
3365 /* Pick proper indefinite article */
3366 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3370 /* Display a message */
3374 if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3375 else sprintf(f_idx_str, "%d", c_ptr->feat);
3377 sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x, travel.cost[y][x]);
3379 sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x);
3384 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3386 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3390 move_cursor_relative(y, x);
3393 /* Always stop at "normal" keys */
3394 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3397 /* Stop on everything but "return" */
3398 if ((query != '\r') && (query != '\n')) return query;
3400 /* Repeat forever */
3406 * Handle "target" and "look".
3408 * Note that this code can be called from "get_aim_dir()".
3410 * All locations must be on the current panel. Consider the use of
3411 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3412 * some form of "scrolling" the map around the cursor.
3413 * That is, consider the possibility of "auto-scrolling" the screen
3414 * while the cursor moves around. This may require changes in the
3415 * "update_monster()" code to allow "visibility" even if off panel, and
3416 * may require dynamic recalculation of the "temp" grid set.
3418 * Hack -- targeting/observing an "outer border grid" may induce
3419 * problems, so this is not currently allowed.
3421 * The player can use the direction keys to move among "interesting"
3422 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3423 * move through the "interesting" grids in a sequential manner, or
3424 * can enter "location" mode, and use the direction keys to move one
3425 * grid at a time in any direction. The "t" (set target) command will
3426 * only target a monster (as opposed to a location) if the monster is
3427 * target_able and the "interesting" mode is being used.
3429 * The current grid is described using the "look" method above, and
3430 * a new command may be entered at any time, but note that if the
3431 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3432 * where "space" has no obvious meaning) then "space" will scan
3433 * through the description of the current grid until done, instead
3434 * of immediately jumping to the next "interesting" grid. This
3435 * allows the "target" command to retain its old semantics.
3437 * The "*", "+", and "-" keys may always be used to jump immediately
3438 * to the next (or previous) interesting grid, in the proper mode.
3440 * The "return" key may always be used to scan through a complete
3441 * grid description (forever).
3443 * This command will cancel any old target, even if used from
3444 * inside the "look" command.
3446 bool target_set(BIT_FLAGS mode)
3449 POSITION y = p_ptr->y;
3450 POSITION x = p_ptr->x;
3462 get_screen_size(&wid, &hgt);
3468 /* Cancel tracking */
3469 /* health_track(0); */
3471 if (rogue_like_commands)
3480 /* Prepare the "temp" array */
3481 target_set_prepare(mode);
3483 /* Start near the player */
3489 /* Interesting grids */
3496 change_panel_xy(y, x);
3498 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3501 c_ptr = &cave[y][x];
3504 if (target_able(c_ptr->m_idx))
3506 strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
3509 /* Dis-allow target */
3512 strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
3518 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3519 los(p_ptr->y, p_ptr->x, y, x),
3520 projectable(p_ptr->y, p_ptr->x, y, x));
3521 strcat(info, cheatinfo);
3524 /* Describe and Prompt */
3526 query = target_set_aux(y, x, mode, info);
3530 /* Cancel tracking */
3531 /* health_track(0); */
3533 /* Assume no "direction" */
3538 if (query == '\r') query = 't';
3556 if (target_able(c_ptr->m_idx))
3558 health_track(c_ptr->m_idx);
3559 target_who = c_ptr->m_idx;
3578 if (!expand_list) done = TRUE;
3588 if (!expand_list) done = TRUE;
3595 /* Recenter the map around the player */
3598 p_ptr->update |= (PU_MONSTERS);
3600 p_ptr->redraw |= (PR_MAP);
3602 p_ptr->window |= (PW_OVERHEAD);
3607 /* Recalculate interesting grids */
3608 target_set_prepare(mode);
3627 if(query == same_key)
3632 if (!expand_list) done = TRUE;
