4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: effects of various "objects" */
15 #define REWARD_CHANCE 10
19 * Advance experience levels and print experience
21 void check_experience(void)
23 bool level_reward = FALSE;
24 bool level_mutation = FALSE;
25 bool level_inc_stat = FALSE;
26 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
27 int old_lev = p_ptr->lev;
29 /* Hack -- lower limit */
30 if (p_ptr->exp < 0) p_ptr->exp = 0;
31 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
32 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
34 /* Hack -- upper limit */
35 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
36 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
37 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
39 /* Hack -- maintain "max" experience */
40 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
42 /* Hack -- maintain "max max" experience */
43 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
45 /* Redraw experience */
46 p_ptr->redraw |= (PR_EXP);
52 /* Lose levels while possible */
53 while ((p_ptr->lev > 1) &&
54 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
59 /* Update some stuff */
60 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
62 /* Redraw some stuff */
63 p_ptr->redraw |= (PR_LEV | PR_TITLE);
66 p_ptr->window |= (PW_PLAYER);
73 /* Gain levels while possible */
74 while ((p_ptr->lev < PY_MAX_LEVEL) &&
75 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
80 /* Save the highest level */
81 if (p_ptr->lev > p_ptr->max_plv)
83 p_ptr->max_plv = p_ptr->lev;
85 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
86 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
90 if (p_ptr->prace == RACE_BEASTMAN)
92 if (one_in_(5)) level_mutation = TRUE;
94 level_inc_stat = TRUE;
96 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
104 msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
106 msg_format("Welcome to level %d.", p_ptr->lev);
110 /* Update some stuff */
111 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
113 /* Redraw some stuff */
114 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
117 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
119 /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
129 if(!(p_ptr->max_plv % 10))
139 cnv_stat(p_ptr->stat_max[0], tmp);
140 prt(format(" a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14);
141 cnv_stat(p_ptr->stat_max[1], tmp);
142 prt(format(" b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14);
143 cnv_stat(p_ptr->stat_max[2], tmp);
144 prt(format(" c) ¸¤µ (¸½ºßÃÍ %s)", tmp), 4, 14);
145 cnv_stat(p_ptr->stat_max[3], tmp);
146 prt(format(" d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14);
147 cnv_stat(p_ptr->stat_max[4], tmp);
148 prt(format(" e) ÂÑµ× (¸½ºßÃÍ %s)", tmp), 6, 14);
149 cnv_stat(p_ptr->stat_max[5], tmp);
150 prt(format(" f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14);
152 prt(" ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14);
154 cnv_stat(p_ptr->stat_max[0], tmp);
155 prt(format(" a) Str (cur %s)", tmp), 2, 14);
156 cnv_stat(p_ptr->stat_max[1], tmp);
157 prt(format(" b) Int (cur %s)", tmp), 3, 14);
158 cnv_stat(p_ptr->stat_max[2], tmp);
159 prt(format(" c) Wis (cur %s)", tmp), 4, 14);
160 cnv_stat(p_ptr->stat_max[3], tmp);
161 prt(format(" d) Dex (cur %s)", tmp), 5, 14);
162 cnv_stat(p_ptr->stat_max[4], tmp);
163 prt(format(" e) Con (cur %s)", tmp), 6, 14);
164 cnv_stat(p_ptr->stat_max[5], tmp);
165 prt(format(" f) Chr (cur %s)", tmp), 7, 14);
167 prt(" Which stat do you want to raise?", 1, 14);
172 if ((choice >= 'a') && (choice <= 'f')) break;
174 for(n = 0; n < 6; n++)
175 if (n != choice - 'a')
178 if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
180 if (get_check("Are you sure? ")) break;
183 do_inc_stat(choice - 'a');
186 else if(!(p_ptr->max_plv % 2))
187 do_inc_stat(randint0(6));
193 msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
195 msg_print("You feel different...");
198 (void)gain_random_mutation(0);
199 level_mutation = FALSE;
203 * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬
204 * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£
208 gain_level_reward(0);
209 level_reward = FALSE;
212 /* Update some stuff */
213 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
215 /* Redraw some stuff */
216 p_ptr->redraw |= (PR_LEV | PR_TITLE);
219 p_ptr->window |= (PW_PLAYER | PW_SPELL);
225 /* Load an autopick preference file */
226 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
231 * Hack -- Return the "automatic coin type" of a monster race
232 * Used to allocate proper treasure when "Creeping coins" die
234 * XXX XXX XXX Note the use of actual "monster names"
236 static int get_coin_type(int r_idx)
238 /* Analyze monsters */
241 case MON_COPPER_COINS: return 2;
242 case MON_SILVER_COINS: return 5;
243 case MON_GOLD_COINS: return 10;
244 case MON_MITHRIL_COINS:
245 case MON_MITHRIL_GOLEM: return 16;
246 case MON_ADAMANT_COINS: return 17;
255 * Hack -- determine if a template is Cloak
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 * Hack -- determine if a template is Polearm
275 static bool kind_is_polearm(int k_idx)
277 object_kind *k_ptr = &k_info[k_idx];
279 /* Analyze the item type */
280 if (k_ptr->tval == TV_POLEARM)
285 /* Assume not good */
291 * Hack -- determine if a template is Sword
293 static bool kind_is_sword(int k_idx)
295 object_kind *k_ptr = &k_info[k_idx];
297 /* Analyze the item type */
298 if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
303 /* Assume not good */
309 * Hack -- determine if a template is Book
311 static bool kind_is_book(int k_idx)
313 object_kind *k_ptr = &k_info[k_idx];
315 /* Analyze the item type */
316 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
321 /* Assume not good */
327 * Hack -- determine if a template is Good book
329 static bool kind_is_good_book(int k_idx)
331 object_kind *k_ptr = &k_info[k_idx];
333 /* Analyze the item type */
334 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
339 /* Assume not good */
345 * Hack -- determine if a template is Armor
347 static bool kind_is_armor(int k_idx)
349 object_kind *k_ptr = &k_info[k_idx];
351 /* Analyze the item type */
352 if (k_ptr->tval == TV_HARD_ARMOR)
357 /* Assume not good */
363 * Hack -- determine if a template is hafted weapon
365 static bool kind_is_hafted(int k_idx)
367 object_kind *k_ptr = &k_info[k_idx];
369 /* Analyze the item type */
370 if (k_ptr->tval == TV_HAFTED)
375 /* Assume not good */
381 * Check for "Quest" completion when a quest monster is killed or charmed.
383 void check_quest_completion(monster_type *m_ptr)
385 int i, j, y, x, ny, nx, i2, j2;
389 bool create_stairs = FALSE;
395 /* Get the location */
400 quest_num = p_ptr->inside_quest;
402 /* Search for an active quest on this dungeon level */
405 for (i = max_quests - 1; i > 0; i--)
407 /* Quest is not active */
408 if (quest[i].status != QUEST_STATUS_TAKEN)
411 /* Quest is not a dungeon quest */
412 if (quest[i].flags & QUEST_FLAG_PRESET)
415 /* Quest is not on this level */
416 if ((quest[i].level != dun_level) &&
417 (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
420 /* Not a "kill monster" quest */
421 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
422 (quest[i].type == QUEST_TYPE_FIND_EXIT))
425 /* Interesting quest */
426 if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
427 (quest[i].type == QUEST_TYPE_TOWER) ||
428 (quest[i].type == QUEST_TYPE_KILL_ALL))
431 /* Interesting quest */
432 if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
433 (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
434 (quest[i].type == QUEST_TYPE_RANDOM)) &&
435 (quest[i].r_idx == m_ptr->r_idx))
442 /* Handle the current quest */
443 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
448 switch (quest[i].type)
450 case QUEST_TYPE_KILL_NUMBER:
454 if (quest[i].cur_num >= quest[i].num_mon)
456 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
457 /* completed quest */
458 quest[i].status = QUEST_STATUS_COMPLETED;
459 quest[i].complev = (byte)p_ptr->lev;
461 if (!(quest[i].flags & QUEST_FLAG_SILENT))
464 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
466 msg_print("You just completed your quest!");
472 quest[i].cur_num = 0;
476 case QUEST_TYPE_KILL_ALL:
480 if (!is_hostile(m_ptr)) break;
482 /* Count all hostile monsters */
483 for (i2 = 0; i2 < cur_wid; ++i2)
484 for (j2 = 0; j2 < cur_hgt; j2++)
485 if (cave[j2][i2].m_idx > 0)
486 if (is_hostile(&m_list[cave[j2][i2].m_idx]))
489 if ((number_mon - 1) == 0)
491 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
493 if (quest[i].flags & QUEST_FLAG_SILENT)
495 quest[i].status = QUEST_STATUS_FINISHED;
499 quest[i].status = QUEST_STATUS_COMPLETED;
500 quest[i].complev = (byte)p_ptr->lev;
502 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
504 msg_print("You just completed your quest!");
512 case QUEST_TYPE_KILL_LEVEL:
513 case QUEST_TYPE_RANDOM:
515 /* Only count valid monsters */
516 if (quest[i].r_idx != m_ptr->r_idx)
521 if (quest[i].cur_num >= quest[i].max_num)
523 if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
524 if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL);
525 /* completed quest */
526 quest[i].status = QUEST_STATUS_COMPLETED;
527 quest[i].complev = (byte)p_ptr->lev;
528 if (!(quest[i].flags & QUEST_FLAG_PRESET))
530 create_stairs = TRUE;
531 p_ptr->inside_quest = 0;
534 if (!(quest[i].flags & QUEST_FLAG_SILENT))
537 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
539 msg_print("You just completed your quest!");
545 /* Finish the two main quests without rewarding */
546 if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
548 quest[i].status = QUEST_STATUS_FINISHED;
551 if (quest[i].type == QUEST_TYPE_RANDOM)
554 quest[i].status = QUEST_STATUS_FINISHED;
559 case QUEST_TYPE_KILL_ANY_LEVEL:
562 if (quest[i].cur_num >= quest[i].max_num)
564 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
565 /* completed quest */
566 quest[i].status = QUEST_STATUS_COMPLETED;
567 quest[i].complev = (byte)p_ptr->lev;
569 if (!(quest[i].flags & QUEST_FLAG_SILENT))
572 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
574 msg_print("You just completed your quest!");
579 quest[i].cur_num = 0;
583 case QUEST_TYPE_TOWER:
587 if (!is_hostile(m_ptr)) break;
589 /* Count all hostile monsters */
590 for (i2 = 0; i2 < cur_wid; ++i2)
591 for (j2 = 0; j2 < cur_hgt; j2++)
592 if (cave[j2][i2].m_idx > 0)
593 if (is_hostile(&m_list[cave[j2][i2].m_idx]))
596 if ((number_mon - 1) == 0)
598 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
600 quest[i].status = QUEST_STATUS_STAGE_COMPLETED;
602 if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
603 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
604 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
606 quest[QUEST_TOWER1].status = QUEST_STATUS_COMPLETED;
607 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;;
610 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
612 msg_print("You just completed your quest!");
622 /* Create a magical staircase */
626 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
628 /* Pick a location */
629 scatter(&ny, &nx, y, x, 1, 0);
635 /* Explain the staircase */
637 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
639 msg_print("A magical staircase appears...");
643 /* Create stairs down */
644 cave_set_feat(y, x, feat_down_stair);
646 /* Remember to update everything */
647 p_ptr->update |= (PU_FLOW);
655 for (j = 0; j < (dun_level / 15)+1; j++)
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);
674 * Return monster death string
676 cptr extract_note_dies(monster_race *r_ptr)
678 /* Some monsters get "destroyed" */
679 if (!monster_living(r_ptr))
683 for (i = 0; i < 4; i++)
685 if (r_ptr->blow[i].method == RBM_EXPLODE)
688 return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
690 return " explodes into tiny shreds.";
698 return " is destroyed.";
702 /* Assume a default death */
712 * Handle the "death" of a monster.
714 * Disperse treasures centered at the monster location based on the
715 * various flags contained in the monster flags fields.
