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 */
380 void complete_quest(int quest_num)
382 quest_type* const q_ptr = &quest[quest_num];
386 case QUEST_TYPE_RANDOM:
387 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
390 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
394 q_ptr->status = QUEST_STATUS_COMPLETED;
395 q_ptr->complev = (byte)p_ptr->lev;
397 q_ptr->comptime = playtime;
399 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
401 msg_print(_("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª", "You just completed your quest!"));
406 static int count_all_hostile_monsters(void)
411 for (x = 0; x < cur_wid; ++ x)
413 for (y = 0; y < cur_hgt; ++ y)
415 int m_idx = cave[y][x].m_idx;
417 if (m_idx > 0 && is_hostile(&m_list[m_idx]))
428 * Check for "Quest" completion when a quest monster is killed or charmed.
430 void check_quest_completion(monster_type *m_ptr)
436 bool create_stairs = FALSE;
442 /* Get the location */
447 quest_num = p_ptr->inside_quest;
449 /* Search for an active quest on this dungeon level */
454 for (i = max_quests - 1; i > 0; i--)
456 quest_type* const q_ptr = &quest[i];
458 /* Quest is not active */
459 if (q_ptr->status != QUEST_STATUS_TAKEN)
462 /* Quest is not a dungeon quest */
463 if (q_ptr->flags & QUEST_FLAG_PRESET)
466 /* Quest is not on this level */
467 if ((q_ptr->level != dun_level) &&
468 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
471 /* Not a "kill monster" quest */
472 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
473 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
476 /* Interesting quest */
477 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
478 (q_ptr->type == QUEST_TYPE_TOWER) ||
479 (q_ptr->type == QUEST_TYPE_KILL_ALL))
482 /* Interesting quest */
483 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
484 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
485 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
486 (q_ptr->r_idx == m_ptr->r_idx))
493 /* Handle the current quest */
494 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
497 quest_type* const q_ptr = &quest[quest_num];
501 case QUEST_TYPE_KILL_NUMBER:
505 if (q_ptr->cur_num >= q_ptr->num_mon)
507 complete_quest(quest_num);
513 case QUEST_TYPE_KILL_ALL:
515 if (!is_hostile(m_ptr)) break;
517 if (count_all_hostile_monsters() == 1)
519 if (q_ptr->flags & QUEST_FLAG_SILENT)
521 q_ptr->status = QUEST_STATUS_FINISHED;
525 complete_quest(quest_num);
530 case QUEST_TYPE_KILL_LEVEL:
531 case QUEST_TYPE_RANDOM:
533 /* Only count valid monsters */
534 if (q_ptr->r_idx != m_ptr->r_idx)
539 if (q_ptr->cur_num >= q_ptr->max_num)
541 complete_quest(quest_num);
543 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
545 create_stairs = TRUE;
546 p_ptr->inside_quest = 0;
549 /* Finish the two main quests without rewarding */
550 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
552 q_ptr->status = QUEST_STATUS_FINISHED;
555 if (q_ptr->type == QUEST_TYPE_RANDOM)
558 q_ptr->status = QUEST_STATUS_FINISHED;
563 case QUEST_TYPE_KILL_ANY_LEVEL:
566 if (q_ptr->cur_num >= q_ptr->max_num)
568 complete_quest(quest_num);
573 case QUEST_TYPE_TOWER:
575 if (!is_hostile(m_ptr)) break;
577 if (count_all_hostile_monsters() == 1)
579 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
581 if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
582 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
583 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
586 complete_quest(QUEST_TOWER1);
594 /* Create a magical staircase */
600 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
602 /* Pick a location */
603 scatter(&ny, &nx, y, x, 1, 0);
609 /* Explain the staircase */
611 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
613 msg_print("A magical staircase appears...");
617 /* Create stairs down */
618 cave_set_feat(y, x, feat_down_stair);
620 /* Remember to update everything */
621 p_ptr->update |= (PU_FLOW);
631 for (i = 0; i < (dun_level / 15)+1; i++)
633 /* Get local object */
636 /* Wipe the object */
639 /* Make a great object */
640 make_object(q_ptr, AM_GOOD | AM_GREAT);
642 /* Drop it in the dungeon */
643 (void)drop_near(q_ptr, -1, y, x);
649 void check_find_art_quest_completion(object_type *o_ptr)
652 /* Check if completed a quest */
653 for (i = 0; i < max_quests; i++)
655 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
656 (quest[i].status == QUEST_STATUS_TAKEN) &&
657 (quest[i].k_idx == o_ptr->name1))
665 * Return monster death string
667 cptr extract_note_dies(monster_race *r_ptr)
669 /* Some monsters get "destroyed" */
670 if (!monster_living(r_ptr))
674 for (i = 0; i < 4; i++)
676 if (r_ptr->blow[i].method == RBM_EXPLODE)
679 return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
681 return " explodes into tiny shreds.";
689 return " is destroyed.";
693 /* Assume a default death */
703 * Handle the "death" of a monster.
