OSDN Git Service

Travel algorithm is improved for avoiding traps, lavas, waters.
[hengband/hengband.git] / src / xtra2.c
1 /* File: xtra2.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: effects of various "objects" */
12
13 #include "angband.h"
14
15 #define REWARD_CHANCE 10
16
17
18 /*
19  * Advance experience levels and print experience
20  */
21 void check_experience(void)
22 {
23         bool level_reward = FALSE;
24         bool level_mutation = FALSE;
25         bool level_inc_stat = FALSE;
26         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
27         int  old_lev = p_ptr->lev;
28
29         /* Hack -- lower limit */
30         if (p_ptr->exp < 0) p_ptr->exp = 0;
31         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
32         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
33
34         /* Hack -- upper limit */
35         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
36         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
37         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
38
39         /* Hack -- maintain "max" experience */
40         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
41
42         /* Hack -- maintain "max max" experience */
43         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
44
45         /* Redraw experience */
46         p_ptr->redraw |= (PR_EXP);
47
48         /* Handle stuff */
49         handle_stuff();
50
51
52         /* Lose levels while possible */
53         while ((p_ptr->lev > 1) &&
54                (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
55         {
56                 /* Lose a level */
57                 p_ptr->lev--;
58
59                 /* Update some stuff */
60                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
61
62                 /* Redraw some stuff */
63                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
64
65                 /* Window stuff */
66                 p_ptr->window |= (PW_PLAYER);
67
68                 /* Handle stuff */
69                 handle_stuff();
70         }
71
72
73         /* Gain levels while possible */
74         while ((p_ptr->lev < PY_MAX_LEVEL) &&
75                (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
76         {
77                 /* Gain a level */
78                 p_ptr->lev++;
79
80                 /* Save the highest level */
81                 if (p_ptr->lev > p_ptr->max_plv)
82                 {
83                         p_ptr->max_plv = p_ptr->lev;
84
85                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
86                             (p_ptr->muta2 & MUT2_CHAOS_GIFT))
87                         {
88                                 level_reward = TRUE;
89                         }
90                         if (p_ptr->prace == RACE_BEASTMAN)
91                         {
92                                 if (one_in_(5)) level_mutation = TRUE;
93                         }
94                         level_inc_stat = TRUE;
95
96                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
97                 }
98
99                 /* Sound */
100                 sound(SOUND_LEVEL);
101
102                 /* Message */
103 #ifdef JP
104 msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
105 #else
106                 msg_format("Welcome to level %d.", p_ptr->lev);
107
108 #endif
109
110                 /* Update some stuff */
111                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
112
113                 /* Redraw some stuff */
114                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
115
116                 /* Window stuff */
117                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
118
119                 /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
120                 level_up = 1;
121
122                 /* Handle stuff */
123                 handle_stuff();
124
125                 level_up = 0;
126
127                 if (level_inc_stat)
128                 {
129                         if(!(p_ptr->max_plv % 10))
130                         {
131                                 int choice;
132                                 screen_save();
133                                 while(1)
134                                 {
135                                         int n;
136                                         char tmp[32];
137
138 #ifdef JP
139                                         cnv_stat(p_ptr->stat_max[0], tmp);
140                                         prt(format("        a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14);
141                                         cnv_stat(p_ptr->stat_max[1], tmp);
142                                         prt(format("        b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14);
143                                         cnv_stat(p_ptr->stat_max[2], tmp);
144                                         prt(format("        c) ¸­¤µ (¸½ºßÃÍ %s)", tmp), 4, 14);
145                                         cnv_stat(p_ptr->stat_max[3], tmp);
146                                         prt(format("        d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14);
147                                         cnv_stat(p_ptr->stat_max[4], tmp);
148                                         prt(format("        e) Âѵנ(¸½ºßÃÍ %s)", tmp), 6, 14);
149                                         cnv_stat(p_ptr->stat_max[5], tmp);
150                                         prt(format("        f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14);
151                                         prt("", 8, 14);
152                                         prt("        ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14);
153 #else
154                                         cnv_stat(p_ptr->stat_max[0], tmp);
155                                         prt(format("        a) Str (cur %s)", tmp), 2, 14);
156                                         cnv_stat(p_ptr->stat_max[1], tmp);
157                                         prt(format("        b) Int (cur %s)", tmp), 3, 14);
158                                         cnv_stat(p_ptr->stat_max[2], tmp);
159                                         prt(format("        c) Wis (cur %s)", tmp), 4, 14);
160                                         cnv_stat(p_ptr->stat_max[3], tmp);
161                                         prt(format("        d) Dex (cur %s)", tmp), 5, 14);
162                                         cnv_stat(p_ptr->stat_max[4], tmp);
163                                         prt(format("        e) Con (cur %s)", tmp), 6, 14);
164                                         cnv_stat(p_ptr->stat_max[5], tmp);
165                                         prt(format("        f) Chr (cur %s)", tmp), 7, 14);
166                                         prt("", 8, 14);
167                                         prt("        Which stat do you want to raise?", 1, 14);
168 #endif
169                                         while(1)
170                                         {
171                                                 choice = inkey();
172                                                 if ((choice >= 'a') && (choice <= 'f')) break;
173                                         }
174                                         for(n = 0; n < 6; n++)
175                                                 if (n != choice - 'a')
176                                                         prt("",n+2,14);
177 #ifdef JP
178                                         if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
179 #else
180                                         if (get_check("Are you sure? ")) break;
181 #endif
182                                 }
183                                 do_inc_stat(choice - 'a');
184                                 screen_load();
185                         }
186                         else if(!(p_ptr->max_plv % 2))
187                                 do_inc_stat(randint0(6));
188                 }
189
190                 if (level_mutation)
191                 {
192 #ifdef JP
193 msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
194 #else
195                         msg_print("You feel different...");
196 #endif
197
198                         (void)gain_random_mutation(0);
199                         level_mutation = FALSE;
200                 }
201
202                 /*
203                  * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬
204                  * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£
205                  */
206                 if (level_reward)
207                 {
208                         gain_level_reward(0);
209                         level_reward = FALSE;
210                 }
211
212                 /* Update some stuff */
213                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
214
215                 /* Redraw some stuff */
216                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
217
218                 /* Window stuff */
219                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
220
221                 /* Handle stuff */
222                 handle_stuff();
223         }
224
225         /* Load an autopick preference file */
226         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
227 }
228
229
230 /*
231  * Hack -- Return the "automatic coin type" of a monster race
232  * Used to allocate proper treasure when "Creeping coins" die
233  *
234  * XXX XXX XXX Note the use of actual "monster names"
235  */
236 static int get_coin_type(int r_idx)
237 {
238         /* Analyze monsters */
239         switch (r_idx)
240         {
241         case MON_COPPER_COINS: return 2;
242         case MON_SILVER_COINS: return 5;
243         case MON_GOLD_COINS: return 10;
244         case MON_MITHRIL_COINS:
245         case MON_MITHRIL_GOLEM: return 16;
246         case MON_ADAMANT_COINS: return 17;
247         }
248
249         /* Assume nothing */
250         return 0;
251 }
252
253
254 /*
255  * Hack -- determine if a template is Cloak
256  */
257 static bool kind_is_cloak(int k_idx)
258 {
259         object_kind *k_ptr = &k_info[k_idx];
260
261         /* Analyze the item type */
262         if (k_ptr->tval == TV_CLOAK)
263         {
264                 return (TRUE);
265         }
266
267         /* Assume not good */
268         return (FALSE);
269 }
270
271
272 /*
273  * Hack -- determine if a template is Polearm
274  */
275 static bool kind_is_polearm(int k_idx)
276 {
277         object_kind *k_ptr = &k_info[k_idx];
278
279         /* Analyze the item type */
280         if (k_ptr->tval == TV_POLEARM)
281         {
282                 return (TRUE);
283         }
284
285         /* Assume not good */
286         return (FALSE);
287 }
288
289
290 /*
291  * Hack -- determine if a template is Sword
292  */
293 static bool kind_is_sword(int k_idx)
294 {
295         object_kind *k_ptr = &k_info[k_idx];
296
297         /* Analyze the item type */
298         if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
299         {
300                 return (TRUE);
301         }
302
303         /* Assume not good */
304         return (FALSE);
305 }
306
307
308 /*
309  * Hack -- determine if a template is Book
310  */
311 static bool kind_is_book(int k_idx)
312 {
313         object_kind *k_ptr = &k_info[k_idx];
314
315         /* Analyze the item type */
316         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
317         {
318                 return (TRUE);
319         }
320
321         /* Assume not good */
322         return (FALSE);
323 }
324
325
326 /*
327  * Hack -- determine if a template is Good book
328  */
329 static bool kind_is_good_book(int k_idx)
330 {
331         object_kind *k_ptr = &k_info[k_idx];
332
333         /* Analyze the item type */
334         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
335         {
336                 return (TRUE);
337         }
338
339         /* Assume not good */
340         return (FALSE);
341 }
342
343
344 /*
345  * Hack -- determine if a template is Armor
346  */
347 static bool kind_is_armor(int k_idx)
348 {
349         object_kind *k_ptr = &k_info[k_idx];
350
351         /* Analyze the item type */
352         if (k_ptr->tval == TV_HARD_ARMOR)
353         {
354                 return (TRUE);
355         }
356
357         /* Assume not good */
358         return (FALSE);
359 }
360
361
362 /*
363  * Hack -- determine if a template is hafted weapon
364  */
365 static bool kind_is_hafted(int k_idx)
366 {
367         object_kind *k_ptr = &k_info[k_idx];
368
369         /* Analyze the item type */
370         if (k_ptr->tval == TV_HAFTED)
371         {
372                 return (TRUE);
373         }
374
375         /* Assume not good */
376         return (FALSE);
377 }
378
379
380 /*
381  * Check for "Quest" completion when a quest monster is killed or charmed.
382  */
383 void check_quest_completion(monster_type *m_ptr)
384 {
385         int i, j, y, x, ny, nx, i2, j2;
386
387         int quest_num;
388
389         bool create_stairs = FALSE;
390         bool reward = FALSE;
391
392         object_type forge;
393         object_type *q_ptr;
394
395         /* Get the location */
396         y = m_ptr->fy;
397         x = m_ptr->fx;
398
399         /* Inside a quest */
400         quest_num = p_ptr->inside_quest;
401
402         /* Search for an active quest on this dungeon level */
403         if (!quest_num)
404         {
405                 for (i = max_quests - 1; i > 0; i--)
406                 {
407                         /* Quest is not active */
408                         if (quest[i].status != QUEST_STATUS_TAKEN)
409                                 continue;
410
411                         /* Quest is not a dungeon quest */
412                         if (quest[i].flags & QUEST_FLAG_PRESET)
413                                 continue;
414
415                         /* Quest is not on this level */
416                         if ((quest[i].level != dun_level) &&
417                             (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
418                                 continue;
419
420                         /* Not a "kill monster" quest */
421                         if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
422                             (quest[i].type == QUEST_TYPE_FIND_EXIT))
423                                 continue;
424
425                         /* Interesting quest */
426                         if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
427                             (quest[i].type == QUEST_TYPE_TOWER) ||
428                             (quest[i].type == QUEST_TYPE_KILL_ALL))
429                                 break;
430
431                         /* Interesting quest */
432                         if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
433                              (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
434                              (quest[i].type == QUEST_TYPE_RANDOM)) &&
435                              (quest[i].r_idx == m_ptr->r_idx))
436                                 break;
437                 }
438
439                 quest_num = i;
440         }
441
442         /* Handle the current quest */
443         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
444         {
445                 /* Current quest */
446                 i = quest_num;
447
448                 switch (quest[i].type)
449                 {
450                         case QUEST_TYPE_KILL_NUMBER:
451                         {
452                                 quest[i].cur_num++;
453
454                                 if (quest[i].cur_num >= quest[i].num_mon)
455                                 {
456                                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
457                                         /* completed quest */
458                                         quest[i].status = QUEST_STATUS_COMPLETED;
459                                         quest[i].complev = (byte)p_ptr->lev;
460
461                                         if (!(quest[i].flags & QUEST_FLAG_SILENT))
462                                         {
463 #ifdef JP
464 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
465 #else
466                                                 msg_print("You just completed your quest!");
467 #endif
468
469                                                 msg_print(NULL);
470                                         }
471
472                                         quest[i].cur_num = 0;
473                                 }
474                                 break;
475                         }
476                         case QUEST_TYPE_KILL_ALL:
477                         {
478                                 int number_mon = 0;
479
480                                 if (!is_hostile(m_ptr)) break;
481
482                                 /* Count all hostile monsters */
483                                 for (i2 = 0; i2 < cur_wid; ++i2)
484                                         for (j2 = 0; j2 < cur_hgt; j2++)
485                                                 if (cave[j2][i2].m_idx > 0)
486                                                         if (is_hostile(&m_list[cave[j2][i2].m_idx])) 
487                                                                 number_mon++;
488
489                                 if ((number_mon - 1) == 0)
490                                 {
491                                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
492                                         /* completed */
493                                         if (quest[i].flags & QUEST_FLAG_SILENT)
494                                         {
495                                                 quest[i].status = QUEST_STATUS_FINISHED;
496                                         }
497                                         else
498                                         {
499                                                 quest[i].status = QUEST_STATUS_COMPLETED;
500                                                 quest[i].complev = (byte)p_ptr->lev;
501 #ifdef JP
502 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
503 #else
504                                                 msg_print("You just completed your quest!");
505 #endif
506
507                                                 msg_print(NULL);
508                                         }
509                                 }
510                                 break;
511                         }
512                         case QUEST_TYPE_KILL_LEVEL:
513                         case QUEST_TYPE_RANDOM:
514                         {
515                                 /* Only count valid monsters */
516                                 if (quest[i].r_idx != m_ptr->r_idx)
517                                         break;
518
519                                 quest[i].cur_num++;
520
521                                 if (quest[i].cur_num >= quest[i].max_num)
522                                 {
523                                         if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
524                                         if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL);
525                                         /* completed quest */
526                                         quest[i].status = QUEST_STATUS_COMPLETED;
527                                         quest[i].complev = (byte)p_ptr->lev;
528                                         if (!(quest[i].flags & QUEST_FLAG_PRESET))
529                                         {
530                                                 create_stairs = TRUE;
531                                                 p_ptr->inside_quest = 0;
532                                         }
533
534                                         if (!(quest[i].flags & QUEST_FLAG_SILENT))
535                                         {
536 #ifdef JP
537 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
538 #else
539                                                 msg_print("You just completed your quest!");
540 #endif
541
542                                                 msg_print(NULL);
543                                         }
544
545                                         /* Finish the two main quests without rewarding */
546                                         if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
547                                         {
548                                                 quest[i].status = QUEST_STATUS_FINISHED;
549                                         }
550
551                                         if (quest[i].type == QUEST_TYPE_RANDOM)
552                                         {
553                                                 reward = TRUE;
554                                                 quest[i].status = QUEST_STATUS_FINISHED;
555                                         }
556                                 }
557                                 break;
558                         }
559                         case QUEST_TYPE_KILL_ANY_LEVEL:
560                         {
561                                 quest[i].cur_num++;
562                                 if (quest[i].cur_num >= quest[i].max_num)
563                                 {
564                                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
565                                          /* completed quest */
566                                         quest[i].status = QUEST_STATUS_COMPLETED;
567                                         quest[i].complev = (byte)p_ptr->lev;
568
569                                         if (!(quest[i].flags & QUEST_FLAG_SILENT))
570                                         {
571 #ifdef JP
572 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
573 #else
574                                                 msg_print("You just completed your quest!");
575 #endif
576
577                                                 msg_print(NULL);
578                                         }
579                                         quest[i].cur_num = 0;
580                                 }
581                                 break;
582                         }
583                         case QUEST_TYPE_TOWER:
584                         {
585                                 int number_mon = 0;
586
587                                 if (!is_hostile(m_ptr)) break;
588
589                                 /* Count all hostile monsters */
590                                 for (i2 = 0; i2 < cur_wid; ++i2)
591                                         for (j2 = 0; j2 < cur_hgt; j2++)
592                                                 if (cave[j2][i2].m_idx > 0)
593                                                         if (is_hostile(&m_list[cave[j2][i2].m_idx])) 
594                                                                 number_mon++;
595
596                                 if ((number_mon - 1) == 0)
597                                 {
598                                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
599                                         
600                                         quest[i].status = QUEST_STATUS_STAGE_COMPLETED;
601                                         /* 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))
605                                         {
606                                                 quest[QUEST_TOWER1].status = QUEST_STATUS_COMPLETED;
607                                                 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;;
608                                                         
609 #ifdef JP
610 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
611 #else
612                                                 msg_print("You just completed your quest!");
613 #endif
614                                                 msg_print(NULL);
615                                         }
616                                 }
617                                 break;
618                         }
619                 }
620         }
621
622         /* Create a magical staircase */
623         if (create_stairs)
624         {
625                 /* Stagger around */
626                 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
627                 {
628                         /* Pick a location */
629                         scatter(&ny, &nx, y, x, 1, 0);
630
631                         /* Stagger */
632                         y = ny; x = nx;
633                 }
634
635                 /* Explain the staircase */
636 #ifdef JP
637 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
638 #else
639                 msg_print("A magical staircase appears...");
640 #endif
641
642
643                 /* Create stairs down */
644                 cave_set_feat(y, x, feat_down_stair);
645
646                 /* Remember to update everything */
647                 p_ptr->update |= (PU_FLOW);
648         }
649
650         /*
651          * Drop quest reward
652          */
653         if (reward)
654         {
655                 for (j = 0; j < (dun_level / 15)+1; j++)
656                 {
657                         /* Get local object */
658                         q_ptr = &forge;
659
660                         /* Wipe the object */
661                         object_wipe(q_ptr);
662
663                         /* Make a great object */
664                         make_object(q_ptr, AM_GOOD | AM_GREAT);
665
666                         /* Drop it in the dungeon */
667                         (void)drop_near(q_ptr, -1, y, x);
668                 }
669         }
670 }
671
672
673 /*
674  * Return monster death string
675  */
676 cptr extract_note_dies(monster_race *r_ptr)
677 {
678         /* Some monsters get "destroyed" */
679         if (!monster_living(r_ptr))
680         {
681                 int i;
682
683                 for (i = 0; i < 4; i++)
684                 {
685                         if (r_ptr->blow[i].method == RBM_EXPLODE)
686                         {
687 #ifdef JP
688                                 return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
689 #else
690                                 return " explodes into tiny shreds.";
691 #endif
692                         }
693                 }
694
695 #ifdef JP
696                 return "¤òÅݤ·¤¿¡£";
697 #else
698                 return " is destroyed.";
699 #endif
700         }
701
702         /* Assume a default death */
703 #ifdef JP
704         return "¤Ï»à¤ó¤À¡£";
705 #else
706         return " dies.";
707 #endif
708 }
709
710
711 /*
712  * Handle the "death" of a monster.
713  *
714  * Disperse treasures centered at the monster location based on the
715  * various flags contained in the monster flags fields.
716  *
717  * Check for "Quest" completion when a quest monster is killed.
718  *
719  * Note that only the player can induce "monster_death()" on Uniques.
720  * Thus (for now) all Quest monsters should be Uniques.
721  *
722  * Note that monsters can now carry objects, and when a monster dies,
723  * it drops all of its objects, which may disappear in crowded rooms.
