#include "angband.h"
#include "cmd-pet.h"
-#include "monster-hook.h"
+#include "monsterrace-hook.h"
+#include "objectkind-hook.h"
+#include "projection.h"
+#include "monster.h"
+#include "spells-summon.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
/*
* Pronoun arrays, by gender.
*/
-static cptr wd_he[3] =
+static concptr wd_he[3] =
#ifdef JP
{ "それ", "彼", "彼女" };
#else
{ "it", "he", "she" };
#endif
-static cptr wd_his[3] =
+static concptr wd_his[3] =
#ifdef JP
{ "それの", "彼の", "彼女の" };
#else
static bool know_armour(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
-
- s32b level = r_ptr->level;
-
- s32b kills = r_ptr->r_tkills;
+ DEPTH level = r_ptr->level;
+ MONSTER_NUMBER kills = r_ptr->r_tkills;
bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
/*
* Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
*/
-void (*hook_c_roff)(byte attr, cptr str) = c_roff;
+void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
/*!
* @brief モンスターの思い出メッセージをあらかじめ指定された関数ポインタに基づき出力する
* @param str 出力文字列
* @return なし
*/
-static void hooked_roff(cptr str)
+static void hooked_roff(concptr str)
{
/* Spawn */
hook_c_roff(TERM_WHITE, str);
static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
-
bool old = FALSE;
-
int m, n, r;
-
- cptr p, q;
+ concptr p, q;
#ifdef JP
char jverb_buf[64];
int msex = 0;
bool nightmare = ironman_nightmare && !(mode & 0x02);
- int speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
+ SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
bool breath = FALSE;
bool magic = FALSE;
int vn = 0;
byte color[96];
- cptr vp[96];
+ concptr vp[96];
char tmp_msg[96][96];
bool know_everything = FALSE;
flags7 = (r_ptr->flags7 & r_ptr->flags7);
flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
- for(n = 0; n < 6; n++)
+ for(n = 0; n < A_MAX; n++)
{
if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
}
/* Descriptions */
{
- cptr tmp = r_text + r_ptr->text;
+ concptr tmp = r_text + r_ptr->text;
if (tmp[0])
{
hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
old = TRUE;
}
-
- /* Describe */
hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
}
#ifndef JP
hooked_roff(" contain ");
#endif
- for(n = 0; n < 6; n++)
+ for(n = 0; n < A_MAX; n++)
{
if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
{
else
{
#ifdef JP
- hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n],
- r_name + rf_ptr->name));
+ hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
#else
bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
- char name[80];
+ GAME_TEXT name[MAX_NLEN];
strcpy(name, r_name + rf_ptr->name);
if(plural) plural_aux(name);
hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
(r_ptr->r_ignore == MAX_UCHAR) ||
(r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
{
- cptr act;
+ concptr act;
if (r_ptr->sleep > 200)
{
#endif
}
- /* Okay */
else
{
p = NULL;
{
monster_race *r_ptr = &r_info[r_idx];
- byte a1, a2;
+ TERM_COLOR a1, a2;
char c1, c2;
*/
void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- /* Flush messages */
- msg_print(NULL);
+ msg_erase();
/* Begin recall */
Term_erase(0, 1, 255);
* @param roff_func 出力処理を行う関数ポインタ
* @return なし
*/
-void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(byte attr, cptr str))
+void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, concptr str))
{
hook_c_roff = roff_func;
* @brief プレイヤーの現在の広域マップ座標から得た地勢を元にモンスターの生成条件関数を返す
* @return 地勢にあったモンスターの生成条件関数
*/
-monster_hook_type get_monster_hook(void)
+monsterrace_hook_type get_monster_hook(void)
{
if (!dun_level && !p_ptr->inside_quest)
{
switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
{
case TERRAIN_TOWN:
- return (monster_hook_type)mon_hook_town;
+ return (monsterrace_hook_type)mon_hook_town;
case TERRAIN_DEEP_WATER:
- return (monster_hook_type)mon_hook_ocean;
+ return (monsterrace_hook_type)mon_hook_ocean;
case TERRAIN_SHALLOW_WATER:
case TERRAIN_SWAMP:
- return (monster_hook_type)mon_hook_shore;
+ return (monsterrace_hook_type)mon_hook_shore;
case TERRAIN_DIRT:
case TERRAIN_DESERT:
- return (monster_hook_type)mon_hook_waste;
+ return (monsterrace_hook_type)mon_hook_waste;
case TERRAIN_GRASS:
- return (monster_hook_type)mon_hook_grass;
