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破邪。まだ作ってる途中。
[hengbandforosx/hengbandosx.git] / src / xtra2.c
1 /* File: xtra2.c */
2
3 /* Purpose: effects of various "objects" */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15 #define REWARD_CHANCE 10
16
17
18 /*
19  * Advance experience levels and print experience
20  */
21 void check_experience(void)
22 {
23         int             i;
24         bool level_reward = FALSE;
25         bool level_mutation = FALSE;
26         bool level_inc_stat = FALSE;
27         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
28
29
30         /* Note current level */
31         i = p_ptr->lev;
32
33         /* Hack -- lower limit */
34         if (p_ptr->exp < 0) p_ptr->exp = 0;
35
36         /* Hack -- lower limit */
37         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
38
39         /* Hack -- upper limit */
40         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
41
42         /* Hack -- upper limit */
43         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
44
45         /* Hack -- maintain "max" experience */
46         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
47
48         /* Redraw experience */
49         p_ptr->redraw |= (PR_EXP);
50
51         /* Handle stuff */
52         handle_stuff();
53
54
55         /* Lose levels while possible */
56         while ((p_ptr->lev > 1) &&
57                (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
58         {
59                 /* Lose a level */
60                 p_ptr->lev--;
61                 lite_spot(py, px);
62
63                 /* Update some stuff */
64                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
65
66                 /* Redraw some stuff */
67                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
68
69                 /* Window stuff */
70                 p_ptr->window |= (PW_PLAYER);
71
72                 /* Handle stuff */
73                 handle_stuff();
74         }
75
76
77         /* Gain levels while possible */
78         while ((p_ptr->lev < PY_MAX_LEVEL) &&
79                (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
80         {
81                 /* Gain a level */
82                 p_ptr->lev++;
83                 lite_spot(py, px);
84
85                 /* Save the highest level */
86                 if (p_ptr->lev > p_ptr->max_plv)
87                 {
88                         p_ptr->max_plv = p_ptr->lev;
89
90                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
91                             (p_ptr->muta2 & MUT2_CHAOS_GIFT))
92                         {
93                                 level_reward = TRUE;
94                         }
95                         if (p_ptr->prace == RACE_BEASTMAN)
96                         {
97                                 if (one_in_(5)) level_mutation = TRUE;
98                         }
99                         level_inc_stat = TRUE;
100
101                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
102                 }
103
104                 /* Sound */
105                 sound(SOUND_LEVEL);
106
107                 /* Message */
108 #ifdef JP
109 msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
110 #else
111                 msg_format("Welcome to level %d.", p_ptr->lev);
112 #endif
113
114                 /* Update some stuff */
115                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
116
117                 /* Redraw some stuff */
118                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
119
120                 /* Window stuff */
121                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
122
123 #ifdef JP
124                 level_up = 1;
125 #endif
126                 /* Handle stuff */
127                 handle_stuff();
128
129 #ifdef JP
130                 level_up = 0;
131 #endif
132                 if (level_reward)
133                 {
134                         gain_level_reward(0);
135                         level_reward = FALSE;
136                 }
137
138                 if (level_inc_stat)
139                 {
140                         if(!(p_ptr->max_plv % 10))
141                         {
142                                 int choice;
143                                 screen_save();
144                                 while(1)
145                                 {
146                                         int n;
147                                         char tmp[32];
148
149 #ifdef JP
150                                         cnv_stat(p_ptr->stat_max[0], tmp);
151                                         prt(format("        a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14);
152                                         cnv_stat(p_ptr->stat_max[1], tmp);
153                                         prt(format("        b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14);
154                                         cnv_stat(p_ptr->stat_max[2], tmp);
155                                         prt(format("        c) ¸­¤µ (¸½ºßÃÍ %s)", tmp), 4, 14);
156                                         cnv_stat(p_ptr->stat_max[3], tmp);
157                                         prt(format("        d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14);
158                                         cnv_stat(p_ptr->stat_max[4], tmp);
159                                         prt(format("        e) Âѵנ(¸½ºßÃÍ %s)", tmp), 6, 14);
160                                         cnv_stat(p_ptr->stat_max[5], tmp);
161                                         prt(format("        f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14);
162                                         prt("", 8, 14);
163                                         prt("        ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14);
164 #else
165                                         cnv_stat(p_ptr->stat_max[0], tmp);
166                                         prt(format("        a) Str (cur %s)", tmp), 2, 14);
167                                         cnv_stat(p_ptr->stat_max[1], tmp);
168                                         prt(format("        b) Int (cur %s)", tmp), 3, 14);
169                                         cnv_stat(p_ptr->stat_max[2], tmp);
170                                         prt(format("        c) Wis (cur %s)", tmp), 4, 14);
171                                         cnv_stat(p_ptr->stat_max[3], tmp);
172                                         prt(format("        d) Dex (cur %s)", tmp), 5, 14);
173                                         cnv_stat(p_ptr->stat_max[4], tmp);
174                                         prt(format("        e) Con (cur %s)", tmp), 6, 14);
175                                         cnv_stat(p_ptr->stat_max[5], tmp);
176                                         prt(format("        f) Chr (cur %s)", tmp), 7, 14);
177                                         prt("", 8, 14);
178                                         prt("        Which stat do you want to raise?", 1, 14);
179 #endif
180                                         while(1)
181                                         {
182                                                 choice = inkey();
183                                                 if ((choice >= 'a') && (choice <= 'f')) break;
184                                         }
185                                         for(n = 0; n < 6; n++)
186                                                 if (n != choice - 'a')
187                                                         prt("",n+2,14);
188 #ifdef JP
189                                         if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
190 #else
191                                         if (get_check("Are you sure? ")) break;
192 #endif
193                                 }
194                                 do_inc_stat(choice - 'a');
195                                 screen_load();
196                         }
197                         else if(!(p_ptr->max_plv % 2))
198                                 do_inc_stat(randint0(6));
199                 }
200
201                 if (level_mutation)
202                 {
203 #ifdef JP
204 msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
205 #else
206                         msg_print("You feel different...");
207 #endif
208
209                         (void)gain_random_mutation(0);
210                         level_mutation = FALSE;
211                 }
212
213                 /* Update some stuff */
214                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
215
216                 /* Redraw some stuff */
217                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
218
219                 /* Window stuff */
220                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
221
222                 /* Handle stuff */
223                 handle_stuff();
224         }
225 }
226
227
228 /*
229  * Hack -- Return the "automatic coin type" of a monster race
230  * Used to allocate proper treasure when "Creeping coins" die
231  *
232  * XXX XXX XXX Note the use of actual "monster names"
233  */
234 static int get_coin_type(int r_idx)
235 {
236         monster_race    *r_ptr = &r_info[r_idx];
237
238         /* Analyze "coin" monsters */
239         if (r_ptr->d_char == '$')
240         {
241                 /* Look for textual clues */
242                 switch (r_idx)
243                 {
244                 case MON_COPPER_COINS: return (2);
245                 case MON_SILVER_COINS: return (5);
246                 case MON_GOLD_COINS: return (10);
247                 case MON_MITHRIL_COINS: return (16);
248                 case MON_ADAMANT_COINS: return (17);
249                 }
250         }
251
252         /* Assume nothing */
253         return (0);
254 }
255
256
257 /*
258  * Hack -- determine if a template is Cloak
259  */
260 static bool kind_is_cloak(int k_idx)
261 {
262         object_kind *k_ptr = &k_info[k_idx];
263
264         /* Analyze the item type */
265         if (k_ptr->tval == TV_CLOAK)
266         {
267                 return (TRUE);
268         }
269
270         /* Assume not good */
271         return (FALSE);
272 }
273
274
275 /*
276  * Hack -- determine if a template is Polearm
277  */
278 static bool kind_is_polearm(int k_idx)
279 {
280         object_kind *k_ptr = &k_info[k_idx];
281
282         /* Analyze the item type */
283         if (k_ptr->tval == TV_POLEARM)
284         {
285                 return (TRUE);
286         }
287
288         /* Assume not good */
289         return (FALSE);
290 }
291
292
293 /*
294  * Hack -- determine if a template is Sword
295  */
296 static bool kind_is_sword(int k_idx)
297 {
298         object_kind *k_ptr = &k_info[k_idx];
299
300         /* Analyze the item type */
301         if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
302         {
303                 return (TRUE);
304         }
305
306         /* Assume not good */
307         return (FALSE);
308 }
309
310
311 /*
312  * Hack -- determine if a template is Book
313  */
314 static bool kind_is_book(int k_idx)
315 {
316         object_kind *k_ptr = &k_info[k_idx];
317
318         /* Analyze the item type */
319         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_HAJA_BOOK))
320         {
321                 return (TRUE);
322         }
323
324         /* Assume not good */
325         return (FALSE);
326 }
327
328
329 /*
330  * Hack -- determine if a template is Good book
331  */
332 static bool kind_is_good_book(int k_idx)
333 {
334         object_kind *k_ptr = &k_info[k_idx];
335
336         /* Analyze the item type */
337         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_HAJA_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
338         {
339                 return (TRUE);
340         }
341
342         /* Assume not good */
343         return (FALSE);
344 }
345
346
347 /*
348  * Hack -- determine if a template is Armor
349  */
350 static bool kind_is_armor(int k_idx)
351 {
352         object_kind *k_ptr = &k_info[k_idx];
353
354         /* Analyze the item type */
355         if (k_ptr->tval == TV_HARD_ARMOR)
356         {
357                 return (TRUE);
358         }
359
360         /* Assume not good */
361         return (FALSE);
362 }
363
364
365 /*
366  * Check for "Quest" completion when a quest monster is killed or charmed.
367  */
368 void check_quest_completion(monster_type *m_ptr)
369 {
370         int i, j, y, x, ny, nx, i2, j2;
371
372         int quest_num;
373
374         bool create_stairs = FALSE;
375         bool reward = FALSE;
376
377         object_type forge;
378         object_type *q_ptr;
379
380         /* Get the location */
381         y = m_ptr->fy;
382         x = m_ptr->fx;
383
384         /* Inside a quest */
385         quest_num = p_ptr->inside_quest;
386
387         /* Search for an active quest on this dungeon level */
388         if (!quest_num)
389         {
390                 for (i = max_quests - 1; i > 0; i--)
391                 {
392                         /* Quest is not active */
393                         if (quest[i].status != QUEST_STATUS_TAKEN)
394                                 continue;
395
396                         /* Quest is not a dungeon quest */
397                         if (quest[i].flags & QUEST_FLAG_PRESET)
398                                 continue;
399
400                         /* Quest is not on this level */
401                         if ((quest[i].level != dun_level) &&
402                             (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
403                                 continue;
404
405                         /* Not a "kill monster" quest */
406                         if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
407                             (quest[i].type == QUEST_TYPE_FIND_EXIT))
408                                 continue;
409
410                         /* Interesting quest */
411                         if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
412                             (quest[i].type == QUEST_TYPE_KILL_ALL))
413                                 break;
414
415                         /* Interesting quest */
416                         if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
417                              (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
418                              (quest[i].type == QUEST_TYPE_RANDOM)) &&
419                              (quest[i].r_idx == m_ptr->r_idx))
420                                 break;
421                 }
422
423                 quest_num = i;
424         }
425
426         /* Handle the current quest */
427         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
428         {
429                 /* Current quest */
430                 i = quest_num;
431
432                 switch (quest[i].type)
433                 {
434                         case QUEST_TYPE_KILL_NUMBER:
435                         {
436                                 quest[i].cur_num++;
437
438                                 if (quest[i].cur_num >= quest[i].num_mon)
439                                 {
440                                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
441                                         /* completed quest */
442                                         quest[i].status = QUEST_STATUS_COMPLETED;
443                                         quest[i].complev = (byte)p_ptr->lev;
444
445                                         if (!(quest[i].flags & QUEST_FLAG_SILENT))
446                                         {
447 #ifdef JP
448 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
449 #else
450                                                 msg_print("You just completed your quest!");
451 #endif
452
453                                                 msg_print(NULL);
454                                         }
455
456                                         quest[i].cur_num = 0;
457                                 }
458                                 break;
459                         }
460                         case QUEST_TYPE_KILL_ALL:
461                         {
462                                 int number_mon = 0;
463
464                                 if (!is_hostile(m_ptr)) break;
465
466                                 /* Count all hostile monsters */
467                                 for (i2 = 0; i2 < cur_wid; ++i2)
468                                         for (j2 = 0; j2 < cur_hgt; j2++)
469                                                 if (cave[j2][i2].m_idx > 0)
470                                                         if (is_hostile(&m_list[cave[j2][i2].m_idx])) 
471                                                                 number_mon++;
472
473                                 if ((number_mon - 1) == 0)
474                                 {
475                                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
476                                         /* completed */
477                                         if (quest[i].flags & QUEST_FLAG_SILENT)
478                                         {
479                                                 quest[i].status = QUEST_STATUS_FINISHED;
480                                         }
481                                         else
482                                         {
483                                                 quest[i].status = QUEST_STATUS_COMPLETED;
484                                                 quest[i].complev = (byte)p_ptr->lev;
485 #ifdef JP
486 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
487 #else
488                                                 msg_print("You just completed your quest!");
489 #endif
490
491                                                 msg_print(NULL);
492                                         }
493                                 }
494                                 break;
495                         }
496                         case QUEST_TYPE_KILL_LEVEL:
497                         case QUEST_TYPE_RANDOM:
498                         {
499                                 /* Only count valid monsters */
500                                 if (quest[i].r_idx != m_ptr->r_idx)
501                                         break;
502
503                                 quest[i].cur_num++;
504
505                                 if (quest[i].cur_num >= quest[i].max_num)
506                                 {
507                                         if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
508                                         if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL);
509                                         /* completed quest */
510                                         quest[i].status = QUEST_STATUS_COMPLETED;
511                                         quest[i].complev = (byte)p_ptr->lev;
512                                         if (!(quest[i].flags & QUEST_FLAG_PRESET))
513                                         {
514                                                 create_stairs = TRUE;
515                                                 p_ptr->inside_quest = 0;
516                                         }
517
518                                         if (!quest[i].flags & QUEST_FLAG_SILENT)
519                                         {
520 #ifdef JP
521 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
522 #else
523                                                 msg_print("You just completed your quest!");
524 #endif
525
526                                                 msg_print(NULL);
527                                         }
528
529                                         /* Finish the two main quests without rewarding */
530                                         if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
531                                         {
532                                                 quest[i].status = QUEST_STATUS_FINISHED;
533                                         }
534
535                                         if (quest[i].type == QUEST_TYPE_RANDOM)
536                                         {
537                                                 reward = TRUE;
538                                                 quest[i].status = QUEST_STATUS_FINISHED;
539                                         }
540                                 }
541                                 break;
542                         }
543                         case QUEST_TYPE_KILL_ANY_LEVEL:
544                         {
545                                 quest[i].cur_num++;
546                                 if (quest[i].cur_num >= quest[i].max_num)
547                                 {
548                                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
549                                          /* completed quest */
550                                         quest[i].status = QUEST_STATUS_COMPLETED;
551                                         quest[i].complev = (byte)p_ptr->lev;
552
553                                         if (!quest[i].flags & QUEST_FLAG_SILENT)
554                                         {
555 #ifdef JP
556 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
557 #else
558                                                 msg_print("You just completed your quest!");
559 #endif
560
561                                                 msg_print(NULL);
562                                         }
563                                         quest[i].cur_num = 0;
564                                 }
565                                 break;
566                         }
567                 }
568         }
569
570         /* Create a magical staircase */
571         if (create_stairs)
572         {
573                 /* Stagger around */
574                 while (cave_perma_bold(y, x) || cave[y][x].o_idx)
575                 {
576                         /* Pick a location */
577                         scatter(&ny, &nx, y, x, 1, 0);
578
579                         /* Stagger */
580                         y = ny; x = nx;
581                 }
582
583                 /* Explain the staircase */
584 #ifdef JP
585 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
586 #else
587                 msg_print("A magical staircase appears...");
588 #endif
589
590
591                 /* Create stairs down */
592                 cave_set_feat(y, x, FEAT_MORE);
593
594                 /* Delete invisible trap */
595                 cave[y][x].info &= ~(CAVE_TRAP);
596
597                 /* Remember to update everything */
598                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS);
599         }
600
601         /*
602          * Drop quest reward
603          */
604         if (reward)
605         {
606                 for (j = 0; j < (dun_level / 15)+1; j++)
607                 {
608                         /* Get local object */
609                         q_ptr = &forge;
610
611                         /* Wipe the object */
612                         object_wipe(q_ptr);
613
614                         /* Make a great object */
615                         make_object(q_ptr, TRUE, TRUE);
616
617                         /* Drop it in the dungeon */
618                         (void)drop_near(q_ptr, -1, y, x);
619                 }
620         }
621 }
622
623 /*
624  * Handle the "death" of a monster.
625  *
626  * Disperse treasures centered at the monster location based on the
627  * various flags contained in the monster flags fields.
628  *
629  * Check for "Quest" completion when a quest monster is killed.
630  *
631  * Note that only the player can induce "monster_death()" on Uniques.
632  * Thus (for now) all Quest monsters should be Uniques.
633  *
634  * Note that monsters can now carry objects, and when a monster dies,
635  * it drops all of its objects, which may disappear in crowded rooms.
636  */
637 void monster_death(int m_idx, bool drop_item)
638 {
639         int i, j, y, x;
640
641         int dump_item = 0;
642         int dump_gold = 0;
643
644         int number = 0;
645
646         monster_type *m_ptr = &m_list[m_idx];
647
648         monster_race *r_ptr = &r_info[m_ptr->r_idx];
649
650         bool visible = (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE));
651
652         bool good = (r_ptr->flags1 & RF1_DROP_GOOD) ? TRUE : FALSE;
653         bool great = (r_ptr->flags1 & RF1_DROP_GREAT) ? TRUE : FALSE;
654
655         bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
656         bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
657         bool cloned = FALSE;
658         int force_coin = get_coin_type(m_ptr->r_idx);
659
660         object_type forge;
661         object_type *q_ptr;
662
663
664         if (world_monster) world_monster = FALSE;
665
666         /* Notice changes in view */
667         if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
668         {
669                 /* Update some things */
670                 p_ptr->update |= (PU_MON_LITE);
671         }
672
673         /* Get the location */
674         y = m_ptr->fy;
675         x = m_ptr->fx;
676
677         if (m_ptr->smart & SM_CLONED)
678                 cloned = TRUE;
679
680         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
681         {
682                 char m_name[80];
683
684                 monster_desc(m_name, m_ptr, 0x08);
685                 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
686         }
687
688         /* Let monsters explode! */
689         for (i = 0; i < 4; i++)
690         {
691                 if ((r_ptr->blow[i].method == RBM_EXPLODE) || (m_ptr->r_idx == MON_ROLENTO))
692                 {
693                         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
694                         int typ = GF_MISSILE;
695                         int d_dice = r_ptr->blow[i].d_dice;
696                         int d_side = r_ptr->blow[i].d_side;
697                         int damage = damroll(d_dice, d_side);
698
699                         switch (r_ptr->blow[i].effect)
700                         {
701                                 case RBE_HURT:      typ = GF_MISSILE; break;
702                                 case RBE_POISON:    typ = GF_POIS; break;
703                                 case RBE_UN_BONUS:  typ = GF_DISENCHANT; break;
704                                 case RBE_UN_POWER:  typ = GF_MISSILE; break; /* ToDo: Apply the correct effects */
705                                 case RBE_EAT_GOLD:  typ = GF_MISSILE; break;
706                                 case RBE_EAT_ITEM:  typ = GF_MISSILE; break;
707                                 case RBE_EAT_FOOD:  typ = GF_MISSILE; break;
708                                 case RBE_EAT_LITE:  typ = GF_MISSILE; break;
709                                 case RBE_ACID:      typ = GF_ACID; break;
710                                 case RBE_ELEC:      typ = GF_ELEC; break;
711                                 case RBE_FIRE:      typ = GF_FIRE; break;
712                                 case RBE_COLD:      typ = GF_COLD; break;
713                                 case RBE_BLIND:     typ = GF_MISSILE; break;
714                                 case RBE_CONFUSE:   typ = GF_CONFUSION; break;
715                                 case RBE_TERRIFY:   typ = GF_MISSILE; break;
716                                 case RBE_PARALYZE:  typ = GF_MISSILE; break;
717                                 case RBE_LOSE_STR:  typ = GF_MISSILE; break;
718                                 case RBE_LOSE_DEX:  typ = GF_MISSILE; break;
719                                 case RBE_LOSE_CON:  typ = GF_MISSILE; break;
720                                 case RBE_LOSE_INT:  typ = GF_MISSILE; break;
721                                 case RBE_LOSE_WIS:  typ = GF_MISSILE; break;
722                                 case RBE_LOSE_CHR:  typ = GF_MISSILE; break;
723                                 case RBE_LOSE_ALL:  typ = GF_MISSILE; break;
724                                 case RBE_SHATTER:   typ = GF_ROCKET; break;
725                                 case RBE_EXP_10:    typ = GF_MISSILE; break;
726                                 case RBE_EXP_20:    typ = GF_MISSILE; break;
727                                 case RBE_EXP_40:    typ = GF_MISSILE; break;
728                                 case RBE_EXP_80:    typ = GF_MISSILE; break;
729                                 case RBE_DISEASE:   typ = GF_POIS; break;
730                                 case RBE_TIME:      typ = GF_TIME; break;
731                                 case RBE_EXP_VAMP:  typ = GF_MISSILE; break;
732                                 case RBE_DR_MANA:   typ = GF_MANA; break;
733                                 case RBE_SUPERHURT: typ = GF_MISSILE; break;
734                         }
735                         if (m_ptr->r_idx == MON_ROLENTO)
736                         {
737                                 typ = GF_FIRE;
738                                 damage = damroll(20,10);
739                         }
740
741                         project(m_idx, 3, y, x, damage, typ, flg, -1);
742                         break;
743                 }
744         }
745
746         if (m_ptr->mflag2 & MFLAG_CHAMELEON)
747         {
748                 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
749                 r_ptr = &r_info[m_ptr->r_idx];
750         }
751
752         /* Check for quest completion */
753         check_quest_completion(m_ptr);
754
755         /* Handle the possibility of player vanquishing arena combatant -KMW- */
756         if (p_ptr->inside_arena && !is_pet(m_ptr))
757         {
758                 char m_name[80];
759
760                 /* Extract monster name */
761                 monster_desc(m_name, m_ptr, 0);
762
763                 p_ptr->exit_bldg = TRUE;
764
765                 if (p_ptr->arena_number > MAX_ARENA_MONS)
766                 {
767 #ifdef JP
768 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
769 #else
770                         msg_print("You are a Genuine Champion!");
771 #endif
772                 }
773                 else
774                 {
775 #ifdef JP
776 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
777 #else
778                         msg_print("Victorious! You're on your way to becoming Champion.");
779 #endif
780                 }
781
782                 if (arena_shouhin[p_ptr->arena_number])
783                 {
784                         /* Get local object */
785                         q_ptr = &forge;
786
787                         /* Prepare to make a Blade of Chaos */
788                         object_prep(q_ptr, lookup_kind(k_info[arena_shouhin[p_ptr->arena_number]].tval, k_info[arena_shouhin[p_ptr->arena_number]].sval));
789
790                         apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
791
792                         /* Drop it in the dungeon */
793                         (void)drop_near(q_ptr, -1, y, x);
794                 }
795
796                 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
797                 p_ptr->arena_number++;
798                 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
799         }
800
801         if (m_idx == p_ptr->riding)
802         {
803                 if (rakuba(-1, FALSE))
804                 {
805 #ifdef JP
806 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
807 #else
808                         msg_print("You have fallen from your riding pet.");
809 #endif
810                 }
811         }
812
813         /* Drop a dead corpse? */
814         if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
815             ((r_ptr->flags9 & RF9_DROP_CORPSE) ||
816              (r_ptr->flags9 & RF9_DROP_SKELETON)) &&
817             !(p_ptr->inside_arena || p_ptr->inside_battle || (m_ptr->smart & SM_CLONED) || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
818         {
819                 /* Assume skeleton */
820                 bool corpse = FALSE;
821
822                 /*
823                  * We cannot drop a skeleton? Note, if we are in this check,
824                  * we *know* we can drop at least a corpse or a skeleton
825                  */
826                 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
827                         corpse = TRUE;
828                 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 && RF1_UNIQUE))
829                         corpse = TRUE;
830
831                 /* Else, a corpse is more likely unless we did a "lot" of damage */
832                 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
833                 {
834                         /* Lots of damage in one blow */
835                         if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
836                         {
837                                 if (one_in_(5)) corpse = TRUE;
838                         }
839                         else
840                         {
841                                 if (!one_in_(5)) corpse = TRUE;
842                         }
843                 }
844
845                 /* Get local object */
846                 q_ptr = &forge;
847
848                 /* Prepare to make an object */
849                 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
850
851                 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
852
853                 q_ptr->pval = m_ptr->r_idx;
854
855                 /* Drop it in the dungeon */
856                 (void)drop_near(q_ptr, -1, y, x);
857         }
858
859         /* Drop objects being carried */
860         monster_drop_carried_objects(m_ptr);
861
862         /*
863          * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
864          * spawn another in the fallen one's place!
