3 * @brief 雑多なその他の処理2 / effects of various "objects"
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 #include "object-curse.h"
18 #define REWARD_CHANCE 10
22 * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
23 * Advance experience levels and print experience
26 void check_experience(void)
28 bool level_reward = FALSE;
29 bool level_mutation = FALSE;
30 bool level_inc_stat = FALSE;
31 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
32 PLAYER_LEVEL old_lev = p_ptr->lev;
34 /* Hack -- lower limit */
35 if (p_ptr->exp < 0) p_ptr->exp = 0;
36 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
37 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
39 /* Hack -- upper limit */
40 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
41 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
42 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
44 /* Hack -- maintain "max" experience */
45 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
47 /* Hack -- maintain "max max" experience */
48 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
50 /* Redraw experience */
51 p_ptr->redraw |= (PR_EXP);
57 /* Lose levels while possible */
58 while ((p_ptr->lev > 1) &&
59 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
64 /* Update some stuff */
65 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
67 /* Redraw some stuff */
68 p_ptr->redraw |= (PR_LEV | PR_TITLE);
70 p_ptr->window |= (PW_PLAYER);
77 /* Gain levels while possible */
78 while ((p_ptr->lev < PY_MAX_LEVEL) &&
79 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
84 /* Save the highest level */
85 if (p_ptr->lev > p_ptr->max_plv)
87 p_ptr->max_plv = p_ptr->lev;
89 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
90 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
94 if (p_ptr->prace == RACE_BEASTMAN)
96 if (one_in_(5)) level_mutation = TRUE;
98 level_inc_stat = TRUE;
100 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
105 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
107 /* Update some stuff */
108 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
110 /* Redraw some stuff */
111 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
113 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
125 if(!(p_ptr->max_plv % 10))
135 cnv_stat(p_ptr->stat_max[0], tmp);
136 prt(format(" a) 腕力 (現在値 %s)", tmp), 2, 14);
137 cnv_stat(p_ptr->stat_max[1], tmp);
138 prt(format(" b) 知能 (現在値 %s)", tmp), 3, 14);
139 cnv_stat(p_ptr->stat_max[2], tmp);
140 prt(format(" c) 賢さ (現在値 %s)", tmp), 4, 14);
141 cnv_stat(p_ptr->stat_max[3], tmp);
142 prt(format(" d) 器用 (現在値 %s)", tmp), 5, 14);
143 cnv_stat(p_ptr->stat_max[4], tmp);
144 prt(format(" e) 耐久 (現在値 %s)", tmp), 6, 14);
145 cnv_stat(p_ptr->stat_max[5], tmp);
146 prt(format(" f) 魅力 (現在値 %s)", tmp), 7, 14);
148 prt(" どの能力値を上げますか?", 1, 14);
150 cnv_stat(p_ptr->stat_max[0], tmp);
151 prt(format(" a) Str (cur %s)", tmp), 2, 14);
152 cnv_stat(p_ptr->stat_max[1], tmp);
153 prt(format(" b) Int (cur %s)", tmp), 3, 14);
154 cnv_stat(p_ptr->stat_max[2], tmp);
155 prt(format(" c) Wis (cur %s)", tmp), 4, 14);
156 cnv_stat(p_ptr->stat_max[3], tmp);
157 prt(format(" d) Dex (cur %s)", tmp), 5, 14);
158 cnv_stat(p_ptr->stat_max[4], tmp);
159 prt(format(" e) Con (cur %s)", tmp), 6, 14);
160 cnv_stat(p_ptr->stat_max[5], tmp);
161 prt(format(" f) Chr (cur %s)", tmp), 7, 14);
163 prt(" Which stat do you want to raise?", 1, 14);
168 if ((choice >= 'a') && (choice <= 'f')) break;
170 for(n = 0; n < 6; n++)
171 if (n != choice - 'a')
173 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
175 do_inc_stat(choice - 'a');
178 else if(!(p_ptr->max_plv % 2))
179 do_inc_stat(randint0(6));
184 msg_print(_("あなたは変わった気がする...", "You feel different..."));
185 (void)gain_random_mutation(0);
186 level_mutation = FALSE;
190 * 報酬でレベルが上ると再帰的に check_experience() が
195 gain_level_reward(0);
196 level_reward = FALSE;
199 /* Update some stuff */
200 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
202 /* Redraw some stuff */
203 p_ptr->redraw |= (PR_LEV | PR_TITLE);
205 p_ptr->window |= (PW_PLAYER | PW_SPELL);
211 /* Load an autopick preference file */
212 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
217 * @brief モンスターを倒した際の財宝svalを返す
218 * @param r_idx 倒したモンスターの種族ID
221 * Hack -- Return the "automatic coin type" of a monster race
222 * Used to allocate proper treasure when "Creeping coins" die
223 * Note the use of actual "monster names"
225 static int get_coin_type(MONRACE_IDX r_idx)
227 /* Analyze monsters */
230 case MON_COPPER_COINS: return 2;
231 case MON_SILVER_COINS: return 5;
232 case MON_GOLD_COINS: return 10;
233 case MON_MITHRIL_COINS:
234 case MON_MITHRIL_GOLEM: return 16;
235 case MON_ADAMANT_COINS: return 17;
244 * @brief オブジェクトがクロークかどうかを判定する /
245 * Hack -- determine if a template is Cloak
246 * @param k_idx 判定したいオブジェクトのベースアイテムID
247 * @return オブジェクトがクロークならばTRUEを返す
249 static bool kind_is_cloak(KIND_OBJECT_IDX k_idx)
251 object_kind *k_ptr = &k_info[k_idx];
253 /* Analyze the item type */
254 if (k_ptr->tval == TV_CLOAK)
259 /* Assume not good */
265 * @brief オブジェクトが竿状武器かどうかを判定する /
266 * Hack -- determine if a template is Polearm
267 * @param k_idx 判定したいオブジェクトのベースアイテムID
268 * @return オブジェクトが竿状武器ならばTRUEを返す
270 static bool kind_is_polearm(KIND_OBJECT_IDX k_idx)
272 object_kind *k_ptr = &k_info[k_idx];
274 /* Analyze the item type */
275 if (k_ptr->tval == TV_POLEARM)
280 /* Assume not good */
286 * @brief オブジェクトが剣かどうかを判定する /
287 * Hack -- determine if a template is Sword
288 * @param k_idx 判定したいオブジェクトのベースアイテムID
289 * @return オブジェクトが剣ならばTRUEを返す
291 static bool kind_is_sword(KIND_OBJECT_IDX k_idx)
293 object_kind *k_ptr = &k_info[k_idx];
295 /* Analyze the item type */
296 if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
301 /* Assume not good */
307 * @brief オブジェクトが魔法書かどうかを判定する /
308 * Hack -- determine if a template is Book
309 * @param k_idx 判定したいオブジェクトのベースアイテムID
310 * @return オブジェクトが魔法書ならばTRUEを返す
312 static bool kind_is_book(KIND_OBJECT_IDX k_idx)
314 object_kind *k_ptr = &k_info[k_idx];
316 /* Analyze the item type */
317 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
322 /* Assume not good */
328 * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する /
329 * Hack -- determine if a template is Good book
330 * @param k_idx 判定したいオブジェクトのベースアイテムID
331 * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す
333 static bool kind_is_good_book(KIND_OBJECT_IDX k_idx)
335 object_kind *k_ptr = &k_info[k_idx];
337 /* Analyze the item type */
338 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
343 /* Assume not good */
349 * @brief オブジェクトが鎧かどうかを判定する /
350 * Hack -- determine if a template is Armor
351 * @param k_idx 判定したいオブジェクトのベースアイテムID
352 * @return オブジェクトが鎧ならばTRUEを返す
354 static bool kind_is_armor(KIND_OBJECT_IDX k_idx)
356 object_kind *k_ptr = &k_info[k_idx];
358 /* Analyze the item type */
359 if (k_ptr->tval == TV_HARD_ARMOR)
364 /* Assume not good */
370 * @brief オブジェクトが打撃武器かどうかを判定する /
371 * Hack -- determine if a template is hafted weapon
372 * @param k_idx 判定したいオブジェクトのベースアイテムID
373 * @return オブジェクトが打撃武器ならばTRUEを返す
375 static bool kind_is_hafted(KIND_OBJECT_IDX k_idx)
377 object_kind *k_ptr = &k_info[k_idx];
379 /* Analyze the item type */
380 if (k_ptr->tval == TV_HAFTED)
385 /* Assume not good */
390 * @brief クエストを達成状態にする /
391 * @param quest_num 達成状態にしたいクエストのID
394 void complete_quest(QUEST_IDX quest_num)
396 quest_type* const q_ptr = &quest[quest_num];
400 case QUEST_TYPE_RANDOM:
401 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
404 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
408 q_ptr->status = QUEST_STATUS_COMPLETED;
409 q_ptr->complev = (byte)p_ptr->lev;
411 q_ptr->comptime = playtime;
413 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
415 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
416 msg_print(_("クエストを達成した!", "You just completed your quest!"));
422 * @brief 現在フロアに残っている敵モンスターの数を返す /
423 * @return 現在の敵モンスターの数
425 static MONSTER_NUMBER count_all_hostile_monsters(void)
428 MONSTER_NUMBER number_mon = 0;
430 for (x = 0; x < cur_wid; ++ x)
432 for (y = 0; y < cur_hgt; ++ y)
434 MONSTER_IDX m_idx = cave[y][x].m_idx;
436 if (m_idx > 0 && is_hostile(&m_list[m_idx]))
447 * @brief 特定の敵を倒した際にクエスト達成処理 /
448 * Check for "Quest" completion when a quest monster is killed or charmed.
449 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
452 void check_quest_completion(monster_type *m_ptr)
457 bool create_stairs = FALSE;
463 /* Get the location */
468 quest_num = p_ptr->inside_quest;
470 /* Search for an active quest on this dungeon level */
475 for (i = max_q_idx - 1; i > 0; i--)
477 quest_type* const q_ptr = &quest[i];
479 /* Quest is not active */
480 if (q_ptr->status != QUEST_STATUS_TAKEN)
483 /* Quest is not a dungeon quest */
484 if (q_ptr->flags & QUEST_FLAG_PRESET)
487 /* Quest is not on this level */
488 if ((q_ptr->level != dun_level) &&
489 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
492 /* Not a "kill monster" quest */
493 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
494 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
497 /* Interesting quest */
498 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
499 (q_ptr->type == QUEST_TYPE_TOWER) ||
500 (q_ptr->type == QUEST_TYPE_KILL_ALL))
503 /* Interesting quest */
504 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
505 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
506 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
507 (q_ptr->r_idx == m_ptr->r_idx))
514 /* Handle the current quest */
515 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
518 quest_type* const q_ptr = &quest[quest_num];
522 case QUEST_TYPE_KILL_NUMBER:
526 if (q_ptr->cur_num >= q_ptr->num_mon)
528 complete_quest(quest_num);
534 case QUEST_TYPE_KILL_ALL:
536 if (!is_hostile(m_ptr)) break;
538 if (count_all_hostile_monsters() == 1)
540 if (q_ptr->flags & QUEST_FLAG_SILENT)
542 q_ptr->status = QUEST_STATUS_FINISHED;
546 complete_quest(quest_num);
551 case QUEST_TYPE_KILL_LEVEL:
552 case QUEST_TYPE_RANDOM:
554 /* Only count valid monsters */
555 if (q_ptr->r_idx != m_ptr->r_idx)
560 if (q_ptr->cur_num >= q_ptr->max_num)
562 complete_quest(quest_num);
564 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
566 create_stairs = TRUE;
567 p_ptr->inside_quest = 0;
570 /* Finish the two main quests without rewarding */
571 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
573 q_ptr->status = QUEST_STATUS_FINISHED;
576 if (q_ptr->type == QUEST_TYPE_RANDOM)
579 q_ptr->status = QUEST_STATUS_FINISHED;
584 case QUEST_TYPE_KILL_ANY_LEVEL:
587 if (q_ptr->cur_num >= q_ptr->max_num)
589 complete_quest(quest_num);
594 case QUEST_TYPE_TOWER:
596 if (!is_hostile(m_ptr)) break;
598 if (count_all_hostile_monsters() == 1)
600 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
602 if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
603 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
604 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
607 complete_quest(QUEST_TOWER1);
615 /* Create a magical staircase */
621 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
623 /* Pick a location */
624 scatter(&ny, &nx, y, x, 1, 0);
630 /* Explain the staircase */
631 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
633 /* Create stairs down */
634 cave_set_feat(y, x, feat_down_stair);
636 /* Remember to update everything */
637 p_ptr->update |= (PU_FLOW);
647 for (i = 0; i < (dun_level / 15)+1; i++)
649 /* Get local object */
653 /* Make a great object */
654 make_object(o_ptr, AM_GOOD | AM_GREAT);
656 /* Drop it in the dungeon */
657 (void)drop_near(o_ptr, -1, y, x);
663 * @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 /
664 * Check for "Quest" completion when a quest monster is killed or charmed.
