3 * @brief 雑多なその他の処理2 / effects of various "objects"
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
16 #define REWARD_CHANCE 10
20 * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
21 * Advance experience levels and print experience
24 void check_experience(void)
26 bool level_reward = FALSE;
27 bool level_mutation = FALSE;
28 bool level_inc_stat = FALSE;
29 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
30 int old_lev = p_ptr->lev;
32 /* Hack -- lower limit */
33 if (p_ptr->exp < 0) p_ptr->exp = 0;
34 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
35 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
37 /* Hack -- upper limit */
38 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
39 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
40 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
42 /* Hack -- maintain "max" experience */
43 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
45 /* Hack -- maintain "max max" experience */
46 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
48 /* Redraw experience */
49 p_ptr->redraw |= (PR_EXP);
55 /* Lose levels while possible */
56 while ((p_ptr->lev > 1) &&
57 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
62 /* Update some stuff */
63 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
65 /* Redraw some stuff */
66 p_ptr->redraw |= (PR_LEV | PR_TITLE);
69 p_ptr->window |= (PW_PLAYER);
76 /* Gain levels while possible */
77 while ((p_ptr->lev < PY_MAX_LEVEL) &&
78 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
83 /* Save the highest level */
84 if (p_ptr->lev > p_ptr->max_plv)
86 p_ptr->max_plv = p_ptr->lev;
88 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
89 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
93 if (p_ptr->prace == RACE_BEASTMAN)
95 if (one_in_(5)) level_mutation = TRUE;
97 level_inc_stat = TRUE;
99 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
107 msg_format("レベル %d にようこそ。", p_ptr->lev);
109 msg_format("Welcome to level %d.", p_ptr->lev);
113 /* Update some stuff */
114 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
116 /* Redraw some stuff */
117 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
120 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
132 if(!(p_ptr->max_plv % 10))
142 cnv_stat(p_ptr->stat_max[0], tmp);
143 prt(format(" a) 腕力 (現在値 %s)", tmp), 2, 14);
144 cnv_stat(p_ptr->stat_max[1], tmp);
145 prt(format(" b) 知能 (現在値 %s)", tmp), 3, 14);
146 cnv_stat(p_ptr->stat_max[2], tmp);
147 prt(format(" c) 賢さ (現在値 %s)", tmp), 4, 14);
148 cnv_stat(p_ptr->stat_max[3], tmp);
149 prt(format(" d) 器用 (現在値 %s)", tmp), 5, 14);
150 cnv_stat(p_ptr->stat_max[4], tmp);
151 prt(format(" e) 耐久 (現在値 %s)", tmp), 6, 14);
152 cnv_stat(p_ptr->stat_max[5], tmp);
153 prt(format(" f) 魅力 (現在値 %s)", tmp), 7, 14);
155 prt(" どの能力値を上げますか?", 1, 14);
157 cnv_stat(p_ptr->stat_max[0], tmp);
158 prt(format(" a) Str (cur %s)", tmp), 2, 14);
159 cnv_stat(p_ptr->stat_max[1], tmp);
160 prt(format(" b) Int (cur %s)", tmp), 3, 14);
161 cnv_stat(p_ptr->stat_max[2], tmp);
162 prt(format(" c) Wis (cur %s)", tmp), 4, 14);
163 cnv_stat(p_ptr->stat_max[3], tmp);
164 prt(format(" d) Dex (cur %s)", tmp), 5, 14);
165 cnv_stat(p_ptr->stat_max[4], tmp);
166 prt(format(" e) Con (cur %s)", tmp), 6, 14);
167 cnv_stat(p_ptr->stat_max[5], tmp);
168 prt(format(" f) Chr (cur %s)", tmp), 7, 14);
170 prt(" Which stat do you want to raise?", 1, 14);
175 if ((choice >= 'a') && (choice <= 'f')) break;
177 for(n = 0; n < 6; n++)
178 if (n != choice - 'a')
180 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
182 do_inc_stat(choice - 'a');
185 else if(!(p_ptr->max_plv % 2))
186 do_inc_stat(randint0(6));
191 msg_print(_("あなたは変わった気がする...", "You feel different..."));
192 (void)gain_random_mutation(0);
193 level_mutation = FALSE;
197 * 報酬でレベルが上ると再帰的に check_experience() が
202 gain_level_reward(0);
203 level_reward = FALSE;
206 /* Update some stuff */
207 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
209 /* Redraw some stuff */
210 p_ptr->redraw |= (PR_LEV | PR_TITLE);
213 p_ptr->window |= (PW_PLAYER | PW_SPELL);
219 /* Load an autopick preference file */
220 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
225 * @brief モンスターを倒した際の財宝svalを返す
226 * @param r_idx 倒したモンスターの種族ID
229 * Hack -- Return the "automatic coin type" of a monster race
230 * Used to allocate proper treasure when "Creeping coins" die
231 * XXX XXX XXX Note the use of actual "monster names"
233 static int get_coin_type(int r_idx)
235 /* Analyze monsters */
238 case MON_COPPER_COINS: return 2;
239 case MON_SILVER_COINS: return 5;
240 case MON_GOLD_COINS: return 10;
241 case MON_MITHRIL_COINS:
242 case MON_MITHRIL_GOLEM: return 16;
243 case MON_ADAMANT_COINS: return 17;
252 * @brief オブジェクトがクロークかどうかを判定する /
253 * Hack -- determine if a template is Cloak
254 * @param k_idx 判定したいオブジェクトのベースアイテムID
255 * @return オブジェクトがクロークならばTRUEを返す
257 static bool kind_is_cloak(int k_idx)
259 object_kind *k_ptr = &k_info[k_idx];
261 /* Analyze the item type */
262 if (k_ptr->tval == TV_CLOAK)
267 /* Assume not good */
273 * @brief オブジェクトが竿状武器かどうかを判定する /
274 * Hack -- determine if a template is Polearm
275 * @param k_idx 判定したいオブジェクトのベースアイテムID
276 * @return オブジェクトが竿状武器ならばTRUEを返す
278 static bool kind_is_polearm(int k_idx)
280 object_kind *k_ptr = &k_info[k_idx];
282 /* Analyze the item type */
283 if (k_ptr->tval == TV_POLEARM)
288 /* Assume not good */
294 * @brief オブジェクトが剣かどうかを判定する /
295 * Hack -- determine if a template is Sword
296 * @param k_idx 判定したいオブジェクトのベースアイテムID
297 * @return オブジェクトが剣ならばTRUEを返す
299 static bool kind_is_sword(int k_idx)
301 object_kind *k_ptr = &k_info[k_idx];
303 /* Analyze the item type */
304 if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
309 /* Assume not good */
315 * @brief オブジェクトが魔法書かどうかを判定する /
316 * Hack -- determine if a template is Book
317 * @param k_idx 判定したいオブジェクトのベースアイテムID
318 * @return オブジェクトが魔法書ならばTRUEを返す
320 static bool kind_is_book(int k_idx)
322 object_kind *k_ptr = &k_info[k_idx];
324 /* Analyze the item type */
325 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
330 /* Assume not good */
336 * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する /
337 * Hack -- determine if a template is Good book
338 * @param k_idx 判定したいオブジェクトのベースアイテムID
339 * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す
341 static bool kind_is_good_book(int k_idx)
343 object_kind *k_ptr = &k_info[k_idx];
345 /* Analyze the item type */
346 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
351 /* Assume not good */
357 * @brief オブジェクトが鎧かどうかを判定する /
358 * Hack -- determine if a template is Armor
359 * @param k_idx 判定したいオブジェクトのベースアイテムID
360 * @return オブジェクトが鎧ならばTRUEを返す
362 static bool kind_is_armor(int k_idx)
364 object_kind *k_ptr = &k_info[k_idx];
366 /* Analyze the item type */
367 if (k_ptr->tval == TV_HARD_ARMOR)
372 /* Assume not good */
378 * @brief オブジェクトが打撃武器かどうかを判定する /
379 * Hack -- determine if a template is hafted weapon
380 * @param k_idx 判定したいオブジェクトのベースアイテムID
381 * @return オブジェクトが打撃武器ならばTRUEを返す
383 static bool kind_is_hafted(int k_idx)
385 object_kind *k_ptr = &k_info[k_idx];
387 /* Analyze the item type */
388 if (k_ptr->tval == TV_HAFTED)
393 /* Assume not good */
398 * @brief クエストを達成状態にする /
399 * @param quest_num 達成状態にしたいクエストのID
402 void complete_quest(int quest_num)
404 quest_type* const q_ptr = &quest[quest_num];
408 case QUEST_TYPE_RANDOM:
409 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
412 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
416 q_ptr->status = QUEST_STATUS_COMPLETED;
417 q_ptr->complev = (byte)p_ptr->lev;
419 q_ptr->comptime = playtime;
421 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
423 msg_print(_("クエストを達成した!", "You just completed your quest!"));
429 * @brief 現在フロアに残っている敵モンスターの数を返す /
430 * @return 現在の敵モンスターの数
432 static int count_all_hostile_monsters(void)
437 for (x = 0; x < cur_wid; ++ x)
439 for (y = 0; y < cur_hgt; ++ y)
441 int m_idx = cave[y][x].m_idx;
443 if (m_idx > 0 && is_hostile(&m_list[m_idx]))
454 * @brief 特定の敵を倒した際にクエスト達成処理 /
455 * Check for "Quest" completion when a quest monster is killed or charmed.
456 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
459 void check_quest_completion(monster_type *m_ptr)
465 bool create_stairs = FALSE;
471 /* Get the location */
476 quest_num = p_ptr->inside_quest;
478 /* Search for an active quest on this dungeon level */
483 for (i = max_quests - 1; i > 0; i--)
485 quest_type* const q_ptr = &quest[i];
487 /* Quest is not active */
488 if (q_ptr->status != QUEST_STATUS_TAKEN)
491 /* Quest is not a dungeon quest */
492 if (q_ptr->flags & QUEST_FLAG_PRESET)
495 /* Quest is not on this level */
496 if ((q_ptr->level != dun_level) &&
497 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
500 /* Not a "kill monster" quest */
501 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
502 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
505 /* Interesting quest */
506 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
507 (q_ptr->type == QUEST_TYPE_TOWER) ||
508 (q_ptr->type == QUEST_TYPE_KILL_ALL))
511 /* Interesting quest */
512 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
513 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
514 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
515 (q_ptr->r_idx == m_ptr->r_idx))
522 /* Handle the current quest */
523 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
526 quest_type* const q_ptr = &quest[quest_num];
530 case QUEST_TYPE_KILL_NUMBER:
534 if (q_ptr->cur_num >= q_ptr->num_mon)
536 complete_quest(quest_num);
542 case QUEST_TYPE_KILL_ALL:
544 if (!is_hostile(m_ptr)) break;
546 if (count_all_hostile_monsters() == 1)
548 if (q_ptr->flags & QUEST_FLAG_SILENT)
550 q_ptr->status = QUEST_STATUS_FINISHED;
554 complete_quest(quest_num);
559 case QUEST_TYPE_KILL_LEVEL:
560 case QUEST_TYPE_RANDOM:
562 /* Only count valid monsters */
563 if (q_ptr->r_idx != m_ptr->r_idx)
568 if (q_ptr->cur_num >= q_ptr->max_num)
570 complete_quest(quest_num);
572 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
574 create_stairs = TRUE;
575 p_ptr->inside_quest = 0;
578 /* Finish the two main quests without rewarding */
579 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
581 q_ptr->status = QUEST_STATUS_FINISHED;
584 if (q_ptr->type == QUEST_TYPE_RANDOM)
587 q_ptr->status = QUEST_STATUS_FINISHED;
592 case QUEST_TYPE_KILL_ANY_LEVEL:
595 if (q_ptr->cur_num >= q_ptr->max_num)
597 complete_quest(quest_num);
602 case QUEST_TYPE_TOWER:
604 if (!is_hostile(m_ptr)) break;
606 if (count_all_hostile_monsters() == 1)
608 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
610 if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
611 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
612 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
615 complete_quest(QUEST_TOWER1);
623 /* Create a magical staircase */
629 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
631 /* Pick a location */
632 scatter(&ny, &nx, y, x, 1, 0);
638 /* Explain the staircase */
639 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
641 /* Create stairs down */
642 cave_set_feat(y, x, feat_down_stair);
644 /* Remember to update everything */
645 p_ptr->update |= (PU_FLOW);
655 for (i = 0; i < (dun_level / 15)+1; i++)
657 /* Get local object */
660 /* Wipe the object */
663 /* Make a great object */
664 make_object(q_ptr, AM_GOOD | AM_GREAT);
666 /* Drop it in the dungeon */
667 (void)drop_near(q_ptr, -1, y, x);
673 * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
674 * Check for "Quest" completion when a quest monster is killed or charmed.