865          */
866         if (m_ptr->r_idx == MON_DAWN &&
867             !(p_ptr->inside_arena || p_ptr->inside_battle))
868         {
869                 if (!one_in_(7))
870                 {
871                         int wy = py, wx = px;
872                         int attempts = 100;
873                         bool pet = is_pet(m_ptr);
874
875                         do
876                         {
877                                 scatter(&wy, &wx, py, px, 20, 0);
878                         }
879                         while (!(in_bounds(wy, wx) && cave_floor_bold(wy, wx)) && --attempts);
880
881                         if (attempts > 0)
882                         {
883                                 if (summon_specific((pet ? -1 : 0), wy, wx, 100, SUMMON_DAWN, FALSE, is_friendly(m_ptr), pet, FALSE, FALSE))
884                                 {
885                                         if (player_can_see_bold(wy, wx))
886 #ifdef JP
887                                                 msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
888 #else
889                                                 msg_print("A new warrior steps forth!");
890 #endif
891
892                                 }
893                         }
894                 }
895         }
896
897         /* Pink horrors are replaced with 2 Blue horrors */
898         else if (m_ptr->r_idx == MON_PINK_HORROR &&
899                  !(p_ptr->inside_arena || p_ptr->inside_battle))
900         {
901                 bool notice = FALSE;
902
903                 for (i = 0; i < 2; i++)
904                 {
905                         int wy = y, wx = x;
906                         bool pet = is_pet(m_ptr);
907
908                         if (summon_specific((pet ? -1 : 0), wy, wx, 100, SUMMON_BLUE_HORROR, FALSE, is_friendly(m_ptr), pet, FALSE, FALSE))
909                         {
910                                 if (player_can_see_bold(wy, wx))
911                                         notice = TRUE;
912                         }
913                 }
914
915                 if (notice)
916 #ifdef JP
917                         msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
918 #else
919                         msg_print("The Pink horror divides!");
920 #endif
921
922         }
923         /* One more ultra-hack: An Unmaker goes out with a big bang! */
924         else if (m_ptr->r_idx == MON_UNMAKER)
925
926         {
927                 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
928                 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
929         }
930
931         /* Bloodletters of Khorne may drop a blade of chaos */
932         else if (m_ptr->r_idx == MON_BLOODLETTER &&
933
934                  (randint1(100) < 15) &&
935             !(p_ptr->inside_arena || p_ptr->inside_battle))
936         {
937                 /* Get local object */
938                 q_ptr = &forge;
939
940                 /* Prepare to make a Blade of Chaos */
941                 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
942
943                 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
944
945                 /* Drop it in the dungeon */
946                 (void)drop_near(q_ptr, -1, y, x);
947         }
948
949         else if (m_ptr->r_idx == MON_RAAL &&
950             (dun_level > 9) &&
951             !(p_ptr->inside_arena || p_ptr->inside_battle))
952         {
953                 /* Get local object */
954                 q_ptr = &forge;
955
956                 /* Wipe the object */
957                 object_wipe(q_ptr);
958
959                 /* Activate restriction */
960                 if ((dun_level > 49) && one_in_(5))
961                         get_obj_num_hook = kind_is_good_book;
962                 else
963                         get_obj_num_hook = kind_is_book;
964
965                 /* Prepare allocation table */
966                 get_obj_num_prep();
967
968                 /* Make a great object */
969                 make_object(q_ptr, FALSE, FALSE);
970
971                 /* Drop it in the dungeon */
972                 (void)drop_near(q_ptr, -1, y, x);
973         }
974
975         else if (m_ptr->r_idx == MON_B_DEATH_SWORD &&
976             !(p_ptr->inside_arena || p_ptr->inside_battle))
977         {
978                 /* Get local object */
979                 q_ptr = &forge;
980
981                 /* Prepare to make a Blade of Chaos */
982                 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
983
984                 /* Drop it in the dungeon */
985                 (void)drop_near(q_ptr, -1, y, x);
986         }
987
988         else if ((r_ptr->d_char == '|') && !(m_ptr->r_idx == MON_STORMBRINGER) &&
989             !(p_ptr->inside_arena || p_ptr->inside_battle))
990         {
991                 /* Get local object */
992                 q_ptr = &forge;
993
994                 /* Wipe the object */
995                 object_wipe(q_ptr);
996
997                 /* Activate restriction */
998                 get_obj_num_hook = kind_is_sword;
999
1000                 /* Prepare allocation table */
1001                 get_obj_num_prep();
1002
1003                 /* Make a great object */
1004                 make_object(q_ptr, FALSE, FALSE);
1005
1006                 /* Drop it in the dungeon */
1007                 (void)drop_near(q_ptr, -1, y, x);
1008         }
1009
1010         else if ((r_ptr->d_char == '(') && (dun_level > 0) &&
1011             !(p_ptr->inside_arena || p_ptr->inside_battle))
1012         {
1013                 /* Get local object */
1014                 q_ptr = &forge;
1015
1016                 /* Wipe the object */
1017                 object_wipe(q_ptr);
1018
1019                 /* Activate restriction */
1020                 get_obj_num_hook = kind_is_cloak;
1021
1022                 /* Prepare allocation table */
1023                 get_obj_num_prep();
1024
1025                 /* Make a great object */
1026                 make_object(q_ptr, FALSE, FALSE);
1027
1028                 /* Drop it in the dungeon */
1029                 (void)drop_near(q_ptr, -1, y, x);
1030         }
1031
1032         else if ((r_ptr->d_char == '/') && (dun_level > 4) &&
1033             !(p_ptr->inside_arena || p_ptr->inside_battle))
1034         {
1035                 /* Get local object */
1036                 q_ptr = &forge;
1037
1038                 /* Wipe the object */
1039                 object_wipe(q_ptr);
1040
1041                 /* Activate restriction */
1042                 get_obj_num_hook = kind_is_polearm;
1043
1044                 /* Prepare allocation table */
1045                 get_obj_num_prep();
1046
1047                 /* Make a great object */
1048                 make_object(q_ptr, FALSE, FALSE);
1049
1050                 /* Drop it in the dungeon */
1051                 (void)drop_near(q_ptr, -1, y, x);
1052         }
1053
1054         else if ((r_ptr->d_char == '[') && (dun_level > 19) &&
1055             !(p_ptr->inside_arena || p_ptr->inside_battle))
1056         {
1057                 /* Get local object */
1058                 q_ptr = &forge;
1059
1060                 /* Wipe the object */
1061                 object_wipe(q_ptr);
1062
1063                 /* Activate restriction */
1064                 get_obj_num_hook = kind_is_armor;
1065
1066                 /* Prepare allocation table */
1067                 get_obj_num_prep();
1068
1069                 /* Make a great object */
1070                 make_object(q_ptr, FALSE, FALSE);
1071
1072                 /* Drop it in the dungeon */
1073                 (void)drop_near(q_ptr, -1, y, x);
1074         }
1075
1076         else if ((m_ptr->r_idx == MON_A_GOLD || (m_ptr->r_idx == MON_A_SILVER && !((r_ptr->r_pkills+1)%5))) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1077         {
1078                 /* Get local object */
1079                 q_ptr = &forge;
1080
1081                 /* Prepare to make a Blade of Chaos */
1082                 object_prep(q_ptr, lookup_kind(TV_CHEST, 50));
1083
1084                 apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
1085
1086                 /* Drop it in the dungeon */
1087                 (void)drop_near(q_ptr, -1, y, x);
1088         }
1089         /* Mega-Hack -- drop "winner" treasures */
1090         else
1091         {
1092                 if (m_ptr->r_idx == MON_SERPENT)
1093
1094                 {
1095                         /* Get local object */
1096                         q_ptr = &forge;
1097
1098                         /* Mega-Hack -- Prepare to make "Grond" */
1099                         object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1100
1101                         /* Mega-Hack -- Mark this item as "Grond" */
1102                         q_ptr->name1 = ART_GROND;
1103
1104                         /* Mega-Hack -- Actually create "Grond" */
1105                         apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
1106
1107                         /* Drop it in the dungeon */
1108                         (void)drop_near(q_ptr, -1, y, x);
1109
1110                         /* Get local object */
1111                         q_ptr = &forge;
1112
1113                         /* Mega-Hack -- Prepare to make "Morgoth" */
1114                         object_prep(q_ptr, lookup_kind(TV_CROWN, SV_MORGOTH));
1115
1116                         /* Mega-Hack -- Mark this item as "Morgoth" */
1117                         q_ptr->name1 = ART_CHAOS;
1118
1119                         /* Mega-Hack -- Actually create "Morgoth" */
1120                         apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
1121
1122                         /* Drop it in the dungeon */
1123                         (void)drop_near(q_ptr, -1, y, x);
1124                 }
1125                 else
1126                 {
1127                         int a_idx = 0;
1128                         int chance = 0;
1129
1130                         switch (m_ptr->r_idx)
1131                         {
1132                         case MON_OBERON:
1133                                 if (one_in_(3))
1134                                 {
1135                                         a_idx = ART_JUDGE;
1136                                         chance = 33;
1137                                 }
1138                                 else
1139                                 {
1140                                         a_idx = ART_AMBER;
1141                                         chance = 50;
1142                                 }
1143                                 break;
1144
1145                         case MON_UNICORN_ORD:
1146                         case MON_MORGOTH:
1147                         case MON_ONE_RING:
1148                                 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1149                                 {
1150                                         do
1151                                         {
1152                                                 switch (randint0(3))
1153                                                 {
1154                                                 case 0:
1155                                                         a_idx = ART_NAMAKE_HAMMER;
1156                                                         break;
1157                                                 case 1:
1158                                                         a_idx = ART_NAMAKE_BOW;
1159                                                         break;
1160                                                 case 2:
1161                                                         a_idx = ART_NAMAKE_ARMOR;
1162                                                         break;
1163                                                 }
1164                                         }
1165                                         while (a_info[a_idx].cur_num);
1166
1167                                         chance = 100;
1168                                 }
1169                                 break;
1170
1171                         case MON_GHB:
1172                                 a_idx = ART_GHB;
1173                                 chance = 100;
1174                                 break;
1175
1176                         case MON_STORMBRINGER:
1177                                 a_idx = ART_STORMBRINGER;
1178                                 chance = 100;
1179                                 break;
1180
1181                         case MON_ECHIZEN:
1182                                 a_idx = ART_CRIMSON;
1183                                 chance = 50;
1184                                 break;
1185
1186                         case MON_GANDALF:
1187                                 a_idx = ART_ICANUS;
1188                                 chance = 20;
1189                                 break;
1190
1191                         case MON_OROCHI:
1192                                 a_idx = ART_KUSANAGI;
1193                                 chance = 25;
1194                                 break;
1195
1196                         case MON_DWORKIN:
1197                                 a_idx = ART_JUDGE;
1198                                 chance = 20;
1199                                 break;
1200
1201                         case MON_SAURON:
1202                                 if (one_in_(10))
1203                                 {
1204                                         a_idx = ART_POWER;
1205                                         chance = 100;
1206                                 }
1207                                 else
1208                                 {
1209                                         a_idx = ART_AHO;
1210                                         chance = 100;
1211                                 }
1212                                 break;
1213
1214                         case MON_BRAND:
1215                                 if (!one_in_(3))
1216                                 {
1217                                         a_idx = ART_BRAND;
1218                                         chance = 25;
1219                                 }
1220                                 else
1221                                 {
1222                                         a_idx = ART_WEREWINDLE;
1223                                         chance = 33;
1224                                 }
1225                                 break;
1226
1227                         case MON_CORWIN:
1228                                 if (!one_in_(3))
1229                                 {
1230                                         a_idx = ART_GRAYSWANDIR;
1231                                         chance = 33;
1232                                 }
1233                                 else
1234                                 {
1235                                         a_idx = ART_CORWIN;
1236                                         chance = 33;
1237                                 }
1238                                 break;
1239
1240                         case MON_SURTUR:
1241                                 a_idx = ART_TWILIGHT;
1242                                 chance = 66;
1243                                 break;
1244
1245                         case MON_SARUMAN:
1246                                 a_idx = ART_ELENDIL;
1247                                 chance = 33;
1248                                 break;
1249
1250                         case MON_FIONA:
1251                                 a_idx = ART_FIONA;
1252                                 chance = 50;
1253                                 break;
1254
1255                         case MON_JULIAN:
1256                                 a_idx = ART_JULIAN;
1257                                 chance = 45;
1258                                 break;
1259
1260                         case MON_KLING:
1261                                 a_idx = ART_DESTINY;
1262                                 chance = 40;
1263                                 break;
1264
1265                         case MON_GOEMON:
1266                                 a_idx = ART_ZANTETSU;
1267                                 chance = 75;
1268                                 break;
1269
1270                         case MON_HAGEN:
1271                                 a_idx = ART_HAGEN;
1272                                 chance = 66;
1273                                 break;
1274
1275                         case MON_CAIN:
1276                                 a_idx = ART_CAINE;
1277                                 chance = 50;
1278                                 break;
1279
1280                         case MON_BULLGATES:
1281                                 a_idx = ART_WINBLOWS;
1282                                 chance = 66;
1283                                 break;
1284
1285                         case MON_LUNGORTHIN:
1286                                 a_idx = ART_CALRIS;
1287                                 chance = 50;
1288                                 break;
1289
1290                         case MON_JACK_SHADOWS:
1291                                 a_idx = ART_JACK;
1292                                 chance = 15;
1293                                 break;
1294
1295                         case MON_DIO:
1296                                 a_idx = ART_STONEMASK;
1297                                 chance = 20;
1298                                 break;
1299
1300                         case MON_BELD:
1301                                 a_idx = ART_SOULCRUSH;
1302                                 chance = 10;
1303                                 break;
1304
1305                         case MON_PIP:
1306                                 a_idx = ART_EXCALIBUR_J;
1307                                 chance = 50;
1308                                 break;
1309
1310                         case MON_SHUTEN:
1311                                 a_idx = ART_SHUTEN_DOJI;
1312                                 chance = 33;
1313                                 break;
1314
1315                         case MON_GOTHMOG:
1316                                 a_idx = ART_GOTHMOG;
1317                                 chance = 33;
1318                                 break;
1319
1320                         case MON_FUNDIN:
1321                                 a_idx = ART_FUNDIN;
1322                                 chance = 5;
1323                                 break;
1324                         }
1325
1326                         if ((a_idx > 0) && ((randint0(100) < chance) || (wizard)))
1327                         {
1328                                 if (a_info[a_idx].cur_num == 0)
1329                                 {
1330                                         /* Create the artifact */
1331                                         create_named_art(a_idx, y, x);
1332
1333                                         a_info[a_idx].cur_num = 1;
1334                                 }
1335                         }
1336                 }
1337         }
1338         if ((r_ptr->flags7 & RF7_GUARDIAN) && !p_ptr->inside_battle && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1339         {
1340                 int k_idx = 198; /* Acquirement */;
1341
1342                 if (d_info[dungeon_type].final_object)
1343                         k_idx = d_info[dungeon_type].final_object;
1344
1345                 if (d_info[dungeon_type].final_artifact)
1346                 {
1347                         int a_idx = d_info[dungeon_type].final_artifact;
1348                         if (a_info[a_idx].cur_num == 0)
1349                         {
1350                                 /* Create the artifact */
1351                                 create_named_art(a_idx, y, x);
1352
1353                                 a_info[a_idx].cur_num = 1;
1354                                 k_idx = 0;
1355                         }
1356                 }
1357
1358                 if (k_idx)
1359                 {
1360                         /* Get local object */
1361                         q_ptr = &forge;
1362
1363                         /* Prepare to make a reward */
1364                         object_prep(q_ptr, k_idx);
1365
1366                         apply_magic(q_ptr, object_level, FALSE, TRUE, FALSE, FALSE);
1367
1368                         /* Drop it in the dungeon */
1369                         (void)drop_near(q_ptr, -1, y, x);
1370                 }
1371 #ifdef JP
1372                 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1373 #else
1374                 msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1375 #endif
1376         }
1377
1378         /* Determine how much we can drop */
1379         if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1380         if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1381         if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1382         if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1383         if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1384         if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1385
1386         if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1387                 number = 0; /* Clones drop no stuff unless Cloning Pits */
1388
1389         if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1390                 number = 0; /* Pets drop no stuff */
1391         if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1392
1393         /* Hack -- handle creeping coins */
1394         coin_type = force_coin;
1395
1396         /* Average dungeon and monster levels */
1397         object_level = (dun_level + r_ptr->level) / 2;
1398
1399         /* Drop some objects */
1400         for (j = 0; j < number; j++)
1401         {
1402                 /* Get local object */
1403                 q_ptr = &forge;
1404
1405                 /* Wipe the object */
1406                 object_wipe(q_ptr);
1407
1408                 /* Make Gold */
1409                 if (do_gold && (!do_item || (randint0(100) < 50)))
1410                 {
1411                         /* Make some gold */
1412                         if (!make_gold(q_ptr)) continue;
1413
1414                         /* XXX XXX XXX */
1415                         dump_gold++;
1416                 }
1417
1418                 /* Make Object */
1419                 else
1420                 {
1421                         /* Make an object */
1422                         if (!make_object(q_ptr, good, great)) continue;
1423
1424                         /* XXX XXX XXX */
1425                         dump_item++;
1426                 }
1427
1428                 /* Drop it in the dungeon */
1429                 (void)drop_near(q_ptr, -1, y, x);
1430         }
1431
1432         /* Reset the object level */
1433         object_level = base_level;
1434
1435         /* Reset "coin" type */
1436         coin_type = 0;
1437
1438
1439         /* Take note of any dropped treasure */
1440         if (visible && (dump_item || dump_gold))
1441         {
1442                 /* Take notes on treasure */
1443                 lore_treasure(m_idx, dump_item, dump_gold);
1444         }
1445
1446         /* Only process "Quest Monsters" */
1447         if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1448         if (p_ptr->inside_battle) return;
1449
1450         /* Winner? */
1451         if (m_ptr->r_idx == MON_SERPENT)
1452         {
1453                 /* Total winner */
1454                 total_winner = TRUE;
1455
1456                 /* Redraw the "title" */
1457                 p_ptr->redraw |= (PR_TITLE);
1458
1459 #ifdef JP
1460                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1461 #else
1462                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finly!");
1463 #endif
1464
1465                 if (p_ptr->pclass == CLASS_CHAOS_WARRIOR)
1466                 {
1467 #ifdef JP
1468                         msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1469                         msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1470 #else
1471                         msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1472                         msg_print("'Thou art donst well, mortal!'");
1473 #endif
1474                 }
1475
1476                 /* Congratulations */
1477 #ifdef JP
1478 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1479 #else
1480                 msg_print("*** CONGRATULATIONS ***");
1481 #endif
1482
1483 #ifdef JP
1484 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1485 #else
1486                 msg_print("You have won the game!");
1487 #endif
1488
1489 #ifdef JP
1490 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1491 #else
1492                 msg_print("You may retire (commit suicide) when you are ready.");
1493 #endif
1494
1495         }
1496 }
1497
1498 /*
1499  * Modify the physical damage done to the monster.