717 * Check for "Quest" completion when a quest monster is killed.
719 * Note that only the player can induce "monster_death()" on Uniques.
720 * Thus (for now) all Quest monsters should be Uniques.
722 * Note that monsters can now carry objects, and when a monster dies,
723 * it drops all of its objects, which may disappear in crowded rooms.
725 void monster_death(int m_idx, bool drop_item)
734 monster_type *m_ptr = &m_list[m_idx];
736 monster_race *r_ptr = &r_info[m_ptr->r_idx];
738 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
742 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
743 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
744 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
745 int force_coin = get_coin_type(m_ptr->r_idx);
750 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
751 && !p_ptr->inside_battle && !is_pet(m_ptr);
753 /* The caster is dead? */
754 if (world_monster && world_monster == m_idx) world_monster = 0;
756 /* Notice changes in view */
757 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
759 /* Update some things */
760 p_ptr->update |= (PU_MON_LITE);
763 /* Get the location */
767 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
771 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
772 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
775 /* Let monsters explode! */
776 for (i = 0; i < 4; i++)
778 if (r_ptr->blow[i].method == RBM_EXPLODE)
780 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
781 int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
782 int d_dice = r_ptr->blow[i].d_dice;
783 int d_side = r_ptr->blow[i].d_side;
784 int damage = damroll(d_dice, d_side);
786 project(m_idx, 3, y, x, damage, typ, flg, -1);
791 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
793 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
794 r_ptr = &r_info[m_ptr->r_idx];
797 /* Check for quest completion */
798 check_quest_completion(m_ptr);
800 /* Handle the possibility of player vanquishing arena combatant -KMW- */
801 if (p_ptr->inside_arena && !is_pet(m_ptr))
803 p_ptr->exit_bldg = TRUE;
805 if (p_ptr->arena_number > MAX_ARENA_MONS)
808 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
810 msg_print("You are a Genuine Champion!");
816 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
818 msg_print("Victorious! You're on your way to becoming Champion.");
822 if (arena_info[p_ptr->arena_number].tval)
824 /* Get local object */
827 /* Prepare to make a prize */
828 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
830 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
832 /* Drop it in the dungeon */
833 (void)drop_near(q_ptr, -1, y, x);
836 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
837 p_ptr->arena_number++;
842 /* Extract monster name */
843 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
845 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
849 if (m_idx == p_ptr->riding)
851 if (rakuba(-1, FALSE))
854 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
856 msg_print("You have fallen from your riding pet.");
861 /* Drop a dead corpse? */
862 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
863 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
864 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
866 /* Assume skeleton */
870 * We cannot drop a skeleton? Note, if we are in this check,
871 * we *know* we can drop at least a corpse or a skeleton
873 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
875 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
878 /* Else, a corpse is more likely unless we did a "lot" of damage */
879 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
881 /* Lots of damage in one blow */
882 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
884 if (one_in_(5)) corpse = TRUE;
888 if (!one_in_(5)) corpse = TRUE;
892 /* Get local object */
895 /* Prepare to make an object */
896 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
898 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
900 q_ptr->pval = m_ptr->r_idx;
902 /* Drop it in the dungeon */
903 (void)drop_near(q_ptr, -1, y, x);
906 /* Drop objects being carried */
907 monster_drop_carried_objects(m_ptr);
909 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
910 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
912 switch (m_ptr->r_idx)
914 case MON_PINK_HORROR:
915 /* Pink horrors are replaced with 2 Blue horrors */
916 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
920 for (i = 0; i < 2; i++)
923 bool pet = is_pet(m_ptr);
926 if (pet) mode |= PM_FORCE_PET;
928 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
930 if (player_can_see_bold(wy, wx))
937 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
939 msg_print("The Pink horror divides!");
944 case MON_BLOODLETTER:
945 /* Bloodletters of Khorne may drop a blade of chaos */
946 if (drop_chosen_item && (randint1(100) < 15))
948 /* Get local object */
951 /* Prepare to make a Blade of Chaos */
952 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
954 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
956 /* Drop it in the dungeon */
957 (void)drop_near(q_ptr, -1, y, x);
962 if (drop_chosen_item && (dun_level > 9))
964 /* Get local object */
967 /* Wipe the object */
970 /* Activate restriction */
971 if ((dun_level > 49) && one_in_(5))
972 get_obj_num_hook = kind_is_good_book;
974 get_obj_num_hook = kind_is_book;
977 make_object(q_ptr, mo_mode);
979 /* Drop it in the dungeon */
980 (void)drop_near(q_ptr, -1, y, x);
986 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
987 * spawn another in the fallen one's place!
989 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
995 bool pet = is_pet(m_ptr);
999 scatter(&wy, &wx, y, x, 20, 0);
1001 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
1006 if (pet) mode |= PM_FORCE_PET;
1008 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
1010 if (player_can_see_bold(wy, wx))
1012 msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
1014 msg_print("A new warrior steps forth!");
1024 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1026 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1027 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1031 case MON_UNICORN_ORD:
1034 /* Reward for "lazy" player */
1035 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1038 artifact_type *a_ptr = NULL;
1040 if (!drop_chosen_item) break;
1044 switch (randint0(3))
1047 a_idx = ART_NAMAKE_HAMMER;
1050 a_idx = ART_NAMAKE_BOW;
1053 a_idx = ART_NAMAKE_ARMOR;
1057 a_ptr = &a_info[a_idx];
1059 while (a_ptr->cur_num);
1061 /* Create the artifact */
1062 if (create_named_art(a_idx, y, x))
1066 /* Hack -- Memorize location of artifact in saved floors */
1067 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1069 else if (!preserve_mode) a_ptr->cur_num = 1;
1074 if (!drop_chosen_item) break;
1076 /* Get local object */
1079 /* Mega-Hack -- Prepare to make "Grond" */
1080 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1082 /* Mega-Hack -- Mark this item as "Grond" */
1083 q_ptr->name1 = ART_GROND;
1085 /* Mega-Hack -- Actually create "Grond" */
1086 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1088 /* Drop it in the dungeon */
1089 (void)drop_near(q_ptr, -1, y, x);
1091 /* Get local object */
1094 /* Mega-Hack -- Prepare to make "Chaos" */
1095 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1097 /* Mega-Hack -- Mark this item as "Chaos" */
1098 q_ptr->name1 = ART_CHAOS;
1100 /* Mega-Hack -- Actually create "Chaos" */
1101 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1103 /* Drop it in the dungeon */
1104 (void)drop_near(q_ptr, -1, y, x);
1107 case MON_B_DEATH_SWORD:
1108 if (drop_chosen_item)
1110 /* Get local object */
1113 /* Prepare to make a broken sword */
1114 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1116 /* Drop it in the dungeon */
1117 (void)drop_near(q_ptr, -1, y, x);
1123 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1124 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1126 /* Get local object */
1129 /* Prepare to make a Can of Toys */
1130 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1132 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1134 /* Drop it in the dungeon */
1135 (void)drop_near(q_ptr, -1, y, x);
1141 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1142 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1147 if (!drop_chosen_item) break;
1149 switch (r_ptr->d_char)
1154 /* Get local object */
1157 /* Wipe the object */
1160 /* Activate restriction */
1161 get_obj_num_hook = kind_is_cloak;
1164 make_object(q_ptr, mo_mode);
1166 /* Drop it in the dungeon */
1167 (void)drop_near(q_ptr, -1, y, x);
1174 /* Get local object */
1177 /* Wipe the object */
1180 /* Activate restriction */
1181 get_obj_num_hook = kind_is_polearm;
1183 /* Make a poleweapon */
1184 make_object(q_ptr, mo_mode);
1186 /* Drop it in the dungeon */
1187 (void)drop_near(q_ptr, -1, y, x);
1194 /* Get local object */
1197 /* Wipe the object */
1200 /* Activate restriction */
1201 get_obj_num_hook = kind_is_armor;
1203 /* Make a hard armor */
1204 make_object(q_ptr, mo_mode);
1206 /* Drop it in the dungeon */
1207 (void)drop_near(q_ptr, -1, y, x);
1214 /* Get local object */
1217 /* Wipe the object */
1220 /* Activate restriction */
1221 get_obj_num_hook = kind_is_hafted;
1223 /* Make a hafted weapon */
1224 make_object(q_ptr, mo_mode);
1226 /* Drop it in the dungeon */
1227 (void)drop_near(q_ptr, -1, y, x);
1232 if (m_ptr->r_idx != MON_STORMBRINGER)
1234 /* Get local object */
1237 /* Wipe the object */
1240 /* Activate restriction */
1241 get_obj_num_hook = kind_is_sword;
1244 make_object(q_ptr, mo_mode);
1246 /* Drop it in the dungeon */
1247 (void)drop_near(q_ptr, -1, y, x);
1254 /* Mega-Hack -- drop fixed items */
1255 if (drop_chosen_item)
1260 switch (m_ptr->r_idx)
1280 case MON_STORMBRINGER:
1281 a_idx = ART_STORMBRINGER;
1286 a_idx = ART_CRIMSON;
1296 a_idx = ART_KUSANAGI;
1326 a_idx = ART_WEREWINDLE;
1334 a_idx = ART_GRAYSWANDIR;
1345 a_idx = ART_TWILIGHT;
1350 a_idx = ART_ELENDIL;
1365 a_idx = ART_DESTINY;
1370 a_idx = ART_ZANTETSU;
1385 a_idx = ART_WINBLOWS;
1389 case MON_LUNGORTHIN:
1394 case MON_JACK_SHADOWS:
1400 a_idx = ART_STONEMASK;
1405 a_idx = ART_SOULCRUSH;
1410 a_idx = ART_EXCALIBUR_J;
1415 a_idx = ART_SHUTEN_DOJI;
1420 a_idx = ART_GOTHMOG;
1429 case MON_ROBIN_HOOD:
1430 a_idx = ART_ROBIN_HOOD;
1435 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1437 artifact_type *a_ptr = &a_info[a_idx];
1439 if (!a_ptr->cur_num)
1441 /* Create the artifact */
1442 if (create_named_art(a_idx, y, x))
1446 /* Hack -- Memorize location of artifact in saved floors */
1447 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1449 else if (!preserve_mode) a_ptr->cur_num = 1;
1453 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1455 int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1456 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1458 if (d_info[dungeon_type].final_artifact)
1460 int a_idx = d_info[dungeon_type].final_artifact;
1461 artifact_type *a_ptr = &a_info[a_idx];
1463 if (!a_ptr->cur_num)
1465 /* Create the artifact */
1466 if (create_named_art(a_idx, y, x))
1470 /* Hack -- Memorize location of artifact in saved floors */
1471 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1473 else if (!preserve_mode) a_ptr->cur_num = 1;
1475 /* Prevent rewarding both artifact and "default" object */
1476 if (!d_info[dungeon_type].final_object) k_idx = 0;
1482 /* Get local object */
1485 /* Prepare to make a reward */
1486 object_prep(q_ptr, k_idx);
1488 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1490 /* Drop it in the dungeon */
1491 (void)drop_near(q_ptr, -1, y, x);
1494 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1496 msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1501 /* Determine how much we can drop */
1502 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1503 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1504 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1505 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1506 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1507 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1509 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1510 number = 0; /* Clones drop no stuff unless Cloning Pits */
1512 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1513 number = 0; /* Pets drop no stuff */
1514 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1516 /* Hack -- handle creeping coins */
1517 coin_type = force_coin;
1519 /* Average dungeon and monster levels */
1520 object_level = (dun_level + r_ptr->level) / 2;
1522 /* Drop some objects */
1523 for (j = 0; j < number; j++)
1525 /* Get local object */
1528 /* Wipe the object */
1532 if (do_gold && (!do_item || (randint0(100) < 50)))
1534 /* Make some gold */
1535 if (!make_gold(q_ptr)) continue;
1544 /* Make an object */
1545 if (!make_object(q_ptr, mo_mode)) continue;
1551 /* Drop it in the dungeon */
1552 (void)drop_near(q_ptr, -1, y, x);
1555 /* Reset the object level */
1556 object_level = base_level;
1558 /* Reset "coin" type */
1562 /* Take note of any dropped treasure */
1563 if (visible && (dump_item || dump_gold))
1565 /* Take notes on treasure */
1566 lore_treasure(m_idx, dump_item, dump_gold);
1569 /* Only process "Quest Monsters" */
1570 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1571 if (p_ptr->inside_battle) return;
1574 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1577 p_ptr->total_winner = TRUE;
1579 /* Redraw the "title" */
1580 p_ptr->redraw |= (PR_TITLE);
1583 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1585 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
1588 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1591 msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1592 msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1594 msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1595 msg_print("'Thou art donst well, mortal!'");
1599 /* Congratulations */
1601 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1603 msg_print("*** CONGRATULATIONS ***");
1607 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1609 msg_print("You have won the game!");
1613 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1615 msg_print("You may retire (commit suicide) when you are ready.");
1621 * Modify the physical damage done to the monster.