+ return (monsterrace_hook_type)mon_hook_grass;
case TERRAIN_TREES:
- return (monster_hook_type)mon_hook_wood;
+ return (monsterrace_hook_type)mon_hook_wood;
case TERRAIN_SHALLOW_LAVA:
case TERRAIN_DEEP_LAVA:
- return (monster_hook_type)mon_hook_volcano;
+ return (monsterrace_hook_type)mon_hook_volcano;
case TERRAIN_MOUNTAIN:
- return (monster_hook_type)mon_hook_mountain;
+ return (monsterrace_hook_type)mon_hook_mountain;
default:
- return (monster_hook_type)mon_hook_dungeon;
+ return (monsterrace_hook_type)mon_hook_dungeon;
}
}
else
{
- return (monster_hook_type)mon_hook_dungeon;
+ return (monsterrace_hook_type)mon_hook_dungeon;
}
}
* @brief 指定された広域マップ座標の地勢を元にモンスターの生成条件関数を返す
* @return 地勢にあったモンスターの生成条件関数
*/
-monster_hook_type get_monster_hook2(POSITION y, POSITION x)
+monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
{
- feature_type *f_ptr = &f_info[cave[y][x].feat];
+ feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
/* Set the monster list */
/* Deep water */
if (have_flag(f_ptr->flags, FF_DEEP))
{
- return (monster_hook_type)mon_hook_deep_water;
+ return (monsterrace_hook_type)mon_hook_deep_water;
}
/* Shallow water */
else
{
- return (monster_hook_type)mon_hook_shallow_water;
+ return (monsterrace_hook_type)mon_hook_shallow_water;
}
}
/* Lava */
else if (have_flag(f_ptr->flags, FF_LAVA))
{
- return (monster_hook_type)mon_hook_lava;
+ return (monsterrace_hook_type)mon_hook_lava;
}
- else return (monster_hook_type)mon_hook_floor;
+ else return (monsterrace_hook_type)mon_hook_floor;
}
/*!
if (p_ptr->inside_battle) return;
if (is_friendly(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
* @param mode オプション
* @return 踏破可能ならばTRUEを返す
*/
-bool monster_can_cross_terrain(s16b feat, monster_race *r_ptr, u16b mode)
+bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
{
feature_type *f_ptr = &f_info[feat];
- /* Pattern */
if (have_flag(f_ptr->flags, FF_PATTERN))
{
if (!(mode & CEM_RIDING))
if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
}
+ /* Cold */
+ if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
+ {
+ if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
+ }
+
+ /* Elec */
+ if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
+ {
+ if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
+ }
+
+ /* Acid */
+ if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
+ {
+ if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
+ }
+
+ /* Poison */
+ if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
+ {
+ if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
+ }
+
return TRUE;
}
* @param mode オプション
* @return 踏破可能ならばTRUEを返す
*/
-bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, u16b mode)
+bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Player or other monster */
if (player_bold(y, x)) return FALSE;
- if (c_ptr->m_idx) return FALSE;
+ if (g_ptr->m_idx) return FALSE;
- return monster_can_cross_terrain(c_ptr->feat, r_ptr, mode);
+ return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode);
}
return FALSE;
}
-
/*!
- * @brief モンスターが生命体かどうかを返す
- * Is the monster "alive"?
- * @param r_ptr 判定するモンスターの種族情報構造体参照ポインタ
- * @return 生命体ならばTRUEを返す
+ * @brief モンスターを倒した際の財宝svalを返す
+ * @param r_idx 倒したモンスターの種族ID
+ * @return 財宝のsval
* @details
- * Used to determine the message to print for a killed monster.
- * ("dies", "destroyed")
+ * Hack -- Return the "automatic coin type" of a monster race
+ * Used to allocate proper treasure when "Creeping coins" die
+ * Note the use of actual "monster names"
*/
-bool monster_living(monster_race *r_ptr)
+static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
{
- /* Non-living, undead, or demon */
- if (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING))
- return FALSE;
- else
- return TRUE;
+ /* Analyze monsters */
+ switch (r_idx)
+ {
+ case MON_COPPER_COINS: return 2;
+ case MON_SILVER_COINS: return 5;
+ case MON_GOLD_COINS: return 10;
+ case MON_MITHRIL_COINS:
+ case MON_MITHRIL_GOLEM: return 16;
+ case MON_ADAMANT_COINS: return 17;
+ }
+
+ /* Assume nothing */
+ return 0;
}
/*!
- * @brief モンスターが特殊能力上、賞金首から排除する必要があるかどうかを返す。
- * Is the monster "alive"? / Is this monster declined to be questor or bounty?