724  */
725 void monster_death(int m_idx, bool drop_item)
726 {
727         int i, j, y, x;
728
729         int dump_item = 0;
730         int dump_gold = 0;
731
732         int number = 0;
733
734         monster_type *m_ptr = &m_list[m_idx];
735
736         monster_race *r_ptr = &r_info[m_ptr->r_idx];
737
738         bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
739
740         u32b mo_mode = 0L;
741
742         bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
743         bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
744         bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
745         int force_coin = get_coin_type(m_ptr->r_idx);
746
747         object_type forge;
748         object_type *q_ptr;
749
750         bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
751                 && !p_ptr->inside_battle && !is_pet(m_ptr);
752
753         /* The caster is dead? */
754         if (world_monster && world_monster == m_idx) world_monster = 0;
755
756         /* Notice changes in view */
757         if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
758         {
759                 /* Update some things */
760                 p_ptr->update |= (PU_MON_LITE);
761         }
762
763         /* Get the location */
764         y = m_ptr->fy;
765         x = m_ptr->fx;
766
767         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
768         {
769                 char m_name[80];
770
771                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
772                 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
773         }
774
775         /* Let monsters explode! */
776         for (i = 0; i < 4; i++)
777         {
778                 if (r_ptr->blow[i].method == RBM_EXPLODE)
779                 {
780                         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
781                         int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
782                         int d_dice = r_ptr->blow[i].d_dice;
783                         int d_side = r_ptr->blow[i].d_side;
784                         int damage = damroll(d_dice, d_side);
785
786                         project(m_idx, 3, y, x, damage, typ, flg, -1);
787                         break;
788                 }
789         }
790
791         if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
792         {
793                 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
794                 r_ptr = &r_info[m_ptr->r_idx];
795         }
796
797         /* Check for quest completion */
798         check_quest_completion(m_ptr);
799
800         /* Handle the possibility of player vanquishing arena combatant -KMW- */
801         if (p_ptr->inside_arena && !is_pet(m_ptr))
802         {
803                 p_ptr->exit_bldg = TRUE;
804
805                 if (p_ptr->arena_number > MAX_ARENA_MONS)
806                 {
807 #ifdef JP
808 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
809 #else
810                         msg_print("You are a Genuine Champion!");
811 #endif
812                 }
813                 else
814                 {
815 #ifdef JP
816 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
817 #else
818                         msg_print("Victorious! You're on your way to becoming Champion.");
819 #endif
820                 }
821
822                 if (arena_info[p_ptr->arena_number].tval)
823                 {
824                         /* Get local object */
825                         q_ptr = &forge;
826
827                         /* Prepare to make a prize */
828                         object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
829
830                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
831
832                         /* Drop it in the dungeon */
833                         (void)drop_near(q_ptr, -1, y, x);
834                 }
835
836                 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
837                 p_ptr->arena_number++;
838                 if (record_arena)
839                 {
840                         char m_name[80];
841                         
842                         /* Extract monster name */
843                         monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
844                         
845                         do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
846                 }
847         }
848
849         if (m_idx == p_ptr->riding)
850         {
851                 if (rakuba(-1, FALSE))
852                 {
853 #ifdef JP
854 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
855 #else
856                         msg_print("You have fallen from your riding pet.");
857 #endif
858                 }
859         }
860
861         /* Drop a dead corpse? */
862         if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
863             (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
864             !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
865         {
866                 /* Assume skeleton */
867                 bool corpse = FALSE;
868
869                 /*
870                  * We cannot drop a skeleton? Note, if we are in this check,
871                  * we *know* we can drop at least a corpse or a skeleton
872                  */
873                 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
874                         corpse = TRUE;
875                 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
876                         corpse = TRUE;
877
878                 /* Else, a corpse is more likely unless we did a "lot" of damage */
879                 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
880                 {
881                         /* Lots of damage in one blow */
882                         if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
883                         {
884                                 if (one_in_(5)) corpse = TRUE;
885                         }
886                         else
887                         {
888                                 if (!one_in_(5)) corpse = TRUE;
889                         }
890                 }
891
892                 /* Get local object */
893                 q_ptr = &forge;
894
895                 /* Prepare to make an object */
896                 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
897
898                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
899
900                 q_ptr->pval = m_ptr->r_idx;
901
902                 /* Drop it in the dungeon */
903                 (void)drop_near(q_ptr, -1, y, x);
904         }
905
906         /* Drop objects being carried */
907         monster_drop_carried_objects(m_ptr);
908
909         if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
910         if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
911
912         switch (m_ptr->r_idx)
913         {
914         case MON_PINK_HORROR:
915                 /* Pink horrors are replaced with 2 Blue horrors */
916                 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
917                 {
918                         bool notice = FALSE;
919
920                         for (i = 0; i < 2; i++)
921                         {
922                                 int wy = y, wx = x;
923                                 bool pet = is_pet(m_ptr);
924                                 u32b mode = 0L;
925
926                                 if (pet) mode |= PM_FORCE_PET;
927
928                                 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
929                                 {
930                                         if (player_can_see_bold(wy, wx))
931                                                 notice = TRUE;
932                                 }
933                         }
934
935                         if (notice)
936 #ifdef JP
937                                 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
938 #else
939                                 msg_print("The Pink horror divides!");
940 #endif
941                 }
942                 break;
943
944         case MON_BLOODLETTER:
945                 /* Bloodletters of Khorne may drop a blade of chaos */
946                 if (drop_chosen_item && (randint1(100) < 15))
947                 {
948                         /* Get local object */
949                         q_ptr = &forge;
950
951                         /* Prepare to make a Blade of Chaos */
952                         object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
953
954                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
955
956                         /* Drop it in the dungeon */
957                         (void)drop_near(q_ptr, -1, y, x);
958                 }
959                 break;
960
961         case MON_RAAL:
962                 if (drop_chosen_item && (dun_level > 9))
963                 {
964                         /* Get local object */
965                         q_ptr = &forge;
966
967                         /* Wipe the object */
968                         object_wipe(q_ptr);
969
970                         /* Activate restriction */
971                         if ((dun_level > 49) && one_in_(5))
972                                 get_obj_num_hook = kind_is_good_book;
973                         else
974                                 get_obj_num_hook = kind_is_book;
975
976                         /* Make a book */
977                         make_object(q_ptr, mo_mode);
978
979                         /* Drop it in the dungeon */
980                         (void)drop_near(q_ptr, -1, y, x);
981                 }
982                 break;
983
984         case MON_DAWN:
985                 /*
986                  * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
987                  * spawn another in the fallen one's place!
988                  */
989                 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
990                 {
991                         if (!one_in_(7))
992                         {
993                                 int wy = y, wx = x;
994                                 int attempts = 100;
995                                 bool pet = is_pet(m_ptr);
996
997                                 do
998                                 {
999                                         scatter(&wy, &wx, y, x, 20, 0);
1000                                 }
1001                                 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
1002
1003                                 if (attempts > 0)
1004                                 {
1005                                         u32b mode = 0L;
1006                                         if (pet) mode |= PM_FORCE_PET;
1007
1008                                         if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
1009                                         {
1010                                                 if (player_can_see_bold(wy, wx))
1011 #ifdef JP
1012                                                         msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
1013 #else
1014                                                         msg_print("A new warrior steps forth!");
1015 #endif
1016
1017                                         }
1018                                 }
1019                         }
1020                 }
1021                 break;
1022
1023         case MON_UNMAKER:
1024                 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1025                 {
1026                         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1027                         (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1028                 }
1029                 break;
1030
1031         case MON_UNICORN_ORD:
1032         case MON_MORGOTH:
1033         case MON_ONE_RING:
1034                 /* Reward for "lazy" player */
1035                 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1036                 {
1037                         int a_idx = 0;
1038                         artifact_type *a_ptr = NULL;
1039
1040                         if (!drop_chosen_item) break;
1041
1042                         do
1043                         {
1044                                 switch (randint0(3))
1045                                 {
1046                                 case 0:
1047                                         a_idx = ART_NAMAKE_HAMMER;
1048                                         break;
1049                                 case 1:
1050                                         a_idx = ART_NAMAKE_BOW;
1051                                         break;
1052                                 case 2:
1053                                         a_idx = ART_NAMAKE_ARMOR;
1054                                         break;
1055                                 }
1056
1057                                 a_ptr = &a_info[a_idx];
1058                         }
1059                         while (a_ptr->cur_num);
1060
1061                         /* Create the artifact */
1062                         if (create_named_art(a_idx, y, x))
1063                         {
1064                                 a_ptr->cur_num = 1;
1065
1066                                 /* Hack -- Memorize location of artifact in saved floors */
1067                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1068                         }
1069                         else if (!preserve_mode) a_ptr->cur_num = 1;
1070                 }
1071                 break;
1072
1073         case MON_SERPENT:
1074                 if (!drop_chosen_item) break;
1075
1076                 /* Get local object */
1077                 q_ptr = &forge;
1078
1079                 /* Mega-Hack -- Prepare to make "Grond" */
1080                 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1081
1082                 /* Mega-Hack -- Mark this item as "Grond" */
1083                 q_ptr->name1 = ART_GROND;
1084
1085                 /* Mega-Hack -- Actually create "Grond" */
1086                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1087
1088                 /* Drop it in the dungeon */
1089                 (void)drop_near(q_ptr, -1, y, x);
1090
1091                 /* Get local object */
1092                 q_ptr = &forge;
1093
1094                 /* Mega-Hack -- Prepare to make "Chaos" */
1095                 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1096
1097                 /* Mega-Hack -- Mark this item as "Chaos" */
1098                 q_ptr->name1 = ART_CHAOS;
1099
1100                 /* Mega-Hack -- Actually create "Chaos" */
1101                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1102
1103                 /* Drop it in the dungeon */
1104                 (void)drop_near(q_ptr, -1, y, x);
1105                 break;
1106
1107         case MON_B_DEATH_SWORD:
1108                 if (drop_chosen_item)
1109                 {
1110                         /* Get local object */
1111                         q_ptr = &forge;
1112
1113                         /* Prepare to make a broken sword */
1114                         object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1115
1116                         /* Drop it in the dungeon */
1117                         (void)drop_near(q_ptr, -1, y, x);
1118                 }
1119                 break;
1120
1121         case MON_A_GOLD:
1122         case MON_A_SILVER:
1123                 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1124                      ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1125                 {
1126                         /* Get local object */
1127                         q_ptr = &forge;
1128
1129                         /* Prepare to make a Can of Toys */
1130                         object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1131
1132                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1133
1134                         /* Drop it in the dungeon */
1135                         (void)drop_near(q_ptr, -1, y, x);
1136                 }
1137                 break;
1138
1139         case MON_ROLENTO:
1140                 {
1141                         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1142                         (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1143                 }
1144                 break;
1145
1146         default:
1147                 if (!drop_chosen_item) break;
1148
1149                 switch (r_ptr->d_char)
1150                 {
1151                 case '(':
1152                         if (dun_level > 0)
1153                         {
1154                                 /* Get local object */
1155                                 q_ptr = &forge;
1156
1157                                 /* Wipe the object */
1158                                 object_wipe(q_ptr);
1159
1160                                 /* Activate restriction */
1161                                 get_obj_num_hook = kind_is_cloak;
1162
1163                                 /* Make a cloak */
1164                                 make_object(q_ptr, mo_mode);
1165
1166                                 /* Drop it in the dungeon */
1167                                 (void)drop_near(q_ptr, -1, y, x);
1168                         }
1169                         break;
1170
1171                 case '/':
1172                         if (dun_level > 4)
1173                         {
1174                                 /* Get local object */
1175                                 q_ptr = &forge;
1176
1177                                 /* Wipe the object */
1178                                 object_wipe(q_ptr);
1179
1180                                 /* Activate restriction */
1181                                 get_obj_num_hook = kind_is_polearm;
1182
1183                                 /* Make a poleweapon */
1184                                 make_object(q_ptr, mo_mode);
1185
1186                                 /* Drop it in the dungeon */
1187                                 (void)drop_near(q_ptr, -1, y, x);
1188                         }
1189                         break;
1190
1191                 case '[':
1192                         if (dun_level > 19)
1193                         {
1194                                 /* Get local object */
1195                                 q_ptr = &forge;
1196
1197                                 /* Wipe the object */
1198                                 object_wipe(q_ptr);
1199
1200                                 /* Activate restriction */
1201                                 get_obj_num_hook = kind_is_armor;
1202
1203                                 /* Make a hard armor */
1204                                 make_object(q_ptr, mo_mode);
1205
1206                                 /* Drop it in the dungeon */
1207                                 (void)drop_near(q_ptr, -1, y, x);
1208                         }
1209                         break;
1210
1211                 case '\\':
1212                         if (dun_level > 4)
1213                         {
1214                                 /* Get local object */
1215                                 q_ptr = &forge;
1216
1217                                 /* Wipe the object */
1218                                 object_wipe(q_ptr);
1219
1220                                 /* Activate restriction */
1221                                 get_obj_num_hook = kind_is_hafted;
1222
1223                                 /* Make a hafted weapon */
1224                                 make_object(q_ptr, mo_mode);
1225
1226                                 /* Drop it in the dungeon */
1227                                 (void)drop_near(q_ptr, -1, y, x);
1228                         }
1229                         break;
1230
1231                 case '|':
1232                         if (m_ptr->r_idx != MON_STORMBRINGER)
1233                         {
1234                                 /* Get local object */
1235                                 q_ptr = &forge;
1236
1237                                 /* Wipe the object */
1238                                 object_wipe(q_ptr);
1239
1240                                 /* Activate restriction */
1241                                 get_obj_num_hook = kind_is_sword;
1242
1243                                 /* Make a sword */
1244                                 make_object(q_ptr, mo_mode);
1245
1246                                 /* Drop it in the dungeon */
1247                                 (void)drop_near(q_ptr, -1, y, x);
1248                         }
1249                         break;
1250                 }
1251                 break;
1252         }
1253
1254         /* Mega-Hack -- drop fixed items */
1255         if (drop_chosen_item)
1256         {
1257                 int a_idx = 0;
1258                 int chance = 0;
1259
1260                 switch (m_ptr->r_idx)
1261                 {
1262                 case MON_OBERON:
1263                         if (one_in_(3))
1264                         {
1265                                 a_idx = ART_JUDGE;
1266                                 chance = 33;
1267                         }
1268                         else
1269                         {
1270                                 a_idx = ART_AMBER;
1271                                 chance = 50;
1272                         }
1273                         break;
1274
1275                 case MON_GHB:
1276                         a_idx = ART_GHB;
1277                         chance = 100;
1278                         break;
1279
1280                 case MON_STORMBRINGER:
1281                         a_idx = ART_STORMBRINGER;
1282                         chance = 100;
1283                         break;
1284
1285                 case MON_ECHIZEN:
1286                         a_idx = ART_CRIMSON;
1287                         chance = 50;
1288                         break;
1289
1290                 case MON_GANDALF:
1291                         a_idx = ART_ICANUS;
1292                         chance = 20;
1293                         break;
1294
1295                 case MON_OROCHI:
1296                         a_idx = ART_KUSANAGI;
1297                         chance = 25;
1298                         break;
1299
1300                 case MON_DWORKIN:
1301                         a_idx = ART_JUDGE;
1302                         chance = 20;
1303                         break;
1304
1305                 case MON_SAURON:
1306                         if (one_in_(10))
1307                         {
1308                                 a_idx = ART_POWER;
1309                                 chance = 100;
1310                         }
1311                         else
1312                         {
1313                                 a_idx = ART_AHO;
1314                                 chance = 100;
1315                         }
1316                         break;
1317
1318                 case MON_BRAND:
1319                         if (!one_in_(3))
1320                         {
1321                                 a_idx = ART_BRAND;
1322                                 chance = 25;
1323                         }
1324                         else
1325                         {
1326                                 a_idx = ART_WEREWINDLE;
1327                                 chance = 33;
1328                         }
1329                         break;
1330
1331                 case MON_CORWIN:
1332                         if (!one_in_(3))
1333                         {
1334                                 a_idx = ART_GRAYSWANDIR;
1335                                 chance = 33;
1336                         }
1337                         else
1338                         {
1339                                 a_idx = ART_CORWIN;
1340                                 chance = 33;
1341                         }
1342                         break;
1343
1344                 case MON_SURTUR:
1345                         a_idx = ART_TWILIGHT;
1346                         chance = 66;
1347                         break;
1348
1349                 case MON_SARUMAN:
1350                         a_idx = ART_ELENDIL;
1351                         chance = 33;
1352                         break;
1353
1354                 case MON_FIONA:
1355                         a_idx = ART_FIONA;
1356                         chance = 50;
1357                         break;
1358
1359                 case MON_JULIAN:
1360                         a_idx = ART_JULIAN;
1361                         chance = 45;
1362                         break;
1363
1364                 case MON_KLING:
1365                         a_idx = ART_DESTINY;
1366                         chance = 40;
1367                         break;
1368
1369                 case MON_GOEMON:
1370                         a_idx = ART_ZANTETSU;
1371                         chance = 75;
1372                         break;
1373
1374                 case MON_HAGEN:
1375                         a_idx = ART_HAGEN;
1376                         chance = 66;
1377                         break;
1378
1379                 case MON_CAINE:
1380                         a_idx = ART_CAINE;
1381                         chance = 50;
1382                         break;
1383
1384                 case MON_BULLGATES:
1385                         a_idx = ART_WINBLOWS;
1386                         chance = 66;
1387                         break;
1388
1389                 case MON_LUNGORTHIN:
1390                         a_idx = ART_CALRIS;
1391                         chance = 50;
1392                         break;
1393
1394                 case MON_JACK_SHADOWS:
1395                         a_idx = ART_JACK;
1396                         chance = 15;
1397                         break;
1398
1399                 case MON_DIO:
1400                         a_idx = ART_STONEMASK;
1401                         chance = 20;
1402                         break;
1403
1404                 case MON_BELD:
1405                         a_idx = ART_SOULCRUSH;
1406                         chance = 10;
1407                         break;
1408
1409                 case MON_PIP:
1410                         a_idx = ART_EXCALIBUR_J;
1411                         chance = 50;
1412                         break;
1413
1414                 case MON_SHUTEN:
1415                         a_idx = ART_SHUTEN_DOJI;
1416                         chance = 33;
1417                         break;
1418
1419                 case MON_GOTHMOG:
1420                         a_idx = ART_GOTHMOG;
1421                         chance = 33;
1422                         break;
1423
1424                 case MON_FUNDIN:
1425                         a_idx = ART_FUNDIN;
1426                         chance = 5;
1427                         break;
1428
1429                 case MON_ROBIN_HOOD:
1430                         a_idx = ART_ROBIN_HOOD;
1431                         chance = 5;
1432                         break;
1433                 }
1434
1435                 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1436                 {
1437                         artifact_type *a_ptr = &a_info[a_idx];
1438
1439                         if (!a_ptr->cur_num)
1440                         {
1441                                 /* Create the artifact */
1442                                 if (create_named_art(a_idx, y, x))
1443                                 {
1444                                         a_ptr->cur_num = 1;
1445
1446                                         /* Hack -- Memorize location of artifact in saved floors */
1447                                         if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1448                                 }
1449                                 else if (!preserve_mode) a_ptr->cur_num = 1;
1450                         }
1451                 }
1452
1453                 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1454                 {
1455                         int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1456                                 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1457
1458                         if (d_info[dungeon_type].final_artifact)
1459                         {
1460                                 int a_idx = d_info[dungeon_type].final_artifact;
1461                                 artifact_type *a_ptr = &a_info[a_idx];
1462
1463                                 if (!a_ptr->cur_num)
1464                                 {
1465                                         /* Create the artifact */
1466                                         if (create_named_art(a_idx, y, x))
1467                                         {
1468                                                 a_ptr->cur_num = 1;
1469
1470                                                 /* Hack -- Memorize location of artifact in saved floors */
1471                                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1472                                         }
1473                                         else if (!preserve_mode) a_ptr->cur_num = 1;
1474
1475                                         /* Prevent rewarding both artifact and "default" object */
1476                                         if (!d_info[dungeon_type].final_object) k_idx = 0;
1477                                 }
1478                         }
1479
1480                         if (k_idx)
1481                         {
1482                                 /* Get local object */
1483                                 q_ptr = &forge;
1484
1485                                 /* Prepare to make a reward */
1486                                 object_prep(q_ptr, k_idx);
1487
1488                                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1489
1490                                 /* Drop it in the dungeon */
1491                                 (void)drop_near(q_ptr, -1, y, x);
1492                         }
1493 #ifdef JP
1494                         msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1495 #else
1496                         msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1497 #endif
1498                 }
1499         }
1500
1501         /* Determine how much we can drop */
1502         if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1503         if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1504         if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1505         if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1506         if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1507         if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1508
1509         if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1510                 number = 0; /* Clones drop no stuff unless Cloning Pits */
1511
1512         if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1513                 number = 0; /* Pets drop no stuff */
1514         if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1515         
1516         if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1517                 number = 0; /* Limit of Multiply monster drop */
1518
1519         /* Hack -- handle creeping coins */
1520         coin_type = force_coin;
1521
1522         /* Average dungeon and monster levels */
1523         object_level = (dun_level + r_ptr->level) / 2;
1524
1525         /* Drop some objects */
1526         for (j = 0; j < number; j++)
1527         {
1528                 /* Get local object */
1529                 q_ptr = &forge;
1530
1531                 /* Wipe the object */
1532                 object_wipe(q_ptr);
1533
1534                 /* Make Gold */
1535                 if (do_gold && (!do_item || (randint0(100) < 50)))
1536                 {
1537                         /* Make some gold */
1538                         if (!make_gold(q_ptr)) continue;
1539
1540                         /* XXX XXX XXX */
1541                         dump_gold++;
1542                 }
1543
1544                 /* Make Object */
1545                 else
1546                 {
1547                         /* Make an object */
1548                         if (!make_object(q_ptr, mo_mode)) continue;
1549
1550                         /* XXX XXX XXX */
1551                         dump_item++;
1552                 }
1553
1554                 /* Drop it in the dungeon */
1555                 (void)drop_near(q_ptr, -1, y, x);
1556         }
1557
1558         /* Reset the object level */
1559         object_level = base_level;
1560
1561         /* Reset "coin" type */
1562         coin_type = 0;
1563
1564
1565         /* Take note of any dropped treasure */
1566         if (visible && (dump_item || dump_gold))
1567         {
1568                 /* Take notes on treasure */
1569                 lore_treasure(m_idx, dump_item, dump_gold);
1570         }
1571
1572         /* Only process "Quest Monsters" */
1573         if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1574         if (p_ptr->inside_battle) return;
1575
1576         /* Winner? */
1577         if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1578         {
1579                 /* Total winner */
1580                 p_ptr->total_winner = TRUE;
1581
1582                 /* Redraw the "title" */
1583                 p_ptr->redraw |= (PR_TITLE);
1584
1585 #ifdef JP
1586                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1587 #else
1588                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
1589 #endif
1590
1591                 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1592                 {
1593 #ifdef JP
1594                         msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1595                         msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1596 #else
1597                         msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1598                         msg_print("'Thou art donst well, mortal!'");
1599 #endif
1600                 }
1601
1602                 /* Congratulations */
1603 #ifdef JP
1604                 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1605 #else
1606                 msg_print("*** CONGRATULATIONS ***");
1607 #endif
1608
1609 #ifdef JP
1610                 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1611 #else
1612                 msg_print("You have won the game!");
1613 #endif
1614
1615 #ifdef JP
1616                 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1617 #else
1618                 msg_print("You may retire (commit suicide) when you are ready.");
1619 #endif
1620         }
1621 }
1622
1623 /*
1624  * Modify the physical damage done to the monster.
1625  * (for example when it's invulnerable or shielded)
1626  *
1627  * ToDo: Accept a damage-type to calculate the modified damage from
1628  * things like fire, frost, lightning, poison, ... attacks.
1629  *
1630  * "type" is not yet used and should be 0.
1631  */
1632 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1633 {
1634         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1635
1636         if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1637         {
1638                 dam /= 100;
1639                 if ((dam == 0) && one_in_(3)) dam = 1;
1640         }
1641
1642         if (MON_INVULNER(m_ptr))
1643         {
1644                 if (is_psy_spear)
1645                 {
1646                         if (!p_ptr->blind && is_seen(m_ptr))
1647                         {
1648 #ifdef JP
1649                                 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1650 #else
1651                                 msg_print("The barrier is penetrated!");
1652 #endif
1653                         }
1654                 }
1655                 else if (!one_in_(PENETRATE_INVULNERABILITY))
1656                 {
1657                         return (0);
1658                 }
1659         }
1660         return (dam);
1661 }
1662
1663
1664 /*
1665  * Calculate experience point to be get
1666  *
1667  * Even the 64 bit operation is not big enough to avoid overflaw
1668  * unless we carefully choose orders of multiplication and division.