665 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
668 void check_find_art_quest_completion(object_type *o_ptr)
671 /* Check if completed a quest */
672 for (i = 0; i < max_q_idx; i++)
674 if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
675 (quest[i].status == QUEST_STATUS_TAKEN) &&
676 (quest[i].k_idx == o_ptr->name1))
685 * @brief モンスターを撃破した際の述語メッセージを返す /
686 * Return monster death string
687 * @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
688 * @return 撃破されたモンスターの述語
690 cptr extract_note_dies(monster_race *r_ptr)
692 /* Some monsters get "destroyed" */
693 if (!monster_living(r_ptr))
697 for (i = 0; i < 4; i++)
699 if (r_ptr->blow[i].method == RBM_EXPLODE)
701 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
704 return _("を倒した。", " is destroyed.");
707 /* Assume a default death */
708 return _("は死んだ。", " dies.");
713 * @brief モンスターが死亡した時の処理 /
714 * Handle the "death" of a monster.
715 * @param m_idx 死亡したモンスターのID
716 * @param drop_item TRUEならばモンスターのドロップ処理を行う
717 * @return 撃破されたモンスターの述語
720 * Disperse treasures centered at the monster location based on the
721 * various flags contained in the monster flags fields.
722 * Check for "Quest" completion when a quest monster is killed.
723 * Note that only the player can induce "monster_death()" on Uniques.
724 * Thus (for now) all Quest monsters should be Uniques.
725 * Note that monsters can now carry objects, and when a monster dies,
726 * it drops all of its objects, which may disappear in crowded rooms.
729 void monster_death(MONSTER_IDX m_idx, bool drop_item)
738 monster_type *m_ptr = &m_list[m_idx];
740 monster_race *r_ptr = &r_info[m_ptr->r_idx];
742 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
746 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
747 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
748 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
749 int force_coin = get_coin_type(m_ptr->r_idx);
754 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
755 && !p_ptr->inside_battle && !is_pet(m_ptr);
757 /* The caster is dead? */
758 if (world_monster && world_monster == m_idx) world_monster = 0;
760 /* Notice changes in view */
761 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
763 /* Update some things */
764 p_ptr->update |= (PU_MON_LITE);
767 /* Get the location */
771 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
775 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
776 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
779 /* Let monsters explode! */
780 for (i = 0; i < 4; i++)
782 if (r_ptr->blow[i].method == RBM_EXPLODE)
784 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
785 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
786 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
787 DICE_SID d_side = r_ptr->blow[i].d_side;
788 HIT_POINT damage = damroll(d_dice, d_side);
790 project(m_idx, 3, y, x, damage, typ, flg, -1);
795 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
797 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
798 r_ptr = &r_info[m_ptr->r_idx];
801 /* Check for quest completion */
802 check_quest_completion(m_ptr);
804 /* Handle the possibility of player vanquishing arena combatant -KMW- */
805 if (p_ptr->inside_arena && !is_pet(m_ptr))
807 p_ptr->exit_bldg = TRUE;
809 if (p_ptr->arena_number > MAX_ARENA_MONS)
811 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
815 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."));
818 if (arena_info[p_ptr->arena_number].tval)
820 /* Get local object */
823 /* Prepare to make a prize */
824 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
826 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
828 /* Drop it in the dungeon */
829 (void)drop_near(q_ptr, -1, y, x);
832 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
833 p_ptr->arena_number++;
838 /* Extract monster name */
839 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
841 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
845 if (m_idx == p_ptr->riding)
847 if (rakuba(-1, FALSE))
849 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
853 /* Drop a dead corpse? */
854 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
855 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
856 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
858 /* Assume skeleton */
862 * We cannot drop a skeleton? Note, if we are in this check,
863 * we *know* we can drop at least a corpse or a skeleton
865 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
867 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
870 /* Else, a corpse is more likely unless we did a "lot" of damage */
871 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
873 /* Lots of damage in one blow */
874 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
876 if (one_in_(5)) corpse = TRUE;
880 if (!one_in_(5)) corpse = TRUE;
884 /* Get local object */
887 /* Prepare to make an object */
888 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
890 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
892 q_ptr->pval = m_ptr->r_idx;
894 /* Drop it in the dungeon */
895 (void)drop_near(q_ptr, -1, y, x);
898 /* Drop objects being carried */
899 monster_drop_carried_objects(m_ptr);
901 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
902 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
904 switch (m_ptr->r_idx)
906 case MON_PINK_HORROR:
907 /* Pink horrors are replaced with 2 Blue horrors */
908 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
912 for (i = 0; i < 2; i++)
915 bool pet = is_pet(m_ptr);
918 if (pet) mode |= PM_FORCE_PET;
920 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
922 if (player_can_see_bold(wy, wx))
928 msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
932 case MON_BLOODLETTER:
933 /* Bloodletters of Khorne may drop a blade of chaos */
934 if (drop_chosen_item && (randint1(100) < 15))
936 /* Get local object */
939 /* Prepare to make a Blade of Chaos */
940 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
942 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
944 /* Drop it in the dungeon */
945 (void)drop_near(q_ptr, -1, y, x);
950 if (drop_chosen_item && (dun_level > 9))
952 /* Get local object */
956 /* Activate restriction */
957 if ((dun_level > 49) && one_in_(5))
958 get_obj_num_hook = kind_is_good_book;
960 get_obj_num_hook = kind_is_book;
963 make_object(q_ptr, mo_mode);
965 /* Drop it in the dungeon */
966 (void)drop_near(q_ptr, -1, y, x);
972 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
973 * spawn another in the fallen one's place!
975 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
979 POSITION wy = y, wx = x;
981 bool pet = is_pet(m_ptr);
985 scatter(&wy, &wx, y, x, 20, 0);
987 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
992 if (pet) mode |= PM_FORCE_PET;
994 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
996 if (player_can_see_bold(wy, wx))
997 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
1005 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1007 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1008 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1012 case MON_UNICORN_ORD:
1015 /* Reward for "lazy" player */
1016 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1018 ARTIFACT_IDX a_idx = 0;
1019 artifact_type *a_ptr = NULL;
1021 if (!drop_chosen_item) break;
1025 switch (randint0(3))
1028 a_idx = ART_NAMAKE_HAMMER;
1031 a_idx = ART_NAMAKE_BOW;
1034 a_idx = ART_NAMAKE_ARMOR;
1038 a_ptr = &a_info[a_idx];
1040 while (a_ptr->cur_num);
1042 /* Create the artifact */
1043 if (create_named_art(a_idx, y, x))
1047 /* Hack -- Memorize location of artifact in saved floors */
1048 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1050 else if (!preserve_mode) a_ptr->cur_num = 1;
1055 if (!drop_chosen_item) break;
1057 /* Get local object */
1060 /* Mega-Hack -- Prepare to make "Grond" */
1061 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1063 /* Mega-Hack -- Mark this item as "Grond" */
1064 q_ptr->name1 = ART_GROND;
1066 /* Mega-Hack -- Actually create "Grond" */
1067 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1069 /* Drop it in the dungeon */
1070 (void)drop_near(q_ptr, -1, y, x);
1072 /* Get local object */
1075 /* Mega-Hack -- Prepare to make "Chaos" */
1076 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1078 /* Mega-Hack -- Mark this item as "Chaos" */
1079 q_ptr->name1 = ART_CHAOS;
1081 /* Mega-Hack -- Actually create "Chaos" */
1082 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1084 /* Drop it in the dungeon */
1085 (void)drop_near(q_ptr, -1, y, x);
1088 case MON_B_DEATH_SWORD:
1089 if (drop_chosen_item)
1091 /* Get local object */
1094 /* Prepare to make a broken sword */
1095 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1097 /* Drop it in the dungeon */
1098 (void)drop_near(q_ptr, -1, y, x);
1104 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1105 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1107 /* Get local object */
1110 /* Prepare to make a Can of Toys */
1111 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1113 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1115 /* Drop it in the dungeon */
1116 (void)drop_near(q_ptr, -1, y, x);
1122 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1123 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1128 if (!drop_chosen_item) break;
1130 switch (r_ptr->d_char)
1135 /* Get local object */
1139 /* Activate restriction */
1140 get_obj_num_hook = kind_is_cloak;
1143 make_object(q_ptr, mo_mode);
1145 /* Drop it in the dungeon */
1146 (void)drop_near(q_ptr, -1, y, x);
1153 /* Get local object */
1157 /* Activate restriction */
1158 get_obj_num_hook = kind_is_polearm;
1160 /* Make a poleweapon */
1161 make_object(q_ptr, mo_mode);
1163 /* Drop it in the dungeon */
1164 (void)drop_near(q_ptr, -1, y, x);
1171 /* Get local object */
1175 /* Activate restriction */
1176 get_obj_num_hook = kind_is_armor;
1178 /* Make a hard armor */
1179 make_object(q_ptr, mo_mode);
1181 /* Drop it in the dungeon */
1182 (void)drop_near(q_ptr, -1, y, x);
1189 /* Get local object */
1193 /* Activate restriction */
1194 get_obj_num_hook = kind_is_hafted;
1196 /* Make a hafted weapon */
1197 make_object(q_ptr, mo_mode);
1199 /* Drop it in the dungeon */
1200 (void)drop_near(q_ptr, -1, y, x);
1205 if (m_ptr->r_idx != MON_STORMBRINGER)
1207 /* Get local object */
1211 /* Activate restriction */
1212 get_obj_num_hook = kind_is_sword;
1215 make_object(q_ptr, mo_mode);
1217 /* Drop it in the dungeon */
1218 (void)drop_near(q_ptr, -1, y, x);
1225 /* Mega-Hack -- drop fixed items */
1226 if (drop_chosen_item)
1228 ARTIFACT_IDX a_idx = 0;
1231 for(i = 0; i < 4; i++)
1233 if(!r_ptr->artifact_id[i]) break;
1234 a_idx = r_ptr->artifact_id[i];
1235 chance = r_ptr->artifact_percent[i];
1238 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1240 artifact_type *a_ptr = &a_info[a_idx];
1242 if (!a_ptr->cur_num)
1244 /* Create the artifact */
1245 if (create_named_art(a_idx, y, x))
1249 /* Hack -- Memorize location of artifact in saved floors */
1250 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1252 else if (!preserve_mode) a_ptr->cur_num = 1;
1256 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1258 KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1259 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1261 if (d_info[dungeon_type].final_artifact)
1263 a_idx = d_info[dungeon_type].final_artifact;
1264 artifact_type *a_ptr = &a_info[a_idx];
1266 if (!a_ptr->cur_num)
1268 /* Create the artifact */
1269 if (create_named_art(a_idx, y, x))
1273 /* Hack -- Memorize location of artifact in saved floors */
1274 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1276 else if (!preserve_mode) a_ptr->cur_num = 1;
1278 /* Prevent rewarding both artifact and "default" object */
1279 if (!d_info[dungeon_type].final_object) k_idx = 0;
1285 /* Get local object */
1288 /* Prepare to make a reward */
1289 object_prep(q_ptr, k_idx);
1291 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1293 /* Drop it in the dungeon */
1294 (void)drop_near(q_ptr, -1, y, x);
1296 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
1300 /* Determine how much we can drop */
1301 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1302 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1303 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1304 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1305 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1306 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1308 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1309 number = 0; /* Clones drop no stuff unless Cloning Pits */
1311 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1312 number = 0; /* Pets drop no stuff */
1313 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1315 if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1316 number = 0; /* Limit of Multiply monster drop */
1318 /* Hack -- handle creeping coins */
1319 coin_type = force_coin;
1321 /* Average dungeon and monster levels */
1322 object_level = (dun_level + r_ptr->level) / 2;
1324 /* Drop some objects */
1325 for (j = 0; j < number; j++)
1327 /* Get local object */
1332 if (do_gold && (!do_item || (randint0(100) < 50)))
1334 /* Make some gold */
1335 if (!make_gold(q_ptr)) continue;
1343 /* Make an object */
1344 if (!make_object(q_ptr, mo_mode)) continue;
1349 /* Drop it in the dungeon */
1350 (void)drop_near(q_ptr, -1, y, x);
1353 /* Reset the object level */
1354 object_level = base_level;
1356 /* Reset "coin" type */
1360 /* Take note of any dropped treasure */
1361 if (visible && (dump_item || dump_gold))
1363 /* Take notes on treasure */
1364 lore_treasure(m_idx, dump_item, dump_gold);
1367 /* Only process "Quest Monsters" */
1368 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1369 if (p_ptr->inside_battle) return;
1372 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1375 p_ptr->total_winner = TRUE;
1377 /* Redraw the "title" */
1378 p_ptr->redraw |= (PR_TITLE);
1380 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
1382 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!"));
1384 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1386 msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
1387 msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
1390 /* Congratulations */
1391 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
1392 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!"));
1393 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."));
1398 * @brief モンスターに与えたダメージの修正処理 /
1399 * Modify the physical damage done to the monster.