675 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
678 void check_find_art_quest_completion(object_type *o_ptr)
681 /* Check if completed a quest */
682 for (i = 0; i < max_quests; i++)
684 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
685 (quest[i].status == QUEST_STATUS_TAKEN) &&
686 (quest[i].k_idx == o_ptr->name1))
695 * @brief モンスターを撃破した際の述語メッセージを返す /
696 * Return monster death string
697 * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
698 * @return 撃破されたモンスターの述語
700 cptr extract_note_dies(monster_race *r_ptr)
702 /* Some monsters get "destroyed" */
703 if (!monster_living(r_ptr))
707 for (i = 0; i < 4; i++)
709 if (r_ptr->blow[i].method == RBM_EXPLODE)
711 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
714 return _("を倒した。", " is destroyed.");
717 /* Assume a default death */
718 return _("は死んだ。", " dies.");
723 * @brief モンスターが死亡した時の処理 /
724 * Handle the "death" of a monster.
725 * @param m_idx 死亡したモンスターのID
726 * @param drop_item TRUEならばモンスターのドロップ処理を行う
727 * @return 撃破されたモンスターの述語
730 * Disperse treasures centered at the monster location based on the
731 * various flags contained in the monster flags fields.
732 * Check for "Quest" completion when a quest monster is killed.
733 * Note that only the player can induce "monster_death()" on Uniques.
734 * Thus (for now) all Quest monsters should be Uniques.
735 * Note that monsters can now carry objects, and when a monster dies,
736 * it drops all of its objects, which may disappear in crowded rooms.
739 void monster_death(int m_idx, bool drop_item)
748 monster_type *m_ptr = &m_list[m_idx];
750 monster_race *r_ptr = &r_info[m_ptr->r_idx];
752 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
756 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
757 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
758 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
759 int force_coin = get_coin_type(m_ptr->r_idx);
764 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
765 && !p_ptr->inside_battle && !is_pet(m_ptr);
767 /* The caster is dead? */
768 if (world_monster && world_monster == m_idx) world_monster = 0;
770 /* Notice changes in view */
771 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
773 /* Update some things */
774 p_ptr->update |= (PU_MON_LITE);
777 /* Get the location */
781 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
785 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
786 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
789 /* Let monsters explode! */
790 for (i = 0; i < 4; i++)
792 if (r_ptr->blow[i].method == RBM_EXPLODE)
794 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
795 int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
796 int d_dice = r_ptr->blow[i].d_dice;
797 int d_side = r_ptr->blow[i].d_side;
798 int damage = damroll(d_dice, d_side);
800 project(m_idx, 3, y, x, damage, typ, flg, -1);
805 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
807 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
808 r_ptr = &r_info[m_ptr->r_idx];
811 /* Check for quest completion */
812 check_quest_completion(m_ptr);
814 /* Handle the possibility of player vanquishing arena combatant -KMW- */
815 if (p_ptr->inside_arena && !is_pet(m_ptr))
817 p_ptr->exit_bldg = TRUE;
819 if (p_ptr->arena_number > MAX_ARENA_MONS)
821 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
825 msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
828 if (arena_info[p_ptr->arena_number].tval)
830 /* Get local object */
833 /* Prepare to make a prize */
834 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
836 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
838 /* Drop it in the dungeon */
839 (void)drop_near(q_ptr, -1, y, x);
842 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
843 p_ptr->arena_number++;
848 /* Extract monster name */
849 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
851 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
855 if (m_idx == p_ptr->riding)
857 if (rakuba(-1, FALSE))
859 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
863 /* Drop a dead corpse? */
864 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
865 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
866 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
868 /* Assume skeleton */
872 * We cannot drop a skeleton? Note, if we are in this check,
873 * we *know* we can drop at least a corpse or a skeleton
875 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
877 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
880 /* Else, a corpse is more likely unless we did a "lot" of damage */
881 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
883 /* Lots of damage in one blow */
884 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
886 if (one_in_(5)) corpse = TRUE;
890 if (!one_in_(5)) corpse = TRUE;
894 /* Get local object */
897 /* Prepare to make an object */
898 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
900 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
902 q_ptr->pval = m_ptr->r_idx;
904 /* Drop it in the dungeon */
905 (void)drop_near(q_ptr, -1, y, x);
908 /* Drop objects being carried */
909 monster_drop_carried_objects(m_ptr);
911 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
912 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
914 switch (m_ptr->r_idx)
916 case MON_PINK_HORROR:
917 /* Pink horrors are replaced with 2 Blue horrors */
918 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
922 for (i = 0; i < 2; i++)
925 bool pet = is_pet(m_ptr);
928 if (pet) mode |= PM_FORCE_PET;
930 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
932 if (player_can_see_bold(wy, wx))
938 msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
942 case MON_BLOODLETTER:
943 /* Bloodletters of Khorne may drop a blade of chaos */
944 if (drop_chosen_item && (randint1(100) < 15))
946 /* Get local object */
949 /* Prepare to make a Blade of Chaos */
950 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
952 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
954 /* Drop it in the dungeon */
955 (void)drop_near(q_ptr, -1, y, x);
960 if (drop_chosen_item && (dun_level > 9))
962 /* Get local object */
965 /* Wipe the object */
968 /* Activate restriction */
969 if ((dun_level > 49) && one_in_(5))
970 get_obj_num_hook = kind_is_good_book;
972 get_obj_num_hook = kind_is_book;
975 make_object(q_ptr, mo_mode);
977 /* Drop it in the dungeon */
978 (void)drop_near(q_ptr, -1, y, x);
984 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
985 * spawn another in the fallen one's place!
987 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
993 bool pet = is_pet(m_ptr);
997 scatter(&wy, &wx, y, x, 20, 0);
999 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
1004 if (pet) mode |= PM_FORCE_PET;
1006 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
1008 if (player_can_see_bold(wy, wx))
1009 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
1017 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1019 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1020 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1024 case MON_UNICORN_ORD:
1027 /* Reward for "lazy" player */
1028 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1031 artifact_type *a_ptr = NULL;
1033 if (!drop_chosen_item) break;
1037 switch (randint0(3))
1040 a_idx = ART_NAMAKE_HAMMER;
1043 a_idx = ART_NAMAKE_BOW;
1046 a_idx = ART_NAMAKE_ARMOR;
1050 a_ptr = &a_info[a_idx];
1052 while (a_ptr->cur_num);
1054 /* Create the artifact */
1055 if (create_named_art(a_idx, y, x))
1059 /* Hack -- Memorize location of artifact in saved floors */
1060 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1062 else if (!preserve_mode) a_ptr->cur_num = 1;
1067 if (!drop_chosen_item) break;
1069 /* Get local object */
1072 /* Mega-Hack -- Prepare to make "Grond" */
1073 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1075 /* Mega-Hack -- Mark this item as "Grond" */
1076 q_ptr->name1 = ART_GROND;
1078 /* Mega-Hack -- Actually create "Grond" */
1079 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1081 /* Drop it in the dungeon */
1082 (void)drop_near(q_ptr, -1, y, x);
1084 /* Get local object */
1087 /* Mega-Hack -- Prepare to make "Chaos" */
1088 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1090 /* Mega-Hack -- Mark this item as "Chaos" */
1091 q_ptr->name1 = ART_CHAOS;
1093 /* Mega-Hack -- Actually create "Chaos" */
1094 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1096 /* Drop it in the dungeon */
1097 (void)drop_near(q_ptr, -1, y, x);
1100 case MON_B_DEATH_SWORD:
1101 if (drop_chosen_item)
1103 /* Get local object */
1106 /* Prepare to make a broken sword */
1107 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1109 /* Drop it in the dungeon */
1110 (void)drop_near(q_ptr, -1, y, x);
1116 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1117 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1119 /* Get local object */
1122 /* Prepare to make a Can of Toys */
1123 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1125 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1127 /* Drop it in the dungeon */
1128 (void)drop_near(q_ptr, -1, y, x);
1134 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1135 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1140 if (!drop_chosen_item) break;
1142 switch (r_ptr->d_char)
1147 /* Get local object */
1150 /* Wipe the object */
1153 /* Activate restriction */
1154 get_obj_num_hook = kind_is_cloak;
1157 make_object(q_ptr, mo_mode);
1159 /* Drop it in the dungeon */
1160 (void)drop_near(q_ptr, -1, y, x);
1167 /* Get local object */
1170 /* Wipe the object */
1173 /* Activate restriction */
1174 get_obj_num_hook = kind_is_polearm;
1176 /* Make a poleweapon */
1177 make_object(q_ptr, mo_mode);
1179 /* Drop it in the dungeon */
1180 (void)drop_near(q_ptr, -1, y, x);
1187 /* Get local object */
1190 /* Wipe the object */
1193 /* Activate restriction */
1194 get_obj_num_hook = kind_is_armor;
1196 /* Make a hard armor */
1197 make_object(q_ptr, mo_mode);
1199 /* Drop it in the dungeon */
1200 (void)drop_near(q_ptr, -1, y, x);
1207 /* Get local object */
1210 /* Wipe the object */
1213 /* Activate restriction */
1214 get_obj_num_hook = kind_is_hafted;
1216 /* Make a hafted weapon */
1217 make_object(q_ptr, mo_mode);
1219 /* Drop it in the dungeon */
1220 (void)drop_near(q_ptr, -1, y, x);
1225 if (m_ptr->r_idx != MON_STORMBRINGER)
1227 /* Get local object */
1230 /* Wipe the object */
1233 /* Activate restriction */
1234 get_obj_num_hook = kind_is_sword;
1237 make_object(q_ptr, mo_mode);
1239 /* Drop it in the dungeon */
1240 (void)drop_near(q_ptr, -1, y, x);
1247 /* Mega-Hack -- drop fixed items */
1248 if (drop_chosen_item)
1253 switch (m_ptr->r_idx)
1273 case MON_STORMBRINGER:
1274 a_idx = ART_STORMBRINGER;
1279 a_idx = ART_CRIMSON;
1289 a_idx = ART_KUSANAGI;
1319 a_idx = ART_WEREWINDLE;
1327 a_idx = ART_GRAYSWANDIR;
1340 a_idx = ART_TWILIGHT;
1345 a_idx = ART_ORB_OF_FATE;
1351 a_idx = ART_ELENDIL;
1366 a_idx = ART_DESTINY;
1371 a_idx = ART_ZANTETSU;
1386 a_idx = ART_WINBLOWS;
1390 case MON_LUNGORTHIN:
1395 case MON_JACK_SHADOWS:
1401 a_idx = ART_STONEMASK;
1406 a_idx = ART_SOULCRUSH;
1411 a_idx = ART_EXCALIBUR_J;
1416 a_idx = ART_SHUTEN_DOJI;
1421 a_idx = ART_GOTHMOG;
1430 case MON_ROBIN_HOOD:
1431 a_idx = ART_ROBIN_HOOD;
1436 a_idx = ART_NANACHO;
1442 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1444 artifact_type *a_ptr = &a_info[a_idx];
1446 if (!a_ptr->cur_num)
1448 /* Create the artifact */
1449 if (create_named_art(a_idx, y, x))
1453 /* Hack -- Memorize location of artifact in saved floors */
1454 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1456 else if (!preserve_mode) a_ptr->cur_num = 1;
1460 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1462 int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1463 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1465 if (d_info[dungeon_type].final_artifact)
1467 int a_idx = d_info[dungeon_type].final_artifact;
1468 artifact_type *a_ptr = &a_info[a_idx];
1470 if (!a_ptr->cur_num)
1472 /* Create the artifact */
1473 if (create_named_art(a_idx, y, x))
1477 /* Hack -- Memorize location of artifact in saved floors */
1478 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1480 else if (!preserve_mode) a_ptr->cur_num = 1;
1482 /* Prevent rewarding both artifact and "default" object */
1483 if (!d_info[dungeon_type].final_object) k_idx = 0;
1489 /* Get local object */
1492 /* Prepare to make a reward */
1493 object_prep(q_ptr, k_idx);
1495 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1497 /* Drop it in the dungeon */
1498 (void)drop_near(q_ptr, -1, y, x);
1500 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
1504 /* Determine how much we can drop */
1505 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1506 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1507 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1508 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1509 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1510 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1512 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1513 number = 0; /* Clones drop no stuff unless Cloning Pits */
1515 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1516 number = 0; /* Pets drop no stuff */
1517 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1519 if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1520 number = 0; /* Limit of Multiply monster drop */
1522 /* Hack -- handle creeping coins */
1523 coin_type = force_coin;
1525 /* Average dungeon and monster levels */
1526 object_level = (dun_level + r_ptr->level) / 2;
1528 /* Drop some objects */
1529 for (j = 0; j < number; j++)
1531 /* Get local object */
1534 /* Wipe the object */
1538 if (do_gold && (!do_item || (randint0(100) < 50)))
1540 /* Make some gold */
1541 if (!make_gold(q_ptr)) continue;
1550 /* Make an object */
1551 if (!make_object(q_ptr, mo_mode)) continue;
1557 /* Drop it in the dungeon */
1558 (void)drop_near(q_ptr, -1, y, x);
1561 /* Reset the object level */
1562 object_level = base_level;
1564 /* Reset "coin" type */
1568 /* Take note of any dropped treasure */
1569 if (visible && (dump_item || dump_gold))
1571 /* Take notes on treasure */
1572 lore_treasure(m_idx, dump_item, dump_gold);
1575 /* Only process "Quest Monsters" */
1576 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1577 if (p_ptr->inside_battle) return;
1580 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1583 p_ptr->total_winner = TRUE;
1585 /* Redraw the "title" */
1586 p_ptr->redraw |= (PR_TITLE);
1588 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
1590 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1592 msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
1593 msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
1596 /* Congratulations */
1597 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
1598 msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
1599 msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
1604 * @brief モンスターに与えたダメージの修正処理 /
1605 * Modify the physical damage done to the monster.