1622 * (for example when it's invulnerable or shielded)
1624 * ToDo: Accept a damage-type to calculate the modified damage from
1625 * things like fire, frost, lightning, poison, ... attacks.
1627 * "type" is not yet used and should be 0.
1629 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1631 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1633 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1636 if ((dam == 0) && one_in_(3)) dam = 1;
1639 if (MON_INVULNER(m_ptr))
1643 if (!p_ptr->blind && is_seen(m_ptr))
1646 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1648 msg_print("The barrier is penetrated!");
1652 else if (!one_in_(PENETRATE_INVULNERABILITY))
1662 * Calculate experience point to be get
1664 * Even the 64 bit operation is not big enough to avoid overflaw
1665 * unless we carefully choose orders of multiplication and division.
1667 * Get the coefficient first, and multiply (potentially huge) base
1668 * experience point of a monster later.
1670 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1672 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1679 if (!m_ptr->r_idx) return;
1680 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1683 * - Ratio of monster's level to player's level effects
1684 * - Varying speed effects
1685 * - Get a fraction in proportion of damage point
1687 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1690 div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1692 /* Use (average maxhp * 2) as a denominator */
1693 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1694 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1696 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1698 /* Special penalty in the wilderness */
1699 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1700 s64b_mul(&div_h, &div_l, 0, 5);
1702 /* Do division first to prevent overflaw */
1703 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1705 /* Special penalty for mutiply-monster */
1706 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1708 int monnum_penarty = r_ptr->r_akills / 400;
1709 if (monnum_penarty > 8) monnum_penarty = 8;
1711 while (monnum_penarty--)
1714 s64b_RSHIFT(new_exp, new_exp_frac, 2);
1718 /* Finally multiply base experience point of the monster */
1719 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1721 /* Gain experience */
1722 gain_exp_64(new_exp, new_exp_frac);
1727 * Decreases monsters hit points, handling monster death.
1729 * We return TRUE if the monster has been killed (and deleted).
1731 * We announce monster death (using an optional "death message"
1732 * if given, and a otherwise a generic killed/destroyed message).
1734 * Only "physical attacks" can induce the "You have slain" message.
1735 * Missile and Spell attacks will induce the "dies" message, or
1736 * various "specialized" messages. Note that "You have destroyed"
1737 * and "is destroyed" are synonyms for "You have slain" and "dies".
1739 * Hack -- unseen monsters yield "You have killed it." message.
1741 * Added fear (DGK) and check whether to print fear messages -CWS
1743 * Made name, sex, and capitalization generic -BEN-
1745 * As always, the "ghost" processing is a total hack.
1747 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1749 * XXX XXX XXX Consider decreasing monster experience over time, say,
1750 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1751 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1752 * monster worth more than subsequent monsters. This would also need
1753 * to induce changes in the monster recall code.
1755 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1757 monster_type *m_ptr = &m_list[m_idx];
1758 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1760 monster_type exp_mon;
1762 /* Innocent until proven otherwise */
1763 bool innocent = TRUE, thief = FALSE;
1767 COPY(&exp_mon, m_ptr, monster_type);
1768 if (!(r_ptr->flags7 & RF7_KILL_EXP))
1770 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1771 if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
1773 get_exp_from_mon(expdam, &exp_mon);
1775 /* Genocided by chaos patron */
1776 if (!m_ptr->r_idx) m_idx = 0;
1779 /* Redraw (later) if needed */
1780 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1781 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1784 (void)set_monster_csleep(m_idx, 0);
1786 /* Hack - Cancel any special player stealth magics. -LM- */
1787 if (p_ptr->special_defense & NINJA_S_STEALTH)
1789 set_superstealth(FALSE);
1792 /* Genocided by chaos patron */
1793 if (!m_idx) return TRUE;
1798 /* It is dead now */
1803 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1805 /* You might have unmasked Tanuki first time */
1806 r_ptr = &r_info[m_ptr->r_idx];
1807 m_ptr->ap_r_idx = m_ptr->r_idx;
1808 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1811 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1813 /* You might have unmasked Chameleon first time */
1814 r_ptr = real_r_ptr(m_ptr);
1815 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1818 if (!(m_ptr->smart & SM_CLONED))
1820 /* When the player kills a Unique, it stays dead */
1821 if (r_ptr->flags1 & RF1_UNIQUE)
1825 /* Mega-Hack -- Banor & Lupart */
1826 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1828 r_info[MON_BANORLUPART].max_num = 0;
1829 r_info[MON_BANORLUPART].r_pkills++;
1830 r_info[MON_BANORLUPART].r_akills++;
1831 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1833 else if (m_ptr->r_idx == MON_BANORLUPART)
1835 r_info[MON_BANOR].max_num = 0;
1836 r_info[MON_BANOR].r_pkills++;
1837 r_info[MON_BANOR].r_akills++;
1838 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1839 r_info[MON_LUPART].max_num = 0;
1840 r_info[MON_LUPART].r_pkills++;
1841 r_info[MON_LUPART].r_akills++;
1842 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1846 /* When the player kills a Nazgul, it stays dead */
1847 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1850 /* Count all monsters killed */
1851 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1853 /* Recall even invisible uniques or winners */
1854 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1856 /* Count kills this life */
1857 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1858 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1860 /* Count kills in all lives */
1861 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1862 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1864 /* Hack -- Auto-recall */
1865 monster_race_track(m_ptr->ap_r_idx);
1868 /* Extract monster name */
1869 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1871 /* Don't kill Amberites */
1872 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1874 int curses = 1 + randint1(3);
1875 bool stop_ty = FALSE;
1879 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1881 msg_format("%^s puts a terrible blood curse on you!", m_name);
1884 curse_equipment(100, 50);
1888 stop_ty = activate_ty_curse(stop_ty, &count);
1893 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1895 char line_got[1024];
1897 /* Dump a message */
1899 if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1901 if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1904 msg_format("%^s %s", m_name, line_got);
1907 if (m_ptr->r_idx == MON_SERPENT)
1909 /* Make screen dump */
1910 screen_dump = make_screen_dump();
1915 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1917 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1919 chg_virtue(V_VALOUR, -1);
1921 else if (r_ptr->level > dun_level)
1923 if (randint1(10) <= (r_ptr->level - dun_level))
1924 chg_virtue(V_VALOUR, 1);
1926 if (r_ptr->level > 60)
1928 chg_virtue(V_VALOUR, 1);
1930 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1931 chg_virtue(V_VALOUR, 2);
1934 if (r_ptr->flags1 & RF1_UNIQUE)
1936 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1938 if (r_ptr->flags3 & RF3_GOOD)
1940 chg_virtue(V_UNLIFE, 2);
1941 chg_virtue(V_VITALITY, -2);
1944 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1947 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1949 chg_virtue(V_COMPASSION, -1);
1952 if ((r_ptr->flags3 & RF3_GOOD) &&
1953 ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1954 chg_virtue(V_UNLIFE, 1);
1956 if (r_ptr->d_char == 'A')
1958 if (r_ptr->flags1 & RF1_UNIQUE)
1959 chg_virtue(V_FAITH, -2);
1960 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1962 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1963 else chg_virtue(V_FAITH, 1);
1966 else if (r_ptr->flags3 & RF3_DEMON)
1968 if (r_ptr->flags1 & RF1_UNIQUE)
1969 chg_virtue(V_FAITH, 2);
1970 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1971 chg_virtue(V_FAITH, 1);
1974 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1975 chg_virtue(V_VITALITY, 2);
1977 if (r_ptr->r_deaths)
1979 if (r_ptr->flags1 & RF1_UNIQUE)
1981 chg_virtue(V_HONOUR, 10);
1983 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1985 chg_virtue(V_HONOUR, 1);
1988 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1990 chg_virtue(V_VALOUR, -1);
1993 for (i = 0; i < 4; i++)
1995 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1997 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1998 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
2000 thief = TRUE; /* Thief! */
2003 /* The new law says it is illegal to live in the dungeon */
2004 if (r_ptr->level != 0) innocent = FALSE;
2008 if (r_ptr->flags1 & RF1_UNIQUE)
2009 chg_virtue(V_JUSTICE, 3);
2010 else if (1+((r_ptr->level) / 10 + (2 * dun_level))
2012 chg_virtue(V_JUSTICE, 1);
2016 chg_virtue (V_JUSTICE, -1);
2019 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)))
2021 if (one_in_(4)) chg_virtue(V_NATURE, -1);
2024 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
2028 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
2030 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
2032 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
2038 /* Death by Missile/Spell attack */
2041 msg_format("%^s%s", m_name, note);
2044 /* Death by physical attack -- invisible monster */
2045 else if (!m_ptr->ml)
2048 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2049 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
2051 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
2053 msg_format("You have killed %s.", m_name);
2058 /* Death by Physical attack -- non-living monster */
2059 else if (!monster_living(r_ptr))
2062 bool explode = FALSE;
2064 for (i = 0; i < 4; i++)
2066 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
2069 /* Special note at death */
2072 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
2074 msg_format("%^s explodes into tiny shreds.", m_name);
2079 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2080 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
2082 msg_format("%s¤òÅݤ·¤¿¡£", 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("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2096 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", 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))
2109 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
2111 msg_format("There is a price on %s's head.", m_name);
2118 /* Generate treasure */
2119 monster_death(m_idx, TRUE);
2121 /* Mega hack : replace IKETA to BIKETAL */
2122 if ((m_ptr->r_idx == MON_IKETA) &&
2123 !(p_ptr->inside_arena || p_ptr->inside_battle))
2125 int dummy_y = m_ptr->fy;
2126 int dummy_x = m_ptr->fx;
2129 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2131 /* Delete the monster */
2132 delete_monster_idx(m_idx);
2134 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2137 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2139 msg_print("Uwa-hahaha! *I* am Biketal!");
2145 /* Delete the monster */
2146 delete_monster_idx(m_idx);
2149 /* Prevent bug of chaos patron's reward */
2150 if (r_ptr->flags7 & RF7_KILL_EXP)
2151 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
2153 get_exp_from_mon(((long)exp_mon.max_maxhp+1L) * 9L / 10L, &exp_mon);
2158 /* Monster is dead */
2165 /* Mega-Hack -- Pain cancels fear */
2166 if (MON_MONFEAR(m_ptr) && (dam > 0))
2169 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
2176 /* Sometimes a monster gets scared by damage */
2177 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2179 /* Percentage of fully healthy */
2180 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2183 * Run (sometimes) if at 10% or less of max hit points,
2184 * or (usually) when hit for half its current hit points
2186 if ((randint1(10) >= percentage) ||
2187 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2189 /* Hack -- note fear */
2192 /* XXX XXX XXX Hack -- Add some timed fear */
2193 (void)set_monster_monfear(m_idx, (randint1(10) +
2194 (((dam >= m_ptr->hp) && (percentage > 7)) ?
