+++ /dev/null
-/*!
- * @file xtra2.c
- * @brief 雑多なその他の処理2 / effects of various "objects"
- * @date 2014/02/06
- * @author
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research, and\n
- * not for profit purposes provided that this copyright and statement are\n
- * included in all such copies.\n
- * 2014 Deskull rearranged comment for Doxygen.
- */
-
-
-#include "angband.h"
-#include "cmd-pet.h"
-
-#define REWARD_CHANCE 10
-
-
-/*!
- * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
- * Advance experience levels and print experience
- * @return なし
- */
-void check_experience(void)
-{
- bool level_reward = FALSE;
- bool level_mutation = FALSE;
- bool level_inc_stat = FALSE;
- bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
- PLAYER_LEVEL old_lev = p_ptr->lev;
-
- /* Hack -- lower limit */
- if (p_ptr->exp < 0) p_ptr->exp = 0;
- if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
- if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
-
- /* Hack -- upper limit */
- if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
- if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
- if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
-
- /* Hack -- maintain "max" experience */
- if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
-
- /* Hack -- maintain "max max" experience */
- if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
-
- /* Redraw experience */
- p_ptr->redraw |= (PR_EXP);
-
- /* Handle stuff */
- handle_stuff();
-
-
- /* Lose levels while possible */
- while ((p_ptr->lev > 1) &&
- (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
- {
- /* Lose a level */
- p_ptr->lev--;
-
- /* Update some stuff */
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
- /* Redraw some stuff */
- p_ptr->redraw |= (PR_LEV | PR_TITLE);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Handle stuff */
- handle_stuff();
- }
-
-
- /* Gain levels while possible */
- while ((p_ptr->lev < PY_MAX_LEVEL) &&
- (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
- {
- /* Gain a level */
- p_ptr->lev++;
-
- /* Save the highest level */
- if (p_ptr->lev > p_ptr->max_plv)
- {
- p_ptr->max_plv = p_ptr->lev;
-
- if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
- (p_ptr->muta2 & MUT2_CHAOS_GIFT))
- {
- level_reward = TRUE;
- }
- if (p_ptr->prace == RACE_BEASTMAN)
- {
- if (one_in_(5)) level_mutation = TRUE;
- }
- level_inc_stat = TRUE;
-
- do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
- }
-
- sound(SOUND_LEVEL);
-
- /* Message */
- msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
-
- /* Update some stuff */
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
- /* Redraw some stuff */
- p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
-
- /* HPとMPの上昇量を表示 */
- level_up = 1;
-
- /* Handle stuff */
- handle_stuff();
-
- level_up = 0;
-
- if (level_inc_stat)
- {
- if(!(p_ptr->max_plv % 10))
- {
- int choice;
- screen_save();
- while(1)
- {
- int n;
- char tmp[32];
-
-#ifdef JP
- cnv_stat(p_ptr->stat_max[0], tmp);
- prt(format(" a) 腕力 (現在値 %s)", tmp), 2, 14);
- cnv_stat(p_ptr->stat_max[1], tmp);
- prt(format(" b) 知能 (現在値 %s)", tmp), 3, 14);
- cnv_stat(p_ptr->stat_max[2], tmp);
- prt(format(" c) 賢さ (現在値 %s)", tmp), 4, 14);
- cnv_stat(p_ptr->stat_max[3], tmp);
- prt(format(" d) 器用 (現在値 %s)", tmp), 5, 14);
- cnv_stat(p_ptr->stat_max[4], tmp);
- prt(format(" e) 耐久 (現在値 %s)", tmp), 6, 14);
- cnv_stat(p_ptr->stat_max[5], tmp);
- prt(format(" f) 魅力 (現在値 %s)", tmp), 7, 14);
- prt("", 8, 14);
- prt(" どの能力値を上げますか?", 1, 14);
-#else
- cnv_stat(p_ptr->stat_max[0], tmp);
- prt(format(" a) Str (cur %s)", tmp), 2, 14);
- cnv_stat(p_ptr->stat_max[1], tmp);
- prt(format(" b) Int (cur %s)", tmp), 3, 14);
- cnv_stat(p_ptr->stat_max[2], tmp);
- prt(format(" c) Wis (cur %s)", tmp), 4, 14);
- cnv_stat(p_ptr->stat_max[3], tmp);
- prt(format(" d) Dex (cur %s)", tmp), 5, 14);
- cnv_stat(p_ptr->stat_max[4], tmp);
- prt(format(" e) Con (cur %s)", tmp), 6, 14);
- cnv_stat(p_ptr->stat_max[5], tmp);
- prt(format(" f) Chr (cur %s)", tmp), 7, 14);
- prt("", 8, 14);
- prt(" Which stat do you want to raise?", 1, 14);
-#endif
- while(1)
- {
- choice = inkey();
- if ((choice >= 'a') && (choice <= 'f')) break;
- }
- for(n = 0; n < 6; n++)
- if (n != choice - 'a')
- prt("",n+2,14);
- if (get_check(_("よろしいですか?", "Are you sure? "))) break;
- }
- do_inc_stat(choice - 'a');
- screen_load();
- }
- else if(!(p_ptr->max_plv % 2))
- do_inc_stat(randint0(6));
- }
-
- if (level_mutation)
- {
- msg_print(_("あなたは変わった気がする...", "You feel different..."));
- (void)gain_random_mutation(0);
- level_mutation = FALSE;
- }
-
- /*
- * 報酬でレベルが上ると再帰的に check_experience() が
- * 呼ばれるので順番を最後にする。
- */
- if (level_reward)
- {
- gain_level_reward(0);
- level_reward = FALSE;
- }
-
- /* Update some stuff */
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
- /* Redraw some stuff */
- p_ptr->redraw |= (PR_LEV | PR_TITLE);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER | PW_SPELL);
-
- /* Handle stuff */
- handle_stuff();
- }
-
- /* Load an autopick preference file */
- if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
-}
-
-
-/*!
- * @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
- * Hack -- Return the "automatic coin type" of a monster race
- * Used to allocate proper treasure when "Creeping coins" die
- * XXX XXX XXX Note the use of actual "monster names"
- */
-static int get_coin_type(MONRACE_IDX r_idx)
-{
- /* 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 オブジェクトがクロークかどうかを判定する /
- * Hack -- determine if a template is Cloak
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトがクロークならばTRUEを返す
- */
-static bool kind_is_cloak(KIND_OBJECT_IDX k_idx)
-{
- object_kind *k_ptr = &k_info[k_idx];
-
- /* Analyze the item type */
- if (k_ptr->tval == TV_CLOAK)
- {
- return (TRUE);
- }
-
- /* Assume not good */
- return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトが竿状武器かどうかを判定する /
- * Hack -- determine if a template is Polearm
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトが竿状武器ならばTRUEを返す
- */
-static bool kind_is_polearm(KIND_OBJECT_IDX k_idx)
-{
- object_kind *k_ptr = &k_info[k_idx];
-
- /* Analyze the item type */
- if (k_ptr->tval == TV_POLEARM)
- {
- return (TRUE);
- }
-
- /* Assume not good */
- return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトが剣かどうかを判定する /
- * Hack -- determine if a template is Sword
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトが剣ならばTRUEを返す
- */
-static bool kind_is_sword(KIND_OBJECT_IDX k_idx)
-{
- object_kind *k_ptr = &k_info[k_idx];
-
- /* Analyze the item type */
- if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
- {
- return (TRUE);
- }
-
- /* Assume not good */
- return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトが魔法書かどうかを判定する /
- * Hack -- determine if a template is Book
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトが魔法書ならばTRUEを返す
- */
-static bool kind_is_book(KIND_OBJECT_IDX k_idx)
-{
- object_kind *k_ptr = &k_info[k_idx];
-
- /* Analyze the item type */
- if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
- {
- return (TRUE);
- }
-
- /* Assume not good */
- return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する /
- * Hack -- determine if a template is Good book
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す
- */
-static bool kind_is_good_book(KIND_OBJECT_IDX k_idx)
-{
- object_kind *k_ptr = &k_info[k_idx];
-
- /* Analyze the item type */
- if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
- {
- return (TRUE);
- }
-
- /* Assume not good */
- return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトが鎧かどうかを判定する /
- * Hack -- determine if a template is Armor
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトが鎧ならばTRUEを返す
- */
-static bool kind_is_armor(KIND_OBJECT_IDX k_idx)
-{
- object_kind *k_ptr = &k_info[k_idx];
-
- /* Analyze the item type */
- if (k_ptr->tval == TV_HARD_ARMOR)
- {
- return (TRUE);
- }
-
- /* Assume not good */
- return (FALSE);
-}
-
-
-/*!
- * @brief オブジェクトが打撃武器かどうかを判定する /
- * Hack -- determine if a template is hafted weapon
- * @param k_idx 判定したいオブジェクトのベースアイテムID
- * @return オブジェクトが打撃武器ならばTRUEを返す
- */
-static bool kind_is_hafted(KIND_OBJECT_IDX k_idx)
-{
- object_kind *k_ptr = &k_info[k_idx];
-
- /* Analyze the item type */
- if (k_ptr->tval == TV_HAFTED)
- {
- return (TRUE);
- }
-
- /* Assume not good */
- return (FALSE);
-}
-
-/*!
- * @brief クエストを達成状態にする /
- * @param quest_num 達成状態にしたいクエストのID
- * @return なし
- */
-void complete_quest(QUEST_IDX quest_num)
-{
- quest_type* const q_ptr = &quest[quest_num];
-
- switch (q_ptr->type)
- {
- case QUEST_TYPE_RANDOM:
- if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
- break;
- default:
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
- break;
- }
-
- q_ptr->status = QUEST_STATUS_COMPLETED;
- q_ptr->complev = (byte)p_ptr->lev;
- update_playtime();
- q_ptr->comptime = playtime;
-
- if (!(q_ptr->flags & QUEST_FLAG_SILENT))
- {
- play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
- msg_print(_("クエストを達成した!", "You just completed your quest!"));
- msg_print(NULL);
- }
-}
-
-/*!
- * @brief 現在フロアに残っている敵モンスターの数を返す /
- * @return 現在の敵モンスターの数
- */
-static MONSTER_NUMBER count_all_hostile_monsters(void)
-{
- POSITION x, y;
- MONSTER_NUMBER number_mon = 0;
-
- for (x = 0; x < cur_wid; ++ x)
- {
- for (y = 0; y < cur_hgt; ++ y)
- {
- MONSTER_IDX m_idx = cave[y][x].m_idx;
-
- if (m_idx > 0 && is_hostile(&m_list[m_idx]))
- {
- ++number_mon;
- }
- }
- }
-
- return number_mon;
-}
-
-/*!
- * @brief 特定の敵を倒した際にクエスト達成処理 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param m_ptr 撃破したモンスターの構造体参照ポインタ
- * @return なし
- */
-void check_quest_completion(monster_type *m_ptr)
-{
- POSITION y, x;
- QUEST_IDX quest_num;
-
- bool create_stairs = FALSE;
- bool reward = FALSE;
-
- object_type forge;
- object_type *o_ptr;
-
- /* Get the location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Inside a quest */
- quest_num = p_ptr->inside_quest;
-
- /* Search for an active quest on this dungeon level */
- if (!quest_num)
- {
- QUEST_IDX i;
-
- for (i = max_q_idx - 1; i > 0; i--)
- {
- quest_type* const q_ptr = &quest[i];
-
- /* Quest is not active */
- if (q_ptr->status != QUEST_STATUS_TAKEN)
- continue;
-
- /* Quest is not a dungeon quest */
- if (q_ptr->flags & QUEST_FLAG_PRESET)
- continue;
-
- /* Quest is not on this level */
- if ((q_ptr->level != dun_level) &&
- (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
- continue;
-
- /* Not a "kill monster" quest */
- if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
- (q_ptr->type == QUEST_TYPE_FIND_EXIT))
- continue;
-
- /* Interesting quest */
- if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
- (q_ptr->type == QUEST_TYPE_TOWER) ||
- (q_ptr->type == QUEST_TYPE_KILL_ALL))
- break;
-
- /* Interesting quest */
- if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
- (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
- (q_ptr->type == QUEST_TYPE_RANDOM)) &&
- (q_ptr->r_idx == m_ptr->r_idx))
- break;
- }
-
- quest_num = i;
- }
-
- /* Handle the current quest */
- if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
- {
- /* Current quest */
- quest_type* const q_ptr = &quest[quest_num];
-
- switch (q_ptr->type)
- {
- case QUEST_TYPE_KILL_NUMBER:
- {
- q_ptr->cur_num++;
-
- if (q_ptr->cur_num >= q_ptr->num_mon)
- {
- complete_quest(quest_num);
-
- q_ptr->cur_num = 0;
- }
- break;
- }
- case QUEST_TYPE_KILL_ALL:
- {
- if (!is_hostile(m_ptr)) break;
-
- if (count_all_hostile_monsters() == 1)
- {
- if (q_ptr->flags & QUEST_FLAG_SILENT)
- {
- q_ptr->status = QUEST_STATUS_FINISHED;
- }
- else
- {
- complete_quest(quest_num);
- }
- }
- break;
- }
- case QUEST_TYPE_KILL_LEVEL:
- case QUEST_TYPE_RANDOM:
- {
- /* Only count valid monsters */
- if (q_ptr->r_idx != m_ptr->r_idx)
- break;
-
- q_ptr->cur_num++;
-
- if (q_ptr->cur_num >= q_ptr->max_num)
- {
- complete_quest(quest_num);
-
- if (!(q_ptr->flags & QUEST_FLAG_PRESET))
- {
- create_stairs = TRUE;
- p_ptr->inside_quest = 0;
- }
-
- /* Finish the two main quests without rewarding */
- if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
- {
- q_ptr->status = QUEST_STATUS_FINISHED;
- }
-
- if (q_ptr->type == QUEST_TYPE_RANDOM)
- {
- reward = TRUE;
- q_ptr->status = QUEST_STATUS_FINISHED;
- }
- }
- break;
- }
- case QUEST_TYPE_KILL_ANY_LEVEL:
- {
- q_ptr->cur_num++;
- if (q_ptr->cur_num >= q_ptr->max_num)
- {
- complete_quest(quest_num);
- q_ptr->cur_num = 0;
- }
- break;
- }
- case QUEST_TYPE_TOWER:
- {
- if (!is_hostile(m_ptr)) break;
-
- if (count_all_hostile_monsters() == 1)
- {
- q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
-
- if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
- (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
- (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
- {
-
- complete_quest(QUEST_TOWER1);
- }
- }
- break;
- }
- }
- }
-
- /* Create a magical staircase */
- if (create_stairs)
- {
- POSITION ny, nx;
-
- /* Stagger around */
- while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
- {
- /* Pick a location */
- scatter(&ny, &nx, y, x, 1, 0);
-
- /* Stagger */
- y = ny; x = nx;
- }
-
- /* Explain the staircase */
- msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
-
- /* Create stairs down */
- cave_set_feat(y, x, feat_down_stair);
-
- /* Remember to update everything */
- p_ptr->update |= (PU_FLOW);
- }
-
- /*
- * Drop quest reward
- */
- if (reward)
- {
- int i;
-
- for (i = 0; i < (dun_level / 15)+1; i++)
- {
- /* Get local object */
- o_ptr = &forge;
-
- /* Wipe the object */
- object_wipe(o_ptr);
-
- /* Make a great object */
- make_object(o_ptr, AM_GOOD | AM_GREAT);
-
- /* Drop it in the dungeon */
- (void)drop_near(o_ptr, -1, y, x);
- }
- }
-}
-
-/*!
- * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
- * @return なし
- */
-void check_find_art_quest_completion(object_type *o_ptr)
-{
- QUEST_IDX i;
- /* Check if completed a quest */
- for (i = 0; i < max_q_idx; i++)
- {
- if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].k_idx == o_ptr->name1))
- {
- complete_quest(i);
- }
- }
-}
-
-
-/*!
- * @brief モンスターを撃破した際の述語メッセージを返す /
- * Return monster death string
- * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
- * @return 撃破されたモンスターの述語
- */
-cptr extract_note_dies(monster_race *r_ptr)
-{
- /* Some monsters get "destroyed" */
- if (!monster_living(r_ptr))
- {
- int i;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE)
- {
- return _("は爆発して粉々になった。", " explodes into tiny shreds.");
- }
- }
- return _("を倒した。", " is destroyed.");
- }
-
- /* Assume a default death */
- return _("は死んだ。", " dies.");
-}
-
-
-/*!
- * @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
- * <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>
- */
-void monster_death(MONSTER_IDX m_idx, bool drop_item)
-{
- int i, j, 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))
- {
- /* Update some things */
- p_ptr->update |= (PU_MON_LITE);
- }
-
- /* Get the location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
- {
- char m_name[80];
-
- 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)
- {
- /* Get local object */
- 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);
-
- /* Drop it in the dungeon */
- (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)
- {
- char m_name[80];
-
- /* 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;
- }
- }
-
- /* Get local object */
- 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;
-
- /* Drop it in the dungeon */
- (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++)
- {
- int 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))
- {
- 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))
- {
- /* Get local object */
- 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);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case MON_RAAL:
- if (drop_chosen_item && (dun_level > 9))
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Wipe the object */
- 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);
-
- /* Drop it in the dungeon */
- (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))
- {
- 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;
-
- /* Get local object */
- 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);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
-
- /* Get local object */
- 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);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- break;
-
- case MON_B_DEATH_SWORD:
- if (drop_chosen_item)
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Prepare to make a broken sword */
- object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-
- /* Drop it in the dungeon */
- (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))))
- {
- /* Get local object */
- 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);
-
- /* Drop it in the dungeon */
- (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:
- if (!drop_chosen_item) break;
-
- switch (r_ptr->d_char)
- {
- case '(':
- if (dun_level > 0)
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Wipe the object */
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_cloak;
-
- /* Make a cloak */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case '/':
- if (dun_level > 4)
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Wipe the object */
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_polearm;
-
- /* Make a poleweapon */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case '[':
- if (dun_level > 19)
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Wipe the object */
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_armor;
-
- /* Make a hard armor */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case '\\':
- if (dun_level > 4)
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Wipe the object */
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_hafted;
-
- /* Make a hafted weapon */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case '|':
- if (m_ptr->r_idx != MON_STORMBRINGER)
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Wipe the object */
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_sword;
-
- /* Make a sword */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (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[dungeon_type].final_guardian == m_ptr->r_idx))
- {
- KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
- : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
-
- if (d_info[dungeon_type].final_artifact)
- {
- a_idx = d_info[dungeon_type].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[dungeon_type].final_object) k_idx = 0;
- }
- }
-
- if (k_idx)
- {
- /* Get local object */
- 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);
-
- /* Drop it in the dungeon */
- (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[dungeon_type].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++)
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Wipe the object */
- object_wipe(q_ptr);
-
- /* Make Gold */
- if (do_gold && (!do_item || (randint0(100) < 50)))
- {
- /* Make some gold */
- if (!make_gold(q_ptr)) continue;
-
- /* XXX XXX XXX */
- dump_gold++;
- }
-
- /* Make Object */
- else
- {
- /* Make an object */
- if (!make_object(q_ptr, mo_mode)) continue;
-
- /* XXX XXX XXX */
- dump_item++;
- }
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
-
- /* Reset the object level */
- object_level = 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."));
- }
-}
-
-/*!
- * @brief モンスターに与えたダメージの修正処理 /
- * Modify the physical damage done to the monster.
- * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
- * @param dam ダメージ基本値
- * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
- * @return 修正を行った結果のダメージ量
- * @details
- * <pre>
- * (for example when it's invulnerable or shielded)
- * ToDo: Accept a damage-type to calculate the modified damage from
- * things like fire, frost, lightning, poison, ... attacks.
- * "type" is not yet used and should be 0.
- * </pre>
- */
-HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
- {
- dam /= 100;
- if ((dam == 0) && one_in_(3)) dam = 1;
- }
-
- if (MON_INVULNER(m_ptr))
- {
- if (is_psy_spear)
- {
- if (!p_ptr->blind && is_seen(m_ptr))
- {
- msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
- }
- }
- else if (!one_in_(PENETRATE_INVULNERABILITY))
- {
- return (0);
- }
- }
- return (dam);
-}
-
-
-/*!
- * @brief モンスターに与えたダメージを元に経験値を加算する /
- * Calculate experience point to be get
- * @param dam 与えたダメージ量
- * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
- * @return なし
- * @details
- * <pre>
- * Even the 64 bit operation is not big enough to avoid overflaw
- * unless we carefully choose orders of multiplication and division.
- * Get the coefficient first, and multiply (potentially huge) base
- * experience point of a monster later.
- * </pre>
- */
-static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- s32b new_exp;
- u32b new_exp_frac;
- s32b div_h;
- u32b div_l;
-
- if (!m_ptr->r_idx) return;
- if (is_pet(m_ptr) || p_ptr->inside_battle) return;
-
- /*
- * - Ratio of monster's level to player's level effects
- * - Varying speed effects
- * - Get a fraction in proportion of damage point
- */
- new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
- new_exp_frac = 0;
- div_h = 0L;
- div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
-
- /* Use (average maxhp * 2) as a denominator */
- if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
- s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
- else
- s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
-
- /* Special penalty in the wilderness */
- if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
- s64b_mul(&div_h, &div_l, 0, 5);
-
- /* Do division first to prevent overflaw */
- s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
-
- /* Special penalty for mutiply-monster */
- if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
- {
- int monnum_penarty = r_ptr->r_akills / 400;
- if (monnum_penarty > 8) monnum_penarty = 8;
-
- while (monnum_penarty--)
- {
- /* Divide by 4 */
- s64b_RSHIFT(new_exp, new_exp_frac, 2);
- }
- }
-
- /* Special penalty for rest_and_shoot exp scum */
- if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
- {
- int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
- if (over_damage > 32) over_damage = 32;
-
- while (over_damage--)
- {
- /* 9/10 for once */
- s64b_mul(&new_exp, &new_exp_frac, 0, 9);
- s64b_div(&new_exp, &new_exp_frac, 0, 10);
- }
- }
-
- /* Finally multiply base experience point of the monster */
- s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
-
- /* Gain experience */
- gain_exp_64(new_exp, new_exp_frac);
-}
-
-
-/*!
- * @brief モンスターのHPをダメージに応じて減算する /
- * Decreases monsters hit points, handling monster death.
- * @param dam 与えたダメージ量
- * @param m_idx ダメージを与えたモンスターのID
- * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
- * @param note モンスターが倒された際の特別なメッセージ述語
- * @return なし
- * @details
- * <pre>
- * We return TRUE if the monster has been killed (and deleted).
- * We announce monster death (using an optional "death message"
- * if given, and a otherwise a generic killed/destroyed message).
- * Only "physical attacks" can induce the "You have slain" message.
- * Missile and Spell attacks will induce the "dies" message, or
- * various "specialized" messages. Note that "You have destroyed"
- * and "is destroyed" are synonyms for "You have slain" and "dies".
- * Hack -- unseen monsters yield "You have killed it." message.
- * Added fear (DGK) and check whether to print fear messages -CWS
- * Made name, sex, and capitalization generic -BEN-
- * As always, the "ghost" processing is a total hack.
- * Hack -- we "delay" fear messages by passing around a "fear" flag.
- * XXX XXX XXX Consider decreasing monster experience over time, say,
- * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
- * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
- * monster worth more than subsequent monsters. This would also need
- * to induce changes in the monster recall code.