3637 /* Extract the action (if any) */
3638 d = get_keymap_dir(query);
3645 /* Hack -- move around */
3648 /* Modified to scroll to monster */
3649 POSITION y2 = panel_row_min;
3650 POSITION x2 = panel_col_min;
3652 /* Find a new monster */
3653 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3655 /* Request to target past last interesting grid */
3656 while (flag && (i < 0))
3658 /* Note the change */
3659 if (change_panel(ddy[d], ddx[d]))
3664 /* Recalculate interesting grids */
3665 target_set_prepare(mode);
3667 /* Look at interesting grids */
3670 /* Find a new monster */
3671 i = target_pick(v, u, ddy[d], ddx[d]);
3677 /* Nothing interesting */
3683 /* Restore previous position */
3686 panel_bounds_center();
3688 p_ptr->update |= (PU_MONSTERS);
3690 p_ptr->redraw |= (PR_MAP);
3692 p_ptr->window |= (PW_OVERHEAD);
3697 /* Recalculate interesting grids */
3698 target_set_prepare(mode);
3700 /* Look at boring grids */
3707 /* Do not move horizontally if unnecessary */
3708 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3709 ((x > panel_col_min + wid / 2) && (dx < 0)))
3714 /* Do not move vertically if unnecessary */
3715 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3716 ((y > panel_row_min + hgt / 2) && (dy < 0)))
3721 /* Apply the motion */
3722 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3723 (x >= panel_col_min+wid) || (x < panel_col_min))
3725 if (change_panel(dy, dx)) target_set_prepare(mode);
3728 /* Slide into legality */
3729 if (x >= cur_wid-1) x = cur_wid - 2;
3730 else if (x <= 0) x = 1;
3732 /* Slide into legality */
3733 if (y >= cur_hgt-1) y = cur_hgt- 2;
3734 else if (y <= 0) y = 1;
3743 /* Arbitrary grids */
3746 bool move_fast = FALSE;
3748 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3751 c_ptr = &cave[y][x];
3753 /* Default prompt */
3754 strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
3759 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3760 los(p_ptr->y, p_ptr->x, y, x),
3761 projectable(p_ptr->y, p_ptr->x, y, x));
3762 strcat(info, cheatinfo);
3765 /* Describe and Prompt (enable "TARGET_LOOK") */
3766 while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
3768 /* Cancel tracking */
3769 /* health_track(0); */
3771 /* Assume no direction */
3776 if (query == '\r') query = 't';
3779 /* Analyze the keypress */
3803 /* Recenter the map around the player */
3806 p_ptr->update |= (PU_MONSTERS);
3808 p_ptr->redraw |= (PR_MAP);
3810 p_ptr->window |= (PW_OVERHEAD);
3815 /* Recalculate interesting grids */
3816 target_set_prepare(mode);
3838 /* Pick a nearby monster */
3839 for (i = 0; i < temp_n; i++)
3841 t = distance(y, x, temp_y[i], temp_x[i]);
3851 /* Nothing interesting */
3852 if (bd == 999) flag = FALSE;
3859 /* Extract the action (if any) */
3860 d = get_keymap_dir(query);
3862 /* XTRA HACK MOVEFAST */
3863 if (isupper(query)) move_fast = TRUE;
3870 /* Handle "direction" */
3876 /* XTRA HACK MOVEFAST */
3879 int mag = MIN(wid / 2, hgt / 2);
3889 /* Do not move horizontally if unnecessary */
3890 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3891 ((x > panel_col_min + wid / 2) && (dx < 0)))
3896 /* Do not move vertically if unnecessary */
3897 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3898 ((y > panel_row_min + hgt / 2) && (dy < 0)))
3903 /* Apply the motion */
3904 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
3905 (x >= panel_col_min + wid) || (x < panel_col_min))
3907 if (change_panel(dy, dx)) target_set_prepare(mode);
3910 /* Slide into legality */
3911 if (x >= cur_wid-1) x = cur_wid - 2;
3912 else if (x <= 0) x = 1;
3914 /* Slide into legality */
3915 if (y >= cur_hgt-1) y = cur_hgt- 2;
3916 else if (y <= 0) y = 1;
3924 /* Clear the top line */
3927 /* Recenter the map around the player */
3930 p_ptr->update |= (PU_MONSTERS);
3932 p_ptr->redraw |= (PR_MAP);
3934 p_ptr->window |= (PW_OVERHEAD);
3939 /* Failure to set target */
3940 if (!target_who) return (FALSE);
3948 * Get an "aiming direction" from the user.
3950 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
3951 * "0" for "current target", and "-1" for "entry aborted".
3953 * Note that "Force Target", if set, will pre-empt user interaction,
3954 * if there is a usable target already set.