- * @param r_idx モンスターの種族ID
- * @return 賞金首に加えられないならばTRUEを返す
+ * @brief モンスターが死亡した時の処理 /
+ * Handle the "death" of a monster.
+ * @param m_idx 死亡したモンスターのID
+ * @param drop_item TRUEならばモンスターのドロップ処理を行う
+ * @return 撃破されたモンスターの述語
* @details
- * 実質バーノール=ルパート用。
+ * <pre>
+ * Disperse treasures centered at the monster location based on the
+ * various flags contained in the monster flags fields.
+ * Check for "Quest" completion when a quest monster is killed.
+ * Note that only the player can induce "monster_death()" on Uniques.
+ * Thus (for now) all Quest monsters should be Uniques.
+ * Note that monsters can now carry objects, and when a monster dies,
+ * it drops all of its objects, which may disappear in crowded rooms.
+ * </pre>
*/
-bool no_questor_or_bounty_uniques(MONRACE_IDX r_idx)
+void monster_death(MONSTER_IDX m_idx, bool drop_item)
{
- switch (r_idx)
+ int i, j;
+ POSITION y, x;
+
+ int dump_item = 0;
+ int dump_gold = 0;
+ int number = 0;
+
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
+
+ u32b mo_mode = 0L;
+
+ bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
+ bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
+ bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
+ int force_coin = get_coin_type(m_ptr->r_idx);
+
+ object_type forge;
+ object_type *q_ptr;
+
+ bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
+ && !p_ptr->inside_battle && !is_pet(m_ptr);
+
+ /* The caster is dead? */
+ if (world_monster && world_monster == m_idx) world_monster = 0;
+
+ /* Notice changes in view */
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
{
- /*
- * Decline them to be questor or bounty because they use
- * special motion "split and combine"
- */
- case MON_BANORLUPART:
- case MON_BANOR:
- case MON_LUPART:
- return TRUE;
+ /* Update some things */
+ p_ptr->update |= (PU_MON_LITE);
+ }
+
+ y = m_ptr->fy;
+ x = m_ptr->fx;
+
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
+ }
+
+ /* Let monsters explode! */
+ for (i = 0; i < 4; i++)
+ {
+ if (r_ptr->blow[i].method == RBM_EXPLODE)
+ {
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
+ DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
+ DICE_SID d_side = r_ptr->blow[i].d_side;
+ HIT_POINT damage = damroll(d_dice, d_side);
+
+ project(m_idx, 3, y, x, damage, typ, flg, -1);
+ break;
+ }
+ }
+
+ if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
+ {
+ choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
+ r_ptr = &r_info[m_ptr->r_idx];
+ }
+
+ /* Check for quest completion */
+ check_quest_completion(m_ptr);
+
+ /* Handle the possibility of player vanquishing arena combatant -KMW- */
+ if (p_ptr->inside_arena && !is_pet(m_ptr))
+ {
+ p_ptr->exit_bldg = TRUE;
+
+ if (p_ptr->arena_number > MAX_ARENA_MONS)
+ {
+ msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
+ }
+ else
+ {
+ msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
+ }
+
+ if (arena_info[p_ptr->arena_number].tval)
+ {
+ q_ptr = &forge;
+
+ /* Prepare to make a prize */
+ object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
+ apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+
+ if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
+ p_ptr->arena_number++;
+ if (record_arena)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ /* Extract monster name */
+ monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+
+ do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
+ }
+ }
+
+ if (m_idx == p_ptr->riding)
+ {
+ if (rakuba(-1, FALSE))
+ {
+ msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
+ }
+ }
+
+ /* Drop a dead corpse? */
+ if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
+ (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
+ !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
+ {
+ /* Assume skeleton */
+ bool corpse = FALSE;
+
+ /*
+ * We cannot drop a skeleton? Note, if we are in this check,
+ * we *know* we can drop at least a corpse or a skeleton
+ */
+ if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
+ corpse = TRUE;
+ else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
+ corpse = TRUE;
+
+ /* Else, a corpse is more likely unless we did a "lot" of damage */
+ else if (r_ptr->flags9 & RF9_DROP_CORPSE)
+ {
+ /* Lots of damage in one blow */
+ if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
+ {
+ if (one_in_(5)) corpse = TRUE;
+ }
+ else
+ {
+ if (!one_in_(5)) corpse = TRUE;
+ }
+ }
+ q_ptr = &forge;
+
+ /* Prepare to make an object */
+ object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
+
+ apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
+
+ q_ptr->pval = m_ptr->r_idx;