705 * Disperse treasures centered at the monster location based on the
706 * various flags contained in the monster flags fields.
708 * Check for "Quest" completion when a quest monster is killed.
710 * Note that only the player can induce "monster_death()" on Uniques.
711 * Thus (for now) all Quest monsters should be Uniques.
713 * Note that monsters can now carry objects, and when a monster dies,
714 * it drops all of its objects, which may disappear in crowded rooms.
716 void monster_death(int m_idx, bool drop_item)
725 monster_type *m_ptr = &m_list[m_idx];
727 monster_race *r_ptr = &r_info[m_ptr->r_idx];
729 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
733 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
734 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
735 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
736 int force_coin = get_coin_type(m_ptr->r_idx);
741 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
742 && !p_ptr->inside_battle && !is_pet(m_ptr);
744 /* The caster is dead? */
745 if (world_monster && world_monster == m_idx) world_monster = 0;
747 /* Notice changes in view */
748 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
750 /* Update some things */
751 p_ptr->update |= (PU_MON_LITE);
754 /* Get the location */
758 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
762 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
763 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
766 /* Let monsters explode! */
767 for (i = 0; i < 4; i++)
769 if (r_ptr->blow[i].method == RBM_EXPLODE)
771 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
772 int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
773 int d_dice = r_ptr->blow[i].d_dice;
774 int d_side = r_ptr->blow[i].d_side;
775 int damage = damroll(d_dice, d_side);
777 project(m_idx, 3, y, x, damage, typ, flg, -1);
782 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
784 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
785 r_ptr = &r_info[m_ptr->r_idx];
788 /* Check for quest completion */
789 check_quest_completion(m_ptr);
791 /* Handle the possibility of player vanquishing arena combatant -KMW- */
792 if (p_ptr->inside_arena && !is_pet(m_ptr))
794 p_ptr->exit_bldg = TRUE;
796 if (p_ptr->arena_number > MAX_ARENA_MONS)
799 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
801 msg_print("You are a Genuine Champion!");
807 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
809 msg_print("Victorious! You're on your way to becoming Champion.");
813 if (arena_info[p_ptr->arena_number].tval)
815 /* Get local object */
818 /* Prepare to make a prize */
819 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
821 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
823 /* Drop it in the dungeon */
824 (void)drop_near(q_ptr, -1, y, x);
827 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
828 p_ptr->arena_number++;
833 /* Extract monster name */
834 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
836 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
840 if (m_idx == p_ptr->riding)
842 if (rakuba(-1, FALSE))
845 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
847 msg_print("You have fallen from your riding pet.");
852 /* Drop a dead corpse? */
853 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
854 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
855 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
857 /* Assume skeleton */
861 * We cannot drop a skeleton? Note, if we are in this check,
862 * we *know* we can drop at least a corpse or a skeleton
864 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
866 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
869 /* Else, a corpse is more likely unless we did a "lot" of damage */
870 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
872 /* Lots of damage in one blow */
873 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
875 if (one_in_(5)) corpse = TRUE;
879 if (!one_in_(5)) corpse = TRUE;
883 /* Get local object */
886 /* Prepare to make an object */
887 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
889 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
891 q_ptr->pval = m_ptr->r_idx;
893 /* Drop it in the dungeon */
894 (void)drop_near(q_ptr, -1, y, x);
897 /* Drop objects being carried */
898 monster_drop_carried_objects(m_ptr);
900 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
901 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
903 switch (m_ptr->r_idx)
905 case MON_PINK_HORROR:
906 /* Pink horrors are replaced with 2 Blue horrors */
907 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
911 for (i = 0; i < 2; i++)
914 bool pet = is_pet(m_ptr);
917 if (pet) mode |= PM_FORCE_PET;
919 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
921 if (player_can_see_bold(wy, wx))
928 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
930 msg_print("The Pink horror divides!");
935 case MON_BLOODLETTER:
936 /* Bloodletters of Khorne may drop a blade of chaos */
937 if (drop_chosen_item && (randint1(100) < 15))
939 /* Get local object */
942 /* Prepare to make a Blade of Chaos */
943 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
945 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
947 /* Drop it in the dungeon */
948 (void)drop_near(q_ptr, -1, y, x);
953 if (drop_chosen_item && (dun_level > 9))
955 /* Get local object */
958 /* Wipe the object */
961 /* Activate restriction */
962 if ((dun_level > 49) && one_in_(5))
963 get_obj_num_hook = kind_is_good_book;
965 get_obj_num_hook = kind_is_book;
968 make_object(q_ptr, mo_mode);
970 /* Drop it in the dungeon */
971 (void)drop_near(q_ptr, -1, y, x);
977 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
978 * spawn another in the fallen one's place!