- * </pre>
- */
-bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
-{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- monster_type exp_mon;
-
- /* Innocent until proven otherwise */
- bool innocent = TRUE, thief = FALSE;
- int i;
- int expdam;
-
- (void)COPY(&exp_mon, m_ptr, monster_type);
-
- expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
-
- get_exp_from_mon(expdam, &exp_mon);
-
- /* Genocided by chaos patron */
- if (!m_ptr->r_idx) m_idx = 0;
-
- /* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
- /* Wake it up */
- (void)set_monster_csleep(m_idx, 0);
-
- /* Hack - Cancel any special player stealth magics. -LM- */
- if (p_ptr->special_defense & NINJA_S_STEALTH)
- {
- set_superstealth(FALSE);
- }
-
- /* Genocided by chaos patron */
- if (!m_idx) return TRUE;
-
- /* Hurt it */
- m_ptr->hp -= dam;
-
- m_ptr->dealt_damage += dam;
- if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
- if (p_ptr->wizard)
- {
- msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."),
- m_ptr->dealt_damage, m_ptr->maxhp);
- }
-
- /* It is dead now */
- if (m_ptr->hp < 0)
- {
- char m_name[80];
-
- if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
- {
- /* You might have unmasked Tanuki first time */
- r_ptr = &r_info[m_ptr->r_idx];
- m_ptr->ap_r_idx = m_ptr->r_idx;
- if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
- }
-
- if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
- {
- /* You might have unmasked Chameleon first time */
- r_ptr = real_r_ptr(m_ptr);
- if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
- }
-
- if (!(m_ptr->smart & SM_CLONED))
- {
- /* When the player kills a Unique, it stays dead */
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- r_ptr->max_num = 0;
-
- /* Mega-Hack -- Banor & Lupart */
- if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
- {
- r_info[MON_BANORLUPART].max_num = 0;
- r_info[MON_BANORLUPART].r_pkills++;
- r_info[MON_BANORLUPART].r_akills++;
- if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
- }
- else if (m_ptr->r_idx == MON_BANORLUPART)
- {
- r_info[MON_BANOR].max_num = 0;
- r_info[MON_BANOR].r_pkills++;
- r_info[MON_BANOR].r_akills++;
- if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
- r_info[MON_LUPART].max_num = 0;
- r_info[MON_LUPART].r_pkills++;
- r_info[MON_LUPART].r_akills++;
- if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
- }
- }
-
- /* When the player kills a Nazgul, it stays dead */
- else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
- }
-
- /* Count all monsters killed */
- if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
-
- /* Recall even invisible uniques or winners */
- if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
- {
- /* Count kills this life */
- if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
- else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
-
- /* Count kills in all lives */
- if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
- else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
-
- /* Hack -- Auto-recall */
- monster_race_track(m_ptr->ap_r_idx);
- }
-
- /* Extract monster name */
- monster_desc(m_name, m_ptr, MD_TRUE_NAME);
-
- /* Don't kill Amberites */
- if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
- {
- int curses = 1 + randint1(3);
- bool stop_ty = FALSE;
- int count = 0;
-
- msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
- curse_equipment(100, 50);
-
- do
- {
- stop_ty = activate_ty_curse(stop_ty, &count);
- }
- while (--curses);
- }
-
- if (r_ptr->flags2 & RF2_CAN_SPEAK)
- {
- char line_got[1024];
-
- /* Dump a message */
- if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
-
- msg_format("%^s %s", m_name, line_got);
-
-#ifdef WORLD_SCORE
- if (m_ptr->r_idx == MON_SERPENT)
- {
- /* Make screen dump */
- screen_dump = make_screen_dump();
- }
-#endif
- }
-
- if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
- {
- if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
- {
- chg_virtue(V_VALOUR, -1);
- }
- else if (r_ptr->level > dun_level)
- {
- if (randint1(10) <= (r_ptr->level - dun_level))
- chg_virtue(V_VALOUR, 1);
- }
- if (r_ptr->level > 60)
- {
- chg_virtue(V_VALOUR, 1);
- }
- if (r_ptr->level >= 2 * (p_ptr->lev+1))
- chg_virtue(V_VALOUR, 2);
- }
-
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
-
- if (r_ptr->flags3 & RF3_GOOD)
- {
- chg_virtue(V_UNLIFE, 2);
- chg_virtue(V_VITALITY, -2);
- }
-
- if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
- }
-
- if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
- {
- chg_virtue(V_COMPASSION, -1);
- }
-
- if ((r_ptr->flags3 & RF3_GOOD) &&
- ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
- chg_virtue(V_UNLIFE, 1);
-
- if (r_ptr->d_char == 'A')
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(V_FAITH, -2);
- else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
- {
- if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
- else chg_virtue(V_FAITH, 1);
- }
- }
- else if (r_ptr->flags3 & RF3_DEMON)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(V_FAITH, 2);
- else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
- chg_virtue(V_FAITH, 1);
- }
-
- if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
- chg_virtue(V_VITALITY, 2);
-
- if (r_ptr->r_deaths)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- chg_virtue(V_HONOUR, 10);
- }
- else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
- {
- chg_virtue(V_HONOUR, 1);
- }
- }
- if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
- {
- chg_virtue(V_VALOUR, -1);
- }
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
-
- if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
- || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
-
- thief = TRUE; /* Thief! */
- }
-
- /* The new law says it is illegal to live in the dungeon */
- if (r_ptr->level != 0) innocent = FALSE;
-
- if (thief)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(V_JUSTICE, 3);
- else if (1+((r_ptr->level) / 10 + (2 * dun_level))
- >= randint1(100))
- chg_virtue(V_JUSTICE, 1);
- }
- else if (innocent)
- {
- chg_virtue (V_JUSTICE, -1);
- }
-
- if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
- {
- if (one_in_(4)) chg_virtue(V_NATURE, -1);
- }
-
- if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
- {
- char note_buf[160];
-#ifdef JP
- sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : "");
-#else
- sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
-#endif
- do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
- }
-
- /* Make a sound */
- sound(SOUND_KILL);
-
- /* Death by Missile/Spell attack */
- if (note)
- {
- msg_format("%^s%s", m_name, note);
- }
-
- /* Death by physical attack -- invisible monster */
- else if (!m_ptr->ml)
- {
-#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_format("せっかくだから%sを殺した。", m_name);
- else
- msg_format("%sを殺した。", m_name);
-#else
- msg_format("You have killed %s.", m_name);
-#endif
-
- }
-
- /* Death by Physical attack -- non-living monster */
- else if (!monster_living(r_ptr))
- {
- bool explode = FALSE;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
- }
-
- /* Special note at death */
- if (explode)
- msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
- else
- {
-#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_format("せっかくだから%sを倒した。", m_name);
- else
-msg_format("%sを倒した。", m_name);
-#else
- msg_format("You have destroyed %s.", m_name);
-#endif
- }
- }
-
- /* Death by Physical attack -- living monster */
- else
- {
-#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_format("せっかくだから%sを葬り去った。", m_name);
- else
-msg_format("%sを葬り去った。", m_name);
-#else
- msg_format("You have slain %s.", m_name);
-#endif
-
- }
- if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
- {
- for (i = 0; i < MAX_KUBI; i++)
- {
- if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
- {
- msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
- break;
- }
- }
- }
-
- /* Generate treasure */
- monster_death(m_idx, TRUE);
-
- /* Mega hack : replace IKETA to BIKETAL */
- if ((m_ptr->r_idx == MON_IKETA) &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- int dummy_y = m_ptr->fy;
- int dummy_x = m_ptr->fx;
- BIT_FLAGS mode = 0L;
-
- if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
-
- /* Delete the monster */
- delete_monster_idx(m_idx);
-
- if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
- {
- msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
- }
- }
- else
- {
- /* Delete the monster */
- delete_monster_idx(m_idx);
- }
-
- get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
-
- /* Not afraid */
- (*fear) = FALSE;
-
- /* Monster is dead */
- return (TRUE);
- }
-
-
-#ifdef ALLOW_FEAR
-
- /* Mega-Hack -- Pain cancels fear */
- if (MON_MONFEAR(m_ptr) && (dam > 0))
- {
- /* Cure fear */
- if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
- {
- /* No more fear */
- (*fear) = FALSE;
- }
- }
-
- /* Sometimes a monster gets scared by damage */
- if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
- {
- /* Percentage of fully healthy */
- int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
-
- /*
- * Run (sometimes) if at 10% or less of max hit points,
- * or (usually) when hit for half its current hit points
- */
- if ((randint1(10) >= percentage) ||
- ((dam >= m_ptr->hp) && (randint0(100) < 80)))
- {
- /* Hack -- note fear */
- (*fear) = TRUE;
-
- /* XXX XXX XXX Hack -- Add some timed fear */
- (void)set_monster_monfear(m_idx, (randint1(10) +
- (((dam >= m_ptr->hp) && (percentage > 7)) ?
- 20 : ((11 - percentage) * 5))));
- }
- }
-
-#endif
-
-#if 0
- if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
- {
- char m_name[80];
-
- /* Extract monster name */
- monster_desc(m_name, m_ptr, 0);
-
- if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
- if (rakuba((dam > 200) ? 200 : dam, FALSE))
- {
- msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
- }
- }
-#endif
-
- /* Not dead yet */
- return (FALSE);
-}
-
-
-/*!
- * @brief 現在のコンソール表示の縦横を返す。 /
- * Get term size and calculate screen size
- * @param wid_p コンソールの表示幅文字数を返す
- * @param hgt_p コンソールの表示行数を返す
- * @return なし
- */
-void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
-{
- Term_get_size(wid_p, hgt_p);
- *hgt_p -= ROW_MAP + 2;
- *wid_p -= COL_MAP + 2;
- if (use_bigtile) *wid_p /= 2;
-}
-
-
-/*!
- * @brief コンソール上におけるマップ表示の左上位置を返す /
- * Calculates current boundaries Called below and from "do_cmd_locate()".
- * @return なし
- */
-void panel_bounds_center(void)
-{
- int wid, hgt;
-
- /* Get size */
- get_screen_size(&wid, &hgt);
-
- panel_row_max = panel_row_min + hgt - 1;
- panel_row_prt = panel_row_min - 1;
- panel_col_max = panel_col_min + wid - 1;
- panel_col_prt = panel_col_min - 13;
-}
-
-
-/*!
- * @brief コンソールのリサイズに合わせてマップを再描画する /
- * Map resizing whenever the main term changes size
- * @return なし
- */
-void resize_map(void)
-{
- /* Only if the dungeon exists */
- if (!character_dungeon) return;
-
- /* Mega-Hack -- no panel yet */
- panel_row_max = 0;
- panel_col_max = 0;
-
- /* Reset the panels */
- panel_row_min = cur_hgt;
- panel_col_min = cur_wid;
-
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
- /* Forget lite/view */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- /* Update lite/view */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw everything */
- p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
-
- /* Hack -- update */
- handle_stuff();
-
- /* Redraw */
- Term_redraw();
-
- /*
- * Waiting command;
- * Place the cursor on the player
- */
- if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
-
- /* Refresh */
- Term_fresh();
-}
-
-/*!
- * @brief コンソールを再描画する /
- * Redraw a term when it is resized
- * @return なし
- */
-void redraw_window(void)
-{
- /* Only if the dungeon exists */
- if (!character_dungeon) return;
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
-
- /* Window stuff */
- p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
-
- /* Hack -- update */
- handle_stuff();
-
- /* Redraw */
- Term_redraw();
-}
-
-
-/*!
- * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
- * @param dy 変更先のフロアY座標
- * @param dx 変更先のフロアX座標
- * Handle a request to change the current panel
- * Return TRUE if the panel was changed.
- * Also used in do_cmd_locate
- * @return 実際に再描画が必要だった場合TRUEを返す
- */
-bool change_panel(POSITION dy, POSITION dx)
-{
- POSITION y, x;
- TERM_LEN wid, hgt;
-
- /* Get size */
- get_screen_size(&wid, &hgt);
-
- /* Apply the motion */
- y = panel_row_min + dy * hgt / 2;
- x = panel_col_min + dx * wid / 2;
-
- /* Verify the row */
- if (y > cur_hgt - hgt) y = cur_hgt - hgt;
- if (y < 0) y = 0;
-
- /* Verify the col */
- if (x > cur_wid - wid) x = cur_wid - wid;
- if (x < 0) x = 0;
-
- /* Handle "changes" */
- if ((y != panel_row_min) || (x != panel_col_min))
- {
- /* Save the new panel info */
- panel_row_min = y;
- panel_col_min = x;
-
- /* Recalculate the boundaries */
- panel_bounds_center();
-
- /* Update stuff */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Success */
- return (TRUE);
- }
-
- /* No change */
- return (FALSE);
-}
-
-/*!
- * @brief フォーカスを当てるべきマップ描画の基準座標を指定する
- * @param y 変更先のフロアY座標
- * @param x 変更先のフロアX座標
- * @details
- * Handle a request to change the current panel
- * Return TRUE if the panel was changed.
- * Also used in do_cmd_locate
- * @return 実際に再描画が必要だった場合TRUEを返す
- */
-static bool change_panel_xy(POSITION y, POSITION x)
-{
- POSITION dy = 0, dx = 0;
- TERM_LEN wid, hgt;
-
- /* Get size */
- get_screen_size(&wid, &hgt);
-
- if (y < panel_row_min) dy = -1;
- if (y > panel_row_max) dy = 1;
- if (x < panel_col_min) dx = -1;
- if (x > panel_col_max) dx = 1;
-
- if (!dy && !dx) return (FALSE);
-
- return change_panel(dy, dx);
-}
-
-
-/*!
- * @brief マップ描画のフォーカスを当てるべき座標を更新する
- * @details
- * Given an row (y) and col (x), this routine detects when a move
- * off the screen has occurred and figures new borders. -RAK-
- * "Update" forces a "full update" to take place.
- * The map is reprinted if necessary, and "TRUE" is returned.