1669  *
1670  * Get the coefficient first, and multiply (potentially huge) base
1671  * experience point of a monster later.
1672  */
1673 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1674 {
1675         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1676
1677         s32b new_exp;
1678         u32b new_exp_frac;
1679         s32b div_h;
1680         u32b div_l;
1681
1682         if (!m_ptr->r_idx) return;
1683         if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1684
1685         /*
1686          * - Ratio of monster's level to player's level effects
1687          * - Varying speed effects
1688          * - Get a fraction in proportion of damage point
1689          */
1690         new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1691         new_exp_frac = 0;
1692         div_h = 0L;
1693         div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1694
1695         /* Use (average maxhp * 2) as a denominator */
1696         if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1697                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1698         else
1699                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1700
1701         /* Special penalty in the wilderness */
1702         if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1703                 s64b_mul(&div_h, &div_l, 0, 5);
1704
1705         /* Do division first to prevent overflaw */
1706         s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1707
1708         /* Special penalty for mutiply-monster */
1709         if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1710         {
1711                 int monnum_penarty = r_ptr->r_akills / 400;
1712                 if (monnum_penarty > 8) monnum_penarty = 8;
1713
1714                 while (monnum_penarty--)
1715                 {
1716                         /* Divide by 4 */
1717                         s64b_RSHIFT(new_exp, new_exp_frac, 2);
1718                 }
1719         }
1720
1721         /* Finally multiply base experience point of the monster */
1722         s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1723
1724         /* Gain experience */
1725         gain_exp_64(new_exp, new_exp_frac);
1726 }
1727
1728
1729 /*
1730  * Decreases monsters hit points, handling monster death.
1731  *
1732  * We return TRUE if the monster has been killed (and deleted).
1733  *
1734  * We announce monster death (using an optional "death message"
1735  * if given, and a otherwise a generic killed/destroyed message).
1736  *
1737  * Only "physical attacks" can induce the "You have slain" message.
1738  * Missile and Spell attacks will induce the "dies" message, or
1739  * various "specialized" messages.  Note that "You have destroyed"
1740  * and "is destroyed" are synonyms for "You have slain" and "dies".
1741  *
1742  * Hack -- unseen monsters yield "You have killed it." message.
1743  *
1744  * Added fear (DGK) and check whether to print fear messages -CWS
1745  *
1746  * Made name, sex, and capitalization generic -BEN-
1747  *
1748  * As always, the "ghost" processing is a total hack.
1749  *
1750  * Hack -- we "delay" fear messages by passing around a "fear" flag.
1751  *
1752  * XXX XXX XXX Consider decreasing monster experience over time, say,
1753  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1754  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1755  * monster worth more than subsequent monsters.  This would also need
1756  * to induce changes in the monster recall code.
1757  */
1758 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1759 {
1760         monster_type    *m_ptr = &m_list[m_idx];
1761         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1762
1763         monster_type    exp_mon;
1764
1765         /* Innocent until proven otherwise */
1766         bool        innocent = TRUE, thief = FALSE;
1767         int         i;
1768         int         expdam;
1769
1770         COPY(&exp_mon, m_ptr, monster_type);
1771         if (!(r_ptr->flags7 & RF7_KILL_EXP))
1772         {
1773                 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1774                 if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
1775
1776                 get_exp_from_mon(expdam, &exp_mon);
1777
1778                 /* Genocided by chaos patron */
1779                 if (!m_ptr->r_idx) m_idx = 0;
1780         }
1781
1782         /* Redraw (later) if needed */
1783         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1784         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1785
1786         /* Wake it up */
1787         (void)set_monster_csleep(m_idx, 0);
1788
1789         /* Hack - Cancel any special player stealth magics. -LM- */
1790         if (p_ptr->special_defense & NINJA_S_STEALTH)
1791         {
1792                 set_superstealth(FALSE);
1793         }
1794
1795         /* Genocided by chaos patron */
1796         if (!m_idx) return TRUE;
1797
1798         /* Hurt it */
1799         m_ptr->hp -= dam;
1800
1801         /* It is dead now */
1802         if (m_ptr->hp < 0)
1803         {
1804                 char m_name[80];
1805
1806                 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1807                 {
1808                         /* You might have unmasked Tanuki first time */
1809                         r_ptr = &r_info[m_ptr->r_idx];
1810                         m_ptr->ap_r_idx = m_ptr->r_idx;
1811                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1812                 }
1813
1814                 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1815                 {
1816                         /* You might have unmasked Chameleon first time */
1817                         r_ptr = real_r_ptr(m_ptr);
1818                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1819                 }
1820
1821                 if (!(m_ptr->smart & SM_CLONED))
1822                 {
1823                         /* When the player kills a Unique, it stays dead */
1824                         if (r_ptr->flags1 & RF1_UNIQUE)
1825                         {
1826                                 r_ptr->max_num = 0;
1827
1828                                 /* Mega-Hack -- Banor & Lupart */
1829                                 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1830                                 {
1831                                         r_info[MON_BANORLUPART].max_num = 0;
1832                                         r_info[MON_BANORLUPART].r_pkills++;
1833                                         r_info[MON_BANORLUPART].r_akills++;
1834                                         if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1835                                 }
1836                                 else if (m_ptr->r_idx == MON_BANORLUPART)
1837                                 {
1838                                         r_info[MON_BANOR].max_num = 0;
1839                                         r_info[MON_BANOR].r_pkills++;
1840                                         r_info[MON_BANOR].r_akills++;
1841                                         if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1842                                         r_info[MON_LUPART].max_num = 0;
1843                                         r_info[MON_LUPART].r_pkills++;
1844                                         r_info[MON_LUPART].r_akills++;
1845                                         if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1846                                 }
1847                         }
1848
1849                         /* When the player kills a Nazgul, it stays dead */
1850                         else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1851                 }
1852
1853                 /* Count all monsters killed */
1854                 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1855
1856                 /* Recall even invisible uniques or winners */
1857                 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1858                 {
1859                         /* Count kills this life */
1860                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1861                         else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1862
1863                         /* Count kills in all lives */
1864                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1865                         else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1866
1867                         /* Hack -- Auto-recall */
1868                         monster_race_track(m_ptr->ap_r_idx);
1869                 }
1870
1871                 /* Extract monster name */
1872                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1873
1874                 /* Don't kill Amberites */
1875                 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1876                 {
1877                         int curses = 1 + randint1(3);
1878                         bool stop_ty = FALSE;
1879                         int count = 0;
1880
1881 #ifdef JP
1882 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1883 #else
1884                         msg_format("%^s puts a terrible blood curse on you!", m_name);
1885 #endif
1886
1887                         curse_equipment(100, 50);
1888
1889                         do
1890                         {
1891                                 stop_ty = activate_ty_curse(stop_ty, &count);
1892                         }
1893                         while (--curses);
1894                 }
1895
1896                 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1897                 {
1898                         char line_got[1024];
1899
1900                         /* Dump a message */
1901 #ifdef JP
1902                         if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1903 #else
1904                         if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1905 #endif
1906
1907                                 msg_format("%^s %s", m_name, line_got);
1908
1909 #ifdef WORLD_SCORE
1910                         if (m_ptr->r_idx == MON_SERPENT)
1911                         {
1912                                 /* Make screen dump */
1913                                 screen_dump = make_screen_dump();
1914                         }
1915 #endif
1916                 }
1917
1918                 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1919                 {
1920                         if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1921                         {
1922                                 chg_virtue(V_VALOUR, -1);
1923                         }
1924                         else if (r_ptr->level > dun_level)
1925                         {
1926                                 if (randint1(10) <= (r_ptr->level - dun_level))
1927                                         chg_virtue(V_VALOUR, 1);
1928                         }
1929                         if (r_ptr->level > 60)
1930                         {
1931                                 chg_virtue(V_VALOUR, 1);
1932                         }
1933                         if (r_ptr->level >= 2 * (p_ptr->lev+1))
1934                                 chg_virtue(V_VALOUR, 2);
1935                 }
1936
1937                 if (r_ptr->flags1 & RF1_UNIQUE)
1938                 {
1939                         if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1940
1941                         if (r_ptr->flags3 & RF3_GOOD)
1942                         {
1943                                 chg_virtue(V_UNLIFE, 2);
1944                                 chg_virtue(V_VITALITY, -2);
1945                         }
1946
1947                         if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1948                 }
1949
1950                 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1951                 {
1952                         chg_virtue(V_COMPASSION, -1);
1953                 }
1954
1955                 if ((r_ptr->flags3 & RF3_GOOD) &&
1956                         ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1957                         chg_virtue(V_UNLIFE, 1);
1958
1959                 if (r_ptr->d_char == 'A')
1960                 {
1961                         if (r_ptr->flags1 & RF1_UNIQUE)
1962                                 chg_virtue(V_FAITH, -2);
1963                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1964                         {
1965                                 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1966                                 else chg_virtue(V_FAITH, 1);
1967                         }
1968                 }
1969                 else if (r_ptr->flags3 & RF3_DEMON)
1970                 {
1971                         if (r_ptr->flags1 & RF1_UNIQUE)
1972                                 chg_virtue(V_FAITH, 2);
1973                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1974                                 chg_virtue(V_FAITH, 1);
1975                 }
1976
1977                 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1978                         chg_virtue(V_VITALITY, 2);
1979
1980                 if (r_ptr->r_deaths)
1981                 {
1982                         if (r_ptr->flags1 & RF1_UNIQUE)
1983                         {
1984                                 chg_virtue(V_HONOUR, 10);
1985                         }
1986                         else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1987                         {
1988                                 chg_virtue(V_HONOUR, 1);
1989                         }
1990                 }
1991                 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1992                 {
1993                         chg_virtue(V_VALOUR, -1);
1994                 }
1995
1996                 for (i = 0; i < 4; i++)
1997                 {
1998                         if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1999
2000                         if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
2001                                 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
2002
2003                                 thief = TRUE; /* Thief! */
2004                 }
2005
2006                 /* The new law says it is illegal to live in the dungeon */
2007                 if (r_ptr->level != 0) innocent = FALSE;
2008
2009                 if (thief)
2010                 {
2011                         if (r_ptr->flags1 & RF1_UNIQUE)
2012                                 chg_virtue(V_JUSTICE, 3);
2013                         else if (1+((r_ptr->level) / 10 + (2 * dun_level))
2014                                 >= randint1(100))
2015                                 chg_virtue(V_JUSTICE, 1);
2016                 }
2017                 else if (innocent)
2018                 {
2019                         chg_virtue (V_JUSTICE, -1);
2020                 }
2021
2022                 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->flags6 & ~(RF6_NOMAGIC_MASK)))
2023                 {
2024                         if (one_in_(4)) chg_virtue(V_NATURE, -1);
2025                 }
2026
2027                 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
2028                 {
2029                         char note_buf[160];
2030 #ifdef JP
2031                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
2032 #else
2033                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
2034 #endif
2035                         do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
2036                 }
2037
2038                 /* Make a sound */
2039                 sound(SOUND_KILL);
2040
2041                 /* Death by Missile/Spell attack */
2042                 if (note)
2043                 {
2044                         msg_format("%^s%s", m_name, note);
2045                 }
2046
2047                 /* Death by physical attack -- invisible monster */
2048                 else if (!m_ptr->ml)
2049                 {
2050 #ifdef JP
2051                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2052                                 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
2053                         else
2054 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
2055 #else
2056                                 msg_format("You have killed %s.", m_name);
2057 #endif
2058
2059                 }
2060
2061                 /* Death by Physical attack -- non-living monster */
2062                 else if (!monster_living(r_ptr))
2063                 {
2064                         int i;
2065                         bool explode = FALSE;
2066
2067                         for (i = 0; i < 4; i++)
2068                         {
2069                                 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
2070                         }
2071
2072                         /* Special note at death */
2073                         if (explode)
2074 #ifdef JP
2075                                 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
2076 #else
2077                                 msg_format("%^s explodes into tiny shreds.", m_name);
2078 #endif
2079                         else
2080                         {
2081 #ifdef JP
2082                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2083                                         msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
2084                                 else
2085 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
2086 #else
2087                                 msg_format("You have destroyed %s.", m_name);
2088 #endif
2089                         }
2090                 }
2091
2092                 /* Death by Physical attack -- living monster */
2093                 else
2094                 {
2095 #ifdef JP
2096                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2097                                 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2098                         else
2099 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2100 #else
2101                                 msg_format("You have slain %s.", m_name);
2102 #endif
2103
2104                 }
2105                 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
2106                 {
2107                         for (i = 0; i < MAX_KUBI; i++)
2108                         {
2109                                 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
2110                                 {
2111 #ifdef JP
2112 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
2113 #else
2114                                         msg_format("There is a price on %s's head.", m_name);
2115 #endif
2116                                         break;
2117                                 }
2118                         }
2119                 }
2120
2121                 /* Generate treasure */
2122                 monster_death(m_idx, TRUE);
2123
2124                 /* Mega hack : replace IKETA to BIKETAL */
2125                 if ((m_ptr->r_idx == MON_IKETA) &&
2126                     !(p_ptr->inside_arena || p_ptr->inside_battle))
2127                 {
2128                         int dummy_y = m_ptr->fy;
2129                         int dummy_x = m_ptr->fx;
2130                         u32b mode = 0L;
2131
2132                         if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2133
2134                         /* Delete the monster */
2135                         delete_monster_idx(m_idx);
2136
2137                         if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2138                         {
2139 #ifdef JP
2140                                 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2141 #else
2142                                 msg_print("Uwa-hahaha!  *I* am Biketal!");
2143 #endif
2144                         }
2145                 }
2146                 else
2147                 {
2148                         /* Delete the monster */
2149                         delete_monster_idx(m_idx);
2150                 }
2151
2152                 /* Prevent bug of chaos patron's reward */
2153                 if (r_ptr->flags7 & RF7_KILL_EXP)
2154                         get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
2155                 else
2156                         get_exp_from_mon(((long)exp_mon.max_maxhp+1L) * 9L / 10L, &exp_mon);
2157
2158                 /* Not afraid */
2159                 (*fear) = FALSE;
2160
2161                 /* Monster is dead */
2162                 return (TRUE);
2163         }
2164
2165
2166 #ifdef ALLOW_FEAR
2167
2168         /* Mega-Hack -- Pain cancels fear */
2169         if (MON_MONFEAR(m_ptr) && (dam > 0))
2170         {
2171                 /* Cure fear */
2172                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
2173                 {
2174                         /* No more fear */
2175                         (*fear) = FALSE;
2176                 }
2177         }
2178
2179         /* Sometimes a monster gets scared by damage */
2180         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2181         {
2182                 /* Percentage of fully healthy */
2183                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2184
2185                 /*
2186                  * Run (sometimes) if at 10% or less of max hit points,
2187                  * or (usually) when hit for half its current hit points
2188                  */
2189                 if ((randint1(10) >= percentage) ||
2190                     ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2191                 {
2192                         /* Hack -- note fear */
2193                         (*fear) = TRUE;
2194
2195                         /* XXX XXX XXX Hack -- Add some timed fear */
2196                         (void)set_monster_monfear(m_idx, (randint1(10) +
2197                                           (((dam >= m_ptr->hp) && (percentage > 7)) ?
2198                                            20 : ((11 - percentage) * 5))));
2199                 }
2200         }
2201
2202 #endif
2203
2204 #if 0
2205         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2206         {
2207                 char m_name[80];
2208
2209                 /* Extract monster name */
2210                 monster_desc(m_name, m_ptr, 0);
2211
2212                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2213                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2214                 {
2215 #ifdef JP
2216 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2217 #else
2218                                 msg_format("%^s has thrown you off!", m_name);
2219 #endif
2220                 }
2221         }
2222 #endif
2223
2224         /* Not dead yet */
2225         return (FALSE);
2226 }
2227
2228
2229 /*
2230  * Get term size and calculate screen size
2231  */
2232 void get_screen_size(int *wid_p, int *hgt_p)
2233 {
2234         Term_get_size(wid_p, hgt_p);
2235         *hgt_p -= ROW_MAP + 2;
2236         *wid_p -= COL_MAP + 2;
2237         if (use_bigtile) *wid_p /= 2;
2238 }
2239
2240
2241 /*
2242  * Calculates current boundaries
2243  * Called below and from "do_cmd_locate()".
2244  */
2245 void panel_bounds_center(void)
2246 {
2247         int wid, hgt;
2248
2249         /* Get size */
2250         get_screen_size(&wid, &hgt);
2251
2252         panel_row_max = panel_row_min + hgt - 1;
2253         panel_row_prt = panel_row_min - 1;
2254         panel_col_max = panel_col_min + wid - 1;
2255         panel_col_prt = panel_col_min - 13;
2256 }
2257
2258
2259 /*
2260  * Map resizing whenever the main term changes size
2261  */
2262 void resize_map(void)
2263 {
2264         /* Only if the dungeon exists */
2265         if (!character_dungeon) return;
2266         
2267         /* Mega-Hack -- no panel yet */
2268         panel_row_max = 0;
2269         panel_col_max = 0;
2270
2271         /* Reset the panels */
2272         panel_row_min = cur_hgt;
2273         panel_col_min = cur_wid;
2274                                 
2275         verify_panel();
2276
2277         /* Update stuff */
2278         p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2279
2280         /* Forget lite/view */
2281         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2282
2283         /* Update lite/view */
2284         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2285
2286         /* Update monsters */
2287         p_ptr->update |= (PU_MONSTERS);
2288
2289         /* Redraw everything */
2290         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2291
2292         /* Hack -- update */
2293         handle_stuff();
2294         
2295         /* Redraw */
2296         Term_redraw();
2297
2298         /*
2299          * Waiting command;
2300          * Place the cursor on the player
2301          */
2302         if (can_save) move_cursor_relative(py, px);
2303
2304         /* Refresh */
2305         Term_fresh();
2306 }
2307
2308 /*
2309  * Redraw a term when it is resized
2310  */
2311 void redraw_window(void)
2312 {
2313         /* Only if the dungeon exists */
2314         if (!character_dungeon) return;
2315
2316         /* Window stuff */
2317         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2318
2319         /* Window stuff */
2320         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2321
2322         /* Hack -- update */
2323         handle_stuff();
2324
2325         /* Redraw */
2326         Term_redraw();
2327 }
2328
2329
2330 /*
2331  * Handle a request to change the current panel
2332  *
2333  * Return TRUE if the panel was changed.
2334  *
2335  * Also used in do_cmd_locate
2336  */
2337 bool change_panel(int dy, int dx)
2338 {
2339         int y, x;
2340         int wid, hgt;
2341
2342         /* Get size */
2343         get_screen_size(&wid, &hgt);
2344
2345         /* Apply the motion */
2346         y = panel_row_min + dy * hgt / 2;
2347         x = panel_col_min + dx * wid / 2;
2348
2349         /* Verify the row */
2350         if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2351         if (y < 0) y = 0;
2352
2353         /* Verify the col */
2354         if (x > cur_wid - wid) x = cur_wid - wid;
2355         if (x < 0) x = 0;
2356
2357         /* Handle "changes" */
2358         if ((y != panel_row_min) || (x != panel_col_min))
2359         {
2360                 /* Save the new panel info */
2361                 panel_row_min = y;
2362                 panel_col_min = x;
2363
2364                 /* Recalculate the boundaries */
2365                 panel_bounds_center();
2366
2367                 /* Update stuff */
2368                 p_ptr->update |= (PU_MONSTERS);
2369
2370                 /* Redraw map */
2371                 p_ptr->redraw |= (PR_MAP);
2372
2373                 /* Handle stuff */
2374                 handle_stuff();
2375
2376                 /* Success */
2377                 return (TRUE);
2378         }
2379
2380         /* No change */
2381         return (FALSE);
2382 }
2383
2384 bool change_panel_xy(int y, int x)
2385 {
2386         int dy = 0, dx = 0;
2387         int wid, hgt;
2388
2389         /* Get size */
2390         get_screen_size(&wid, &hgt);
2391
2392         if (y < panel_row_min) dy = -1;
2393         if (y > panel_row_max) dy = 1;
2394         if (x < panel_col_min) dx = -1;
2395         if (x > panel_col_max) dx = 1;
2396
2397         if (!dy && !dx) return (FALSE);
2398
2399         return change_panel(dy, dx);
2400 }
2401
2402
2403 /*
2404  * Given an row (y) and col (x), this routine detects when a move
2405  * off the screen has occurred and figures new borders. -RAK-
2406  *
2407  * "Update" forces a "full update" to take place.
2408  *
2409  * The map is reprinted if necessary, and "TRUE" is returned.