1500  * (for example when it's invulnerable or shielded)
1501  *
1502  * ToDo: Accept a damage-type to calculate the modified damage from
1503  * things like fire, frost, lightning, poison, ... attacks.
1504  *
1505  * "type" is not yet used and should be 0.
1506  */
1507 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1508 {
1509         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1510
1511         if ((r_ptr->flags3 & RF3_RES_ALL) && dam > 0)
1512         {
1513                 dam /= 100;
1514                 if((dam == 0) && one_in_(3)) dam = 1;
1515         }
1516
1517         if (m_ptr->invulner)
1518         {
1519                 if (is_psy_spear)
1520                 {
1521                         if(!p_ptr->blind && m_ptr->ml)
1522                         {
1523 #ifdef JP
1524 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1525 #else
1526                                 msg_print("The barrier is penetrated!");
1527 #endif
1528                         }
1529                 }
1530                 else if (!one_in_(PENETRATE_INVULNERABILITY))
1531                 {
1532                         return (0);
1533                 }
1534         }
1535         return (dam);
1536 }
1537
1538 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1539 {
1540         s32b         div, new_exp, new_exp_frac;
1541         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1542         int          monnum_penarty = 0;
1543
1544         if (!m_ptr->r_idx) return;
1545         if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1546         else
1547         {
1548                 u32b m_exp;
1549                 u32b m_exp_h, m_exp_l;
1550                 u32b div_h, div_l;
1551                 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1552                 {
1553                         monnum_penarty = r_ptr->r_pkills / 400;
1554                         if (monnum_penarty > 8) monnum_penarty = 8;
1555                 }
1556                 if (r_ptr->flags1 & RF1_UNIQUE)
1557                 {
1558                         m_exp = (long)r_ptr->mexp * r_ptr->level;
1559                         div = (p_ptr->max_plv+2);
1560                 }
1561                 else
1562                 {
1563                         m_exp = (long)r_ptr->mexp * r_ptr->level * extract_energy[m_ptr->mspeed];
1564                         div = (p_ptr->max_plv+2) * extract_energy[r_ptr->speed];
1565                 }
1566                 m_exp_h = m_exp/0x10000L;
1567                 m_exp_l = m_exp%0x10000L;
1568                 m_exp_h *= dam;
1569                 m_exp_l *= dam;
1570                 m_exp_h += m_exp_l / 0x10000L;
1571                 m_exp_l %= 0x10000L;
1572
1573                 /* real monster maxhp have effect on EXP */
1574                 if(!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1575                 {
1576                   u32b maxhp = m_ptr->max_maxhp*2;
1577                   m_exp_h *= maxhp;
1578                   m_exp_l *= maxhp;
1579                   m_exp_h += m_exp_l / 0x10000L;
1580                   m_exp_l %= 0x10000L;
1581
1582                   div *= r_ptr->hdice * (r_ptr->hside + 1);
1583                 }
1584                 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE))) div *= 5;
1585                 div_h = div/0x10000L;
1586                 div_l = div%0x10000L;
1587                 div_h *= (m_ptr->max_maxhp*2);
1588                 div_l *= (m_ptr->max_maxhp*2);
1589                 div_h += div_l / 0x10000L;
1590                 div_l %= 0x10000L;
1591
1592                 while (monnum_penarty)
1593                 {
1594                         div_h *= 4;
1595                         div_l *= 4;
1596                         div_h += div_l / 0x10000L;
1597                         div_l %= 0x10000L;
1598                         monnum_penarty--;
1599                 }
1600
1601                 m_exp_l = (0x7fffffff & (m_exp_h << 16)) | m_exp_l;
1602                 m_exp_h = m_exp_h >> 15;
1603                 div_l = (0x7fffffff & (div_h << 16)) | div_l;
1604                 div_h = div_h >> 15;
1605
1606 #define M_INT_GREATER63(h1,l1,h2,l2)  ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
1607 #define M_INT_SUB63(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x80000000;h1--;}l1-=l2;}
1608 #define M_INT_LSHIFT63(h1,l1) {h1=(h1<<1)|(l1>>30);l1=(l1<<1)&0x7fffffff;}
1609 #define M_INT_RSHIFT63(h1,l1) {l1=(l1>>1)|(h1<<30);h1>>=1;}
1610 #define M_INT_DIV63(h1,l1,h2,l2,result) \
1611                 do{ \
1612                   int bit=1; \
1613                   result = 0; \
1614                   while( M_INT_GREATER63(h1,l1, h2, l2) ){M_INT_LSHIFT63(h2, l2); bit<<=1;} \
1615                   for(bit>>=1; bit>=1; bit>>=1){ \
1616                     M_INT_RSHIFT63(h2, l2); \
1617                     if(M_INT_GREATER63(h1, l1, h2, l2)) \
1618                       {result|=bit;M_INT_SUB63(h1, l1, h2, l2);} \
1619                   } \
1620                 } while(0)
1621
1622                 /* Give some experience for the kill */
1623                 M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp);
1624
1625                 /* Handle fractional experience */
1626                 /* multiply 0x10000L to remainder */
1627                 m_exp_h = (m_exp_h<<16) | (m_exp_l>>15);
1628                 m_exp_l <<= 16;
1629                 M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp_frac);
1630                 new_exp_frac += p_ptr->exp_frac;
1631                 /* Keep track of experience */
1632                 if (new_exp_frac >= 0x10000L)
1633                 {
1634                         new_exp++;
1635                         p_ptr->exp_frac = (u16b)(new_exp_frac - 0x10000L);
1636                 }
1637                 else
1638                 {
1639                         p_ptr->exp_frac = (u16b)new_exp_frac;
1640                 }
1641
1642                 /* Gain experience */
1643                 gain_exp(new_exp);
1644         }
1645 }
1646
1647
1648
1649 /*
1650  * Decreases monsters hit points, handling monster death.
1651  *
1652  * We return TRUE if the monster has been killed (and deleted).
1653  *
1654  * We announce monster death (using an optional "death message"
1655  * if given, and a otherwise a generic killed/destroyed message).
1656  *
1657  * Only "physical attacks" can induce the "You have slain" message.
1658  * Missile and Spell attacks will induce the "dies" message, or
1659  * various "specialized" messages.  Note that "You have destroyed"
1660  * and "is destroyed" are synonyms for "You have slain" and "dies".
1661  *
1662  * Hack -- unseen monsters yield "You have killed it." message.
1663  *
1664  * Added fear (DGK) and check whether to print fear messages -CWS
1665  *
1666  * Made name, sex, and capitalization generic -BEN-
1667  *
1668  * As always, the "ghost" processing is a total hack.
1669  *
1670  * Hack -- we "delay" fear messages by passing around a "fear" flag.
1671  *
1672  * XXX XXX XXX Consider decreasing monster experience over time, say,
1673  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1674  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1675  * monster worth more than subsequent monsters.  This would also need
1676  * to induce changes in the monster recall code.
1677  */
1678 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1679 {
1680         monster_type    *m_ptr = &m_list[m_idx];
1681         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1682
1683         monster_type    exp_mon;
1684
1685         /* Innocent until proven otherwise */
1686         bool        innocent = TRUE, thief = FALSE;
1687         int         i;
1688         int         expdam;
1689
1690         COPY(&exp_mon, m_ptr, monster_type);
1691         if (!(r_ptr->flags7 & RF7_KILL_EXP))
1692         {
1693                 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1694                 if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
1695
1696                 get_exp_from_mon(expdam, &exp_mon);
1697         }
1698
1699         /* Redraw (later) if needed */
1700         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1701         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1702
1703         /* Wake it up */
1704         m_ptr->csleep = 0;
1705
1706         /* Hack - Cancel any special player stealth magics. -LM- */
1707         if (p_ptr->special_defense & NINJA_S_STEALTH)
1708         {
1709                 set_superstealth(FALSE);
1710         }
1711
1712         /* Hurt it */
1713         m_ptr->hp -= dam;
1714
1715         /* It is dead now */
1716         if (m_ptr->hp < 0)
1717         {
1718                 char m_name[80];
1719
1720                 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1721                 {
1722                         r_ptr = &r_info[m_ptr->r_idx];
1723                         m_ptr->ap_r_idx = m_ptr->r_idx;
1724                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1725                 }
1726
1727                 /* Extract monster name */
1728                 monster_desc(m_name, m_ptr, 0x100);
1729
1730                 /* Don't kill Amberites */
1731                 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1732                 {
1733                         int curses = 1 + randint1(3);
1734                         bool stop_ty = FALSE;
1735                         int count = 0;
1736
1737 #ifdef JP
1738 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1739 #else
1740                         msg_format("%^s puts a terrible blood curse on you!", m_name);
1741 #endif
1742
1743                         curse_equipment(100, 50);
1744
1745                         do
1746                         {
1747                                 stop_ty = activate_ty_curse(stop_ty, &count);
1748                         }
1749                         while (--curses);
1750                 }
1751
1752                 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1753                 {
1754                         char line_got[1024];
1755
1756                         /* Dump a message */
1757 #ifdef JP
1758                         if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1759 #else
1760                         if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1761 #endif
1762
1763                                 msg_format("%^s %s", m_name, line_got);
1764
1765 #ifdef WORLD_SCORE
1766                         if (m_ptr->r_idx == MON_SERPENT)
1767                         {
1768                                 /* Make screen dump */
1769                                 screen_dump = make_screen_dump();
1770                         }
1771 #endif
1772                 }
1773
1774                 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1775                 {
1776                         if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1777                         {
1778                                 chg_virtue(V_VALOUR, -1);
1779                         }
1780                         else if (r_ptr->level > dun_level)
1781                         {
1782                                 if (randint1(10) <= (r_ptr->level - dun_level))
1783                                         chg_virtue(V_VALOUR, 1);
1784                         }
1785                         if (r_ptr->level > 60)
1786                         {
1787                                 chg_virtue(V_VALOUR, 1);
1788                         }
1789                         if (r_ptr->level >= 2 * (p_ptr->lev+1))
1790                                 chg_virtue(V_VALOUR, 2);
1791                 }
1792
1793                 if ((r_ptr->flags1 & RF1_UNIQUE) && ((r_ptr->flags3 & RF3_EVIL) ||
1794                         (r_ptr->flags3 & RF3_GOOD)))
1795                         
1796                         chg_virtue(V_HARMONY, 2);
1797
1798                 if ((r_ptr->flags1 & RF1_UNIQUE) && (r_ptr->flags3 & RF3_GOOD))
1799                 {
1800                         chg_virtue(V_UNLIFE, 2);
1801                         chg_virtue(V_VITALITY, -2);
1802                 }
1803
1804                 if ((r_ptr->flags1 & RF1_UNIQUE) && one_in_(3))
1805                         chg_virtue(V_INDIVIDUALISM, -1);
1806
1807                 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1808                 {
1809                         chg_virtue(V_COMPASSION, -1);
1810                 }
1811
1812                 if ((r_ptr->flags3 & RF3_GOOD) &&
1813                         ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1814                         
1815                         chg_virtue(V_UNLIFE, 1);
1816
1817                 if (r_ptr->d_char == 'A')
1818                 {
1819                         if (r_ptr->flags1 & RF1_UNIQUE)
1820                                 chg_virtue(V_FAITH, -2);
1821                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1822                         {
1823                                 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1824                                 else chg_virtue(V_FAITH, 1);
1825                         }
1826                 }
1827                 else if (r_ptr->flags3 & RF3_DEMON)
1828                 {
1829                         if (r_ptr->flags1 & RF1_UNIQUE)
1830                                 chg_virtue(V_FAITH, 2);
1831                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1832                                 chg_virtue(V_FAITH, 1);
1833                 }
1834
1835                 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1836                         chg_virtue(V_VITALITY, 2);
1837
1838                 if (r_ptr->r_deaths)
1839                 {
1840                         if (r_ptr->flags1 & RF1_UNIQUE)
1841                         {
1842                                 chg_virtue(V_HONOUR, 10);
1843                         }
1844                         else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1845                         {
1846                                 chg_virtue(V_HONOUR, 1);
1847                         }
1848                 }
1849                 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_pkills > 1000) && one_in_(10))
1850                 {
1851                         chg_virtue(V_VALOUR, -1);
1852                 }
1853                 
1854                 for (i = 0; i < 4; i++)
1855                 {
1856                         if(r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1857                 
1858                         if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1859                                 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1860                         
1861                                 thief = TRUE; /* Thief! */
1862                 }
1863
1864                 /* The new law says it is illegal to live in the dungeon */
1865                 if (r_ptr->level != 0) innocent = FALSE;
1866
1867                 if (thief)
1868                 {
1869                         if (r_ptr->flags1 & RF1_UNIQUE)
1870                                 chg_virtue(V_JUSTICE, 3);
1871                         else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1872                                 >= randint1(100))
1873                                 
1874                                 chg_virtue(V_JUSTICE, 1);
1875                 }
1876                 else if (innocent)
1877                 {
1878                         chg_virtue (V_JUSTICE, -1);
1879                 }
1880
1881                 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->flags6 & ~(RF6_NOMAGIC_MASK)))
1882                 {
1883                         if (one_in_(4)) chg_virtue(V_NATURE, -1);
1884                 }
1885
1886                 if((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1887                         do_cmd_write_nikki(NIKKI_UNIQUE, 0, r_name + r_ptr->name);
1888
1889                 /* Make a sound */
1890                 sound(SOUND_KILL);
1891
1892                 /* Death by Missile/Spell attack */
1893                 if (note)
1894                 {
1895                         msg_format("%^s%s", m_name, note);
1896                 }
1897
1898                 /* Death by physical attack -- invisible monster */
1899                 else if (!m_ptr->ml)
1900                 {
1901 #ifdef JP
1902                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1903                                 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
1904                         else
1905 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
1906 #else
1907                                 msg_format("You have killed %s.", m_name);
1908 #endif
1909
1910                 }
1911
1912                 /* Death by Physical attack -- non-living monster */
1913                 else if (!monster_living(r_ptr))
1914                 {
1915                         int i;
1916                         bool explode = FALSE;
1917
1918                         for (i = 0; i < 4; i++)
1919                         {
1920                                 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1921                         }
1922
1923                         /* Special note at death */
1924                         if (explode)
1925 #ifdef JP
1926 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
1927 #else
1928                                 msg_format("%s explodes into tiny shreds.", m_name);
1929 #endif
1930                         else
1931                         {
1932 #ifdef JP
1933                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1934                                         msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
1935                                 else
1936 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
1937 #else
1938                                 msg_format("You have destroyed %s.", m_name);
1939 #endif
1940                         }
1941                 }
1942
1943                 /* Death by Physical attack -- living monster */
1944                 else
1945                 {
1946 #ifdef JP
1947                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1948                                 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
1949                         else
1950 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
1951 #else
1952                                 msg_format("You have slain %s.", m_name);
1953 #endif
1954
1955                 }
1956                 if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
1957                 {
1958                         for (i = 0; i < MAX_KUBI; i++)
1959                         {
1960                                 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG_CHAMELEON))
1961                                 {
1962 #ifdef JP
1963 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
1964 #else
1965                                         msg_format("There is a price on %s's head.", m_name);
1966 #endif
1967                                         break;
1968                                 }
1969                         }
1970                 }
1971
1972                 if (r_ptr->flags7 & RF7_KILL_EXP)
1973                         get_exp_from_mon((long)m_ptr->max_maxhp*2, &exp_mon);
1974                 else
1975                         get_exp_from_mon(((long)m_ptr->max_maxhp+1L) * 9L / 10L, &exp_mon);
1976
1977                 /* Generate treasure */
1978                 monster_death(m_idx, TRUE);
1979                 if (m_ptr->mflag2 & MFLAG_CHAMELEON)
1980                 {
1981                         if (r_ptr->flags1 & RF1_UNIQUE)
1982                                 r_ptr = &r_info[MON_CHAMELEON_K];
1983                         else
1984                                 r_ptr = &r_info[MON_CHAMELEON];
1985                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1986                 }
1987
1988                 /* When the player kills a Unique, it stays dead */
1989                 if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
1990                         r_ptr->max_num = 0;
1991
1992                 /* When the player kills a Nazgul, it stays dead */
1993                 if (r_ptr->flags7 & RF7_UNIQUE_7) r_ptr->max_num--;
1994
1995                 /* Recall even invisible uniques or winners */
1996                 if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE))
1997                 {
1998                         /* Count kills this life */
1999                         if ((m_ptr->mflag2 & MFLAG_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
2000                         else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
2001
2002                         /* Count kills in all lives */
2003                         if ((m_ptr->mflag2 & MFLAG_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
2004                         else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
2005
2006                         /* Hack -- Auto-recall */
2007                         monster_race_track(m_ptr->ap_r_idx);
2008                 }
2009
2010                 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
2011                 {
2012                         r_info[MON_BANORLUPART].max_num = 0;
2013                         r_info[MON_BANORLUPART].r_pkills++;
2014                         if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
2015                 }
2016
2017                 if (m_ptr->r_idx == MON_BANORLUPART)
2018                 {
2019                         r_info[MON_BANOR].max_num = 0;
2020                         r_info[MON_BANOR].r_pkills++;
2021                         if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
2022                         r_info[MON_LUPART].max_num = 0;
2023                         r_info[MON_LUPART].r_pkills++;
2024                         if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
2025                 }
2026
2027                 /* Mega hack : replace IKETA to BIKETAL */
2028                 if ((m_ptr->r_idx == MON_IKETA) &&
2029                     !(p_ptr->inside_arena || p_ptr->inside_battle))
2030                 {
2031                         int dummy_y = m_ptr->fy;
2032                         int dummy_x = m_ptr->fx;
2033                         bool friend = is_friendly(m_ptr);
2034                         bool pet = is_pet(m_ptr);
2035
2036                         /* Delete the monster */
2037                         delete_monster_idx(m_idx);
2038
2039                         if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, FALSE, FALSE, friend, pet))
2040                         {
2041 #ifdef JP
2042                                 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2043 #else
2044                                 msg_print("Uwa-hahaha!  *I* am Biketal!");
2045 #endif
2046                         }
2047                 }
2048                 else
2049                 {
2050                         /* Delete the monster */
2051                         delete_monster_idx(m_idx);
2052                 }
2053
2054                 /* Not afraid */
2055                 (*fear) = FALSE;
2056
2057                 /* Monster is dead */
2058                 return (TRUE);
2059         }
2060
2061
2062 #ifdef ALLOW_FEAR
2063
2064         /* Mega-Hack -- Pain cancels fear */
2065         if (m_ptr->monfear && (dam > 0))
2066         {
2067                 int tmp = randint1(dam);
2068
2069                 /* Cure a little fear */
2070                 if (tmp < m_ptr->monfear)
2071                 {
2072                         /* Reduce fear */
2073                         m_ptr->monfear -= tmp;
2074                 }
2075
2076                 /* Cure all the fear */
2077                 else
2078                 {
2079                         /* Cure fear */
2080                         m_ptr->monfear = 0;
2081
2082                         /* No more fear */
2083                         (*fear) = FALSE;
2084                 }
2085         }
2086
2087         /* Sometimes a monster gets scared by damage */
2088         if (!m_ptr->monfear && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2089         {
2090                 int percentage;
2091
2092                 /* Percentage of fully healthy */
2093                 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2094
2095                 /*
2096                  * Run (sometimes) if at 10% or less of max hit points,
2097                  * or (usually) when hit for half its current hit points
2098                  */
2099                 if (((percentage <= 10) && (randint0(10) < percentage)) ||
2100                     ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2101                 {
2102                         /* Hack -- note fear */
2103                         (*fear) = TRUE;
2104
2105                         /* XXX XXX XXX Hack -- Add some timed fear */
2106                         m_ptr->monfear = (randint1(10) +
2107                                           (((dam >= m_ptr->hp) && (percentage > 7)) ?