3956 * Note that confusion over-rides any (explicit?) user choice.
3958 bool get_aim_dir(DIRECTION *dp)
3967 /* Global direction */
3970 /* Hack -- auto-target if requested */
3971 if (use_old_target && target_okay()) dir = 5;
3973 if (repeat_pull(&code))
3978 if (!(code == 5 && !target_okay()))
3980 /* return (TRUE); */
3981 dir = (DIRECTION)code;
3984 *dp = (DIRECTION)code;
3986 /* Ask until satisfied */
3989 /* Choose a prompt */
3992 p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
3996 p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
3999 /* Get a command (or Cancel) */
4000 if (!get_com(p, &command, TRUE)) break;
4004 if (command == '\r') command = 't';
4007 /* Convert various keys to "standard" keys */
4010 /* Use current target */
4021 /* Set new target */
4026 if (target_set(TARGET_KILL)) dir = 5;
4032 /* Extract the action (if any) */
4033 dir = get_keymap_dir(command);
4039 /* Verify requested targets */
4040 if ((dir == 5) && !target_okay()) dir = 0;
4049 project_length = 0; /* reset to default */
4053 /* Save the direction */
4056 /* Check for confusion */
4057 if (p_ptr->confused)
4059 /* Random direction */
4060 dir = ddd[randint0(8)];
4063 /* Notice confusion */
4064 if (command_dir != dir)
4067 msg_print(_("あなたは混乱している。", "You are confused."));
4070 /* Save direction */
4073 /* repeat_push(dir); */
4074 repeat_push((COMMAND_CODE)command_dir);
4076 /* A "valid" direction was entered */
4081 bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
4089 /* Global direction */
4092 if (repeat_pull(&code))
4094 dir = (DIRECTION)code;
4095 /* return (TRUE); */
4097 *dp = (DIRECTION)code;
4101 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4105 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4108 /* Get a direction */
4113 /* Get a command (or Cancel) */
4114 if (!get_com(prompt, &ch, TRUE)) break;
4117 if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4123 /* Look up the direction */
4124 dir = get_keymap_dir(ch);
4130 /* Prevent weirdness */
4131 if ((dir == 5) && (!allow_under)) dir = 0;
4134 if (!dir) return (FALSE);
4136 /* Save desired direction */
4139 /* Apply "confusion" */
4140 if (p_ptr->confused)
4142 /* Standard confusion */
4143 if (randint0(100) < 75)
4145 /* Random direction */
4146 dir = ddd[randint0(8)];
4149 else if (p_ptr->riding && with_steed)
4151 monster_type *m_ptr = &m_list[p_ptr->riding];
4152 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4154 if (MON_CONFUSED(m_ptr))
4156 /* Standard confusion */
4157 if (randint0(100) < 75)
4159 /* Random direction */
4160 dir = ddd[randint0(8)];
4163 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4165 /* Random direction */
4166 dir = ddd[randint0(8)];
4168 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4170 /* Random direction */
4171 dir = ddd[randint0(8)];
4175 /* Notice confusion */
4176 if (command_dir != dir)
4178 if (p_ptr->confused)
4181 msg_print(_("あなたは混乱している。", "You are confused."));
4186 monster_type *m_ptr = &m_list[p_ptr->riding];
4188 monster_desc(m_name, m_ptr, 0);
4189 if (MON_CONFUSED(m_ptr))
4191 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4195 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4200 /* Save direction */
4203 /* repeat_push(dir); */
4204 repeat_push((COMMAND_CODE)command_dir);
4211 * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4212 * and place it into "command_dir", unless we already have one.
4214 * This function should be used for all "repeatable" commands, such as
4215 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4216 * as all commands which must reference a grid adjacent to the player,
4217 * and which may not reference the grid under the player. Note that,
4218 * for example, it is no longer possible to "disarm" or "open" chests
4219 * in the same grid as the player.
4221 * Direction "5" is illegal and will (cleanly) abort the command.
4223 * This function tracks and uses the "global direction", and uses
4224 * that as the "desired direction", to which "confusion" is applied.