2410  */
2411 void verify_panel(void)
2412 {
2413         int y = py;
2414         int x = px;
2415         int wid, hgt;
2416
2417         int prow_min;
2418         int pcol_min;
2419         int max_prow_min;
2420         int max_pcol_min;
2421
2422         /* Get size */
2423         get_screen_size(&wid, &hgt);
2424
2425         max_prow_min = cur_hgt - hgt;
2426         max_pcol_min = cur_wid - wid;
2427
2428         /* Bounds checking */
2429         if (max_prow_min < 0) max_prow_min = 0;
2430         if (max_pcol_min < 0) max_pcol_min = 0;
2431
2432                 /* Center on player */
2433         if (center_player && (center_running || !running))
2434         {
2435                 /* Center vertically */
2436                 prow_min = y - hgt / 2;
2437                 if (prow_min < 0) prow_min = 0;
2438                 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2439
2440                 /* Center horizontally */
2441                 pcol_min = x - wid / 2;
2442                 if (pcol_min < 0) pcol_min = 0;
2443                 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2444         }
2445         else
2446         {
2447                 prow_min = panel_row_min;
2448                 pcol_min = panel_col_min;
2449
2450                 /* Scroll screen when 2 grids from top/bottom edge */
2451                 if (y > panel_row_max - 2)
2452                 {
2453                         while (y > prow_min + hgt-1 - 2)
2454                         {
2455                                 prow_min += (hgt / 2);
2456                         }
2457                 }
2458
2459                 if (y < panel_row_min + 2)
2460                 {
2461                         while (y < prow_min + 2)
2462                         {
2463                                 prow_min -= (hgt / 2);
2464                         }
2465                 }
2466
2467                 if (prow_min > max_prow_min) prow_min = max_prow_min;
2468                 if (prow_min < 0) prow_min = 0;
2469
2470                 /* Scroll screen when 4 grids from left/right edge */
2471                 if (x > panel_col_max - 4)
2472                 {
2473                         while (x > pcol_min + wid-1 - 4)
2474                         {
2475                                 pcol_min += (wid / 2);
2476                         }
2477                 }
2478                 
2479                 if (x < panel_col_min + 4)
2480                 {
2481                         while (x < pcol_min + 4)
2482                         {
2483                                 pcol_min -= (wid / 2);
2484                         }
2485                 }
2486
2487                 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2488                 if (pcol_min < 0) pcol_min = 0;
2489         }
2490
2491         /* Check for "no change" */
2492         if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2493
2494         /* Save the new panel info */
2495         panel_row_min = prow_min;
2496         panel_col_min = pcol_min;
2497
2498         /* Hack -- optional disturb on "panel change" */
2499         if (disturb_panel && !center_player) disturb(0, 0);
2500
2501         /* Recalculate the boundaries */
2502         panel_bounds_center();
2503
2504         /* Update stuff */
2505         p_ptr->update |= (PU_MONSTERS);
2506
2507         /* Redraw map */
2508         p_ptr->redraw |= (PR_MAP);
2509
2510         /* Window stuff */
2511         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2512 }
2513
2514
2515 /*
2516  * Monster health description
2517  */
2518 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2519 {
2520         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2521         bool         living;
2522         int          perc;
2523         cptr desc;
2524         cptr attitude;
2525         cptr clone;
2526
2527         /* Determine if the monster is "living" */
2528         living = monster_living(ap_r_ptr);
2529
2530         /* Calculate a health "percentage" */
2531         perc = 100L * m_ptr->hp / m_ptr->maxhp;
2532
2533         /* Healthy monsters */
2534         if (m_ptr->hp >= m_ptr->maxhp)
2535         {
2536                 /* No damage */
2537 #ifdef JP
2538                 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2539 #else
2540                 desc = living ? "unhurt" : "undamaged";
2541 #endif
2542
2543         }
2544
2545         else if (perc >= 60)
2546         {
2547 #ifdef JP
2548                 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2549 #else
2550                 desc = living ? "somewhat wounded" : "somewhat damaged";
2551 #endif
2552
2553         }
2554
2555         else if (perc >= 25)
2556         {
2557 #ifdef JP
2558                 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2559 #else
2560                 desc = living ? "wounded" : "damaged";
2561 #endif
2562
2563         }
2564
2565         else if (perc >= 10)
2566         {
2567 #ifdef JP
2568                 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2569 #else
2570                 desc = living ? "badly wounded" : "badly damaged";
2571 #endif
2572
2573         }
2574
2575         else 
2576         {
2577 #ifdef JP
2578                 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2579 #else
2580                 desc = living ? "almost dead" : "almost destroyed";
2581 #endif
2582         }
2583
2584
2585         /* Need attitude information? */
2586         if (!(mode & 0x01))
2587         {
2588                 /* Full information is not needed */
2589                 attitude = "";
2590         }
2591         else if (is_pet(m_ptr))
2592         {
2593 #ifdef JP
2594                 attitude = ", ¥Ú¥Ã¥È";
2595 #else
2596                 attitude = ", pet";
2597 #endif
2598         }
2599         else if (is_friendly(m_ptr))
2600         {
2601 #ifdef JP
2602                 attitude = ", Í§¹¥Åª";
2603 #else
2604                 attitude = ", friendly";
2605 #endif
2606         }
2607         else
2608         {
2609 #ifdef JP
2610                 attitude = "";
2611 #else
2612                 attitude = "";
2613 #endif
2614         }
2615
2616
2617         /* Clone monster? */
2618         if (m_ptr->smart & SM_CLONED)
2619         {
2620                 clone = ", clone";
2621         }
2622         else
2623         {
2624                 clone = "";
2625         }
2626
2627         /* Display monster's level --- idea borrowed from ToME */
2628         if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2629         {
2630 #ifdef JP
2631                 return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2632 #else
2633                 return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2634 #endif
2635         }
2636         else 
2637         {
2638 #ifdef JP
2639                 return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
2640 #else
2641                 return format("Level ???, %s%s%s", desc, attitude, clone);
2642 #endif
2643         }
2644 }
2645
2646
2647
2648 /*
2649  * Angband sorting algorithm -- quick sort in place
2650  *
2651  * Note that the details of the data we are sorting is hidden,
2652  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2653  * function hooks to interact with the data, which is given as
2654  * two pointers, and which may have any user-defined form.
2655  */
2656 void ang_sort_aux(vptr u, vptr v, int p, int q)
2657 {
2658         int z, a, b;
2659
2660         /* Done sort */
2661         if (p >= q) return;
2662
2663         /* Pivot */
2664         z = p;
2665
2666         /* Begin */
2667         a = p;
2668         b = q;
2669
2670         /* Partition */
2671         while (TRUE)
2672         {
2673                 /* Slide i2 */
2674                 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2675
2676                 /* Slide i1 */
2677                 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2678
2679                 /* Done partition */
2680                 if (a >= b) break;
2681
2682                 /* Swap */
2683                 (*ang_sort_swap)(u, v, a, b);
2684
2685                 /* Advance */
2686                 a++, b--;
2687         }
2688
2689         /* Recurse left side */
2690         ang_sort_aux(u, v, p, b);
2691
2692         /* Recurse right side */
2693         ang_sort_aux(u, v, b+1, q);
2694 }
2695
2696
2697 /*
2698  * Angband sorting algorithm -- quick sort in place
2699  *
2700  * Note that the details of the data we are sorting is hidden,
2701  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2702  * function hooks to interact with the data, which is given as
2703  * two pointers, and which may have any user-defined form.
2704  */
2705 void ang_sort(vptr u, vptr v, int n)
2706 {
2707         /* Sort the array */
2708         ang_sort_aux(u, v, 0, n-1);
2709 }
2710
2711
2712
2713 /*** Targeting Code ***/
2714
2715
2716 /*
2717  * Determine is a monster makes a reasonable target
2718  *
2719  * The concept of "targeting" was stolen from "Morgul" (?)
2720  *
2721  * The player can target any location, or any "target-able" monster.
2722  *
2723  * Currently, a monster is "target_able" if it is visible, and if
2724  * the player can hit it with a projection, and the player is not
2725  * hallucinating.  This allows use of "use closest target" macros.
2726  *
2727  * Future versions may restrict the ability to target "trappers"
2728  * and "mimics", but the semantics is a little bit weird.
2729  */
2730 bool target_able(int m_idx)
2731 {
2732         monster_type *m_ptr = &m_list[m_idx];
2733
2734         /* Monster must be alive */
2735         if (!m_ptr->r_idx) return (FALSE);
2736
2737         /* Hack -- no targeting hallucinations */
2738         if (p_ptr->image) return (FALSE);
2739
2740         /* Monster must be visible */
2741         if (!m_ptr->ml) return (FALSE);
2742
2743         if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2744
2745         /* Monster must be projectable */
2746         if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2747
2748         /* XXX XXX XXX Hack -- Never target trappers */
2749         /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2750
2751         /* Assume okay */
2752         return (TRUE);
2753 }
2754
2755
2756
2757
2758 /*
2759  * Update (if necessary) and verify (if possible) the target.
2760  *
2761  * We return TRUE if the target is "okay" and FALSE otherwise.
2762  */
2763 bool target_okay(void)
2764 {
2765         /* Accept stationary targets */
2766         if (target_who < 0) return (TRUE);
2767
2768         /* Check moving targets */
2769         if (target_who > 0)
2770         {
2771                 /* Accept reasonable targets */
2772                 if (target_able(target_who))
2773                 {
2774                         monster_type *m_ptr = &m_list[target_who];
2775
2776                         /* Acquire monster location */
2777                         target_row = m_ptr->fy;
2778                         target_col = m_ptr->fx;
2779
2780                         /* Good target */
2781                         return (TRUE);
2782                 }
2783         }
2784
2785         /* Assume no target */
2786         return (FALSE);
2787 }
2788
2789
2790 /*
2791  * Sorting hook -- comp function -- by "distance to player"
2792  *
2793  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2794  * and sort the arrays by double-distance to the player.
2795  */
2796 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2797 {
2798         byte *x = (byte*)(u);
2799         byte *y = (byte*)(v);
2800
2801         int da, db, kx, ky;
2802
2803         /* Absolute distance components */
2804         kx = x[a]; kx -= px; kx = ABS(kx);
2805         ky = y[a]; ky -= py; ky = ABS(ky);
2806
2807         /* Approximate Double Distance to the first point */
2808         da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2809
2810         /* Absolute distance components */
2811         kx = x[b]; kx -= px; kx = ABS(kx);
2812         ky = y[b]; ky -= py; ky = ABS(ky);
2813
2814         /* Approximate Double Distance to the first point */
2815         db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2816
2817         /* Compare the distances */
2818         return (da <= db);
2819 }
2820
2821
2822 /*
2823  * Sorting hook -- comp function -- by importance level of grids
2824  *
2825  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2826  * and sort the arrays by level of monster
2827  */
2828 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2829 {
2830         byte *x = (byte*)(u);
2831         byte *y = (byte*)(v);
2832         cave_type *ca_ptr = &cave[y[a]][x[a]];
2833         cave_type *cb_ptr = &cave[y[b]][x[b]];
2834         monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2835         monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2836         monster_race *ap_ra_ptr, *ap_rb_ptr;
2837
2838         /* The player grid */
2839         if (y[a] == py && x[a] == px) return TRUE;
2840         if (y[b] == py && x[b] == px) return FALSE;
2841
2842         /* Extract monster race */
2843         if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2844         else ap_ra_ptr = NULL;
2845         if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2846         else ap_rb_ptr = NULL;
2847
2848         if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2849         if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2850
2851         /* Compare two monsters */
2852         if (ap_ra_ptr && ap_rb_ptr)
2853         {
2854                 /* Unique monsters first */
2855                 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2856                 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2857
2858                 /* Shadowers first (¤¢¤ä¤·¤¤±Æ) */
2859                 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2860                 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2861
2862                 /* Unknown monsters first */
2863                 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2864                 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2865
2866                 /* Higher level monsters first (if known) */
2867                 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2868                 {
2869                         if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2870                         if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2871                 }
2872
2873                 /* Sort by index if all conditions are same */
2874                 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2875                 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2876         }
2877
2878         /* An object get higher priority */
2879         if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2880         if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2881
2882         /* Priority from the terrain */
2883         if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2884         if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2885
2886         /* If all conditions are same, compare distance */
2887         return ang_sort_comp_distance(u, v, a, b);
2888 }
2889
2890
2891 /*
2892  * Sorting hook -- swap function -- by "distance to player"
2893  *
2894  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2895  * and sort the arrays by distance to the player.
2896  */
2897 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2898 {
2899         byte *x = (byte*)(u);
2900         byte *y = (byte*)(v);
2901
2902         byte temp;
2903
2904         /* Swap "x" */
2905         temp = x[a];
2906         x[a] = x[b];
2907         x[b] = temp;
2908
2909         /* Swap "y" */
2910         temp = y[a];
2911         y[a] = y[b];
2912         y[b] = temp;
2913 }
2914
2915
2916
2917 /*
2918  * Hack -- help "select" a location (see below)
2919  */
2920 static s16b target_pick(int y1, int x1, int dy, int dx)
2921 {
2922         int i, v;
2923
2924         int x2, y2, x3, y3, x4, y4;
2925
2926         int b_i = -1, b_v = 9999;
2927
2928
2929         /* Scan the locations */
2930         for (i = 0; i < temp_n; i++)
2931         {
2932                 /* Point 2 */
2933                 x2 = temp_x[i];
2934                 y2 = temp_y[i];
2935
2936                 /* Directed distance */
2937                 x3 = (x2 - x1);
2938                 y3 = (y2 - y1);
2939
2940                 /* Verify quadrant */
2941                 if (dx && (x3 * dx <= 0)) continue;
2942                 if (dy && (y3 * dy <= 0)) continue;
2943
2944                 /* Absolute distance */
2945                 x4 = ABS(x3);
2946                 y4 = ABS(y3);
2947
2948                 /* Verify quadrant */
2949                 if (dy && !dx && (x4 > y4)) continue;
2950                 if (dx && !dy && (y4 > x4)) continue;
2951
2952                 /* Approximate Double Distance */
2953                 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2954
2955                 /* XXX XXX XXX Penalize location */
2956
2957                 /* Track best */
2958                 if ((b_i >= 0) && (v >= b_v)) continue;
2959
2960                 /* Track best */
2961                 b_i = i; b_v = v;
2962         }
2963
2964         /* Result */
2965         return (b_i);
2966 }
2967
2968
2969 /*
2970  * Hack -- determine if a given location is "interesting"
2971  */
2972 static bool target_set_accept(int y, int x)
2973 {
2974         cave_type *c_ptr;
2975
2976         s16b this_o_idx, next_o_idx = 0;
2977
2978         /* Bounds */
2979         if (!(in_bounds(y, x))) return (FALSE);
2980
2981         /* Player grid is always interesting */
2982         if (player_bold(y, x)) return (TRUE);
2983
2984
2985         /* Handle hallucination */
2986         if (p_ptr->image) return (FALSE);
2987
2988
2989         /* Examine the grid */
2990         c_ptr = &cave[y][x];
2991
2992         /* Visible monsters */
2993         if (c_ptr->m_idx)
2994         {
2995                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2996
2997                 /* Visible monsters */
2998                 if (m_ptr->ml) return (TRUE);
2999         }
3000
3001         /* Scan all objects in the grid */
3002         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3003         {
3004                 object_type *o_ptr;
3005
3006                 /* Acquire object */
3007                 o_ptr = &o_list[this_o_idx];
3008
3009                 /* Acquire next object */
3010                 next_o_idx = o_ptr->next_o_idx;
3011
3012                 /* Memorized object */
3013                 if (o_ptr->marked & OM_FOUND) return (TRUE);
3014         }
3015
3016         /* Interesting memorized features */
3017         if (c_ptr->info & (CAVE_MARK))
3018         {
3019                 /* Notice object features */
3020                 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
3021
3022                 /* Feature code (applying "mimic" field) */
3023                 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
3024         }
3025
3026         /* Nope */
3027         return (FALSE);
3028 }
3029
3030
3031 /*
3032  * Prepare the "temp" array for "target_set"
3033  *
3034  * Return the number of target_able monsters in the set.
3035  */
3036 static void target_set_prepare(int mode)
3037 {
3038         int y, x;
3039         int min_hgt, max_hgt, min_wid, max_wid;
3040
3041         if (mode & TARGET_KILL)
3042         {
3043                 /* Inner range */
3044                 min_hgt = MAX((py - MAX_RANGE), 0);
3045                 max_hgt = MIN((py + MAX_RANGE), cur_hgt - 1);
3046                 min_wid = MAX((px - MAX_RANGE), 0);
3047                 max_wid = MIN((px + MAX_RANGE), cur_wid - 1);
3048         }
3049         else /* not targetting */
3050         {
3051                 /* Inner panel */
3052                 min_hgt = panel_row_min;
3053                 max_hgt = panel_row_max;
3054                 min_wid = panel_col_min;
3055                 max_wid = panel_col_max;
3056         }
3057
3058         /* Reset "temp" array */
3059         temp_n = 0;
3060
3061         /* Scan the current panel */
3062         for (y = min_hgt; y <= max_hgt; y++)
3063         {
3064                 for (x = min_wid; x <= max_wid; x++)
3065                 {
3066                         cave_type *c_ptr;
3067
3068                         /* Require "interesting" contents */
3069                         if (!target_set_accept(y, x)) continue;
3070
3071                         c_ptr = &cave[y][x];
3072
3073                         /* Require target_able monsters for "TARGET_KILL" */
3074                         if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
3075
3076                         if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
3077
3078                         /* Save the location */
3079                         temp_x[temp_n] = x;
3080                         temp_y[temp_n] = y;
3081                         temp_n++;
3082                 }
3083         }
3084
3085         /* Set the sort hooks */
3086         if (mode & (TARGET_KILL))
3087         {
3088                 /* Target the nearest monster for shooting */
3089                 ang_sort_comp = ang_sort_comp_distance;
3090                 ang_sort_swap = ang_sort_swap_distance;
3091         }
3092         else
3093         {
3094                 /* Look important grids first in Look command */
3095                 ang_sort_comp = ang_sort_comp_importance;
3096                 ang_sort_swap = ang_sort_swap_distance;
3097         }
3098
3099         /* Sort the positions */
3100         ang_sort(temp_x, temp_y, temp_n);
3101
3102         if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
3103         {
3104                 byte tmp;
3105
3106                 tmp = temp_y[0];
3107                 temp_y[0] = temp_y[1];
3108                 temp_y[1] = tmp;
3109                 tmp = temp_x[0];
3110                 temp_x[0] = temp_x[1];
3111                 temp_x[1] = tmp;
3112         }
3113 }
3114 void target_set_prepare_look(){
3115         target_set_prepare(TARGET_LOOK);
3116 }
3117
3118
3119 /*
3120  * Evaluate number of kill needed to gain level
3121  */
3122 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
3123 {
3124         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3125         u32b num;
3126         s32b exp_mon, exp_adv;
3127         u32b exp_mon_frac, exp_adv_frac;
3128
3129         if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3130         {
3131                 sprintf(buf,"**");
3132                 return;
3133         }
3134         else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3135         {
3136                 if (!p_ptr->wizard)
3137                 {
3138                         sprintf(buf,"??");
3139                         return;
3140                 }
3141         }
3142
3143
3144         /* The monster's experience point (assuming average monster speed) */
3145         exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
3146         exp_mon_frac = 0;
3147         s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
3148
3149
3150         /* Total experience value for next level */
3151         exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
3152         exp_adv_frac = 0;
3153         s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
3154
3155         /* Experience value need to get */
3156         s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
3157
3158
3159         /* You need to kill at least one monster to get any experience */
3160         s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3161         s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
3162
3163         /* Extract number of monsters needed */
3164         s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3165
3166         /* If 999 or more monsters needed, only display "999". */
3167         num = MIN(999, exp_adv_frac);
3168
3169         /* Display the number */
3170         sprintf(buf,"%03ld", (long int)num);
3171 }
3172
3173
3174 bool show_gold_on_floor = FALSE;
3175
3176 /*
3177  * Examine a grid, return a keypress.
3178  *
3179  * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3180  * indicates that the "space" key should scan through the contents
3181  * of the grid, instead of simply returning immediately.  This lets
3182  * the "look" command get complete information, without making the
3183  * "target" command annoying.
3184  *
3185  * The "info" argument contains the "commands" which should be shown
3186  * inside the "[xxx]" text.  This string must never be empty, or grids
3187  * containing monsters will be displayed with an extra comma.
3188  *
3189  * Note that if a monster is in the grid, we update both the monster
3190  * recall info and the health bar info to track that monster.
3191  *
3192  * Eventually, we may allow multiple objects per grid, or objects
3193  * and terrain features in the same grid. XXX XXX XXX
3194  *
3195  * This function must handle blindness/hallucination.