2108                                            20 : ((11 - percentage) * 5)));
2109                 }
2110         }
2111
2112 #endif
2113
2114 #if 0
2115         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2116         {
2117                 char m_name[80];
2118
2119                 /* Extract monster name */
2120                 monster_desc(m_name, m_ptr, 0);
2121
2122                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2123                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2124                 {
2125 #ifdef JP
2126 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2127 #else
2128                                 msg_format("%^s has thrown you off!", m_name);
2129 #endif
2130                 }
2131         }
2132 #endif
2133
2134         /* Not dead yet */
2135         return (FALSE);
2136 }
2137
2138
2139 /*
2140  * Get term size and calculate screen size
2141  */
2142 void get_screen_size(int *wid_p, int *hgt_p)
2143 {
2144         Term_get_size(wid_p, hgt_p);
2145         *hgt_p -= ROW_MAP + 2;
2146         *wid_p -= COL_MAP + 2;
2147         if (use_bigtile) *wid_p /= 2;
2148 }
2149
2150
2151 /*
2152  * Calculates current boundaries
2153  * Called below and from "do_cmd_locate()".
2154  */
2155 void panel_bounds_center(void)
2156 {
2157         int wid, hgt;
2158
2159         /* Get size */
2160         get_screen_size(&wid, &hgt);
2161
2162         panel_row_max = panel_row_min + hgt - 1;
2163         panel_row_prt = panel_row_min - 1;
2164         panel_col_max = panel_col_min + wid - 1;
2165         panel_col_prt = panel_col_min - 13;
2166 }
2167
2168
2169 /*
2170  * Map resizing whenever the main term changes size
2171  */
2172 void resize_map(void)
2173 {
2174         /* Only if the dungeon exists */
2175         if (!character_dungeon) return;
2176         
2177         /* Mega-Hack -- no panel yet */
2178         panel_row_max = 0;
2179         panel_col_max = 0;
2180
2181         /* Reset the panels */
2182         panel_row_min = cur_hgt;
2183         panel_col_min = cur_wid;
2184                                 
2185         verify_panel();
2186
2187         /* Update stuff */
2188         p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2189
2190         /* Forget lite/view */
2191         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2192
2193         /* Update lite/view */
2194         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2195
2196         /* Update monsters */
2197         p_ptr->update |= (PU_MONSTERS);
2198
2199         /* Redraw everything */
2200         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2201
2202         /* Hack -- update */
2203         handle_stuff();
2204         
2205         /* Redraw */
2206         Term_redraw();
2207
2208         /*
2209          * Waiting command;
2210          * Place the cursor on the player
2211          */
2212         if (can_save) move_cursor_relative(py, px);
2213
2214         /* Refresh */
2215         Term_fresh();
2216 }
2217
2218 /*
2219  * Redraw a term when it is resized
2220  */
2221 void redraw_window(void)
2222 {
2223         /* Only if the dungeon exists */
2224         if (!character_dungeon) return;
2225         
2226         /* Hack - Activate term zero for the redraw */
2227         Term_activate(&term_screen[0]);
2228         
2229         /* Hack -- react to changes */
2230         Term_xtra(TERM_XTRA_REACT, 0);
2231
2232         /* Window stuff */
2233         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2234
2235         /* Window stuff */
2236         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2237
2238         /* Hack -- update */
2239         handle_stuff();
2240
2241         /* Redraw */
2242         Term_redraw();
2243
2244         /* Refresh */
2245         Term_fresh();
2246 }
2247
2248
2249 /*
2250  * Handle a request to change the current panel
2251  *
2252  * Return TRUE if the panel was changed.
2253  *
2254  * Also used in do_cmd_locate
2255  */
2256 bool change_panel(int dy, int dx)
2257 {
2258         int y, x;
2259         int wid, hgt;
2260
2261         /* Get size */
2262         get_screen_size(&wid, &hgt);
2263
2264         /* Apply the motion */
2265         y = panel_row_min + dy * hgt / 2;
2266         x = panel_col_min + dx * wid / 2;
2267
2268         /* Verify the row */
2269         if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2270         if (y < 0) y = 0;
2271
2272         /* Verify the col */
2273         if (x > cur_wid - wid) x = cur_wid - wid;
2274         if (x < 0) x = 0;
2275
2276         /* Handle "changes" */
2277         if ((y != panel_row_min) || (x != panel_col_min))
2278         {
2279                 /* Save the new panel info */
2280                 panel_row_min = y;
2281                 panel_col_min = x;
2282
2283                 /* Recalculate the boundaries */
2284                 panel_bounds_center();
2285
2286                 /* Update stuff */
2287                 p_ptr->update |= (PU_MONSTERS);
2288
2289                 /* Redraw map */
2290                 p_ptr->redraw |= (PR_MAP);
2291
2292                 /* Handle stuff */
2293                 handle_stuff();
2294
2295                 /* Success */
2296                 return (TRUE);
2297         }
2298
2299         /* No change */
2300         return (FALSE);
2301 }
2302
2303
2304 /*
2305  * Given an row (y) and col (x), this routine detects when a move
2306  * off the screen has occurred and figures new borders. -RAK-
2307  *
2308  * "Update" forces a "full update" to take place.
2309  *
2310  * The map is reprinted if necessary, and "TRUE" is returned.
2311  */
2312 void verify_panel(void)
2313 {
2314         int y = py;
2315         int x = px;
2316         int wid, hgt;
2317
2318         int prow_min;
2319         int pcol_min;
2320         int max_prow_min;
2321         int max_pcol_min;
2322
2323         /* Get size */
2324         get_screen_size(&wid, &hgt);
2325
2326         max_prow_min = cur_hgt - hgt;
2327         max_pcol_min = cur_wid - wid;
2328
2329         /* Bounds checking */
2330         if (max_prow_min < 0) max_prow_min = 0;
2331         if (max_pcol_min < 0) max_pcol_min = 0;
2332
2333                 /* Center on player */
2334         if (center_player && (center_running || !running))
2335         {
2336                 /* Center vertically */
2337                 prow_min = y - hgt / 2;
2338                 if (prow_min < 0) prow_min = 0;
2339                 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2340
2341                 /* Center horizontally */
2342                 pcol_min = x - wid / 2;
2343                 if (pcol_min < 0) pcol_min = 0;
2344                 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2345         }
2346         else
2347         {
2348                 prow_min = panel_row_min;
2349                 pcol_min = panel_col_min;
2350
2351                 /* Scroll screen when 2 grids from top/bottom edge */
2352                 if (y > panel_row_max - 2)
2353                 {
2354                         while (y > prow_min + hgt-1 - 2)
2355                         {
2356                                 prow_min += (hgt / 2);
2357                         }
2358                 }
2359
2360                 if (y < panel_row_min + 2)
2361                 {
2362                         while (y < prow_min + 2)
2363                         {
2364                                 prow_min -= (hgt / 2);
2365                         }
2366                 }
2367
2368                 if (prow_min > max_prow_min) prow_min = max_prow_min;
2369                 if (prow_min < 0) prow_min = 0;
2370
2371                 /* Scroll screen when 4 grids from left/right edge */
2372                 if (x > panel_col_max - 4)
2373                 {
2374                         while (x > pcol_min + wid-1 - 4)
2375                         {
2376                                 pcol_min += (wid / 2);
2377                         }
2378                 }
2379                 
2380                 if (x < panel_col_min + 4)
2381                 {
2382                         while (x < pcol_min + 4)
2383                         {
2384                                 pcol_min -= (wid / 2);
2385                         }
2386                 }
2387
2388                 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2389                 if (pcol_min < 0) pcol_min = 0;
2390         }
2391
2392         /* Check for "no change" */
2393         if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2394
2395         /* Save the new panel info */
2396         panel_row_min = prow_min;
2397         panel_col_min = pcol_min;
2398
2399         /* Hack -- optional disturb on "panel change" */
2400         if (disturb_panel && !center_player) disturb(0, 0);
2401
2402         /* Recalculate the boundaries */
2403         panel_bounds_center();
2404
2405         /* Update stuff */
2406         p_ptr->update |= (PU_MONSTERS);
2407
2408         /* Redraw map */
2409         p_ptr->redraw |= (PR_MAP);
2410
2411         /* Window stuff */
2412         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2413 }
2414
2415
2416 /*
2417  * Monster health description
2418  */
2419 cptr look_mon_desc(int m_idx)
2420 {
2421         monster_type *m_ptr = &m_list[m_idx];
2422         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2423         bool         living;
2424         int          perc;
2425
2426
2427         /* Determine if the monster is "living" */
2428         living = monster_living(r_ptr);
2429
2430
2431         /* Healthy monsters */
2432         if (m_ptr->hp >= m_ptr->maxhp)
2433         {
2434                 /* No damage */
2435 #ifdef JP
2436 return (living ? "̵½ý" : "̵¥À¥á¡¼¥¸");
2437 #else
2438                 return (living ? "unhurt" : "undamaged");
2439 #endif
2440
2441         }
2442
2443
2444         /* Calculate a health "percentage" */
2445         perc = 100L * m_ptr->hp / m_ptr->maxhp;
2446
2447         if (perc >= 60)
2448         {
2449 #ifdef JP
2450 return (living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸");
2451 #else
2452                 return (living ? "somewhat wounded" : "somewhat damaged");
2453 #endif
2454
2455         }
2456
2457         if (perc >= 25)
2458         {
2459 #ifdef JP
2460 return (living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸");
2461 #else
2462                 return (living ? "wounded" : "damaged");
2463 #endif
2464
2465         }
2466
2467         if (perc >= 10)
2468         {
2469 #ifdef JP
2470 return (living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸");
2471 #else
2472                 return (living ? "badly wounded" : "badly damaged");
2473 #endif
2474
2475         }
2476
2477 #ifdef JP
2478 return (living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±");
2479 #else
2480         return (living ? "almost dead" : "almost destroyed");
2481 #endif
2482
2483 }
2484
2485
2486
2487 /*
2488  * Angband sorting algorithm -- quick sort in place
2489  *
2490  * Note that the details of the data we are sorting is hidden,
2491  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2492  * function hooks to interact with the data, which is given as
2493  * two pointers, and which may have any user-defined form.
2494  */
2495 void ang_sort_aux(vptr u, vptr v, int p, int q)
2496 {
2497         int z, a, b;
2498
2499         /* Done sort */
2500         if (p >= q) return;
2501
2502         /* Pivot */
2503         z = p;
2504
2505         /* Begin */
2506         a = p;
2507         b = q;
2508
2509         /* Partition */
2510         while (TRUE)
2511         {
2512                 /* Slide i2 */
2513                 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2514
2515                 /* Slide i1 */
2516                 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2517
2518                 /* Done partition */
2519                 if (a >= b) break;
2520
2521                 /* Swap */
2522                 (*ang_sort_swap)(u, v, a, b);
2523
2524                 /* Advance */
2525                 a++, b--;
2526         }
2527
2528         /* Recurse left side */
2529         ang_sort_aux(u, v, p, b);
2530
2531         /* Recurse right side */
2532         ang_sort_aux(u, v, b+1, q);
2533 }
2534
2535
2536 /*
2537  * Angband sorting algorithm -- quick sort in place
2538  *
2539  * Note that the details of the data we are sorting is hidden,
2540  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2541  * function hooks to interact with the data, which is given as
2542  * two pointers, and which may have any user-defined form.
2543  */
2544 void ang_sort(vptr u, vptr v, int n)
2545 {
2546         /* Sort the array */
2547         ang_sort_aux(u, v, 0, n-1);
2548 }
2549
2550
2551
2552 /*** Targeting Code ***/
2553
2554
2555 /*
2556  * Determine is a monster makes a reasonable target
2557  *
2558  * The concept of "targeting" was stolen from "Morgul" (?)
2559  *
2560  * The player can target any location, or any "target-able" monster.
2561  *
2562  * Currently, a monster is "target_able" if it is visible, and if
2563  * the player can hit it with a projection, and the player is not
2564  * hallucinating.  This allows use of "use closest target" macros.
2565  *
2566  * Future versions may restrict the ability to target "trappers"
2567  * and "mimics", but the semantics is a little bit weird.
2568  */
2569 bool target_able(int m_idx)
2570 {
2571         monster_type *m_ptr = &m_list[m_idx];
2572
2573         /* Monster must be alive */
2574         if (!m_ptr->r_idx) return (FALSE);
2575
2576         /* Hack -- no targeting hallucinations */
2577         if (p_ptr->image) return (FALSE);
2578
2579         /* Monster must be visible */
2580         if (!m_ptr->ml) return (FALSE);
2581
2582         if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2583
2584         /* Monster must be projectable */
2585         if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2586
2587         /* XXX XXX XXX Hack -- Never target trappers */
2588         /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2589
2590         /* Assume okay */
2591         return (TRUE);
2592 }
2593
2594
2595
2596
2597 /*
2598  * Update (if necessary) and verify (if possible) the target.
2599  *
2600  * We return TRUE if the target is "okay" and FALSE otherwise.
2601  */
2602 bool target_okay(void)
2603 {
2604         /* Accept stationary targets */
2605         if (target_who < 0) return (TRUE);
2606
2607         /* Check moving targets */
2608         if (target_who > 0)
2609         {
2610                 /* Accept reasonable targets */
2611                 if (target_able(target_who))
2612                 {
2613                         monster_type *m_ptr = &m_list[target_who];
2614
2615                         /* Acquire monster location */
2616                         target_row = m_ptr->fy;
2617                         target_col = m_ptr->fx;
2618
2619                         /* Good target */
2620                         return (TRUE);
2621                 }
2622         }
2623
2624         /* Assume no target */
2625         return (FALSE);
2626 }
2627
2628
2629
2630 /*
2631  * Sorting hook -- comp function -- by "distance to player"
2632  *
2633  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2634  * and sort the arrays by double-distance to the player.
2635  */
2636 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2637 {
2638         byte *x = (byte*)(u);
2639         byte *y = (byte*)(v);
2640
2641         int da, db, kx, ky;
2642
2643         /* Absolute distance components */
2644         kx = x[a]; kx -= px; kx = ABS(kx);
2645         ky = y[a]; ky -= py; ky = ABS(ky);
2646
2647         /* Approximate Double Distance to the first point */
2648         da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2649
2650         /* Absolute distance components */
2651         kx = x[b]; kx -= px; kx = ABS(kx);
2652         ky = y[b]; ky -= py; ky = ABS(ky);
2653
2654         /* Approximate Double Distance to the first point */
2655         db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2656
2657         /* Compare the distances */
2658         return (da <= db);
2659 }
2660
2661
2662 /*
2663  * Sorting hook -- swap function -- by "distance to player"
2664  *
2665  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2666  * and sort the arrays by distance to the player.
2667  */
2668 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2669 {
2670         byte *x = (byte*)(u);
2671         byte *y = (byte*)(v);
2672
2673         byte temp;
2674
2675         /* Swap "x" */
2676         temp = x[a];
2677         x[a] = x[b];
2678         x[b] = temp;
2679
2680         /* Swap "y" */
2681         temp = y[a];
2682         y[a] = y[b];
2683         y[b] = temp;
2684 }
2685
2686
2687
2688 /*
2689  * Hack -- help "select" a location (see below)
2690  */
2691 static s16b target_pick(int y1, int x1, int dy, int dx)
2692 {
2693         int i, v;
2694
2695         int x2, y2, x3, y3, x4, y4;
2696
2697         int b_i = -1, b_v = 9999;
2698
2699
2700         /* Scan the locations */
2701         for (i = 0; i < temp_n; i++)
2702         {
2703                 /* Point 2 */
2704                 x2 = temp_x[i];
2705                 y2 = temp_y[i];
2706
2707                 /* Directed distance */
2708                 x3 = (x2 - x1);
2709                 y3 = (y2 - y1);
2710
2711                 /* Verify quadrant */
2712                 if (dx && (x3 * dx <= 0)) continue;
2713                 if (dy && (y3 * dy <= 0)) continue;
2714
2715                 /* Absolute distance */
2716                 x4 = ABS(x3);
2717                 y4 = ABS(y3);
2718
2719                 /* Verify quadrant */
2720                 if (dy && !dx && (x4 > y4)) continue;
2721                 if (dx && !dy && (y4 > x4)) continue;
2722
2723                 /* Approximate Double Distance */
2724                 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2725
2726                 /* XXX XXX XXX Penalize location */
2727
2728                 /* Track best */
2729                 if ((b_i >= 0) && (v >= b_v)) continue;
2730
2731                 /* Track best */
2732                 b_i = i; b_v = v;
2733         }
2734
2735         /* Result */
2736         return (b_i);
2737 }
2738
2739
2740 /*
2741  * Hack -- determine if a given location is "interesting"
2742  */
2743 static bool target_set_accept(int y, int x)
2744 {
2745         cave_type *c_ptr;
2746
2747         s16b this_o_idx, next_o_idx = 0;
2748
2749         /* Bounds */
2750         if (!(in_bounds(y, x))) return (FALSE);
2751
2752         /* Player grid is always interesting */
2753         if ((y == py) && (x == px)) return (TRUE);
2754
2755
2756         /* Handle hallucination */
2757         if (p_ptr->image) return (FALSE);
2758
2759
2760         /* Examine the grid */
2761         c_ptr = &cave[y][x];
2762
2763         /* Visible monsters */
2764         if (c_ptr->m_idx)
2765         {
2766                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2767
2768                 /* Visible monsters */
2769                 if (m_ptr->ml) return (TRUE);
2770         }
2771
2772         /* Scan all objects in the grid */
2773         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2774         {
2775                 object_type *o_ptr;
2776
2777                 /* Acquire object */
2778                 o_ptr = &o_list[this_o_idx];
2779
2780                 /* Acquire next object */
2781                 next_o_idx = o_ptr->next_o_idx;
2782
2783                 /* Memorized object */
2784                 if (o_ptr->marked) return (TRUE);
2785         }
2786
2787         /* Interesting memorized features */
2788         if (c_ptr->info & (CAVE_MARK))
2789         {
2790                 /* Notice glyphs */
2791                 if (c_ptr->feat == FEAT_GLYPH) return (TRUE);
2792                 if (c_ptr->feat == FEAT_MINOR_GLYPH) return (TRUE);
2793                 if (c_ptr->feat == FEAT_MIRROR) return (TRUE);
2794
2795                 /* Notice the Pattern */
2796                 if ((c_ptr->feat <= FEAT_PATTERN_XTRA2) &&
2797                     (c_ptr->feat >= FEAT_PATTERN_START))
2798                         return (TRUE);
2799
2800                 /* Notice doors */
2801                 if (c_ptr->feat == FEAT_OPEN) return (TRUE);
2802                 if (c_ptr->feat == FEAT_BROKEN) return (TRUE);
2803
2804                 /* Notice stairs */
2805                 if (c_ptr->feat == FEAT_LESS) return (TRUE);
2806                 if (c_ptr->feat == FEAT_MORE) return (TRUE);
2807                 if (c_ptr->feat == FEAT_LESS_LESS) return (TRUE);
2808                 if (c_ptr->feat == FEAT_MORE_MORE) return (TRUE);
2809
2810                 /* Notice shops */
2811                 if ((c_ptr->feat >= FEAT_SHOP_HEAD) &&
2812                     (c_ptr->feat <= FEAT_SHOP_TAIL)) return (TRUE);
2813
2814                 if (c_ptr->feat == FEAT_MUSEUM) return (TRUE);
2815
2816                 /* Notice buildings -KMW- */
2817                 if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
2818                     (c_ptr->feat <= FEAT_BLDG_TAIL)) return (TRUE);
2819
2820                 /* Notice traps */
2821                 if (is_trap(c_ptr->feat)) return (TRUE);
2822
2823                 /* Notice doors */
2824                 if ((c_ptr->feat >= FEAT_DOOR_HEAD) &&
2825                     (c_ptr->feat <= FEAT_DOOR_TAIL)) return (TRUE);
2826
2827                 /* Notice rubble */
2828                 /* I think FEAT_RUBBLEs should not be "interesting" */
2829 #if 0
2830                 if (c_ptr->feat == FEAT_RUBBLE) return (TRUE);
2831 #endif
2832                 /* Notice veins with treasure */
2833                 if (c_ptr->feat == FEAT_MAGMA_K) return (TRUE);
2834                 if (c_ptr->feat == FEAT_QUARTZ_K) return (TRUE);
2835
2836                 /* Notice quest features */
2837                 if (c_ptr->feat == FEAT_QUEST_ENTER) return (TRUE);
2838                 if (c_ptr->feat == FEAT_QUEST_EXIT) return (TRUE);
2839                 if (c_ptr->feat == FEAT_QUEST_DOWN) return (TRUE);
2840                 if (c_ptr->feat == FEAT_QUEST_UP) return (TRUE);
2841                 if (c_ptr->feat == FEAT_TOWN) return (TRUE);
2842                 if (c_ptr->feat == FEAT_ENTRANCE) return (TRUE);
2843         }
2844
2845         /* Nope */
2846         return (FALSE);
2847 }
2848
2849
2850 /*
2851  * Prepare the "temp" array for "target_set"
2852  *
2853  * Return the number of target_able monsters in the set.