4226 bool get_rep_dir(DIRECTION *dp, bool under)
4234 /* Global direction */
4237 if (repeat_pull(&code))
4239 dir = (DIRECTION)code;
4240 /* return (TRUE); */
4242 *dp = (DIRECTION)code;
4246 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4250 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4253 /* Get a direction */
4258 /* Get a command (or Cancel) */
4259 if (!get_com(prompt, &ch, TRUE)) break;
4262 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4268 /* Look up the direction */
4269 dir = get_keymap_dir(ch);
4275 /* Prevent weirdness */
4276 if ((dir == 5) && (!under)) dir = 0;
4279 if (!dir) return (FALSE);
4281 /* Save desired direction */
4284 /* Apply "confusion" */
4285 if (p_ptr->confused)
4287 /* Standard confusion */
4288 if (randint0(100) < 75)
4290 /* Random direction */
4291 dir = ddd[randint0(8)];
4294 else if (p_ptr->riding)
4296 monster_type *m_ptr = &m_list[p_ptr->riding];
4297 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4299 if (MON_CONFUSED(m_ptr))
4301 /* Standard confusion */
4302 if (randint0(100) < 75)
4304 /* Random direction */
4305 dir = ddd[randint0(8)];
4308 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4310 /* Random direction */
4311 dir = ddd[randint0(8)];
4313 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4315 /* Random direction */
4316 dir = ddd[randint0(8)];
4320 /* Notice confusion */
4321 if (command_dir != dir)
4323 if (p_ptr->confused)
4326 msg_print(_("あなたは混乱している。", "You are confused."));
4331 monster_type *m_ptr = &m_list[p_ptr->riding];
4333 monster_desc(m_name, m_ptr, 0);
4334 if (MON_CONFUSED(m_ptr))
4336 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4340 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4345 /* Save direction */
4348 /* repeat_push(dir); */
4349 repeat_push((COMMAND_CODE)command_dir);
4355 void gain_level_reward(int chosen_reward)
4359 char wrath_reason[32] = "";
4360 int nasty_chance = 6;
4361 OBJECT_TYPE_VALUE dummy = 0;
4362 OBJECT_SUBTYPE_VALUE dummy2 = 0;
4365 char o_name[MAX_NLEN];
4371 if (multi_rew) return;
4372 else multi_rew = TRUE;
4376 if (p_ptr->lev == 13) nasty_chance = 2;
4377 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4378 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4380 if (one_in_(nasty_chance))
4381 type = randint1(20); /* Allow the 'nasty' effects */
4383 type = randint1(15) + 5; /* Or disallow them */
4385 if (type < 1) type = 1;
4386 if (type > 20) type = 20;
4390 sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
4392 effect = chaos_rewards[p_ptr->chaos_patron][type];
4394 if (one_in_(6) && !chosen_reward)
4396 msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]);
4397 (void)gain_random_mutation(0);
4398 reward = _("変異した。", "mutation");
4402 switch (chosen_reward ? chosen_reward : effect)
4407 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4408 msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
4411 reward = _("変異した。", "polymorphing");
4416 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4417 msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
4419 if (p_ptr->prace == RACE_ANDROID)
4421 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4423 else if (p_ptr->exp < PY_MAX_EXP)
4425 s32b ee = (p_ptr->exp / 2) + 10;
4426 if (ee > 100000L) ee = 100000L;
4427 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4430 reward = _("経験値を得た", "experience");
4436 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4437 msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
4439 if (p_ptr->prace == RACE_ANDROID)
4441 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4445 lose_exp(p_ptr->exp / 6);
4446 reward = _("経験値を失った。", "losing experience");
4452 msg_format("%sの声がささやいた:",
4453 chaos_patrons[p_ptr->chaos_patron]);
4455 msg_format("The voice of %s whispers:",
4456 chaos_patrons[p_ptr->chaos_patron]);
4459 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4461 acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
4462 reward = _("上質なアイテムを手に入れた。", "a good item");
4467 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4468 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4470 acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
4471 reward = _("高級品のアイテムを手に入れた。", "an excellent item");
4476 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4477 msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
4480 switch (randint1(p_ptr->lev))
4486 dummy2 = SV_MAIN_GAUCHE;
4495 dummy2 = SV_SMALL_SWORD;
4498 dummy2 = SV_BASILLARD;
4500 case 11: case 12: case 13:
4501 dummy2 = SV_SHORT_SWORD;
4507 dummy2 = SV_CUTLASS;
4510 dummy2 = SV_WAKIZASHI;
4513 dummy2 = SV_KHOPESH;
4519 dummy2 = SV_BROAD_SWORD;
4522 dummy2 = SV_LONG_SWORD;
4525 dummy2 = SV_SCIMITAR;
4528 dummy2 = SV_NINJATO;
4534 dummy2 = SV_BASTARD_SWORD;
4537 dummy2 = SV_GREAT_SCIMITAR;
4540 dummy2 = SV_CLAYMORE;
4543 dummy2 = SV_ESPADON;
4546 dummy2 = SV_TWO_HANDED_SWORD;