- * @return 実際に再描画が必要だった場合TRUEを返す
- */
-void verify_panel(void)
-{
- POSITION y = p_ptr->y;
- POSITION x = p_ptr->x;
- int wid, hgt;
-
- int prow_min;
- int pcol_min;
- int max_prow_min;
- int max_pcol_min;
-
- /* Get size */
- get_screen_size(&wid, &hgt);
-
- max_prow_min = cur_hgt - hgt;
- max_pcol_min = cur_wid - wid;
-
- /* Bounds checking */
- if (max_prow_min < 0) max_prow_min = 0;
- if (max_pcol_min < 0) max_pcol_min = 0;
-
- /* Center on player */
- if (center_player && (center_running || !running))
- {
- /* Center vertically */
- prow_min = y - hgt / 2;
- if (prow_min < 0) prow_min = 0;
- else if (prow_min > max_prow_min) prow_min = max_prow_min;
-
- /* Center horizontally */
- pcol_min = x - wid / 2;
- if (pcol_min < 0) pcol_min = 0;
- else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
- }
- else
- {
- prow_min = panel_row_min;
- pcol_min = panel_col_min;
-
- /* Scroll screen when 2 grids from top/bottom edge */
- if (y > panel_row_max - 2)
- {
- while (y > prow_min + hgt-1 - 2)
- {
- prow_min += (hgt / 2);
- }
- }
-
- if (y < panel_row_min + 2)
- {
- while (y < prow_min + 2)
- {
- prow_min -= (hgt / 2);
- }
- }
-
- if (prow_min > max_prow_min) prow_min = max_prow_min;
- if (prow_min < 0) prow_min = 0;
-
- /* Scroll screen when 4 grids from left/right edge */
- if (x > panel_col_max - 4)
- {
- while (x > pcol_min + wid-1 - 4)
- {
- pcol_min += (wid / 2);
- }
- }
-
- if (x < panel_col_min + 4)
- {
- while (x < pcol_min + 4)
- {
- pcol_min -= (wid / 2);
- }
- }
-
- if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
- if (pcol_min < 0) pcol_min = 0;
- }
-
- /* Check for "no change" */
- if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
-
- /* Save the new panel info */
- panel_row_min = prow_min;
- panel_col_min = pcol_min;
-
- /* Hack -- optional disturb on "panel change" */
- if (disturb_panel && !center_player) disturb(0, 0);
-
- /* Recalculate the boundaries */
- panel_bounds_center();
-
- /* Update stuff */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-}
-
-
-/*
- * Monster health description
- */
-cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
-{
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- bool living;
- int perc;
- cptr desc;
- cptr attitude;
- cptr clone;
-
- /* Determine if the monster is "living" */
- living = monster_living(ap_r_ptr);
-
- /* Calculate a health "percentage" */
- perc = 100L * m_ptr->hp / m_ptr->maxhp;
-
- /* Healthy monsters */
- if (m_ptr->hp >= m_ptr->maxhp)
- {
- /* No damage */
-#ifdef JP
- desc = living ? "無傷" : "無ダメージ";
-#else
- desc = living ? "unhurt" : "undamaged";
-#endif
-
- }
-
- else if (perc >= 60)
- {
-#ifdef JP
- desc = living ? "軽傷" : "小ダメージ";
-#else
- desc = living ? "somewhat wounded" : "somewhat damaged";
-#endif
-
- }
-
- else if (perc >= 25)
- {
-#ifdef JP
- desc = living ? "負傷" : "中ダメージ";
-#else
- desc = living ? "wounded" : "damaged";
-#endif
-
- }
-
- else if (perc >= 10)
- {
-#ifdef JP
- desc = living ? "重傷" : "大ダメージ";
-#else
- desc = living ? "badly wounded" : "badly damaged";
-#endif
-
- }
-
- else
- {
-#ifdef JP
- desc = living ? "半死半生" : "倒れかけ";
-#else
- desc = living ? "almost dead" : "almost destroyed";
-#endif
- }
-
-
- /* Need attitude information? */
- if (!(mode & 0x01))
- {
- /* Full information is not needed */
- attitude = "";
- }
- else if (is_pet(m_ptr))
- {
- attitude = _(", ペット", ", pet");
- }
- else if (is_friendly(m_ptr))
- {
- attitude = _(", 友好的", ", friendly");
- }
- else
- {
- attitude = _("", "");
- }
-
-
- /* Clone monster? */
- if (m_ptr->smart & SM_CLONED)
- {
- clone = ", clone";
- }
- else
- {
- clone = "";
- }
-
- /* Display monster's level --- idea borrowed from ToME */
- if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
- {
- return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
- }
- else
- {
- return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
- }
-}
-
-
-
-/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
- */
-void ang_sort_aux(vptr u, vptr v, int p, int q)
-{
- int z, a, b;
-
- /* Done sort */
- if (p >= q) return;
-
- /* Pivot */
- z = p;
-
- /* Begin */
- a = p;
- b = q;
-
- /* Partition */
- while (TRUE)
- {
- /* Slide i2 */
- while (!(*ang_sort_comp)(u, v, b, z)) b--;
-
- /* Slide i1 */
- while (!(*ang_sort_comp)(u, v, z, a)) a++;
-
- /* Done partition */
- if (a >= b) break;
-
- /* Swap */
- (*ang_sort_swap)(u, v, a, b);
-
- /* Advance */
- a++, b--;
- }
-
- /* Recurse left side */
- ang_sort_aux(u, v, p, b);
-
- /* Recurse right side */
- ang_sort_aux(u, v, b+1, q);
-}
-
-
-/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
- */
-void ang_sort(vptr u, vptr v, int n)
-{
- /* Sort the array */
- ang_sort_aux(u, v, 0, n-1);
-}
-
-
-
-/*** Targeting Code ***/
-
-
-/*
- * Determine is a monster makes a reasonable target
- *
- * The concept of "targeting" was stolen from "Morgul" (?)
- *
- * The player can target any location, or any "target-able" monster.
- *
- * Currently, a monster is "target_able" if it is visible, and if
- * the player can hit it with a projection, and the player is not
- * hallucinating. This allows use of "use closest target" macros.
- *
- * Future versions may restrict the ability to target "trappers"
- * and "mimics", but the semantics is a little bit weird.
- */
-bool target_able(MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = &m_list[m_idx];
-
- /* Monster must be alive */
- if (!m_ptr->r_idx) return (FALSE);
-
- /* Hack -- no targeting hallucinations */
- if (p_ptr->image) return (FALSE);
-
- /* Monster must be visible */
- if (!m_ptr->ml) return (FALSE);
-
- if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
-
- /* Monster must be projectable */
- if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
-
- /* XXX XXX XXX Hack -- Never target trappers */
- /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
-
- /* Assume okay */
- return (TRUE);
-}
-
-
-
-
-/*
- * Update (if necessary) and verify (if possible) the target.
- *
- * We return TRUE if the target is "okay" and FALSE otherwise.
- */
-bool target_okay(void)
-{
- /* Accept stationary targets */
- if (target_who < 0) return (TRUE);
-
- /* Check moving targets */
- if (target_who > 0)
- {
- /* Accept reasonable targets */
- if (target_able(target_who))
- {
- monster_type *m_ptr = &m_list[target_who];
-
- /* Acquire monster location */
- target_row = m_ptr->fy;
- target_col = m_ptr->fx;
-
- /* Good target */
- return (TRUE);
- }
- }
-
- /* Assume no target */
- return (FALSE);
-}
-
-
-/*
- * Sorting hook -- comp function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by double-distance to the player.
- */
-static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION da, db, kx, ky;
-
- /* Absolute distance components */
- kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Absolute distance components */
- kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Compare the distances */
- return (da <= db);
-}
-
-
-/*
- * Sorting hook -- comp function -- by importance level of grids
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by level of monster
- */
-static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
- cave_type *ca_ptr = &cave[y[a]][x[a]];
- cave_type *cb_ptr = &cave[y[b]][x[b]];
- monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
- monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
- monster_race *ap_ra_ptr, *ap_rb_ptr;
-
- /* The player grid */
- if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
- if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
-
- /* Extract monster race */
- if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
- else ap_ra_ptr = NULL;
- if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
- else ap_rb_ptr = NULL;
-
- if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
- if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
-
- /* Compare two monsters */
- if (ap_ra_ptr && ap_rb_ptr)
- {
- /* Unique monsters first */
- if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
- if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
-
- /* Shadowers first (あやしい影) */
- if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
- if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
-
- /* Unknown monsters first */
- if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
- if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
-
- /* Higher level monsters first (if known) */
- if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
- {
- if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
- if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
- }
-
- /* Sort by index if all conditions are same */
- if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
- if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
- }
-
- /* An object get higher priority */
- if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
- if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
-
- /* Priority from the terrain */
- if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
- if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
-
- /* If all conditions are same, compare distance */
- return ang_sort_comp_distance(u, v, a, b);
-}
-
-
-/*
- * Sorting hook -- swap function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by distance to the player.
- */
-static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION temp;
-
- /* Swap "x" */
- temp = x[a];
- x[a] = x[b];
- x[b] = temp;
-
- /* Swap "y" */
- temp = y[a];
- y[a] = y[b];
- y[b] = temp;
-}
-
-
-
-/*
- * Hack -- help "select" a location (see below)
- */
-static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
-{
- POSITION_IDX i, v;
- POSITION x2, y2, x3, y3, x4, y4;
- POSITION_IDX b_i = -1, b_v = 9999;
-
-
- /* Scan the locations */
- for (i = 0; i < temp_n; i++)
- {
- /* Point 2 */
- x2 = temp_x[i];
- y2 = temp_y[i];
-
- /* Directed distance */
- x3 = (x2 - x1);
- y3 = (y2 - y1);
-
- /* Verify quadrant */
- if (dx && (x3 * dx <= 0)) continue;
- if (dy && (y3 * dy <= 0)) continue;
-
- /* Absolute distance */
- x4 = ABS(x3);
- y4 = ABS(y3);
-
- /* Verify quadrant */
- if (dy && !dx && (x4 > y4)) continue;
- if (dx && !dy && (y4 > x4)) continue;
-
- /* Approximate Double Distance */
- v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
-
- /* XXX XXX XXX Penalize location */
-
- /* Track best */
- if ((b_i >= 0) && (v >= b_v)) continue;
-
- /* Track best */
- b_i = i; b_v = v;
- }
-
- /* Result */
- return (b_i);
-}
-
-
-/*
- * Hack -- determine if a given location is "interesting"
- */
-static bool target_set_accept(POSITION y, POSITION x)
-{
- cave_type *c_ptr;
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- /* Bounds */
- if (!(in_bounds(y, x))) return (FALSE);
-
- /* Player grid is always interesting */
- if (player_bold(y, x)) return (TRUE);
-
- /* Handle hallucination */
- if (p_ptr->image) return (FALSE);
-
- /* Examine the grid */
- c_ptr = &cave[y][x];
-
- /* Visible monsters */
- if (c_ptr->m_idx)
- {
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
-
- /* Visible monsters */
- if (m_ptr->ml) return (TRUE);
- }
-
- /* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Memorized object */
- if (o_ptr->marked & OM_FOUND) return (TRUE);
- }
-
- /* Interesting memorized features */
- if (c_ptr->info & (CAVE_MARK))
- {
- /* Notice object features */
- if (c_ptr->info & CAVE_OBJECT) return (TRUE);
-
- /* Feature code (applying "mimic" field) */
- if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
- }
-
- /* Nope */
- return (FALSE);
-}
-
-
-/*
- * Prepare the "temp" array for "target_set"
- *
- * Return the number of target_able monsters in the set.
- */
-static void target_set_prepare(BIT_FLAGS mode)
-{
- int y, x;
- int min_hgt, max_hgt, min_wid, max_wid;
-
- if (mode & TARGET_KILL)
- {
- /* Inner range */
- min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
- max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
- min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
- max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
- }
- else /* not targetting */
- {
- /* Inner panel */
- min_hgt = panel_row_min;
- max_hgt = panel_row_max;
- min_wid = panel_col_min;
- max_wid = panel_col_max;
- }
-
- /* Reset "temp" array */
- temp_n = 0;
-
- /* Scan the current panel */
- for (y = min_hgt; y <= max_hgt; y++)
- {
- for (x = min_wid; x <= max_wid; x++)
- {
- cave_type *c_ptr;
-
- /* Require "interesting" contents */
- if (!target_set_accept(y, x)) continue;
-
- c_ptr = &cave[y][x];
-
- /* Require target_able monsters for "TARGET_KILL" */
- if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
-
- if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
-
- /* Save the location */
- temp_x[temp_n] = x;
- temp_y[temp_n] = y;
- temp_n++;
- }
- }
-
- /* Set the sort hooks */
- if (mode & (TARGET_KILL))
- {
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
- }
- else
- {
- /* Look important grids first in Look command */
- ang_sort_comp = ang_sort_comp_importance;
- ang_sort_swap = ang_sort_swap_distance;
- }
-
- /* Sort the positions */
- ang_sort(temp_x, temp_y, temp_n);
-
- if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
- {
- POSITION tmp;
-
- tmp = temp_y[0];
- temp_y[0] = temp_y[1];
- temp_y[1] = tmp;
- tmp = temp_x[0];
- temp_x[0] = temp_x[1];
- temp_x[1] = tmp;
- }
-}
-
-void target_set_prepare_look(void){
- target_set_prepare(TARGET_LOOK);
-}
-
-
-/*
- * Evaluate number of kill needed to gain level
- */
-static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
-{
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- u32b num;
- s32b exp_mon, exp_adv;
- u32b exp_mon_frac, exp_adv_frac;
-
- if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
- {
- sprintf(buf,"**");
- return;
- }
- else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
- {
- if (!p_ptr->wizard)
- {
- sprintf(buf,"??");
- return;
- }
- }
-
-
- /* The monster's experience point (assuming average monster speed) */
- exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
- exp_mon_frac = 0;
- s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
-
-
- /* Total experience value for next level */
- exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
- exp_adv_frac = 0;
- s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
-
- /* Experience value need to get */
- s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
-
-
- /* You need to kill at least one monster to get any experience */
- s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
- s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
-
- /* Extract number of monsters needed */
- s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
-
- /* If 999 or more monsters needed, only display "999". */
- num = MIN(999, exp_adv_frac);
-
- /* Display the number */
- sprintf(buf,"%03ld", (long int)num);
-}
-
-
-bool show_gold_on_floor = FALSE;
-
-/*
- * Examine a grid, return a keypress.
- *
- * The "mode" argument contains the "TARGET_LOOK" bit flag, which
- * indicates that the "space" key should scan through the contents
- * of the grid, instead of simply returning immediately. This lets
- * the "look" command get complete information, without making the
- * "target" command annoying.
- *
- * The "info" argument contains the "commands" which should be shown
- * inside the "[xxx]" text. This string must never be empty, or grids
- * containing monsters will be displayed with an extra comma.
- *
- * Note that if a monster is in the grid, we update both the monster
- * recall info and the health bar info to track that monster.
- *
- * Eventually, we may allow multiple objects per grid, or objects
- * and terrain features in the same grid. XXX XXX XXX
- *
- * This function must handle blindness/hallucination.