2854  */
2855 static void target_set_prepare(int mode)
2856 {
2857         int y, x;
2858
2859         /* Reset "temp" array */
2860         temp_n = 0;
2861
2862         /* Scan the current panel */
2863         for (y = panel_row_min; y <= panel_row_max; y++)
2864         {
2865                 for (x = panel_col_min; x <= panel_col_max; x++)
2866                 {
2867                         cave_type *c_ptr;
2868
2869                         /* Require line of sight, unless "look" is "expanded" */
2870                         if (!expand_look && !player_has_los_bold(y, x)) continue;
2871
2872                         /* Require "interesting" contents */
2873                         if (!target_set_accept(y, x)) continue;
2874
2875                         c_ptr = &cave[y][x];
2876
2877                         /* Require target_able monsters for "TARGET_KILL" */
2878                         if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2879
2880                         if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2881
2882                         /* Save the location */
2883                         temp_x[temp_n] = x;
2884                         temp_y[temp_n] = y;
2885                         temp_n++;
2886                 }
2887         }
2888
2889         /* Set the sort hooks */
2890         ang_sort_comp = ang_sort_comp_distance;
2891         ang_sort_swap = ang_sort_swap_distance;
2892
2893         /* Sort the positions */
2894         ang_sort(temp_x, temp_y, temp_n);
2895
2896         if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2897         {
2898                 byte tmp;
2899
2900                 tmp = temp_y[0];
2901                 temp_y[0] = temp_y[1];
2902                 temp_y[1] = tmp;
2903                 tmp = temp_x[0];
2904                 temp_x[0] = temp_x[1];
2905                 temp_x[1] = tmp;
2906         }
2907 }
2908
2909
2910 /*
2911  * Examine a grid, return a keypress.
2912  *
2913  * The "mode" argument contains the "TARGET_LOOK" bit flag, which
2914  * indicates that the "space" key should scan through the contents
2915  * of the grid, instead of simply returning immediately.  This lets
2916  * the "look" command get complete information, without making the
2917  * "target" command annoying.
2918  *
2919  * The "info" argument contains the "commands" which should be shown
2920  * inside the "[xxx]" text.  This string must never be empty, or grids
2921  * containing monsters will be displayed with an extra comma.
2922  *
2923  * Note that if a monster is in the grid, we update both the monster
2924  * recall info and the health bar info to track that monster.
2925  *
2926  * Eventually, we may allow multiple objects per grid, or objects
2927  * and terrain features in the same grid. XXX XXX XXX
2928  *
2929  * This function must handle blindness/hallucination.
2930  */
2931 static int target_set_aux(int y, int x, int mode, cptr info)
2932 {
2933         cave_type *c_ptr = &cave[y][x];
2934
2935         s16b this_o_idx, next_o_idx = 0;
2936
2937         cptr s1, s2, s3;
2938
2939         bool boring;
2940
2941         int feat;
2942
2943         int query;
2944
2945         char out_val[MAX_NLEN+80];
2946
2947
2948         /* Repeat forever */
2949         while (1)
2950         {
2951                 /* Paranoia */
2952                 query = ' ';
2953
2954                 /* Assume boring */
2955                 boring = TRUE;
2956
2957                 /* Default */
2958 #ifdef JP
2959 s1 = "";
2960 #else
2961                 s1 = "You see ";
2962 #endif
2963
2964                 s2 = "";
2965                 s3 = "";
2966
2967                 /* Hack -- under the player */
2968                 if ((y == py) && (x == px))
2969                 {
2970                         /* Description */
2971 #ifdef JP
2972                         s1 = "¤¢¤Ê¤¿¤Ï";
2973                         s2 = "¤Î¾å";
2974                         s3 = "¤Ë¤¤¤ë";
2975 #else
2976                         s1 = "You are ";
2977
2978                         /* Preposition */
2979                         s2 = "on ";
2980 #endif
2981
2982                 }
2983                 else
2984                 {
2985 #ifdef JP
2986                         s1 = "¥¿¡¼¥²¥Ã¥È:";
2987 #else
2988                         s1 = "Target:";
2989 #endif
2990                 }
2991
2992                 /* Hack -- hallucination */
2993                 if (p_ptr->image)
2994                 {
2995 #ifdef JP
2996 cptr name = "²¿¤«´ñ̯¤Êʪ";
2997 #else
2998                         cptr name = "something strange";
2999 #endif
3000
3001
3002                         /* Display a message */
3003 #ifdef JP
3004                         sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3005 #else
3006                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3007 #endif
3008
3009                         prt(out_val, 0, 0);
3010                         move_cursor_relative(y, x);
3011                         query = inkey();
3012
3013                         /* Stop on everything but "return" */
3014                         if ((query != '\r') && (query != '\n')) break;
3015
3016                         /* Repeat forever */
3017                         continue;
3018                 }
3019
3020
3021                 /* Actual monsters */
3022                 if (c_ptr->m_idx)
3023                 {
3024                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
3025                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
3026
3027                         /* Visible */
3028                         if (m_ptr->ml)
3029                         {
3030                                 bool recall = FALSE;
3031
3032                                 char m_name[80];
3033
3034                                 /* Not boring */
3035                                 boring = FALSE;
3036
3037                                 /* Get the monster name ("a kobold") */
3038                                 monster_desc(m_name, m_ptr, 0x08);
3039
3040                                 /* Hack -- track this monster race */
3041                                 monster_race_track(m_ptr->ap_r_idx);
3042
3043                                 /* Hack -- health bar for this monster */
3044                                 health_track(c_ptr->m_idx);
3045
3046                                 /* Hack -- handle stuff */
3047                                 handle_stuff();
3048
3049                                 /* Interact */
3050                                 while (1)
3051                                 {
3052                                         /* Recall */
3053                                         if (recall)
3054                                         {
3055                                                 /* Save */
3056                                                 screen_save();
3057
3058                                                 /* Recall on screen */
3059                                                 screen_roff(m_ptr->ap_r_idx, 0);
3060
3061                                                 /* Hack -- Complete the prompt (again) */
3062 #ifdef JP
3063 Term_addstr(-1, TERM_WHITE, format("  [r»× %s]", info));
3064 #else
3065                                                 Term_addstr(-1, TERM_WHITE, format("  [r,%s]", info));
3066 #endif
3067
3068
3069                                                 /* Command */
3070                                                 query = inkey();
3071
3072                                                 /* Restore */
3073                                                 screen_load();
3074                                         }
3075
3076                                         /* Normal */
3077                                         else
3078                                         {
3079                                                 cptr attitude;
3080                                                 cptr tekitou;
3081
3082                                                 if (p_ptr->riding && (p_ptr->riding == c_ptr->m_idx))
3083                                                 {
3084 #ifdef JP
3085                                                          tekitou = "(¥Ú¥Ã¥È)";
3086 #else
3087                                                          tekitou = "(pet)";
3088 #endif
3089                                                 }
3090                                                 else
3091                                                 {
3092                                                          tekitou = "";
3093                                                 }
3094
3095                                                 if (is_pet(m_ptr) && (p_ptr->riding != c_ptr->m_idx))
3096 #ifdef JP
3097 attitude = " (¥Ú¥Ã¥È) ";
3098 #else
3099                                                         attitude = " (pet) ";
3100 #endif
3101
3102                                                 else if (is_friendly(m_ptr))
3103 #ifdef JP
3104 attitude = " (ͧ¹¥Åª) ";
3105 #else
3106                                                         attitude = " (friendly) ";
3107 #endif
3108
3109                                                 else
3110 #ifdef JP
3111 attitude = " ";
3112 #else
3113                                                         attitude = " ";
3114 #endif
3115
3116
3117                                                 /* Describe, and prompt for recall */
3118 {
3119 #define M_INT_GREATER(h1,l1,h2,l2)  ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
3120 #define M_INT_SUB(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x10000;h1--;}l1-=l2;}
3121 #define M_INT_ADD(h1,l1, h2,l2) {h1+=h2;l1+=l2;if(l1>=0x10000L){l1&=0xFFFF;h1++;}}
3122 #define M_INT_LSHIFT(h1,l1) {h1=(h1<<1)|(l1>>15);l1=(l1<<1)&0xffff;}
3123 #define M_INT_RSHIFT(h1,l1) {l1=(l1>>1)|((h1&1)<<15);h1>>=1;}
3124 #define M_INT_MULT(h1,l1,mul,h2,l2) {l2=(l1*mul)&0xffff;h2=((l1*mul)>>16)+h1*mul;}
3125         char acount[10];
3126         u32b tmp_h,tmp_l;
3127         int bit,result;
3128         u32b exp_mon= (r_ptr->mexp)*(r_ptr->level);
3129         u32b exp_mon_h= exp_mon / (p_ptr->max_plv+2);
3130         u32b exp_mon_l= ((exp_mon % (p_ptr->max_plv+2))*0x10000/(p_ptr->max_plv+2))&0xFFFF;
3131         
3132         u32b exp_adv_h = player_exp[p_ptr->lev -1] * p_ptr->expfact /100;
3133         u32b exp_adv_l = ((player_exp[p_ptr->lev -1]%100) * p_ptr->expfact *0x10000/100)&0xFFFF;
3134         
3135         M_INT_SUB(exp_adv_h, exp_adv_l, p_ptr->exp, p_ptr->exp_frac);
3136         if ((p_ptr->lev>=PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3137                 sprintf(acount,"[**]");
3138         else if (!r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG_KAGE))
3139                 sprintf(acount,"[??]");
3140         else if (M_INT_GREATER(exp_mon_h, exp_mon_l, exp_adv_h, exp_adv_l))
3141                 sprintf(acount,"[001]");
3142         else 
3143         {
3144                 M_INT_MULT(exp_mon_h, exp_mon_l, 1000,tmp_h, tmp_l);
3145                 if( M_INT_GREATER(exp_adv_h, exp_adv_l, tmp_h, tmp_l) )
3146                         sprintf(acount,"[999]");
3147                 else
3148                 {
3149                         bit=1; result=0;
3150                         M_INT_ADD(exp_adv_h, exp_adv_l, exp_mon_h, exp_mon_l);
3151                         M_INT_SUB(exp_adv_h, exp_adv_l, 0, 1);
3152                         while(M_INT_GREATER(exp_adv_h, exp_adv_l, exp_mon_h,exp_mon_l))
3153                         {
3154                                 M_INT_LSHIFT(exp_mon_h,exp_mon_l);
3155                                 bit <<= 1;
3156                         }
3157                         M_INT_RSHIFT(exp_mon_h,exp_mon_l);bit>>=1;
3158                         for(;bit>=1;bit>>=1)
3159                         {
3160                                 if(M_INT_GREATER(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l))
3161                                 {
3162                                         result |= bit;
3163                                         M_INT_SUB(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l);
3164                                 }
3165                                 M_INT_RSHIFT(exp_mon_h,exp_mon_l); 
3166                         }
3167                         sprintf(acount,"[%03d]",result);
3168                 }
3169         }
3170         sprintf(out_val, 
3171 #ifdef JP
3172                 "%s%s%s(%s)%s%s%s%s%s[r»× %s]",
3173                 acount, s1, m_name, look_mon_desc(c_ptr->m_idx), tekitou, s2, s3, 
3174 #else
3175                 "%s%s%s%s%s(%s)%s%s%s[r, %s]",
3176                 acount, s1, s2, s3, m_name, look_mon_desc(c_ptr->m_idx), tekitou, 
3177 #endif
3178                 (m_ptr->smart & SM_CLONED ? " (clone)": ""),
3179                 attitude,info);
3180 }
3181
3182                                                 prt(out_val, 0, 0);
3183
3184                                                 /* Place cursor */
3185                                                 move_cursor_relative(y, x);
3186
3187                                                 /* Command */
3188                                                 query = inkey();
3189                                         }
3190
3191                                         /* Normal commands */
3192                                         if (query != 'r') break;
3193
3194                                         /* Toggle recall */
3195                                         recall = !recall;
3196                                 }
3197
3198                                 /* Always stop at "normal" keys */
3199                                 if ((query != '\r') && (query != '\n') && (query != ' ')) break;
3200
3201                                 /* Sometimes stop at "space" key */
3202                                 if ((query == ' ') && !(mode & (TARGET_LOOK))) break;
3203
3204                                 /* Change the intro */
3205 #ifdef JP
3206 s1 = "¤½¤ì¤Ï";
3207 #else
3208                                 s1 = "It is ";
3209 #endif
3210
3211
3212                                 /* Hack -- take account of gender */
3213 #ifdef JP
3214 if (r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3215 #else
3216                                 if (r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3217 #endif
3218
3219 #ifdef JP
3220 else if (r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3221 #else
3222                                 else if (r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3223 #endif
3224
3225
3226                                 /* Use a preposition */
3227 #ifdef JP
3228                                 s2 = "¤ò";
3229                                 s3 = "»ý¤Ã¤Æ¤¤¤ë";
3230 #else
3231                                 s2 = "carrying ";
3232 #endif
3233
3234
3235                                 /* Scan all objects being carried */
3236                                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3237                                 {
3238                                         char o_name[MAX_NLEN];
3239
3240                                         object_type *o_ptr;
3241
3242                                         /* Acquire object */
3243                                         o_ptr = &o_list[this_o_idx];
3244
3245                                         /* Acquire next object */
3246                                         next_o_idx = o_ptr->next_o_idx;
3247
3248                                         /* Obtain an object description */
3249                                         object_desc(o_name, o_ptr, TRUE, 3);
3250
3251                                         /* Describe the object */
3252 #ifdef JP
3253                                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3254 #else
3255                                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3256 #endif
3257
3258                                         prt(out_val, 0, 0);
3259                                         move_cursor_relative(y, x);
3260                                         query = inkey();
3261
3262                                         /* Always stop at "normal" keys */
3263                                         if ((query != '\r') && (query != '\n') && (query != ' ')) break;
3264
3265                                         /* Sometimes stop at "space" key */
3266                                         if ((query == ' ') && !(mode & (TARGET_LOOK))) break;
3267
3268                                         /* Change the intro */
3269 #ifdef JP
3270 s2 = "¤ò¤Þ¤¿";
3271 #else
3272                                         s2 = "also carrying ";
3273 #endif
3274
3275                                 }
3276
3277                                 /* Double break */
3278                                 if (this_o_idx) break;
3279
3280                                 /* Use a preposition */
3281 #ifdef JP
3282                               s2 = "¤Î¾å";
3283                               s3 = "¤Ë¤¤¤ë";
3284 #else
3285                                 s2 = "on ";
3286 #endif
3287
3288                         }
3289                 }
3290
3291
3292 #ifdef ALLOW_EASY_FLOOR
3293
3294                 /* Scan all objects in the grid */
3295                 if (easy_floor)
3296                 {
3297                         int floor_list[23], floor_num;
3298                         int min_width = 0;
3299
3300                         floor_num = scan_floor(floor_list, y, x, 0x02);
3301
3302                         if (floor_num)
3303                         {
3304                                 /* Not boring */
3305                                 boring = FALSE;
3306
3307                                 while (1)
3308                                 {
3309                                         if (floor_num == 1)
3310                                         {
3311                                                 char o_name[MAX_NLEN];
3312
3313                                                 object_type *o_ptr;
3314
3315                                                 /* Acquire object */
3316                                                 o_ptr = &o_list[floor_list[0]];
3317
3318                                                 /* Describe the object */
3319                                                 object_desc(o_name, o_ptr, TRUE, 3);
3320
3321                                                 /* Message */
3322 #ifdef JP
3323 sprintf(out_val, "%s%s%s%s[%s]",
3324 s1, o_name, s2, s3, info);
3325 #else
3326                                                 sprintf(out_val, "%s%s%s%s [%s]",
3327                                                         s1, s2, s3, o_name, info);
3328 #endif
3329
3330                                         }
3331                                         else
3332                                         {
3333                                                 /* Message */
3334 #ifdef JP
3335                                                 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3336                                                         s1, floor_num, s2, s3, info);
3337 #else
3338                                                 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3339                                                         s1, s2, s3, floor_num, info);
3340 #endif
3341
3342                                         }
3343
3344                                         prt(out_val, 0, 0);
3345                                         move_cursor_relative(y, x);
3346
3347                                         /* Command */
3348                                         query = inkey();
3349
3350                                         /* Display list of items (query == "el", not "won") */
3351                                         if (floor_num == 1 || query != 'x')
3352                                         {
3353                                                 /* Stop */
3354                                                 break;
3355                                         }
3356                                         else while (1)
3357                                         {
3358                                                 int i, o_idx;
3359                                                 cave_type *c_ptr;
3360
3361                                                 /* Save screen */
3362                                                 screen_save();
3363
3364                                                 /* Display */
3365                                                 (void)show_floor(0, y, x, &min_width);
3366
3367                                                 /* Prompt */
3368 #ifdef JP
3369                                                 prt("Enter¤Ç¼¡¤Ø¡¢Â¾¤Î¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 0, 0);
3370 #else
3371                                                 prt("Hit Enter to scroll, Hit any other key to continue", 0, 0);
3372 #endif
3373
3374                                                 /* Wait */
3375                                                 query = inkey();
3376
3377                                                 /* Load screen */
3378                                                 screen_load();
3379
3380                                                 /* Exit unless 'Enter' */
3381                                                 if (query != '\n' && query != '\r') break;
3382
3383                                                 /* Get the object being moved. */
3384                                                 c_ptr = &cave[y][x];
3385                                                 o_idx = c_ptr->o_idx;
3386  
3387                                                 /* Only rotate a pile of two or more objects. */
3388                                                 if (o_idx && o_list[o_idx].next_o_idx)
3389                                                 {
3390
3391                                                         /* Remove the first object from the list. */
3392                                                         excise_object_idx(o_idx);
3393         
3394                                                         /* Find end of the list. */
3395                                                         i = c_ptr->o_idx;
3396                                                         while (o_list[i].next_o_idx)
3397                                                                 i = o_list[i].next_o_idx;
3398         
3399                                                         /* Add after the last object. */
3400                                                         o_list[i].next_o_idx = o_idx;
3401                                                 }
3402                                         }
3403                                 }
3404
3405                                 /* Stop */
3406                                 break;
3407                         }
3408                 }
3409
3410 #endif /* ALLOW_EASY_FLOOR */
3411
3412
3413                 /* Scan all objects in the grid */
3414                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3415                 {
3416                         object_type *o_ptr;
3417
3418                         /* Acquire object */
3419                         o_ptr = &o_list[this_o_idx];
3420
3421                         /* Acquire next object */
3422                         next_o_idx = o_ptr->next_o_idx;
3423
3424                         /* Describe it */
3425                         if (o_ptr->marked)
3426                         {
3427                                 char o_name[MAX_NLEN];
3428
3429                                 /* Not boring */
3430                                 boring = FALSE;
3431
3432                                 /* Obtain an object description */
3433                                 object_desc(o_name, o_ptr, TRUE, 3);
3434
3435                                 /* Describe the object */
3436 #ifdef JP
3437 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3438 #else
3439                                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3440 #endif
3441
3442                                 prt(out_val, 0, 0);
3443                                 move_cursor_relative(y, x);
3444                                 query = inkey();
3445
3446                                 /* Always stop at "normal" keys */
3447                                 if ((query != '\r') && (query != '\n') && (query != ' ')) break;
3448
3449                                 /* Sometimes stop at "space" key */
3450                                 if ((query == ' ') && !(mode & TARGET_LOOK)) break;
3451
3452                                 /* Change the intro */
3453 #ifdef JP
3454 s1 = "¤½¤ì¤Ï";
3455 #else
3456                                 s1 = "It is ";
3457 #endif
3458
3459
3460                                 /* Plurals */
3461 #ifdef JP
3462 if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3463 #else
3464                                 if (o_ptr->number != 1) s1 = "They are ";
3465 #endif
3466
3467
3468                                 /* Preposition */
3469 #ifdef JP
3470                                 s2 = "¤Î¾å";
3471                                 s3 = "¤Ë¸«¤¨¤ë";
3472 #else
3473                                 s2 = "on ";
3474 #endif
3475
3476                         }
3477                 }
3478
3479                 /* Double break */
3480                 if (this_o_idx) break;
3481
3482                 if (c_ptr->mimic)
3483                 {
3484                         feat = c_ptr->mimic;
3485                 }
3486                 else
3487                 {
3488                         feat = f_info[c_ptr->feat].mimic;
3489                 }
3490
3491                 /* Require knowledge about grid, or ability to see grid */
3492                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3493                 {
3494                         /* Forget feature */
3495                         feat = FEAT_NONE;
3496                 }
3497
3498                 /* Terrain feature if needed */
3499                 if (boring || (feat > FEAT_INVIS))
3500                 {
3501                         cptr name;
3502
3503                         /* Hack -- special handling for building doors */
3504                         if ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL))
3505                         {
3506                                 name = building[feat - FEAT_BLDG_HEAD].name;
3507                         }
3508                         else if (feat == FEAT_ENTRANCE)
3509                         {
3510 #ifdef JP
3511                                 name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3512 #else
3513                                 name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3514 #endif
3515                         }
3516                         else if (feat == FEAT_TOWN)
3517                         {
3518                                 name = town[c_ptr->special].name;
3519                         }
3520                         else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
3521                         {
3522 #ifdef JP
3523                                 name = "ƻ";
3524 #else
3525                                 name = "road";
3526 #endif
3527                         }
3528                         else
3529                         {
3530                                 name = f_name + f_info[feat].name;
3531                         }
3532
3533                         /* Hack -- handle unknown grids */
3534 #ifdef JP
3535 if (feat == FEAT_NONE) name = "̤ÃΤÎÃÏ·Á";
3536 #else
3537                         if (feat == FEAT_NONE) name = "unknown grid";
3538 #endif
3539
3540
3541                         /* Pick a prefix */
3542                         if (*s2 && ((feat >= FEAT_MINOR_GLYPH) &&
3543                            (feat <= FEAT_PATTERN_XTRA2)))
3544                         {
3545 #ifdef JP
3546 s2 = "¤Î¾å";
3547 #else
3548                                 s2 = "on ";
3549 #endif
3550
3551                         }
3552                         else if (*s2 && ((feat >= FEAT_DOOR_HEAD) &&
3553                                 (feat <= FEAT_PERM_SOLID)))
3554                         {
3555 #ifdef JP
3556 s2 = "¤ÎÃæ";
3557 #else
3558                                 s2 = "in ";
3559 #endif
3560
3561                         }
3562                         else if (*s2 && (feat == FEAT_TOWN))
3563                         {
3564 #ifdef JP
3565 s2 = "¤ÎÃæ";
3566 #else
3567                                 s2 = "in ";
3568 #endif
3569
3570                         }
3571
3572                         /* Hack -- special introduction for store & building doors -KMW- */
3573                         if (((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
3574                             ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
3575                             (feat == FEAT_MUSEUM) ||
3576                             (feat == FEAT_ENTRANCE))
3577                         {
3578 #ifdef JP
3579 s2 = "¤ÎÆþ¸ý";
3580 #else
3581                                 s3 = "";
3582 #endif
3583
3584                         }
3585                         else if ((feat == FEAT_TOWN) || (feat == FEAT_FLOOR) || (feat == FEAT_DIRT) || (feat == FEAT_FLOWER))
3586                         {
3587 #ifndef JP
3588                                 s3 ="";
3589 #endif
3590                         }
3591                         else
3592                         {
3593                                 /* Pick proper indefinite article */
3594 #ifndef JP
3595                                 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3596 #endif
3597                         }
3598
3599                         /* Display a message */
3600                         if (wizard)
3601 #ifdef JP
3602                         sprintf(out_val, "%s%s%s%s[%s] %x %d %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y);
3603 #else
3604                         sprintf(out_val, "%s%s%s%s [%s] %x %d %d %d %d", s1, s2, s3, name, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when);
3605 #endif
3606                         else
3607 #ifdef JP
3608                         sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3609 #else
3610                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3611 #endif
3612
3613                         prt(out_val, 0, 0);
3614                         move_cursor_relative(y, x);
3615                         query = inkey();
3616
3617                         /* Always stop at "normal" keys */
3618                         if ((query != '\r') && (query != '\n') && (query != ' ')) break;
3619                 }
3620
3621                 /* Stop on everything but "return" */
3622                 if ((query != '\r') && (query != '\n')) break;
3623         }
3624
3625         /* Keep going */
3626         return (query);
3627 }
3628
3629
3630 /*
3631  * Handle "target" and "look".