1400 * @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
1401 * @param dam ダメージ基本値
1402 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
1403 * @return 修正を行った結果のダメージ量
1406 * (for example when it's invulnerable or shielded)
1407 * ToDo: Accept a damage-type to calculate the modified damage from
1408 * things like fire, frost, lightning, poison, ... attacks.
1409 * "type" is not yet used and should be 0.
1412 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
1414 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1416 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1419 if ((dam == 0) && one_in_(3)) dam = 1;
1422 if (MON_INVULNER(m_ptr))
1426 if (!p_ptr->blind && is_seen(m_ptr))
1428 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
1431 else if (!one_in_(PENETRATE_INVULNERABILITY))
1441 * @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 /
1442 * Calculate experience point to be get
1443 * @param dam 与えたダメージ量
1444 * @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
1448 * Even the 64 bit operation is not big enough to avoid overflaw
1449 * unless we carefully choose orders of multiplication and division.
1450 * Get the coefficient first, and multiply (potentially huge) base
1451 * experience point of a monster later.
1454 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
1456 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1463 if (!m_ptr->r_idx) return;
1464 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1467 * - Ratio of monster's level to player's level effects
1468 * - Varying speed effects
1469 * - Get a fraction in proportion of damage point
1471 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1474 div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1476 /* Use (average maxhp * 2) as a denominator */
1477 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1478 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1480 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1482 /* Special penalty in the wilderness */
1483 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1484 s64b_mul(&div_h, &div_l, 0, 5);
1486 /* Do division first to prevent overflaw */
1487 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1489 /* Special penalty for mutiply-monster */
1490 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1492 int monnum_penarty = r_ptr->r_akills / 400;
1493 if (monnum_penarty > 8) monnum_penarty = 8;
1495 while (monnum_penarty--)
1498 s64b_RSHIFT(new_exp, new_exp_frac, 2);
1502 /* Special penalty for rest_and_shoot exp scum */
1503 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1505 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1506 if (over_damage > 32) over_damage = 32;
1508 while (over_damage--)
1511 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1512 s64b_div(&new_exp, &new_exp_frac, 0, 10);
1516 /* Finally multiply base experience point of the monster */
1517 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1519 /* Gain experience */
1520 gain_exp_64(new_exp, new_exp_frac);
1525 * @brief モンスターのHPをダメージに応じて減算する /
1526 * Decreases monsters hit points, handling monster death.
1527 * @param dam 与えたダメージ量
1528 * @param m_idx ダメージを与えたモンスターのID
1529 * @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
1530 * @param note モンスターが倒された際の特別なメッセージ述語
1534 * We return TRUE if the monster has been killed (and deleted).
1535 * We announce monster death (using an optional "death message"
1536 * if given, and a otherwise a generic killed/destroyed message).
1537 * Only "physical attacks" can induce the "You have slain" message.
1538 * Missile and Spell attacks will induce the "dies" message, or
1539 * various "specialized" messages. Note that "You have destroyed"
1540 * and "is destroyed" are synonyms for "You have slain" and "dies".
1541 * Hack -- unseen monsters yield "You have killed it." message.
1542 * Added fear (DGK) and check whether to print fear messages -CWS
1543 * Made name, sex, and capitalization generic -BEN-
1544 * As always, the "ghost" processing is a total hack.
1545 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1546 * Consider decreasing monster experience over time, say,
1547 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1548 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1549 * monster worth more than subsequent monsters. This would also need
1550 * to induce changes in the monster recall code.
1553 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
1555 monster_type *m_ptr = &m_list[m_idx];
1556 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1557 monster_type exp_mon;
1559 /* Innocent until proven otherwise */
1560 bool innocent = TRUE, thief = FALSE;
1564 (void)COPY(&exp_mon, m_ptr, monster_type);
1566 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1568 get_exp_from_mon(expdam, &exp_mon);
1570 /* Genocided by chaos patron */
1571 if (!m_ptr->r_idx) m_idx = 0;
1573 /* Redraw (later) if needed */
1574 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1575 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1577 (void)set_monster_csleep(m_idx, 0);
1579 /* Hack - Cancel any special player stealth magics. -LM- */
1580 if (p_ptr->special_defense & NINJA_S_STEALTH)
1582 set_superstealth(FALSE);
1585 /* Genocided by chaos patron */
1586 if (!m_idx) return TRUE;
1589 m_ptr->dealt_damage += dam;
1591 if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1595 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);
1598 /* It is dead now */
1603 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1605 /* You might have unmasked Tanuki first time */
1606 r_ptr = &r_info[m_ptr->r_idx];
1607 m_ptr->ap_r_idx = m_ptr->r_idx;
1608 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1611 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1613 /* You might have unmasked Chameleon first time */
1614 r_ptr = real_r_ptr(m_ptr);
1615 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1618 if (!(m_ptr->smart & SM_CLONED))
1620 /* When the player kills a Unique, it stays dead */
1621 if (r_ptr->flags1 & RF1_UNIQUE)
1625 /* Mega-Hack -- Banor & Lupart */
1626 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1628 r_info[MON_BANORLUPART].max_num = 0;
1629 r_info[MON_BANORLUPART].r_pkills++;
1630 r_info[MON_BANORLUPART].r_akills++;
1631 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1633 else if (m_ptr->r_idx == MON_BANORLUPART)
1635 r_info[MON_BANOR].max_num = 0;
1636 r_info[MON_BANOR].r_pkills++;
1637 r_info[MON_BANOR].r_akills++;
1638 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1639 r_info[MON_LUPART].max_num = 0;
1640 r_info[MON_LUPART].r_pkills++;
1641 r_info[MON_LUPART].r_akills++;
1642 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1646 /* When the player kills a Nazgul, it stays dead */
1647 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1650 /* Count all monsters killed */
1651 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1653 /* Recall even invisible uniques or winners */
1654 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1656 /* Count kills this life */
1657 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1658 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1660 /* Count kills in all lives */
1661 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1662 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1664 /* Hack -- Auto-recall */
1665 monster_race_track(m_ptr->ap_r_idx);
1668 /* Extract monster name */
1669 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1671 /* Don't kill Amberites */
1672 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1674 int curses = 1 + randint1(3);
1675 bool stop_ty = FALSE;
1678 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);
1679 curse_equipment(100, 50);
1683 stop_ty = activate_ty_curse(stop_ty, &count);
1688 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1690 char line_got[1024];
1692 /* Dump a message */
1693 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1695 msg_format("%^s %s", m_name, line_got);
1699 if (m_ptr->r_idx == MON_SERPENT)
1701 /* Make screen dump */
1702 screen_dump = make_screen_dump();
1707 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1709 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1711 chg_virtue(V_VALOUR, -1);
1713 else if (r_ptr->level > dun_level)
1715 if (randint1(10) <= (r_ptr->level - dun_level))
1716 chg_virtue(V_VALOUR, 1);
1718 if (r_ptr->level > 60)
1720 chg_virtue(V_VALOUR, 1);
1722 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1723 chg_virtue(V_VALOUR, 2);
1726 if (r_ptr->flags1 & RF1_UNIQUE)
1728 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1730 if (r_ptr->flags3 & RF3_GOOD)
1732 chg_virtue(V_UNLIFE, 2);
1733 chg_virtue(V_VITALITY, -2);
1736 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1739 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1741 chg_virtue(V_COMPASSION, -1);
1744 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1745 chg_virtue(V_UNLIFE, 1);
1747 if (r_ptr->d_char == 'A')
1749 if (r_ptr->flags1 & RF1_UNIQUE)
1750 chg_virtue(V_FAITH, -2);
1751 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1753 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1754 else chg_virtue(V_FAITH, 1);
1757 else if (r_ptr->flags3 & RF3_DEMON)
1759 if (r_ptr->flags1 & RF1_UNIQUE)
1760 chg_virtue(V_FAITH, 2);
1761 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1762 chg_virtue(V_FAITH, 1);
1765 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1766 chg_virtue(V_VITALITY, 2);
1768 if (r_ptr->r_deaths)
1770 if (r_ptr->flags1 & RF1_UNIQUE)
1772 chg_virtue(V_HONOUR, 10);
1774 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1776 chg_virtue(V_HONOUR, 1);
1779 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1781 chg_virtue(V_VALOUR, -1);
1784 for (i = 0; i < 4; i++)
1786 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1788 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1789 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1791 thief = TRUE; /* Thief! */
1794 /* The new law says it is illegal to live in the dungeon */
1795 if (r_ptr->level != 0) innocent = FALSE;
1799 if (r_ptr->flags1 & RF1_UNIQUE)
1800 chg_virtue(V_JUSTICE, 3);
1801 else if (1+((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100))
1802 chg_virtue(V_JUSTICE, 1);
1806 chg_virtue (V_JUSTICE, -1);
1809 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)))
1811 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1814 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1817 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
1818 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1824 /* Death by Missile/Spell attack */
1827 msg_format("%^s%s", m_name, note);
1830 /* Death by physical attack -- invisible monster */
1831 else if (!m_ptr->ml)
1834 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1835 msg_format("せっかくだから%sを殺した。", m_name);
1837 msg_format("%sを殺した。", m_name);
1839 msg_format("You have killed %s.", m_name);
1844 /* Death by Physical attack -- non-living monster */
1845 else if (!monster_living(r_ptr))
1847 bool explode = FALSE;
1849 for (i = 0; i < 4; i++)
1851 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1854 /* Special note at death */
1856 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1860 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1861 msg_format("せっかくだから%sを倒した。", m_name);
1863 msg_format("%sを倒した。", m_name);
1865 msg_format("You have destroyed %s.", m_name);
1870 /* Death by Physical attack -- living monster */
1874 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1875 msg_format("せっかくだから%sを葬り去った。", m_name);
1877 msg_format("%sを葬り去った。", m_name);
1879 msg_format("You have slain %s.", m_name);
1883 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1885 for (i = 0; i < MAX_KUBI; i++)
1887 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1889 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);
1895 /* Generate treasure */
1896 monster_death(m_idx, TRUE);
1898 /* Mega hack : replace IKETA to BIKETAL */
1899 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1901 POSITION dummy_y = m_ptr->fy;
1902 POSITION dummy_x = m_ptr->fx;
1903 BIT_FLAGS mode = 0L;
1904 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1905 delete_monster_idx(m_idx);
1906 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1908 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
1913 delete_monster_idx(m_idx);
1916 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
1921 /* Monster is dead */
1928 /* Mega-Hack -- Pain cancels fear */
1929 if (MON_MONFEAR(m_ptr) && (dam > 0))
1932 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1939 /* Sometimes a monster gets scared by damage */
1940 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1942 /* Percentage of fully healthy */
1943 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1946 * Run (sometimes) if at 10% or less of max hit points,
1947 * or (usually) when hit for half its current hit points
1949 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1951 /* Hack -- note fear */
1954 /* Hack -- Add some timed fear */
1955 (void)set_monster_monfear(m_idx, (randint1(10) +
1956 (((dam >= m_ptr->hp) && (percentage > 7)) ?