980 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
986 bool pet = is_pet(m_ptr);
990 scatter(&wy, &wx, y, x, 20, 0);
992 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
997 if (pet) mode |= PM_FORCE_PET;
999 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
1001 if (player_can_see_bold(wy, wx))
1003 msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
1005 msg_print("A new warrior steps forth!");
1015 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1017 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1018 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1022 case MON_UNICORN_ORD:
1025 /* Reward for "lazy" player */
1026 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1029 artifact_type *a_ptr = NULL;
1031 if (!drop_chosen_item) break;
1035 switch (randint0(3))
1038 a_idx = ART_NAMAKE_HAMMER;
1041 a_idx = ART_NAMAKE_BOW;
1044 a_idx = ART_NAMAKE_ARMOR;
1048 a_ptr = &a_info[a_idx];
1050 while (a_ptr->cur_num);
1052 /* Create the artifact */
1053 if (create_named_art(a_idx, y, x))
1057 /* Hack -- Memorize location of artifact in saved floors */
1058 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1060 else if (!preserve_mode) a_ptr->cur_num = 1;
1065 if (!drop_chosen_item) break;
1067 /* Get local object */
1070 /* Mega-Hack -- Prepare to make "Grond" */
1071 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1073 /* Mega-Hack -- Mark this item as "Grond" */
1074 q_ptr->name1 = ART_GROND;
1076 /* Mega-Hack -- Actually create "Grond" */
1077 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1079 /* Drop it in the dungeon */
1080 (void)drop_near(q_ptr, -1, y, x);
1082 /* Get local object */
1085 /* Mega-Hack -- Prepare to make "Chaos" */
1086 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1088 /* Mega-Hack -- Mark this item as "Chaos" */
1089 q_ptr->name1 = ART_CHAOS;
1091 /* Mega-Hack -- Actually create "Chaos" */
1092 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1094 /* Drop it in the dungeon */
1095 (void)drop_near(q_ptr, -1, y, x);
1098 case MON_B_DEATH_SWORD:
1099 if (drop_chosen_item)
1101 /* Get local object */
1104 /* Prepare to make a broken sword */
1105 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1107 /* Drop it in the dungeon */
1108 (void)drop_near(q_ptr, -1, y, x);
1114 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1115 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1117 /* Get local object */
1120 /* Prepare to make a Can of Toys */
1121 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1123 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1125 /* Drop it in the dungeon */
1126 (void)drop_near(q_ptr, -1, y, x);
1132 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1133 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1138 if (!drop_chosen_item) break;
1140 switch (r_ptr->d_char)
1145 /* Get local object */
1148 /* Wipe the object */
1151 /* Activate restriction */
1152 get_obj_num_hook = kind_is_cloak;
1155 make_object(q_ptr, mo_mode);
1157 /* Drop it in the dungeon */
1158 (void)drop_near(q_ptr, -1, y, x);
1165 /* Get local object */
1168 /* Wipe the object */
1171 /* Activate restriction */
1172 get_obj_num_hook = kind_is_polearm;
1174 /* Make a poleweapon */
1175 make_object(q_ptr, mo_mode);
1177 /* Drop it in the dungeon */
1178 (void)drop_near(q_ptr, -1, y, x);
1185 /* Get local object */
1188 /* Wipe the object */
1191 /* Activate restriction */
1192 get_obj_num_hook = kind_is_armor;
1194 /* Make a hard armor */
1195 make_object(q_ptr, mo_mode);
1197 /* Drop it in the dungeon */
1198 (void)drop_near(q_ptr, -1, y, x);
1205 /* Get local object */
1208 /* Wipe the object */
1211 /* Activate restriction */
1212 get_obj_num_hook = kind_is_hafted;
1214 /* Make a hafted weapon */
1215 make_object(q_ptr, mo_mode);
1217 /* Drop it in the dungeon */
1218 (void)drop_near(q_ptr, -1, y, x);
1223 if (m_ptr->r_idx != MON_STORMBRINGER)
1225 /* Get local object */
1228 /* Wipe the object */
1231 /* Activate restriction */
1232 get_obj_num_hook = kind_is_sword;
1235 make_object(q_ptr, mo_mode);
1237 /* Drop it in the dungeon */
1238 (void)drop_near(q_ptr, -1, y, x);
1245 /* Mega-Hack -- drop fixed items */
1246 if (drop_chosen_item)
1251 switch (m_ptr->r_idx)
1271 case MON_STORMBRINGER:
1272 a_idx = ART_STORMBRINGER;
1277 a_idx = ART_CRIMSON;
1287 a_idx = ART_KUSANAGI;
1317 a_idx = ART_WEREWINDLE;
1325 a_idx = ART_GRAYSWANDIR;
1338 a_idx = ART_TWILIGHT;
1343 a_idx = ART_ORB_OF_FATE;
1349 a_idx = ART_ELENDIL;
1364 a_idx = ART_DESTINY;
1369 a_idx = ART_ZANTETSU;