3632  *
3633  * Note that this code can be called from "get_aim_dir()".
3634  *
3635  * All locations must be on the current panel.  Consider the use of
3636  * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3637  * some form of "scrolling" the map around the cursor.  XXX XXX XXX
3638  * That is, consider the possibility of "auto-scrolling" the screen
3639  * while the cursor moves around.  This may require changes in the
3640  * "update_mon()" code to allow "visibility" even if off panel, and
3641  * may require dynamic recalculation of the "temp" grid set.
3642  *
3643  * Hack -- targeting/observing an "outer border grid" may induce
3644  * problems, so this is not currently allowed.
3645  *
3646  * The player can use the direction keys to move among "interesting"
3647  * grids in a heuristic manner, or the "space", "+", and "-" keys to
3648  * move through the "interesting" grids in a sequential manner, or
3649  * can enter "location" mode, and use the direction keys to move one
3650  * grid at a time in any direction.  The "t" (set target) command will
3651  * only target a monster (as opposed to a location) if the monster is
3652  * target_able and the "interesting" mode is being used.
3653  *
3654  * The current grid is described using the "look" method above, and
3655  * a new command may be entered at any time, but note that if the
3656  * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3657  * where "space" has no obvious meaning) then "space" will scan
3658  * through the description of the current grid until done, instead
3659  * of immediately jumping to the next "interesting" grid.  This
3660  * allows the "target" command to retain its old semantics.
3661  *
3662  * The "*", "+", and "-" keys may always be used to jump immediately
3663  * to the next (or previous) interesting grid, in the proper mode.
3664  *
3665  * The "return" key may always be used to scan through a complete
3666  * grid description (forever).
3667  *
3668  * This command will cancel any old target, even if used from
3669  * inside the "look" command.
3670  */
3671 bool target_set(int mode)
3672 {
3673         int             i, d, m, t, bd;
3674         int             y = py;
3675         int             x = px;
3676
3677         bool    done = FALSE;
3678
3679         bool    flag = TRUE;
3680
3681         char    query;
3682
3683         char    info[80];
3684
3685         cave_type               *c_ptr;
3686
3687         int wid, hgt;
3688
3689         /* Get size */
3690         get_screen_size(&wid, &hgt);
3691
3692         /* Cancel target */
3693         target_who = 0;
3694
3695
3696         /* Cancel tracking */
3697         /* health_track(0); */
3698
3699
3700         /* Prepare the "temp" array */
3701         target_set_prepare(mode);
3702
3703         /* Start near the player */
3704         m = 0;
3705
3706         /* Interact */
3707         while (!done)
3708         {
3709                 /* Interesting grids */
3710                 if (flag && temp_n)
3711                 {
3712                         y = temp_y[m];
3713                         x = temp_x[m];
3714
3715                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3716
3717                         /* Access */
3718                         c_ptr = &cave[y][x];
3719
3720                         /* Allow target */
3721                         if (target_able(c_ptr->m_idx))
3722                         {
3723 #ifdef JP
3724 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3725 #else
3726                                 strcpy(info, "q,t,p,o,+,-,<dir>");
3727 #endif
3728
3729                         }
3730
3731                         /* Dis-allow target */
3732                         else
3733                         {
3734 #ifdef JP
3735 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3736 #else
3737                                 strcpy(info, "q,p,o,+,-,<dir>");
3738 #endif
3739
3740                         }
3741
3742                         /* Describe and Prompt */
3743                         query = target_set_aux(y, x, mode, info);
3744
3745                         /* Cancel tracking */
3746                         /* health_track(0); */
3747
3748                         /* Assume no "direction" */
3749                         d = 0;
3750
3751                         if (use_menu)
3752                         {
3753                                 if (query == '\r') query = 't';
3754                         }  
3755
3756                         /* Analyze */
3757                         switch (query)
3758                         {
3759                                 case ESCAPE:
3760                                 case 'q':
3761                                 {
3762                                         done = TRUE;
3763                                         break;
3764                                 }
3765
3766                                 case 't':
3767                                 case '.':
3768                                 case '5':
3769                                 case '0':
3770                                 {
3771                                         if (target_able(c_ptr->m_idx))
3772                                         {
3773                                                 health_track(c_ptr->m_idx);
3774                                                 target_who = c_ptr->m_idx;
3775                                                 target_row = y;
3776                                                 target_col = x;
3777                                                 done = TRUE;
3778                                         }
3779                                         else
3780                                         {
3781                                                 bell();
3782                                         }
3783                                         break;
3784                                 }
3785
3786                                 case ' ':
3787                                 case '*':
3788                                 case '+':
3789                                 {
3790                                         if (++m == temp_n)
3791                                         {
3792                                                 m = 0;
3793                                                 if (!expand_list) done = TRUE;
3794                                         }
3795                                         break;
3796                                 }
3797
3798                                 case '-':
3799                                 {
3800                                         if (m-- == 0)
3801                                         {
3802                                                 m = temp_n - 1;
3803                                                 if (!expand_list) done = TRUE;
3804                                         }
3805                                         break;
3806                                 }
3807
3808                                 case 'p':
3809                                 {
3810                                         /* Recenter the map around the player */
3811                                         verify_panel();
3812
3813                                         /* Update stuff */
3814                                         p_ptr->update |= (PU_MONSTERS);
3815
3816                                         /* Redraw map */
3817                                         p_ptr->redraw |= (PR_MAP);
3818
3819                                         /* Window stuff */
3820                                         p_ptr->window |= (PW_OVERHEAD);
3821
3822                                         /* Handle stuff */
3823                                         handle_stuff();
3824
3825                                         /* Recalculate interesting grids */
3826                                         target_set_prepare(mode);
3827
3828                                         y = py;
3829                                         x = px;
3830                                 }
3831
3832                                 case 'o':
3833                                 {
3834                                         flag = FALSE;
3835                                         break;
3836                                 }
3837
3838                                 case 'm':
3839                                 {
3840                                         break;
3841                                 }
3842
3843                                 default:
3844                                 {
3845                                         /* Extract the action (if any) */
3846                                         d = get_keymap_dir(query);
3847
3848                                         if (!d) bell();
3849                                         break;
3850                                 }
3851                         }
3852
3853                         /* Hack -- move around */
3854                         if (d)
3855                         {
3856                                 /* Modified to scroll to monster */
3857                                 int y2 = panel_row_min;
3858                                 int x2 = panel_col_min;
3859
3860                                 /* Find a new monster */
3861                                 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3862
3863                                 /* Request to target past last interesting grid */
3864                                 while (flag && (i < 0))
3865                                 {
3866                                         /* Note the change */
3867                                         if (change_panel(ddy[d], ddx[d]))
3868                                         {
3869                                                 int v = temp_y[m];
3870                                                 int u = temp_x[m];
3871
3872                                                 /* Recalculate interesting grids */
3873                                                 target_set_prepare(mode);
3874
3875                                                 /* Look at interesting grids */
3876                                                 flag = TRUE;
3877
3878                                                 /* Find a new monster */
3879                                                 i = target_pick(v, u, ddy[d], ddx[d]);
3880
3881                                                 /* Use that grid */
3882                                                 if (i >= 0) m = i;
3883                                         }
3884
3885                                         /* Nothing interesting */
3886                                         else
3887                                         {
3888                                                 int dx = ddx[d];
3889                                                 int dy = ddy[d];
3890
3891                                                 /* Restore previous position */
3892                                                 panel_row_min = y2;
3893                                                 panel_col_min = x2;
3894                                                 panel_bounds_center();
3895
3896                                                 /* Update stuff */
3897                                                 p_ptr->update |= (PU_MONSTERS);
3898
3899                                                 /* Redraw map */
3900                                                 p_ptr->redraw |= (PR_MAP);
3901
3902                                                 /* Window stuff */
3903                                                 p_ptr->window |= (PW_OVERHEAD);
3904
3905                                                 /* Handle stuff */
3906                                                 handle_stuff();
3907
3908                                                 /* Recalculate interesting grids */
3909                                                 target_set_prepare(mode);
3910
3911                                                 /* Look at boring grids */
3912                                                 flag = FALSE;
3913
3914                                                 /* Move */
3915                                                 x += dx;
3916                                                 y += dy;
3917
3918                                                 /* Do not move horizontally if unnecessary */
3919                                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3920                                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
3921                                                 {
3922                                                         dx = 0;
3923                                                 }
3924
3925                                                 /* Do not move vertically if unnecessary */
3926                                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3927                                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
3928                                                 {
3929                                                         dy = 0;
3930                                                 }
3931
3932                                                 /* Apply the motion */
3933                                                 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3934                                                     (x >= panel_col_min+wid) || (x < panel_col_min))
3935                                                 {
3936                                                         if (change_panel(dy, dx)) target_set_prepare(mode);
3937                                                 }
3938
3939                                                 /* Slide into legality */
3940                                                 if (x >= cur_wid-1) x = cur_wid - 2;
3941                                                 else if (x <= 0) x = 1;
3942
3943                                                 /* Slide into legality */
3944                                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
3945                                                 else if (y <= 0) y = 1;
3946                                         }
3947                                 }
3948
3949                                 /* Use that grid */
3950                                 m = i;
3951                         }
3952                 }
3953
3954                 /* Arbitrary grids */
3955                 else
3956                 {
3957                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3958
3959                         /* Access */
3960                         c_ptr = &cave[y][x];
3961
3962                         /* Default prompt */
3963 #ifdef JP
3964 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
3965 #else
3966                         strcpy(info, "q,t,p,m,+,-,<dir>");
3967 #endif
3968
3969
3970                         /* Describe and Prompt (enable "TARGET_LOOK") */
3971                         query = target_set_aux(y, x, mode | TARGET_LOOK, info);
3972
3973                         /* Cancel tracking */
3974                         /* health_track(0); */
3975
3976                         /* Assume no direction */
3977                         d = 0;
3978
3979                         if (use_menu)
3980                         {
3981                                 if (query == '\r') query = 't';
3982                         }  
3983
3984                         /* Analyze the keypress */
3985                         switch (query)
3986                         {
3987                                 case ESCAPE:
3988                                 case 'q':
3989                                 {
3990                                         done = TRUE;
3991                                         break;
3992                                 }
3993
3994                                 case 't':
3995                                 case '.':
3996                                 case '5':
3997                                 case '0':
3998                                 {
3999                                         target_who = -1;
4000                                         target_row = y;
4001                                         target_col = x;
4002                                         done = TRUE;
4003                                         break;
4004                                 }
4005
4006                                 case 'p':
4007                                 {
4008                                         /* Recenter the map around the player */
4009                                         verify_panel();
4010
4011                                         /* Update stuff */
4012                                         p_ptr->update |= (PU_MONSTERS);
4013
4014                                         /* Redraw map */
4015                                         p_ptr->redraw |= (PR_MAP);
4016
4017                                         /* Window stuff */
4018                                         p_ptr->window |= (PW_OVERHEAD);
4019
4020                                         /* Handle stuff */
4021                                         handle_stuff();
4022
4023                                         /* Recalculate interesting grids */
4024                                         target_set_prepare(mode);
4025
4026                                         y = py;
4027                                         x = px;
4028                                 }
4029
4030                                 case 'o':
4031                                 {
4032                                         break;
4033                                 }
4034
4035                                 case ' ':
4036                                 case '*':
4037                                 case '+':
4038                                 case '-':
4039                                 case 'm':
4040                                 {
4041                                         flag = TRUE;
4042
4043                                         m = 0;
4044                                         bd = 999;
4045
4046                                         /* Pick a nearby monster */
4047                                         for (i = 0; i < temp_n; i++)
4048                                         {
4049                                                 t = distance(y, x, temp_y[i], temp_x[i]);
4050
4051                                                 /* Pick closest */
4052                                                 if (t < bd)
4053                                                 {
4054                                                         m = i;
4055                                                         bd = t;
4056                                                 }
4057                                         }
4058
4059                                         /* Nothing interesting */
4060                                         if (bd == 999) flag = FALSE;
4061
4062                                         break;
4063                                 }
4064
4065                                 default:
4066                                 {
4067                                         /* Extract the action (if any) */
4068                                         d = get_keymap_dir(query);
4069
4070                                         if (!d) bell();
4071                                         break;
4072                                 }
4073                         }
4074
4075                         /* Handle "direction" */
4076                         if (d)
4077                         {
4078                                 int dx = ddx[d];
4079                                 int dy = ddy[d];
4080
4081                                 /* Move */
4082                                 x += dx;
4083                                 y += dy;
4084
4085                                 /* Do not move horizontally if unnecessary */
4086                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4087                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
4088                                 {
4089                                         dx = 0;
4090                                 }
4091
4092                                 /* Do not move vertically if unnecessary */
4093                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4094                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
4095                                 {
4096                                         dy = 0;
4097                                 }
4098
4099                                 /* Apply the motion */
4100                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4101                                          (x >= panel_col_min + wid) || (x < panel_col_min))
4102                                 {
4103                                         if (change_panel(dy, dx)) target_set_prepare(mode);
4104                                 }
4105
4106                                 /* Slide into legality */
4107                                 if (x >= cur_wid-1) x = cur_wid - 2;
4108                                 else if (x <= 0) x = 1;
4109
4110                                 /* Slide into legality */
4111                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
4112                                 else if (y <= 0) y = 1;
4113                         }
4114                 }
4115         }
4116
4117         /* Forget */
4118         temp_n = 0;
4119
4120         /* Clear the top line */
4121         prt("", 0, 0);
4122
4123         /* Recenter the map around the player */
4124         verify_panel();
4125
4126         /* Update stuff */
4127         p_ptr->update |= (PU_MONSTERS);
4128
4129         /* Redraw map */
4130         p_ptr->redraw |= (PR_MAP);
4131
4132         /* Window stuff */
4133         p_ptr->window |= (PW_OVERHEAD);
4134
4135         /* Handle stuff */
4136         handle_stuff();
4137
4138         /* Failure to set target */
4139         if (!target_who) return (FALSE);
4140
4141         /* Success */
4142         return (TRUE);
4143 }
4144
4145
4146 /*
4147  * Get an "aiming direction" from the user.
4148  *
4149  * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4150  * "0" for "current target", and "-1" for "entry aborted".
4151  *
4152  * Note that "Force Target", if set, will pre-empt user interaction,
4153  * if there is a usable target already set.
4154  *
4155  * Note that confusion over-rides any (explicit?) user choice.
4156  */
4157 bool get_aim_dir(int *dp)
4158 {
4159         int             dir;
4160
4161         char    command;
4162
4163         cptr    p;
4164
4165         /* Initialize */
4166         (*dp) = 0;
4167
4168         /* Global direction */
4169         dir = command_dir;
4170
4171         /* Hack -- auto-target if requested */
4172         if (use_old_target && target_okay()) dir = 5;
4173
4174 #ifdef ALLOW_REPEAT /* TNB */
4175
4176         if (repeat_pull(dp))
4177         {
4178                 /* Confusion? */
4179
4180                 /* Verify */
4181                 if (!(*dp == 5 && !target_okay()))
4182                 {
4183 /*                      return (TRUE); */
4184                         dir = *dp;
4185                 }
4186         }
4187
4188 #endif /* ALLOW_REPEAT -- TNB */
4189
4190         /* Ask until satisfied */
4191         while (!dir)
4192         {
4193                 /* Choose a prompt */
4194                 if (!target_okay())
4195                 {
4196 #ifdef JP
4197 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4198 #else
4199                         p = "Direction ('*' to choose a target, Escape to cancel)? ";
4200 #endif
4201
4202                 }
4203                 else
4204                 {
4205 #ifdef JP
4206 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4207 #else
4208                         p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4209 #endif
4210
4211                 }
4212
4213                 /* Get a command (or Cancel) */
4214                 if (!get_com(p, &command, TRUE)) break;
4215
4216                 if (use_menu)
4217                 {
4218                         if (command == '\r') command = 't';
4219                 }  
4220
4221                 /* Convert various keys to "standard" keys */
4222                 switch (command)
4223                 {
4224                         /* Use current target */
4225                         case 'T':
4226                         case 't':
4227                         case '.':
4228                         case '5':
4229                         case '0':
4230                         {
4231                                 dir = 5;
4232                                 break;
4233                         }
4234
4235                         /* Set new target */
4236                         case '*':
4237                         case ' ':
4238                         case '\r':
4239                         {
4240                                 if (target_set(TARGET_KILL)) dir = 5;
4241                                 break;
4242                         }
4243
4244                         default:
4245                         {
4246                                 /* Extract the action (if any) */
4247                                 dir = get_keymap_dir(command);
4248
4249                                 break;
4250                         }
4251                 }
4252
4253                 /* Verify requested targets */
4254                 if ((dir == 5) && !target_okay()) dir = 0;
4255
4256                 /* Error */
4257                 if (!dir) bell();
4258         }
4259
4260         /* No direction */
4261         if (!dir)
4262         {
4263                 project_length = 0; /* reset to default */
4264                 return (FALSE);
4265         }
4266
4267         /* Save the direction */
4268         command_dir = dir;
4269
4270         /* Check for confusion */
4271         if (p_ptr->confused)
4272         {
4273                 /* XXX XXX XXX */
4274                 /* Random direction */
4275                 dir = ddd[randint0(8)];
4276         }
4277
4278         /* Notice confusion */
4279         if (command_dir != dir)
4280         {
4281                 /* Warn the user */
4282 #ifdef JP
4283 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4284 #else
4285                 msg_print("You are confused.");
4286 #endif
4287
4288         }
4289
4290         /* Save direction */
4291         (*dp) = dir;
4292
4293 #ifdef ALLOW_REPEAT /* TNB */
4294
4295 /*      repeat_push(dir); */
4296         repeat_push(command_dir);
4297
4298 #endif /* ALLOW_REPEAT -- TNB */
4299
4300         /* A "valid" direction was entered */
4301         return (TRUE);
4302 }
4303
4304
4305
4306 /*
4307  * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4308  * and place it into "command_dir", unless we already have one.
4309  *
4310  * This function should be used for all "repeatable" commands, such as
4311  * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4312  * as all commands which must reference a grid adjacent to the player,
4313  * and which may not reference the grid under the player.  Note that,
4314  * for example, it is no longer possible to "disarm" or "open" chests
4315  * in the same grid as the player.
4316  *
4317  * Direction "5" is illegal and will (cleanly) abort the command.
4318  *
4319  * This function tracks and uses the "global direction", and uses
4320  * that as the "desired direction", to which "confusion" is applied.