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+
+ /* Drop objects being carried */
+ monster_drop_carried_objects(m_ptr);
+
+ if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
+ if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
+
+ switch (m_ptr->r_idx)
+ {
+ case MON_PINK_HORROR:
+ /* Pink horrors are replaced with 2 Blue horrors */
+ if (!(p_ptr->inside_arena || p_ptr->inside_battle))
+ {
+ bool notice = FALSE;
+
+ for (i = 0; i < 2; i++)
+ {
+ POSITION wy = y, wx = x;
+ bool pet = is_pet(m_ptr);
+ BIT_FLAGS mode = 0L;
+
+ if (pet) mode |= PM_FORCE_PET;
+
+ if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
+ {
+ if (player_can_see_bold(wy, wx)) notice = TRUE;
+ }
+ }
+
+ if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
+ }
+ break;
+
+ case MON_BLOODLETTER:
+ /* Bloodletters of Khorne may drop a blade of chaos */
+ if (drop_chosen_item && (randint1(100) < 15))
+ {
+ q_ptr = &forge;
+
+ /* Prepare to make a Blade of Chaos */
+ object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
+
+ apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case MON_RAAL:
+ if (drop_chosen_item && (dun_level > 9))
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ if ((dun_level > 49) && one_in_(5))
+ get_obj_num_hook = kind_is_good_book;
+ else
+ get_obj_num_hook = kind_is_book;
+
+ /* Make a book */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case MON_DAWN:
+ /*
+ * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
+ * spawn another in the fallen one's place!
+ */
+ if (!p_ptr->inside_arena && !p_ptr->inside_battle)
+ {
+ if (!one_in_(7))
+ {
+ POSITION wy = y, wx = x;
+ int attempts = 100;
+ bool pet = is_pet(m_ptr);
+
+ do
+ {
+ scatter(&wy, &wx, y, x, 20, 0);
+ } while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
+
+ if (attempts > 0)
+ {
+ BIT_FLAGS mode = 0L;
+ if (pet) mode |= PM_FORCE_PET;
+
+ if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
+ {
+ if (player_can_see_bold(wy, wx))
+ msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
+ }
+ }
+ }
+ }
+ break;
+
+ case MON_UNMAKER:
+ /* One more ultra-hack: An Unmaker goes out with a big bang! */
+ {
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
+ }
+ break;
+
+ case MON_UNICORN_ORD:
+ case MON_MORGOTH:
+ case MON_ONE_RING:
+ /* Reward for "lazy" player */
+ if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
+ {
+ ARTIFACT_IDX a_idx = 0;
+ artifact_type *a_ptr = NULL;
+
+ if (!drop_chosen_item) break;
+
+ do
+ {
+ switch (randint0(3))
+ {
+ case 0:
+ a_idx = ART_NAMAKE_HAMMER;
+ break;
+ case 1:
+ a_idx = ART_NAMAKE_BOW;
+ break;
+ case 2:
+ a_idx = ART_NAMAKE_ARMOR;
+ break;
+ }
+
+ a_ptr = &a_info[a_idx];
+ } while (a_ptr->cur_num);
+
+ /* Create the artifact */
+ if (create_named_art(a_idx, y, x))
+ {
+ a_ptr->cur_num = 1;
+
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ }
+ else if (!preserve_mode) a_ptr->cur_num = 1;
+ }
+ break;
+
+ case MON_SERPENT:
+ if (!drop_chosen_item) break;
+ q_ptr = &forge;
+
+ /* Mega-Hack -- Prepare to make "Grond" */
+ object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
+
+ /* Mega-Hack -- Mark this item as "Grond" */
+ q_ptr->name1 = ART_GROND;
+
+ /* Mega-Hack -- Actually create "Grond" */
+ apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
+ (void)drop_near(q_ptr, -1, y, x);
+ q_ptr = &forge;
+
+ /* Mega-Hack -- Prepare to make "Chaos" */
+ object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
+
+ /* Mega-Hack -- Mark this item as "Chaos" */
+ q_ptr->name1 = ART_CHAOS;
+
+ /* Mega-Hack -- Actually create "Chaos" */
+ apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
+ (void)drop_near(q_ptr, -1, y, x);
+ break;
+
+ case MON_B_DEATH_SWORD:
+ if (drop_chosen_item)
+ {
+ q_ptr = &forge;
+
+ /* Prepare to make a broken sword */
+ object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case MON_A_GOLD:
+ case MON_A_SILVER:
+ if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
+ ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
+ {
+ q_ptr = &forge;
+
+ /* Prepare to make a Can of Toys */
+ object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
+
+ apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case MON_ROLENTO:
+ {
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
+ }
+ break;
+
default:
- return FALSE;
+ if (!drop_chosen_item) break;
+
+ switch (r_ptr->d_char)
+ {
+ case '(':
+ if (dun_level > 0)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_cloak;
+
+ /* Make a cloak */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case '/':
+ if (dun_level > 4)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_polearm;