1606 * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
1607 * @param dam ダメージ基本値
1608 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
1609 * @return 修正を行った結果のダメージ量
1612 * (for example when it's invulnerable or shielded)
1613 * ToDo: Accept a damage-type to calculate the modified damage from
1614 * things like fire, frost, lightning, poison, ... attacks.
1615 * "type" is not yet used and should be 0.
1618 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1620 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1622 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1625 if ((dam == 0) && one_in_(3)) dam = 1;
1628 if (MON_INVULNER(m_ptr))
1632 if (!p_ptr->blind && is_seen(m_ptr))
1634 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
1637 else if (!one_in_(PENETRATE_INVULNERABILITY))
1647 * @brief モンスターに与えたダメージを元に経験値を加算する /
1648 * Calculate experience point to be get
1649 * @param dam 与えたダメージ量
1650 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
1654 * Even the 64 bit operation is not big enough to avoid overflaw
1655 * unless we carefully choose orders of multiplication and division.
1656 * Get the coefficient first, and multiply (potentially huge) base
1657 * experience point of a monster later.
1660 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1662 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1669 if (!m_ptr->r_idx) return;
1670 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1673 * - Ratio of monster's level to player's level effects
1674 * - Varying speed effects
1675 * - Get a fraction in proportion of damage point
1677 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1680 div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1682 /* Use (average maxhp * 2) as a denominator */
1683 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1684 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1686 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1688 /* Special penalty in the wilderness */
1689 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1690 s64b_mul(&div_h, &div_l, 0, 5);
1692 /* Do division first to prevent overflaw */
1693 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1695 /* Special penalty for mutiply-monster */
1696 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1698 int monnum_penarty = r_ptr->r_akills / 400;
1699 if (monnum_penarty > 8) monnum_penarty = 8;
1701 while (monnum_penarty--)
1704 s64b_RSHIFT(new_exp, new_exp_frac, 2);
1708 /* Special penalty for rest_and_shoot exp scum */
1709 if ((m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1711 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1712 if (over_damage > 32) over_damage = 32;
1714 while (over_damage--)
1717 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1718 s64b_div(&new_exp, &new_exp_frac, 0, 10);
1722 /* Finally multiply base experience point of the monster */
1723 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1725 /* Gain experience */
1726 gain_exp_64(new_exp, new_exp_frac);
1731 * @brief モンスターのHPをダメージに応じて減算する /
1732 * Decreases monsters hit points, handling monster death.
1733 * @param dam 与えたダメージ量
1734 * @param m_idx ダメージを与えたモンスターのID
1735 * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
1736 * @param note モンスターが倒された際の特別なメッセージ述語
1740 * We return TRUE if the monster has been killed (and deleted).
1741 * We announce monster death (using an optional "death message"
1742 * if given, and a otherwise a generic killed/destroyed message).
1743 * Only "physical attacks" can induce the "You have slain" message.
1744 * Missile and Spell attacks will induce the "dies" message, or
1745 * various "specialized" messages. Note that "You have destroyed"
1746 * and "is destroyed" are synonyms for "You have slain" and "dies".
1747 * Hack -- unseen monsters yield "You have killed it." message.
1748 * Added fear (DGK) and check whether to print fear messages -CWS
1749 * Made name, sex, and capitalization generic -BEN-
1750 * As always, the "ghost" processing is a total hack.
1751 * Hack -- we "delay" fear messages by passing around a "fear" flag.
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.
1759 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1761 monster_type *m_ptr = &m_list[m_idx];
1762 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1764 monster_type exp_mon;
1766 /* Innocent until proven otherwise */
1767 bool innocent = TRUE, thief = FALSE;
1772 (void)COPY(&exp_mon, m_ptr, monster_type);
1774 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1776 get_exp_from_mon(expdam, &exp_mon);
1778 /* Genocided by chaos patron */
1779 if (!m_ptr->r_idx) m_idx = 0;
1781 /* Redraw (later) if needed */
1782 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1783 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1786 (void)set_monster_csleep(m_idx, 0);
1788 /* Hack - Cancel any special player stealth magics. -LM- */
1789 if (p_ptr->special_defense & NINJA_S_STEALTH)
1791 set_superstealth(FALSE);
1794 /* Genocided by chaos patron */
1795 if (!m_idx) return TRUE;
1797 /* Remember dealt_damage before this attack*/
1798 dealt_damage = m_ptr->dealt_damage;
1803 m_ptr->dealt_damage += dam;
1804 if(m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1807 msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."),
1808 m_ptr->dealt_damage, m_ptr->maxhp);
1811 /* It is dead now */
1816 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1818 /* You might have unmasked Tanuki first time */
1819 r_ptr = &r_info[m_ptr->r_idx];
1820 m_ptr->ap_r_idx = m_ptr->r_idx;
1821 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1824 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1826 /* You might have unmasked Chameleon first time */
1827 r_ptr = real_r_ptr(m_ptr);
1828 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1831 if (!(m_ptr->smart & SM_CLONED))
1833 /* When the player kills a Unique, it stays dead */
1834 if (r_ptr->flags1 & RF1_UNIQUE)
1838 /* Mega-Hack -- Banor & Lupart */
1839 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1841 r_info[MON_BANORLUPART].max_num = 0;
1842 r_info[MON_BANORLUPART].r_pkills++;
1843 r_info[MON_BANORLUPART].r_akills++;
1844 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1846 else if (m_ptr->r_idx == MON_BANORLUPART)
1848 r_info[MON_BANOR].max_num = 0;
1849 r_info[MON_BANOR].r_pkills++;
1850 r_info[MON_BANOR].r_akills++;
1851 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1852 r_info[MON_LUPART].max_num = 0;
1853 r_info[MON_LUPART].r_pkills++;
1854 r_info[MON_LUPART].r_akills++;
1855 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1859 /* When the player kills a Nazgul, it stays dead */
1860 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1863 /* Count all monsters killed */
1864 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1866 /* Recall even invisible uniques or winners */
1867 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1869 /* Count kills this life */
1870 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1871 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1873 /* Count kills in all lives */
1874 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1875 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1877 /* Hack -- Auto-recall */
1878 monster_race_track(m_ptr->ap_r_idx);
1881 /* Extract monster name */
1882 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1884 /* Don't kill Amberites */
1885 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1887 int curses = 1 + randint1(3);
1888 bool stop_ty = FALSE;
1891 msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
1892 curse_equipment(100, 50);
1896 stop_ty = activate_ty_curse(stop_ty, &count);
1901 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1903 char line_got[1024];
1905 /* Dump a message */
1906 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1908 msg_format("%^s %s", m_name, line_got);
1911 if (m_ptr->r_idx == MON_SERPENT)
1913 /* Make screen dump */
1914 screen_dump = make_screen_dump();
1919 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1921 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1923 chg_virtue(V_VALOUR, -1);
1925 else if (r_ptr->level > dun_level)
1927 if (randint1(10) <= (r_ptr->level - dun_level))
1928 chg_virtue(V_VALOUR, 1);
1930 if (r_ptr->level > 60)
1932 chg_virtue(V_VALOUR, 1);
1934 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1935 chg_virtue(V_VALOUR, 2);
1938 if (r_ptr->flags1 & RF1_UNIQUE)
1940 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1942 if (r_ptr->flags3 & RF3_GOOD)
1944 chg_virtue(V_UNLIFE, 2);
1945 chg_virtue(V_VITALITY, -2);
1948 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1951 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1953 chg_virtue(V_COMPASSION, -1);
1956 if ((r_ptr->flags3 & RF3_GOOD) &&
1957 ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1958 chg_virtue(V_UNLIFE, 1);
1960 if (r_ptr->d_char == 'A')
1962 if (r_ptr->flags1 & RF1_UNIQUE)
1963 chg_virtue(V_FAITH, -2);
1964 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1966 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1967 else chg_virtue(V_FAITH, 1);
1970 else if (r_ptr->flags3 & RF3_DEMON)
1972 if (r_ptr->flags1 & RF1_UNIQUE)
1973 chg_virtue(V_FAITH, 2);
1974 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1975 chg_virtue(V_FAITH, 1);
1978 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1979 chg_virtue(V_VITALITY, 2);
1981 if (r_ptr->r_deaths)
1983 if (r_ptr->flags1 & RF1_UNIQUE)
1985 chg_virtue(V_HONOUR, 10);
1987 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1989 chg_virtue(V_HONOUR, 1);
1992 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1994 chg_virtue(V_VALOUR, -1);
1997 for (i = 0; i < 4; i++)
1999 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
2001 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
2002 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
2004 thief = TRUE; /* Thief! */
2007 /* The new law says it is illegal to live in the dungeon */
2008 if (r_ptr->level != 0) innocent = FALSE;
2012 if (r_ptr->flags1 & RF1_UNIQUE)
2013 chg_virtue(V_JUSTICE, 3);
2014 else if (1+((r_ptr->level) / 10 + (2 * dun_level))
2016 chg_virtue(V_JUSTICE, 1);
2020 chg_virtue (V_JUSTICE, -1);
2023 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)))
2025 if (one_in_(4)) chg_virtue(V_NATURE, -1);
2028 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
2032 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : "");
2034 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
2036 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
2042 /* Death by Missile/Spell attack */
2045 msg_format("%^s%s", m_name, note);
2048 /* Death by physical attack -- invisible monster */
2049 else if (!m_ptr->ml)
2052 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2053 msg_format("せっかくだから%sを殺した。", m_name);
2055 msg_format("%sを殺した。", m_name);
2057 msg_format("You have killed %s.", m_name);
2062 /* Death by Physical attack -- non-living monster */
2063 else if (!monster_living(r_ptr))
2066 bool explode = FALSE;
2068 for (i = 0; i < 4; i++)
2070 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
2073 /* Special note at death */
2075 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
2079 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2080 msg_format("せっかくだから%sを倒した。", m_name);
2082 msg_format("%sを倒した。", m_name);
2084 msg_format("You have destroyed %s.", m_name);
2089 /* Death by Physical attack -- living monster */
2093 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2094 msg_format("せっかくだから%sを葬り去った。", m_name);
2096 msg_format("%sを葬り去った。", m_name);
2098 msg_format("You have slain %s.", m_name);
2102 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
2104 for (i = 0; i < MAX_KUBI; i++)
2106 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
2108 msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
2114 /* Generate treasure */
2115 monster_death(m_idx, TRUE);
2117 /* Mega hack : replace IKETA to BIKETAL */
2118 if ((m_ptr->r_idx == MON_IKETA) &&
2119 !(p_ptr->inside_arena || p_ptr->inside_battle))
2121 int dummy_y = m_ptr->fy;
2122 int dummy_x = m_ptr->fx;
2125 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2127 /* Delete the monster */
2128 delete_monster_idx(m_idx);
2130 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2132 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
2137 /* Delete the monster */
2138 delete_monster_idx(m_idx);
2141 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
2146 /* Monster is dead */
2153 /* Mega-Hack -- Pain cancels fear */
2154 if (MON_MONFEAR(m_ptr) && (dam > 0))
2157 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
2164 /* Sometimes a monster gets scared by damage */
2165 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2167 /* Percentage of fully healthy */
2168 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2171 * Run (sometimes) if at 10% or less of max hit points,
2172 * or (usually) when hit for half its current hit points
2174 if ((randint1(10) >= percentage) ||
2175 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2177 /* Hack -- note fear */
2180 /* XXX XXX XXX Hack -- Add some timed fear */
2181 (void)set_monster_monfear(m_idx, (randint1(10) +
2182 (((dam >= m_ptr->hp) && (percentage > 7)) ?