3196  */
3197 static int target_set_aux(int y, int x, int mode, cptr info)
3198 {
3199         cave_type *c_ptr = &cave[y][x];
3200         s16b this_o_idx, next_o_idx = 0;
3201         cptr s1 = "", s2 = "", s3 = "", x_info = "";
3202         bool boring = TRUE;
3203         s16b feat;
3204         feature_type *f_ptr;
3205         int query = '\001';
3206         char out_val[MAX_NLEN+80];
3207
3208 #ifdef ALLOW_EASY_FLOOR
3209         int floor_list[23], floor_num = 0;
3210
3211         /* Scan all objects in the grid */
3212         if (easy_floor)
3213         {
3214                 floor_num = scan_floor(floor_list, y, x, 0x02);
3215
3216                 if (floor_num)
3217                 {
3218 #ifdef JP
3219                         x_info = "xʪ ";
3220 #else
3221                         x_info = "x,";
3222 #endif
3223                 }
3224         }
3225
3226 #endif /* ALLOW_EASY_FLOOR */
3227
3228         /* Hack -- under the player */
3229         if (player_bold(y, x))
3230         {
3231                 /* Description */
3232 #ifdef JP
3233                 s1 = "¤¢¤Ê¤¿¤Ï";
3234                 s2 = "¤Î¾å";
3235                 s3 = "¤Ë¤¤¤ë";
3236 #else
3237                 s1 = "You are ";
3238
3239                 /* Preposition */
3240                 s2 = "on ";
3241 #endif
3242         }
3243         else
3244         {
3245 #ifdef JP
3246                 s1 = "¥¿¡¼¥²¥Ã¥È:";
3247 #else
3248                 s1 = "Target:";
3249 #endif
3250         }
3251
3252         /* Hack -- hallucination */
3253         if (p_ptr->image)
3254         {
3255 #ifdef JP
3256                 cptr name = "²¿¤«´ñ̯¤Êʪ";
3257 #else
3258                 cptr name = "something strange";
3259 #endif
3260
3261
3262                 /* Display a message */
3263 #ifdef JP
3264                 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3265 #else
3266                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3267 #endif
3268
3269                 prt(out_val, 0, 0);
3270                 move_cursor_relative(y, x);
3271                 query = inkey();
3272
3273                 /* Stop on everything but "return" */
3274                 if ((query != '\r') && (query != '\n')) return query;
3275
3276                 /* Repeat forever */
3277                 return 0;
3278         }
3279
3280
3281         /* Actual monsters */
3282         if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3283         {
3284                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3285                 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3286                 char m_name[80];
3287                 bool recall = FALSE;
3288
3289                 /* Not boring */
3290                 boring = FALSE;
3291
3292                 /* Get the monster name ("a kobold") */
3293                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3294
3295                 /* Hack -- track this monster race */
3296                 monster_race_track(m_ptr->ap_r_idx);
3297
3298                 /* Hack -- health bar for this monster */
3299                 health_track(c_ptr->m_idx);
3300
3301                 /* Hack -- handle stuff */
3302                 handle_stuff();
3303
3304                 /* Interact */
3305                 while (1)
3306                 {
3307                         char acount[10];
3308
3309                         /* Recall */
3310                         if (recall)
3311                         {
3312                                 /* Save */
3313                                 screen_save();
3314
3315                                 /* Recall on screen */
3316                                 screen_roff(m_ptr->ap_r_idx, 0);
3317
3318                                 /* Hack -- Complete the prompt (again) */
3319 #ifdef JP
3320                                 Term_addstr(-1, TERM_WHITE, format("  [r»× %s%s]", x_info, info));
3321 #else
3322                                 Term_addstr(-1, TERM_WHITE, format("  [r,%s%s]", x_info, info));
3323 #endif
3324
3325                                 /* Command */
3326                                 query = inkey();
3327
3328                                 /* Restore */
3329                                 screen_load();
3330
3331                                 /* Normal commands */
3332                                 if (query != 'r') break;
3333
3334                                 /* Toggle recall */
3335                                 recall = FALSE;
3336
3337                                 /* Cleare recall text and repeat */
3338                                 continue;
3339                         }
3340
3341                         /*** Normal ***/
3342
3343                         /* Describe, and prompt for recall */
3344                         evaluate_monster_exp(acount, m_ptr);
3345
3346 #ifdef JP
3347                         sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
3348 #else
3349                         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);
3350 #endif
3351
3352                         prt(out_val, 0, 0);
3353
3354                         /* Place cursor */
3355                         move_cursor_relative(y, x);
3356
3357                         /* Command */
3358                         query = inkey();
3359
3360                         /* Normal commands */
3361                         if (query != 'r') break;
3362
3363                         /* Toggle recall */
3364                         recall = TRUE;
3365                 }
3366
3367                 /* Always stop at "normal" keys */
3368                 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3369
3370                 /* Sometimes stop at "space" key */
3371                 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3372
3373                 /* Change the intro */
3374 #ifdef JP
3375                 s1 = "¤½¤ì¤Ï";
3376 #else
3377                 s1 = "It is ";
3378 #endif
3379
3380
3381                 /* Hack -- take account of gender */
3382 #ifdef JP
3383                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3384 #else
3385                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3386 #endif
3387
3388 #ifdef JP
3389                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3390 #else
3391                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3392 #endif
3393
3394
3395                 /* Use a preposition */
3396 #ifdef JP
3397                 s2 = "¤ò";
3398                 s3 = "»ý¤Ã¤Æ¤¤¤ë";
3399 #else
3400                 s2 = "carrying ";
3401 #endif
3402
3403
3404                 /* Scan all objects being carried */
3405                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3406                 {
3407                         char o_name[MAX_NLEN];
3408
3409                         object_type *o_ptr;
3410
3411                         /* Acquire object */
3412                         o_ptr = &o_list[this_o_idx];
3413
3414                         /* Acquire next object */
3415                         next_o_idx = o_ptr->next_o_idx;
3416
3417                         /* Obtain an object description */
3418                         object_desc(o_name, o_ptr, 0);
3419
3420                         /* Describe the object */
3421 #ifdef JP
3422                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3423 #else
3424                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3425 #endif
3426
3427                         prt(out_val, 0, 0);
3428                         move_cursor_relative(y, x);
3429                         query = inkey();
3430
3431                         /* Always stop at "normal" keys */
3432                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3433
3434                         /* Sometimes stop at "space" key */
3435                         if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3436
3437                         /* Change the intro */
3438 #ifdef JP
3439                         s2 = "¤ò¤Þ¤¿";
3440 #else
3441                         s2 = "also carrying ";
3442 #endif
3443                 }
3444
3445                 /* Use a preposition */
3446 #ifdef JP
3447                 s2 = "¤Î¾å";
3448                 s3 = "¤Ë¤¤¤ë";
3449 #else
3450                 s2 = "on ";
3451 #endif
3452         }
3453
3454
3455 #ifdef ALLOW_EASY_FLOOR
3456         if (floor_num)
3457         {
3458                 int min_width = 0;
3459
3460                 while (1)
3461                 {
3462                         if (floor_num == 1)
3463                         {
3464                                 char o_name[MAX_NLEN];
3465
3466                                 object_type *o_ptr;
3467
3468                                 /* Acquire object */
3469                                 o_ptr = &o_list[floor_list[0]];
3470
3471                                 /* Describe the object */
3472                                 object_desc(o_name, o_ptr, 0);
3473
3474                                 /* Message */
3475 #ifdef JP
3476                                 sprintf(out_val, "%s%s%s%s[%s]",
3477                                         s1, o_name, s2, s3, info);
3478 #else
3479                                 sprintf(out_val, "%s%s%s%s [%s]",
3480                                         s1, s2, s3, o_name, info);
3481 #endif
3482
3483                                 prt(out_val, 0, 0);
3484                                 move_cursor_relative(y, x);
3485
3486                                 /* Command */
3487                                 query = inkey();
3488
3489                                 /* End this grid */
3490                                 return query;
3491                         }
3492
3493                         /* Provide one cushion before item listing  */
3494                         if (boring)
3495                         {
3496                                 /* Display rough information about items */
3497 #ifdef JP
3498                                 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3499                                         s1, floor_num, s2, s3, info);
3500 #else
3501                                 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3502                                         s1, s2, s3, floor_num, info);
3503 #endif
3504
3505                                 prt(out_val, 0, 0);
3506                                 move_cursor_relative(y, x);
3507
3508                                 /* Command */
3509                                 query = inkey();
3510
3511                                 /* No request for listing */
3512                                 if (query != 'x' && query != ' ') return query;
3513                         }
3514
3515
3516                         /** Display list of items **/
3517
3518                         /* Continue scrolling list if requested */
3519                         while (1)
3520                         {
3521                                 int i, o_idx;
3522
3523                                 /* Save screen */
3524                                 screen_save();
3525
3526                                 /* Display */
3527                                 show_gold_on_floor = TRUE;
3528                                 (void)show_floor(0, y, x, &min_width);
3529                                 show_gold_on_floor = FALSE;
3530
3531                                 /* Prompt */
3532 #ifdef JP
3533                                 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
3534                                         s1, floor_num, s2, s3, info);
3535 #else
3536                                 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3537                                         s1, s2, s3, floor_num, info);
3538 #endif
3539                                 prt(out_val, 0, 0);
3540
3541
3542                                 /* Wait */
3543                                 query = inkey();
3544
3545                                 /* Load screen */
3546                                 screen_load();
3547
3548                                 /* Exit unless 'Enter' */
3549                                 if (query != '\n' && query != '\r')
3550                                 {
3551                                         return query;
3552                                 }
3553
3554                                 /* Get the object being moved. */
3555                                 o_idx = c_ptr->o_idx;
3556  
3557                                 /* Only rotate a pile of two or more objects. */
3558                                 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3559
3560                                 /* Remove the first object from the list. */
3561                                 excise_object_idx(o_idx);
3562
3563                                 /* Find end of the list. */
3564                                 i = c_ptr->o_idx;
3565                                 while (o_list[i].next_o_idx)
3566                                         i = o_list[i].next_o_idx;
3567
3568                                 /* Add after the last object. */
3569                                 o_list[i].next_o_idx = o_idx;
3570
3571                                 /* Loop and re-display the list */
3572                         }
3573                 }
3574
3575                 /* NOTREACHED */
3576         }
3577 #endif /* ALLOW_EASY_FLOOR */
3578
3579
3580         /* Scan all objects in the grid */
3581         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3582         {
3583                 object_type *o_ptr;
3584
3585                 /* Acquire object */
3586                 o_ptr = &o_list[this_o_idx];
3587
3588                 /* Acquire next object */
3589                 next_o_idx = o_ptr->next_o_idx;
3590
3591                 /* Describe it */
3592                 if (o_ptr->marked & OM_FOUND)
3593                 {
3594                         char o_name[MAX_NLEN];
3595
3596                         /* Not boring */
3597                         boring = FALSE;
3598
3599                         /* Obtain an object description */
3600                         object_desc(o_name, o_ptr, 0);
3601
3602                         /* Describe the object */
3603 #ifdef JP
3604                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3605 #else
3606                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3607 #endif
3608
3609                         prt(out_val, 0, 0);
3610                         move_cursor_relative(y, x);
3611                         query = inkey();
3612
3613                         /* Always stop at "normal" keys */
3614                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3615
3616                         /* Sometimes stop at "space" key */
3617                         if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3618
3619                         /* Change the intro */
3620 #ifdef JP
3621                         s1 = "¤½¤ì¤Ï";
3622 #else
3623                         s1 = "It is ";
3624 #endif
3625
3626
3627                         /* Plurals */
3628 #ifdef JP
3629                         if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3630 #else
3631                         if (o_ptr->number != 1) s1 = "They are ";
3632 #endif
3633
3634
3635                         /* Preposition */
3636 #ifdef JP
3637                         s2 = "¤Î¾å";
3638                         s3 = "¤Ë¸«¤¨¤ë";
3639 #else
3640                         s2 = "on ";
3641 #endif
3642
3643                 }
3644         }
3645
3646
3647         /* Feature code (applying "mimic" field) */
3648         feat = get_feat_mimic(c_ptr);
3649
3650         /* Require knowledge about grid, or ability to see grid */
3651         if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3652         {
3653                 /* Forget feature */
3654                 feat = feat_none;
3655         }
3656
3657         f_ptr = &f_info[feat];
3658
3659         /* Terrain feature if needed */
3660         if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3661         {
3662                 cptr name;
3663
3664                 /* Hack -- special handling for quest entrances */
3665                 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3666                 {
3667                         /* Set the quest number temporary */
3668                         int old_quest = p_ptr->inside_quest;
3669                         int j;
3670
3671                         /* Clear the text */
3672                         for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3673                         quest_text_line = 0;
3674
3675                         p_ptr->inside_quest = c_ptr->special;
3676
3677                         /* Get the quest text */
3678                         init_flags = INIT_NAME_ONLY;
3679
3680                         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3681
3682 #ifdef JP
3683                         name = format("¥¯¥¨¥¹¥È¡Ö%s¡×(%d³¬ÁêÅö)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3684 #else
3685                         name = format("the entrance to the quest '%s'(level %d)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3686 #endif
3687
3688                         /* Reset the old quest number */
3689                         p_ptr->inside_quest = old_quest;
3690                 }
3691
3692                 /* Hack -- special handling for building doors */
3693                 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3694                 {
3695                         name = building[f_ptr->subtype].name;
3696                 }
3697                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3698                 {
3699 #ifdef JP
3700                         name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3701 #else
3702                         name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3703 #endif
3704                 }
3705                 else if (have_flag(f_ptr->flags, FF_TOWN))
3706                 {
3707                         name = town[c_ptr->special].name;
3708                 }
3709                 else if (p_ptr->wild_mode && (feat == feat_floor))
3710                 {
3711 #ifdef JP
3712                         name = "ƻ";
3713 #else
3714                         name = "road";
3715 #endif
3716                 }
3717                 else
3718                 {
3719                         name = f_name + f_ptr->name;
3720                 }
3721
3722
3723                 /* Pick a prefix */
3724                 if (*s2 &&
3725                     ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3726                      (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3727                      have_flag(f_ptr->flags, FF_TOWN)))
3728                 {
3729 #ifdef JP
3730                         s2 = "¤ÎÃæ";
3731 #else
3732                         s2 = "in ";
3733 #endif
3734                 }
3735
3736                 /* Hack -- special introduction for store & building doors -KMW- */
3737                 if (have_flag(f_ptr->flags, FF_STORE) ||
3738                     have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3739                     (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3740                     have_flag(f_ptr->flags, FF_ENTRANCE))
3741                 {
3742 #ifdef JP
3743                         s2 = "¤ÎÆþ¸ý";
3744 #else
3745                         s3 = "";
3746 #endif
3747                 }
3748 #ifndef JP
3749                 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3750                          have_flag(f_ptr->flags, FF_TOWN) ||
3751                          have_flag(f_ptr->flags, FF_SHALLOW) ||
3752                          have_flag(f_ptr->flags, FF_DEEP))
3753                 {
3754                         s3 ="";
3755                 }
3756                 else
3757                 {
3758                         /* Pick proper indefinite article */
3759                         s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3760                 }
3761 #endif
3762
3763                 /* Display a message */
3764                 if (p_ptr->wizard)
3765                 {
3766                         char f_idx_str[32];
3767                         if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3768                         else sprintf(f_idx_str, "%d", c_ptr->feat);
3769 #ifdef JP
3770                         sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x, travel.cost[y][x]);
3771 #else
3772                         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, y, x);
3773 #endif
3774                 }
3775                 else
3776 #ifdef JP
3777                         sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3778 #else
3779                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3780 #endif
3781
3782                 prt(out_val, 0, 0);
3783                 move_cursor_relative(y, x);
3784                 query = inkey();
3785
3786                 /* Always stop at "normal" keys */
3787                 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3788         }
3789
3790         /* Stop on everything but "return" */
3791         if ((query != '\r') && (query != '\n')) return query;
3792
3793         /* Repeat forever */
3794         return 0;
3795 }
3796
3797
3798 /*
3799  * Handle "target" and "look".
3800  *
3801  * Note that this code can be called from "get_aim_dir()".
3802  *
3803  * All locations must be on the current panel.  Consider the use of
3804  * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3805  * some form of "scrolling" the map around the cursor.  XXX XXX XXX
3806  * That is, consider the possibility of "auto-scrolling" the screen
3807  * while the cursor moves around.  This may require changes in the
3808  * "update_mon()" code to allow "visibility" even if off panel, and
3809  * may require dynamic recalculation of the "temp" grid set.
3810  *
3811  * Hack -- targeting/observing an "outer border grid" may induce
3812  * problems, so this is not currently allowed.
3813  *
3814  * The player can use the direction keys to move among "interesting"
3815  * grids in a heuristic manner, or the "space", "+", and "-" keys to
3816  * move through the "interesting" grids in a sequential manner, or
3817  * can enter "location" mode, and use the direction keys to move one
3818  * grid at a time in any direction.  The "t" (set target) command will
3819  * only target a monster (as opposed to a location) if the monster is
3820  * target_able and the "interesting" mode is being used.
3821  *
3822  * The current grid is described using the "look" method above, and
3823  * a new command may be entered at any time, but note that if the
3824  * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3825  * where "space" has no obvious meaning) then "space" will scan
3826  * through the description of the current grid until done, instead
3827  * of immediately jumping to the next "interesting" grid.  This
3828  * allows the "target" command to retain its old semantics.
3829  *
3830  * The "*", "+", and "-" keys may always be used to jump immediately
3831  * to the next (or previous) interesting grid, in the proper mode.
3832  *
3833  * The "return" key may always be used to scan through a complete
3834  * grid description (forever).
3835  *
3836  * This command will cancel any old target, even if used from
3837  * inside the "look" command.