2195 20 : ((11 - percentage) * 5))));
2202 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2206 /* Extract monster name */
2207 monster_desc(m_name, m_ptr, 0);
2209 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2210 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2213 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2215 msg_format("%^s has thrown you off!", m_name);
2227 * Get term size and calculate screen size
2229 void get_screen_size(int *wid_p, int *hgt_p)
2231 Term_get_size(wid_p, hgt_p);
2232 *hgt_p -= ROW_MAP + 2;
2233 *wid_p -= COL_MAP + 2;
2234 if (use_bigtile) *wid_p /= 2;
2239 * Calculates current boundaries
2240 * Called below and from "do_cmd_locate()".
2242 void panel_bounds_center(void)
2247 get_screen_size(&wid, &hgt);
2249 panel_row_max = panel_row_min + hgt - 1;
2250 panel_row_prt = panel_row_min - 1;
2251 panel_col_max = panel_col_min + wid - 1;
2252 panel_col_prt = panel_col_min - 13;
2257 * Map resizing whenever the main term changes size
2259 void resize_map(void)
2261 /* Only if the dungeon exists */
2262 if (!character_dungeon) return;
2264 /* Mega-Hack -- no panel yet */
2268 /* Reset the panels */
2269 panel_row_min = cur_hgt;
2270 panel_col_min = cur_wid;
2275 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2277 /* Forget lite/view */
2278 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2280 /* Update lite/view */
2281 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2283 /* Update monsters */
2284 p_ptr->update |= (PU_MONSTERS);
2286 /* Redraw everything */
2287 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2289 /* Hack -- update */
2297 * Place the cursor on the player
2299 if (can_save) move_cursor_relative(py, px);
2306 * Redraw a term when it is resized
2308 void redraw_window(void)
2310 /* Only if the dungeon exists */
2311 if (!character_dungeon) return;
2314 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2317 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2319 /* Hack -- update */
2328 * Handle a request to change the current panel
2330 * Return TRUE if the panel was changed.
2332 * Also used in do_cmd_locate
2334 bool change_panel(int dy, int dx)
2340 get_screen_size(&wid, &hgt);
2342 /* Apply the motion */
2343 y = panel_row_min + dy * hgt / 2;
2344 x = panel_col_min + dx * wid / 2;
2346 /* Verify the row */
2347 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2350 /* Verify the col */
2351 if (x > cur_wid - wid) x = cur_wid - wid;
2354 /* Handle "changes" */
2355 if ((y != panel_row_min) || (x != panel_col_min))
2357 /* Save the new panel info */
2361 /* Recalculate the boundaries */
2362 panel_bounds_center();
2365 p_ptr->update |= (PU_MONSTERS);
2368 p_ptr->redraw |= (PR_MAP);
2383 * Given an row (y) and col (x), this routine detects when a move
2384 * off the screen has occurred and figures new borders. -RAK-
2386 * "Update" forces a "full update" to take place.
2388 * The map is reprinted if necessary, and "TRUE" is returned.
2390 void verify_panel(void)
2402 get_screen_size(&wid, &hgt);
2404 max_prow_min = cur_hgt - hgt;
2405 max_pcol_min = cur_wid - wid;
2407 /* Bounds checking */
2408 if (max_prow_min < 0) max_prow_min = 0;
2409 if (max_pcol_min < 0) max_pcol_min = 0;
2411 /* Center on player */
2412 if (center_player && (center_running || !running))
2414 /* Center vertically */
2415 prow_min = y - hgt / 2;
2416 if (prow_min < 0) prow_min = 0;
2417 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2419 /* Center horizontally */
2420 pcol_min = x - wid / 2;
2421 if (pcol_min < 0) pcol_min = 0;
2422 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2426 prow_min = panel_row_min;
2427 pcol_min = panel_col_min;
2429 /* Scroll screen when 2 grids from top/bottom edge */
2430 if (y > panel_row_max - 2)
2432 while (y > prow_min + hgt-1 - 2)
2434 prow_min += (hgt / 2);
2438 if (y < panel_row_min + 2)
2440 while (y < prow_min + 2)
2442 prow_min -= (hgt / 2);
2446 if (prow_min > max_prow_min) prow_min = max_prow_min;
2447 if (prow_min < 0) prow_min = 0;
2449 /* Scroll screen when 4 grids from left/right edge */
2450 if (x > panel_col_max - 4)
2452 while (x > pcol_min + wid-1 - 4)
2454 pcol_min += (wid / 2);
2458 if (x < panel_col_min + 4)
2460 while (x < pcol_min + 4)
2462 pcol_min -= (wid / 2);
2466 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2467 if (pcol_min < 0) pcol_min = 0;
2470 /* Check for "no change" */
2471 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2473 /* Save the new panel info */
2474 panel_row_min = prow_min;
2475 panel_col_min = pcol_min;
2477 /* Hack -- optional disturb on "panel change" */
2478 if (disturb_panel && !center_player) disturb(0, 0);
2480 /* Recalculate the boundaries */
2481 panel_bounds_center();
2484 p_ptr->update |= (PU_MONSTERS);
2487 p_ptr->redraw |= (PR_MAP);
2490 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2495 * Monster health description
2497 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2499 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2506 /* Determine if the monster is "living" */
2507 living = monster_living(ap_r_ptr);
2509 /* Calculate a health "percentage" */
2510 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2512 /* Healthy monsters */
2513 if (m_ptr->hp >= m_ptr->maxhp)
2517 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2519 desc = living ? "unhurt" : "undamaged";
2524 else if (perc >= 60)
2527 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2529 desc = living ? "somewhat wounded" : "somewhat damaged";
2534 else if (perc >= 25)
2537 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2539 desc = living ? "wounded" : "damaged";
2544 else if (perc >= 10)
2547 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2549 desc = living ? "badly wounded" : "badly damaged";
2557 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2559 desc = living ? "almost dead" : "almost destroyed";
2564 /* Need attitude information? */
2567 /* Full information is not needed */
2570 else if (is_pet(m_ptr))
2573 attitude = ", ¥Ú¥Ã¥È";
2578 else if (is_friendly(m_ptr))
2581 attitude = ", ͧ¹¥Åª";
2583 attitude = ", friendly";
2596 /* Clone monster? */
2597 if (m_ptr->smart & SM_CLONED)
2606 /* Display monster's level --- idea borrowed from ToME */
2607 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2610 return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2612 return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2618 return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
2620 return format("Level ???, %s%s%s", desc, attitude, clone);
2628 * Angband sorting algorithm -- quick sort in place
2630 * Note that the details of the data we are sorting is hidden,
2631 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2632 * function hooks to interact with the data, which is given as
2633 * two pointers, and which may have any user-defined form.
2635 void ang_sort_aux(vptr u, vptr v, int p, int q)
2653 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2656 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2658 /* Done partition */
2662 (*ang_sort_swap)(u, v, a, b);
2668 /* Recurse left side */
2669 ang_sort_aux(u, v, p, b);
2671 /* Recurse right side */
2672 ang_sort_aux(u, v, b+1, q);
2677 * Angband sorting algorithm -- quick sort in place
2679 * Note that the details of the data we are sorting is hidden,
2680 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2681 * function hooks to interact with the data, which is given as
2682 * two pointers, and which may have any user-defined form.
2684 void ang_sort(vptr u, vptr v, int n)
2686 /* Sort the array */
2687 ang_sort_aux(u, v, 0, n-1);
2692 /*** Targeting Code ***/
2696 * Determine is a monster makes a reasonable target
2698 * The concept of "targeting" was stolen from "Morgul" (?)
2700 * The player can target any location, or any "target-able" monster.
2702 * Currently, a monster is "target_able" if it is visible, and if
2703 * the player can hit it with a projection, and the player is not
2704 * hallucinating. This allows use of "use closest target" macros.
2706 * Future versions may restrict the ability to target "trappers"
2707 * and "mimics", but the semantics is a little bit weird.
2709 bool target_able(int m_idx)
2711 monster_type *m_ptr = &m_list[m_idx];
2713 /* Monster must be alive */
2714 if (!m_ptr->r_idx) return (FALSE);
2716 /* Hack -- no targeting hallucinations */
2717 if (p_ptr->image) return (FALSE);
2719 /* Monster must be visible */
2720 if (!m_ptr->ml) return (FALSE);
2722 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2724 /* Monster must be projectable */
2725 if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2727 /* XXX XXX XXX Hack -- Never target trappers */
2728 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2738 * Update (if necessary) and verify (if possible) the target.
2740 * We return TRUE if the target is "okay" and FALSE otherwise.
2742 bool target_okay(void)
2744 /* Accept stationary targets */
2745 if (target_who < 0) return (TRUE);
2747 /* Check moving targets */
2750 /* Accept reasonable targets */
2751 if (target_able(target_who))
2753 monster_type *m_ptr = &m_list[target_who];
2755 /* Acquire monster location */
2756 target_row = m_ptr->fy;
2757 target_col = m_ptr->fx;
2764 /* Assume no target */
2770 * Sorting hook -- comp function -- by "distance to player"
2772 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2773 * and sort the arrays by double-distance to the player.
2775 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2777 byte *x = (byte*)(u);
2778 byte *y = (byte*)(v);
2782 /* Absolute distance components */
2783 kx = x[a]; kx -= px; kx = ABS(kx);
2784 ky = y[a]; ky -= py; ky = ABS(ky);
2786 /* Approximate Double Distance to the first point */
2787 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2789 /* Absolute distance components */
2790 kx = x[b]; kx -= px; kx = ABS(kx);
2791 ky = y[b]; ky -= py; ky = ABS(ky);
2793 /* Approximate Double Distance to the first point */
2794 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2796 /* Compare the distances */
2802 * Sorting hook -- comp function -- by importance level of grids
2804 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2805 * and sort the arrays by level of monster
2807 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2809 byte *x = (byte*)(u);
2810 byte *y = (byte*)(v);
2811 cave_type *ca_ptr = &cave[y[a]][x[a]];
2812 cave_type *cb_ptr = &cave[y[b]][x[b]];
2813 monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2814 monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2815 monster_race *ap_ra_ptr, *ap_rb_ptr;
2817 /* The player grid */
2818 if (y[a] == py && x[a] == px) return TRUE;
2819 if (y[b] == py && x[b] == px) return FALSE;
2821 /* Extract monster race */
2822 if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2823 else ap_ra_ptr = NULL;
2824 if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2825 else ap_rb_ptr = NULL;
2827 if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2828 if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2830 /* Compare two monsters */
2831 if (ap_ra_ptr && ap_rb_ptr)
2833 /* Unique monsters first */
2834 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2835 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2837 /* Shadowers first (¤¢¤ä¤·¤¤±Æ) */
2838 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2839 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2841 /* Unknown monsters first */
2842 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2843 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2845 /* Higher level monsters first (if known) */
2846 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2848 if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2849 if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2852 /* Sort by index if all conditions are same */
2853 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2854 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2857 /* An object get higher priority */
2858 if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2859 if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2861 /* Priority from the terrain */
2862 if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2863 if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2865 /* If all conditions are same, compare distance */
2866 return ang_sort_comp_distance(u, v, a, b);
2871 * Sorting hook -- swap function -- by "distance to player"
2873 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2874 * and sort the arrays by distance to the player.