4549 dummy2 = SV_FLAMBERGE;
4552 dummy2 = SV_NO_DACHI;
4555 dummy2 = SV_EXECUTIONERS_SWORD;
4558 dummy2 = SV_ZWEIHANDER;
4561 dummy2 = SV_HAYABUSA;
4564 dummy2 = SV_BLADE_OF_CHAOS;
4567 object_prep(q_ptr, lookup_kind(dummy, dummy2));
4568 q_ptr->to_h = 3 + randint1(dun_level) % 10;
4569 q_ptr->to_d = 3 + randint1(dun_level) % 10;
4570 one_resistance(q_ptr);
4571 q_ptr->name2 = EGO_CHAOTIC;
4573 /* Drop it in the dungeon */
4574 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
4575 reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
4580 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4581 msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
4583 acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
4584 reward = _("上質なアイテムを手に入れた。", "good items");
4589 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4590 msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
4592 acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
4593 reward = _("高級品のアイテムを手に入れた。", "excellent items");
4598 msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
4600 msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
4603 msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
4605 (void)activate_ty_curse(FALSE, &count);
4606 reward = _("禍々しい呪いをかけられた。", "cursing");
4611 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4612 msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
4614 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4616 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4618 reward = _("モンスターを召喚された。", "summoning hostile monsters");
4624 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4625 msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
4627 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4628 reward = _("モンスターを召喚された。", "summoning many hostile monsters");
4634 msg_format("%sの声が響き渡った:",
4635 chaos_patrons[p_ptr->chaos_patron]);
4637 msg_format("The voice of %s booms out:",
4638 chaos_patrons[p_ptr->chaos_patron]);
4641 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4644 reward = _("カオスの力が渦巻いた。", "calling chaos");
4650 msg_format("%sの声が鳴り響いた:",
4651 chaos_patrons[p_ptr->chaos_patron]);
4653 msg_format("The voice of %s rings out:",
4654 chaos_patrons[p_ptr->chaos_patron]);
4657 msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
4659 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4660 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
4662 do_inc_stat(randint0(6));
4663 reward = _("能力値が上がった。", "increasing a stat");
4669 msg_format("%sの声が響き渡った:",
4670 chaos_patrons[p_ptr->chaos_patron]);
4672 msg_format("The voice of %s booms out:",
4673 chaos_patrons[p_ptr->chaos_patron]);
4676 msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
4678 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4679 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
4681 (void)do_dec_stat(randint0(6));
4682 reward = _("能力値が下がった。", "decreasing a stat");
4689 msg_format("%sの声が轟き渡った:",
4690 chaos_patrons[p_ptr->chaos_patron]);
4692 msg_format("The voice of %s thunders:",
4693 chaos_patrons[p_ptr->chaos_patron]);
4696 msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
4697 msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
4699 for (dummy = 0; dummy < 6; dummy++)
4701 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4703 reward = _("全能力値が下がった。", "decreasing all stats");
4708 msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
4709 chaos_patrons[p_ptr->chaos_patron]);
4711 reward = _("傷が変化した。", "polymorphing wounds");
4716 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4718 msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
4720 for (dummy = 0; dummy < 6; dummy++)
4722 (void)do_inc_stat(dummy);
4724 reward = _("全能力値が上がった。", "increasing all stats");
4729 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4730 msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
4732 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
4733 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
4734 reward = _("分解の球が発生した。", "generating disintegration ball");
4739 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4740 (void)restore_level();
4741 (void)restore_all_status();
4742 (void)true_healing(5000);
4743 reward = _("体力が回復した。", "healing");
4748 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4749 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4750 msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
4753 if (buki_motteruka(INVEN_LARM))
4756 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4758 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4759 (void)curse_weapon(FALSE, dummy);
4760 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4765 if (!inventory[INVEN_BODY].k_idx) break;
4766 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4767 msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
4769 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4770 (void)curse_armor();