2183 20 : ((11 - percentage) * 5))));
2190 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2194 /* Extract monster name */
2195 monster_desc(m_name, m_ptr, 0);
2197 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2198 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2200 msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
2211 * @brief 現在のコンソール表示の縦横を返す。 /
2212 * Get term size and calculate screen size
2213 * @param wid_p コンソールの表示幅文字数を返す
2214 * @param hgt_p コンソールの表示行数を返す
2217 void get_screen_size(int *wid_p, int *hgt_p)
2219 Term_get_size(wid_p, hgt_p);
2220 *hgt_p -= ROW_MAP + 2;
2221 *wid_p -= COL_MAP + 2;
2222 if (use_bigtile) *wid_p /= 2;
2227 * @brief コンソール上におけるマップ表示の左上位置を返す /
2228 * Calculates current boundaries Called below and from "do_cmd_locate()".
2231 void panel_bounds_center(void)
2236 get_screen_size(&wid, &hgt);
2238 panel_row_max = panel_row_min + hgt - 1;
2239 panel_row_prt = panel_row_min - 1;
2240 panel_col_max = panel_col_min + wid - 1;
2241 panel_col_prt = panel_col_min - 13;
2246 * @brief コンソールのリサイズに合わせてマップを再描画する /
2247 * Map resizing whenever the main term changes size
2250 void resize_map(void)
2252 /* Only if the dungeon exists */
2253 if (!character_dungeon) return;
2255 /* Mega-Hack -- no panel yet */
2259 /* Reset the panels */
2260 panel_row_min = cur_hgt;
2261 panel_col_min = cur_wid;
2266 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2268 /* Forget lite/view */
2269 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2271 /* Update lite/view */
2272 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2274 /* Update monsters */
2275 p_ptr->update |= (PU_MONSTERS);
2277 /* Redraw everything */
2278 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2280 /* Hack -- update */
2288 * Place the cursor on the player
2290 if (can_save) move_cursor_relative(py, px);
2297 * @brief コンソールを再描画する /
2298 * Redraw a term when it is resized
2301 void redraw_window(void)
2303 /* Only if the dungeon exists */
2304 if (!character_dungeon) return;
2307 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2310 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2312 /* Hack -- update */
2321 * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
2322 * @param dy 変更先のフロアY座標
2323 * @param dx 変更先のフロアX座標
2324 * Handle a request to change the current panel
2325 * Return TRUE if the panel was changed.
2326 * Also used in do_cmd_locate
2327 * @return 実際に再描画が必要だった場合TRUEを返す
2329 bool change_panel(int dy, int dx)
2335 get_screen_size(&wid, &hgt);
2337 /* Apply the motion */
2338 y = panel_row_min + dy * hgt / 2;
2339 x = panel_col_min + dx * wid / 2;
2341 /* Verify the row */
2342 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2345 /* Verify the col */
2346 if (x > cur_wid - wid) x = cur_wid - wid;
2349 /* Handle "changes" */
2350 if ((y != panel_row_min) || (x != panel_col_min))
2352 /* Save the new panel info */
2356 /* Recalculate the boundaries */
2357 panel_bounds_center();
2360 p_ptr->update |= (PU_MONSTERS);
2363 p_ptr->redraw |= (PR_MAP);
2377 * @brief フォーカスを当てるべきマップ描画の基準座標を指定する
2378 * @param y 変更先のフロアY座標
2379 * @param x 変更先のフロアX座標
2381 * Handle a request to change the current panel
2382 * Return TRUE if the panel was changed.
2383 * Also used in do_cmd_locate
2384 * @return 実際に再描画が必要だった場合TRUEを返す
2386 bool change_panel_xy(int y, int x)
2392 get_screen_size(&wid, &hgt);
2394 if (y < panel_row_min) dy = -1;
2395 if (y > panel_row_max) dy = 1;
2396 if (x < panel_col_min) dx = -1;
2397 if (x > panel_col_max) dx = 1;
2399 if (!dy && !dx) return (FALSE);
2401 return change_panel(dy, dx);
2406 * @brief マップ描画のフォーカスを当てるべき座標を更新する
2408 * Given an row (y) and col (x), this routine detects when a move
2409 * off the screen has occurred and figures new borders. -RAK-
2410 * "Update" forces a "full update" to take place.
2411 * The map is reprinted if necessary, and "TRUE" is returned.
2412 * @return 実際に再描画が必要だった場合TRUEを返す
2414 void verify_panel(void)
2426 get_screen_size(&wid, &hgt);
2428 max_prow_min = cur_hgt - hgt;
2429 max_pcol_min = cur_wid - wid;
2431 /* Bounds checking */
2432 if (max_prow_min < 0) max_prow_min = 0;
2433 if (max_pcol_min < 0) max_pcol_min = 0;
2435 /* Center on player */
2436 if (center_player && (center_running || !running))
2438 /* Center vertically */
2439 prow_min = y - hgt / 2;
2440 if (prow_min < 0) prow_min = 0;
2441 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2443 /* Center horizontally */
2444 pcol_min = x - wid / 2;
2445 if (pcol_min < 0) pcol_min = 0;
2446 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2450 prow_min = panel_row_min;
2451 pcol_min = panel_col_min;
2453 /* Scroll screen when 2 grids from top/bottom edge */
2454 if (y > panel_row_max - 2)
2456 while (y > prow_min + hgt-1 - 2)
2458 prow_min += (hgt / 2);
2462 if (y < panel_row_min + 2)
2464 while (y < prow_min + 2)
2466 prow_min -= (hgt / 2);
2470 if (prow_min > max_prow_min) prow_min = max_prow_min;
2471 if (prow_min < 0) prow_min = 0;
2473 /* Scroll screen when 4 grids from left/right edge */
2474 if (x > panel_col_max - 4)
2476 while (x > pcol_min + wid-1 - 4)
2478 pcol_min += (wid / 2);
2482 if (x < panel_col_min + 4)
2484 while (x < pcol_min + 4)
2486 pcol_min -= (wid / 2);
2490 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2491 if (pcol_min < 0) pcol_min = 0;
2494 /* Check for "no change" */
2495 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2497 /* Save the new panel info */
2498 panel_row_min = prow_min;
2499 panel_col_min = pcol_min;
2501 /* Hack -- optional disturb on "panel change" */
2502 if (disturb_panel && !center_player) disturb(0, 0);
2504 /* Recalculate the boundaries */
2505 panel_bounds_center();
2508 p_ptr->update |= (PU_MONSTERS);
2511 p_ptr->redraw |= (PR_MAP);
2514 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2519 * Monster health description
2521 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2523 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2530 /* Determine if the monster is "living" */
2531 living = monster_living(ap_r_ptr);
2533 /* Calculate a health "percentage" */
2534 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2536 /* Healthy monsters */
2537 if (m_ptr->hp >= m_ptr->maxhp)
2541 desc = living ? "無傷" : "無ダメージ";
2543 desc = living ? "unhurt" : "undamaged";
2548 else if (perc >= 60)
2551 desc = living ? "軽傷" : "小ダメージ";
2553 desc = living ? "somewhat wounded" : "somewhat damaged";
2558 else if (perc >= 25)
2561 desc = living ? "負傷" : "中ダメージ";
2563 desc = living ? "wounded" : "damaged";
2568 else if (perc >= 10)
2571 desc = living ? "重傷" : "大ダメージ";
2573 desc = living ? "badly wounded" : "badly damaged";
2581 desc = living ? "半死半生" : "倒れかけ";
2583 desc = living ? "almost dead" : "almost destroyed";
2588 /* Need attitude information? */
2591 /* Full information is not needed */
2594 else if (is_pet(m_ptr))
2596 attitude = _(", ペット", ", pet");
2598 else if (is_friendly(m_ptr))
2600 attitude = _(", 友好的", ", friendly");
2604 attitude = _("", "");
2608 /* Clone monster? */
2609 if (m_ptr->smart & SM_CLONED)
2618 /* Display monster's level --- idea borrowed from ToME */
2619 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2621 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
2625 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
2632 * Angband sorting algorithm -- quick sort in place
2634 * Note that the details of the data we are sorting is hidden,
2635 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2636 * function hooks to interact with the data, which is given as
2637 * two pointers, and which may have any user-defined form.
2639 void ang_sort_aux(vptr u, vptr v, int p, int q)
2657 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2660 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2662 /* Done partition */
2666 (*ang_sort_swap)(u, v, a, b);
2672 /* Recurse left side */
2673 ang_sort_aux(u, v, p, b);
2675 /* Recurse right side */
2676 ang_sort_aux(u, v, b+1, q);
2681 * Angband sorting algorithm -- quick sort in place
2683 * Note that the details of the data we are sorting is hidden,
2684 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2685 * function hooks to interact with the data, which is given as
2686 * two pointers, and which may have any user-defined form.
2688 void ang_sort(vptr u, vptr v, int n)
2690 /* Sort the array */
2691 ang_sort_aux(u, v, 0, n-1);
2696 /*** Targeting Code ***/
2700 * Determine is a monster makes a reasonable target
2702 * The concept of "targeting" was stolen from "Morgul" (?)
2704 * The player can target any location, or any "target-able" monster.
2706 * Currently, a monster is "target_able" if it is visible, and if
2707 * the player can hit it with a projection, and the player is not
2708 * hallucinating. This allows use of "use closest target" macros.
2710 * Future versions may restrict the ability to target "trappers"
2711 * and "mimics", but the semantics is a little bit weird.
2713 bool target_able(int m_idx)
2715 monster_type *m_ptr = &m_list[m_idx];
2717 /* Monster must be alive */
2718 if (!m_ptr->r_idx) return (FALSE);
2720 /* Hack -- no targeting hallucinations */
2721 if (p_ptr->image) return (FALSE);
2723 /* Monster must be visible */
2724 if (!m_ptr->ml) return (FALSE);
2726 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2728 /* Monster must be projectable */
2729 if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2731 /* XXX XXX XXX Hack -- Never target trappers */
2732 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2742 * Update (if necessary) and verify (if possible) the target.
2744 * We return TRUE if the target is "okay" and FALSE otherwise.
2746 bool target_okay(void)
2748 /* Accept stationary targets */
2749 if (target_who < 0) return (TRUE);
2751 /* Check moving targets */
2754 /* Accept reasonable targets */
2755 if (target_able(target_who))
2757 monster_type *m_ptr = &m_list[target_who];
2759 /* Acquire monster location */
2760 target_row = m_ptr->fy;
2761 target_col = m_ptr->fx;
2768 /* Assume no target */
2774 * Sorting hook -- comp function -- by "distance to player"
2776 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2777 * and sort the arrays by double-distance to the player.
2779 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2781 byte *x = (byte*)(u);
2782 byte *y = (byte*)(v);
2786 /* Absolute distance components */
2787 kx = x[a]; kx -= px; kx = ABS(kx);
2788 ky = y[a]; ky -= py; ky = ABS(ky);
2790 /* Approximate Double Distance to the first point */
2791 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2793 /* Absolute distance components */
2794 kx = x[b]; kx -= px; kx = ABS(kx);
2795 ky = y[b]; ky -= py; ky = ABS(ky);
2797 /* Approximate Double Distance to the first point */
2798 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2800 /* Compare the distances */
2806 * Sorting hook -- comp function -- by importance level of grids
2808 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2809 * and sort the arrays by level of monster
2811 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2813 byte *x = (byte*)(u);
2814 byte *y = (byte*)(v);
2815 cave_type *ca_ptr = &cave[y[a]][x[a]];
2816 cave_type *cb_ptr = &cave[y[b]][x[b]];
2817 monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2818 monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2819 monster_race *ap_ra_ptr, *ap_rb_ptr;
2821 /* The player grid */
2822 if (y[a] == py && x[a] == px) return TRUE;
2823 if (y[b] == py && x[b] == px) return FALSE;
2825 /* Extract monster race */
2826 if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2827 else ap_ra_ptr = NULL;
2828 if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2829 else ap_rb_ptr = NULL;
2831 if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2832 if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2834 /* Compare two monsters */
2835 if (ap_ra_ptr && ap_rb_ptr)
2837 /* Unique monsters first */
2838 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2839 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2841 /* Shadowers first (あやしい影) */
2842 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2843 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2845 /* Unknown monsters first */
2846 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2847 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2849 /* Higher level monsters first (if known) */
2850 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2852 if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2853 if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2856 /* Sort by index if all conditions are same */
2857 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2858 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2861 /* An object get higher priority */
2862 if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2863 if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2865 /* Priority from the terrain */
2866 if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2867 if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2869 /* If all conditions are same, compare distance */
2870 return ang_sort_comp_distance(u, v, a, b);
2875 * Sorting hook -- swap function -- by "distance to player"
2877 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2878 * and sort the arrays by distance to the player.