- */
-static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
-{
- cave_type *c_ptr = &cave[y][x];
- OBJECT_IDX this_o_idx, next_o_idx = 0;
- cptr s1 = "", s2 = "", s3 = "", x_info = "";
- bool boring = TRUE;
- FEAT_IDX feat;
- feature_type *f_ptr;
- char query = '\001';
- char out_val[MAX_NLEN+80];
-
-#ifdef ALLOW_EASY_FLOOR
- OBJECT_IDX floor_list[23];
- ITEM_NUMBER floor_num = 0;
-
- /* Scan all objects in the grid */
- if (easy_floor)
- {
- floor_num = scan_floor(floor_list, y, x, 0x02);
-
- if (floor_num)
- {
- x_info = _("x物 ", "x,");
- }
- }
-
-#endif /* ALLOW_EASY_FLOOR */
-
- /* Hack -- under the player */
- if (player_bold(y, x))
- {
- /* Description */
-#ifdef JP
- s1 = "あなたは";
- s2 = "の上";
- s3 = "にいる";
-#else
- s1 = "You are ";
-
- /* Preposition */
- s2 = "on ";
-#endif
- }
- else
- {
- s1 = _("ターゲット:", "Target:");
- }
-
- /* Hack -- hallucination */
- if (p_ptr->image)
- {
- cptr name = _("何か奇妙な物", "something strange");
-
- /* Display a message */
-#ifdef JP
- sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
-
- /* Stop on everything but "return" */
- if ((query != '\r') && (query != '\n')) return query;
-
- /* Repeat forever */
- return 0;
- }
-
-
- /* Actual monsters */
- if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
- {
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- char m_name[80];
- bool recall = FALSE;
-
- /* Not boring */
- boring = FALSE;
-
- /* Get the monster name ("a kobold") */
- monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-
- /* Hack -- track this monster race */
- monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack -- health bar for this monster */
- health_track(c_ptr->m_idx);
-
- /* Hack -- handle stuff */
- handle_stuff();
-
- /* Interact */
- while (1)
- {
- char acount[10];
-
- /* Recall */
- if (recall)
- {
- /* Save */
- screen_save();
-
- /* Recall on screen */
- screen_roff(m_ptr->ap_r_idx, 0);
-
- /* Hack -- Complete the prompt (again) */
- Term_addstr(-1, TERM_WHITE, format(_(" [r思 %s%s]", " [r,%s%s]"), x_info, info));
-
- /* Command */
- query = inkey();
-
- /* Restore */
- screen_load();
-
- /* Normal commands */
- if (query != 'r') break;
-
- /* Toggle recall */
- recall = FALSE;
-
- /* Cleare recall text and repeat */
- continue;
- }
-
- /*** Normal ***/
-
- /* Describe, and prompt for recall */
- evaluate_monster_exp(acount, m_ptr);
-
-#ifdef JP
- sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
-#else
- sprintf(out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, s1, s2, s3, m_name, look_mon_desc(m_ptr, 0x01), x_info, info);
-#endif
-
- prt(out_val, 0, 0);
-
- /* Place cursor */
- move_cursor_relative(y, x);
-
- /* Command */
- query = inkey();
-
- /* Normal commands */
- if (query != 'r') break;
-
- /* Toggle recall */
- recall = TRUE;
- }
-
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
-
- /* Sometimes stop at "space" key */
- if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
-
- /* Change the intro */
- s1 = _("それは", "It is ");
-
- /* Hack -- take account of gender */
- if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
- else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
-
- /* Use a preposition */
-#ifdef JP
- s2 = "を";
- s3 = "持っている";
-#else
- s2 = "carrying ";
-#endif
-
-
- /* Scan all objects being carried */
- for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- char o_name[MAX_NLEN];
-
- object_type *o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Obtain an object description */
- object_desc(o_name, o_ptr, 0);
-
- /* Describe the object */
-#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
-
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
-
- /* Sometimes stop at "space" key */
- if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
-
- /* Change the intro */
- s2 = _("をまた", "also carrying ");
- }
-
- /* Use a preposition */
-#ifdef JP
- s2 = "の上";
- s3 = "にいる";
-#else
- s2 = "on ";
-#endif
- }
-
-
-#ifdef ALLOW_EASY_FLOOR
- if (floor_num)
- {
- int min_width = 0;
-
- while (1)
- {
- if (floor_num == 1)
- {
- char o_name[MAX_NLEN];
-
- object_type *o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[floor_list[0]];
-
- /* Describe the object */
- object_desc(o_name, o_ptr, 0);
-
- /* Message */
-#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s]",
- s1, o_name, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%s%s [%s]",
- s1, s2, s3, o_name, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
-
- /* Command */
- query = inkey();
-
- /* End this grid */
- return query;
- }
-
- /* Provide one cushion before item listing */
- if (boring)
- {
- /* Display rough information about items */
-#ifdef JP
- sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
- s1, (int)floor_num, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
- s1, s2, s3, (int)floor_num, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
-
- /* Command */
- query = inkey();
-
- /* No request for listing */
- if (query != 'x' && query != ' ') return query;
- }
-
-
- /** Display list of items **/
-
- /* Continue scrolling list if requested */
- while (1)
- {
- int i;
- OBJECT_IDX o_idx;
-
- /* Save screen */
- screen_save();
-
- /* Display */
- show_gold_on_floor = TRUE;
- (void)show_floor(0, y, x, &min_width);
- show_gold_on_floor = FALSE;
-
- /* Prompt */
-#ifdef JP
- sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
- s1, (int)floor_num, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
- s1, s2, s3, (int)floor_num, info);
-#endif
- prt(out_val, 0, 0);
-
-
- /* Wait */
- query = inkey();
-
- /* Load screen */
- screen_load();
-
- /* Exit unless 'Enter' */
- if (query != '\n' && query != '\r')
- {
- return query;
- }
-
- /* Get the object being moved. */
- o_idx = c_ptr->o_idx;
-
- /* Only rotate a pile of two or more objects. */
- if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
-
- /* Remove the first object from the list. */
- excise_object_idx(o_idx);
-
- /* Find end of the list. */
- i = c_ptr->o_idx;
- while (o_list[i].next_o_idx)
- i = o_list[i].next_o_idx;
-
- /* Add after the last object. */
- o_list[i].next_o_idx = o_idx;
-
- /* Loop and re-display the list */
- }
- }
-
- /* NOTREACHED */
- }
-#endif /* ALLOW_EASY_FLOOR */
-
-
- /* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Describe it */
- if (o_ptr->marked & OM_FOUND)
- {
- char o_name[MAX_NLEN];
-
- /* Not boring */
- boring = FALSE;
-
- /* Obtain an object description */
- object_desc(o_name, o_ptr, 0);
-
- /* Describe the object */
-#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
-
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
-
- /* Sometimes stop at "space" key */
- if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
-
- /* Change the intro */
- s1 = _("それは", "It is ");
-
- /* Plurals */
- if (o_ptr->number != 1) s1 = _("それらは", "They are ");
-
- /* Preposition */
-#ifdef JP
- s2 = "の上";
- s3 = "に見える";
-#else
- s2 = "on ";
-#endif
-
- }
- }
-
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
-
- /* Require knowledge about grid, or ability to see grid */
- if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
- {
- /* Forget feature */
- feat = feat_none;
- }
-
- f_ptr = &f_info[feat];
-
- /* Terrain feature if needed */
- if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
- {
- cptr name;
-
- /* Hack -- special handling for quest entrances */
- if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
- {
- /* Set the quest number temporary */
- IDX old_quest = p_ptr->inside_quest;
- int j;
-
- /* Clear the text */
- for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
- quest_text_line = 0;
-
- p_ptr->inside_quest = c_ptr->special;
-
- /* Get the quest text */
- init_flags = INIT_NAME_ONLY;
-
- process_dungeon_file("q_info.txt", 0, 0, 0, 0);
-
- name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"),
- quest[c_ptr->special].name, quest[c_ptr->special].level);
-
- /* Reset the old quest number */
- p_ptr->inside_quest = old_quest;
- }
-
- /* Hack -- special handling for building doors */
- else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
- {
- name = building[f_ptr->subtype].name;
- }
- else if (have_flag(f_ptr->flags, FF_ENTRANCE))
- {
- name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
- }
- else if (have_flag(f_ptr->flags, FF_TOWN))
- {
- name = town[c_ptr->special].name;
- }
- else if (p_ptr->wild_mode && (feat == feat_floor))
- {
- name = _("道", "road");
- }
- else
- {
- name = f_name + f_ptr->name;
- }
-
-
- /* Pick a prefix */
- if (*s2 &&
- ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
- (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
- have_flag(f_ptr->flags, FF_TOWN)))
- {
- s2 = _("の中", "in ");
- }
-
- /* Hack -- special introduction for store & building doors -KMW- */
- if (have_flag(f_ptr->flags, FF_STORE) ||
- have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
- (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
- have_flag(f_ptr->flags, FF_ENTRANCE))
- {
-#ifdef JP
- s2 = "の入口";
-#else
- s3 = "";
-#endif
- }
-#ifndef JP
- else if (have_flag(f_ptr->flags, FF_FLOOR) ||
- have_flag(f_ptr->flags, FF_TOWN) ||
- have_flag(f_ptr->flags, FF_SHALLOW) ||
- have_flag(f_ptr->flags, FF_DEEP))
- {
- s3 ="";
- }
- else
- {
- /* Pick proper indefinite article */
- s3 = (is_a_vowel(name[0])) ? "an " : "a ";
- }
-#endif
-
- /* Display a message */
- if (p_ptr->wizard)
- {
- char f_idx_str[32];
- if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
- else sprintf(f_idx_str, "%d", c_ptr->feat);
-#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x, travel.cost[y][x]);
-#else
- sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x);
-#endif
- }
- else
-#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
-
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
- }
-
- /* Stop on everything but "return" */
- if ((query != '\r') && (query != '\n')) return query;
-
- /* Repeat forever */
- return 0;
-}
-
-
-/*
- * Handle "target" and "look".
- *
- * Note that this code can be called from "get_aim_dir()".
- *
- * All locations must be on the current panel. Consider the use of
- * "panel_bounds()" to allow "off-panel" targets, perhaps by using
- * some form of "scrolling" the map around the cursor. XXX XXX XXX
- * That is, consider the possibility of "auto-scrolling" the screen
- * while the cursor moves around. This may require changes in the
- * "update_mon()" code to allow "visibility" even if off panel, and
- * may require dynamic recalculation of the "temp" grid set.
- *
- * Hack -- targeting/observing an "outer border grid" may induce
- * problems, so this is not currently allowed.
- *
- * The player can use the direction keys to move among "interesting"
- * grids in a heuristic manner, or the "space", "+", and "-" keys to
- * move through the "interesting" grids in a sequential manner, or
- * can enter "location" mode, and use the direction keys to move one
- * grid at a time in any direction. The "t" (set target) command will
- * only target a monster (as opposed to a location) if the monster is
- * target_able and the "interesting" mode is being used.
- *
- * The current grid is described using the "look" method above, and
- * a new command may be entered at any time, but note that if the
- * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
- * where "space" has no obvious meaning) then "space" will scan
- * through the description of the current grid until done, instead
- * of immediately jumping to the next "interesting" grid. This
- * allows the "target" command to retain its old semantics.
- *
- * The "*", "+", and "-" keys may always be used to jump immediately
- * to the next (or previous) interesting grid, in the proper mode.
- *
- * The "return" key may always be used to scan through a complete
- * grid description (forever).
- *
- * This command will cancel any old target, even if used from
- * inside the "look" command.