1957 20 : ((11 - percentage) * 5))));
1969 * @brief 現在のコンソール表示の縦横を返す。 /
1970 * Get term size and calculate screen size
1971 * @param wid_p コンソールの表示幅文字数を返す
1972 * @param hgt_p コンソールの表示行数を返す
1975 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
1977 Term_get_size(wid_p, hgt_p);
1978 *hgt_p -= ROW_MAP + 2;
1979 *wid_p -= COL_MAP + 2;
1980 if (use_bigtile) *wid_p /= 2;
1985 * @brief コンソール上におけるマップ表示の左上位置を返す /
1986 * Calculates current boundaries Called below and from "do_cmd_locate()".
1989 void panel_bounds_center(void)
1993 get_screen_size(&wid, &hgt);
1995 panel_row_max = panel_row_min + hgt - 1;
1996 panel_row_prt = panel_row_min - 1;
1997 panel_col_max = panel_col_min + wid - 1;
1998 panel_col_prt = panel_col_min - 13;
2003 * @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 /
2004 * Map resizing whenever the main term changes size
2007 void resize_map(void)
2009 /* Only if the dungeon exists */
2010 if (!character_dungeon) return;
2012 /* Mega-Hack -- no panel yet */
2016 /* Reset the panels */
2017 panel_row_min = cur_hgt;
2018 panel_col_min = cur_wid;
2022 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2024 /* Forget lite/view */
2025 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2027 /* Update lite/view */
2028 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2030 /* Update monsters */
2031 p_ptr->update |= (PU_MONSTERS);
2033 /* Redraw everything */
2034 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2036 /* Hack -- update */
2042 * Place the cursor on the player
2044 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2051 * @brief コンソールを再描画する /
2052 * Redraw a term when it is resized
2055 void redraw_window(void)
2057 /* Only if the dungeon exists */
2058 if (!character_dungeon) return;
2060 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2061 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2063 /* Hack -- update */
2070 * @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)
2071 * @param dy 変更先のフロアY座標
2072 * @param dx 変更先のフロアX座標
2073 * Handle a request to change the current panel
2074 * Return TRUE if the panel was changed.
2075 * Also used in do_cmd_locate
2076 * @return 実際に再描画が必要だった場合TRUEを返す
2078 bool change_panel(POSITION dy, POSITION dx)
2083 get_screen_size(&wid, &hgt);
2085 /* Apply the motion */
2086 y = panel_row_min + dy * hgt / 2;
2087 x = panel_col_min + dx * wid / 2;
2089 /* Verify the row */
2090 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2093 /* Verify the col */
2094 if (x > cur_wid - wid) x = cur_wid - wid;
2097 /* Handle "changes" */
2098 if ((y != panel_row_min) || (x != panel_col_min))
2100 /* Save the new panel info */
2104 /* Recalculate the boundaries */
2105 panel_bounds_center();
2107 p_ptr->update |= (PU_MONSTERS);
2109 p_ptr->redraw |= (PR_MAP);
2123 * @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
2124 * @param y 変更先のフロアY座標
2125 * @param x 変更先のフロアX座標
2127 * Handle a request to change the current panel
2128 * Return TRUE if the panel was changed.
2129 * Also used in do_cmd_locate
2130 * @return 実際に再描画が必要だった場合TRUEを返す
2132 static bool change_panel_xy(POSITION y, POSITION x)
2134 POSITION dy = 0, dx = 0;
2137 get_screen_size(&wid, &hgt);
2139 if (y < panel_row_min) dy = -1;
2140 if (y > panel_row_max) dy = 1;
2141 if (x < panel_col_min) dx = -1;
2142 if (x > panel_col_max) dx = 1;
2144 if (!dy && !dx) return (FALSE);
2146 return change_panel(dy, dx);
2151 * @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
2153 * Given an row (y) and col (x), this routine detects when a move
2154 * off the screen has occurred and figures new borders. -RAK-
2155 * "Update" forces a "full update" to take place.
2156 * The map is reprinted if necessary, and "TRUE" is returned.
2157 * @return 実際に再描画が必要だった場合TRUEを返す
2159 void verify_panel(void)
2161 POSITION y = p_ptr->y;
2162 POSITION x = p_ptr->x;
2170 get_screen_size(&wid, &hgt);
2172 max_prow_min = cur_hgt - hgt;
2173 max_pcol_min = cur_wid - wid;
2175 /* Bounds checking */
2176 if (max_prow_min < 0) max_prow_min = 0;
2177 if (max_pcol_min < 0) max_pcol_min = 0;
2179 /* Center on player */
2180 if (center_player && (center_running || !running))
2182 /* Center vertically */
2183 prow_min = y - hgt / 2;
2184 if (prow_min < 0) prow_min = 0;
2185 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2187 /* Center horizontally */
2188 pcol_min = x - wid / 2;
2189 if (pcol_min < 0) pcol_min = 0;
2190 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2194 prow_min = panel_row_min;
2195 pcol_min = panel_col_min;
2197 /* Scroll screen when 2 grids from top/bottom edge */
2198 if (y > panel_row_max - 2)
2200 while (y > prow_min + hgt-1 - 2)
2202 prow_min += (hgt / 2);
2206 if (y < panel_row_min + 2)
2208 while (y < prow_min + 2)
2210 prow_min -= (hgt / 2);
2214 if (prow_min > max_prow_min) prow_min = max_prow_min;
2215 if (prow_min < 0) prow_min = 0;
2217 /* Scroll screen when 4 grids from left/right edge */
2218 if (x > panel_col_max - 4)
2220 while (x > pcol_min + wid-1 - 4)
2222 pcol_min += (wid / 2);
2226 if (x < panel_col_min + 4)
2228 while (x < pcol_min + 4)
2230 pcol_min -= (wid / 2);
2234 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2235 if (pcol_min < 0) pcol_min = 0;
2238 /* Check for "no change" */
2239 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2241 /* Save the new panel info */
2242 panel_row_min = prow_min;
2243 panel_col_min = pcol_min;
2245 /* Hack -- optional disturb on "panel change" */
2246 if (disturb_panel && !center_player) disturb(FALSE, FALSE);
2248 /* Recalculate the boundaries */
2249 panel_bounds_center();
2251 p_ptr->update |= (PU_MONSTERS);
2253 p_ptr->redraw |= (PR_MAP);
2255 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2260 * Monster health description
2262 cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
2264 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2271 /* Determine if the monster is "living" */
2272 living = monster_living(ap_r_ptr);
2274 /* Calculate a health "percentage" */
2275 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2277 /* Healthy monsters */
2278 if (m_ptr->hp >= m_ptr->maxhp)
2282 desc = living ? "無傷" : "無ダメージ";
2284 desc = living ? "unhurt" : "undamaged";
2289 else if (perc >= 60)
2292 desc = living ? "軽傷" : "小ダメージ";
2294 desc = living ? "somewhat wounded" : "somewhat damaged";
2299 else if (perc >= 25)
2302 desc = living ? "負傷" : "中ダメージ";
2304 desc = living ? "wounded" : "damaged";
2309 else if (perc >= 10)
2312 desc = living ? "重傷" : "大ダメージ";
2314 desc = living ? "badly wounded" : "badly damaged";
2322 desc = living ? "半死半生" : "倒れかけ";
2324 desc = living ? "almost dead" : "almost destroyed";
2329 /* Need attitude information? */
2332 /* Full information is not needed */
2335 else if (is_pet(m_ptr))
2337 attitude = _(", ペット", ", pet");
2339 else if (is_friendly(m_ptr))
2341 attitude = _(", 友好的", ", friendly");
2345 attitude = _("", "");
2349 /* Clone monster? */
2350 if (m_ptr->smart & SM_CLONED)
2359 /* Display monster's level --- idea borrowed from ToME */
2360 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2362 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
2366 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
2373 * Angband sorting algorithm -- quick sort in place
2375 * Note that the details of the data we are sorting is hidden,
2376 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2377 * function hooks to interact with the data, which is given as
2378 * two pointers, and which may have any user-defined form.
2380 void ang_sort_aux(vptr u, vptr v, int p, int q)
2398 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2401 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2403 /* Done partition */
2407 (*ang_sort_swap)(u, v, a, b);
2413 /* Recurse left side */
2414 ang_sort_aux(u, v, p, b);
2416 /* Recurse right side */
2417 ang_sort_aux(u, v, b+1, q);
2422 * Angband sorting algorithm -- quick sort in place
2424 * Note that the details of the data we are sorting is hidden,
2425 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2426 * function hooks to interact with the data, which is given as
2427 * two pointers, and which may have any user-defined form.
2429 void ang_sort(vptr u, vptr v, int n)
2431 /* Sort the array */
2432 ang_sort_aux(u, v, 0, n-1);
2437 /*** Targeting Code ***/
2441 * Determine is a monster makes a reasonable target
2443 * The concept of "targeting" was stolen from "Morgul" (?)
2445 * The player can target any location, or any "target-able" monster.
2447 * Currently, a monster is "target_able" if it is visible, and if
2448 * the player can hit it with a projection, and the player is not
2449 * hallucinating. This allows use of "use closest target" macros.
2451 * Future versions may restrict the ability to target "trappers"
2452 * and "mimics", but the semantics is a little bit weird.
2454 bool target_able(MONSTER_IDX m_idx)
2456 monster_type *m_ptr = &m_list[m_idx];
2458 /* Monster must be alive */
2459 if (!m_ptr->r_idx) return (FALSE);
2461 /* Hack -- no targeting hallucinations */
2462 if (p_ptr->image) return (FALSE);
2464 /* Monster must be visible */
2465 if (!m_ptr->ml) return (FALSE);
2467 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2469 /* Monster must be projectable */
2470 if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
2472 /* Hack -- Never target trappers */
2473 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2483 * Update (if necessary) and verify (if possible) the target.
2485 * We return TRUE if the target is "okay" and FALSE otherwise.
2487 bool target_okay(void)
2489 /* Accept stationary targets */
2490 if (target_who < 0) return (TRUE);
2492 /* Check moving targets */
2495 /* Accept reasonable targets */
2496 if (target_able(target_who))
2498 monster_type *m_ptr = &m_list[target_who];
2500 /* Acquire monster location */
2501 target_row = m_ptr->fy;
2502 target_col = m_ptr->fx;
2509 /* Assume no target */
2515 * Sorting hook -- comp function -- by "distance to player"
2517 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2518 * and sort the arrays by double-distance to the player.