4771 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4775 msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
4776 msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
4778 switch (randint1(4))
4781 (void)activate_ty_curse(FALSE, &count);
4782 reward = _("禍々しい呪いをかけられた。", "cursing");
4785 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4786 reward = _("モンスターを召喚された。", "summoning hostile monsters");
4791 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4793 if (buki_motteruka(INVEN_LARM))
4796 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4798 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4799 (void)curse_weapon(FALSE, dummy);
4800 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4804 if (!inventory[INVEN_BODY].k_idx) break;
4805 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4806 (void)curse_armor();
4807 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4811 for (dummy = 0; dummy < 6; dummy++)
4813 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4815 reward = _("全能力値が下がった。", "decreasing all stats");
4822 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
4823 msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
4825 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
4826 for (dummy = 0; dummy < 6; dummy++)
4828 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
4830 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4831 (void)activate_ty_curse(FALSE, &count);
4836 if (buki_motteruka(INVEN_RARM))
4839 if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
4841 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
4843 if (dummy) (void)curse_weapon(FALSE, dummy);
4845 if (one_in_(2)) (void)curse_armor();
4850 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4851 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4853 (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
4854 reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
4859 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4860 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4861 (void)symbol_genocide(0, FALSE);
4862 reward = _("モンスターが抹殺された。", "genociding monsters");
4867 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4868 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4870 (void)mass_genocide(0, FALSE);
4871 reward = _("モンスターが抹殺された。", "genociding nearby monsters");
4876 msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]);
4877 (void)dispel_monsters(p_ptr->lev * 4);
4882 msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
4887 msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
4889 if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
4890 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4892 reward = _("悪魔がペットになった。", "a demonic servant");
4897 msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
4899 if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
4900 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4902 reward = _("モンスターがペットになった。", "a servant");
4907 msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
4909 if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
4910 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4912 reward = _("アンデッドがペットになった。", "an undead servant");
4917 msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
4919 chaos_patrons[p_ptr->chaos_patron]);
4920 msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
4926 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
4932 * XAngband: determine if a given location is "interesting"
4933 * based on target_set_accept function.
4935 static bool tgt_pt_accept(POSITION y, POSITION x)
4940 if (!(in_bounds(y, x))) return (FALSE);
4942 /* Player grid is always interesting */
4943 if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
4945 /* Handle hallucination */
4946 if (p_ptr->image) return (FALSE);
4948 /* Examine the grid */
4949 c_ptr = &cave[y][x];
4951 /* Interesting memorized features */
4952 if (c_ptr->info & (CAVE_MARK))
4955 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
4956 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
4958 /* Notice quest features */
4959 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
4960 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
4968 * XAngband: Prepare the "temp" array for "tget_pt"
4969 * based on target_set_prepare funciton.
4971 static void tgt_pt_prepare(void)
4975 /* Reset "temp" array */
4978 if (!expand_list) return;
4980 /* Scan the current panel */
4981 for (y = 1; y < cur_hgt; y++)
4983 for (x = 1; x < cur_wid; x++)
4985 /* Require "interesting" contents */
4986 if (!tgt_pt_accept(y, x)) continue;
4988 /* Save the location */
4995 /* Target the nearest monster for shooting */
4996 ang_sort_comp = ang_sort_comp_distance;
4997 ang_sort_swap = ang_sort_swap_distance;
4999 /* Sort the positions */
5000 ang_sort(temp_x, temp_y, temp_n);
5004 * old -- from PsiAngband.