- */
-bool target_set(BIT_FLAGS mode)
-{
- int i, d, m, t, bd;
- POSITION y = p_ptr->y;
- POSITION x = p_ptr->x;
-
- bool done = FALSE;
- bool flag = TRUE;
- char query;
- char info[80];
- char same_key;
-
- cave_type *c_ptr;
-
- int wid, hgt;
-
- /* Get size */
- get_screen_size(&wid, &hgt);
-
- /* Cancel target */
- target_who = 0;
-
-
- /* Cancel tracking */
- /* health_track(0); */
-
- if (rogue_like_commands)
- {
- same_key = 'x';
- }
- else
- {
- same_key = 'l';
- }
-
- /* Prepare the "temp" array */
- target_set_prepare(mode);
-
- /* Start near the player */
- m = 0;
-
- /* Interact */
- while (!done)
- {
- /* Interesting grids */
- if (flag && temp_n)
- {
- y = temp_y[m];
- x = temp_x[m];
-
- /* Set forcus */
- change_panel_xy(y, x);
-
- if (!(mode & TARGET_LOOK)) prt_path(y, x);
-
- /* Access */
- c_ptr = &cave[y][x];
-
- /* Allow target */
- if (target_able(c_ptr->m_idx))
- {
- strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
- }
-
- /* Dis-allow target */
- else
- {
- strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
- }
-
- if (cheat_sight)
- {
- char cheatinfo[30];
- sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
- los(p_ptr->y, p_ptr->x, y, x),
- projectable(p_ptr->y, p_ptr->x, y, x));
- strcat(info, cheatinfo);
- }
-
- /* Describe and Prompt */
- while (TRUE){
- query = target_set_aux(y, x, mode, info);
- if(query)break;
- }
-
- /* Cancel tracking */
- /* health_track(0); */
-
- /* Assume no "direction" */
- d = 0;
-
- if (use_menu)
- {
- if (query == '\r') query = 't';
- }
-
- /* Analyze */
- switch (query)
- {
- case ESCAPE:
- case 'q':
- {
- done = TRUE;
- break;
- }
-
- case 't':
- case '.':
- case '5':
- case '0':
- {
- if (target_able(c_ptr->m_idx))
- {
- health_track(c_ptr->m_idx);
- target_who = c_ptr->m_idx;
- target_row = y;
- target_col = x;
- done = TRUE;
- }
- else
- {
- bell();
- }
- break;
- }
-
- case ' ':
- case '*':
- case '+':
- {
- if (++m == temp_n)
- {
- m = 0;
- if (!expand_list) done = TRUE;
- }
- break;
- }
-
- case '-':
- {
- if (m-- == 0)
- {
- m = temp_n - 1;
- if (!expand_list) done = TRUE;
- }
- break;
- }
-
- case 'p':
- {
- /* Recenter the map around the player */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Recalculate interesting grids */
- target_set_prepare(mode);
-
- y = p_ptr->y;
- x = p_ptr->x;
- }
-
- case 'o':
- {
- flag = FALSE;
- break;
- }
-
- case 'm':
- {
- break;
- }
-
- default:
- {
- if(query == same_key)
- {
- if (++m == temp_n)
- {
- m = 0;
- if (!expand_list) done = TRUE;
- }
- }
- else
- {
- /* Extract the action (if any) */
- d = get_keymap_dir(query);
-
- if (!d) bell();
- break;
- }
- }
- }
- /* Hack -- move around */
- if (d)
- {
- /* Modified to scroll to monster */
- POSITION y2 = panel_row_min;
- POSITION x2 = panel_col_min;
-
- /* Find a new monster */
- i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
-
- /* Request to target past last interesting grid */
- while (flag && (i < 0))
- {
- /* Note the change */
- if (change_panel(ddy[d], ddx[d]))
- {
- int v = temp_y[m];
- int u = temp_x[m];
-
- /* Recalculate interesting grids */
- target_set_prepare(mode);
-
- /* Look at interesting grids */
- flag = TRUE;
-
- /* Find a new monster */
- i = target_pick(v, u, ddy[d], ddx[d]);
-
- /* Use that grid */
- if (i >= 0) m = i;
- }
-
- /* Nothing interesting */
- else
- {
- int dx = ddx[d];
- int dy = ddy[d];
-
- /* Restore previous position */
- panel_row_min = y2;
- panel_col_min = x2;
- panel_bounds_center();
-
- /* Update stuff */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Recalculate interesting grids */
- target_set_prepare(mode);
-
- /* Look at boring grids */
- flag = FALSE;
-
- /* Move */
- x += dx;
- y += dy;
-
- /* Do not move horizontally if unnecessary */
- if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
- ((x > panel_col_min + wid / 2) && (dx < 0)))
- {
- dx = 0;
- }
-
- /* Do not move vertically if unnecessary */
- if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
- ((y > panel_row_min + hgt / 2) && (dy < 0)))
- {
- dy = 0;
- }
-
- /* Apply the motion */
- if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
- (x >= panel_col_min+wid) || (x < panel_col_min))
- {
- if (change_panel(dy, dx)) target_set_prepare(mode);
- }
-
- /* Slide into legality */
- if (x >= cur_wid-1) x = cur_wid - 2;
- else if (x <= 0) x = 1;
-
- /* Slide into legality */
- if (y >= cur_hgt-1) y = cur_hgt- 2;
- else if (y <= 0) y = 1;
- }
- }
-
- /* Use that grid */
- m = i;
- }
- }
-
- /* Arbitrary grids */
- else
- {
- bool move_fast = FALSE;
-
- if (!(mode & TARGET_LOOK)) prt_path(y, x);
-
- /* Access */
- c_ptr = &cave[y][x];
-
- /* Default prompt */
- strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
-
- if (cheat_sight)
- {
- char cheatinfo[30];
- sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
- los(p_ptr->y, p_ptr->x, y, x),
- projectable(p_ptr->y, p_ptr->x, y, x));
- strcat(info, cheatinfo);
- }
-
- /* Describe and Prompt (enable "TARGET_LOOK") */
- while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
-
- /* Cancel tracking */
- /* health_track(0); */
-
- /* Assume no direction */
- d = 0;
-
- if (use_menu)
- {
- if (query == '\r') query = 't';
- }
-
- /* Analyze the keypress */
- switch (query)
- {
- case ESCAPE:
- case 'q':
- {
- done = TRUE;
- break;
- }
-
- case 't':
- case '.':
- case '5':
- case '0':
- {
- target_who = -1;
- target_row = y;
- target_col = x;
- done = TRUE;
- break;
- }
-
- case 'p':
- {
- /* Recenter the map around the player */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Recalculate interesting grids */
- target_set_prepare(mode);
-
- y = p_ptr->y;
- x = p_ptr->x;
- }
-
- case 'o':
- {
- break;
- }
-
- case ' ':
- case '*':
- case '+':
- case '-':
- case 'm':
- {
- flag = TRUE;
-
- m = 0;
- bd = 999;
-
- /* Pick a nearby monster */
- for (i = 0; i < temp_n; i++)
- {
- t = distance(y, x, temp_y[i], temp_x[i]);
-
- /* Pick closest */
- if (t < bd)
- {
- m = i;
- bd = t;
- }
- }
-
- /* Nothing interesting */
- if (bd == 999) flag = FALSE;
-
- break;
- }
-
- default:
- {
- /* Extract the action (if any) */
- d = get_keymap_dir(query);
-
- /* XTRA HACK MOVEFAST */
- if (isupper(query)) move_fast = TRUE;
-
- if (!d) bell();
- break;
- }
- }
-
- /* Handle "direction" */
- if (d)
- {
- int dx = ddx[d];
- int dy = ddy[d];
-
- /* XTRA HACK MOVEFAST */
- if (move_fast)
- {
- int mag = MIN(wid / 2, hgt / 2);
- x += dx * mag;
- y += dy * mag;
- }
- else
- {
- x += dx;
- y += dy;
- }
-
- /* Do not move horizontally if unnecessary */
- if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
- ((x > panel_col_min + wid / 2) && (dx < 0)))
- {
- dx = 0;
- }
-
- /* Do not move vertically if unnecessary */
- if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
- ((y > panel_row_min + hgt / 2) && (dy < 0)))
- {
- dy = 0;
- }
-
- /* Apply the motion */
- if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
- (x >= panel_col_min + wid) || (x < panel_col_min))
- {
- if (change_panel(dy, dx)) target_set_prepare(mode);
- }
-
- /* Slide into legality */
- if (x >= cur_wid-1) x = cur_wid - 2;
- else if (x <= 0) x = 1;
-
- /* Slide into legality */
- if (y >= cur_hgt-1) y = cur_hgt- 2;
- else if (y <= 0) y = 1;
- }
- }
- }
-
- /* Forget */
- temp_n = 0;
-
- /* Clear the top line */
- prt("", 0, 0);
-
- /* Recenter the map around the player */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Failure to set target */
- if (!target_who) return (FALSE);
-
- /* Success */
- return (TRUE);
-}
-
-
-/*
- * Get an "aiming direction" from the user.
- *
- * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
- * "0" for "current target", and "-1" for "entry aborted".
- *
- * Note that "Force Target", if set, will pre-empt user interaction,
- * if there is a usable target already set.
- *
- * Note that confusion over-rides any (explicit?) user choice.
- */
-bool get_aim_dir(DIRECTION *dp)
-{
- DIRECTION dir;
- char command;
- cptr p;
- COMMAND_CODE code;
-
- /* Initialize */
- (*dp) = 0;
-
- /* Global direction */
- dir = command_dir;
-
- /* Hack -- auto-target if requested */
- if (use_old_target && target_okay()) dir = 5;
-
-#ifdef ALLOW_REPEAT /* TNB */
-
- if (repeat_pull(&code))
- {
- /* Confusion? */
-
- /* Verify */
- if (!(code == 5 && !target_okay()))
- {
-/* return (TRUE); */
- dir = (DIRECTION)code;
- }
- }
- *dp = (DIRECTION)code;
-
-#endif /* ALLOW_REPEAT -- TNB */
-
- /* Ask until satisfied */
- while (!dir)
- {
- /* Choose a prompt */
- if (!target_okay())
- {
- p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
- }
- else
- {
- p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
- }
-
- /* Get a command (or Cancel) */
- if (!get_com(p, &command, TRUE)) break;
-
- if (use_menu)
- {
- if (command == '\r') command = 't';
- }
-
- /* Convert various keys to "standard" keys */
- switch (command)
- {
- /* Use current target */
- case 'T':
- case 't':
- case '.':
- case '5':
- case '0':
- {
- dir = 5;
- break;
- }
-
- /* Set new target */
- case '*':
- case ' ':
- case '\r':
- {
- if (target_set(TARGET_KILL)) dir = 5;
- break;
- }
-
- default:
- {
- /* Extract the action (if any) */
- dir = get_keymap_dir(command);
-
- break;
- }
- }
-
- /* Verify requested targets */
- if ((dir == 5) && !target_okay()) dir = 0;
-
- /* Error */
- if (!dir) bell();
- }
-
- /* No direction */
- if (!dir)
- {
- project_length = 0; /* reset to default */
- return (FALSE);
- }
-
- /* Save the direction */
- command_dir = dir;
-
- /* Check for confusion */
- if (p_ptr->confused)
- {
- /* XXX XXX XXX */
- /* Random direction */
- dir = ddd[randint0(8)];
- }
-
- /* Notice confusion */
- if (command_dir != dir)
- {
- /* Warn the user */
- msg_print(_("あなたは混乱している。", "You are confused."));
- }
-
- /* Save direction */
- (*dp) = dir;
-
-#ifdef ALLOW_REPEAT /* TNB */
-
-/* repeat_push(dir); */
- repeat_push((COMMAND_CODE)command_dir);
-
-#endif /* ALLOW_REPEAT -- TNB */
-
- /* A "valid" direction was entered */
- return (TRUE);
-}
-
-
-
-/*
- * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
- * and place it into "command_dir", unless we already have one.
- *
- * This function should be used for all "repeatable" commands, such as
- * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
- * as all commands which must reference a grid adjacent to the player,
- * and which may not reference the grid under the player. Note that,
- * for example, it is no longer possible to "disarm" or "open" chests
- * in the same grid as the player.
- *
- * Direction "5" is illegal and will (cleanly) abort the command.
- *
- * This function tracks and uses the "global direction", and uses
- * that as the "desired direction", to which "confusion" is applied.