2520 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2522 POSITION *x = (POSITION*)(u);
2523 POSITION *y = (POSITION*)(v);
2525 POSITION da, db, kx, ky;
2527 /* Absolute distance components */
2528 kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
2529 ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
2531 /* Approximate Double Distance to the first point */
2532 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2534 /* Absolute distance components */
2535 kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
2536 ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
2538 /* Approximate Double Distance to the first point */
2539 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2541 /* Compare the distances */
2547 * Sorting hook -- comp function -- by importance level of grids
2549 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2550 * and sort the arrays by level of monster
2552 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2554 POSITION *x = (POSITION*)(u);
2555 POSITION *y = (POSITION*)(v);
2556 cave_type *ca_ptr = &cave[y[a]][x[a]];
2557 cave_type *cb_ptr = &cave[y[b]][x[b]];
2558 monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2559 monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2560 monster_race *ap_ra_ptr, *ap_rb_ptr;
2562 /* The player grid */
2563 if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
2564 if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
2566 /* Extract monster race */
2567 if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2568 else ap_ra_ptr = NULL;
2569 if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2570 else ap_rb_ptr = NULL;
2572 if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2573 if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2575 /* Compare two monsters */
2576 if (ap_ra_ptr && ap_rb_ptr)
2578 /* Unique monsters first */
2579 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2580 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2582 /* Shadowers first (あやしい影) */
2583 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2584 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2586 /* Unknown monsters first */
2587 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2588 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2590 /* Higher level monsters first (if known) */
2591 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2593 if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2594 if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2597 /* Sort by index if all conditions are same */
2598 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2599 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2602 /* An object get higher priority */
2603 if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2604 if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2606 /* Priority from the terrain */
2607 if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2608 if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2610 /* If all conditions are same, compare distance */
2611 return ang_sort_comp_distance(u, v, a, b);
2616 * Sorting hook -- swap function -- by "distance to player"
2618 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2619 * and sort the arrays by distance to the player.
2621 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2623 POSITION *x = (POSITION*)(u);
2624 POSITION *y = (POSITION*)(v);
2642 * Hack -- help "select" a location (see below)
2644 static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
2647 POSITION x2, y2, x3, y3, x4, y4;
2648 POSITION_IDX b_i = -1, b_v = 9999;
2651 /* Scan the locations */
2652 for (i = 0; i < temp_n; i++)
2658 /* Directed distance */
2662 /* Verify quadrant */
2663 if (dx && (x3 * dx <= 0)) continue;
2664 if (dy && (y3 * dy <= 0)) continue;
2666 /* Absolute distance */
2670 /* Verify quadrant */
2671 if (dy && !dx && (x4 > y4)) continue;
2672 if (dx && !dy && (y4 > x4)) continue;
2674 /* Approximate Double Distance */
2675 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2677 /* Penalize location */
2680 if ((b_i >= 0) && (v >= b_v)) continue;
2690 * Hack -- determine if a given location is "interesting"
2692 static bool target_set_accept(POSITION y, POSITION x)
2695 OBJECT_IDX this_o_idx, next_o_idx = 0;
2698 if (!(in_bounds(y, x))) return (FALSE);
2700 /* Player grid is always interesting */
2701 if (player_bold(y, x)) return (TRUE);
2703 /* Handle hallucination */
2704 if (p_ptr->image) return (FALSE);
2706 /* Examine the grid */
2707 c_ptr = &cave[y][x];
2709 /* Visible monsters */
2712 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2714 /* Visible monsters */
2715 if (m_ptr->ml) return (TRUE);
2718 /* Scan all objects in the grid */
2719 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2723 /* Acquire object */
2724 o_ptr = &o_list[this_o_idx];
2726 /* Acquire next object */
2727 next_o_idx = o_ptr->next_o_idx;
2729 /* Memorized object */
2730 if (o_ptr->marked & OM_FOUND) return (TRUE);
2733 /* Interesting memorized features */
2734 if (c_ptr->info & (CAVE_MARK))
2736 /* Notice object features */
2737 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2739 /* Feature code (applying "mimic" field) */
2740 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
2748 * Prepare the "temp" array for "target_set"
2750 * Return the number of target_able monsters in the set.
2752 static void target_set_prepare(BIT_FLAGS mode)
2755 POSITION min_hgt, max_hgt, min_wid, max_wid;
2757 if (mode & TARGET_KILL)
2760 min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
2761 max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
2762 min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
2763 max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
2765 else /* not targetting */
2768 min_hgt = panel_row_min;
2769 max_hgt = panel_row_max;
2770 min_wid = panel_col_min;
2771 max_wid = panel_col_max;
2774 /* Reset "temp" array */
2777 /* Scan the current panel */
2778 for (y = min_hgt; y <= max_hgt; y++)
2780 for (x = min_wid; x <= max_wid; x++)
2784 /* Require "interesting" contents */
2785 if (!target_set_accept(y, x)) continue;
2787 c_ptr = &cave[y][x];
2789 /* Require target_able monsters for "TARGET_KILL" */
2790 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2792 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2794 /* Save the location */
2801 /* Set the sort hooks */
2802 if (mode & (TARGET_KILL))
2804 /* Target the nearest monster for shooting */
2805 ang_sort_comp = ang_sort_comp_distance;
2806 ang_sort_swap = ang_sort_swap_distance;
2810 /* Look important grids first in Look command */
2811 ang_sort_comp = ang_sort_comp_importance;
2812 ang_sort_swap = ang_sort_swap_distance;
2815 /* Sort the positions */
2816 ang_sort(temp_x, temp_y, temp_n);
2818 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2823 temp_y[0] = temp_y[1];
2826 temp_x[0] = temp_x[1];
2831 void target_set_prepare_look(void){
2832 target_set_prepare(TARGET_LOOK);
2837 * Evaluate number of kill needed to gain level
2839 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
2841 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2843 s32b exp_mon, exp_adv;
2844 u32b exp_mon_frac, exp_adv_frac;
2846 if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
2851 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
2861 /* The monster's experience point (assuming average monster speed) */
2862 exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
2864 s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
2867 /* Total experience value for next level */
2868 exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
2870 s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
2872 /* Experience value need to get */
2873 s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
2876 /* You need to kill at least one monster to get any experience */
2877 s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2878 s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
2880 /* Extract number of monsters needed */
2881 s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2883 /* If 999 or more monsters needed, only display "999". */
2884 num = MIN(999, exp_adv_frac);
2886 /* Display the number */
2887 sprintf(buf,"%03ld", (long int)num);
2891 bool show_gold_on_floor = FALSE;
2894 * Examine a grid, return a keypress.
2896 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
2897 * indicates that the "space" key should scan through the contents
2898 * of the grid, instead of simply returning immediately. This lets
2899 * the "look" command get complete information, without making the
2900 * "target" command annoying.
2902 * The "info" argument contains the "commands" which should be shown
2903 * inside the "[xxx]" text. This string must never be empty, or grids
2904 * containing monsters will be displayed with an extra comma.
2906 * Note that if a monster is in the grid, we update both the monster
2907 * recall info and the health bar info to track that monster.
2909 * Eventually, we may allow multiple objects per grid, or objects
2910 * and terrain features in the same grid.
2912 * This function must handle blindness/hallucination.
2914 static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
2916 cave_type *c_ptr = &cave[y][x];
2917 OBJECT_IDX this_o_idx, next_o_idx = 0;
2918 cptr s1 = "", s2 = "", s3 = "", x_info = "";
2921 feature_type *f_ptr;
2922 char query = '\001';
2923 char out_val[MAX_NLEN+80];
2924 OBJECT_IDX floor_list[23];
2925 ITEM_NUMBER floor_num = 0;
2927 /* Scan all objects in the grid */
2930 floor_num = scan_floor(floor_list, y, x, 0x02);
2934 x_info = _("x物 ", "x,");
2938 /* Hack -- under the player */
2939 if (player_bold(y, x))
2955 s1 = _("ターゲット:", "Target:");
2958 /* Hack -- hallucination */
2961 cptr name = _("何か奇妙な物", "something strange");
2963 /* Display a message */
2965 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
2967 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
2971 move_cursor_relative(y, x);
2974 /* Stop on everything but "return" */
2975 if ((query != '\r') && (query != '\n')) return query;
2977 /* Repeat forever */
2982 /* Actual monsters */
2983 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
2985 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2986 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2988 bool recall = FALSE;
2993 /* Get the monster name ("a kobold") */
2994 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2996 /* Hack -- track this monster race */
2997 monster_race_track(m_ptr->ap_r_idx);
2999 /* Hack -- health bar for this monster */
3000 health_track(c_ptr->m_idx);
3002 /* Hack -- handle stuff */
3016 /* Recall on screen */
3017 screen_roff(m_ptr->ap_r_idx, 0);
3019 /* Hack -- Complete the prompt (again) */
3020 Term_addstr(-1, TERM_WHITE, format(_(" [r思 %s%s]", " [r,%s%s]"), x_info, info));
3028 /* Normal commands */
3029 if (query != 'r') break;
3034 /* Cleare recall text and repeat */
3040 /* Describe, and prompt for recall */
3041 evaluate_monster_exp(acount, m_ptr);
3044 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);
3046 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);
3052 move_cursor_relative(y, x);
3057 /* Normal commands */
3058 if (query != 'r') break;
3064 /* Always stop at "normal" keys */
3065 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3067 /* Sometimes stop at "space" key */
3068 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3070 /* Change the intro */
3071 s1 = _("それは", "It is ");
3073 /* Hack -- take account of gender */
3074 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
3075 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
3077 /* Use a preposition */
3086 /* Scan all objects being carried */
3087 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3089 char o_name[MAX_NLEN];
3093 /* Acquire object */
3094 o_ptr = &o_list[this_o_idx];
3096 /* Acquire next object */
3097 next_o_idx = o_ptr->next_o_idx;
3099 /* Obtain an object description */
3100 object_desc(o_name, o_ptr, 0);
3103 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3105 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3109 move_cursor_relative(y, x);
3112 /* Always stop at "normal" keys */
3113 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3115 /* Sometimes stop at "space" key */
3116 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3118 /* Change the intro */
3119 s2 = _("をまた", "also carrying ");
3122 /* Use a preposition */
3139 char o_name[MAX_NLEN];
3143 /* Acquire object */
3144 o_ptr = &o_list[floor_list[0]];
3146 object_desc(o_name, o_ptr, 0);
3149 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3151 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3155 move_cursor_relative(y, x);
3164 /* Provide one cushion before item listing */
3167 /* Display rough information about items */
3169 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);
3171 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]", s1, s2, s3, (int)floor_num, info);
3175 move_cursor_relative(y, x);
3180 /* No request for listing */
3181 if (query != 'x' && query != ' ') return query;
3185 /** Display list of items **/
3187 /* Continue scrolling list if requested */
3195 show_gold_on_floor = TRUE;
3196 (void)show_floor(0, y, x, &min_width);
3197 show_gold_on_floor = FALSE;
3201 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);
3203 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]", s1, s2, s3, (int)floor_num, info);
3210 /* Exit unless 'Enter' */
3211 if (query != '\n' && query != '\r')
3216 /* Get the object being moved. */
3217 o_idx = c_ptr->o_idx;
3219 /* Only rotate a pile of two or more objects. */
3220 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3222 /* Remove the first object from the list. */
3223 excise_object_idx(o_idx);
3225 /* Find end of the list. */
3227 while (o_list[i].next_o_idx)
3228 i = o_list[i].next_o_idx;
3230 /* Add after the last object. */
3231 o_list[i].next_o_idx = o_idx;
3233 /* Loop and re-display the list */
3240 /* Scan all objects in the grid */
3241 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3245 /* Acquire object */
3246 o_ptr = &o_list[this_o_idx];
3248 /* Acquire next object */
3249 next_o_idx = o_ptr->next_o_idx;
3252 if (o_ptr->marked & OM_FOUND)
3254 char o_name[MAX_NLEN];
3259 /* Obtain an object description */
3260 object_desc(o_name, o_ptr, 0);
3263 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3265 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3269 move_cursor_relative(y, x);
3272 /* Always stop at "normal" keys */
3273 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3275 /* Sometimes stop at "space" key */
3276 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3278 /* Change the intro */
3279 s1 = _("それは", "It is ");
3282 if (o_ptr->number != 1) s1 = _("それらは", "They are ");
3296 /* Feature code (applying "mimic" field) */
3297 feat = get_feat_mimic(c_ptr);
3299 /* Require knowledge about grid, or ability to see grid */
3300 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3302 /* Forget feature */
3306 f_ptr = &f_info[feat];
3308 /* Terrain feature if needed */
3309 if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3313 /* Hack -- special handling for quest entrances */
3314 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3316 /* Set the quest number temporary */
3317 IDX old_quest = p_ptr->inside_quest;
3320 /* Clear the text */
3321 for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3322 quest_text_line = 0;
3324 p_ptr->inside_quest = c_ptr->special;
3326 /* Get the quest text */
3327 init_flags = INIT_NAME_ONLY;
3329 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3331 name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"),
3332 quest[c_ptr->special].name, quest[c_ptr->special].level);
3334 /* Reset the old quest number */
3335 p_ptr->inside_quest = old_quest;
3338 /* Hack -- special handling for building doors */
3339 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3341 name = building[f_ptr->subtype].name;
3343 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3345 name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3347 else if (have_flag(f_ptr->flags, FF_TOWN))
3349 name = town[c_ptr->special].name;
3351 else if (p_ptr->wild_mode && (feat == feat_floor))
3353 name = _("道", "road");
3357 name = f_name + f_ptr->name;
3363 ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3364 (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3365 have_flag(f_ptr->flags, FF_TOWN)))
3367 s2 = _("の中", "in ");
3370 /* Hack -- special introduction for store & building doors -KMW- */
3371 if (have_flag(f_ptr->flags, FF_STORE) ||
3372 have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3373 (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3374 have_flag(f_ptr->flags, FF_ENTRANCE))
3383 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3384 have_flag(f_ptr->flags, FF_TOWN) ||
3385 have_flag(f_ptr->flags, FF_SHALLOW) ||
3386 have_flag(f_ptr->flags, FF_DEEP))
3392 /* Pick proper indefinite article */
3393 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3397 /* Display a message */
3401 if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3402 else sprintf(f_idx_str, "%d", c_ptr->feat);
3404 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]);
3406 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);
3411 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3413 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3417 move_cursor_relative(y, x);
3420 /* Always stop at "normal" keys */
3421 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3424 /* Stop on everything but "return" */
3425 if ((query != '\r') && (query != '\n')) return query;
3427 /* Repeat forever */
3433 * Handle "target" and "look".