2880 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2882 byte *x = (byte*)(u);
2883 byte *y = (byte*)(v);
2901 * Hack -- help "select" a location (see below)
2903 static s16b target_pick(int y1, int x1, int dy, int dx)
2907 int x2, y2, x3, y3, x4, y4;
2909 int b_i = -1, b_v = 9999;
2912 /* Scan the locations */
2913 for (i = 0; i < temp_n; i++)
2919 /* Directed distance */
2923 /* Verify quadrant */
2924 if (dx && (x3 * dx <= 0)) continue;
2925 if (dy && (y3 * dy <= 0)) continue;
2927 /* Absolute distance */
2931 /* Verify quadrant */
2932 if (dy && !dx && (x4 > y4)) continue;
2933 if (dx && !dy && (y4 > x4)) continue;
2935 /* Approximate Double Distance */
2936 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2938 /* XXX XXX XXX Penalize location */
2941 if ((b_i >= 0) && (v >= b_v)) continue;
2953 * Hack -- determine if a given location is "interesting"
2955 static bool target_set_accept(int y, int x)
2959 s16b this_o_idx, next_o_idx = 0;
2962 if (!(in_bounds(y, x))) return (FALSE);
2964 /* Player grid is always interesting */
2965 if (player_bold(y, x)) return (TRUE);
2968 /* Handle hallucination */
2969 if (p_ptr->image) return (FALSE);
2972 /* Examine the grid */
2973 c_ptr = &cave[y][x];
2975 /* Visible monsters */
2978 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2980 /* Visible monsters */
2981 if (m_ptr->ml) return (TRUE);
2984 /* Scan all objects in the grid */
2985 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2989 /* Acquire object */
2990 o_ptr = &o_list[this_o_idx];
2992 /* Acquire next object */
2993 next_o_idx = o_ptr->next_o_idx;
2995 /* Memorized object */
2996 if (o_ptr->marked & OM_FOUND) return (TRUE);
2999 /* Interesting memorized features */
3000 if (c_ptr->info & (CAVE_MARK))
3002 /* Notice object features */
3003 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
3005 /* Feature code (applying "mimic" field) */
3006 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
3015 * Prepare the "temp" array for "target_set"
3017 * Return the number of target_able monsters in the set.
3019 static void target_set_prepare(int mode)
3022 int min_hgt, max_hgt, min_wid, max_wid;
3024 if (mode & TARGET_KILL)
3027 min_hgt = MAX((py - MAX_RANGE), 0);
3028 max_hgt = MIN((py + MAX_RANGE), cur_hgt - 1);
3029 min_wid = MAX((px - MAX_RANGE), 0);
3030 max_wid = MIN((px + MAX_RANGE), cur_wid - 1);
3032 else /* not targetting */
3035 min_hgt = panel_row_min;
3036 max_hgt = panel_row_max;
3037 min_wid = panel_col_min;
3038 max_wid = panel_col_max;
3041 /* Reset "temp" array */
3044 /* Scan the current panel */
3045 for (y = min_hgt; y <= max_hgt; y++)
3047 for (x = min_wid; x <= max_wid; x++)
3051 /* Require "interesting" contents */
3052 if (!target_set_accept(y, x)) continue;
3054 c_ptr = &cave[y][x];
3056 /* Require target_able monsters for "TARGET_KILL" */
3057 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
3059 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
3061 /* Save the location */
3068 /* Set the sort hooks */
3069 if (mode & (TARGET_KILL))
3071 /* Target the nearest monster for shooting */
3072 ang_sort_comp = ang_sort_comp_distance;
3073 ang_sort_swap = ang_sort_swap_distance;
3077 /* Look important grids first in Look command */
3078 ang_sort_comp = ang_sort_comp_importance;
3079 ang_sort_swap = ang_sort_swap_distance;
3082 /* Sort the positions */
3083 ang_sort(temp_x, temp_y, temp_n);
3085 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
3090 temp_y[0] = temp_y[1];
3093 temp_x[0] = temp_x[1];
3097 void target_set_prepare_look(){
3098 target_set_prepare(TARGET_LOOK);
3103 * Evaluate number of kill needed to gain level
3105 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
3107 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3109 s32b exp_mon, exp_adv;
3110 u32b exp_mon_frac, exp_adv_frac;
3112 if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3117 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3127 /* The monster's experience point (assuming average monster speed) */
3128 exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
3130 s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
3133 /* Total experience value for next level */
3134 exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
3136 s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
3138 /* Experience value need to get */
3139 s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
3142 /* You need to kill at least one monster to get any experience */
3143 s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3144 s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
3146 /* Extract number of monsters needed */
3147 s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3149 /* If 999 or more monsters needed, only display "999". */
3150 num = MIN(999, exp_adv_frac);
3152 /* Display the number */
3153 sprintf(buf,"%03ld", (long int)num);
3157 bool show_gold_on_floor = FALSE;
3160 * Examine a grid, return a keypress.
3162 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3163 * indicates that the "space" key should scan through the contents
3164 * of the grid, instead of simply returning immediately. This lets
3165 * the "look" command get complete information, without making the
3166 * "target" command annoying.
3168 * The "info" argument contains the "commands" which should be shown
3169 * inside the "[xxx]" text. This string must never be empty, or grids
3170 * containing monsters will be displayed with an extra comma.
3172 * Note that if a monster is in the grid, we update both the monster
3173 * recall info and the health bar info to track that monster.
3175 * Eventually, we may allow multiple objects per grid, or objects
3176 * and terrain features in the same grid. XXX XXX XXX
3178 * This function must handle blindness/hallucination.
3180 static int target_set_aux(int y, int x, int mode, cptr info)
3182 cave_type *c_ptr = &cave[y][x];
3183 s16b this_o_idx, next_o_idx = 0;
3184 cptr s1 = "", s2 = "", s3 = "", x_info = "";
3187 feature_type *f_ptr;
3189 char out_val[MAX_NLEN+80];
3191 #ifdef ALLOW_EASY_FLOOR
3192 int floor_list[23], floor_num = 0;
3194 /* Scan all objects in the grid */
3197 floor_num = scan_floor(floor_list, y, x, 0x02);
3201 x_info = _("x物 ", "x,");
3205 #endif /* ALLOW_EASY_FLOOR */
3207 /* Hack -- under the player */
3208 if (player_bold(y, x))
3224 s1 = _("ターゲット:", "Target:");
3227 /* Hack -- hallucination */
3230 cptr name = _("何か奇妙な物", "something strange");
3232 /* Display a message */
3234 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3236 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3240 move_cursor_relative(y, x);
3243 /* Stop on everything but "return" */
3244 if ((query != '\r') && (query != '\n')) return query;
3246 /* Repeat forever */
3251 /* Actual monsters */
3252 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3254 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3255 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3257 bool recall = FALSE;
3262 /* Get the monster name ("a kobold") */
3263 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3265 /* Hack -- track this monster race */
3266 monster_race_track(m_ptr->ap_r_idx);
3268 /* Hack -- health bar for this monster */
3269 health_track(c_ptr->m_idx);
3271 /* Hack -- handle stuff */
3285 /* Recall on screen */
3286 screen_roff(m_ptr->ap_r_idx, 0);
3288 /* Hack -- Complete the prompt (again) */
3289 Term_addstr(-1, TERM_WHITE, format(_(" [r思 %s%s]", " [r,%s%s]"), x_info, info));
3297 /* Normal commands */
3298 if (query != 'r') break;
3303 /* Cleare recall text and repeat */
3309 /* Describe, and prompt for recall */
3310 evaluate_monster_exp(acount, m_ptr);
3313 sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
3315 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);
3321 move_cursor_relative(y, x);
3326 /* Normal commands */
3327 if (query != 'r') break;
3333 /* Always stop at "normal" keys */
3334 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3336 /* Sometimes stop at "space" key */
3337 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3339 /* Change the intro */
3340 s1 = _("それは", "It is ");
3342 /* Hack -- take account of gender */
3343 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
3344 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
3346 /* Use a preposition */
3355 /* Scan all objects being carried */
3356 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3358 char o_name[MAX_NLEN];
3362 /* Acquire object */
3363 o_ptr = &o_list[this_o_idx];
3365 /* Acquire next object */
3366 next_o_idx = o_ptr->next_o_idx;
3368 /* Obtain an object description */
3369 object_desc(o_name, o_ptr, 0);
3371 /* Describe the object */
3373 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3375 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3379 move_cursor_relative(y, x);
3382 /* Always stop at "normal" keys */
3383 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3385 /* Sometimes stop at "space" key */
3386 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3388 /* Change the intro */
3389 s2 = _("をまた", "also carrying ");
3392 /* Use a preposition */
3402 #ifdef ALLOW_EASY_FLOOR
3411 char o_name[MAX_NLEN];
3415 /* Acquire object */
3416 o_ptr = &o_list[floor_list[0]];
3418 /* Describe the object */
3419 object_desc(o_name, o_ptr, 0);
3423 sprintf(out_val, "%s%s%s%s[%s]",
3424 s1, o_name, s2, s3, info);
3426 sprintf(out_val, "%s%s%s%s [%s]",
3427 s1, s2, s3, o_name, info);
3431 move_cursor_relative(y, x);
3440 /* Provide one cushion before item listing */
3443 /* Display rough information about items */
3445 sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
3446 s1, floor_num, s2, s3, info);
3448 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3449 s1, s2, s3, floor_num, info);
3453 move_cursor_relative(y, x);
3458 /* No request for listing */
3459 if (query != 'x' && query != ' ') return query;
3463 /** Display list of items **/
3465 /* Continue scrolling list if requested */
3474 show_gold_on_floor = TRUE;
3475 (void)show_floor(0, y, x, &min_width);
3476 show_gold_on_floor = FALSE;
3480 sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
3481 s1, floor_num, s2, s3, info);
3483 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3484 s1, s2, s3, floor_num, info);
3495 /* Exit unless 'Enter' */
3496 if (query != '\n' && query != '\r')
3501 /* Get the object being moved. */
3502 o_idx = c_ptr->o_idx;
3504 /* Only rotate a pile of two or more objects. */
3505 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3507 /* Remove the first object from the list. */
3508 excise_object_idx(o_idx);
3510 /* Find end of the list. */
3512 while (o_list[i].next_o_idx)
3513 i = o_list[i].next_o_idx;
3515 /* Add after the last object. */
3516 o_list[i].next_o_idx = o_idx;
3518 /* Loop and re-display the list */
3524 #endif /* ALLOW_EASY_FLOOR */
3527 /* Scan all objects in the grid */
3528 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3532 /* Acquire object */
3533 o_ptr = &o_list[this_o_idx];
3535 /* Acquire next object */
3536 next_o_idx = o_ptr->next_o_idx;
3539 if (o_ptr->marked & OM_FOUND)
3541 char o_name[MAX_NLEN];
3546 /* Obtain an object description */
3547 object_desc(o_name, o_ptr, 0);
3549 /* Describe the object */
3551 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3553 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3557 move_cursor_relative(y, x);
3560 /* Always stop at "normal" keys */
3561 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3563 /* Sometimes stop at "space" key */
3564 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3566 /* Change the intro */
3567 s1 = _("それは", "It is ");
3570 if (o_ptr->number != 1) s1 = _("それらは", "They are ");
3584 /* Feature code (applying "mimic" field) */
3585 feat = get_feat_mimic(c_ptr);
3587 /* Require knowledge about grid, or ability to see grid */
3588 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3590 /* Forget feature */
3594 f_ptr = &f_info[feat];
3596 /* Terrain feature if needed */
3597 if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3601 /* Hack -- special handling for quest entrances */
3602 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3604 /* Set the quest number temporary */
3605 int old_quest = p_ptr->inside_quest;
3608 /* Clear the text */
3609 for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3610 quest_text_line = 0;
3612 p_ptr->inside_quest = c_ptr->special;
3614 /* Get the quest text */
3615 init_flags = INIT_NAME_ONLY;
3617 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3619 name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"),
3620 quest[c_ptr->special].name, quest[c_ptr->special].level);
3622 /* Reset the old quest number */
3623 p_ptr->inside_quest = old_quest;
3626 /* Hack -- special handling for building doors */
3627 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3629 name = building[f_ptr->subtype].name;
3631 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3633 name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3635 else if (have_flag(f_ptr->flags, FF_TOWN))
3637 name = town[c_ptr->special].name;
3639 else if (p_ptr->wild_mode && (feat == feat_floor))
3641 name = _("道", "road");
3645 name = f_name + f_ptr->name;
3651 ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3652 (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3653 have_flag(f_ptr->flags, FF_TOWN)))
3655 s2 = _("の中", "in ");
3658 /* Hack -- special introduction for store & building doors -KMW- */
3659 if (have_flag(f_ptr->flags, FF_STORE) ||
3660 have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3661 (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3662 have_flag(f_ptr->flags, FF_ENTRANCE))
3671 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3672 have_flag(f_ptr->flags, FF_TOWN) ||
3673 have_flag(f_ptr->flags, FF_SHALLOW) ||
3674 have_flag(f_ptr->flags, FF_DEEP))
3680 /* Pick proper indefinite article */
3681 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3685 /* Display a message */
3689 if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3690 else sprintf(f_idx_str, "%d", c_ptr->feat);
3692 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]);
3694 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);
3699 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3701 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3705 move_cursor_relative(y, x);
3708 /* Always stop at "normal" keys */
3709 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3712 /* Stop on everything but "return" */
3713 if ((query != '\r') && (query != '\n')) return query;
3715 /* Repeat forever */
3721 * Handle "target" and "look".