- */
-bool get_rep_dir(DIRECTION *dp, bool under)
-{
- DIRECTION dir;
- cptr prompt;
- COMMAND_CODE code;
-
- /* Initialize */
- (*dp) = 0;
-
- /* Global direction */
- dir = command_dir;
-
-#ifdef ALLOW_REPEAT /* TNB */
-
- if (repeat_pull(&code))
- {
- dir = (DIRECTION)code;
-/* return (TRUE); */
- }
- *dp = (DIRECTION)code;
-
-#endif /* ALLOW_REPEAT -- TNB */
-
- if (under)
- {
- prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
- }
- else
- {
- prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
- }
-
- /* Get a direction */
- while (!dir)
- {
- char ch;
-
- /* Get a command (or Cancel) */
- if (!get_com(prompt, &ch, TRUE)) break;
-
- /* Look down */
- if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
- {
- dir = 5;
- }
- else
- {
- /* Look up the direction */
- dir = get_keymap_dir(ch);
-
- /* Oops */
- if (!dir) bell();
- }
- }
-
- /* Prevent weirdness */
- if ((dir == 5) && (!under)) dir = 0;
-
- /* Aborted */
- if (!dir) return (FALSE);
-
- /* Save desired direction */
- command_dir = dir;
-
- /* Apply "confusion" */
- if (p_ptr->confused)
- {
- /* Standard confusion */
- if (randint0(100) < 75)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
- else if (p_ptr->riding)
- {
- monster_type *m_ptr = &m_list[p_ptr->riding];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (MON_CONFUSED(m_ptr))
- {
- /* Standard confusion */
- if (randint0(100) < 75)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
- else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
-
- /* Notice confusion */
- if (command_dir != dir)
- {
- if (p_ptr->confused)
- {
- /* Warn the user */
- msg_print(_("あなたは混乱している。", "You are confused."));
- }
- else
- {
- char m_name[80];
- monster_type *m_ptr = &m_list[p_ptr->riding];
-
- monster_desc(m_name, m_ptr, 0);
- if (MON_CONFUSED(m_ptr))
- {
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
- }
- else
- {
- msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
- }
- }
- }
-
- /* Save direction */
- (*dp) = dir;
-
-#ifdef ALLOW_REPEAT /* TNB */
-
-/* repeat_push(dir); */
- repeat_push((COMMAND_CODE)command_dir);
-
-#endif /* ALLOW_REPEAT -- TNB */
-
- /* Success */
- return (TRUE);
-}
-
-
-bool get_rep_dir2(DIRECTION *dp)
-{
- DIRECTION dir;
- COMMAND_CODE code;
-
- /* Initialize */
- (*dp) = 0;
-
- /* Global direction */
- dir = command_dir;
-
-#ifdef ALLOW_REPEAT /* TNB */
-
- if (repeat_pull(&code))
- {
- dir = (DIRECTION)code;
-/* return (TRUE); */
- }
- *dp = (DIRECTION)code;
-
-#endif /* ALLOW_REPEAT -- TNB */
-
- /* Get a direction */
- while (!dir)
- {
- char ch;
-
- /* Get a command (or Cancel) */
- if (!get_com(_("方向 (ESCで中断)? ", "Direction (Escape to cancel)? "), &ch, TRUE)) break;
-
- /* Look up the direction */
- dir = get_keymap_dir(ch);
-
- /* Oops */
- if (!dir) bell();
- }
-
- /* Prevent weirdness */
- if (dir == 5) dir = 0;
-
- /* Aborted */
- if (!dir) return (FALSE);
-
- /* Save desired direction */
- command_dir = dir;
-
- /* Apply "confusion" */
- if (p_ptr->confused)
- {
- /* Standard confusion */
- if (randint0(100) < 75)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
-
- /* Notice confusion */
- if (command_dir != dir)
- {
- /* Warn the user */
- msg_print(_("あなたは混乱している。", "You are confused."));
- }
-
- /* Save direction */
- (*dp) = dir;
-
-#ifdef ALLOW_REPEAT /* TNB */
-
-/* repeat_push(dir); */
- repeat_push((COMMAND_CODE)command_dir);
-
-#endif /* ALLOW_REPEAT -- TNB */
-
- /* Success */
- return (TRUE);
-}
-
-void gain_level_reward(int chosen_reward)
-{
- object_type *q_ptr;
- object_type forge;
- char wrath_reason[32] = "";
- int nasty_chance = 6;
- OBJECT_TYPE_VALUE dummy = 0;
- OBJECT_SUBTYPE_VALUE dummy2 = 0;
- int type, effect;
- cptr reward = NULL;
- char o_name[MAX_NLEN];
-
- int count = 0;
-
- if (!chosen_reward)
- {
- if (multi_rew) return;
- else multi_rew = TRUE;
- }
-
-
- if (p_ptr->lev == 13) nasty_chance = 2;
- else if (!(p_ptr->lev % 13)) nasty_chance = 3;
- else if (!(p_ptr->lev % 14)) nasty_chance = 12;
-
- if (one_in_(nasty_chance))
- type = randint1(20); /* Allow the 'nasty' effects */
- else
- type = randint1(15) + 5; /* Or disallow them */
-
- if (type < 1) type = 1;
- if (type > 20) type = 20;
- type--;
-
-
- sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
-
- effect = chaos_rewards[p_ptr->chaos_patron][type];
-
- if (one_in_(6) && !chosen_reward)
- {
- msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]);
- (void)gain_random_mutation(0);
- reward = _("変異した。", "mutation");
- }
- else
- {
- switch (chosen_reward ? chosen_reward : effect)
- {
-
- case REW_POLY_SLF:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
-
- do_poly_self();
- reward = _("変異した。", "polymorphing");
- break;
-
- case REW_GAIN_EXP:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
-
- if (p_ptr->prace == RACE_ANDROID)
- {
- msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
- }
- else if (p_ptr->exp < PY_MAX_EXP)
- {
- s32b ee = (p_ptr->exp / 2) + 10;
- if (ee > 100000L) ee = 100000L;
- msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
-
- gain_exp(ee);
- reward = _("経験値を得た", "experience");
- }
- break;
-
- case REW_LOSE_EXP:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
-
- if (p_ptr->prace == RACE_ANDROID)
- {
- msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
- }
- else
- {
- lose_exp(p_ptr->exp / 6);
- reward = _("経験値を失った。", "losing experience");
- }
- break;
-
- case REW_GOOD_OBJ:
-#ifdef JP
- msg_format("%sの声がささやいた:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s whispers:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
-
- acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
- reward = _("上質なアイテムを手に入れた。", "a good item");
- break;
-
- case REW_GREA_OBJ:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
-
- acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
- reward = _("高級品のアイテムを手に入れた。", "an excellent item");
- break;
-
- case REW_CHAOS_WP:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
-
- /* Get local object */
- q_ptr = &forge;
- dummy = TV_SWORD;
- switch (randint1(p_ptr->lev))
- {
- case 0: case 1:
- dummy2 = SV_DAGGER;
- break;
- case 2: case 3:
- dummy2 = SV_MAIN_GAUCHE;
- break;
- case 4:
- dummy2 = SV_TANTO;
- break;
- case 5: case 6:
- dummy2 = SV_RAPIER;
- break;
- case 7: case 8:
- dummy2 = SV_SMALL_SWORD;
- break;
- case 9: case 10:
- dummy2 = SV_BASILLARD;
- break;
- case 11: case 12: case 13:
- dummy2 = SV_SHORT_SWORD;
- break;
- case 14: case 15:
- dummy2 = SV_SABRE;
- break;
- case 16: case 17:
- dummy2 = SV_CUTLASS;
- break;
- case 18:
- dummy2 = SV_WAKIZASHI;
- break;
- case 19:
- dummy2 = SV_KHOPESH;
- break;
- case 20:
- dummy2 = SV_TULWAR;
- break;
- case 21:
- dummy2 = SV_BROAD_SWORD;
- break;
- case 22: case 23:
- dummy2 = SV_LONG_SWORD;
- break;
- case 24: case 25:
- dummy2 = SV_SCIMITAR;
- break;
- case 26:
- dummy2 = SV_NINJATO;
- break;
- case 27:
- dummy2 = SV_KATANA;
- break;
- case 28: case 29:
- dummy2 = SV_BASTARD_SWORD;
- break;
- case 30:
- dummy2 = SV_GREAT_SCIMITAR;
- break;
- case 31:
- dummy2 = SV_CLAYMORE;
- break;
- case 32:
- dummy2 = SV_ESPADON;
- break;
- case 33:
- dummy2 = SV_TWO_HANDED_SWORD;
- break;
- case 34:
- dummy2 = SV_FLAMBERGE;
- break;
- case 35:
- dummy2 = SV_NO_DACHI;
- break;
- case 36:
- dummy2 = SV_EXECUTIONERS_SWORD;
- break;
- case 37:
- dummy2 = SV_ZWEIHANDER;
- break;
- case 38:
- dummy2 = SV_HAYABUSA;
- break;
- default:
- dummy2 = SV_BLADE_OF_CHAOS;
- }
-
- object_prep(q_ptr, lookup_kind(dummy, dummy2));
- q_ptr->to_h = 3 + randint1(dun_level) % 10;
- q_ptr->to_d = 3 + randint1(dun_level) % 10;
- one_resistance(q_ptr);
- q_ptr->name2 = EGO_CHAOTIC;
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
- reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
- break;
-
- case REW_GOOD_OBS:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
-
- acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
- reward = _("上質なアイテムを手に入れた。", "good items");
- break;
-
- case REW_GREA_OBS:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
-
- acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
- reward = _("高級品のアイテムを手に入れた。", "excellent items");
- break;
-
- case REW_TY_CURSE:
-#ifdef JP
- msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
-
- (void)activate_ty_curse(FALSE, &count);
- reward = _("禍々しい呪いをかけられた。", "cursing");
- break;
-
- case REW_SUMMON_M:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
-
- for (dummy = 0; dummy < randint1(5) + 1; dummy++)
- {
- (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
- reward = _("モンスターを召喚された。", "summoning hostile monsters");
- break;
-
-
- case REW_H_SUMMON:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
-
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
- reward = _("モンスターを召喚された。", "summoning many hostile monsters");
- break;
-
-
- case REW_DO_HAVOC:
-#ifdef JP
- msg_format("%sの声が響き渡った:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s booms out:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
-
- call_chaos();
- reward = _("カオスの力が渦巻いた。", "calling chaos");
- break;
-
-
- case REW_GAIN_ABL:
-#ifdef JP
- msg_format("%sの声が鳴り響いた:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s rings out:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
-
- if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
- do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
- else
- do_inc_stat(randint0(6));
- reward = _("能力値が上がった。", "increasing a stat");
- break;
-
-
- case REW_LOSE_ABL:
-#ifdef JP
- msg_format("%sの声が響き渡った:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s booms out:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
-
- if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
- do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
- else
- (void)do_dec_stat(randint0(6));
- reward = _("能力値が下がった。", "decreasing a stat");
- break;
-
-
- case REW_RUIN_ABL:
-
-#ifdef JP
- msg_format("%sの声が轟き渡った:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s thunders:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
- msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
-
- for (dummy = 0; dummy < 6; dummy++)
- {
- (void)dec_stat(dummy, 10 + randint1(15), TRUE);
- }
- reward = _("全能力値が下がった。", "decreasing all stats");
- break;
-
- case REW_POLY_WND:
-
- msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
- chaos_patrons[p_ptr->chaos_patron]);
- do_poly_wounds();
- reward = _("傷が変化した。", "polymorphing wounds");
- break;
-
- case REW_AUGM_ABL:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-
- msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
-
- for (dummy = 0; dummy < 6; dummy++)
- {
- (void)do_inc_stat(dummy);
- }
- reward = _("全能力値が上がった。", "increasing all stats");
- break;
-
- case REW_HURT_LOT:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
-
- fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
- take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
- reward = _("分解の球が発生した。", "generating disintegration ball");
- break;
-
- case REW_HEAL_FUL:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- (void)restore_level();
- (void)restore_all_status();
- (void)true_healing(5000);
- reward = _("体力が回復した。", "healing");
- break;
-
- case REW_CURSE_WP:
-
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
-
- dummy = INVEN_RARM;
- if (buki_motteruka(INVEN_LARM))
- {
- dummy = INVEN_LARM;
- if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
- }
- object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
- (void)curse_weapon(FALSE, dummy);
- reward = format(_("%sが破壊された。", "destroying %s"), o_name);
- break;
-
- case REW_CURSE_AR:
-
- if (!inventory[INVEN_BODY].k_idx) break;
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
-
- object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
- (void)curse_armor();
- reward = format(_("%sが破壊された。", "destroying %s"), o_name);
- break;
- case REW_PISS_OFF:
-
- msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
-
- switch (randint1(4))
- {
- case 1:
- (void)activate_ty_curse(FALSE, &count);
- reward = _("禍々しい呪いをかけられた。", "cursing");
- break;
- case 2:
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
- reward = _("モンスターを召喚された。", "summoning hostile monsters");
- break;
- case 3:
- if (one_in_(2))
- {
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
- dummy = INVEN_RARM;
- if (buki_motteruka(INVEN_LARM))
- {
- dummy = INVEN_LARM;
- if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
- }
- object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
- (void)curse_weapon(FALSE, dummy);
- reward = format(_("%sが破壊された。", "destroying %s"), o_name);
- }
- else
- {
- if (!inventory[INVEN_BODY].k_idx) break;
- object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
- (void)curse_armor();
- reward = format(_("%sが破壊された。", "destroying %s"), o_name);
- }
- break;
- default:
- for (dummy = 0; dummy < 6; dummy++)
- {
- (void)dec_stat(dummy, 10 + randint1(15), TRUE);
- }
- reward = _("全能力値が下がった。", "decreasing all stats");
- break;
- }
- break;
-
- case REW_WRATH:
-
- msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
-
- take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
- for (dummy = 0; dummy < 6; dummy++)
- {
- (void)dec_stat(dummy, 10 + randint1(15), FALSE);
- }
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
- (void)activate_ty_curse(FALSE, &count);
- if (one_in_(2))
- {
- dummy = 0;
-
- if (buki_motteruka(INVEN_RARM))
- {
- dummy = INVEN_RARM;
- if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
- }
- else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
-
- if (dummy) (void)curse_weapon(FALSE, dummy);
- }
- if (one_in_(2)) (void)curse_armor();
- break;
-
- case REW_DESTRUCT:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
-
- (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
- reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
- break;
-
- case REW_GENOCIDE:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
- (void)symbol_genocide(0, FALSE);
- reward = _("モンスターが抹殺された。", "genociding monsters");
- break;
-
- case REW_MASS_GEN:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
-
- (void)mass_genocide(0, FALSE);
- reward = _("モンスターが抹殺された。", "genociding nearby monsters");
- break;
-
- case REW_DISPEL_C:
-
- msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]);
- (void)dispel_monsters(p_ptr->lev * 4);
- break;
-
- case REW_IGNORE:
-
- msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
- break;
-
- case REW_SER_DEMO:
-
- msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
-
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
- msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
- else
- reward = _("悪魔がペットになった。", "a demonic servant");
-
- break;
-
- case REW_SER_MONS:
- msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
-
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
- msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
- else
- reward = _("モンスターがペットになった。", "a servant");
-
- break;
-
- case REW_SER_UNDE:
- msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
-
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
- msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
- else
- reward = _("アンデッドがペットになった。", "an undead servant");
-
- break;
-
- default:
- msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
-
- chaos_patrons[p_ptr->chaos_patron]);
- msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
-
- }
- }
- if (reward)
- {
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
- }
-}
-
-
-/*
- * XAngband: determine if a given location is "interesting"
- * based on target_set_accept function.
- */
-static bool tgt_pt_accept(POSITION y, POSITION x)
-{
- cave_type *c_ptr;
-
- /* Bounds */
- if (!(in_bounds(y, x))) return (FALSE);
-
- /* Player grid is always interesting */
- if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
-
- /* Handle hallucination */
- if (p_ptr->image) return (FALSE);
-
- /* Examine the grid */
- c_ptr = &cave[y][x];
-
- /* Interesting memorized features */
- if (c_ptr->info & (CAVE_MARK))
- {
- /* Notice stairs */
- if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
- if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
-
- /* Notice quest features */
- if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
- if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
- }
-
- /* Nope */
- return (FALSE);
-}
-
-
-/*
- * XAngband: Prepare the "temp" array for "tget_pt"
- * based on target_set_prepare funciton.