3435 * Note that this code can be called from "get_aim_dir()".
3437 * All locations must be on the current panel. Consider the use of
3438 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3439 * some form of "scrolling" the map around the cursor.
3440 * That is, consider the possibility of "auto-scrolling" the screen
3441 * while the cursor moves around. This may require changes in the
3442 * "update_monster()" code to allow "visibility" even if off panel, and
3443 * may require dynamic recalculation of the "temp" grid set.
3445 * Hack -- targeting/observing an "outer border grid" may induce
3446 * problems, so this is not currently allowed.
3448 * The player can use the direction keys to move among "interesting"
3449 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3450 * move through the "interesting" grids in a sequential manner, or
3451 * can enter "location" mode, and use the direction keys to move one
3452 * grid at a time in any direction. The "t" (set target) command will
3453 * only target a monster (as opposed to a location) if the monster is
3454 * target_able and the "interesting" mode is being used.
3456 * The current grid is described using the "look" method above, and
3457 * a new command may be entered at any time, but note that if the
3458 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3459 * where "space" has no obvious meaning) then "space" will scan
3460 * through the description of the current grid until done, instead
3461 * of immediately jumping to the next "interesting" grid. This
3462 * allows the "target" command to retain its old semantics.
3464 * The "*", "+", and "-" keys may always be used to jump immediately
3465 * to the next (or previous) interesting grid, in the proper mode.
3467 * The "return" key may always be used to scan through a complete
3468 * grid description (forever).
3470 * This command will cancel any old target, even if used from
3471 * inside the "look" command.
3473 bool target_set(BIT_FLAGS mode)
3476 POSITION y = p_ptr->y;
3477 POSITION x = p_ptr->x;
3489 get_screen_size(&wid, &hgt);
3495 /* Cancel tracking */
3496 /* health_track(0); */
3498 if (rogue_like_commands)
3507 /* Prepare the "temp" array */
3508 target_set_prepare(mode);
3510 /* Start near the player */
3516 /* Interesting grids */
3523 change_panel_xy(y, x);
3525 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3528 c_ptr = &cave[y][x];
3531 if (target_able(c_ptr->m_idx))
3533 strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
3536 /* Dis-allow target */
3539 strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
3545 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3546 los(p_ptr->y, p_ptr->x, y, x),
3547 projectable(p_ptr->y, p_ptr->x, y, x));
3548 strcat(info, cheatinfo);
3551 /* Describe and Prompt */
3553 query = target_set_aux(y, x, mode, info);
3557 /* Cancel tracking */
3558 /* health_track(0); */
3560 /* Assume no "direction" */
3565 if (query == '\r') query = 't';
3583 if (target_able(c_ptr->m_idx))
3585 health_track(c_ptr->m_idx);
3586 target_who = c_ptr->m_idx;
3605 if (!expand_list) done = TRUE;
3615 if (!expand_list) done = TRUE;
3622 /* Recenter the map around the player */
3625 p_ptr->update |= (PU_MONSTERS);
3627 p_ptr->redraw |= (PR_MAP);
3629 p_ptr->window |= (PW_OVERHEAD);
3634 /* Recalculate interesting grids */
3635 target_set_prepare(mode);
3654 if(query == same_key)
3659 if (!expand_list) done = TRUE;
3664 /* Extract the action (if any) */
3665 d = get_keymap_dir(query);
3672 /* Hack -- move around */
3675 /* Modified to scroll to monster */
3676 POSITION y2 = panel_row_min;
3677 POSITION x2 = panel_col_min;
3679 /* Find a new monster */
3680 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3682 /* Request to target past last interesting grid */
3683 while (flag && (i < 0))
3685 /* Note the change */
3686 if (change_panel(ddy[d], ddx[d]))
3691 /* Recalculate interesting grids */
3692 target_set_prepare(mode);
3694 /* Look at interesting grids */
3697 /* Find a new monster */
3698 i = target_pick(v, u, ddy[d], ddx[d]);
3704 /* Nothing interesting */
3710 /* Restore previous position */
3713 panel_bounds_center();
3715 p_ptr->update |= (PU_MONSTERS);
3717 p_ptr->redraw |= (PR_MAP);
3719 p_ptr->window |= (PW_OVERHEAD);
3724 /* Recalculate interesting grids */
3725 target_set_prepare(mode);
3727 /* Look at boring grids */
3734 /* Do not move horizontally if unnecessary */
3735 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3736 ((x > panel_col_min + wid / 2) && (dx < 0)))
3741 /* Do not move vertically if unnecessary */
3742 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3743 ((y > panel_row_min + hgt / 2) && (dy < 0)))
3748 /* Apply the motion */
3749 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3750 (x >= panel_col_min+wid) || (x < panel_col_min))
3752 if (change_panel(dy, dx)) target_set_prepare(mode);
3755 /* Slide into legality */
3756 if (x >= cur_wid-1) x = cur_wid - 2;
3757 else if (x <= 0) x = 1;
3759 /* Slide into legality */
3760 if (y >= cur_hgt-1) y = cur_hgt- 2;
3761 else if (y <= 0) y = 1;
3770 /* Arbitrary grids */
3773 bool move_fast = FALSE;
3775 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3778 c_ptr = &cave[y][x];
3780 /* Default prompt */
3781 strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
3786 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3787 los(p_ptr->y, p_ptr->x, y, x),
3788 projectable(p_ptr->y, p_ptr->x, y, x));
3789 strcat(info, cheatinfo);
3792 /* Describe and Prompt (enable "TARGET_LOOK") */
3793 while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
3795 /* Cancel tracking */
3796 /* health_track(0); */
3798 /* Assume no direction */
3803 if (query == '\r') query = 't';
3806 /* Analyze the keypress */
3830 /* Recenter the map around the player */
3833 p_ptr->update |= (PU_MONSTERS);
3835 p_ptr->redraw |= (PR_MAP);
3837 p_ptr->window |= (PW_OVERHEAD);
3842 /* Recalculate interesting grids */
3843 target_set_prepare(mode);
3865 /* Pick a nearby monster */
3866 for (i = 0; i < temp_n; i++)
3868 t = distance(y, x, temp_y[i], temp_x[i]);
3878 /* Nothing interesting */
3879 if (bd == 999) flag = FALSE;
3886 /* Extract the action (if any) */
3887 d = get_keymap_dir(query);
3889 /* XTRA HACK MOVEFAST */
3890 if (isupper(query)) move_fast = TRUE;
3897 /* Handle "direction" */
3903 /* XTRA HACK MOVEFAST */
3906 int mag = MIN(wid / 2, hgt / 2);
3916 /* Do not move horizontally if unnecessary */
3917 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3918 ((x > panel_col_min + wid / 2) && (dx < 0)))
3923 /* Do not move vertically if unnecessary */
3924 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3925 ((y > panel_row_min + hgt / 2) && (dy < 0)))
3930 /* Apply the motion */
3931 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
3932 (x >= panel_col_min + wid) || (x < panel_col_min))
3934 if (change_panel(dy, dx)) target_set_prepare(mode);
3937 /* Slide into legality */
3938 if (x >= cur_wid-1) x = cur_wid - 2;
3939 else if (x <= 0) x = 1;
3941 /* Slide into legality */
3942 if (y >= cur_hgt-1) y = cur_hgt- 2;
3943 else if (y <= 0) y = 1;
3951 /* Clear the top line */
3954 /* Recenter the map around the player */
3957 p_ptr->update |= (PU_MONSTERS);
3959 p_ptr->redraw |= (PR_MAP);
3961 p_ptr->window |= (PW_OVERHEAD);
3966 /* Failure to set target */
3967 if (!target_who) return (FALSE);
3975 * Get an "aiming direction" from the user.
3977 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
3978 * "0" for "current target", and "-1" for "entry aborted".
3980 * Note that "Force Target", if set, will pre-empt user interaction,
3981 * if there is a usable target already set.
3983 * Note that confusion over-rides any (explicit?) user choice.