3723 * Note that this code can be called from "get_aim_dir()".
3725 * All locations must be on the current panel. Consider the use of
3726 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3727 * some form of "scrolling" the map around the cursor. XXX XXX XXX
3728 * That is, consider the possibility of "auto-scrolling" the screen
3729 * while the cursor moves around. This may require changes in the
3730 * "update_mon()" code to allow "visibility" even if off panel, and
3731 * may require dynamic recalculation of the "temp" grid set.
3733 * Hack -- targeting/observing an "outer border grid" may induce
3734 * problems, so this is not currently allowed.
3736 * The player can use the direction keys to move among "interesting"
3737 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3738 * move through the "interesting" grids in a sequential manner, or
3739 * can enter "location" mode, and use the direction keys to move one
3740 * grid at a time in any direction. The "t" (set target) command will
3741 * only target a monster (as opposed to a location) if the monster is
3742 * target_able and the "interesting" mode is being used.
3744 * The current grid is described using the "look" method above, and
3745 * a new command may be entered at any time, but note that if the
3746 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3747 * where "space" has no obvious meaning) then "space" will scan
3748 * through the description of the current grid until done, instead
3749 * of immediately jumping to the next "interesting" grid. This
3750 * allows the "target" command to retain its old semantics.
3752 * The "*", "+", and "-" keys may always be used to jump immediately
3753 * to the next (or previous) interesting grid, in the proper mode.
3755 * The "return" key may always be used to scan through a complete
3756 * grid description (forever).
3758 * This command will cancel any old target, even if used from
3759 * inside the "look" command.
3761 bool target_set(int mode)
3780 get_screen_size(&wid, &hgt);
3786 /* Cancel tracking */
3787 /* health_track(0); */
3790 /* Prepare the "temp" array */
3791 target_set_prepare(mode);
3793 /* Start near the player */
3799 /* Interesting grids */
3806 change_panel_xy(y, x);
3808 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3811 c_ptr = &cave[y][x];
3814 if (target_able(c_ptr->m_idx))
3816 strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
3819 /* Dis-allow target */
3822 strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
3825 /* Describe and Prompt */
3827 query = target_set_aux(y, x, mode, info);
3831 /* Cancel tracking */
3832 /* health_track(0); */
3834 /* Assume no "direction" */
3839 if (query == '\r') query = 't';
3857 if (target_able(c_ptr->m_idx))
3859 health_track(c_ptr->m_idx);
3860 target_who = c_ptr->m_idx;
3879 if (!expand_list) done = TRUE;
3889 if (!expand_list) done = TRUE;
3896 /* Recenter the map around the player */
3900 p_ptr->update |= (PU_MONSTERS);
3903 p_ptr->redraw |= (PR_MAP);
3906 p_ptr->window |= (PW_OVERHEAD);
3911 /* Recalculate interesting grids */
3912 target_set_prepare(mode);
3931 /* Extract the action (if any) */
3932 d = get_keymap_dir(query);
3939 /* Hack -- move around */
3942 /* Modified to scroll to monster */
3943 int y2 = panel_row_min;
3944 int x2 = panel_col_min;
3946 /* Find a new monster */
3947 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3949 /* Request to target past last interesting grid */
3950 while (flag && (i < 0))
3952 /* Note the change */
3953 if (change_panel(ddy[d], ddx[d]))
3958 /* Recalculate interesting grids */
3959 target_set_prepare(mode);
3961 /* Look at interesting grids */
3964 /* Find a new monster */
3965 i = target_pick(v, u, ddy[d], ddx[d]);
3971 /* Nothing interesting */
3977 /* Restore previous position */
3980 panel_bounds_center();
3983 p_ptr->update |= (PU_MONSTERS);
3986 p_ptr->redraw |= (PR_MAP);
3989 p_ptr->window |= (PW_OVERHEAD);
3994 /* Recalculate interesting grids */
3995 target_set_prepare(mode);
3997 /* Look at boring grids */
4004 /* Do not move horizontally if unnecessary */
4005 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4006 ((x > panel_col_min + wid / 2) && (dx < 0)))
4011 /* Do not move vertically if unnecessary */
4012 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4013 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4018 /* Apply the motion */
4019 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
4020 (x >= panel_col_min+wid) || (x < panel_col_min))
4022 if (change_panel(dy, dx)) target_set_prepare(mode);
4025 /* Slide into legality */
4026 if (x >= cur_wid-1) x = cur_wid - 2;
4027 else if (x <= 0) x = 1;
4029 /* Slide into legality */
4030 if (y >= cur_hgt-1) y = cur_hgt- 2;
4031 else if (y <= 0) y = 1;
4040 /* Arbitrary grids */
4043 bool move_fast = FALSE;
4045 if (!(mode & TARGET_LOOK)) prt_path(y, x);
4048 c_ptr = &cave[y][x];
4050 /* Default prompt */
4051 strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
4053 /* Describe and Prompt (enable "TARGET_LOOK") */
4054 while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
4056 /* Cancel tracking */
4057 /* health_track(0); */
4059 /* Assume no direction */
4064 if (query == '\r') query = 't';
4067 /* Analyze the keypress */
4091 /* Recenter the map around the player */
4095 p_ptr->update |= (PU_MONSTERS);
4098 p_ptr->redraw |= (PR_MAP);
4101 p_ptr->window |= (PW_OVERHEAD);
4106 /* Recalculate interesting grids */
4107 target_set_prepare(mode);
4129 /* Pick a nearby monster */
4130 for (i = 0; i < temp_n; i++)
4132 t = distance(y, x, temp_y[i], temp_x[i]);
4142 /* Nothing interesting */
4143 if (bd == 999) flag = FALSE;
4150 /* Extract the action (if any) */
4151 d = get_keymap_dir(query);
4153 /* XTRA HACK MOVEFAST */
4154 if (isupper(query)) move_fast = TRUE;
4161 /* Handle "direction" */
4167 /* XTRA HACK MOVEFAST */
4170 int mag = MIN(wid / 2, hgt / 2);
4180 /* Do not move horizontally if unnecessary */
4181 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4182 ((x > panel_col_min + wid / 2) && (dx < 0)))
4187 /* Do not move vertically if unnecessary */
4188 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4189 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4194 /* Apply the motion */
4195 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4196 (x >= panel_col_min + wid) || (x < panel_col_min))
4198 if (change_panel(dy, dx)) target_set_prepare(mode);
4201 /* Slide into legality */
4202 if (x >= cur_wid-1) x = cur_wid - 2;
4203 else if (x <= 0) x = 1;
4205 /* Slide into legality */
4206 if (y >= cur_hgt-1) y = cur_hgt- 2;
4207 else if (y <= 0) y = 1;
4215 /* Clear the top line */
4218 /* Recenter the map around the player */
4222 p_ptr->update |= (PU_MONSTERS);
4225 p_ptr->redraw |= (PR_MAP);
4228 p_ptr->window |= (PW_OVERHEAD);
4233 /* Failure to set target */
4234 if (!target_who) return (FALSE);
4242 * Get an "aiming direction" from the user.
4244 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4245 * "0" for "current target", and "-1" for "entry aborted".
4247 * Note that "Force Target", if set, will pre-empt user interaction,
4248 * if there is a usable target already set.
4250 * Note that confusion over-rides any (explicit?) user choice.
4252 bool get_aim_dir(int *dp)
4263 /* Global direction */
4266 /* Hack -- auto-target if requested */
4267 if (use_old_target && target_okay()) dir = 5;
4269 #ifdef ALLOW_REPEAT /* TNB */
4271 if (repeat_pull(dp))
4276 if (!(*dp == 5 && !target_okay()))
4278 /* return (TRUE); */
4283 #endif /* ALLOW_REPEAT -- TNB */
4285 /* Ask until satisfied */
4288 /* Choose a prompt */
4291 p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
4295 p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
4298 /* Get a command (or Cancel) */
4299 if (!get_com(p, &command, TRUE)) break;
4303 if (command == '\r') command = 't';
4306 /* Convert various keys to "standard" keys */
4309 /* Use current target */
4320 /* Set new target */
4325 if (target_set(TARGET_KILL)) dir = 5;
4331 /* Extract the action (if any) */
4332 dir = get_keymap_dir(command);
4338 /* Verify requested targets */
4339 if ((dir == 5) && !target_okay()) dir = 0;
4348 project_length = 0; /* reset to default */
4352 /* Save the direction */
4355 /* Check for confusion */
4356 if (p_ptr->confused)
4359 /* Random direction */
4360 dir = ddd[randint0(8)];
4363 /* Notice confusion */
4364 if (command_dir != dir)
4367 msg_print(_("あなたは混乱している。", "You are confused."));
4370 /* Save direction */
4373 #ifdef ALLOW_REPEAT /* TNB */
4375 /* repeat_push(dir); */
4376 repeat_push(command_dir);
4378 #endif /* ALLOW_REPEAT -- TNB */
4380 /* A "valid" direction was entered */
4387 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4388 * and place it into "command_dir", unless we already have one.
4390 * This function should be used for all "repeatable" commands, such as
4391 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4392 * as all commands which must reference a grid adjacent to the player,
4393 * and which may not reference the grid under the player. Note that,
4394 * for example, it is no longer possible to "disarm" or "open" chests
4395 * in the same grid as the player.
4397 * Direction "5" is illegal and will (cleanly) abort the command.
4399 * This function tracks and uses the "global direction", and uses
4400 * that as the "desired direction", to which "confusion" is applied.