4321  */
4322 bool get_rep_dir(int *dp, bool under)
4323 {
4324         int dir;
4325
4326         /* Initialize */
4327         (*dp) = 0;
4328
4329         /* Global direction */
4330         dir = command_dir;
4331
4332 #ifdef ALLOW_REPEAT /* TNB */
4333
4334         if (repeat_pull(dp))
4335         {
4336                 dir = *dp;
4337 /*              return (TRUE); */
4338         }
4339
4340 #endif /* ALLOW_REPEAT -- TNB */
4341
4342         /* Get a direction */
4343         while (!dir)
4344         {
4345                 char ch;
4346
4347                 /* Get a command (or Cancel) */
4348 #ifdef JP
4349 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4350 #else
4351                 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4352 #endif
4353
4354
4355                 /* Look up the direction */
4356                 dir = get_keymap_dir(ch);
4357
4358                 /* Oops */
4359                 if (!dir) bell();
4360         }
4361
4362         /* Prevent weirdness */
4363         if ((dir == 5) && (!under)) dir = 0;
4364
4365         /* Aborted */
4366         if (!dir) return (FALSE);
4367
4368         /* Save desired direction */
4369         command_dir = dir;
4370
4371         /* Apply "confusion" */
4372         if (p_ptr->confused)
4373         {
4374                 /* Standard confusion */
4375                 if (randint0(100) < 75)
4376                 {
4377                         /* Random direction */
4378                         dir = ddd[randint0(8)];
4379                 }
4380         }
4381         else if (p_ptr->riding)
4382         {
4383                 monster_type *m_ptr = &m_list[p_ptr->riding];
4384                 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
4385
4386                 if (m_ptr->confused)
4387                 {
4388                         /* Standard confusion */
4389                         if (randint0(100) < 75)
4390                         {
4391                                 /* Random direction */
4392                                 dir = ddd[randint0(8)];
4393                         }
4394                 }
4395                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4396                 {
4397                         /* Random direction */
4398                         dir = ddd[randint0(8)];
4399                 }
4400                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4401                 {
4402                         /* Random direction */
4403                         dir = ddd[randint0(8)];
4404                 }
4405         }
4406
4407         /* Notice confusion */
4408         if (command_dir != dir)
4409         {
4410                 if (p_ptr->confused)
4411                 {
4412                         /* Warn the user */
4413 #ifdef JP
4414 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4415 #else
4416                         msg_print("You are confused.");
4417 #endif
4418                 }
4419                 else
4420                 {
4421                         char m_name[80];
4422                         monster_type *m_ptr = &m_list[p_ptr->riding];
4423
4424                         monster_desc(m_name, m_ptr, 0);
4425                         if (m_ptr->confused)
4426                         {
4427 #ifdef JP
4428 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4429 #else
4430  msg_format("%^s is confusing.", m_name);
4431
4432 #endif
4433                         }
4434                         else
4435                         {
4436 #ifdef JP
4437 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4438 #else
4439 msg_format("You cannot control %s.", m_name);
4440 #endif
4441                         }
4442                 }
4443         }
4444
4445         /* Save direction */
4446         (*dp) = dir;
4447
4448 #ifdef ALLOW_REPEAT /* TNB */
4449
4450 /*      repeat_push(dir); */
4451         repeat_push(command_dir);
4452
4453 #endif /* ALLOW_REPEAT -- TNB */
4454
4455         /* Success */
4456         return (TRUE);
4457 }
4458
4459
4460 bool get_rep_dir2(int *dp)
4461 {
4462         int dir;
4463
4464         /* Initialize */
4465         (*dp) = 0;
4466
4467         /* Global direction */
4468         dir = command_dir;
4469
4470 #ifdef ALLOW_REPEAT /* TNB */
4471
4472         if (repeat_pull(dp))
4473         {
4474                 dir = *dp;
4475 /*              return (TRUE); */
4476         }
4477
4478 #endif /* ALLOW_REPEAT -- TNB */
4479
4480         /* Get a direction */
4481         while (!dir)
4482         {
4483                 char ch;
4484
4485                 /* Get a command (or Cancel) */
4486 #ifdef JP
4487 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4488 #else
4489                 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4490 #endif
4491
4492
4493                 /* Look up the direction */
4494                 dir = get_keymap_dir(ch);
4495
4496                 /* Oops */
4497                 if (!dir) bell();
4498         }
4499
4500         /* Prevent weirdness */
4501         if (dir == 5) dir = 0;
4502
4503         /* Aborted */
4504         if (!dir) return (FALSE);
4505
4506         /* Save desired direction */
4507         command_dir = dir;
4508
4509         /* Apply "confusion" */
4510         if (p_ptr->confused)
4511         {
4512                 /* Standard confusion */
4513                 if (randint0(100) < 75)
4514                 {
4515                         /* Random direction */
4516                         dir = ddd[randint0(8)];
4517                 }
4518         }
4519
4520         /* Notice confusion */
4521         if (command_dir != dir)
4522         {
4523                 /* Warn the user */
4524 #ifdef JP
4525 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4526 #else
4527                 msg_print("You are confused.");
4528 #endif
4529
4530         }
4531
4532         /* Save direction */
4533         (*dp) = dir;
4534
4535 #ifdef ALLOW_REPEAT /* TNB */
4536
4537 /*      repeat_push(dir); */
4538         repeat_push(command_dir);
4539
4540 #endif /* ALLOW_REPEAT -- TNB */
4541
4542         /* Success */
4543         return (TRUE);
4544 }
4545
4546
4547 int get_chaos_patron(void)
4548 {
4549         return ((p_ptr->age + p_ptr->sc) % MAX_PATRON);
4550 }
4551
4552
4553 void gain_level_reward(int chosen_reward)
4554 {
4555         object_type *q_ptr;
4556         object_type forge;
4557         char        wrath_reason[32] = "";
4558         int         nasty_chance = 6;
4559         int         dummy = 0, dummy2 = 0;
4560         int         type, effect;
4561         cptr        reward = NULL;
4562         char o_name[MAX_NLEN];
4563
4564         int count = 0;
4565
4566         if (!chosen_reward)
4567         {
4568                 if (multi_rew) return;
4569                 else multi_rew = TRUE;
4570         }
4571
4572
4573         if (p_ptr->lev == 13) nasty_chance = 2;
4574         else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4575         else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4576
4577         if (one_in_(nasty_chance))
4578                 type = randint1(20); /* Allow the 'nasty' effects */
4579         else
4580                 type = randint1(15) + 5; /* Or disallow them */
4581
4582         if (type < 1) type = 1;
4583         if (type > 20) type = 20;
4584         type--;
4585
4586
4587 #ifdef JP
4588 sprintf(wrath_reason, "%s¤ÎÅܤê",
4589                 chaos_patrons[p_ptr->chaos_patron]);
4590 #else
4591         sprintf(wrath_reason, "the Wrath of %s",
4592                 chaos_patrons[p_ptr->chaos_patron]);
4593 #endif
4594
4595
4596         effect = chaos_rewards[p_ptr->chaos_patron][type];
4597
4598         if (one_in_(6) && !chosen_reward)
4599         {
4600 #ifdef JP
4601 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4602                         chaos_patrons[p_ptr->chaos_patron]);
4603 #else
4604                 msg_format("%^s rewards you with a mutation!",
4605                         chaos_patrons[p_ptr->chaos_patron]);
4606 #endif
4607
4608                 (void)gain_random_mutation(0);
4609 #ifdef JP
4610                 reward = "ÊÑ°Û¤·¤¿¡£";
4611 #else
4612                 reward = "mutation";
4613 #endif
4614         }
4615         else
4616         {
4617         switch (chosen_reward ? chosen_reward : effect)
4618         {
4619                 case REW_POLY_SLF:
4620 #ifdef JP
4621 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4622                                 chaos_patrons[p_ptr->chaos_patron]);
4623 #else
4624                         msg_format("The voice of %s booms out:",
4625                                 chaos_patrons[p_ptr->chaos_patron]);
4626 #endif
4627
4628 #ifdef JP
4629 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4630 #else
4631                         msg_print("'Thou needst a new form, mortal!'");
4632 #endif
4633
4634                         do_poly_self();
4635 #ifdef JP
4636                         reward = "ÊÑ°Û¤·¤¿¡£";
4637 #else
4638                         reward = "polymorphing";
4639 #endif
4640                         break;
4641                 case REW_GAIN_EXP:
4642 #ifdef JP
4643 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4644                                 chaos_patrons[p_ptr->chaos_patron]);
4645 #else
4646                         msg_format("The voice of %s booms out:",
4647                                 chaos_patrons[p_ptr->chaos_patron]);
4648 #endif
4649
4650 #ifdef JP
4651 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4652 #else
4653                         msg_print("'Well done, mortal! Lead on!'");
4654 #endif
4655
4656                         if (p_ptr->prace == RACE_ANDROID)
4657                         {
4658 #ifdef JP
4659                                 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4660 #else
4661                                 msg_print("But, nothing happen.");
4662 #endif
4663                         }
4664                         else if (p_ptr->exp < PY_MAX_EXP)
4665                         {
4666                                 s32b ee = (p_ptr->exp / 2) + 10;
4667                                 if (ee > 100000L) ee = 100000L;
4668 #ifdef JP
4669 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4670 #else
4671                                 msg_print("You feel more experienced.");
4672 #endif
4673
4674                                 gain_exp(ee);
4675 #ifdef JP
4676                                 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4677 #else
4678                                 reward = "experience";
4679 #endif
4680                         }
4681                         break;
4682                 case REW_LOSE_EXP:
4683 #ifdef JP
4684 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4685                                 chaos_patrons[p_ptr->chaos_patron]);
4686 #else
4687                         msg_format("The voice of %s booms out:",
4688                                 chaos_patrons[p_ptr->chaos_patron]);
4689 #endif
4690
4691 #ifdef JP
4692 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4693 #else
4694                         msg_print("'Thou didst not deserve that, slave.'");
4695 #endif
4696
4697                         if (p_ptr->prace == RACE_ANDROID)
4698                         {
4699 #ifdef JP
4700                                 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4701 #else
4702                                 msg_print("But, nothing happen.");
4703 #endif
4704                         }
4705                         else
4706                         {
4707                                 lose_exp(p_ptr->exp / 6);
4708 #ifdef JP
4709                                 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4710 #else
4711                                 reward = "losing experience";
4712 #endif
4713                         }
4714                         break;
4715                 case REW_GOOD_OBJ:
4716 #ifdef JP
4717 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4718                                 chaos_patrons[p_ptr->chaos_patron]);
4719 #else
4720                         msg_format("The voice of %s whispers:",
4721                                 chaos_patrons[p_ptr->chaos_patron]);
4722 #endif
4723
4724 #ifdef JP
4725 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4726 #else
4727                         msg_print("'Use my gift wisely.'");
4728 #endif
4729
4730                         acquirement(py, px, 1, FALSE, FALSE);
4731 #ifdef JP
4732                         reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4733 #else
4734                         reward = "a good item";
4735 #endif
4736                         break;
4737                 case REW_GREA_OBJ:
4738 #ifdef JP
4739 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4740                                 chaos_patrons[p_ptr->chaos_patron]);
4741 #else
4742                         msg_format("The voice of %s booms out:",
4743                                 chaos_patrons[p_ptr->chaos_patron]);
4744 #endif
4745
4746 #ifdef JP
4747 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4748 #else
4749                         msg_print("'Use my gift wisely.'");
4750 #endif
4751
4752                         acquirement(py, px, 1, TRUE, FALSE);
4753 #ifdef JP
4754                         reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4755 #else
4756                         reward = "an excellent item";
4757 #endif
4758                         break;
4759                 case REW_CHAOS_WP:
4760 #ifdef JP
4761 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4762                                 chaos_patrons[p_ptr->chaos_patron]);
4763 #else
4764                         msg_format("The voice of %s booms out:",
4765                                 chaos_patrons[p_ptr->chaos_patron]);
4766 #endif
4767
4768 #ifdef JP
4769 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­·õ¤ËÃͤ»¤ê¡£¡×");
4770 #else
4771                         msg_print("'Thy deed hath earned thee a worthy blade.'");
4772 #endif
4773
4774                         /* Get local object */
4775                         q_ptr = &forge;
4776                         dummy = TV_SWORD;
4777                         switch (randint1(p_ptr->lev))
4778                         {
4779                                 case 0: case 1:
4780                                         dummy2 = SV_DAGGER;
4781                                         break;
4782                                 case 2: case 3:
4783                                         dummy2 = SV_MAIN_GAUCHE;
4784                                         break;
4785                                 case 4:
4786                                         dummy2 = SV_TANTO;
4787                                         break;
4788                                 case 5: case 6:
4789                                         dummy2 = SV_RAPIER;
4790                                         break;
4791                                 case 7: case 8:
4792                                         dummy2 = SV_SMALL_SWORD;
4793                                         break;
4794                                 case 9: case 10:
4795                                         dummy2 = SV_BASILLARD;
4796                                         break;
4797                                 case 11: case 12: case 13:
4798                                         dummy2 = SV_SHORT_SWORD;
4799                                         break;
4800                                 case 14: case 15:
4801                                         dummy2 = SV_SABRE;
4802                                         break;
4803                                 case 16: case 17:
4804                                         dummy2 = SV_CUTLASS;
4805                                         break;
4806                                 case 18:
4807                                         dummy2 = SV_WAKIZASHI;
4808                                         break;
4809                                 case 19:
4810                                         dummy2 = SV_KHOPESH;
4811                                         break;
4812                                 case 20:
4813                                         dummy2 = SV_TULWAR;
4814                                         break;
4815                                 case 21:
4816                                         dummy2 = SV_BROAD_SWORD;
4817                                         break;
4818                                 case 22: case 23:
4819                                         dummy2 = SV_LONG_SWORD;
4820                                         break;
4821                                 case 24: case 25:
4822                                         dummy2 = SV_SCIMITAR;
4823                                         break;
4824                                 case 26:
4825                                         dummy2 = SV_NINJATO;
4826                                         break;
4827                                 case 27:
4828                                         dummy2 = SV_KATANA;
4829                                         break;
4830                                 case 28: case 29:
4831                                         dummy2 = SV_BASTARD_SWORD;
4832                                         break;
4833                                 case 30:
4834                                         dummy2 = SV_GREAT_SCIMITAR;
4835                                         break;
4836                                 case 31:
4837                                         dummy2 = SV_CLAYMORE;
4838                                         break;
4839                                 case 32:
4840                                         dummy2 = SV_ESPADON;
4841                                         break;
4842                                 case 33:
4843                                         dummy2 = SV_TWO_HANDED_SWORD;
4844                                         break;
4845                                 case 34:
4846                                         dummy2 = SV_FLAMBERGE;
4847                                         break;
4848                                 case 35:
4849                                         dummy2 = SV_NO_DACHI;
4850                                         break;
4851                                 case 36:
4852                                         dummy2 = SV_EXECUTIONERS_SWORD;
4853                                         break;
4854                                 case 37:
4855                                         dummy2 = SV_ZWEIHANDER;
4856                                         break;
4857                                 case 38:
4858                                         dummy2 = SV_HAYABUSA;
4859                                         break;
4860                                 default:
4861                                         dummy2 = SV_BLADE_OF_CHAOS;
4862                         }
4863
4864                         object_prep(q_ptr, lookup_kind(dummy, dummy2));
4865                         q_ptr->to_h = 3 + randint1(dun_level) % 10;
4866                         q_ptr->to_d = 3 + randint1(dun_level) % 10;
4867                         one_resistance(q_ptr);
4868                         q_ptr->name2 = EGO_CHAOTIC;
4869
4870                         /* Drop it in the dungeon */
4871                         (void)drop_near(q_ptr, -1, py, px);
4872 #ifdef JP
4873                         reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4874 #else
4875                         reward = "chaos weapon";
4876 #endif
4877                         break;
4878                 case REW_GOOD_OBS:
4879 #ifdef JP
4880 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4881                                 chaos_patrons[p_ptr->chaos_patron]);
4882 #else
4883                         msg_format("The voice of %s booms out:",
4884                                 chaos_patrons[p_ptr->chaos_patron]);
4885 #endif
4886
4887 #ifdef JP
4888 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­Ê󤤤ËÃͤ»¤ê¡£¡×");
4889 #else
4890                         msg_print("'Thy deed hath earned thee a worthy reward.'");
4891 #endif
4892
4893                         acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
4894 #ifdef JP
4895                         reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4896 #else
4897                         reward = "good items";
4898 #endif
4899                         break;
4900                 case REW_GREA_OBS:
4901 #ifdef JP
4902 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4903                                 chaos_patrons[p_ptr->chaos_patron]);
4904 #else
4905                         msg_format("The voice of %s booms out:",
4906                                 chaos_patrons[p_ptr->chaos_patron]);
4907 #endif
4908
4909 #ifdef JP
4910 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤­Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
4911 #else
4912                         msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
4913 #endif
4914
4915                         acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
4916 #ifdef JP
4917                         reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4918 #else
4919                         reward = "excellent items";
4920 #endif
4921                         break;
4922                 case REW_TY_CURSE:
4923 #ifdef JP
4924 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
4925                                 chaos_patrons[p_ptr->chaos_patron]);
4926 #else
4927                         msg_format("The voice of %s thunders:",
4928                                 chaos_patrons[p_ptr->chaos_patron]);
4929 #endif
4930
4931 #ifdef JP
4932 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
4933 #else
4934                         msg_print("'Thou art growing arrogant, mortal.'");
4935 #endif
4936
4937                         (void)activate_ty_curse(FALSE, &count);
4938 #ifdef JP
4939                         reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
4940 #else
4941                         reward = "cursing";
4942 #endif
4943                         break;
4944                 case REW_SUMMON_M:
4945 #ifdef JP
4946 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4947                                 chaos_patrons[p_ptr->chaos_patron]);
4948 #else
4949                         msg_format("The voice of %s booms out:",
4950                                 chaos_patrons[p_ptr->chaos_patron]);
4951 #endif
4952
4953 #ifdef JP
4954 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
4955 #else
4956                         msg_print("'My pets, destroy the arrogant mortal!'");
4957 #endif
4958
4959                         for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4960                         {
4961                                 (void)summon_specific(0, py, px, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
4962                         }
4963 #ifdef JP
4964                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
4965 #else
4966                         reward = "summoning hostile monsters";
4967 #endif
4968                         break;
4969                 case REW_H_SUMMON:
4970 #ifdef JP
4971 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4972                                 chaos_patrons[p_ptr->chaos_patron]);
4973 #else
4974                         msg_format("The voice of %s booms out:",
4975                                 chaos_patrons[p_ptr->chaos_patron]);
4976 #endif
4977
4978 #ifdef JP
4979 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤­Å¨¤òɬÍפȤ»¤ê¡ª¡×");
4980 #else
4981                         msg_print("'Thou needst worthier opponents!'");
4982 #endif
4983
4984                         activate_hi_summon(py, px, FALSE);
4985 #ifdef JP
4986                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
4987 #else
4988                         reward = "summoning many hostile monsters";
4989 #endif
4990                         break;
4991                 case REW_DO_HAVOC:
4992 #ifdef JP
4993 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4994                                 chaos_patrons[p_ptr->chaos_patron]);
4995 #else
4996                         msg_format("The voice of %s booms out:",
4997                                 chaos_patrons[p_ptr->chaos_patron]);
4998 #endif
4999
5000 #ifdef JP
5001 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5002 #else
5003                         msg_print("'Death and destruction! This pleaseth me!'");
5004 #endif
5005
5006                         call_chaos();
5007 #ifdef JP
5008                         reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5009 #else
5010                         reward = "calling chaos";
5011 #endif
5012                         break;
5013                 case REW_GAIN_ABL:
5014 #ifdef JP
5015 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5016                                 chaos_patrons[p_ptr->chaos_patron]);
5017 #else
5018                         msg_format("The voice of %s rings out:",
5019                                 chaos_patrons[p_ptr->chaos_patron]);
5020 #endif
5021
5022 #ifdef JP
5023 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5024 #else
5025                         msg_print("'Stay, mortal, and let me mold thee.'");
5026 #endif
5027
5028                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5029                                 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5030                         else
5031                                 do_inc_stat(randint0(6));
5032 #ifdef JP
5033                         reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5034 #else
5035                         reward = "increasing a stat";
5036 #endif
5037                         break;
5038                 case REW_LOSE_ABL:
5039 #ifdef JP
5040 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5041                                 chaos_patrons[p_ptr->chaos_patron]);
5042 #else
5043                         msg_format("The voice of %s booms out:",
5044                                 chaos_patrons[p_ptr->chaos_patron]);
5045 #endif
5046
5047 #ifdef JP
5048 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5049 #else
5050                         msg_print("'I grow tired of thee, mortal.'");
5051 #endif
5052
5053                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5054                                 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5055                         else
5056                                 (void)do_dec_stat(randint0(6));
5057 #ifdef JP
5058                         reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5059 #else
5060                         reward = "decreasing a stat";
5061 #endif
5062                         break;
5063                 case REW_RUIN_ABL:
5064 #ifdef JP
5065 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5066                                 chaos_patrons[p_ptr->chaos_patron]);
5067 #else
5068                         msg_format("The voice of %s thunders:",
5069                                 chaos_patrons[p_ptr->chaos_patron]);
5070 #endif
5071
5072 #ifdef JP
5073 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5074 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5075 #else
5076                         msg_print("'Thou needst a lesson in humility, mortal!'");
5077                         msg_print("You feel less powerful!");
5078 #endif
5079
5080                         for (dummy = 0; dummy < 6; dummy++)
5081                         {
5082                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5083                         }
5084 #ifdef JP
5085                         reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5086 #else
5087                         reward = "decreasing all stats";
5088 #endif
5089                         break;
5090                 case REW_POLY_WND:
5091 #ifdef JP
5092 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5093 #else
5094                         msg_format("You feel the power of %s touch you.",
5095 #endif
5096
5097                                 chaos_patrons[p_ptr->chaos_patron]);
5098                         do_poly_wounds();
5099 #ifdef JP
5100                         reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5101 #else
5102                         reward = "polymorphing wounds";
5103 #endif
5104                         break;
5105                 case REW_AUGM_ABL:
5106 #ifdef JP