2876 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2878 byte *x = (byte*)(u);
2879 byte *y = (byte*)(v);
2897 * Hack -- help "select" a location (see below)
2899 static s16b target_pick(int y1, int x1, int dy, int dx)
2903 int x2, y2, x3, y3, x4, y4;
2905 int b_i = -1, b_v = 9999;
2908 /* Scan the locations */
2909 for (i = 0; i < temp_n; i++)
2915 /* Directed distance */
2919 /* Verify quadrant */
2920 if (dx && (x3 * dx <= 0)) continue;
2921 if (dy && (y3 * dy <= 0)) continue;
2923 /* Absolute distance */
2927 /* Verify quadrant */
2928 if (dy && !dx && (x4 > y4)) continue;
2929 if (dx && !dy && (y4 > x4)) continue;
2931 /* Approximate Double Distance */
2932 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2934 /* XXX XXX XXX Penalize location */
2937 if ((b_i >= 0) && (v >= b_v)) continue;
2949 * Hack -- determine if a given location is "interesting"
2951 static bool target_set_accept(int y, int x)
2955 s16b this_o_idx, next_o_idx = 0;
2958 if (!(in_bounds(y, x))) return (FALSE);
2960 /* Player grid is always interesting */
2961 if (player_bold(y, x)) return (TRUE);
2964 /* Handle hallucination */
2965 if (p_ptr->image) return (FALSE);
2968 /* Examine the grid */
2969 c_ptr = &cave[y][x];
2971 /* Visible monsters */
2974 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2976 /* Visible monsters */
2977 if (m_ptr->ml) return (TRUE);
2980 /* Scan all objects in the grid */
2981 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2985 /* Acquire object */
2986 o_ptr = &o_list[this_o_idx];
2988 /* Acquire next object */
2989 next_o_idx = o_ptr->next_o_idx;
2991 /* Memorized object */
2992 if (o_ptr->marked & OM_FOUND) return (TRUE);
2995 /* Interesting memorized features */
2996 if (c_ptr->info & (CAVE_MARK))
2998 /* Notice object features */
2999 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
3001 /* Feature code (applying "mimic" field) */
3002 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
3011 * Prepare the "temp" array for "target_set"
3013 * Return the number of target_able monsters in the set.
3015 static void target_set_prepare(int mode)
3019 /* Reset "temp" array */
3022 /* Scan the current panel */
3023 for (y = panel_row_min; y <= panel_row_max; y++)
3025 for (x = panel_col_min; x <= panel_col_max; x++)
3029 /* Require "interesting" contents */
3030 if (!target_set_accept(y, x)) continue;
3032 c_ptr = &cave[y][x];
3034 /* Require target_able monsters for "TARGET_KILL" */
3035 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
3037 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
3039 /* Save the location */
3046 /* Set the sort hooks */
3047 if (mode & (TARGET_KILL))
3049 /* Target the nearest monster for shooting */
3050 ang_sort_comp = ang_sort_comp_distance;
3051 ang_sort_swap = ang_sort_swap_distance;
3055 /* Look important grids first in Look command */
3056 ang_sort_comp = ang_sort_comp_importance;
3057 ang_sort_swap = ang_sort_swap_distance;
3060 /* Sort the positions */
3061 ang_sort(temp_x, temp_y, temp_n);
3063 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
3068 temp_y[0] = temp_y[1];
3071 temp_x[0] = temp_x[1];
3078 * Evaluate number of kill needed to gain level
3080 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
3082 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3084 s32b exp_mon, exp_adv;
3085 u32b exp_mon_frac, exp_adv_frac;
3087 if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3092 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3102 /* The monster's experience point (assuming average monster speed) */
3103 exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
3105 s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
3108 /* Total experience value for next level */
3109 exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
3111 s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
3113 /* Experience value need to get */
3114 s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
3117 /* You need to kill at least one monster to get any experience */
3118 s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3119 s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
3121 /* Extract number of monsters needed */
3122 s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3124 /* If 999 or more monsters needed, only display "999". */
3125 num = MIN(999, exp_adv_frac);
3127 /* Display the number */
3128 sprintf(buf,"%03ld", (long int)num);
3132 bool show_gold_on_floor = FALSE;
3135 * Examine a grid, return a keypress.
3137 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3138 * indicates that the "space" key should scan through the contents
3139 * of the grid, instead of simply returning immediately. This lets
3140 * the "look" command get complete information, without making the
3141 * "target" command annoying.
3143 * The "info" argument contains the "commands" which should be shown
3144 * inside the "[xxx]" text. This string must never be empty, or grids
3145 * containing monsters will be displayed with an extra comma.
3147 * Note that if a monster is in the grid, we update both the monster
3148 * recall info and the health bar info to track that monster.
3150 * Eventually, we may allow multiple objects per grid, or objects
3151 * and terrain features in the same grid. XXX XXX XXX
3153 * This function must handle blindness/hallucination.
3155 static int target_set_aux(int y, int x, int mode, cptr info)
3157 cave_type *c_ptr = &cave[y][x];
3158 s16b this_o_idx, next_o_idx = 0;
3159 cptr s1 = "", s2 = "", s3 = "", x_info = "";
3162 feature_type *f_ptr;
3164 char out_val[MAX_NLEN+80];
3166 #ifdef ALLOW_EASY_FLOOR
3167 int floor_list[23], floor_num = 0;
3169 /* Scan all objects in the grid */
3172 floor_num = scan_floor(floor_list, y, x, 0x02);
3184 #endif /* ALLOW_EASY_FLOOR */
3186 /* Hack -- under the player */
3187 if (player_bold(y, x))
3210 /* Hack -- hallucination */
3214 cptr name = "²¿¤«´ñ̯¤Êʪ";
3216 cptr name = "something strange";
3220 /* Display a message */
3222 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3224 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3228 move_cursor_relative(y, x);
3231 /* Stop on everything but "return" */
3232 if ((query != '\r') && (query != '\n')) return query;
3234 /* Repeat forever */
3239 /* Actual monsters */
3240 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3242 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3243 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3245 bool recall = FALSE;
3250 /* Get the monster name ("a kobold") */
3251 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3253 /* Hack -- track this monster race */
3254 monster_race_track(m_ptr->ap_r_idx);
3256 /* Hack -- health bar for this monster */
3257 health_track(c_ptr->m_idx);
3259 /* Hack -- handle stuff */
3273 /* Recall on screen */
3274 screen_roff(m_ptr->ap_r_idx, 0);
3276 /* Hack -- Complete the prompt (again) */
3278 Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info));
3280 Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info));
3289 /* Normal commands */
3290 if (query != 'r') break;
3295 /* Cleare recall text and repeat */
3301 /* Describe, and prompt for recall */
3302 evaluate_monster_exp(acount, m_ptr);
3305 sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
3307 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);
3313 move_cursor_relative(y, x);
3318 /* Normal commands */
3319 if (query != 'r') break;
3325 /* Always stop at "normal" keys */
3326 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3328 /* Sometimes stop at "space" key */
3329 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3331 /* Change the intro */
3339 /* Hack -- take account of gender */
3341 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3343 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3347 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3349 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3353 /* Use a preposition */
3362 /* Scan all objects being carried */
3363 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3365 char o_name[MAX_NLEN];
3369 /* Acquire object */
3370 o_ptr = &o_list[this_o_idx];
3372 /* Acquire next object */
3373 next_o_idx = o_ptr->next_o_idx;
3375 /* Obtain an object description */
3376 object_desc(o_name, o_ptr, 0);
3378 /* Describe the object */
3380 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3382 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3386 move_cursor_relative(y, x);
3389 /* Always stop at "normal" keys */
3390 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3392 /* Sometimes stop at "space" key */
3393 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3395 /* Change the intro */
3399 s2 = "also carrying ";
3403 /* Use a preposition */
3413 #ifdef ALLOW_EASY_FLOOR
3422 char o_name[MAX_NLEN];
3426 /* Acquire object */
3427 o_ptr = &o_list[floor_list[0]];
3429 /* Describe the object */
3430 object_desc(o_name, o_ptr, 0);
3434 sprintf(out_val, "%s%s%s%s[%s]",
3435 s1, o_name, s2, s3, info);
3437 sprintf(out_val, "%s%s%s%s [%s]",
3438 s1, s2, s3, o_name, info);
3442 move_cursor_relative(y, x);
3451 /* Provide one cushion before item listing */
3454 /* Display rough information about items */
3456 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3457 s1, floor_num, s2, s3, info);
3459 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3460 s1, s2, s3, floor_num, info);
3464 move_cursor_relative(y, x);
3469 /* No request for listing */
3470 if (query != 'x' && query != ' ') return query;
3474 /** Display list of items **/
3476 /* Continue scrolling list if requested */
3485 show_gold_on_floor = TRUE;
3486 (void)show_floor(0, y, x, &min_width);
3487 show_gold_on_floor = FALSE;
3491 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
3492 s1, floor_num, s2, s3, info);
3494 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3495 s1, s2, s3, floor_num, info);
3506 /* Exit unless 'Enter' */
3507 if (query != '\n' && query != '\r')
3512 /* Get the object being moved. */
3513 o_idx = c_ptr->o_idx;
3515 /* Only rotate a pile of two or more objects. */
3516 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3518 /* Remove the first object from the list. */
3519 excise_object_idx(o_idx);
3521 /* Find end of the list. */
3523 while (o_list[i].next_o_idx)
3524 i = o_list[i].next_o_idx;
3526 /* Add after the last object. */
3527 o_list[i].next_o_idx = o_idx;
3529 /* Loop and re-display the list */
3535 #endif /* ALLOW_EASY_FLOOR */
3538 /* Scan all objects in the grid */
3539 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3543 /* Acquire object */
3544 o_ptr = &o_list[this_o_idx];
3546 /* Acquire next object */
3547 next_o_idx = o_ptr->next_o_idx;
3550 if (o_ptr->marked & OM_FOUND)
3552 char o_name[MAX_NLEN];
3557 /* Obtain an object description */
3558 object_desc(o_name, o_ptr, 0);
3560 /* Describe the object */
3562 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3564 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3568 move_cursor_relative(y, x);
3571 /* Always stop at "normal" keys */
3572 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3574 /* Sometimes stop at "space" key */
3575 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3577 /* Change the intro */
3587 if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3589 if (o_ptr->number != 1) s1 = "They are ";
3605 /* Feature code (applying "mimic" field) */
3606 feat = get_feat_mimic(c_ptr);
3608 /* Require knowledge about grid, or ability to see grid */
3609 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3611 /* Forget feature */
3615 f_ptr = &f_info[feat];
3617 /* Terrain feature if needed */
3618 if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3622 /* Hack -- special handling for quest entrances */
3623 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3625 /* Set the quest number temporary */
3626 int old_quest = p_ptr->inside_quest;
3629 /* Clear the text */
3630 for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3631 quest_text_line = 0;
3633 p_ptr->inside_quest = c_ptr->special;
3635 /* Get the quest text */
3636 init_flags = INIT_SHOW_TEXT;
3638 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3641 name = format("¥¯¥¨¥¹¥È¡Ö%s¡×(%d³¬ÁêÅö)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3643 name = format("the entrance to the quest '%s'(level %d)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3646 /* Reset the old quest number */
3647 p_ptr->inside_quest = old_quest;
3650 /* Hack -- special handling for building doors */
3651 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3653 name = building[f_ptr->subtype].name;
3655 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3658 name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3660 name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3663 else if (have_flag(f_ptr->flags, FF_TOWN))
3665 name = town[c_ptr->special].name;
3667 else if (p_ptr->wild_mode && (feat == feat_floor))
3677 name = f_name + f_ptr->name;
3683 ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3684 (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3685 have_flag(f_ptr->flags, FF_TOWN)))
3694 /* Hack -- special introduction for store & building doors -KMW- */
3695 if (have_flag(f_ptr->flags, FF_STORE) ||
3696 have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3697 (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3698 have_flag(f_ptr->flags, FF_ENTRANCE))
3707 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3708 have_flag(f_ptr->flags, FF_TOWN) ||
3709 have_flag(f_ptr->flags, FF_SHALLOW) ||
3710 have_flag(f_ptr->flags, FF_DEEP))
3716 /* Pick proper indefinite article */
3717 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3721 /* Display a message */
3725 if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3726 else sprintf(f_idx_str, "%d", c_ptr->feat);
3728 sprintf(out_val, "%s%s%s%s[%s] %x %s %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);
3730 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);
3735 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3737 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3741 move_cursor_relative(y, x);
3744 /* Always stop at "normal" keys */
3745 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3748 /* Stop on everything but "return" */
3749 if ((query != '\r') && (query != '\n')) return query;
3751 /* Repeat forever */
3757 * Handle "target" and "look".