4402 bool get_rep_dir(int *dp, bool under)
4410 /* Global direction */
4413 #ifdef ALLOW_REPEAT /* TNB */
4415 if (repeat_pull(dp))
4418 /* return (TRUE); */
4421 #endif /* ALLOW_REPEAT -- TNB */
4425 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4429 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4432 /* Get a direction */
4437 /* Get a command (or Cancel) */
4438 if (!get_com(prompt, &ch, TRUE)) break;
4441 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4447 /* Look up the direction */
4448 dir = get_keymap_dir(ch);
4455 /* Prevent weirdness */
4456 if ((dir == 5) && (!under)) dir = 0;
4459 if (!dir) return (FALSE);
4461 /* Save desired direction */
4464 /* Apply "confusion" */
4465 if (p_ptr->confused)
4467 /* Standard confusion */
4468 if (randint0(100) < 75)
4470 /* Random direction */
4471 dir = ddd[randint0(8)];
4474 else if (p_ptr->riding)
4476 monster_type *m_ptr = &m_list[p_ptr->riding];
4477 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4479 if (MON_CONFUSED(m_ptr))
4481 /* Standard confusion */
4482 if (randint0(100) < 75)
4484 /* Random direction */
4485 dir = ddd[randint0(8)];
4488 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4490 /* Random direction */
4491 dir = ddd[randint0(8)];
4493 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4495 /* Random direction */
4496 dir = ddd[randint0(8)];
4500 /* Notice confusion */
4501 if (command_dir != dir)
4503 if (p_ptr->confused)
4506 msg_print(_("あなたは混乱している。", "You are confused."));
4511 monster_type *m_ptr = &m_list[p_ptr->riding];
4513 monster_desc(m_name, m_ptr, 0);
4514 if (MON_CONFUSED(m_ptr))
4516 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4520 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4525 /* Save direction */
4528 #ifdef ALLOW_REPEAT /* TNB */
4530 /* repeat_push(dir); */
4531 repeat_push(command_dir);
4533 #endif /* ALLOW_REPEAT -- TNB */
4540 bool get_rep_dir2(int *dp)
4547 /* Global direction */
4550 #ifdef ALLOW_REPEAT /* TNB */
4552 if (repeat_pull(dp))
4555 /* return (TRUE); */
4558 #endif /* ALLOW_REPEAT -- TNB */
4560 /* Get a direction */
4565 /* Get a command (or Cancel) */
4566 if (!get_com(_("方向 (ESCで中断)? ", "Direction (Escape to cancel)? "), &ch, TRUE)) break;
4568 /* Look up the direction */
4569 dir = get_keymap_dir(ch);
4575 /* Prevent weirdness */
4576 if (dir == 5) dir = 0;
4579 if (!dir) return (FALSE);
4581 /* Save desired direction */
4584 /* Apply "confusion" */
4585 if (p_ptr->confused)
4587 /* Standard confusion */
4588 if (randint0(100) < 75)
4590 /* Random direction */
4591 dir = ddd[randint0(8)];
4595 /* Notice confusion */
4596 if (command_dir != dir)
4599 msg_print(_("あなたは混乱している。", "You are confused."));
4602 /* Save direction */
4605 #ifdef ALLOW_REPEAT /* TNB */
4607 /* repeat_push(dir); */
4608 repeat_push(command_dir);
4610 #endif /* ALLOW_REPEAT -- TNB */
4616 void gain_level_reward(int chosen_reward)
4620 char wrath_reason[32] = "";
4621 int nasty_chance = 6;
4622 int dummy = 0, dummy2 = 0;
4625 char o_name[MAX_NLEN];
4631 if (multi_rew) return;
4632 else multi_rew = TRUE;
4636 if (p_ptr->lev == 13) nasty_chance = 2;
4637 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4638 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4640 if (one_in_(nasty_chance))
4641 type = randint1(20); /* Allow the 'nasty' effects */
4643 type = randint1(15) + 5; /* Or disallow them */
4645 if (type < 1) type = 1;
4646 if (type > 20) type = 20;
4651 sprintf(wrath_reason, "%sの怒り",
4652 chaos_patrons[p_ptr->chaos_patron]);
4654 sprintf(wrath_reason, "the Wrath of %s",
4655 chaos_patrons[p_ptr->chaos_patron]);
4659 effect = chaos_rewards[p_ptr->chaos_patron][type];
4661 if (one_in_(6) && !chosen_reward)
4664 msg_format("%^sは褒美としてあなたを突然変異させた。",
4665 chaos_patrons[p_ptr->chaos_patron]);
4667 msg_format("%^s rewards you with a mutation!",
4668 chaos_patrons[p_ptr->chaos_patron]);
4671 (void)gain_random_mutation(0);
4672 reward = _("変異した。", "mutation");
4676 switch (chosen_reward ? chosen_reward : effect)
4680 msg_format("%sの声が響き渡った:",
4681 chaos_patrons[p_ptr->chaos_patron]);
4683 msg_format("The voice of %s booms out:",
4684 chaos_patrons[p_ptr->chaos_patron]);
4687 msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
4690 reward = _("変異した。", "polymorphing");
4694 msg_format("%sの声が響き渡った:",
4695 chaos_patrons[p_ptr->chaos_patron]);
4697 msg_format("The voice of %s booms out:",
4698 chaos_patrons[p_ptr->chaos_patron]);
4701 msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
4703 if (p_ptr->prace == RACE_ANDROID)
4705 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4707 else if (p_ptr->exp < PY_MAX_EXP)
4709 s32b ee = (p_ptr->exp / 2) + 10;
4710 if (ee > 100000L) ee = 100000L;
4711 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4714 reward = _("経験値を得た", "experience");
4719 msg_format("%sの声が響き渡った:",
4720 chaos_patrons[p_ptr->chaos_patron]);
4722 msg_format("The voice of %s booms out:",
4723 chaos_patrons[p_ptr->chaos_patron]);
4726 msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
4728 if (p_ptr->prace == RACE_ANDROID)
4730 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4734 lose_exp(p_ptr->exp / 6);
4735 reward = _("経験値を失った。", "losing experience");
4740 msg_format("%sの声がささやいた:",
4741 chaos_patrons[p_ptr->chaos_patron]);
4743 msg_format("The voice of %s whispers:",
4744 chaos_patrons[p_ptr->chaos_patron]);
4747 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4749 acquirement(py, px, 1, FALSE, FALSE, FALSE);
4750 reward = _("上質なアイテムを手に入れた。", "a good item");
4754 msg_format("%sの声が響き渡った:",
4755 chaos_patrons[p_ptr->chaos_patron]);
4757 msg_format("The voice of %s booms out:",
4758 chaos_patrons[p_ptr->chaos_patron]);
4761 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4763 acquirement(py, px, 1, TRUE, FALSE, FALSE);
4764 reward = _("高級品のアイテムを手に入れた。", "an excellent item");
4768 msg_format("%sの声が響き渡った:",
4769 chaos_patrons[p_ptr->chaos_patron]);
4771 msg_format("The voice of %s booms out:",
4772 chaos_patrons[p_ptr->chaos_patron]);
4775 msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
4777 /* Get local object */
4780 switch (randint1(p_ptr->lev))
4786 dummy2 = SV_MAIN_GAUCHE;
4795 dummy2 = SV_SMALL_SWORD;
4798 dummy2 = SV_BASILLARD;
4800 case 11: case 12: case 13:
4801 dummy2 = SV_SHORT_SWORD;
4807 dummy2 = SV_CUTLASS;
4810 dummy2 = SV_WAKIZASHI;
4813 dummy2 = SV_KHOPESH;
4819 dummy2 = SV_BROAD_SWORD;
4822 dummy2 = SV_LONG_SWORD;
4825 dummy2 = SV_SCIMITAR;
4828 dummy2 = SV_NINJATO;
4834 dummy2 = SV_BASTARD_SWORD;
4837 dummy2 = SV_GREAT_SCIMITAR;
4840 dummy2 = SV_CLAYMORE;
4843 dummy2 = SV_ESPADON;
4846 dummy2 = SV_TWO_HANDED_SWORD;
4849 dummy2 = SV_FLAMBERGE;
4852 dummy2 = SV_NO_DACHI;
4855 dummy2 = SV_EXECUTIONERS_SWORD;
4858 dummy2 = SV_ZWEIHANDER;
4861 dummy2 = SV_HAYABUSA;
4864 dummy2 = SV_BLADE_OF_CHAOS;
4867 object_prep(q_ptr, lookup_kind(dummy, dummy2));
4868 q_ptr->to_h = 3 + randint1(dun_level) % 10;
4869 q_ptr->to_d = 3 + randint1(dun_level) % 10;
4870 one_resistance(q_ptr);
4871 q_ptr->name2 = EGO_CHAOTIC;
4873 /* Drop it in the dungeon */
4874 (void)drop_near(q_ptr, -1, py, px);
4875 reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
4879 msg_format("%sの声が響き渡った:",
4880 chaos_patrons[p_ptr->chaos_patron]);
4882 msg_format("The voice of %s booms out:",
4883 chaos_patrons[p_ptr->chaos_patron]);
4886 msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
4888 acquirement(py, px, randint1(2) + 1, FALSE, FALSE, FALSE);
4889 reward = _("上質なアイテムを手に入れた。", "good items");
4893 msg_format("%sの声が響き渡った:",
4894 chaos_patrons[p_ptr->chaos_patron]);
4896 msg_format("The voice of %s booms out:",
4897 chaos_patrons[p_ptr->chaos_patron]);
4900 msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
4902 acquirement(py, px, randint1(2) + 1, TRUE, FALSE, FALSE);
4903 reward = _("高級品のアイテムを手に入れた。", "excellent items");
4907 msg_format("%sの声が轟き渡った:",
4908 chaos_patrons[p_ptr->chaos_patron]);
4910 msg_format("The voice of %s thunders:",
4911 chaos_patrons[p_ptr->chaos_patron]);
4914 msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
4916 (void)activate_ty_curse(FALSE, &count);
4917 reward = _("禍々しい呪いをかけられた。", "cursing");
4921 msg_format("%sの声が響き渡った:",
4922 chaos_patrons[p_ptr->chaos_patron]);
4924 msg_format("The voice of %s booms out:",
4925 chaos_patrons[p_ptr->chaos_patron]);
4928 msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
4930 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4932 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4934 reward = _("モンスターを召喚された。", "summoning hostile monsters");
4938 msg_format("%sの声が響き渡った:",
4939 chaos_patrons[p_ptr->chaos_patron]);
4941 msg_format("The voice of %s booms out:",
4942 chaos_patrons[p_ptr->chaos_patron]);
4945 msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
4947 activate_hi_summon(py, px, FALSE);
4948 reward = _("モンスターを召喚された。", "summoning many hostile monsters");
4952 msg_format("%sの声が響き渡った:",
4953 chaos_patrons[p_ptr->chaos_patron]);
4955 msg_format("The voice of %s booms out:",
4956 chaos_patrons[p_ptr->chaos_patron]);
4959 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4962 reward = _("カオスの力が渦巻いた。", "calling chaos");
4966 msg_format("%sの声が鳴り響いた:",
4967 chaos_patrons[p_ptr->chaos_patron]);
4969 msg_format("The voice of %s rings out:",
4970 chaos_patrons[p_ptr->chaos_patron]);
4973 msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
4975 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4976 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
4978 do_inc_stat(randint0(6));
4979 reward = _("能力値が上がった。", "increasing a stat");
4983 msg_format("%sの声が響き渡った:",
4984 chaos_patrons[p_ptr->chaos_patron]);
4986 msg_format("The voice of %s booms out:",
4987 chaos_patrons[p_ptr->chaos_patron]);
4990 msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
4992 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4993 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
4995 (void)do_dec_stat(randint0(6));
4996 reward = _("能力値が下がった。", "decreasing a stat");
5000 msg_format("%sの声が轟き渡った:",
5001 chaos_patrons[p_ptr->chaos_patron]);
5003 msg_format("The voice of %s thunders:",
5004 chaos_patrons[p_ptr->chaos_patron]);
5007 msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
5008 msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
5010 for (dummy = 0; dummy < 6; dummy++)
5012 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5014 reward = _("全能力値が下がった。", "decreasing all stats");
5017 msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
5019 chaos_patrons[p_ptr->chaos_patron]);
5021 reward = _("傷が変化した。", "polymorphing wounds");
5025 msg_format("%sの声が響き渡った:",
5026 chaos_patrons[p_ptr->chaos_patron]);
5028 msg_format("The voice of %s booms out:",
5029 chaos_patrons[p_ptr->chaos_patron]);
5032 msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
5034 for (dummy = 0; dummy < 6; dummy++)
5036 (void)do_inc_stat(dummy);
5038 reward = _("全能力値が上がった。", "increasing all stats");
5042 msg_format("%sの声が響き渡った:",
5043 chaos_patrons[p_ptr->chaos_patron]);
5045 msg_format("The voice of %s booms out:",
5046 chaos_patrons[p_ptr->chaos_patron]);
5049 msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
5051 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5052 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5053 reward = _("分解の球が発生した。", "generating disintegration ball");
5057 msg_format("%sの声が響き渡った:",
5058 chaos_patrons[p_ptr->chaos_patron]);
5060 msg_format("The voice of %s booms out:",
5061 chaos_patrons[p_ptr->chaos_patron]);
5064 msg_print(_("「甦るがよい、我が下僕よ!」", "'Rise, my servant!'"));
5067 (void)set_poisoned(0);
5069 (void)set_confused(0);
5074 for (dummy = 0; dummy < 6; dummy++)
5076 (void)do_res_stat(dummy);
5078 reward = _("体力が回復した。", "healing");
5081 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5083 msg_format("%sの声が響き渡った:",
5084 chaos_patrons[p_ptr->chaos_patron]);
5086 msg_format("The voice of %s booms out:",
5087 chaos_patrons[p_ptr->chaos_patron]);
5090 msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
5093 if (buki_motteruka(INVEN_LARM))
5096 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5098 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5099 (void)curse_weapon(FALSE, dummy);
5100 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
5103 if (!inventory[INVEN_BODY].k_idx) break;
5105 msg_format("%sの声が響き渡った:",
5106 chaos_patrons[p_ptr->chaos_patron]);
5108 msg_format("The voice of %s booms out:",
5109 chaos_patrons[p_ptr->chaos_patron]);
5112 msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
5114 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5115 (void)curse_armor();
5116 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
5120 msg_format("%sの声がささやいた:",
5121 chaos_patrons[p_ptr->chaos_patron]);
5123 msg_format("The voice of %s whispers:",
5124 chaos_patrons[p_ptr->chaos_patron]);
5127 msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
5129 switch (randint1(4))
5132 (void)activate_ty_curse(FALSE, &count);
5133 reward = _("禍々しい呪いをかけられた。", "cursing");
5136 activate_hi_summon(py, px, FALSE);
5137 reward = _("モンスターを召喚された。", "summoning hostile monsters");
5142 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5144 if (buki_motteruka(INVEN_LARM))
5147 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5149 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5150 (void)curse_weapon(FALSE, dummy);
5151 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
5155 if (!inventory[INVEN_BODY].k_idx) break;
5156 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5157 (void)curse_armor();
5158 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
5162 for (dummy = 0; dummy < 6; dummy++)
5164 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5166 reward = _("全能力値が下がった。", "decreasing all stats");
5171 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"),
5173 chaos_patrons[p_ptr->chaos_patron]);
5174 msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
5176 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5177 for (dummy = 0; dummy < 6; dummy++)
5179 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5181 activate_hi_summon(py, px, FALSE);
5182 (void)activate_ty_curse(FALSE, &count);
5187 if (buki_motteruka(INVEN_RARM))
5190 if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
5192 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
5194 if (dummy) (void)curse_weapon(FALSE, dummy);
5196 if (one_in_(2)) (void)curse_armor();
5200 msg_format("%sの声が響き渡った:",
5201 chaos_patrons[p_ptr->chaos_patron]);
5203 msg_format("The voice of %s booms out:",
5204 chaos_patrons[p_ptr->chaos_patron]);
5207 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
5209 (void)destroy_area(py, px, 25, FALSE);
5210 reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
5214 msg_format("%sの声が響き渡った:",
5215 chaos_patrons[p_ptr->chaos_patron]);
5217 msg_format("The voice of %s booms out:",
5218 chaos_patrons[p_ptr->chaos_patron]);
5221 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
5223 (void)symbol_genocide(0, FALSE);
5224 reward = _("モンスターが抹殺された。", "genociding monsters");
5228 msg_format("%sの声が響き渡った:",
5229 chaos_patrons[p_ptr->chaos_patron]);
5231 msg_format("The voice of %s booms out:",
5232 chaos_patrons[p_ptr->chaos_patron]);
5235 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
5237 (void)mass_genocide(0, FALSE);
5238 reward = _("モンスターが抹殺された。", "genociding nearby monsters");
5242 msg_format("%sの力が敵を攻撃するのを感じた!",
5243 chaos_patrons[p_ptr->chaos_patron]);
5245 msg_format("You can feel the power of %s assault your enemies!",
5246 chaos_patrons[p_ptr->chaos_patron]);
5249 (void)dispel_monsters(p_ptr->lev * 4);
5253 msg_format("%sはあなたを無視した。",
5254 chaos_patrons[p_ptr->chaos_patron]);
5256 msg_format("%s ignores you.",
5257 chaos_patrons[p_ptr->chaos_patron]);
5262 msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
5264 if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5265 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
5267 reward = _("悪魔がペットになった。", "a demonic servant");
5271 msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
5273 if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5274 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
5276 reward = _("モンスターがペットになった。", "a servant");
5280 msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
5282 if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5283 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
5285 reward = _("アンデッドがペットになった。", "an undead servant");
5289 msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
5291 chaos_patrons[p_ptr->chaos_patron]);
5292 msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
5298 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
5304 * XAngband: determine if a given location is "interesting"
5305 * based on target_set_accept function.