5107 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5108                                 chaos_patrons[p_ptr->chaos_patron]);
5109 #else
5110                         msg_format("The voice of %s booms out:",
5111                                 chaos_patrons[p_ptr->chaos_patron]);
5112 #endif
5113
5114 #ifdef JP
5115 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5116 #else
5117                         msg_print("'Receive this modest gift from me!'");
5118 #endif
5119
5120                         for (dummy = 0; dummy < 6; dummy++)
5121                         {
5122                                 (void)do_inc_stat(dummy);
5123                         }
5124 #ifdef JP
5125                         reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5126 #else
5127                         reward = "increasing all stats";
5128 #endif
5129                         break;
5130                 case REW_HURT_LOT:
5131 #ifdef JP
5132 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5133                                 chaos_patrons[p_ptr->chaos_patron]);
5134 #else
5135                         msg_format("The voice of %s booms out:",
5136                                 chaos_patrons[p_ptr->chaos_patron]);
5137 #endif
5138
5139 #ifdef JP
5140 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5141 #else
5142                         msg_print("'Suffer, pathetic fool!'");
5143 #endif
5144
5145                         fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5146                         take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5147 #ifdef JP
5148                         reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5149 #else
5150                         reward = "generating disintegration ball";
5151 #endif
5152                         break;
5153            case REW_HEAL_FUL:
5154 #ifdef JP
5155 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5156                                 chaos_patrons[p_ptr->chaos_patron]);
5157 #else
5158                         msg_format("The voice of %s booms out:",
5159                                 chaos_patrons[p_ptr->chaos_patron]);
5160 #endif
5161
5162 #ifdef JP
5163 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5164 #else
5165                         msg_print("'Rise, my servant!'");
5166 #endif
5167
5168                         restore_level();
5169                         (void)set_poisoned(0);
5170                         (void)set_blind(0);
5171                         (void)set_confused(0);
5172                         (void)set_image(0);
5173                         (void)set_stun(0);
5174                         (void)set_cut(0);
5175                         hp_player(5000);
5176                         for (dummy = 0; dummy < 6; dummy++)
5177                         {
5178                                 (void)do_res_stat(dummy);
5179                         }
5180 #ifdef JP
5181                         reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5182 #else
5183                         reward = "healing";
5184 #endif
5185                         break;
5186                 case REW_CURSE_WP:
5187                         if (!buki_motteruka(INVEN_RARM)) break;
5188 #ifdef JP
5189 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5190                                 chaos_patrons[p_ptr->chaos_patron]);
5191 #else
5192                         msg_format("The voice of %s booms out:",
5193                                 chaos_patrons[p_ptr->chaos_patron]);
5194 #endif
5195
5196 #ifdef JP
5197 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5198 #else
5199                         msg_print("'Thou reliest too much on thy weapon.'");
5200 #endif
5201
5202                         object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
5203                         (void)curse_weapon(FALSE, INVEN_RARM);
5204 #ifdef JP
5205                         reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5206 #else
5207                         reward = format("destroying %s", o_name);
5208 #endif
5209                         break;
5210                 case REW_CURSE_AR:
5211                         if (!inventory[INVEN_BODY].k_idx) break;
5212 #ifdef JP
5213 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5214                                 chaos_patrons[p_ptr->chaos_patron]);
5215 #else
5216                         msg_format("The voice of %s booms out:",
5217                                 chaos_patrons[p_ptr->chaos_patron]);
5218 #endif
5219
5220 #ifdef JP
5221 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5222 #else
5223                         msg_print("'Thou reliest too much on thine equipment.'");
5224 #endif
5225
5226                         object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
5227                         (void)curse_armor();
5228 #ifdef JP
5229                         reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5230 #else
5231                         reward = format("destroying %s", o_name);
5232 #endif
5233                         break;
5234                 case REW_PISS_OFF:
5235 #ifdef JP
5236 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5237                                 chaos_patrons[p_ptr->chaos_patron]);
5238 #else
5239                         msg_format("The voice of %s whispers:",
5240                                 chaos_patrons[p_ptr->chaos_patron]);
5241 #endif
5242
5243 #ifdef JP
5244 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5245 #else
5246                         msg_print("'Now thou shalt pay for annoying me.'");
5247 #endif
5248
5249                         switch (randint1(4))
5250                         {
5251                                 case 1:
5252                                         (void)activate_ty_curse(FALSE, &count);
5253 #ifdef JP
5254                                         reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5255 #else
5256                                         reward = "cursing";
5257 #endif
5258                                         break;
5259                                 case 2:
5260                                         activate_hi_summon(py, px, FALSE);
5261 #ifdef JP
5262                                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
5263 #else
5264                                         reward = "summoning hostile monsters";
5265 #endif
5266                                         break;
5267                                 case 3:
5268                                         if (one_in_(2))
5269                                         {
5270                                                 if (!buki_motteruka(INVEN_RARM)) break;
5271                                                 object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
5272                                                 (void)curse_weapon(FALSE, INVEN_RARM);
5273 #ifdef JP
5274                                                 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5275 #else
5276                                                 reward = format("destroying %s", o_name);
5277 #endif
5278                                         }
5279                                         else
5280                                         {
5281                                                 if (!inventory[INVEN_BODY].k_idx) break;
5282                                                 object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
5283                                                 (void)curse_armor();
5284 #ifdef JP
5285                                                 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5286 #else
5287                                                 reward = format("destroying %s", o_name);
5288 #endif
5289                                         }
5290                                         break;
5291                                 default:
5292                                         for (dummy = 0; dummy < 6; dummy++)
5293                                         {
5294                                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5295                                         }
5296 #ifdef JP
5297                                         reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5298 #else
5299                                         reward = "decreasing all stats";
5300 #endif
5301                                         break;
5302                         }
5303                         break;
5304                 case REW_WRATH:
5305 #ifdef JP
5306 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5307 #else
5308                         msg_format("The voice of %s thunders:",
5309 #endif
5310
5311                                 chaos_patrons[p_ptr->chaos_patron]);
5312 #ifdef JP
5313 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5314 #else
5315                         msg_print("'Die, mortal!'");
5316 #endif
5317
5318                         take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5319                         for (dummy = 0; dummy < 6; dummy++)
5320                         {
5321                                 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5322                         }
5323                         activate_hi_summon(py, px, FALSE);
5324                         (void)activate_ty_curse(FALSE, &count);
5325                         if (one_in_(2)) (void)curse_weapon(FALSE, INVEN_RARM);
5326                         if (one_in_(2)) (void)curse_armor();
5327                         break;
5328                 case REW_DESTRUCT:
5329 #ifdef JP
5330 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5331                                 chaos_patrons[p_ptr->chaos_patron]);
5332 #else
5333                         msg_format("The voice of %s booms out:",
5334                                 chaos_patrons[p_ptr->chaos_patron]);
5335 #endif
5336
5337 #ifdef JP
5338 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5339 #else
5340                         msg_print("'Death and destruction! This pleaseth me!'");
5341 #endif
5342
5343                         destroy_area(py, px, 25, TRUE);
5344 #ifdef JP
5345                         reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5346 #else
5347                         reward = "*destruct*ing dungeon";
5348 #endif
5349                         break;
5350                 case REW_GENOCIDE:
5351 #ifdef JP
5352 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5353                                 chaos_patrons[p_ptr->chaos_patron]);
5354 #else
5355                         msg_format("The voice of %s booms out:",
5356                                 chaos_patrons[p_ptr->chaos_patron]);
5357 #endif
5358
5359 #ifdef JP
5360 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5361 #else
5362                         msg_print("'Let me relieve thee of thine oppressors!'");
5363 #endif
5364
5365                         (void)symbol_genocide(0, FALSE);
5366 #ifdef JP
5367                         reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5368 #else
5369                         reward = "genociding monsters";
5370 #endif
5371                         break;
5372                 case REW_MASS_GEN:
5373 #ifdef JP
5374 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5375                                 chaos_patrons[p_ptr->chaos_patron]);
5376 #else
5377                         msg_format("The voice of %s booms out:",
5378                                 chaos_patrons[p_ptr->chaos_patron]);
5379 #endif
5380
5381 #ifdef JP
5382 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5383 #else
5384                         msg_print("'Let me relieve thee of thine oppressors!'");
5385 #endif
5386
5387                         (void)mass_genocide(0, FALSE);
5388 #ifdef JP
5389                         reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5390 #else
5391                         reward = "genociding nearby monsters";
5392 #endif
5393                         break;
5394                 case REW_DISPEL_C:
5395 #ifdef JP
5396 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5397                                 chaos_patrons[p_ptr->chaos_patron]);
5398 #else
5399                         msg_format("You can feel the power of %s assault your enemies!",
5400                                 chaos_patrons[p_ptr->chaos_patron]);
5401 #endif
5402
5403                         (void)dispel_monsters(p_ptr->lev * 4);
5404                         break;
5405                 case REW_IGNORE:
5406 #ifdef JP
5407 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5408                                 chaos_patrons[p_ptr->chaos_patron]);
5409 #else
5410                         msg_format("%s ignores you.",
5411                                 chaos_patrons[p_ptr->chaos_patron]);
5412 #endif
5413
5414                         break;
5415                 case REW_SER_DEMO:
5416 #ifdef JP
5417 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°­Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5418 #else
5419                         msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5420 #endif
5421
5422                         if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, FALSE, TRUE, TRUE, FALSE, FALSE))
5423 #ifdef JP
5424 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5425 #else
5426                                 msg_print("Nobody ever turns up...");
5427 #endif
5428                         else
5429 #ifdef JP
5430                                 reward = "°­Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5431 #else
5432                                 reward = "a demonic servant";
5433 #endif
5434
5435                         break;
5436                 case REW_SER_MONS:
5437 #ifdef JP
5438 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5439 #else
5440                         msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5441 #endif
5442
5443                         if (!summon_specific(-1, py, px, dun_level, 0, FALSE, TRUE, TRUE, FALSE, FALSE))
5444 #ifdef JP
5445 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5446 #else
5447                                 msg_print("Nobody ever turns up...");
5448 #endif
5449                         else
5450 #ifdef JP
5451                                 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5452 #else
5453                                 reward = "a servant";
5454 #endif
5455
5456                         break;
5457                 case REW_SER_UNDE:
5458 #ifdef JP
5459 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5460 #else
5461                         msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5462 #endif
5463
5464                         if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, FALSE, TRUE, TRUE, FALSE, FALSE))
5465 #ifdef JP
5466 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5467 #else
5468                                 msg_print("Nobody ever turns up...");
5469 #endif
5470                         else
5471 #ifdef JP
5472                                 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5473 #else
5474                                 reward = "an undead servant";
5475 #endif
5476
5477                         break;
5478                 default:
5479 #ifdef JP
5480 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5481 #else
5482                         msg_format("The voice of %s stammers:",
5483 #endif
5484
5485                                 chaos_patrons[p_ptr->chaos_patron]);
5486 #ifdef JP
5487 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5488 #else
5489                         msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5490 #endif
5491
5492         }
5493         }
5494         if (reward)
5495         {
5496 #ifdef JP
5497                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5498 #else
5499                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5500 #endif
5501         }
5502 }
5503
5504
5505 /*
5506  * old -- from PsiAngband.
5507  */
5508 bool tgt_pt(int *x_ptr, int *y_ptr)
5509 {
5510         char ch = 0;
5511         int d, x, y;
5512         bool success = FALSE;
5513
5514         int wid, hgt;
5515
5516         /* Get size */
5517         get_screen_size(&wid, &hgt);
5518
5519         x = px;
5520         y = py;
5521
5522 #ifdef JP
5523 msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5524 #else
5525         msg_print("Select a point and press space.");
5526 #endif
5527         msg_flag = FALSE; /* prevents "-more-" message. */
5528
5529         while ((ch != ESCAPE) && !success)
5530         {
5531                 bool move_fast = FALSE;
5532
5533                 move_cursor_relative(y, x);
5534                 ch = inkey();
5535                 switch (ch)
5536                 {
5537                 case ESCAPE:
5538                         break;
5539                 case ' ':
5540                 case 't':
5541                 case '.':
5542                 case '5':
5543                 case '0':
5544                         /* illegal place */
5545                         if (x == px && y == py) ch = 0;
5546                         
5547                         /* okay place */
5548                         else success = TRUE;
5549
5550                         break;
5551                 default:
5552                         /* Look up the direction */
5553                         d = get_keymap_dir(ch);
5554
5555                         /* XTRA HACK MOVEFAST */
5556                         if (isupper(ch)) move_fast = TRUE;
5557
5558                         /* Handle "direction" */
5559                         if (d)
5560                         {
5561                                 int dx = ddx[d];
5562                                 int dy = ddy[d];
5563
5564                                 /* XTRA HACK MOVEFAST */
5565                                 if (move_fast)
5566                                 {
5567                                      x += dx * wid / 2;
5568                                      y += dy * hgt / 2;
5569                                 } else {
5570                                 x += dx;
5571                                 y += dy;
5572                                 }
5573
5574                                 /* Do not move horizontally if unnecessary */
5575                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5576                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
5577                                 {
5578                                         dx = 0;
5579                                 }
5580
5581                                 /* Do not move vertically if unnecessary */
5582                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5583                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
5584                                 {
5585                                         dy = 0;
5586                                 }
5587
5588                                 /* Apply the motion */
5589                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5590                                          (x >= panel_col_min + wid) || (x < panel_col_min))
5591                                 {
5592                                         /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5593                                         change_panel(dy, dx);
5594                                 }
5595
5596                                 /* Slide into legality */
5597                                 if (x >= cur_wid-1) x = cur_wid - 2;
5598                                 else if (x <= 0) x = 1;
5599
5600                                 /* Slide into legality */
5601                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
5602                                 else if (y <= 0) y = 1;
5603
5604                         }
5605                         break;
5606                 }
5607         }
5608
5609         /* Clear the top line */
5610         prt("", 0, 0);
5611
5612         /* Recenter the map around the player */
5613         verify_panel();
5614
5615         /* Update stuff */
5616         p_ptr->update |= (PU_MONSTERS);
5617
5618         /* Redraw map */
5619         p_ptr->redraw |= (PR_MAP);
5620
5621         /* Window stuff */
5622         p_ptr->window |= (PW_OVERHEAD);
5623
5624         /* Handle stuff */
5625         handle_stuff();
5626
5627         *x_ptr = x;
5628         *y_ptr = y;
5629         return success;
5630 }
5631
5632
5633 bool get_hack_dir(int *dp)
5634 {
5635         int             dir;
5636         cptr    p;
5637         char    command;
5638
5639
5640         /* Initialize */
5641         (*dp) = 0;
5642
5643         /* Global direction */
5644         dir = 0;
5645
5646         /* (No auto-targeting) */
5647
5648         /* Ask until satisfied */
5649         while (!dir)
5650         {
5651                 /* Choose a prompt */
5652                 if (!target_okay())
5653                 {
5654 #ifdef JP
5655 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
5656 #else
5657                         p = "Direction ('*' to choose a target, Escape to cancel)? ";
5658 #endif
5659
5660                 }
5661                 else
5662                 {
5663 #ifdef JP
5664 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
5665 #else
5666                         p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
5667 #endif
5668
5669                 }
5670
5671                 /* Get a command (or Cancel) */
5672                 if (!get_com(p, &command, TRUE)) break;
5673
5674                 if (use_menu)
5675                 {
5676                         if (command == '\r') command = 't';
5677                 }  
5678
5679                 /* Convert various keys to "standard" keys */
5680                 switch (command)
5681                 {
5682                         /* Use current target */
5683                         case 'T':
5684                         case 't':
5685                         case '.':
5686                         case '5':
5687                         case '0':
5688                         {
5689                                 dir = 5;
5690                                 break;
5691                         }
5692
5693                         /* Set new target */
5694                         case '*':
5695                         case ' ':
5696                         case '\r':
5697                         {
5698                                 if (target_set(TARGET_KILL)) dir = 5;
5699                                 break;
5700                         }
5701
5702                         default:
5703                         {
5704                                 /* Look up the direction */
5705                                 dir = get_keymap_dir(command);
5706
5707                                 break;
5708                         }
5709                 }
5710
5711                 /* Verify requested targets */
5712                 if ((dir == 5) && !target_okay()) dir = 0;
5713
5714                 /* Error */
5715                 if (!dir) bell();
5716         }
5717
5718         /* No direction */
5719         if (!dir) return (FALSE);
5720
5721         /* Save the direction */
5722         command_dir = dir;
5723
5724         /* Check for confusion */
5725         if (p_ptr->confused)
5726         {
5727                 /* XXX XXX XXX */
5728                 /* Random direction */
5729                 dir = ddd[randint0(8)];
5730         }
5731
5732         /* Notice confusion */
5733         if (command_dir != dir)
5734         {
5735                 /* Warn the user */
5736 #ifdef JP
5737 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
5738 #else
5739                 msg_print("You are confused.");
5740 #endif
5741
5742         }
5743
5744         /* Save direction */
5745         (*dp) = dir;
5746
5747         /* A "valid" direction was entered */
5748         return (TRUE);
5749 }
5750
5751
5752 /*
5753  * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
5754  */
5755
5756 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5757
5758 s16b gain_energy(void)
5759 {
5760         int i;
5761         s32b energy_result = 10;
5762         s32b tmp;
5763
5764         tmp = randint0(Go_no_JuuJou);
5765
5766         for (i = 0; i < 9; i ++){
5767                 energy_result += tmp % 5;
5768                 tmp /= 5;
5769         }
5770
5771         return (s16b)(energy_result + tmp);
5772 }
5773
5774
5775 /*
5776  * Return bow energy 
5777  */
5778 s16b bow_energy(int sval)
5779 {
5780         int energy = 100;
5781
5782         /* Analyze the launcher */
5783         switch (sval)
5784         {
5785                 /* Sling and ammo */
5786                 case SV_SLING:
5787                 {
5788                         energy = 8000;
5789                         break;
5790                 }
5791
5792                 /* Short Bow and Arrow */
5793                 case SV_SHORT_BOW:
5794                 {
5795                         energy = 10000;
5796                         break;
5797                 }
5798
5799                 /* Long Bow and Arrow */
5800                 case SV_LONG_BOW:
5801                 {
5802                         energy = 10000;
5803                         break;
5804                 }
5805
5806                 /* Bow of irresponsiblity and Arrow */
5807                 case SV_NAMAKE_BOW:
5808                 {
5809                         energy = 7777;
5810                         break;
5811                 }
5812
5813                 /* Light Crossbow and Bolt */
5814                 case SV_LIGHT_XBOW:
5815                 {
5816                         energy = 12000;
5817                         break;
5818                 }
5819
5820                 /* Heavy Crossbow and Bolt */
5821                 case SV_HEAVY_XBOW:
5822                 {
5823                         energy = 13333;
5824                         break;
5825                 }
5826         }
5827
5828         return (energy);
5829 }
5830
5831
5832 /*
5833  * Return bow tmul
5834  */
5835 int bow_tmul(int sval)
5836 {
5837         int tmul = 0;
5838
5839         /* Analyze the launcher */
5840         switch (sval)
5841         {
5842                 /* Sling and ammo */
5843                 case SV_SLING:
5844                 {
5845                         tmul = 2;
5846                         break;
5847                 }
5848
5849                 /* Short Bow and Arrow */
5850                 case SV_SHORT_BOW:
5851                 {
5852                         tmul = 2;
5853                         break;
5854                 }
5855
5856                 /* Long Bow and Arrow */
5857                 case SV_LONG_BOW:
5858                 {
5859                         tmul = 3;
5860                         break;
5861                 }
5862
5863                 /* Bow of irresponsiblity and Arrow */
5864                 case SV_NAMAKE_BOW:
5865                 {
5866                         tmul = 3;
5867                         break;
5868                 }
5869
5870                 /* Light Crossbow and Bolt */
5871                 case SV_LIGHT_XBOW:
5872                 {
5873                         tmul = 3;
5874                         break;
5875                 }
5876
5877                 /* Heavy Crossbow and Bolt */
5878                 case SV_HEAVY_XBOW:
5879                 {
5880                         tmul = 4;
5881                         break;
5882                 }
5883         }
5884
5885         return (tmul);
5886 }
5887
5888 /*
5889  * Return alignment title
5890  */
5891 cptr your_alignment(void)
5892 {
5893 #ifdef JP
5894         if (p_ptr->align > 150) return "ÂçÁ±";
5895         else if (p_ptr->align > 50) return "ÃæÁ±";
5896         else if (p_ptr->align > 10) return "¾®Á±";
5897         else if (p_ptr->align > -11) return "ÃæΩ";
5898         else if (p_ptr->align > -51) return "¾®°­";
5899         else if (p_ptr->align > -151) return "Ãæ°­";
5900         else return "Âç°­";
5901 #else
5902         if (p_ptr->align > 150) return "Lawful";
5903         else if (p_ptr->align > 50) return "Good";
5904         else if (p_ptr->align > 10) return "Neutral Good";
5905         else if (p_ptr->align > -11) return "Neutral";
5906         else if (p_ptr->align > -51) return "Neutral Evil";
5907         else if (p_ptr->align > -151) return "Evil";
5908         else return "Chaotic";
5909 #endif
5910 }
5911
5912
5913