3985 bool get_aim_dir(DIRECTION *dp)
3994 /* Global direction */
3997 /* Hack -- auto-target if requested */
3998 if (use_old_target && target_okay()) dir = 5;
4000 if (repeat_pull(&code))
4005 if (!(code == 5 && !target_okay()))
4007 /* return (TRUE); */
4008 dir = (DIRECTION)code;
4011 *dp = (DIRECTION)code;
4013 /* Ask until satisfied */
4016 /* Choose a prompt */
4019 p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
4023 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)? ");
4026 /* Get a command (or Cancel) */
4027 if (!get_com(p, &command, TRUE)) break;
4031 if (command == '\r') command = 't';
4034 /* Convert various keys to "standard" keys */
4037 /* Use current target */
4048 /* Set new target */
4053 if (target_set(TARGET_KILL)) dir = 5;
4059 /* Extract the action (if any) */
4060 dir = get_keymap_dir(command);
4066 /* Verify requested targets */
4067 if ((dir == 5) && !target_okay()) dir = 0;
4076 project_length = 0; /* reset to default */
4080 /* Save the direction */
4083 /* Check for confusion */
4084 if (p_ptr->confused)
4086 /* Random direction */
4087 dir = ddd[randint0(8)];
4090 /* Notice confusion */
4091 if (command_dir != dir)
4094 msg_print(_("あなたは混乱している。", "You are confused."));
4097 /* Save direction */
4100 /* repeat_push(dir); */
4101 repeat_push((COMMAND_CODE)command_dir);
4103 /* A "valid" direction was entered */
4108 bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
4116 /* Global direction */
4119 if (repeat_pull(&code))
4121 dir = (DIRECTION)code;
4122 /* return (TRUE); */
4124 *dp = (DIRECTION)code;
4128 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4132 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4135 /* Get a direction */
4140 /* Get a command (or Cancel) */
4141 if (!get_com(prompt, &ch, TRUE)) break;
4144 if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4150 /* Look up the direction */
4151 dir = get_keymap_dir(ch);
4157 /* Prevent weirdness */
4158 if ((dir == 5) && (!allow_under)) dir = 0;
4161 if (!dir) return (FALSE);
4163 /* Save desired direction */
4166 /* Apply "confusion" */
4167 if (p_ptr->confused)
4169 /* Standard confusion */
4170 if (randint0(100) < 75)
4172 /* Random direction */
4173 dir = ddd[randint0(8)];
4176 else if (p_ptr->riding && with_steed)
4178 monster_type *m_ptr = &m_list[p_ptr->riding];
4179 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4181 if (MON_CONFUSED(m_ptr))
4183 /* Standard confusion */
4184 if (randint0(100) < 75)
4186 /* Random direction */
4187 dir = ddd[randint0(8)];
4190 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4192 /* Random direction */
4193 dir = ddd[randint0(8)];
4195 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4197 /* Random direction */
4198 dir = ddd[randint0(8)];
4202 /* Notice confusion */
4203 if (command_dir != dir)
4205 if (p_ptr->confused)
4208 msg_print(_("あなたは混乱している。", "You are confused."));
4213 monster_type *m_ptr = &m_list[p_ptr->riding];
4215 monster_desc(m_name, m_ptr, 0);
4216 if (MON_CONFUSED(m_ptr))
4218 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4222 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4227 /* Save direction */
4230 /* repeat_push(dir); */
4231 repeat_push((COMMAND_CODE)command_dir);
4238 * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4239 * and place it into "command_dir", unless we already have one.
4241 * This function should be used for all "repeatable" commands, such as
4242 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4243 * as all commands which must reference a grid adjacent to the player,
4244 * and which may not reference the grid under the player. Note that,
4245 * for example, it is no longer possible to "disarm" or "open" chests
4246 * in the same grid as the player.
4248 * Direction "5" is illegal and will (cleanly) abort the command.
4250 * This function tracks and uses the "global direction", and uses
4251 * that as the "desired direction", to which "confusion" is applied.
4253 bool get_rep_dir(DIRECTION *dp, bool under)
4261 /* Global direction */
4264 if (repeat_pull(&code))
4266 dir = (DIRECTION)code;
4267 /* return (TRUE); */
4269 *dp = (DIRECTION)code;
4273 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4277 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4280 /* Get a direction */
4285 /* Get a command (or Cancel) */
4286 if (!get_com(prompt, &ch, TRUE)) break;
4289 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4295 /* Look up the direction */
4296 dir = get_keymap_dir(ch);
4302 /* Prevent weirdness */
4303 if ((dir == 5) && (!under)) dir = 0;
4306 if (!dir) return (FALSE);
4308 /* Save desired direction */
4311 /* Apply "confusion" */
4312 if (p_ptr->confused)
4314 /* Standard confusion */
4315 if (randint0(100) < 75)
4317 /* Random direction */
4318 dir = ddd[randint0(8)];
4321 else if (p_ptr->riding)
4323 monster_type *m_ptr = &m_list[p_ptr->riding];
4324 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4326 if (MON_CONFUSED(m_ptr))
4328 /* Standard confusion */
4329 if (randint0(100) < 75)
4331 /* Random direction */
4332 dir = ddd[randint0(8)];
4335 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4337 /* Random direction */
4338 dir = ddd[randint0(8)];
4340 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4342 /* Random direction */
4343 dir = ddd[randint0(8)];
4347 /* Notice confusion */
4348 if (command_dir != dir)
4350 if (p_ptr->confused)
4353 msg_print(_("あなたは混乱している。", "You are confused."));
4358 monster_type *m_ptr = &m_list[p_ptr->riding];
4360 monster_desc(m_name, m_ptr, 0);
4361 if (MON_CONFUSED(m_ptr))
4363 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4367 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4372 /* Save direction */
4375 /* repeat_push(dir); */
4376 repeat_push((COMMAND_CODE)command_dir);
4382 void gain_level_reward(int chosen_reward)
4386 char wrath_reason[32] = "";
4387 int nasty_chance = 6;
4388 OBJECT_TYPE_VALUE dummy = 0;
4389 OBJECT_SUBTYPE_VALUE dummy2 = 0;
4392 char o_name[MAX_NLEN];
4398 if (multi_rew) return;
4399 else multi_rew = TRUE;
4403 if (p_ptr->lev == 13) nasty_chance = 2;
4404 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4405 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4407 if (one_in_(nasty_chance))
4408 type = randint1(20); /* Allow the 'nasty' effects */
4410 type = randint1(15) + 5; /* Or disallow them */
4412 if (type < 1) type = 1;
4413 if (type > 20) type = 20;
4417 sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
4419 effect = chaos_rewards[p_ptr->chaos_patron][type];
4421 if (one_in_(6) && !chosen_reward)
4423 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]);
4424 (void)gain_random_mutation(0);
4425 reward = _("変異した。", "mutation");
4429 switch (chosen_reward ? chosen_reward : effect)
4434 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4435 msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
4438 reward = _("変異した。", "polymorphing");
4443 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4444 msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
4446 if (p_ptr->prace == RACE_ANDROID)
4448 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4450 else if (p_ptr->exp < PY_MAX_EXP)
4452 s32b ee = (p_ptr->exp / 2) + 10;
4453 if (ee > 100000L) ee = 100000L;
4454 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4457 reward = _("経験値を得た", "experience");
4463 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4464 msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
4466 if (p_ptr->prace == RACE_ANDROID)
4468 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4472 lose_exp(p_ptr->exp / 6);
4473 reward = _("経験値を失った。", "losing experience");
4479 msg_format("%sの声がささやいた:",
4480 chaos_patrons[p_ptr->chaos_patron]);
4482 msg_format("The voice of %s whispers:",
4483 chaos_patrons[p_ptr->chaos_patron]);
4486 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4488 acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
4489 reward = _("上質なアイテムを手に入れた。", "a good item");
4494 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4495 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4497 acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
4498 reward = _("高級品のアイテムを手に入れた。", "an excellent item");
4503 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4504 msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
4506 /* Get local object */
4509 switch (randint1(p_ptr->lev))
4515 dummy2 = SV_MAIN_GAUCHE;
4524 dummy2 = SV_SMALL_SWORD;
4527 dummy2 = SV_BASILLARD;
4529 case 11: case 12: case 13:
4530 dummy2 = SV_SHORT_SWORD;
4536 dummy2 = SV_CUTLASS;
4539 dummy2 = SV_WAKIZASHI;
4542 dummy2 = SV_KHOPESH;
4548 dummy2 = SV_BROAD_SWORD;
4551 dummy2 = SV_LONG_SWORD;
4554 dummy2 = SV_SCIMITAR;
4557 dummy2 = SV_NINJATO;
4563 dummy2 = SV_BASTARD_SWORD;
4566 dummy2 = SV_GREAT_SCIMITAR;
4569 dummy2 = SV_CLAYMORE;
4572 dummy2 = SV_ESPADON;
4575 dummy2 = SV_TWO_HANDED_SWORD;
4578 dummy2 = SV_FLAMBERGE;
4581 dummy2 = SV_NO_DACHI;
4584 dummy2 = SV_EXECUTIONERS_SWORD;
4587 dummy2 = SV_ZWEIHANDER;
4590 dummy2 = SV_HAYABUSA;
4593 dummy2 = SV_BLADE_OF_CHAOS;
4596 object_prep(q_ptr, lookup_kind(dummy, dummy2));
4597 q_ptr->to_h = 3 + randint1(dun_level) % 10;
4598 q_ptr->to_d = 3 + randint1(dun_level) % 10;
4599 one_resistance(q_ptr);
4600 q_ptr->name2 = EGO_CHAOTIC;
4602 /* Drop it in the dungeon */
4603 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
4604 reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
4609 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4610 msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
4612 acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
4613 reward = _("上質なアイテムを手に入れた。", "good items");
4618 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4619 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.'"));
4621 acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
4622 reward = _("高級品のアイテムを手に入れた。", "excellent items");
4627 msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
4629 msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
4632 msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
4634 (void)activate_ty_curse(FALSE, &count);
4635 reward = _("禍々しい呪いをかけられた。", "cursing");
4640 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4641 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!'"));
4643 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4645 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4647 reward = _("モンスターを召喚された。", "summoning hostile monsters");
4653 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4654 msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
4656 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4657 reward = _("モンスターを召喚された。", "summoning many hostile monsters");
4663 msg_format("%sの声が響き渡った:",
4664 chaos_patrons[p_ptr->chaos_patron]);
4666 msg_format("The voice of %s booms out:",
4667 chaos_patrons[p_ptr->chaos_patron]);
4670 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4673 reward = _("カオスの力が渦巻いた。", "calling chaos");
4679 msg_format("%sの声が鳴り響いた:",
4680 chaos_patrons[p_ptr->chaos_patron]);
4682 msg_format("The voice of %s rings out:",
4683 chaos_patrons[p_ptr->chaos_patron]);
4686 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.'"));
4688 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4689 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
4691 do_inc_stat(randint0(6));
4692 reward = _("能力値が上がった。", "increasing a stat");
4698 msg_format("%sの声が響き渡った:",
4699 chaos_patrons[p_ptr->chaos_patron]);
4701 msg_format("The voice of %s booms out:",
4702 chaos_patrons[p_ptr->chaos_patron]);
4705 msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
4707 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4708 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
4710 (void)do_dec_stat(randint0(6));
4711 reward = _("能力値が下がった。", "decreasing a stat");
4718 msg_format("%sの声が轟き渡った:",
4719 chaos_patrons[p_ptr->chaos_patron]);
4721 msg_format("The voice of %s thunders:",
4722 chaos_patrons[p_ptr->chaos_patron]);
4725 msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
4726 msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
4728 for (dummy = 0; dummy < 6; dummy++)
4730 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4732 reward = _("全能力値が下がった。", "decreasing all stats");
4737 msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
4738 chaos_patrons[p_ptr->chaos_patron]);
4740 reward = _("傷が変化した。", "polymorphing wounds");
4745 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4747 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!'"));
4749 for (dummy = 0; dummy < 6; dummy++)
4751 (void)do_inc_stat(dummy);
4753 reward = _("全能力値が上がった。", "increasing all stats");
4758 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4759 msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
4761 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
4762 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
4763 reward = _("分解の球が発生した。", "generating disintegration ball");
4768 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4769 (void)restore_level();
4770 (void)restore_all_status();
4771 (void)true_healing(5000);
4772 reward = _("体力が回復した。", "healing");
4777 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4778 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4779 msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
4782 if (buki_motteruka(INVEN_LARM))
4785 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4787 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4788 (void)curse_weapon(FALSE, dummy);
4789 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4794 if (!inventory[INVEN_BODY].k_idx) break;
4795 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4796 msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
4798 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4799 (void)curse_armor();
4800 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4804 msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
4805 msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
4807 switch (randint1(4))
4810 (void)activate_ty_curse(FALSE, &count);
4811 reward = _("禍々しい呪いをかけられた。", "cursing");
4814 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4815 reward = _("モンスターを召喚された。", "summoning hostile monsters");
4820 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4822 if (buki_motteruka(INVEN_LARM))
4825 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4827 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4828 (void)curse_weapon(FALSE, dummy);
4829 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4833 if (!inventory[INVEN_BODY].k_idx) break;
4834 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4835 (void)curse_armor();
4836 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4840 for (dummy = 0; dummy < 6; dummy++)
4842 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4844 reward = _("全能力値が下がった。", "decreasing all stats");
4851 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
4852 msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
4854 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
4855 for (dummy = 0; dummy < 6; dummy++)
4857 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
4859 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4860 (void)activate_ty_curse(FALSE, &count);
4865 if (buki_motteruka(INVEN_RARM))
4868 if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
4870 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
4872 if (dummy) (void)curse_weapon(FALSE, dummy);
4874 if (one_in_(2)) (void)curse_armor();
4879 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4880 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4882 (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
4883 reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
4888 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4889 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4890 (void)symbol_genocide(0, FALSE);
4891 reward = _("モンスターが抹殺された。", "genociding monsters");
4896 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4897 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4899 (void)mass_genocide(0, FALSE);
4900 reward = _("モンスターが抹殺された。", "genociding nearby monsters");
4905 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]);
4906 (void)dispel_monsters(p_ptr->lev * 4);
4911 msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
4916 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]);
4918 if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
4919 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4921 reward = _("悪魔がペットになった。", "a demonic servant");
4926 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]);
4928 if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
4929 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4931 reward = _("モンスターがペットになった。", "a servant");
4936 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]);
4938 if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
4939 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4941 reward = _("アンデッドがペットになった。", "an undead servant");
4946 msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
4948 chaos_patrons[p_ptr->chaos_patron]);
4949 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);
4955 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
4961 * XAngband: determine if a given location is "interesting"
4962 * based on target_set_accept function.