5006 bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
5011 bool success = FALSE;
5015 get_screen_size(&wid, &hgt);
5025 msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
5026 msg_flag = FALSE; /* prevents "-more-" message. */
5028 while ((ch != ESCAPE) && !success)
5030 bool move_fast = FALSE;
5032 move_cursor_relative(y, x);
5044 if (player_bold(y, x)) ch = 0;
5047 else success = TRUE;
5051 /* XAngband: Move cursor to stairs */
5054 if (expand_list && temp_n)
5057 int cx = (panel_col_min + panel_col_max) / 2;
5058 int cy = (panel_row_min + panel_row_max) / 2;
5062 /* Skip stairs which have defferent distance */
5063 for (; n < temp_n; ++ n)
5065 cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5067 if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5068 cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5075 if (n == temp_n) /* Loop out taget list */
5080 verify_panel(); /* Move cursor to player */
5082 p_ptr->update |= (PU_MONSTERS);
5084 p_ptr->redraw |= (PR_MAP);
5086 p_ptr->window |= (PW_OVERHEAD);
5091 else /* move cursor to next stair and change panel */
5096 dy = 2 * (y - cy) / hgt;
5097 dx = 2 * (x - cx) / wid;
5098 if (dy || dx) change_panel(dy, dx);
5104 /* Look up the direction */
5105 d = get_keymap_dir(ch);
5107 /* XTRA HACK MOVEFAST */
5108 if (isupper(ch)) move_fast = TRUE;
5110 /* Handle "direction" */
5116 /* XTRA HACK MOVEFAST */
5119 int mag = MIN(wid / 2, hgt / 2);
5129 /* Do not move horizontally if unnecessary */
5130 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5131 ((x > panel_col_min + wid / 2) && (dx < 0)))
5136 /* Do not move vertically if unnecessary */
5137 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5138 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5143 /* Apply the motion */
5144 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5145 (x >= panel_col_min + wid) || (x < panel_col_min))
5147 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5148 change_panel(dy, dx);
5151 /* Slide into legality */
5152 if (x >= cur_wid-1) x = cur_wid - 2;
5153 else if (x <= 0) x = 1;
5155 /* Slide into legality */
5156 if (y >= cur_hgt-1) y = cur_hgt- 2;
5157 else if (y <= 0) y = 1;
5164 /* Clear the top line */
5167 /* Recenter the map around the player */
5170 p_ptr->update |= (PU_MONSTERS);
5172 p_ptr->redraw |= (PR_MAP);
5174 p_ptr->window |= (PW_OVERHEAD);
5185 bool get_hack_dir(DIRECTION *dp)
5193 /* Global direction */
5196 /* (No auto-targeting) */
5198 /* Ask until satisfied */
5201 /* Choose a prompt */
5204 p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
5208 p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
5211 /* Get a command (or Cancel) */
5212 if (!get_com(p, &command, TRUE)) break;
5216 if (command == '\r') command = 't';
5219 /* Convert various keys to "standard" keys */
5222 /* Use current target */
5233 /* Set new target */
5238 if (target_set(TARGET_KILL)) dir = 5;
5244 /* Look up the direction */
5245 dir = get_keymap_dir(command);
5251 /* Verify requested targets */
5252 if ((dir == 5) && !target_okay()) dir = 0;
5259 if (!dir) return (FALSE);
5261 /* Save the direction */
5264 /* Check for confusion */
5265 if (p_ptr->confused)
5267 /* Random direction */
5268 dir = ddd[randint0(8)];
5271 /* Notice confusion */
5272 if (command_dir != dir)
5275 msg_print(_("あなたは混乱している。", "You are confused."));
5278 /* Save direction */
5281 /* A "valid" direction was entered */
5287 * エネルギーの増加量10d5を速く計算するための関数
5290 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5292 s16b gain_energy(void)
5295 s32b energy_result = 10;
5298 tmp = randint0(Go_no_JuuJou);
5300 for (i = 0; i < 9; i ++){
5301 energy_result += tmp % 5;
5305 return (s16b)(energy_result + tmp);
5310 * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
5311 * @param sval 射撃武器のアイテム副分類ID
5312 * @return 消費する基本エネルギー
5314 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
5316 ENERGY energy = 10000;
5318 /* Analyze the launcher */
5321 /* Sling and ammo */
5328 /* Short Bow and Arrow */
5335 /* Long Bow and Arrow */
5342 /* Bow of irresponsiblity and Arrow */
5349 /* Light Crossbow and Bolt */
5356 /* Heavy Crossbow and Bolt */
5371 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
5375 /* Analyze the launcher */
5378 /* Sling and ammo */