3759 * Note that this code can be called from "get_aim_dir()".
3761 * All locations must be on the current panel. Consider the use of
3762 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3763 * some form of "scrolling" the map around the cursor. XXX XXX XXX
3764 * That is, consider the possibility of "auto-scrolling" the screen
3765 * while the cursor moves around. This may require changes in the
3766 * "update_mon()" code to allow "visibility" even if off panel, and
3767 * may require dynamic recalculation of the "temp" grid set.
3769 * Hack -- targeting/observing an "outer border grid" may induce
3770 * problems, so this is not currently allowed.
3772 * The player can use the direction keys to move among "interesting"
3773 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3774 * move through the "interesting" grids in a sequential manner, or
3775 * can enter "location" mode, and use the direction keys to move one
3776 * grid at a time in any direction. The "t" (set target) command will
3777 * only target a monster (as opposed to a location) if the monster is
3778 * target_able and the "interesting" mode is being used.
3780 * The current grid is described using the "look" method above, and
3781 * a new command may be entered at any time, but note that if the
3782 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3783 * where "space" has no obvious meaning) then "space" will scan
3784 * through the description of the current grid until done, instead
3785 * of immediately jumping to the next "interesting" grid. This
3786 * allows the "target" command to retain its old semantics.
3788 * The "*", "+", and "-" keys may always be used to jump immediately
3789 * to the next (or previous) interesting grid, in the proper mode.
3791 * The "return" key may always be used to scan through a complete
3792 * grid description (forever).
3794 * This command will cancel any old target, even if used from
3795 * inside the "look" command.
3797 bool target_set(int mode)
3817 get_screen_size(&wid, &hgt);
3823 /* Cancel tracking */
3824 /* health_track(0); */
3827 /* Prepare the "temp" array */
3828 target_set_prepare(mode);
3830 /* Start near the player */
3836 /* Interesting grids */
3842 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3845 c_ptr = &cave[y][x];
3848 if (target_able(c_ptr->m_idx))
3851 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3853 strcpy(info, "q,t,p,o,+,-,<dir>");
3858 /* Dis-allow target */
3862 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3864 strcpy(info, "q,p,o,+,-,<dir>");
3869 /* Describe and Prompt */
3870 while (!(query = target_set_aux(y, x, mode, info)));
3872 /* Cancel tracking */
3873 /* health_track(0); */
3875 /* Assume no "direction" */
3880 if (query == '\r') query = 't';
3898 if (target_able(c_ptr->m_idx))
3900 health_track(c_ptr->m_idx);
3901 target_who = c_ptr->m_idx;
3920 if (!expand_list) done = TRUE;
3930 if (!expand_list) done = TRUE;
3937 /* Recenter the map around the player */
3941 p_ptr->update |= (PU_MONSTERS);
3944 p_ptr->redraw |= (PR_MAP);
3947 p_ptr->window |= (PW_OVERHEAD);
3952 /* Recalculate interesting grids */
3953 target_set_prepare(mode);
3972 /* Extract the action (if any) */
3973 d = get_keymap_dir(query);
3980 /* Hack -- move around */
3983 /* Modified to scroll to monster */
3984 int y2 = panel_row_min;
3985 int x2 = panel_col_min;
3987 /* Find a new monster */
3988 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3990 /* Request to target past last interesting grid */
3991 while (flag && (i < 0))
3993 /* Note the change */
3994 if (change_panel(ddy[d], ddx[d]))
3999 /* Recalculate interesting grids */
4000 target_set_prepare(mode);
4002 /* Look at interesting grids */
4005 /* Find a new monster */
4006 i = target_pick(v, u, ddy[d], ddx[d]);
4012 /* Nothing interesting */
4018 /* Restore previous position */
4021 panel_bounds_center();
4024 p_ptr->update |= (PU_MONSTERS);
4027 p_ptr->redraw |= (PR_MAP);
4030 p_ptr->window |= (PW_OVERHEAD);
4035 /* Recalculate interesting grids */
4036 target_set_prepare(mode);
4038 /* Look at boring grids */
4045 /* Do not move horizontally if unnecessary */
4046 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4047 ((x > panel_col_min + wid / 2) && (dx < 0)))
4052 /* Do not move vertically if unnecessary */
4053 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4054 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4059 /* Apply the motion */
4060 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
4061 (x >= panel_col_min+wid) || (x < panel_col_min))
4063 if (change_panel(dy, dx)) target_set_prepare(mode);
4066 /* Slide into legality */
4067 if (x >= cur_wid-1) x = cur_wid - 2;
4068 else if (x <= 0) x = 1;
4070 /* Slide into legality */
4071 if (y >= cur_hgt-1) y = cur_hgt- 2;
4072 else if (y <= 0) y = 1;
4081 /* Arbitrary grids */
4084 bool move_fast = FALSE;
4086 if (!(mode & TARGET_LOOK)) prt_path(y, x);
4089 c_ptr = &cave[y][x];
4091 /* Default prompt */
4093 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
4095 strcpy(info, "q,t,p,m,+,-,<dir>");
4099 /* Describe and Prompt (enable "TARGET_LOOK") */
4100 while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
4102 /* Cancel tracking */
4103 /* health_track(0); */
4105 /* Assume no direction */
4110 if (query == '\r') query = 't';
4113 /* Analyze the keypress */
4137 /* Recenter the map around the player */
4141 p_ptr->update |= (PU_MONSTERS);
4144 p_ptr->redraw |= (PR_MAP);
4147 p_ptr->window |= (PW_OVERHEAD);
4152 /* Recalculate interesting grids */
4153 target_set_prepare(mode);
4175 /* Pick a nearby monster */
4176 for (i = 0; i < temp_n; i++)
4178 t = distance(y, x, temp_y[i], temp_x[i]);
4188 /* Nothing interesting */
4189 if (bd == 999) flag = FALSE;
4196 /* Extract the action (if any) */
4197 d = get_keymap_dir(query);
4199 /* XTRA HACK MOVEFAST */
4200 if (isupper(query)) move_fast = TRUE;
4207 /* Handle "direction" */
4213 /* XTRA HACK MOVEFAST */
4216 int mag = MIN(wid / 2, hgt / 2);
4226 /* Do not move horizontally if unnecessary */
4227 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4228 ((x > panel_col_min + wid / 2) && (dx < 0)))
4233 /* Do not move vertically if unnecessary */
4234 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4235 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4240 /* Apply the motion */
4241 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4242 (x >= panel_col_min + wid) || (x < panel_col_min))
4244 if (change_panel(dy, dx)) target_set_prepare(mode);
4247 /* Slide into legality */
4248 if (x >= cur_wid-1) x = cur_wid - 2;
4249 else if (x <= 0) x = 1;
4251 /* Slide into legality */
4252 if (y >= cur_hgt-1) y = cur_hgt- 2;
4253 else if (y <= 0) y = 1;
4261 /* Clear the top line */
4264 /* Recenter the map around the player */
4268 p_ptr->update |= (PU_MONSTERS);
4271 p_ptr->redraw |= (PR_MAP);
4274 p_ptr->window |= (PW_OVERHEAD);
4279 /* Failure to set target */
4280 if (!target_who) return (FALSE);
4288 * Get an "aiming direction" from the user.
4290 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4291 * "0" for "current target", and "-1" for "entry aborted".
4293 * Note that "Force Target", if set, will pre-empt user interaction,
4294 * if there is a usable target already set.
4296 * Note that confusion over-rides any (explicit?) user choice.
4298 bool get_aim_dir(int *dp)
4309 /* Global direction */
4312 /* Hack -- auto-target if requested */
4313 if (use_old_target && target_okay()) dir = 5;
4315 #ifdef ALLOW_REPEAT /* TNB */
4317 if (repeat_pull(dp))
4322 if (!(*dp == 5 && !target_okay()))
4324 /* return (TRUE); */
4329 #endif /* ALLOW_REPEAT -- TNB */
4331 /* Ask until satisfied */
4334 /* Choose a prompt */
4338 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4340 p = "Direction ('*' to choose a target, Escape to cancel)? ";
4347 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4349 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4354 /* Get a command (or Cancel) */
4355 if (!get_com(p, &command, TRUE)) break;
4359 if (command == '\r') command = 't';
4362 /* Convert various keys to "standard" keys */
4365 /* Use current target */
4376 /* Set new target */
4381 if (target_set(TARGET_KILL)) dir = 5;
4387 /* Extract the action (if any) */
4388 dir = get_keymap_dir(command);
4394 /* Verify requested targets */
4395 if ((dir == 5) && !target_okay()) dir = 0;
4404 project_length = 0; /* reset to default */
4408 /* Save the direction */
4411 /* Check for confusion */
4412 if (p_ptr->confused)
4415 /* Random direction */
4416 dir = ddd[randint0(8)];
4419 /* Notice confusion */
4420 if (command_dir != dir)
4424 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4426 msg_print("You are confused.");
4431 /* Save direction */
4434 #ifdef ALLOW_REPEAT /* TNB */
4436 /* repeat_push(dir); */
4437 repeat_push(command_dir);
4439 #endif /* ALLOW_REPEAT -- TNB */
4441 /* A "valid" direction was entered */
4448 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4449 * and place it into "command_dir", unless we already have one.
4451 * This function should be used for all "repeatable" commands, such as
4452 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4453 * as all commands which must reference a grid adjacent to the player,
4454 * and which may not reference the grid under the player. Note that,
4455 * for example, it is no longer possible to "disarm" or "open" chests
4456 * in the same grid as the player.
4458 * Direction "5" is illegal and will (cleanly) abort the command.
4460 * This function tracks and uses the "global direction", and uses
4461 * that as the "desired direction", to which "confusion" is applied.