4964 static bool tgt_pt_accept(POSITION y, POSITION x)
4969 if (!(in_bounds(y, x))) return (FALSE);
4971 /* Player grid is always interesting */
4972 if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
4974 /* Handle hallucination */
4975 if (p_ptr->image) return (FALSE);
4977 /* Examine the grid */
4978 c_ptr = &cave[y][x];
4980 /* Interesting memorized features */
4981 if (c_ptr->info & (CAVE_MARK))
4984 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
4985 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
4987 /* Notice quest features */
4988 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
4989 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
4997 * XAngband: Prepare the "temp" array for "tget_pt"
4998 * based on target_set_prepare funciton.
5000 static void tgt_pt_prepare(void)
5004 /* Reset "temp" array */
5007 if (!expand_list) return;
5009 /* Scan the current panel */
5010 for (y = 1; y < cur_hgt; y++)
5012 for (x = 1; x < cur_wid; x++)
5014 /* Require "interesting" contents */
5015 if (!tgt_pt_accept(y, x)) continue;
5017 /* Save the location */
5024 /* Target the nearest monster for shooting */
5025 ang_sort_comp = ang_sort_comp_distance;
5026 ang_sort_swap = ang_sort_swap_distance;
5028 /* Sort the positions */
5029 ang_sort(temp_x, temp_y, temp_n);
5033 * old -- from PsiAngband.
5035 bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
5040 bool success = FALSE;
5044 get_screen_size(&wid, &hgt);
5054 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."));
5055 msg_flag = FALSE; /* prevents "-more-" message. */
5057 while ((ch != ESCAPE) && !success)
5059 bool move_fast = FALSE;
5061 move_cursor_relative(y, x);
5073 if (player_bold(y, x)) ch = 0;
5076 else success = TRUE;
5080 /* XAngband: Move cursor to stairs */
5083 if (expand_list && temp_n)
5086 int cx = (panel_col_min + panel_col_max) / 2;
5087 int cy = (panel_row_min + panel_row_max) / 2;
5091 /* Skip stairs which have defferent distance */
5092 for (; n < temp_n; ++ n)
5094 cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5096 if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5097 cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5104 if (n == temp_n) /* Loop out taget list */
5109 verify_panel(); /* Move cursor to player */
5111 p_ptr->update |= (PU_MONSTERS);
5113 p_ptr->redraw |= (PR_MAP);
5115 p_ptr->window |= (PW_OVERHEAD);
5120 else /* move cursor to next stair and change panel */
5125 dy = 2 * (y - cy) / hgt;
5126 dx = 2 * (x - cx) / wid;
5127 if (dy || dx) change_panel(dy, dx);
5133 /* Look up the direction */
5134 d = get_keymap_dir(ch);
5136 /* XTRA HACK MOVEFAST */
5137 if (isupper(ch)) move_fast = TRUE;
5139 /* Handle "direction" */
5145 /* XTRA HACK MOVEFAST */
5148 int mag = MIN(wid / 2, hgt / 2);
5158 /* Do not move horizontally if unnecessary */
5159 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5160 ((x > panel_col_min + wid / 2) && (dx < 0)))
5165 /* Do not move vertically if unnecessary */
5166 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5167 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5172 /* Apply the motion */
5173 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5174 (x >= panel_col_min + wid) || (x < panel_col_min))
5176 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5177 change_panel(dy, dx);
5180 /* Slide into legality */
5181 if (x >= cur_wid-1) x = cur_wid - 2;
5182 else if (x <= 0) x = 1;
5184 /* Slide into legality */
5185 if (y >= cur_hgt-1) y = cur_hgt- 2;
5186 else if (y <= 0) y = 1;
5193 /* Clear the top line */
5196 /* Recenter the map around the player */
5199 p_ptr->update |= (PU_MONSTERS);
5201 p_ptr->redraw |= (PR_MAP);
5203 p_ptr->window |= (PW_OVERHEAD);
5214 bool get_hack_dir(DIRECTION *dp)
5222 /* Global direction */
5225 /* (No auto-targeting) */
5227 /* Ask until satisfied */
5230 /* Choose a prompt */
5233 p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
5237 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)? ");
5240 /* Get a command (or Cancel) */
5241 if (!get_com(p, &command, TRUE)) break;
5245 if (command == '\r') command = 't';
5248 /* Convert various keys to "standard" keys */
5251 /* Use current target */
5262 /* Set new target */
5267 if (target_set(TARGET_KILL)) dir = 5;
5273 /* Look up the direction */
5274 dir = get_keymap_dir(command);
5280 /* Verify requested targets */
5281 if ((dir == 5) && !target_okay()) dir = 0;
5288 if (!dir) return (FALSE);
5290 /* Save the direction */
5293 /* Check for confusion */
5294 if (p_ptr->confused)
5296 /* Random direction */
5297 dir = ddd[randint0(8)];
5300 /* Notice confusion */
5301 if (command_dir != dir)
5304 msg_print(_("あなたは混乱している。", "You are confused."));
5307 /* Save direction */
5310 /* A "valid" direction was entered */
5316 * エネルギーの増加量10d5を速く計算するための関数
5319 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5321 s16b gain_energy(void)
5324 s32b energy_result = 10;
5327 tmp = randint0(Go_no_JuuJou);
5329 for (i = 0; i < 9; i ++){
5330 energy_result += tmp % 5;
5334 return (s16b)(energy_result + tmp);
5339 * @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
5340 * @param sval 射撃武器のアイテム副分類ID
5341 * @return 消費する基本エネルギー
5343 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
5345 ENERGY energy = 10000;
5347 /* Analyze the launcher */
5350 /* Sling and ammo */
5357 /* Short Bow and Arrow */
5364 /* Long Bow and Arrow */
5371 /* Bow of irresponsiblity and Arrow */
5378 /* Light Crossbow and Bolt */
5385 /* Heavy Crossbow and Bolt */
5400 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
5404 /* Analyze the launcher */
5407 /* Sling and ammo */
5414 /* Short Bow and Arrow */
5421 /* Long Bow and Arrow */
5428 /* Bow of irresponsiblity and Arrow */
5435 /* Light Crossbow and Bolt */
5442 /* Heavy Crossbow and Bolt */
5454 * Return alignment title
5456 cptr your_alignment(void)
5459 if (p_ptr->align > 150) return "大善";
5460 else if (p_ptr->align > 50) return "中善";
5461 else if (p_ptr->align > 10) return "小善";
5462 else if (p_ptr->align > -11) return "中立";
5463 else if (p_ptr->align > -51) return "小悪";
5464 else if (p_ptr->align > -151) return "中悪";
5467 if (p_ptr->align > 150) return "Lawful";
5468 else if (p_ptr->align > 50) return "Good";
5469 else if (p_ptr->align > 10) return "Neutral Good";
5470 else if (p_ptr->align > -11) return "Neutral";
5471 else if (p_ptr->align > -51) return "Neutral Evil";
5472 else if (p_ptr->align > -151) return "Evil";
5473 else return "Chaotic";
5479 * Return proficiency level of weapons and misc. skills (except riding)
5481 int weapon_exp_level(int weapon_exp)
5483 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5484 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5485 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5486 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
5487 else return EXP_LEVEL_MASTER;
5492 * Return proficiency level of riding
5494 int riding_exp_level(int riding_exp)
5496 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5497 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5498 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5499 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
5500 else return EXP_LEVEL_MASTER;
5505 * Return proficiency level of spells
5507 int spell_exp_level(int spell_exp)
5509 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5510 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5511 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5512 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
5513 else return EXP_LEVEL_MASTER;
5518 * Display a rumor and apply its effects
5521 IDX rumor_num(char *zz, IDX max_idx)
5523 if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
5524 return (IDX)atoi(zz);
5527 cptr rumor_bind_name(char *base, cptr fullname)
5531 s = strstr(base, "{Name}");
5535 v = format("%s%s%s", base, fullname, (s + 6));
5545 void display_rumor(bool ex)
5553 if (randint0(3) == 0) section = 1;
5556 err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
5557 get_rnd_line("rumors.txt", section, Rumor));
5558 if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
5562 if (strncmp(Rumor, "R:", 2) == 0)
5565 cptr rumor_msg = NULL;
5566 cptr rumor_eff_format = NULL;
5567 char fullname[1024] = "";
5569 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
5571 if (strcmp(zz[0], "ARTIFACT") == 0)
5575 object_type *q_ptr = &forge;
5576 artifact_type *a_ptr;
5580 a_idx = rumor_num(zz[1], max_a_idx);
5582 a_ptr = &a_info[a_idx];
5583 if (a_ptr->name) break;
5586 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
5587 object_prep(q_ptr, k_idx);
5588 q_ptr->name1 = a_idx;
5589 q_ptr->ident = IDENT_STORE;
5590 object_desc(fullname, q_ptr, OD_NAME_ONLY);
5592 else if (strcmp(zz[0], "MONSTER") == 0)
5595 monster_race *r_ptr;
5599 r_idx = rumor_num(zz[1], max_r_idx);
5600 r_ptr = &r_info[r_idx];
5601 if (r_ptr->name) break;
5604 strcpy(fullname, r_name + r_ptr->name);
5606 /* Remember this monster */
5607 if (!r_ptr->r_sights)
5612 else if (strcmp(zz[0], "DUNGEON") == 0)
5615 dungeon_info_type *d_ptr;
5619 d_idx = rumor_num(zz[1], max_d_idx);
5620 d_ptr = &d_info[d_idx];
5621 if (d_ptr->name) break;
5624 strcpy(fullname, d_name + d_ptr->name);
5626 if (!max_dlv[d_idx])
5628 max_dlv[d_idx] = d_ptr->mindepth;
5629 rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
5632 else if (strcmp(zz[0], "TOWN") == 0)
5639 t_idx = rumor_num(zz[1], NO_TOWN);
5640 if (town[t_idx].name) break;
5643 strcpy(fullname, town[t_idx].name);
5645 visit = (1L << (t_idx - 1));
5646 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
5648 p_ptr->visit |= visit;
5649 rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
5653 rumor_msg = rumor_bind_name(zz[2], fullname);
5654 msg_print(rumor_msg);
5655 if (rumor_eff_format)
5658 msg_format(rumor_eff_format, fullname);
5663 if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
5667 msg_format("%s", Rumor);