5385 /* Short Bow and Arrow */
5392 /* Long Bow and Arrow */
5399 /* Bow of irresponsiblity and Arrow */
5406 /* Light Crossbow and Bolt */
5413 /* Heavy Crossbow and Bolt */
5425 * Return alignment title
5427 cptr your_alignment(void)
5430 if (p_ptr->align > 150) return "大善";
5431 else if (p_ptr->align > 50) return "中善";
5432 else if (p_ptr->align > 10) return "小善";
5433 else if (p_ptr->align > -11) return "中立";
5434 else if (p_ptr->align > -51) return "小悪";
5435 else if (p_ptr->align > -151) return "中悪";
5438 if (p_ptr->align > 150) return "Lawful";
5439 else if (p_ptr->align > 50) return "Good";
5440 else if (p_ptr->align > 10) return "Neutral Good";
5441 else if (p_ptr->align > -11) return "Neutral";
5442 else if (p_ptr->align > -51) return "Neutral Evil";
5443 else if (p_ptr->align > -151) return "Evil";
5444 else return "Chaotic";
5450 * Return proficiency level of weapons and misc. skills (except riding)
5452 int weapon_exp_level(int weapon_exp)
5454 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5455 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5456 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5457 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
5458 else return EXP_LEVEL_MASTER;
5463 * Return proficiency level of riding
5465 int riding_exp_level(int riding_exp)
5467 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5468 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5469 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5470 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
5471 else return EXP_LEVEL_MASTER;
5476 * Return proficiency level of spells
5478 int spell_exp_level(int spell_exp)
5480 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5481 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5482 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5483 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
5484 else return EXP_LEVEL_MASTER;
5489 * Display a rumor and apply its effects
5492 IDX rumor_num(char *zz, IDX max_idx)
5494 if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
5495 return (IDX)atoi(zz);
5498 cptr rumor_bind_name(char *base, cptr fullname)
5502 s = strstr(base, "{Name}");
5506 v = format("%s%s%s", base, fullname, (s + 6));
5516 void display_rumor(bool ex)
5524 if (randint0(3) == 0) section = 1;
5527 err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
5528 get_rnd_line("rumors.txt", section, Rumor));
5529 if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
5533 if (strncmp(Rumor, "R:", 2) == 0)
5536 cptr rumor_msg = NULL;
5537 cptr rumor_eff_format = NULL;
5538 char fullname[1024] = "";
5540 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
5542 if (strcmp(zz[0], "ARTIFACT") == 0)
5546 object_type *q_ptr = &forge;
5547 artifact_type *a_ptr;
5551 a_idx = rumor_num(zz[1], max_a_idx);
5553 a_ptr = &a_info[a_idx];
5554 if (a_ptr->name) break;
5557 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
5558 object_prep(q_ptr, k_idx);
5559 q_ptr->name1 = a_idx;
5560 q_ptr->ident = IDENT_STORE;
5561 object_desc(fullname, q_ptr, OD_NAME_ONLY);
5563 else if (strcmp(zz[0], "MONSTER") == 0)
5566 monster_race *r_ptr;
5570 r_idx = rumor_num(zz[1], max_r_idx);
5571 r_ptr = &r_info[r_idx];
5572 if (r_ptr->name) break;
5575 strcpy(fullname, r_name + r_ptr->name);
5577 /* Remember this monster */
5578 if (!r_ptr->r_sights)
5583 else if (strcmp(zz[0], "DUNGEON") == 0)
5586 dungeon_info_type *d_ptr;
5590 d_idx = rumor_num(zz[1], max_d_idx);
5591 d_ptr = &d_info[d_idx];
5592 if (d_ptr->name) break;
5595 strcpy(fullname, d_name + d_ptr->name);
5597 if (!max_dlv[d_idx])
5599 max_dlv[d_idx] = d_ptr->mindepth;
5600 rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
5603 else if (strcmp(zz[0], "TOWN") == 0)
5610 t_idx = rumor_num(zz[1], NO_TOWN);
5611 if (town[t_idx].name) break;
5614 strcpy(fullname, town[t_idx].name);
5616 visit = (1L << (t_idx - 1));
5617 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
5619 p_ptr->visit |= visit;
5620 rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
5624 rumor_msg = rumor_bind_name(zz[2], fullname);
5625 msg_print(rumor_msg);
5626 if (rumor_eff_format)
5629 msg_format(rumor_eff_format, fullname);
5634 if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
5638 msg_format("%s", Rumor);