3838  */
3839 bool target_set(int mode)
3840 {
3841         int             i, d, m, t, bd;
3842         int             y = py;
3843         int             x = px;
3844
3845         bool    done = FALSE;
3846
3847         bool    flag = TRUE;
3848
3849         char    query;
3850
3851         char    info[80];
3852
3853         cave_type               *c_ptr;
3854
3855         int wid, hgt;
3856         
3857         /* Get size */
3858         get_screen_size(&wid, &hgt);
3859
3860         /* Cancel target */
3861         target_who = 0;
3862
3863
3864         /* Cancel tracking */
3865         /* health_track(0); */
3866
3867
3868         /* Prepare the "temp" array */
3869         target_set_prepare(mode);
3870
3871         /* Start near the player */
3872         m = 0;
3873
3874         /* Interact */
3875         while (!done)
3876         {
3877                 /* Interesting grids */
3878                 if (flag && temp_n)
3879                 {
3880                         y = temp_y[m];
3881                         x = temp_x[m];
3882
3883                         /* Set forcus */
3884                         change_panel_xy(y, x);
3885
3886                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3887
3888                         /* Access */
3889                         c_ptr = &cave[y][x];
3890
3891                         /* Allow target */
3892                         if (target_able(c_ptr->m_idx))
3893                         {
3894 #ifdef JP
3895 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3896 #else
3897                                 strcpy(info, "q,t,p,o,+,-,<dir>");
3898 #endif
3899
3900                         }
3901
3902                         /* Dis-allow target */
3903                         else
3904                         {
3905 #ifdef JP
3906 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3907 #else
3908                                 strcpy(info, "q,p,o,+,-,<dir>");
3909 #endif
3910
3911                         }
3912                         
3913                         /* Describe and Prompt */
3914                         while (TRUE){
3915                                 query = target_set_aux(y, x, mode, info);
3916                                 if(query)break;
3917                         }
3918
3919                         /* Cancel tracking */
3920                         /* health_track(0); */
3921
3922                         /* Assume no "direction" */
3923                         d = 0;
3924
3925                         if (use_menu)
3926                         {
3927                                 if (query == '\r') query = 't';
3928                         }  
3929
3930                         /* Analyze */
3931                         switch (query)
3932                         {
3933                                 case ESCAPE:
3934                                 case 'q':
3935                                 {
3936                                         done = TRUE;
3937                                         break;
3938                                 }
3939
3940                                 case 't':
3941                                 case '.':
3942                                 case '5':
3943                                 case '0':
3944                                 {
3945                                         if (target_able(c_ptr->m_idx))
3946                                         {
3947                                                 health_track(c_ptr->m_idx);
3948                                                 target_who = c_ptr->m_idx;
3949                                                 target_row = y;
3950                                                 target_col = x;
3951                                                 done = TRUE;
3952                                         }
3953                                         else
3954                                         {
3955                                                 bell();
3956                                         }
3957                                         break;
3958                                 }
3959
3960                                 case ' ':
3961                                 case '*':
3962                                 case '+':
3963                                 {
3964                                         if (++m == temp_n)
3965                                         {
3966                                                 m = 0;
3967                                                 if (!expand_list) done = TRUE;
3968                                         }
3969                                         break;
3970                                 }
3971
3972                                 case '-':
3973                                 {
3974                                         if (m-- == 0)
3975                                         {
3976                                                 m = temp_n - 1;
3977                                                 if (!expand_list) done = TRUE;
3978                                         }
3979                                         break;
3980                                 }
3981
3982                                 case 'p':
3983                                 {
3984                                         /* Recenter the map around the player */
3985                                         verify_panel();
3986
3987                                         /* Update stuff */
3988                                         p_ptr->update |= (PU_MONSTERS);
3989
3990                                         /* Redraw map */
3991                                         p_ptr->redraw |= (PR_MAP);
3992
3993                                         /* Window stuff */
3994                                         p_ptr->window |= (PW_OVERHEAD);
3995
3996                                         /* Handle stuff */
3997                                         handle_stuff();
3998
3999                                         /* Recalculate interesting grids */
4000                                         target_set_prepare(mode);
4001
4002                                         y = py;
4003                                         x = px;
4004                                 }
4005
4006                                 case 'o':
4007                                 {
4008                                         flag = FALSE;
4009                                         break;
4010                                 }
4011
4012                                 case 'm':
4013                                 {
4014                                         break;
4015                                 }
4016
4017                                 default:
4018                                 {
4019                                         /* Extract the action (if any) */
4020                                         d = get_keymap_dir(query);
4021
4022                                         if (!d) bell();
4023                                         break;
4024                                 }
4025                         }
4026
4027                         /* Hack -- move around */
4028                         if (d)
4029                         {
4030                                 /* Modified to scroll to monster */
4031                                 int y2 = panel_row_min;
4032                                 int x2 = panel_col_min;
4033
4034                                 /* Find a new monster */
4035                                 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
4036
4037                                 /* Request to target past last interesting grid */
4038                                 while (flag && (i < 0))
4039                                 {
4040                                         /* Note the change */
4041                                         if (change_panel(ddy[d], ddx[d]))
4042                                         {
4043                                                 int v = temp_y[m];
4044                                                 int u = temp_x[m];
4045
4046                                                 /* Recalculate interesting grids */
4047                                                 target_set_prepare(mode);
4048
4049                                                 /* Look at interesting grids */
4050                                                 flag = TRUE;
4051
4052                                                 /* Find a new monster */
4053                                                 i = target_pick(v, u, ddy[d], ddx[d]);
4054
4055                                                 /* Use that grid */
4056                                                 if (i >= 0) m = i;
4057                                         }
4058
4059                                         /* Nothing interesting */
4060                                         else
4061                                         {
4062                                                 int dx = ddx[d];
4063                                                 int dy = ddy[d];
4064
4065                                                 /* Restore previous position */
4066                                                 panel_row_min = y2;
4067                                                 panel_col_min = x2;
4068                                                 panel_bounds_center();
4069
4070                                                 /* Update stuff */
4071                                                 p_ptr->update |= (PU_MONSTERS);
4072
4073                                                 /* Redraw map */
4074                                                 p_ptr->redraw |= (PR_MAP);
4075
4076                                                 /* Window stuff */
4077                                                 p_ptr->window |= (PW_OVERHEAD);
4078
4079                                                 /* Handle stuff */
4080                                                 handle_stuff();
4081
4082                                                 /* Recalculate interesting grids */
4083                                                 target_set_prepare(mode);
4084
4085                                                 /* Look at boring grids */
4086                                                 flag = FALSE;
4087
4088                                                 /* Move */
4089                                                 x += dx;
4090                                                 y += dy;
4091
4092                                                 /* Do not move horizontally if unnecessary */
4093                                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4094                                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
4095                                                 {
4096                                                         dx = 0;
4097                                                 }
4098
4099                                                 /* Do not move vertically if unnecessary */
4100                                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4101                                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
4102                                                 {
4103                                                         dy = 0;
4104                                                 }
4105
4106                                                 /* Apply the motion */
4107                                                 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
4108                                                     (x >= panel_col_min+wid) || (x < panel_col_min))
4109                                                 {
4110                                                         if (change_panel(dy, dx)) target_set_prepare(mode);
4111                                                 }
4112
4113                                                 /* Slide into legality */
4114                                                 if (x >= cur_wid-1) x = cur_wid - 2;
4115                                                 else if (x <= 0) x = 1;
4116
4117                                                 /* Slide into legality */
4118                                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
4119                                                 else if (y <= 0) y = 1;
4120                                         }
4121                                 }
4122
4123                                 /* Use that grid */
4124                                 m = i;
4125                         }
4126                 }
4127
4128                 /* Arbitrary grids */
4129                 else
4130                 {
4131                         bool move_fast = FALSE;
4132
4133                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
4134
4135                         /* Access */
4136                         c_ptr = &cave[y][x];
4137
4138                         /* Default prompt */
4139 #ifdef JP
4140 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
4141 #else
4142                         strcpy(info, "q,t,p,m,+,-,<dir>");
4143 #endif
4144
4145
4146                         /* Describe and Prompt (enable "TARGET_LOOK") */
4147                         while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
4148
4149                         /* Cancel tracking */
4150                         /* health_track(0); */
4151
4152                         /* Assume no direction */
4153                         d = 0;
4154
4155                         if (use_menu)
4156                         {
4157                                 if (query == '\r') query = 't';
4158                         }  
4159
4160                         /* Analyze the keypress */
4161                         switch (query)
4162                         {
4163                                 case ESCAPE:
4164                                 case 'q':
4165                                 {
4166                                         done = TRUE;
4167                                         break;
4168                                 }
4169
4170                                 case 't':
4171                                 case '.':
4172                                 case '5':
4173                                 case '0':
4174                                 {
4175                                         target_who = -1;
4176                                         target_row = y;
4177                                         target_col = x;
4178                                         done = TRUE;
4179                                         break;
4180                                 }
4181
4182                                 case 'p':
4183                                 {
4184                                         /* Recenter the map around the player */
4185                                         verify_panel();
4186
4187                                         /* Update stuff */
4188                                         p_ptr->update |= (PU_MONSTERS);
4189
4190                                         /* Redraw map */
4191                                         p_ptr->redraw |= (PR_MAP);
4192
4193                                         /* Window stuff */
4194                                         p_ptr->window |= (PW_OVERHEAD);
4195
4196                                         /* Handle stuff */
4197                                         handle_stuff();
4198
4199                                         /* Recalculate interesting grids */
4200                                         target_set_prepare(mode);
4201
4202                                         y = py;
4203                                         x = px;
4204                                 }
4205
4206                                 case 'o':
4207                                 {
4208                                         break;
4209                                 }
4210
4211                                 case ' ':
4212                                 case '*':
4213                                 case '+':
4214                                 case '-':
4215                                 case 'm':
4216                                 {
4217                                         flag = TRUE;
4218
4219                                         m = 0;
4220                                         bd = 999;
4221
4222                                         /* Pick a nearby monster */
4223                                         for (i = 0; i < temp_n; i++)
4224                                         {
4225                                                 t = distance(y, x, temp_y[i], temp_x[i]);
4226
4227                                                 /* Pick closest */
4228                                                 if (t < bd)
4229                                                 {
4230                                                         m = i;
4231                                                         bd = t;
4232                                                 }
4233                                         }
4234
4235                                         /* Nothing interesting */
4236                                         if (bd == 999) flag = FALSE;
4237
4238                                         break;
4239                                 }
4240
4241                                 default:
4242                                 {
4243                                         /* Extract the action (if any) */
4244                                         d = get_keymap_dir(query);
4245
4246                                         /* XTRA HACK MOVEFAST */
4247                                         if (isupper(query)) move_fast = TRUE;
4248
4249                                         if (!d) bell();
4250                                         break;
4251                                 }
4252                         }
4253
4254                         /* Handle "direction" */
4255                         if (d)
4256                         {
4257                                 int dx = ddx[d];
4258                                 int dy = ddy[d];
4259
4260                                 /* XTRA HACK MOVEFAST */
4261                                 if (move_fast)
4262                                 {
4263                                         int mag = MIN(wid / 2, hgt / 2);
4264                                         x += dx * mag;
4265                                         y += dy * mag;
4266                                 }
4267                                 else
4268                                 {
4269                                         x += dx;
4270                                         y += dy;
4271                                 }
4272
4273                                 /* Do not move horizontally if unnecessary */
4274                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4275                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
4276                                 {
4277                                         dx = 0;
4278                                 }
4279
4280                                 /* Do not move vertically if unnecessary */
4281                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4282                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
4283                                 {
4284                                         dy = 0;
4285                                 }
4286
4287                                 /* Apply the motion */
4288                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4289                                          (x >= panel_col_min + wid) || (x < panel_col_min))
4290                                 {
4291                                         if (change_panel(dy, dx)) target_set_prepare(mode);
4292                                 }
4293
4294                                 /* Slide into legality */
4295                                 if (x >= cur_wid-1) x = cur_wid - 2;
4296                                 else if (x <= 0) x = 1;
4297
4298                                 /* Slide into legality */
4299                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
4300                                 else if (y <= 0) y = 1;
4301                         }
4302                 }
4303         }
4304
4305         /* Forget */
4306         temp_n = 0;
4307
4308         /* Clear the top line */
4309         prt("", 0, 0);
4310
4311         /* Recenter the map around the player */
4312         verify_panel();
4313
4314         /* Update stuff */
4315         p_ptr->update |= (PU_MONSTERS);
4316
4317         /* Redraw map */
4318         p_ptr->redraw |= (PR_MAP);
4319
4320         /* Window stuff */
4321         p_ptr->window |= (PW_OVERHEAD);
4322
4323         /* Handle stuff */
4324         handle_stuff();
4325
4326         /* Failure to set target */
4327         if (!target_who) return (FALSE);
4328
4329         /* Success */
4330         return (TRUE);
4331 }
4332
4333
4334 /*
4335  * Get an "aiming direction" from the user.
4336  *
4337  * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4338  * "0" for "current target", and "-1" for "entry aborted".
4339  *
4340  * Note that "Force Target", if set, will pre-empt user interaction,
4341  * if there is a usable target already set.
4342  *
4343  * Note that confusion over-rides any (explicit?) user choice.
4344  */
4345 bool get_aim_dir(int *dp)
4346 {
4347         int             dir;
4348
4349         char    command;
4350
4351         cptr    p;
4352
4353         /* Initialize */
4354         (*dp) = 0;
4355
4356         /* Global direction */
4357         dir = command_dir;
4358
4359         /* Hack -- auto-target if requested */
4360         if (use_old_target && target_okay()) dir = 5;
4361
4362 #ifdef ALLOW_REPEAT /* TNB */
4363
4364         if (repeat_pull(dp))
4365         {
4366                 /* Confusion? */
4367
4368                 /* Verify */
4369                 if (!(*dp == 5 && !target_okay()))
4370                 {
4371 /*                      return (TRUE); */
4372                         dir = *dp;
4373                 }
4374         }
4375
4376 #endif /* ALLOW_REPEAT -- TNB */
4377
4378         /* Ask until satisfied */
4379         while (!dir)
4380         {
4381                 /* Choose a prompt */
4382                 if (!target_okay())
4383                 {
4384 #ifdef JP
4385 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4386 #else
4387                         p = "Direction ('*' to choose a target, Escape to cancel)? ";
4388 #endif
4389
4390                 }
4391                 else
4392                 {
4393 #ifdef JP
4394 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4395 #else
4396                         p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4397 #endif
4398
4399                 }
4400
4401                 /* Get a command (or Cancel) */
4402                 if (!get_com(p, &command, TRUE)) break;
4403
4404                 if (use_menu)
4405                 {
4406                         if (command == '\r') command = 't';
4407                 }  
4408
4409                 /* Convert various keys to "standard" keys */
4410                 switch (command)
4411                 {
4412                         /* Use current target */
4413                         case 'T':
4414                         case 't':
4415                         case '.':
4416                         case '5':
4417                         case '0':
4418                         {
4419                                 dir = 5;
4420                                 break;
4421                         }
4422
4423                         /* Set new target */
4424                         case '*':
4425                         case ' ':
4426                         case '\r':
4427                         {
4428                                 if (target_set(TARGET_KILL)) dir = 5;
4429                                 break;
4430                         }
4431
4432                         default:
4433                         {
4434                                 /* Extract the action (if any) */
4435                                 dir = get_keymap_dir(command);
4436
4437                                 break;
4438                         }
4439                 }
4440
4441                 /* Verify requested targets */
4442                 if ((dir == 5) && !target_okay()) dir = 0;
4443
4444                 /* Error */
4445                 if (!dir) bell();
4446         }
4447
4448         /* No direction */
4449         if (!dir)
4450         {
4451                 project_length = 0; /* reset to default */
4452                 return (FALSE);
4453         }
4454
4455         /* Save the direction */
4456         command_dir = dir;
4457
4458         /* Check for confusion */
4459         if (p_ptr->confused)
4460         {
4461                 /* XXX XXX XXX */
4462                 /* Random direction */
4463                 dir = ddd[randint0(8)];
4464         }
4465
4466         /* Notice confusion */
4467         if (command_dir != dir)
4468         {
4469                 /* Warn the user */
4470 #ifdef JP
4471 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4472 #else
4473                 msg_print("You are confused.");
4474 #endif
4475
4476         }
4477
4478         /* Save direction */
4479         (*dp) = dir;
4480
4481 #ifdef ALLOW_REPEAT /* TNB */
4482
4483 /*      repeat_push(dir); */
4484         repeat_push(command_dir);
4485
4486 #endif /* ALLOW_REPEAT -- TNB */
4487
4488         /* A "valid" direction was entered */
4489         return (TRUE);
4490 }
4491
4492
4493
4494 /*
4495  * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4496  * and place it into "command_dir", unless we already have one.
4497  *
4498  * This function should be used for all "repeatable" commands, such as
4499  * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4500  * as all commands which must reference a grid adjacent to the player,
4501  * and which may not reference the grid under the player.  Note that,
4502  * for example, it is no longer possible to "disarm" or "open" chests
4503  * in the same grid as the player.
4504  *
4505  * Direction "5" is illegal and will (cleanly) abort the command.
4506  *
4507  * This function tracks and uses the "global direction", and uses
4508  * that as the "desired direction", to which "confusion" is applied.
4509  */
4510 bool get_rep_dir(int *dp, bool under)
4511 {
4512         int dir;
4513         cptr prompt;
4514
4515         /* Initialize */
4516         (*dp) = 0;
4517
4518         /* Global direction */
4519         dir = command_dir;
4520
4521 #ifdef ALLOW_REPEAT /* TNB */
4522
4523         if (repeat_pull(dp))
4524         {
4525                 dir = *dp;
4526 /*              return (TRUE); */
4527         }
4528
4529 #endif /* ALLOW_REPEAT -- TNB */
4530
4531         if (under)
4532         {
4533                 prompt = _("Êý¸þ ('.'­¸µ, ESC¤ÇÃæÃÇ)? ", "Direction ('.' at feet, Escape to cancel)? ");
4534         }
4535         else
4536         {
4537                 prompt = _("Êý¸þ (ESC¤ÇÃæÃÇ)? ", "Direction (Escape to cancel)? ");
4538         }
4539         
4540         /* Get a direction */
4541         while (!dir)
4542         {
4543                 char ch;
4544
4545                 /* Get a command (or Cancel) */
4546                 if (!get_com(prompt, &ch, TRUE)) break;
4547
4548                 /* Look down */
4549                 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4550                 {
4551                         dir = 5;
4552                 }
4553                 else
4554                 {
4555                         /* Look up the direction */
4556                         dir = get_keymap_dir(ch);
4557
4558                         /* Oops */
4559                         if (!dir) bell();
4560                 }
4561         }
4562
4563         /* Prevent weirdness */
4564         if ((dir == 5) && (!under)) dir = 0;
4565
4566         /* Aborted */
4567         if (!dir) return (FALSE);
4568
4569         /* Save desired direction */
4570         command_dir = dir;
4571
4572         /* Apply "confusion" */
4573         if (p_ptr->confused)
4574         {
4575                 /* Standard confusion */
4576                 if (randint0(100) < 75)
4577                 {
4578                         /* Random direction */
4579                         dir = ddd[randint0(8)];
4580                 }
4581         }
4582         else if (p_ptr->riding)
4583         {
4584                 monster_type *m_ptr = &m_list[p_ptr->riding];
4585                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4586
4587                 if (MON_CONFUSED(m_ptr))
4588                 {
4589                         /* Standard confusion */
4590                         if (randint0(100) < 75)
4591                         {
4592                                 /* Random direction */
4593                                 dir = ddd[randint0(8)];
4594                         }
4595                 }
4596                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4597                 {
4598                         /* Random direction */
4599                         dir = ddd[randint0(8)];
4600                 }
4601                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4602                 {
4603                         /* Random direction */
4604                         dir = ddd[randint0(8)];
4605                 }
4606         }
4607
4608         /* Notice confusion */
4609         if (command_dir != dir)
4610         {
4611                 if (p_ptr->confused)
4612                 {
4613                         /* Warn the user */
4614 #ifdef JP
4615 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4616 #else
4617                         msg_print("You are confused.");
4618 #endif
4619                 }
4620                 else
4621                 {
4622                         char m_name[80];
4623                         monster_type *m_ptr = &m_list[p_ptr->riding];
4624
4625                         monster_desc(m_name, m_ptr, 0);
4626                         if (MON_CONFUSED(m_ptr))
4627                         {
4628 #ifdef JP
4629 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4630 #else
4631  msg_format("%^s is confusing.", m_name);
4632
4633 #endif
4634                         }
4635                         else
4636                         {
4637 #ifdef JP
4638 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4639 #else
4640 msg_format("You cannot control %s.", m_name);
4641 #endif
4642                         }
4643                 }
4644         }
4645
4646         /* Save direction */
4647         (*dp) = dir;
4648
4649 #ifdef ALLOW_REPEAT /* TNB */
4650
4651 /*      repeat_push(dir); */
4652         repeat_push(command_dir);
4653
4654 #endif /* ALLOW_REPEAT -- TNB */
4655
4656         /* Success */
4657         return (TRUE);
4658 }
4659
4660
4661 bool get_rep_dir2(int *dp)
4662 {
4663         int dir;
4664
4665         /* Initialize */
4666         (*dp) = 0;
4667
4668         /* Global direction */
4669         dir = command_dir;
4670
4671 #ifdef ALLOW_REPEAT /* TNB */
4672
4673         if (repeat_pull(dp))
4674         {
4675                 dir = *dp;
4676 /*              return (TRUE); */
4677         }
4678
4679 #endif /* ALLOW_REPEAT -- TNB */
4680
4681         /* Get a direction */
4682         while (!dir)
4683         {
4684                 char ch;
4685
4686                 /* Get a command (or Cancel) */
4687 #ifdef JP
4688 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4689 #else
4690                 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4691 #endif
4692
4693
4694                 /* Look up the direction */
4695                 dir = get_keymap_dir(ch);
4696
4697                 /* Oops */
4698                 if (!dir) bell();
4699         }
4700
4701         /* Prevent weirdness */
4702         if (dir == 5) dir = 0;
4703
4704         /* Aborted */
4705         if (!dir) return (FALSE);
4706
4707         /* Save desired direction */
4708         command_dir = dir;
4709
4710         /* Apply "confusion" */
4711         if (p_ptr->confused)
4712         {
4713                 /* Standard confusion */
4714                 if (randint0(100) < 75)
4715                 {
4716                         /* Random direction */
4717                         dir = ddd[randint0(8)];
4718                 }
4719         }
4720
4721         /* Notice confusion */
4722         if (command_dir != dir)
4723         {
4724                 /* Warn the user */
4725 #ifdef JP
4726 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4727 #else
4728                 msg_print("You are confused.");
4729 #endif
4730
4731         }
4732
4733         /* Save direction */
4734         (*dp) = dir;
4735
4736 #ifdef ALLOW_REPEAT /* TNB */
4737
4738 /*      repeat_push(dir); */
4739         repeat_push(command_dir);
4740
4741 #endif /* ALLOW_REPEAT -- TNB */
4742
4743         /* Success */
4744         return (TRUE);
4745 }
4746
4747 void gain_level_reward(int chosen_reward)
4748 {
4749         object_type *q_ptr;
4750         object_type forge;
4751         char        wrath_reason[32] = "";
4752         int         nasty_chance = 6;
4753         int         dummy = 0, dummy2 = 0;
4754         int         type, effect;
4755         cptr        reward = NULL;
4756         char o_name[MAX_NLEN];
4757
4758         int count = 0;
4759
4760         if (!chosen_reward)
4761         {
4762                 if (multi_rew) return;
4763                 else multi_rew = TRUE;
4764         }
4765
4766
4767         if (p_ptr->lev == 13) nasty_chance = 2;
4768         else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4769         else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4770
4771         if (one_in_(nasty_chance))
4772                 type = randint1(20); /* Allow the 'nasty' effects */
4773         else
4774                 type = randint1(15) + 5; /* Or disallow them */
4775
4776         if (type < 1) type = 1;
4777         if (type > 20) type = 20;
4778         type--;
4779
4780
4781 #ifdef JP
4782 sprintf(wrath_reason, "%s¤ÎÅܤê",
4783                 chaos_patrons[p_ptr->chaos_patron]);
4784 #else
4785         sprintf(wrath_reason, "the Wrath of %s",
4786                 chaos_patrons[p_ptr->chaos_patron]);
4787 #endif
4788
4789
4790         effect = chaos_rewards[p_ptr->chaos_patron][type];
4791
4792         if (one_in_(6) && !chosen_reward)
4793         {
4794 #ifdef JP
4795 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4796                         chaos_patrons[p_ptr->chaos_patron]);
4797 #else
4798                 msg_format("%^s rewards you with a mutation!",
4799                         chaos_patrons[p_ptr->chaos_patron]);
4800 #endif
4801
4802                 (void)gain_random_mutation(0);
4803 #ifdef JP
4804                 reward = "ÊÑ°Û¤·¤¿¡£";
4805 #else
4806                 reward = "mutation";
4807 #endif
4808         }
4809         else
4810         {
4811         switch (chosen_reward ? chosen_reward : effect)
4812         {
4813                 case REW_POLY_SLF:
4814 #ifdef JP
4815 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4816                                 chaos_patrons[p_ptr->chaos_patron]);
4817 #else
4818                         msg_format("The voice of %s booms out:",
4819                                 chaos_patrons[p_ptr->chaos_patron]);
4820 #endif
4821
4822 #ifdef JP
4823 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4824 #else
4825                         msg_print("'Thou needst a new form, mortal!'");
4826 #endif
4827
4828                         do_poly_self();
4829 #ifdef JP
4830                         reward = "ÊÑ°Û¤·¤¿¡£";
4831 #else
4832                         reward = "polymorphing";
4833 #endif
4834                         break;
4835                 case REW_GAIN_EXP:
4836 #ifdef JP
4837 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4838                                 chaos_patrons[p_ptr->chaos_patron]);
4839 #else
4840                         msg_format("The voice of %s booms out:",
4841                                 chaos_patrons[p_ptr->chaos_patron]);
4842 #endif
4843