4463 bool get_rep_dir(int *dp, bool under)
4470 /* Global direction */
4473 #ifdef ALLOW_REPEAT /* TNB */
4475 if (repeat_pull(dp))
4478 /* return (TRUE); */
4481 #endif /* ALLOW_REPEAT -- TNB */
4483 /* Get a direction */
4488 /* Get a command (or Cancel) */
4490 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4492 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4496 /* Look up the direction */
4497 dir = get_keymap_dir(ch);
4503 /* Prevent weirdness */
4504 if ((dir == 5) && (!under)) dir = 0;
4507 if (!dir) return (FALSE);
4509 /* Save desired direction */
4512 /* Apply "confusion" */
4513 if (p_ptr->confused)
4515 /* Standard confusion */
4516 if (randint0(100) < 75)
4518 /* Random direction */
4519 dir = ddd[randint0(8)];
4522 else if (p_ptr->riding)
4524 monster_type *m_ptr = &m_list[p_ptr->riding];
4525 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4527 if (MON_CONFUSED(m_ptr))
4529 /* Standard confusion */
4530 if (randint0(100) < 75)
4532 /* Random direction */
4533 dir = ddd[randint0(8)];
4536 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4538 /* Random direction */
4539 dir = ddd[randint0(8)];
4541 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4543 /* Random direction */
4544 dir = ddd[randint0(8)];
4548 /* Notice confusion */
4549 if (command_dir != dir)
4551 if (p_ptr->confused)
4555 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4557 msg_print("You are confused.");
4563 monster_type *m_ptr = &m_list[p_ptr->riding];
4565 monster_desc(m_name, m_ptr, 0);
4566 if (MON_CONFUSED(m_ptr))
4569 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4571 msg_format("%^s is confusing.", m_name);
4578 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4580 msg_format("You cannot control %s.", m_name);
4586 /* Save direction */
4589 #ifdef ALLOW_REPEAT /* TNB */
4591 /* repeat_push(dir); */
4592 repeat_push(command_dir);
4594 #endif /* ALLOW_REPEAT -- TNB */
4601 bool get_rep_dir2(int *dp)
4608 /* Global direction */
4611 #ifdef ALLOW_REPEAT /* TNB */
4613 if (repeat_pull(dp))
4616 /* return (TRUE); */
4619 #endif /* ALLOW_REPEAT -- TNB */
4621 /* Get a direction */
4626 /* Get a command (or Cancel) */
4628 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4630 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4634 /* Look up the direction */
4635 dir = get_keymap_dir(ch);
4641 /* Prevent weirdness */
4642 if (dir == 5) dir = 0;
4645 if (!dir) return (FALSE);
4647 /* Save desired direction */
4650 /* Apply "confusion" */
4651 if (p_ptr->confused)
4653 /* Standard confusion */
4654 if (randint0(100) < 75)
4656 /* Random direction */
4657 dir = ddd[randint0(8)];
4661 /* Notice confusion */
4662 if (command_dir != dir)
4666 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4668 msg_print("You are confused.");
4673 /* Save direction */
4676 #ifdef ALLOW_REPEAT /* TNB */
4678 /* repeat_push(dir); */
4679 repeat_push(command_dir);
4681 #endif /* ALLOW_REPEAT -- TNB */
4688 void gain_level_reward(int chosen_reward)
4692 char wrath_reason[32] = "";
4693 int nasty_chance = 6;
4694 int dummy = 0, dummy2 = 0;
4697 char o_name[MAX_NLEN];
4703 if (multi_rew) return;
4704 else multi_rew = TRUE;
4708 if (p_ptr->lev == 13) nasty_chance = 2;
4709 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4710 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4712 if (one_in_(nasty_chance))
4713 type = randint1(20); /* Allow the 'nasty' effects */
4715 type = randint1(15) + 5; /* Or disallow them */
4717 if (type < 1) type = 1;
4718 if (type > 20) type = 20;
4723 sprintf(wrath_reason, "%s¤ÎÅܤê",
4724 chaos_patrons[p_ptr->chaos_patron]);
4726 sprintf(wrath_reason, "the Wrath of %s",
4727 chaos_patrons[p_ptr->chaos_patron]);
4731 effect = chaos_rewards[p_ptr->chaos_patron][type];
4733 if (one_in_(6) && !chosen_reward)
4736 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4737 chaos_patrons[p_ptr->chaos_patron]);
4739 msg_format("%^s rewards you with a mutation!",
4740 chaos_patrons[p_ptr->chaos_patron]);
4743 (void)gain_random_mutation(0);
4745 reward = "ÊÑ°Û¤·¤¿¡£";
4747 reward = "mutation";
4752 switch (chosen_reward ? chosen_reward : effect)
4756 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4757 chaos_patrons[p_ptr->chaos_patron]);
4759 msg_format("The voice of %s booms out:",
4760 chaos_patrons[p_ptr->chaos_patron]);
4764 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4766 msg_print("'Thou needst a new form, mortal!'");
4771 reward = "ÊÑ°Û¤·¤¿¡£";
4773 reward = "polymorphing";
4778 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4779 chaos_patrons[p_ptr->chaos_patron]);
4781 msg_format("The voice of %s booms out:",
4782 chaos_patrons[p_ptr->chaos_patron]);
4786 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4788 msg_print("'Well done, mortal! Lead on!'");
4791 if (p_ptr->prace == RACE_ANDROID)
4794 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4796 msg_print("But, nothing happen.");
4799 else if (p_ptr->exp < PY_MAX_EXP)
4801 s32b ee = (p_ptr->exp / 2) + 10;
4802 if (ee > 100000L) ee = 100000L;
4804 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4806 msg_print("You feel more experienced.");
4811 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4813 reward = "experience";
4819 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4820 chaos_patrons[p_ptr->chaos_patron]);
4822 msg_format("The voice of %s booms out:",
4823 chaos_patrons[p_ptr->chaos_patron]);
4827 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4829 msg_print("'Thou didst not deserve that, slave.'");
4832 if (p_ptr->prace == RACE_ANDROID)
4835 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4837 msg_print("But, nothing happen.");
4842 lose_exp(p_ptr->exp / 6);
4844 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4846 reward = "losing experience";
4852 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4853 chaos_patrons[p_ptr->chaos_patron]);
4855 msg_format("The voice of %s whispers:",
4856 chaos_patrons[p_ptr->chaos_patron]);
4860 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4862 msg_print("'Use my gift wisely.'");
4865 acquirement(py, px, 1, FALSE, FALSE);
4867 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4869 reward = "a good item";
4874 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4875 chaos_patrons[p_ptr->chaos_patron]);
4877 msg_format("The voice of %s booms out:",
4878 chaos_patrons[p_ptr->chaos_patron]);
4882 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4884 msg_print("'Use my gift wisely.'");
4887 acquirement(py, px, 1, TRUE, FALSE);
4889 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4891 reward = "an excellent item";
4896 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4897 chaos_patrons[p_ptr->chaos_patron]);
4899 msg_format("The voice of %s booms out:",
4900 chaos_patrons[p_ptr->chaos_patron]);
4904 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤·õ¤ËÃͤ»¤ê¡£¡×");
4906 msg_print("'Thy deed hath earned thee a worthy blade.'");
4909 /* Get local object */
4912 switch (randint1(p_ptr->lev))
4918 dummy2 = SV_MAIN_GAUCHE;
4927 dummy2 = SV_SMALL_SWORD;
4930 dummy2 = SV_BASILLARD;
4932 case 11: case 12: case 13:
4933 dummy2 = SV_SHORT_SWORD;
4939 dummy2 = SV_CUTLASS;
4942 dummy2 = SV_WAKIZASHI;
4945 dummy2 = SV_KHOPESH;
4951 dummy2 = SV_BROAD_SWORD;
4954 dummy2 = SV_LONG_SWORD;
4957 dummy2 = SV_SCIMITAR;
4960 dummy2 = SV_NINJATO;
4966 dummy2 = SV_BASTARD_SWORD;
4969 dummy2 = SV_GREAT_SCIMITAR;
4972 dummy2 = SV_CLAYMORE;
4975 dummy2 = SV_ESPADON;
4978 dummy2 = SV_TWO_HANDED_SWORD;
4981 dummy2 = SV_FLAMBERGE;
4984 dummy2 = SV_NO_DACHI;
4987 dummy2 = SV_EXECUTIONERS_SWORD;
4990 dummy2 = SV_ZWEIHANDER;
4993 dummy2 = SV_HAYABUSA;
4996 dummy2 = SV_BLADE_OF_CHAOS;
4999 object_prep(q_ptr, lookup_kind(dummy, dummy2));
5000 q_ptr->to_h = 3 + randint1(dun_level) % 10;
5001 q_ptr->to_d = 3 + randint1(dun_level) % 10;
5002 one_resistance(q_ptr);
5003 q_ptr->name2 = EGO_CHAOTIC;
5005 /* Drop it in the dungeon */
5006 (void)drop_near(q_ptr, -1, py, px);
5008 reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5010 reward = "chaos weapon";
5015 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5016 chaos_patrons[p_ptr->chaos_patron]);
5018 msg_format("The voice of %s booms out:",
5019 chaos_patrons[p_ptr->chaos_patron]);
5023 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤Ê󤤤ËÃͤ»¤ê¡£¡×");
5025 msg_print("'Thy deed hath earned thee a worthy reward.'");
5028 acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
5030 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5032 reward = "good items";
5037 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5038 chaos_patrons[p_ptr->chaos_patron]);
5040 msg_format("The voice of %s booms out:",
5041 chaos_patrons[p_ptr->chaos_patron]);
5045 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
5047 msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
5050 acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
5052 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5054 reward = "excellent items";
5059 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5060 chaos_patrons[p_ptr->chaos_patron]);
5062 msg_format("The voice of %s thunders:",
5063 chaos_patrons[p_ptr->chaos_patron]);
5067 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
5069 msg_print("'Thou art growing arrogant, mortal.'");
5072 (void)activate_ty_curse(FALSE, &count);
5074 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5081 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5082 chaos_patrons[p_ptr->chaos_patron]);
5084 msg_format("The voice of %s booms out:",
5085 chaos_patrons[p_ptr->chaos_patron]);
5089 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
5091 msg_print("'My pets, destroy the arrogant mortal!'");
5094 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
5096 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
5099 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5101 reward = "summoning hostile monsters";
5106 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5107 chaos_patrons[p_ptr->chaos_patron]);
5109 msg_format("The voice of %s booms out:",
5110 chaos_patrons[p_ptr->chaos_patron]);
5114 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤Å¨¤òɬÍפȤ»¤ê¡ª¡×");
5116 msg_print("'Thou needst worthier opponents!'");
5119 activate_hi_summon(py, px, FALSE);
5121 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5123 reward = "summoning many hostile monsters";
5128 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5129 chaos_patrons[p_ptr->chaos_patron]);
5131 msg_format("The voice of %s booms out:",
5132 chaos_patrons[p_ptr->chaos_patron]);
5136 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5138 msg_print("'Death and destruction! This pleaseth me!'");
5143 reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5145 reward = "calling chaos";
5150 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5151 chaos_patrons[p_ptr->chaos_patron]);
5153 msg_format("The voice of %s rings out:",
5154 chaos_patrons[p_ptr->chaos_patron]);
5158 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5160 msg_print("'Stay, mortal, and let me mold thee.'");
5163 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5164 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5166 do_inc_stat(randint0(6));
5168 reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5170 reward = "increasing a stat";
5175 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5176 chaos_patrons[p_ptr->chaos_patron]);
5178 msg_format("The voice of %s booms out:",
5179 chaos_patrons[p_ptr->chaos_patron]);
5183 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5185 msg_print("'I grow tired of thee, mortal.'");
5188 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5189 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5191 (void)do_dec_stat(randint0(6));
5193 reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5195 reward = "decreasing a stat";
5200 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5201 chaos_patrons[p_ptr->chaos_patron]);
5203 msg_format("The voice of %s thunders:",
5204 chaos_patrons[p_ptr->chaos_patron]);
5208 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5209 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5211 msg_print("'Thou needst a lesson in humility, mortal!'");
5212 msg_print("You feel less powerful!");
5215 for (dummy = 0; dummy < 6; dummy++)
5217 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5220 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5222 reward = "decreasing all stats";
5227 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5229 msg_format("You feel the power of %s touch you.",
5232 chaos_patrons[p_ptr->chaos_patron]);
5235 reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5237 reward = "polymorphing wounds";
5242 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5243 chaos_patrons[p_ptr->chaos_patron]);
5245 msg_format("The voice of %s booms out:",
5246 chaos_patrons[p_ptr->chaos_patron]);
5250 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5252 msg_print("'Receive this modest gift from me!'");
5255 for (dummy = 0; dummy < 6; dummy++)
5257 (void)do_inc_stat(dummy);
5260 reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5262 reward = "increasing all stats";
5267 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5268 chaos_patrons[p_ptr->chaos_patron]);
5270 msg_format("The voice of %s booms out:",
5271 chaos_patrons[p_ptr->chaos_patron]);
5275 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5277 msg_print("'Suffer, pathetic fool!'");
5280 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5281 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5283 reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5285 reward = "generating disintegration ball";
5290 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5291 chaos_patrons[p_ptr->chaos_patron]);
5293 msg_format("The voice of %s booms out:",
5294 chaos_patrons[p_ptr->chaos_patron]);
5298 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5300 msg_print("'Rise, my servant!'");
5304 (void)set_poisoned(0);
5306 (void)set_confused(0);
5311 for (dummy = 0; dummy < 6; dummy++)
5313 (void)do_res_stat(dummy);