5307 static bool tgt_pt_accept(int y, int x)
5312 if (!(in_bounds(y, x))) return (FALSE);
5314 /* Player grid is always interesting */
5315 if ((y == py) && (x == px)) return (TRUE);
5317 /* Handle hallucination */
5318 if (p_ptr->image) return (FALSE);
5320 /* Examine the grid */
5321 c_ptr = &cave[y][x];
5323 /* Interesting memorized features */
5324 if (c_ptr->info & (CAVE_MARK))
5327 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5328 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5330 /* Notice quest features */
5331 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5332 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5341 * XAngband: Prepare the "temp" array for "tget_pt"
5342 * based on target_set_prepare funciton.
5344 static void tgt_pt_prepare(void)
5348 /* Reset "temp" array */
5351 if (!expand_list) return;
5353 /* Scan the current panel */
5354 for (y = 1; y < cur_hgt; y++)
5356 for (x = 1; x < cur_wid; x++)
5358 /* Require "interesting" contents */
5359 if (!tgt_pt_accept(y, x)) continue;
5361 /* Save the location */
5368 /* Target the nearest monster for shooting */
5369 ang_sort_comp = ang_sort_comp_distance;
5370 ang_sort_swap = ang_sort_swap_distance;
5372 /* Sort the positions */
5373 ang_sort(temp_x, temp_y, temp_n);
5377 * old -- from PsiAngband.
5379 bool tgt_pt(int *x_ptr, int *y_ptr)
5383 bool success = FALSE;
5388 get_screen_size(&wid, &hgt);
5399 msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
5400 msg_flag = FALSE; /* prevents "-more-" message. */
5402 while ((ch != ESCAPE) && !success)
5404 bool move_fast = FALSE;
5406 move_cursor_relative(y, x);
5418 if (player_bold(y, x)) ch = 0;
5421 else success = TRUE;
5425 /* XAngband: Move cursor to stairs */
5428 if (expand_list && temp_n)
5431 int cx = (panel_col_min + panel_col_max) / 2;
5432 int cy = (panel_row_min + panel_row_max) / 2;
5436 /* Skip stairs which have defferent distance */
5437 for (; n < temp_n; ++ n)
5439 cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5441 if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5442 cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5449 if (n == temp_n) /* Loop out taget list */
5454 verify_panel(); /* Move cursor to player */
5457 p_ptr->update |= (PU_MONSTERS);
5460 p_ptr->redraw |= (PR_MAP);
5463 p_ptr->window |= (PW_OVERHEAD);
5468 else /* move cursor to next stair and change panel */
5473 dy = 2 * (y - cy) / hgt;
5474 dx = 2 * (x - cx) / wid;
5475 if (dy || dx) change_panel(dy, dx);
5481 /* Look up the direction */
5482 d = get_keymap_dir(ch);
5484 /* XTRA HACK MOVEFAST */
5485 if (isupper(ch)) move_fast = TRUE;
5487 /* Handle "direction" */
5493 /* XTRA HACK MOVEFAST */
5496 int mag = MIN(wid / 2, hgt / 2);
5506 /* Do not move horizontally if unnecessary */
5507 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5508 ((x > panel_col_min + wid / 2) && (dx < 0)))
5513 /* Do not move vertically if unnecessary */
5514 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5515 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5520 /* Apply the motion */
5521 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5522 (x >= panel_col_min + wid) || (x < panel_col_min))
5524 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5525 change_panel(dy, dx);
5528 /* Slide into legality */
5529 if (x >= cur_wid-1) x = cur_wid - 2;
5530 else if (x <= 0) x = 1;
5532 /* Slide into legality */
5533 if (y >= cur_hgt-1) y = cur_hgt- 2;
5534 else if (y <= 0) y = 1;
5541 /* Clear the top line */
5544 /* Recenter the map around the player */
5548 p_ptr->update |= (PU_MONSTERS);
5551 p_ptr->redraw |= (PR_MAP);
5554 p_ptr->window |= (PW_OVERHEAD);
5565 bool get_hack_dir(int *dp)
5575 /* Global direction */
5578 /* (No auto-targeting) */
5580 /* Ask until satisfied */
5583 /* Choose a prompt */
5586 p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
5590 p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
5593 /* Get a command (or Cancel) */
5594 if (!get_com(p, &command, TRUE)) break;
5598 if (command == '\r') command = 't';
5601 /* Convert various keys to "standard" keys */
5604 /* Use current target */
5615 /* Set new target */
5620 if (target_set(TARGET_KILL)) dir = 5;
5626 /* Look up the direction */
5627 dir = get_keymap_dir(command);
5633 /* Verify requested targets */
5634 if ((dir == 5) && !target_okay()) dir = 0;
5641 if (!dir) return (FALSE);
5643 /* Save the direction */
5646 /* Check for confusion */
5647 if (p_ptr->confused)
5650 /* Random direction */
5651 dir = ddd[randint0(8)];
5654 /* Notice confusion */
5655 if (command_dir != dir)
5658 msg_print(_("あなたは混乱している。", "You are confused."));
5661 /* Save direction */
5664 /* A "valid" direction was entered */
5670 * エネルギーの増加量10d5を速く計算するための関数
5673 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5675 s16b gain_energy(void)
5678 s32b energy_result = 10;
5681 tmp = randint0(Go_no_JuuJou);
5683 for (i = 0; i < 9; i ++){
5684 energy_result += tmp % 5;
5688 return (s16b)(energy_result + tmp);
5695 s16b bow_energy(int sval)
5699 /* Analyze the launcher */
5702 /* Sling and ammo */
5709 /* Short Bow and Arrow */
5716 /* Long Bow and Arrow */
5723 /* Bow of irresponsiblity and Arrow */
5730 /* Light Crossbow and Bolt */
5737 /* Heavy Crossbow and Bolt */
5752 int bow_tmul(int sval)
5756 /* Analyze the launcher */
5759 /* Sling and ammo */
5766 /* Short Bow and Arrow */
5773 /* Long Bow and Arrow */
5780 /* Bow of irresponsiblity and Arrow */
5787 /* Light Crossbow and Bolt */
5794 /* Heavy Crossbow and Bolt */
5806 * Return alignment title
5808 cptr your_alignment(void)
5811 if (p_ptr->align > 150) return "大善";
5812 else if (p_ptr->align > 50) return "中善";
5813 else if (p_ptr->align > 10) return "小善";
5814 else if (p_ptr->align > -11) return "中立";
5815 else if (p_ptr->align > -51) return "小悪";
5816 else if (p_ptr->align > -151) return "中悪";
5819 if (p_ptr->align > 150) return "Lawful";
5820 else if (p_ptr->align > 50) return "Good";
5821 else if (p_ptr->align > 10) return "Neutral Good";
5822 else if (p_ptr->align > -11) return "Neutral";
5823 else if (p_ptr->align > -51) return "Neutral Evil";
5824 else if (p_ptr->align > -151) return "Evil";
5825 else return "Chaotic";
5831 * Return proficiency level of weapons and misc. skills (except riding)
5833 int weapon_exp_level(int weapon_exp)
5835 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5836 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5837 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5838 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
5839 else return EXP_LEVEL_MASTER;
5844 * Return proficiency level of riding
5846 int riding_exp_level(int riding_exp)
5848 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5849 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5850 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5851 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
5852 else return EXP_LEVEL_MASTER;
5857 * Return proficiency level of spells
5859 int spell_exp_level(int spell_exp)
5861 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5862 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5863 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5864 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
5865 else return EXP_LEVEL_MASTER;
5870 * Display a rumor and apply its effects
5873 int rumor_num(char *zz, int max_idx)
5875 if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
5879 cptr rumor_bind_name(char *base, cptr fullname)
5883 s = strstr(base, "{Name}");
5887 v = format("%s%s%s", base, fullname, (s + 6));
5897 void display_rumor(bool ex)
5905 if (randint0(3) == 0) section = 1;
5908 err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
5909 get_rnd_line("rumors.txt", section, Rumor));
5910 if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
5914 if (strncmp(Rumor, "R:", 2) == 0)
5917 cptr rumor_msg = NULL;
5918 cptr rumor_eff_format = NULL;
5919 char fullname[1024] = "";
5921 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
5923 if (strcmp(zz[0], "ARTIFACT") == 0)
5927 object_type *q_ptr = &forge;
5928 artifact_type *a_ptr;
5932 a_idx = rumor_num(zz[1], max_a_idx);
5934 a_ptr = &a_info[a_idx];
5935 if (a_ptr->name) break;
5938 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
5939 object_prep(q_ptr, k_idx);
5940 q_ptr->name1 = a_idx;
5941 q_ptr->ident = IDENT_STORE;
5942 object_desc(fullname, q_ptr, OD_NAME_ONLY);
5944 else if (strcmp(zz[0], "MONSTER") == 0)
5947 monster_race *r_ptr;
5951 r_idx = rumor_num(zz[1], max_r_idx);
5952 r_ptr = &r_info[r_idx];
5953 if (r_ptr->name) break;
5956 strcpy(fullname, r_name + r_ptr->name);
5958 /* Remember this monster */
5959 if (!r_ptr->r_sights)
5964 else if (strcmp(zz[0], "DUNGEON") == 0)
5967 dungeon_info_type *d_ptr;
5971 d_idx = rumor_num(zz[1], max_d_idx);
5972 d_ptr = &d_info[d_idx];
5973 if (d_ptr->name) break;
5976 strcpy(fullname, d_name + d_ptr->name);
5978 if (!max_dlv[d_idx])
5980 max_dlv[d_idx] = d_ptr->mindepth;
5981 rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
5984 else if (strcmp(zz[0], "TOWN") == 0)
5991 t_idx = rumor_num(zz[1], NO_TOWN);
5992 if (town[t_idx].name) break;
5995 strcpy(fullname, town[t_idx].name);
5997 visit = (1L << (t_idx - 1));
5998 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
6000 p_ptr->visit |= visit;
6001 rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
6005 rumor_msg = rumor_bind_name(zz[2], fullname);
6006 msg_print(rumor_msg);
6007 if (rumor_eff_format)
6010 msg_format(rumor_eff_format, fullname);
6015 if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
6019 msg_format("%s", Rumor);