4844 #ifdef JP
4845 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4846 #else
4847                         msg_print("'Well done, mortal! Lead on!'");
4848 #endif
4849
4850                         if (p_ptr->prace == RACE_ANDROID)
4851                         {
4852 #ifdef JP
4853                                 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4854 #else
4855                                 msg_print("But, nothing happen.");
4856 #endif
4857                         }
4858                         else if (p_ptr->exp < PY_MAX_EXP)
4859                         {
4860                                 s32b ee = (p_ptr->exp / 2) + 10;
4861                                 if (ee > 100000L) ee = 100000L;
4862 #ifdef JP
4863 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4864 #else
4865                                 msg_print("You feel more experienced.");
4866 #endif
4867
4868                                 gain_exp(ee);
4869 #ifdef JP
4870                                 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4871 #else
4872                                 reward = "experience";
4873 #endif
4874                         }
4875                         break;
4876                 case REW_LOSE_EXP:
4877 #ifdef JP
4878 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4879                                 chaos_patrons[p_ptr->chaos_patron]);
4880 #else
4881                         msg_format("The voice of %s booms out:",
4882                                 chaos_patrons[p_ptr->chaos_patron]);
4883 #endif
4884
4885 #ifdef JP
4886 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4887 #else
4888                         msg_print("'Thou didst not deserve that, slave.'");
4889 #endif
4890
4891                         if (p_ptr->prace == RACE_ANDROID)
4892                         {
4893 #ifdef JP
4894                                 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4895 #else
4896                                 msg_print("But, nothing happen.");
4897 #endif
4898                         }
4899                         else
4900                         {
4901                                 lose_exp(p_ptr->exp / 6);
4902 #ifdef JP
4903                                 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4904 #else
4905                                 reward = "losing experience";
4906 #endif
4907                         }
4908                         break;
4909                 case REW_GOOD_OBJ:
4910 #ifdef JP
4911 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4912                                 chaos_patrons[p_ptr->chaos_patron]);
4913 #else
4914                         msg_format("The voice of %s whispers:",
4915                                 chaos_patrons[p_ptr->chaos_patron]);
4916 #endif
4917
4918 #ifdef JP
4919 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4920 #else
4921                         msg_print("'Use my gift wisely.'");
4922 #endif
4923
4924                         acquirement(py, px, 1, FALSE, FALSE);
4925 #ifdef JP
4926                         reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4927 #else
4928                         reward = "a good item";
4929 #endif
4930                         break;
4931                 case REW_GREA_OBJ:
4932 #ifdef JP
4933 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4934                                 chaos_patrons[p_ptr->chaos_patron]);
4935 #else
4936                         msg_format("The voice of %s booms out:",
4937                                 chaos_patrons[p_ptr->chaos_patron]);
4938 #endif
4939
4940 #ifdef JP
4941 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4942 #else
4943                         msg_print("'Use my gift wisely.'");
4944 #endif
4945
4946                         acquirement(py, px, 1, TRUE, FALSE);
4947 #ifdef JP
4948                         reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4949 #else
4950                         reward = "an excellent item";
4951 #endif
4952                         break;
4953                 case REW_CHAOS_WP:
4954 #ifdef JP
4955 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
4956                                 chaos_patrons[p_ptr->chaos_patron]);
4957 #else
4958                         msg_format("The voice of %s booms out:",
4959                                 chaos_patrons[p_ptr->chaos_patron]);
4960 #endif
4961
4962 #ifdef JP
4963 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­·õ¤ËÃͤ»¤ê¡£¡×");
4964 #else
4965                         msg_print("'Thy deed hath earned thee a worthy blade.'");
4966 #endif
4967
4968                         /* Get local object */
4969                         q_ptr = &forge;
4970                         dummy = TV_SWORD;
4971                         switch (randint1(p_ptr->lev))
4972                         {
4973                                 case 0: case 1:
4974                                         dummy2 = SV_DAGGER;
4975                                         break;
4976                                 case 2: case 3:
4977                                         dummy2 = SV_MAIN_GAUCHE;
4978                                         break;
4979                                 case 4:
4980                                         dummy2 = SV_TANTO;
4981                                         break;
4982                                 case 5: case 6:
4983                                         dummy2 = SV_RAPIER;
4984                                         break;
4985                                 case 7: case 8:
4986                                         dummy2 = SV_SMALL_SWORD;
4987                                         break;
4988                                 case 9: case 10:
4989                                         dummy2 = SV_BASILLARD;
4990                                         break;
4991                                 case 11: case 12: case 13:
4992                                         dummy2 = SV_SHORT_SWORD;
4993                                         break;
4994                                 case 14: case 15:
4995                                         dummy2 = SV_SABRE;
4996                                         break;
4997                                 case 16: case 17:
4998                                         dummy2 = SV_CUTLASS;
4999                                         break;
5000                                 case 18:
5001                                         dummy2 = SV_WAKIZASHI;
5002                                         break;
5003                                 case 19:
5004                                         dummy2 = SV_KHOPESH;
5005                                         break;
5006                                 case 20:
5007                                         dummy2 = SV_TULWAR;
5008                                         break;
5009                                 case 21:
5010                                         dummy2 = SV_BROAD_SWORD;
5011                                         break;
5012                                 case 22: case 23:
5013                                         dummy2 = SV_LONG_SWORD;
5014                                         break;
5015                                 case 24: case 25:
5016                                         dummy2 = SV_SCIMITAR;
5017                                         break;
5018                                 case 26:
5019                                         dummy2 = SV_NINJATO;
5020                                         break;
5021                                 case 27:
5022                                         dummy2 = SV_KATANA;
5023                                         break;
5024                                 case 28: case 29:
5025                                         dummy2 = SV_BASTARD_SWORD;
5026                                         break;
5027                                 case 30:
5028                                         dummy2 = SV_GREAT_SCIMITAR;
5029                                         break;
5030                                 case 31:
5031                                         dummy2 = SV_CLAYMORE;
5032                                         break;
5033                                 case 32:
5034                                         dummy2 = SV_ESPADON;
5035                                         break;
5036                                 case 33:
5037                                         dummy2 = SV_TWO_HANDED_SWORD;
5038                                         break;
5039                                 case 34:
5040                                         dummy2 = SV_FLAMBERGE;
5041                                         break;
5042                                 case 35:
5043                                         dummy2 = SV_NO_DACHI;
5044                                         break;
5045                                 case 36:
5046                                         dummy2 = SV_EXECUTIONERS_SWORD;
5047                                         break;
5048                                 case 37:
5049                                         dummy2 = SV_ZWEIHANDER;
5050                                         break;
5051                                 case 38:
5052                                         dummy2 = SV_HAYABUSA;
5053                                         break;
5054                                 default:
5055                                         dummy2 = SV_BLADE_OF_CHAOS;
5056                         }
5057
5058                         object_prep(q_ptr, lookup_kind(dummy, dummy2));
5059                         q_ptr->to_h = 3 + randint1(dun_level) % 10;
5060                         q_ptr->to_d = 3 + randint1(dun_level) % 10;
5061                         one_resistance(q_ptr);
5062                         q_ptr->name2 = EGO_CHAOTIC;
5063
5064                         /* Drop it in the dungeon */
5065                         (void)drop_near(q_ptr, -1, py, px);
5066 #ifdef JP
5067                         reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5068 #else
5069                         reward = "chaos weapon";
5070 #endif
5071                         break;
5072                 case REW_GOOD_OBS:
5073 #ifdef JP
5074 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5075                                 chaos_patrons[p_ptr->chaos_patron]);
5076 #else
5077                         msg_format("The voice of %s booms out:",
5078                                 chaos_patrons[p_ptr->chaos_patron]);
5079 #endif
5080
5081 #ifdef JP
5082 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­Ê󤤤ËÃͤ»¤ê¡£¡×");
5083 #else
5084                         msg_print("'Thy deed hath earned thee a worthy reward.'");
5085 #endif
5086
5087                         acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
5088 #ifdef JP
5089                         reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5090 #else
5091                         reward = "good items";
5092 #endif
5093                         break;
5094                 case REW_GREA_OBS:
5095 #ifdef JP
5096 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5097                                 chaos_patrons[p_ptr->chaos_patron]);
5098 #else
5099                         msg_format("The voice of %s booms out:",
5100                                 chaos_patrons[p_ptr->chaos_patron]);
5101 #endif
5102
5103 #ifdef JP
5104 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤­Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
5105 #else
5106                         msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
5107 #endif
5108
5109                         acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
5110 #ifdef JP
5111                         reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5112 #else
5113                         reward = "excellent items";
5114 #endif
5115                         break;
5116                 case REW_TY_CURSE:
5117 #ifdef JP
5118 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5119                                 chaos_patrons[p_ptr->chaos_patron]);
5120 #else
5121                         msg_format("The voice of %s thunders:",
5122                                 chaos_patrons[p_ptr->chaos_patron]);
5123 #endif
5124
5125 #ifdef JP
5126 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
5127 #else
5128                         msg_print("'Thou art growing arrogant, mortal.'");
5129 #endif
5130
5131                         (void)activate_ty_curse(FALSE, &count);
5132 #ifdef JP
5133                         reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5134 #else
5135                         reward = "cursing";
5136 #endif
5137                         break;
5138                 case REW_SUMMON_M:
5139 #ifdef JP
5140 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5141                                 chaos_patrons[p_ptr->chaos_patron]);
5142 #else
5143                         msg_format("The voice of %s booms out:",
5144                                 chaos_patrons[p_ptr->chaos_patron]);
5145 #endif
5146
5147 #ifdef JP
5148 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
5149 #else
5150                         msg_print("'My pets, destroy the arrogant mortal!'");
5151 #endif
5152
5153                         for (dummy = 0; dummy < randint1(5) + 1; dummy++)
5154                         {
5155                                 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
5156                         }
5157 #ifdef JP
5158                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
5159 #else
5160                         reward = "summoning hostile monsters";
5161 #endif
5162                         break;
5163                 case REW_H_SUMMON:
5164 #ifdef JP
5165 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5166                                 chaos_patrons[p_ptr->chaos_patron]);
5167 #else
5168                         msg_format("The voice of %s booms out:",
5169                                 chaos_patrons[p_ptr->chaos_patron]);
5170 #endif
5171
5172 #ifdef JP
5173 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤­Å¨¤òɬÍפȤ»¤ê¡ª¡×");
5174 #else
5175                         msg_print("'Thou needst worthier opponents!'");
5176 #endif
5177
5178                         activate_hi_summon(py, px, FALSE);
5179 #ifdef JP
5180                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
5181 #else
5182                         reward = "summoning many hostile monsters";
5183 #endif
5184                         break;
5185                 case REW_DO_HAVOC:
5186 #ifdef JP
5187 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5188                                 chaos_patrons[p_ptr->chaos_patron]);
5189 #else
5190                         msg_format("The voice of %s booms out:",
5191                                 chaos_patrons[p_ptr->chaos_patron]);
5192 #endif
5193
5194 #ifdef JP
5195 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5196 #else
5197                         msg_print("'Death and destruction! This pleaseth me!'");
5198 #endif
5199
5200                         call_chaos();
5201 #ifdef JP
5202                         reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5203 #else
5204                         reward = "calling chaos";
5205 #endif
5206                         break;
5207                 case REW_GAIN_ABL:
5208 #ifdef JP
5209 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5210                                 chaos_patrons[p_ptr->chaos_patron]);
5211 #else
5212                         msg_format("The voice of %s rings out:",
5213                                 chaos_patrons[p_ptr->chaos_patron]);
5214 #endif
5215
5216 #ifdef JP
5217 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5218 #else
5219                         msg_print("'Stay, mortal, and let me mold thee.'");
5220 #endif
5221
5222                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5223                                 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5224                         else
5225                                 do_inc_stat(randint0(6));
5226 #ifdef JP
5227                         reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5228 #else
5229                         reward = "increasing a stat";
5230 #endif
5231                         break;
5232                 case REW_LOSE_ABL:
5233 #ifdef JP
5234 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5235                                 chaos_patrons[p_ptr->chaos_patron]);
5236 #else
5237                         msg_format("The voice of %s booms out:",
5238                                 chaos_patrons[p_ptr->chaos_patron]);
5239 #endif
5240
5241 #ifdef JP
5242 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5243 #else
5244                         msg_print("'I grow tired of thee, mortal.'");
5245 #endif
5246
5247                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5248                                 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5249                         else
5250                                 (void)do_dec_stat(randint0(6));
5251 #ifdef JP
5252                         reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5253 #else
5254                         reward = "decreasing a stat";
5255 #endif
5256                         break;
5257                 case REW_RUIN_ABL:
5258 #ifdef JP
5259 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5260                                 chaos_patrons[p_ptr->chaos_patron]);
5261 #else
5262                         msg_format("The voice of %s thunders:",
5263                                 chaos_patrons[p_ptr->chaos_patron]);
5264 #endif
5265
5266 #ifdef JP
5267 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5268 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5269 #else
5270                         msg_print("'Thou needst a lesson in humility, mortal!'");
5271                         msg_print("You feel less powerful!");
5272 #endif
5273
5274                         for (dummy = 0; dummy < 6; dummy++)
5275                         {
5276                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5277                         }
5278 #ifdef JP
5279                         reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5280 #else
5281                         reward = "decreasing all stats";
5282 #endif
5283                         break;
5284                 case REW_POLY_WND:
5285 #ifdef JP
5286 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5287 #else
5288                         msg_format("You feel the power of %s touch you.",
5289 #endif
5290
5291                                 chaos_patrons[p_ptr->chaos_patron]);
5292                         do_poly_wounds();
5293 #ifdef JP
5294                         reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5295 #else
5296                         reward = "polymorphing wounds";
5297 #endif
5298                         break;
5299                 case REW_AUGM_ABL:
5300 #ifdef JP
5301 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5302                                 chaos_patrons[p_ptr->chaos_patron]);
5303 #else
5304                         msg_format("The voice of %s booms out:",
5305                                 chaos_patrons[p_ptr->chaos_patron]);
5306 #endif
5307
5308 #ifdef JP
5309 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5310 #else
5311                         msg_print("'Receive this modest gift from me!'");
5312 #endif
5313
5314                         for (dummy = 0; dummy < 6; dummy++)
5315                         {
5316                                 (void)do_inc_stat(dummy);
5317                         }
5318 #ifdef JP
5319                         reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5320 #else
5321                         reward = "increasing all stats";
5322 #endif
5323                         break;
5324                 case REW_HURT_LOT:
5325 #ifdef JP
5326 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5327                                 chaos_patrons[p_ptr->chaos_patron]);
5328 #else
5329                         msg_format("The voice of %s booms out:",
5330                                 chaos_patrons[p_ptr->chaos_patron]);
5331 #endif
5332
5333 #ifdef JP
5334 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5335 #else
5336                         msg_print("'Suffer, pathetic fool!'");
5337 #endif
5338
5339                         fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5340                         take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5341 #ifdef JP
5342                         reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5343 #else
5344                         reward = "generating disintegration ball";
5345 #endif
5346                         break;
5347            case REW_HEAL_FUL:
5348 #ifdef JP
5349 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5350                                 chaos_patrons[p_ptr->chaos_patron]);
5351 #else
5352                         msg_format("The voice of %s booms out:",
5353                                 chaos_patrons[p_ptr->chaos_patron]);
5354 #endif
5355
5356 #ifdef JP
5357 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5358 #else
5359                         msg_print("'Rise, my servant!'");
5360 #endif
5361
5362                         restore_level();
5363                         (void)set_poisoned(0);
5364                         (void)set_blind(0);
5365                         (void)set_confused(0);
5366                         (void)set_image(0);
5367                         (void)set_stun(0);
5368                         (void)set_cut(0);
5369                         hp_player(5000);
5370                         for (dummy = 0; dummy < 6; dummy++)
5371                         {
5372                                 (void)do_res_stat(dummy);
5373                         }
5374 #ifdef JP
5375                         reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5376 #else
5377                         reward = "healing";
5378 #endif
5379                         break;
5380                 case REW_CURSE_WP:
5381                         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5382 #ifdef JP
5383 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5384                                 chaos_patrons[p_ptr->chaos_patron]);
5385 #else
5386                         msg_format("The voice of %s booms out:",
5387                                 chaos_patrons[p_ptr->chaos_patron]);
5388 #endif
5389
5390 #ifdef JP
5391 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5392 #else
5393                         msg_print("'Thou reliest too much on thy weapon.'");
5394 #endif
5395
5396                         dummy = INVEN_RARM;
5397                         if (buki_motteruka(INVEN_LARM))
5398                         {
5399                                 dummy = INVEN_LARM;
5400                                 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5401                         }
5402                         object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5403                         (void)curse_weapon(FALSE, dummy);
5404 #ifdef JP
5405                         reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5406 #else
5407                         reward = format("destroying %s", o_name);
5408 #endif
5409                         break;
5410                 case REW_CURSE_AR:
5411                         if (!inventory[INVEN_BODY].k_idx) break;
5412 #ifdef JP
5413 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5414                                 chaos_patrons[p_ptr->chaos_patron]);
5415 #else
5416                         msg_format("The voice of %s booms out:",
5417                                 chaos_patrons[p_ptr->chaos_patron]);
5418 #endif
5419
5420 #ifdef JP
5421 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5422 #else
5423                         msg_print("'Thou reliest too much on thine equipment.'");
5424 #endif
5425
5426                         object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5427                         (void)curse_armor();
5428 #ifdef JP
5429                         reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5430 #else
5431                         reward = format("destroying %s", o_name);
5432 #endif
5433                         break;
5434                 case REW_PISS_OFF:
5435 #ifdef JP
5436 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5437                                 chaos_patrons[p_ptr->chaos_patron]);
5438 #else
5439                         msg_format("The voice of %s whispers:",
5440                                 chaos_patrons[p_ptr->chaos_patron]);
5441 #endif
5442
5443 #ifdef JP
5444 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5445 #else
5446                         msg_print("'Now thou shalt pay for annoying me.'");
5447 #endif
5448
5449                         switch (randint1(4))
5450                         {
5451                                 case 1:
5452                                         (void)activate_ty_curse(FALSE, &count);
5453 #ifdef JP
5454                                         reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5455 #else
5456                                         reward = "cursing";
5457 #endif
5458                                         break;
5459                                 case 2:
5460                                         activate_hi_summon(py, px, FALSE);
5461 #ifdef JP
5462                                         reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£";
5463 #else
5464                                         reward = "summoning hostile monsters";
5465 #endif
5466                                         break;
5467                                 case 3:
5468                                         if (one_in_(2))
5469                                         {
5470                                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5471                                                 dummy = INVEN_RARM;
5472                                                 if (buki_motteruka(INVEN_LARM))
5473                                                 {
5474                                                         dummy = INVEN_LARM;
5475                                                         if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5476                                                 }
5477                                                 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5478                                                 (void)curse_weapon(FALSE, dummy);
5479 #ifdef JP
5480                                                 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5481 #else
5482                                                 reward = format("destroying %s", o_name);
5483 #endif
5484                                         }
5485                                         else
5486                                         {
5487                                                 if (!inventory[INVEN_BODY].k_idx) break;
5488                                                 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5489                                                 (void)curse_armor();
5490 #ifdef JP
5491                                                 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5492 #else
5493                                                 reward = format("destroying %s", o_name);
5494 #endif
5495                                         }
5496                                         break;
5497                                 default:
5498                                         for (dummy = 0; dummy < 6; dummy++)
5499                                         {
5500                                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5501                                         }
5502 #ifdef JP
5503                                         reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5504 #else
5505                                         reward = "decreasing all stats";
5506 #endif
5507                                         break;
5508                         }
5509                         break;
5510                 case REW_WRATH:
5511 #ifdef JP
5512 msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:",
5513 #else
5514                         msg_format("The voice of %s thunders:",
5515 #endif
5516
5517                                 chaos_patrons[p_ptr->chaos_patron]);
5518 #ifdef JP
5519 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5520 #else
5521                         msg_print("'Die, mortal!'");
5522 #endif
5523
5524                         take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5525                         for (dummy = 0; dummy < 6; dummy++)
5526                         {
5527                                 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5528                         }
5529                         activate_hi_summon(py, px, FALSE);
5530                         (void)activate_ty_curse(FALSE, &count);
5531                         if (one_in_(2))
5532                         {
5533                                 dummy = 0;
5534
5535                                 if (buki_motteruka(INVEN_RARM))
5536                                 {
5537                                         dummy = INVEN_RARM;
5538                                         if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
5539                                 }
5540                                 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
5541
5542                                 if (dummy) (void)curse_weapon(FALSE, dummy);
5543                         }
5544                         if (one_in_(2)) (void)curse_armor();
5545                         break;
5546                 case REW_DESTRUCT:
5547 #ifdef JP
5548 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5549                                 chaos_patrons[p_ptr->chaos_patron]);
5550 #else
5551                         msg_format("The voice of %s booms out:",
5552                                 chaos_patrons[p_ptr->chaos_patron]);
5553 #endif
5554
5555 #ifdef JP
5556 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5557 #else
5558                         msg_print("'Death and destruction! This pleaseth me!'");
5559 #endif
5560
5561                         (void)destroy_area(py, px, 25, FALSE);
5562 #ifdef JP
5563                         reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5564 #else
5565                         reward = "*destruct*ing dungeon";
5566 #endif
5567                         break;
5568                 case REW_GENOCIDE:
5569 #ifdef JP
5570 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5571                                 chaos_patrons[p_ptr->chaos_patron]);
5572 #else
5573                         msg_format("The voice of %s booms out:",
5574                                 chaos_patrons[p_ptr->chaos_patron]);
5575 #endif
5576
5577 #ifdef JP
5578 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5579 #else
5580                         msg_print("'Let me relieve thee of thine oppressors!'");
5581 #endif
5582
5583                         (void)symbol_genocide(0, FALSE);
5584 #ifdef JP
5585                         reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5586 #else
5587                         reward = "genociding monsters";
5588 #endif
5589                         break;
5590                 case REW_MASS_GEN:
5591 #ifdef JP
5592 msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:",
5593                                 chaos_patrons[p_ptr->chaos_patron]);
5594 #else
5595                         msg_format("The voice of %s booms out:",
5596                                 chaos_patrons[p_ptr->chaos_patron]);
5597 #endif
5598
5599 #ifdef JP
5600 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5601 #else
5602                         msg_print("'Let me relieve thee of thine oppressors!'");
5603 #endif
5604
5605                         (void)mass_genocide(0, FALSE);
5606 #ifdef JP
5607                         reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5608 #else
5609                         reward = "genociding nearby monsters";
5610 #endif
5611                         break;
5612                 case REW_DISPEL_C:
5613 #ifdef JP
5614 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5615                                 chaos_patrons[p_ptr->chaos_patron]);
5616 #else
5617                         msg_format("You can feel the power of %s assault your enemies!",
5618                                 chaos_patrons[p_ptr->chaos_patron]);
5619 #endif
5620
5621                         (void)dispel_monsters(p_ptr->lev * 4);
5622                         break;
5623                 case REW_IGNORE:
5624 #ifdef JP
5625 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5626                                 chaos_patrons[p_ptr->chaos_patron]);
5627 #else
5628                         msg_format("%s ignores you.",
5629                                 chaos_patrons[p_ptr->chaos_patron]);
5630 #endif
5631
5632                         break;
5633                 case REW_SER_DEMO:
5634 #ifdef JP
5635 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°­Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5636 #else
5637                         msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5638 #endif
5639
5640                         if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5641 #ifdef JP
5642 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5643 #else
5644                                 msg_print("Nobody ever turns up...");
5645 #endif
5646                         else
5647 #ifdef JP
5648                                 reward = "°­Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5649 #else
5650                                 reward = "a demonic servant";
5651 #endif
5652
5653                         break;
5654                 case REW_SER_MONS:
5655 #ifdef JP
5656 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5657 #else
5658                         msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5659 #endif
5660
5661                         if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5662 #ifdef JP
5663 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5664 #else
5665                                 msg_print("Nobody ever turns up...");
5666 #endif
5667                         else
5668 #ifdef JP
5669                                 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5670 #else
5671                                 reward = "a servant";
5672 #endif
5673
5674                         break;
5675                 case REW_SER_UNDE:
5676 #ifdef JP
5677 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5678 #else
5679                         msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5680 #endif
5681
5682                         if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5683 #ifdef JP
5684 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5685 #else
5686                                 msg_print("Nobody ever turns up...");
5687 #endif
5688                         else
5689 #ifdef JP
5690                                 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5691 #else
5692                                 reward = "an undead servant";
5693 #endif
5694
5695                         break;
5696                 default:
5697 #ifdef JP
5698 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5699 #else
5700                         msg_format("The voice of %s stammers:",
5701 #endif
5702
5703                                 chaos_patrons[p_ptr->chaos_patron]);
5704 #ifdef JP
5705 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5706 #else
5707                         msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5708 #endif
5709
5710         }
5711         }
5712         if (reward)
5713         {
5714 #ifdef JP
5715                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5716 #else
5717                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5718 #endif
5719         }
5720 }
5721
5722
5723 /*
5724  * XAngband: determine if a given location is "interesting"
5725  * based on target_set_accept function.