+
+ /* Make a poleweapon */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case '[':
+ if (dun_level > 19)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_armor;
+
+ /* Make a hard armor */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case '\\':
+ if (dun_level > 4)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_hafted;
+
+ /* Make a hafted weapon */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case '|':
+ if (m_ptr->r_idx != MON_STORMBRINGER)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_sword;
+
+ /* Make a sword */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+ }
+ break;
+ }
+
+ /* Mega-Hack -- drop fixed items */
+ if (drop_chosen_item)
+ {
+ ARTIFACT_IDX a_idx = 0;
+ int chance = 0;
+
+ for (i = 0; i < 4; i++)
+ {
+ if (!r_ptr->artifact_id[i]) break;
+ a_idx = r_ptr->artifact_id[i];
+ chance = r_ptr->artifact_percent[i];
+ }
+
+ if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
+ {
+ artifact_type *a_ptr = &a_info[a_idx];
+
+ if (!a_ptr->cur_num)
+ {
+ /* Create the artifact */
+ if (create_named_art(a_idx, y, x))
+ {
+ a_ptr->cur_num = 1;
+
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ }
+ else if (!preserve_mode) a_ptr->cur_num = 1;
+ }
+ }
+
+ if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
+ {
+ KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object
+ : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
+
+ if (d_info[p_ptr->dungeon_idx].final_artifact)
+ {
+ a_idx = d_info[p_ptr->dungeon_idx].final_artifact;
+ artifact_type *a_ptr = &a_info[a_idx];
+
+ if (!a_ptr->cur_num)
+ {
+ /* Create the artifact */
+ if (create_named_art(a_idx, y, x))
+ {
+ a_ptr->cur_num = 1;
+
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ }
+ else if (!preserve_mode) a_ptr->cur_num = 1;
+
+ /* Prevent rewarding both artifact and "default" object */
+ if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0;
+ }
+ }
+
+ if (k_idx)
+ {
+ q_ptr = &forge;
+
+ /* Prepare to make a reward */
+ object_prep(q_ptr, k_idx);
+
+ apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[p_ptr->dungeon_idx].name);
+ }
+ }
+
+ /* Determine how much we can drop */
+ if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
+ if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
+ if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
+ if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
+ if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
+ if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
+
+ if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
+ number = 0; /* Clones drop no stuff unless Cloning Pits */
+
+ if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
+ number = 0; /* Pets drop no stuff */
+ if (!drop_item && (r_ptr->d_char != '$')) number = 0;
+
+ if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
+ number = 0; /* Limit of Multiply monster drop */
+
+ /* Hack -- handle creeping coins */
+ coin_type = force_coin;
+
+ /* Average dungeon and monster levels */
+ object_level = (dun_level + r_ptr->level) / 2;
+
+ /* Drop some objects */
+ for (j = 0; j < number; j++)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Make Gold */
+ if (do_gold && (!do_item || (randint0(100) < 50)))
+ {
+ /* Make some gold */
+ if (!make_gold(q_ptr)) continue;
+
+ dump_gold++;
+ }
+
+ /* Make Object */
+ else
+ {
+ /* Make an object */
+ if (!make_object(q_ptr, mo_mode)) continue;
+
+ dump_item++;
+ }
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+
+ /* Reset the object level */
+ object_level = current_floor_ptr->base_level;
+
+ /* Reset "coin" type */
+ coin_type = 0;
+
+
+ /* Take note of any dropped treasure */
+ if (visible && (dump_item || dump_gold))
+ {
+ /* Take notes on treasure */
+ lore_treasure(m_idx, dump_item, dump_gold);
+ }
+
+ /* Only process "Quest Monsters" */
+ if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
+ if (p_ptr->inside_battle) return;
+
+ /* Winner? */
+ if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
+ {
+ /* Total winner */
+ p_ptr->total_winner = TRUE;
+
+ /* Redraw the "title" */
+ p_ptr->redraw |= (PR_TITLE);
+
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
+
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
+
+ if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
+ {
+ msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
+ }
+
+ /* Congratulations */
+ msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
+ msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
+ msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
}
}