- */
-static void tgt_pt_prepare(void)
-{
- POSITION y, x;
-
- /* Reset "temp" array */
- temp_n = 0;
-
- if (!expand_list) return;
-
- /* Scan the current panel */
- for (y = 1; y < cur_hgt; y++)
- {
- for (x = 1; x < cur_wid; x++)
- {
- /* Require "interesting" contents */
- if (!tgt_pt_accept(y, x)) continue;
-
- /* Save the location */
- temp_x[temp_n] = x;
- temp_y[temp_n] = y;
- temp_n++;
- }
- }
-
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
-
- /* Sort the positions */
- ang_sort(temp_x, temp_y, temp_n);
-}
-
-/*
- * old -- from PsiAngband.
- */
-bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
-{
- char ch = 0;
- int d, n = 0;
- POSITION x, y;
- bool success = FALSE;
-
- int wid, hgt;
-
- /* Get size */
- get_screen_size(&wid, &hgt);
-
- x = p_ptr->x;
- y = p_ptr->y;
-
- if (expand_list)
- {
- tgt_pt_prepare();
- }
-
- msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
- msg_flag = FALSE; /* prevents "-more-" message. */
-
- while ((ch != ESCAPE) && !success)
- {
- bool move_fast = FALSE;
-
- move_cursor_relative(y, x);
- ch = inkey();
- switch (ch)
- {
- case ESCAPE:
- break;
- case ' ':
- case 't':
- case '.':
- case '5':
- case '0':
- /* illegal place */
- if (player_bold(y, x)) ch = 0;
-
- /* okay place */
- else success = TRUE;
-
- break;
-
- /* XAngband: Move cursor to stairs */
- case '>':
- case '<':
- if (expand_list && temp_n)
- {
- int dx, dy;
- int cx = (panel_col_min + panel_col_max) / 2;
- int cy = (panel_row_min + panel_row_max) / 2;
-
- n++;
-
- /* Skip stairs which have defferent distance */
- for (; n < temp_n; ++ n)
- {
- cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
-
- if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
- cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
- {
- /* Found */
- break;
- }
- }
-
- if (n == temp_n) /* Loop out taget list */
- {
- n = 0;
- y = p_ptr->y;
- x = p_ptr->x;
- verify_panel(); /* Move cursor to player */
-
- /* Update stuff */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff */
- handle_stuff();
- }
- else /* move cursor to next stair and change panel */
- {
- y = temp_y[n];
- x = temp_x[n];
-
- dy = 2 * (y - cy) / hgt;
- dx = 2 * (x - cx) / wid;
- if (dy || dx) change_panel(dy, dx);
- }
- }
- break;
-
- default:
- /* Look up the direction */
- d = get_keymap_dir(ch);
-
- /* XTRA HACK MOVEFAST */
- if (isupper(ch)) move_fast = TRUE;
-
- /* Handle "direction" */
- if (d)
- {
- int dx = ddx[d];
- int dy = ddy[d];
-
- /* XTRA HACK MOVEFAST */
- if (move_fast)
- {
- int mag = MIN(wid / 2, hgt / 2);
- x += dx * mag;
- y += dy * mag;
- }
- else
- {
- x += dx;
- y += dy;
- }
-
- /* Do not move horizontally if unnecessary */
- if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
- ((x > panel_col_min + wid / 2) && (dx < 0)))
- {
- dx = 0;
- }
-
- /* Do not move vertically if unnecessary */
- if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
- ((y > panel_row_min + hgt / 2) && (dy < 0)))
- {
- dy = 0;
- }
-
- /* Apply the motion */
- if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
- (x >= panel_col_min + wid) || (x < panel_col_min))
- {
- /* if (change_panel(dy, dx)) target_set_prepare(mode); */
- change_panel(dy, dx);
- }
-
- /* Slide into legality */
- if (x >= cur_wid-1) x = cur_wid - 2;
- else if (x <= 0) x = 1;
-
- /* Slide into legality */
- if (y >= cur_hgt-1) y = cur_hgt- 2;
- else if (y <= 0) y = 1;
-
- }
- break;
- }
- }
-
- /* Clear the top line */
- prt("", 0, 0);
-
- /* Recenter the map around the player */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff */
- handle_stuff();
-
- *x_ptr = x;
- *y_ptr = y;
- return success;
-}
-
-
-bool get_hack_dir(DIRECTION *dp)
-{
- DIRECTION dir;
- cptr p;
- char command;
-
- /* Initialize */
- (*dp) = 0;
-
- /* Global direction */
- dir = 0;
-
- /* (No auto-targeting) */
-
- /* Ask until satisfied */
- while (!dir)
- {
- /* Choose a prompt */
- if (!target_okay())
- {
- p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
- }
- else
- {
- p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
- }
-
- /* Get a command (or Cancel) */
- if (!get_com(p, &command, TRUE)) break;
-
- if (use_menu)
- {
- if (command == '\r') command = 't';
- }
-
- /* Convert various keys to "standard" keys */
- switch (command)
- {
- /* Use current target */
- case 'T':
- case 't':
- case '.':
- case '5':
- case '0':
- {
- dir = 5;
- break;
- }
-
- /* Set new target */
- case '*':
- case ' ':
- case '\r':
- {
- if (target_set(TARGET_KILL)) dir = 5;
- break;
- }
-
- default:
- {
- /* Look up the direction */
- dir = get_keymap_dir(command);
-
- break;
- }
- }
-
- /* Verify requested targets */
- if ((dir == 5) && !target_okay()) dir = 0;
-
- /* Error */
- if (!dir) bell();
- }
-
- /* No direction */
- if (!dir) return (FALSE);
-
- /* Save the direction */
- command_dir = dir;
-
- /* Check for confusion */
- if (p_ptr->confused)
- {
- /* XXX XXX XXX */
- /* Random direction */
- dir = ddd[randint0(8)];
- }
-
- /* Notice confusion */
- if (command_dir != dir)
- {
- /* Warn the user */
- msg_print(_("あなたは混乱している。", "You are confused."));
- }
-
- /* Save direction */
- (*dp) = dir;
-
- /* A "valid" direction was entered */
- return (TRUE);
-}
-
-
-/*
- * エネルギーの増加量10d5を速く計算するための関数
- */
-
-#define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
-
-s16b gain_energy(void)
-{
- int i;
- s32b energy_result = 10;
- s32b tmp;
-
- tmp = randint0(Go_no_JuuJou);
-
- for (i = 0; i < 9; i ++){
- energy_result += tmp % 5;
- tmp /= 5;
- }
-
- return (s16b)(energy_result + tmp);
-}
-
-
-/*!
- * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
- * @param sval 射撃武器のアイテム副分類ID
- * @return 消費する基本エネルギー
- */
-ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
-{
- ENERGY energy = 10000;
-
- /* Analyze the launcher */
- switch (sval)
- {
- /* Sling and ammo */
- case SV_SLING:
- {
- energy = 8000;
- break;
- }
-
- /* Short Bow and Arrow */
- case SV_SHORT_BOW:
- {
- energy = 10000;
- break;
- }
-
- /* Long Bow and Arrow */
- case SV_LONG_BOW:
- {
- energy = 10000;
- break;
- }
-
- /* Bow of irresponsiblity and Arrow */
- case SV_NAMAKE_BOW:
- {
- energy = 7777;
- break;
- }
-
- /* Light Crossbow and Bolt */
- case SV_LIGHT_XBOW:
- {
- energy = 12000;
- break;
- }
-
- /* Heavy Crossbow and Bolt */
- case SV_HEAVY_XBOW:
- {
- energy = 13333;
- break;
- }
- }
-
- return (energy);
-}
-
-
-/*
- * Return bow tmul
- */
-int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
-{
- int tmul = 0;
-
- /* Analyze the launcher */
- switch (sval)
- {
- /* Sling and ammo */
- case SV_SLING:
- {
- tmul = 2;
- break;
- }
-
- /* Short Bow and Arrow */
- case SV_SHORT_BOW:
- {
- tmul = 2;
- break;
- }
-
- /* Long Bow and Arrow */
- case SV_LONG_BOW:
- {
- tmul = 3;
- break;
- }
-
- /* Bow of irresponsiblity and Arrow */
- case SV_NAMAKE_BOW:
- {
- tmul = 3;
- break;
- }
-
- /* Light Crossbow and Bolt */
- case SV_LIGHT_XBOW:
- {
- tmul = 3;
- break;
- }
-
- /* Heavy Crossbow and Bolt */
- case SV_HEAVY_XBOW:
- {
- tmul = 4;
- break;
- }
- }
-
- return (tmul);
-}
-
-/*
- * Return alignment title
- */
-cptr your_alignment(void)
-{
-#ifdef JP
- if (p_ptr->align > 150) return "大善";
- else if (p_ptr->align > 50) return "中善";
- else if (p_ptr->align > 10) return "小善";
- else if (p_ptr->align > -11) return "中立";
- else if (p_ptr->align > -51) return "小悪";
- else if (p_ptr->align > -151) return "中悪";
- else return "大悪";
-#else
- if (p_ptr->align > 150) return "Lawful";
- else if (p_ptr->align > 50) return "Good";
- else if (p_ptr->align > 10) return "Neutral Good";
- else if (p_ptr->align > -11) return "Neutral";
- else if (p_ptr->align > -51) return "Neutral Evil";
- else if (p_ptr->align > -151) return "Evil";
- else return "Chaotic";
-#endif
-}
-
-
-/*
- * Return proficiency level of weapons and misc. skills (except riding)
- */
-int weapon_exp_level(int weapon_exp)
-{
- if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
- else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
- else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
- else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
- else return EXP_LEVEL_MASTER;
-}
-
-
-/*
- * Return proficiency level of riding
- */
-int riding_exp_level(int riding_exp)
-{
- if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
- else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
- else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
- else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
- else return EXP_LEVEL_MASTER;
-}
-
-
-/*
- * Return proficiency level of spells
- */
-int spell_exp_level(int spell_exp)
-{
- if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
- else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
- else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
- else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
- else return EXP_LEVEL_MASTER;
-}
-
-
-/*
- * Display a rumor and apply its effects
- */
-
-IDX rumor_num(char *zz, IDX max_idx)
-{
- if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
- return (IDX)atoi(zz);
-}
-
-cptr rumor_bind_name(char *base, cptr fullname)
-{
- char *s, *v;
-
- s = strstr(base, "{Name}");
- if (s)
- {
- s[0] = '\0';
- v = format("%s%s%s", base, fullname, (s + 6));
- }
- else
- {
- v = base;
- }
-
- return v;
-}
-
-void display_rumor(bool ex)
-{
- errr err;
- int section = 0;
- char Rumor[1024];
-
- if (ex)
- {
- if (randint0(3) == 0) section = 1;
- }
-
- err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
- get_rnd_line("rumors.txt", section, Rumor));
- if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
-
- err = TRUE;
-
- if (strncmp(Rumor, "R:", 2) == 0)
- {
- char *zz[4];
- cptr rumor_msg = NULL;
- cptr rumor_eff_format = NULL;
- char fullname[1024] = "";
-
- if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
- {
- if (strcmp(zz[0], "ARTIFACT") == 0)
- {
- IDX a_idx, k_idx;
- object_type forge;
- object_type *q_ptr = &forge;
- artifact_type *a_ptr;
-
- while (1)
- {
- a_idx = rumor_num(zz[1], max_a_idx);
-
- a_ptr = &a_info[a_idx];
- if (a_ptr->name) break;
- }
-
- k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
- object_prep(q_ptr, k_idx);
- q_ptr->name1 = a_idx;
- q_ptr->ident = IDENT_STORE;
- object_desc(fullname, q_ptr, OD_NAME_ONLY);
- }
- else if (strcmp(zz[0], "MONSTER") == 0)
- {
- MONRACE_IDX r_idx;
- monster_race *r_ptr;
-
- while(1)
- {
- r_idx = rumor_num(zz[1], max_r_idx);
- r_ptr = &r_info[r_idx];
- if (r_ptr->name) break;
- }
-
- strcpy(fullname, r_name + r_ptr->name);
-
- /* Remember this monster */
- if (!r_ptr->r_sights)
- {
- r_ptr->r_sights++;
- }
- }
- else if (strcmp(zz[0], "DUNGEON") == 0)
- {
- DUNGEON_IDX d_idx;
- dungeon_info_type *d_ptr;
-
- while (1)
- {
- d_idx = rumor_num(zz[1], max_d_idx);
- d_ptr = &d_info[d_idx];
- if (d_ptr->name) break;
- }
-
- strcpy(fullname, d_name + d_ptr->name);
-
- if (!max_dlv[d_idx])
- {
- max_dlv[d_idx] = d_ptr->mindepth;
- rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
- }
- }
- else if (strcmp(zz[0], "TOWN") == 0)
- {
- IDX t_idx;
- s32b visit;
-
- while(1)
- {
- t_idx = rumor_num(zz[1], NO_TOWN);
- if (town[t_idx].name) break;
- }
-
- strcpy(fullname, town[t_idx].name);
-
- visit = (1L << (t_idx - 1));
- if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
- {
- p_ptr->visit |= visit;
- rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
- }
- }
-
- rumor_msg = rumor_bind_name(zz[2], fullname);
- msg_print(rumor_msg);
- if (rumor_eff_format)
- {
- msg_print(NULL);
- msg_format(rumor_eff_format, fullname);
- }
- err = FALSE;
- }
- /* error */
- if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
- }
- else
- {
- msg_format("%s", Rumor);
- }
-}