5726  */
5727 static bool tgt_pt_accept(int y, int x)
5728 {
5729         cave_type *c_ptr;
5730
5731         /* Bounds */
5732         if (!(in_bounds(y, x))) return (FALSE);
5733
5734         /* Player grid is always interesting */
5735         if ((y == py) && (x == px)) return (TRUE);
5736
5737         /* Handle hallucination */
5738         if (p_ptr->image) return (FALSE);
5739
5740         /* Examine the grid */
5741         c_ptr = &cave[y][x];
5742
5743         /* Interesting memorized features */
5744         if (c_ptr->info & (CAVE_MARK))
5745         {
5746                 /* Notice stairs */
5747                 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5748                 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5749
5750                 /* Notice quest features */
5751                 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5752                 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5753         }
5754
5755         /* Nope */
5756         return (FALSE);
5757 }
5758
5759
5760 /*
5761  * XAngband: Prepare the "temp" array for "tget_pt"
5762  * based on target_set_prepare funciton.
5763  */
5764 static void tgt_pt_prepare(void)
5765 {
5766         int y, x;
5767
5768         /* Reset "temp" array */
5769         temp_n = 0;
5770
5771         if (!expand_list) return;
5772
5773         /* Scan the current panel */
5774         for (y = 1; y < cur_hgt; y++)
5775         {
5776                 for (x = 1; x < cur_wid; x++)
5777                 {
5778                         /* Require "interesting" contents */
5779                         if (!tgt_pt_accept(y, x)) continue;
5780
5781                         /* Save the location */
5782                         temp_x[temp_n] = x;
5783                         temp_y[temp_n] = y;
5784                         temp_n++;
5785                 }
5786         }
5787
5788         /* Target the nearest monster for shooting */
5789         ang_sort_comp = ang_sort_comp_distance;
5790         ang_sort_swap = ang_sort_swap_distance;
5791
5792         /* Sort the positions */
5793         ang_sort(temp_x, temp_y, temp_n);
5794 }
5795
5796 /*
5797  * old -- from PsiAngband.
5798  */
5799 bool tgt_pt(int *x_ptr, int *y_ptr)
5800 {
5801         char ch = 0;
5802         int d, x, y, n;
5803         bool success = FALSE;
5804
5805         int wid, hgt;
5806
5807         /* Get size */
5808         get_screen_size(&wid, &hgt);
5809
5810         x = px;
5811         y = py;
5812
5813         if (expand_list) 
5814         {
5815                 tgt_pt_prepare();
5816                 n = 0;
5817         }
5818
5819 #ifdef JP
5820         msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5821 #else
5822         msg_print("Select a point and press space.");
5823 #endif
5824         msg_flag = FALSE; /* prevents "-more-" message. */
5825
5826         while ((ch != ESCAPE) && !success)
5827         {
5828                 bool move_fast = FALSE;
5829
5830                 move_cursor_relative(y, x);
5831                 ch = inkey();
5832                 switch (ch)
5833                 {
5834                 case ESCAPE:
5835                         break;
5836                 case ' ':
5837                 case 't':
5838                 case '.':
5839                 case '5':
5840                 case '0':
5841                         /* illegal place */
5842                         if (player_bold(y, x)) ch = 0;
5843
5844                         /* okay place */
5845                         else success = TRUE;
5846
5847                         break;
5848
5849                 /* XAngband: Move cursor to stairs */
5850                 case '>':
5851                 case '<':
5852                         if (expand_list && temp_n)
5853                         {
5854                                 int dx, dy;
5855                                 int cx = (panel_col_min + panel_col_max) / 2;
5856                                 int cy = (panel_row_min + panel_row_max) / 2;
5857
5858                                 n++;
5859
5860                                 while(n < temp_n)       /* Skip stairs which have defferent distance */
5861                                 {
5862                                         cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5863
5864                                         if (ch == '>')
5865                                         {
5866                                                 if (cave_have_flag_grid(c_ptr, FF_LESS) ||
5867                                                         cave_have_flag_grid(c_ptr, FF_QUEST_ENTER))
5868                                                         n++;
5869                                                 else
5870                                                         break;
5871                                         }
5872                                         else /* if (ch == '<') */
5873                                         {
5874                                                 if (cave_have_flag_grid(c_ptr, FF_MORE) ||
5875                                                         cave_have_flag_grid(c_ptr, FF_QUEST_EXIT))
5876                                                         n++;
5877                                                 else
5878                                                         break;
5879                                         }
5880                                 }
5881
5882                                 if (n == temp_n)        /* Loop out taget list */
5883                                 {
5884                                         n = 0;
5885                                         y = py;
5886                                         x = px;
5887                                         verify_panel(); /* Move cursor to player */
5888
5889                                         /* Update stuff */
5890                                         p_ptr->update |= (PU_MONSTERS);
5891
5892                                         /* Redraw map */
5893                                         p_ptr->redraw |= (PR_MAP);
5894
5895                                         /* Window stuff */
5896                                         p_ptr->window |= (PW_OVERHEAD);
5897
5898                                         /* Handle stuff */
5899                                         handle_stuff();
5900                                 }
5901                                 else    /* move cursor to next stair and change panel */
5902                                 {
5903                                         y = temp_y[n];
5904                                         x = temp_x[n];
5905
5906                                         dy = 2 * (y - cy) / hgt;
5907                                         dx = 2 * (x - cx) / wid;
5908                                         if (dy || dx) change_panel(dy, dx);
5909                                 }
5910                         }
5911                         break;
5912
5913                 default:
5914                         /* Look up the direction */
5915                         d = get_keymap_dir(ch);
5916
5917                         /* XTRA HACK MOVEFAST */
5918                         if (isupper(ch)) move_fast = TRUE;
5919
5920                         /* Handle "direction" */
5921                         if (d)
5922                         {
5923                                 int dx = ddx[d];
5924                                 int dy = ddy[d];
5925
5926                                 /* XTRA HACK MOVEFAST */
5927                                 if (move_fast)
5928                                 {
5929                                         int mag = MIN(wid / 2, hgt / 2);
5930                                         x += dx * mag;
5931                                         y += dy * mag;
5932                                 }
5933                                 else
5934                                 {
5935                                         x += dx;
5936                                         y += dy;
5937                                 }
5938
5939                                 /* Do not move horizontally if unnecessary */
5940                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5941                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
5942                                 {
5943                                         dx = 0;
5944                                 }
5945
5946                                 /* Do not move vertically if unnecessary */
5947                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5948                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
5949                                 {
5950                                         dy = 0;
5951                                 }
5952
5953                                 /* Apply the motion */
5954                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5955                                          (x >= panel_col_min + wid) || (x < panel_col_min))
5956                                 {
5957                                         /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5958                                         change_panel(dy, dx);
5959                                 }
5960
5961                                 /* Slide into legality */
5962                                 if (x >= cur_wid-1) x = cur_wid - 2;
5963                                 else if (x <= 0) x = 1;
5964
5965                                 /* Slide into legality */
5966                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
5967                                 else if (y <= 0) y = 1;
5968
5969                         }
5970                         break;
5971                 }
5972         }
5973
5974         /* Clear the top line */
5975         prt("", 0, 0);
5976
5977         /* Recenter the map around the player */
5978         verify_panel();
5979
5980         /* Update stuff */
5981         p_ptr->update |= (PU_MONSTERS);
5982
5983         /* Redraw map */
5984         p_ptr->redraw |= (PR_MAP);
5985
5986         /* Window stuff */
5987         p_ptr->window |= (PW_OVERHEAD);
5988
5989         /* Handle stuff */
5990         handle_stuff();
5991
5992         *x_ptr = x;
5993         *y_ptr = y;
5994         return success;
5995 }
5996
5997
5998 bool get_hack_dir(int *dp)
5999 {
6000         int             dir;
6001         cptr    p;
6002         char    command;
6003
6004
6005         /* Initialize */
6006         (*dp) = 0;
6007
6008         /* Global direction */
6009         dir = 0;
6010
6011         /* (No auto-targeting) */
6012
6013         /* Ask until satisfied */
6014         while (!dir)
6015         {
6016                 /* Choose a prompt */
6017                 if (!target_okay())
6018                 {
6019 #ifdef JP
6020 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
6021 #else
6022                         p = "Direction ('*' to choose a target, Escape to cancel)? ";
6023 #endif
6024
6025                 }
6026                 else
6027                 {
6028 #ifdef JP
6029 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
6030 #else
6031                         p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
6032 #endif
6033
6034                 }
6035
6036                 /* Get a command (or Cancel) */
6037                 if (!get_com(p, &command, TRUE)) break;
6038
6039                 if (use_menu)
6040                 {
6041                         if (command == '\r') command = 't';
6042                 }  
6043
6044                 /* Convert various keys to "standard" keys */
6045                 switch (command)
6046                 {
6047                         /* Use current target */
6048                         case 'T':
6049                         case 't':
6050                         case '.':
6051                         case '5':
6052                         case '0':
6053                         {
6054                                 dir = 5;
6055                                 break;
6056                         }
6057
6058                         /* Set new target */
6059                         case '*':
6060                         case ' ':
6061                         case '\r':
6062                         {
6063                                 if (target_set(TARGET_KILL)) dir = 5;
6064                                 break;
6065                         }
6066
6067                         default:
6068                         {
6069                                 /* Look up the direction */
6070                                 dir = get_keymap_dir(command);
6071
6072                                 break;
6073                         }
6074                 }
6075
6076                 /* Verify requested targets */
6077                 if ((dir == 5) && !target_okay()) dir = 0;
6078
6079                 /* Error */
6080                 if (!dir) bell();
6081         }
6082
6083         /* No direction */
6084         if (!dir) return (FALSE);
6085
6086         /* Save the direction */
6087         command_dir = dir;
6088
6089         /* Check for confusion */
6090         if (p_ptr->confused)
6091         {
6092                 /* XXX XXX XXX */
6093                 /* Random direction */
6094                 dir = ddd[randint0(8)];
6095         }
6096
6097         /* Notice confusion */
6098         if (command_dir != dir)
6099         {
6100                 /* Warn the user */
6101 #ifdef JP
6102 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
6103 #else
6104                 msg_print("You are confused.");
6105 #endif
6106
6107         }
6108
6109         /* Save direction */
6110         (*dp) = dir;
6111
6112         /* A "valid" direction was entered */
6113         return (TRUE);
6114 }
6115
6116
6117 /*
6118  * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
6119  */
6120
6121 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
6122
6123 s16b gain_energy(void)
6124 {
6125         int i;
6126         s32b energy_result = 10;
6127         s32b tmp;
6128
6129         tmp = randint0(Go_no_JuuJou);
6130
6131         for (i = 0; i < 9; i ++){
6132                 energy_result += tmp % 5;
6133                 tmp /= 5;
6134         }
6135
6136         return (s16b)(energy_result + tmp);
6137 }
6138
6139
6140 /*
6141  * Return bow energy 
6142  */
6143 s16b bow_energy(int sval)
6144 {
6145         int energy = 100;
6146
6147         /* Analyze the launcher */
6148         switch (sval)
6149         {
6150                 /* Sling and ammo */
6151                 case SV_SLING:
6152                 {
6153                         energy = 8000;
6154                         break;
6155                 }
6156
6157                 /* Short Bow and Arrow */
6158                 case SV_SHORT_BOW:
6159                 {
6160                         energy = 10000;
6161                         break;
6162                 }
6163
6164                 /* Long Bow and Arrow */
6165                 case SV_LONG_BOW:
6166                 {
6167                         energy = 10000;
6168                         break;
6169                 }
6170
6171                 /* Bow of irresponsiblity and Arrow */
6172                 case SV_NAMAKE_BOW:
6173                 {
6174                         energy = 7777;
6175                         break;
6176                 }
6177
6178                 /* Light Crossbow and Bolt */
6179                 case SV_LIGHT_XBOW:
6180                 {
6181                         energy = 12000;
6182                         break;
6183                 }
6184
6185                 /* Heavy Crossbow and Bolt */
6186                 case SV_HEAVY_XBOW:
6187                 {
6188                         energy = 13333;
6189                         break;
6190                 }
6191         }
6192
6193         return (energy);
6194 }
6195
6196
6197 /*
6198  * Return bow tmul
6199  */
6200 int bow_tmul(int sval)
6201 {
6202         int tmul = 0;
6203
6204         /* Analyze the launcher */
6205         switch (sval)
6206         {
6207                 /* Sling and ammo */
6208                 case SV_SLING:
6209                 {
6210                         tmul = 2;
6211                         break;
6212                 }
6213
6214                 /* Short Bow and Arrow */
6215                 case SV_SHORT_BOW:
6216                 {
6217                         tmul = 2;
6218                         break;
6219                 }
6220
6221                 /* Long Bow and Arrow */
6222                 case SV_LONG_BOW:
6223                 {
6224                         tmul = 3;
6225                         break;
6226                 }
6227
6228                 /* Bow of irresponsiblity and Arrow */
6229                 case SV_NAMAKE_BOW:
6230                 {
6231                         tmul = 3;
6232                         break;
6233                 }
6234
6235                 /* Light Crossbow and Bolt */
6236                 case SV_LIGHT_XBOW:
6237                 {
6238                         tmul = 3;
6239                         break;
6240                 }
6241
6242                 /* Heavy Crossbow and Bolt */
6243                 case SV_HEAVY_XBOW:
6244                 {
6245                         tmul = 4;
6246                         break;
6247                 }
6248         }
6249
6250         return (tmul);
6251 }
6252
6253 /*
6254  * Return alignment title
6255  */
6256 cptr your_alignment(void)
6257 {
6258 #ifdef JP
6259         if (p_ptr->align > 150) return "ÂçÁ±";
6260         else if (p_ptr->align > 50) return "ÃæÁ±";
6261         else if (p_ptr->align > 10) return "¾®Á±";
6262         else if (p_ptr->align > -11) return "ÃæΩ";
6263         else if (p_ptr->align > -51) return "¾®°­";
6264         else if (p_ptr->align > -151) return "Ãæ°­";
6265         else return "Âç°­";
6266 #else
6267         if (p_ptr->align > 150) return "Lawful";
6268         else if (p_ptr->align > 50) return "Good";
6269         else if (p_ptr->align > 10) return "Neutral Good";
6270         else if (p_ptr->align > -11) return "Neutral";
6271         else if (p_ptr->align > -51) return "Neutral Evil";
6272         else if (p_ptr->align > -151) return "Evil";
6273         else return "Chaotic";
6274 #endif
6275 }
6276
6277
6278 /*
6279  * Return proficiency level of weapons and misc. skills (except riding)
6280  */
6281 int weapon_exp_level(int weapon_exp)
6282 {
6283         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6284         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6285         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6286         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
6287         else return EXP_LEVEL_MASTER;
6288 }
6289
6290
6291 /*
6292  * Return proficiency level of riding
6293  */
6294 int riding_exp_level(int riding_exp)
6295 {
6296         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6297         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6298         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6299         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
6300         else return EXP_LEVEL_MASTER;
6301 }
6302
6303
6304 /*
6305  * Return proficiency level of spells
6306  */
6307 int spell_exp_level(int spell_exp)
6308 {
6309         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6310         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6311         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6312         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
6313         else return EXP_LEVEL_MASTER;
6314 }
6315
6316
6317 /*
6318  * Display a rumor and apply its effects
6319  */
6320
6321 int rumor_num(char *zz, int max_idx)
6322 {
6323         if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
6324         return atoi(zz);
6325 }
6326
6327 cptr rumor_bind_name(char *base, cptr fullname)
6328 {
6329         char *s, *v;
6330
6331         s = strstr(base, "{Name}");
6332         if (s)
6333         {
6334                 s[0] = '\0';
6335                 v = format("%s%s%s", base, fullname, (s + 6));
6336         }
6337         else
6338         {
6339                 v = base;
6340         }
6341
6342         return v;
6343 }
6344
6345 void display_rumor(bool ex)
6346 {
6347         bool err;
6348         int section = 0;
6349         char Rumor[1024];
6350
6351         if (ex)
6352         {
6353                 if (randint0(3) == 0) section = 1;
6354         }
6355
6356 #ifdef JP
6357         err = get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10);
6358         if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
6359 #else
6360         err = get_rnd_line("rumors.txt", section, Rumor);
6361         if (err) strcpy(Rumor, "Some rumors are wrong.");
6362 #endif
6363
6364         err = TRUE;
6365
6366         if (strncmp(Rumor, "R:", 2) == 0)
6367         {
6368                 char *zz[4];
6369                 cptr rumor_msg = NULL;
6370                 cptr rumor_eff = NULL;
6371                 char fullname[1024] = "";
6372
6373                 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
6374                 {
6375                         if (strcmp(zz[0], "ARTIFACT") == 0)
6376                         {
6377                                 int a_idx, k_idx;
6378                                 object_type forge;
6379                                 object_type *q_ptr = &forge;
6380                                 artifact_type *a_ptr;
6381
6382                                 while (1)
6383                                 {
6384                                         a_idx = rumor_num(zz[1], max_a_idx);
6385
6386                                         a_ptr = &a_info[a_idx];
6387                                         if (a_ptr->name) break;
6388                                 }
6389
6390                                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
6391                                 object_prep(q_ptr, k_idx);
6392                                 q_ptr->name1 = a_idx;
6393                                 q_ptr->ident = IDENT_STORE;
6394                                 object_desc(fullname, q_ptr, OD_NAME_ONLY);
6395                         }
6396                         else if  (strcmp(zz[0], "MONSTER") == 0)
6397                         {
6398                                 int r_idx;
6399                                 monster_race *r_ptr;
6400
6401                                 while(1)
6402                                 {
6403                                         r_idx = rumor_num(zz[1], max_r_idx);
6404                                         r_ptr = &r_info[r_idx];
6405                                         if (r_ptr->name) break;
6406                                 }
6407
6408                                 strcpy(fullname, r_name + r_ptr->name);
6409
6410                                 /* Remember this monster */
6411                                 if (!r_ptr->r_sights)
6412                                 {
6413                                         r_ptr->r_sights++;
6414                                 }
6415                         }
6416                         else if  (strcmp(zz[0], "DUNGEON") == 0)
6417                         {
6418                                 int d_idx;
6419                                 dungeon_info_type *d_ptr;
6420
6421                                 while (1)
6422                                 {
6423                                         d_idx = rumor_num(zz[1], max_d_idx);
6424                                         d_ptr = &d_info[d_idx];
6425                                         if (d_ptr->name) break;
6426                                 }
6427
6428                                 strcpy(fullname, d_name + d_ptr->name);
6429
6430                                 if (!max_dlv[d_idx])
6431                                 {
6432                                         max_dlv[d_idx] = d_ptr->mindepth;
6433 #ifdef JP
6434                                         rumor_eff = format("%s¤Ëµ¢´Ô¤Ç¤­¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£", fullname);
6435 #else
6436                                         rumor_eff = format("You can recall to %s.", fullname);
6437 #endif
6438                                 }
6439                         }
6440                         else if  (strcmp(zz[0], "TOWN") == 0)
6441                         {
6442                                 int t_idx;
6443                                 s32b visit;
6444
6445                                 while(1)
6446                                 {
6447                                         t_idx = rumor_num(zz[1], NO_TOWN);
6448                                         if (town[t_idx].name) break;
6449                                 }
6450
6451                                 strcpy(fullname, town[t_idx].name);
6452
6453                                 visit = (1L << (t_idx - 1));
6454                                 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
6455                                 {
6456                                         p_ptr->visit |= visit;
6457 #ifdef JP
6458                                         rumor_eff = format("%s¤Ë¹Ô¤Ã¤¿¤³¤È¤¬¤¢¤ëµ¤¤¬¤¹¤ë¡£", fullname);
6459 #else
6460                                         rumor_eff = format("You feel you have been to %s.", fullname);
6461 #endif
6462                                 }
6463                         }
6464
6465                         rumor_msg = rumor_bind_name(zz[2], fullname);
6466                         msg_print(rumor_msg);
6467                         if (rumor_eff) 
6468                         {
6469                                 msg_print(NULL);
6470                                 msg_print(rumor_eff);
6471                         }
6472                         err = FALSE;
6473                 }
6474         /* error */
6475 #ifdef JP
6476                 if (err) msg_print("¤³¤Î¾ðÊó¤Ï´Ö°ã¤Ã¤Æ¤¤¤ë¡£");
6477 #else
6478                 if (err) msg_print("This information is wrong.");
6479 #endif
6480         }
6481                         else
6482         {
6483                 msg_format("%s", Rumor);
6484         }
6485 }