5316 reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5322 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5324 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5325 chaos_patrons[p_ptr->chaos_patron]);
5327 msg_format("The voice of %s booms out:",
5328 chaos_patrons[p_ptr->chaos_patron]);
5332 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5334 msg_print("'Thou reliest too much on thy weapon.'");
5338 if (buki_motteruka(INVEN_LARM))
5341 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5343 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5344 (void)curse_weapon(FALSE, dummy);
5346 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5348 reward = format("destroying %s", o_name);
5352 if (!inventory[INVEN_BODY].k_idx) break;
5354 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5355 chaos_patrons[p_ptr->chaos_patron]);
5357 msg_format("The voice of %s booms out:",
5358 chaos_patrons[p_ptr->chaos_patron]);
5362 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5364 msg_print("'Thou reliest too much on thine equipment.'");
5367 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5368 (void)curse_armor();
5370 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5372 reward = format("destroying %s", o_name);
5377 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5378 chaos_patrons[p_ptr->chaos_patron]);
5380 msg_format("The voice of %s whispers:",
5381 chaos_patrons[p_ptr->chaos_patron]);
5385 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5387 msg_print("'Now thou shalt pay for annoying me.'");
5390 switch (randint1(4))
5393 (void)activate_ty_curse(FALSE, &count);
5395 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5401 activate_hi_summon(py, px, FALSE);
5403 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5405 reward = "summoning hostile monsters";
5411 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5413 if (buki_motteruka(INVEN_LARM))
5416 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5418 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5419 (void)curse_weapon(FALSE, dummy);
5421 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5423 reward = format("destroying %s", o_name);
5428 if (!inventory[INVEN_BODY].k_idx) break;
5429 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5430 (void)curse_armor();
5432 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5434 reward = format("destroying %s", o_name);
5439 for (dummy = 0; dummy < 6; dummy++)
5441 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5444 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5446 reward = "decreasing all stats";
5453 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5455 msg_format("The voice of %s thunders:",
5458 chaos_patrons[p_ptr->chaos_patron]);
5460 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5462 msg_print("'Die, mortal!'");
5465 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5466 for (dummy = 0; dummy < 6; dummy++)
5468 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5470 activate_hi_summon(py, px, FALSE);
5471 (void)activate_ty_curse(FALSE, &count);
5476 if (buki_motteruka(INVEN_RARM))
5479 if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
5481 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
5483 if (dummy) (void)curse_weapon(FALSE, dummy);
5485 if (one_in_(2)) (void)curse_armor();
5489 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5490 chaos_patrons[p_ptr->chaos_patron]);
5492 msg_format("The voice of %s booms out:",
5493 chaos_patrons[p_ptr->chaos_patron]);
5497 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5499 msg_print("'Death and destruction! This pleaseth me!'");
5502 (void)destroy_area(py, px, 25, FALSE);
5504 reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5506 reward = "*destruct*ing dungeon";
5511 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5512 chaos_patrons[p_ptr->chaos_patron]);
5514 msg_format("The voice of %s booms out:",
5515 chaos_patrons[p_ptr->chaos_patron]);
5519 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5521 msg_print("'Let me relieve thee of thine oppressors!'");
5524 (void)symbol_genocide(0, FALSE);
5526 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5528 reward = "genociding monsters";
5533 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5534 chaos_patrons[p_ptr->chaos_patron]);
5536 msg_format("The voice of %s booms out:",
5537 chaos_patrons[p_ptr->chaos_patron]);
5541 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5543 msg_print("'Let me relieve thee of thine oppressors!'");
5546 (void)mass_genocide(0, FALSE);
5548 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5550 reward = "genociding nearby monsters";
5555 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5556 chaos_patrons[p_ptr->chaos_patron]);
5558 msg_format("You can feel the power of %s assault your enemies!",
5559 chaos_patrons[p_ptr->chaos_patron]);
5562 (void)dispel_monsters(p_ptr->lev * 4);
5566 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5567 chaos_patrons[p_ptr->chaos_patron]);
5569 msg_format("%s ignores you.",
5570 chaos_patrons[p_ptr->chaos_patron]);
5576 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5578 msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5581 if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5583 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5585 msg_print("Nobody ever turns up...");
5589 reward = "°Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5591 reward = "a demonic servant";
5597 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5599 msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5602 if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5604 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5606 msg_print("Nobody ever turns up...");
5610 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5612 reward = "a servant";
5618 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5620 msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5623 if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5625 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5627 msg_print("Nobody ever turns up...");
5631 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5633 reward = "an undead servant";
5639 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5641 msg_format("The voice of %s stammers:",
5644 chaos_patrons[p_ptr->chaos_patron]);
5646 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5648 msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5656 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5658 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5665 * XAngband: determine if a given location is "interesting"
5666 * based on target_set_accept function.
5668 static bool tgt_pt_accept(int y, int x)
5673 if (!(in_bounds(y, x))) return (FALSE);
5675 /* Player grid is always interesting */
5676 if ((y == py) && (x == px)) return (TRUE);
5678 /* Handle hallucination */
5679 if (p_ptr->image) return (FALSE);
5681 /* Examine the grid */
5682 c_ptr = &cave[y][x];
5684 /* Interesting memorized features */
5685 if (c_ptr->info & (CAVE_MARK))
5688 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5689 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5691 /* Notice quest features */
5692 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5693 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5702 * XAngband: Prepare the "temp" array for "tget_pt"
5703 * based on target_set_prepare funciton.
5705 static void tgt_pt_prepare(void)
5709 /* Reset "temp" array */
5712 if (!expand_list) return;
5714 /* Scan the current panel */
5715 for (y = 1; y < cur_hgt; y++)
5717 for (x = 1; x < cur_wid; x++)
5719 /* Require "interesting" contents */
5720 if (!tgt_pt_accept(y, x)) continue;
5722 /* Save the location */
5729 /* Target the nearest monster for shooting */
5730 ang_sort_comp = ang_sort_comp_distance;
5731 ang_sort_swap = ang_sort_swap_distance;
5733 /* Sort the positions */
5734 ang_sort(temp_x, temp_y, temp_n);
5738 * old -- from PsiAngband.
5740 bool tgt_pt(int *x_ptr, int *y_ptr)
5744 bool success = FALSE;
5749 get_screen_size(&wid, &hgt);
5761 msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5763 msg_print("Select a point and press space.");
5765 msg_flag = FALSE; /* prevents "-more-" message. */
5767 while ((ch != ESCAPE) && !success)
5769 bool move_fast = FALSE;
5771 move_cursor_relative(y, x);
5783 if (player_bold(y, x)) ch = 0;
5786 else success = TRUE;
5790 /* XAngband: Move cursor to stairs */
5793 if (expand_list && temp_n)
5796 int cx = (panel_col_min + panel_col_max) / 2;
5797 int cy = (panel_row_min + panel_row_max) / 2;
5801 while(n < temp_n) /* Skip stairs which have defferent distance */
5803 cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5807 if (cave_have_flag_grid(c_ptr, FF_LESS) ||
5808 cave_have_flag_grid(c_ptr, FF_QUEST_ENTER))
5813 else /* if (ch == '<') */
5815 if (cave_have_flag_grid(c_ptr, FF_MORE) ||
5816 cave_have_flag_grid(c_ptr, FF_QUEST_EXIT))
5823 if (n == temp_n) /* Loop out taget list */
5828 verify_panel(); /* Move cursor to player */
5831 p_ptr->update |= (PU_MONSTERS);
5834 p_ptr->redraw |= (PR_MAP);
5837 p_ptr->window |= (PW_OVERHEAD);
5842 else /* move cursor to next stair and change panel */
5847 dy = 2 * (y - cy) / hgt;
5848 dx = 2 * (x - cx) / wid;
5849 if (dy || dx) change_panel(dy, dx);
5855 /* Look up the direction */
5856 d = get_keymap_dir(ch);
5858 /* XTRA HACK MOVEFAST */
5859 if (isupper(ch)) move_fast = TRUE;
5861 /* Handle "direction" */
5867 /* XTRA HACK MOVEFAST */
5870 int mag = MIN(wid / 2, hgt / 2);
5880 /* Do not move horizontally if unnecessary */
5881 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5882 ((x > panel_col_min + wid / 2) && (dx < 0)))
5887 /* Do not move vertically if unnecessary */
5888 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5889 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5894 /* Apply the motion */
5895 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5896 (x >= panel_col_min + wid) || (x < panel_col_min))
5898 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5899 change_panel(dy, dx);
5902 /* Slide into legality */
5903 if (x >= cur_wid-1) x = cur_wid - 2;
5904 else if (x <= 0) x = 1;
5906 /* Slide into legality */
5907 if (y >= cur_hgt-1) y = cur_hgt- 2;
5908 else if (y <= 0) y = 1;
5915 /* Clear the top line */
5918 /* Recenter the map around the player */
5922 p_ptr->update |= (PU_MONSTERS);
5925 p_ptr->redraw |= (PR_MAP);
5928 p_ptr->window |= (PW_OVERHEAD);
5939 bool get_hack_dir(int *dp)
5949 /* Global direction */
5952 /* (No auto-targeting) */
5954 /* Ask until satisfied */
5957 /* Choose a prompt */
5961 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
5963 p = "Direction ('*' to choose a target, Escape to cancel)? ";
5970 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
5972 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
5977 /* Get a command (or Cancel) */
5978 if (!get_com(p, &command, TRUE)) break;
5982 if (command == '\r') command = 't';
5985 /* Convert various keys to "standard" keys */
5988 /* Use current target */
5999 /* Set new target */
6004 if (target_set(TARGET_KILL)) dir = 5;
6010 /* Look up the direction */
6011 dir = get_keymap_dir(command);
6017 /* Verify requested targets */
6018 if ((dir == 5) && !target_okay()) dir = 0;
6025 if (!dir) return (FALSE);
6027 /* Save the direction */
6030 /* Check for confusion */
6031 if (p_ptr->confused)
6034 /* Random direction */
6035 dir = ddd[randint0(8)];
6038 /* Notice confusion */
6039 if (command_dir != dir)
6043 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
6045 msg_print("You are confused.");
6050 /* Save direction */
6053 /* A "valid" direction was entered */
6059 * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
6062 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
6064 s16b gain_energy(void)
6067 s32b energy_result = 10;
6070 tmp = randint0(Go_no_JuuJou);
6072 for (i = 0; i < 9; i ++){
6073 energy_result += tmp % 5;
6077 return (s16b)(energy_result + tmp);
6084 s16b bow_energy(int sval)
6088 /* Analyze the launcher */
6091 /* Sling and ammo */
6098 /* Short Bow and Arrow */
6105 /* Long Bow and Arrow */
6112 /* Bow of irresponsiblity and Arrow */
6119 /* Light Crossbow and Bolt */
6126 /* Heavy Crossbow and Bolt */
6141 int bow_tmul(int sval)
6145 /* Analyze the launcher */
6148 /* Sling and ammo */
6155 /* Short Bow and Arrow */
6162 /* Long Bow and Arrow */
6169 /* Bow of irresponsiblity and Arrow */
6176 /* Light Crossbow and Bolt */
6183 /* Heavy Crossbow and Bolt */
6195 * Return alignment title
6197 cptr your_alignment(void)
6200 if (p_ptr->align > 150) return "ÂçÁ±";
6201 else if (p_ptr->align > 50) return "ÃæÁ±";
6202 else if (p_ptr->align > 10) return "¾®Á±";
6203 else if (p_ptr->align > -11) return "ÃæΩ";
6204 else if (p_ptr->align > -51) return "¾®°";
6205 else if (p_ptr->align > -151) return "Ãæ°";
6208 if (p_ptr->align > 150) return "Lawful";
6209 else if (p_ptr->align > 50) return "Good";
6210 else if (p_ptr->align > 10) return "Neutral Good";
6211 else if (p_ptr->align > -11) return "Neutral";
6212 else if (p_ptr->align > -51) return "Neutral Evil";
6213 else if (p_ptr->align > -151) return "Evil";
6214 else return "Chaotic";
6220 * Return proficiency level of weapons and misc. skills (except riding)
6222 int weapon_exp_level(int weapon_exp)
6224 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6225 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6226 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6227 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
6228 else return EXP_LEVEL_MASTER;
6233 * Return proficiency level of riding
6235 int riding_exp_level(int riding_exp)
6237 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6238 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6239 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6240 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
6241 else return EXP_LEVEL_MASTER;
6246 * Return proficiency level of spells
6248 int spell_exp_level(int spell_exp)
6250 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6251 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6252 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6253 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
6254 else return EXP_LEVEL_MASTER;