1384 a_idx = ART_WINBLOWS;
1388 case MON_LUNGORTHIN:
1393 case MON_JACK_SHADOWS:
1399 a_idx = ART_STONEMASK;
1404 a_idx = ART_SOULCRUSH;
1409 a_idx = ART_EXCALIBUR_J;
1414 a_idx = ART_SHUTEN_DOJI;
1419 a_idx = ART_GOTHMOG;
1428 case MON_ROBIN_HOOD:
1429 a_idx = ART_ROBIN_HOOD;
1434 a_idx = ART_NANACHO;
1440 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1442 artifact_type *a_ptr = &a_info[a_idx];
1444 if (!a_ptr->cur_num)
1446 /* Create the artifact */
1447 if (create_named_art(a_idx, y, x))
1451 /* Hack -- Memorize location of artifact in saved floors */
1452 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1454 else if (!preserve_mode) a_ptr->cur_num = 1;
1458 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1460 int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1461 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1463 if (d_info[dungeon_type].final_artifact)
1465 int a_idx = d_info[dungeon_type].final_artifact;
1466 artifact_type *a_ptr = &a_info[a_idx];
1468 if (!a_ptr->cur_num)
1470 /* Create the artifact */
1471 if (create_named_art(a_idx, y, x))
1475 /* Hack -- Memorize location of artifact in saved floors */
1476 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1478 else if (!preserve_mode) a_ptr->cur_num = 1;
1480 /* Prevent rewarding both artifact and "default" object */
1481 if (!d_info[dungeon_type].final_object) k_idx = 0;
1487 /* Get local object */
1490 /* Prepare to make a reward */
1491 object_prep(q_ptr, k_idx);
1493 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1495 /* Drop it in the dungeon */
1496 (void)drop_near(q_ptr, -1, y, x);
1499 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1501 msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1506 /* Determine how much we can drop */
1507 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1508 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1509 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1510 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1511 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1512 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1514 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1515 number = 0; /* Clones drop no stuff unless Cloning Pits */
1517 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1518 number = 0; /* Pets drop no stuff */
1519 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1521 if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1522 number = 0; /* Limit of Multiply monster drop */
1524 /* Hack -- handle creeping coins */
1525 coin_type = force_coin;
1527 /* Average dungeon and monster levels */
1528 object_level = (dun_level + r_ptr->level) / 2;
1530 /* Drop some objects */
1531 for (j = 0; j < number; j++)
1533 /* Get local object */
1536 /* Wipe the object */
1540 if (do_gold && (!do_item || (randint0(100) < 50)))
1542 /* Make some gold */
1543 if (!make_gold(q_ptr)) continue;
1552 /* Make an object */
1553 if (!make_object(q_ptr, mo_mode)) continue;
1559 /* Drop it in the dungeon */
1560 (void)drop_near(q_ptr, -1, y, x);
1563 /* Reset the object level */
1564 object_level = base_level;
1566 /* Reset "coin" type */
1570 /* Take note of any dropped treasure */
1571 if (visible && (dump_item || dump_gold))
1573 /* Take notes on treasure */
1574 lore_treasure(m_idx, dump_item, dump_gold);
1577 /* Only process "Quest Monsters" */
1578 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1579 if (p_ptr->inside_battle) return;
1582 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1585 p_ptr->total_winner = TRUE;
1587 /* Redraw the "title" */
1588 p_ptr->redraw |= (PR_TITLE);
1591 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1593 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
1596 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1599 msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1600 msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1602 msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1603 msg_print("'Thou art donst well, mortal!'");
1607 /* Congratulations */
1609 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1611 msg_print("*** CONGRATULATIONS ***");
1615 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1617 msg_print("You have won the game!");
1621 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1623 msg_print("You may retire (commit suicide) when you are ready.");
1629 * Modify the physical damage done to the monster.
1630 * (for example when it's invulnerable or shielded)
1632 * ToDo: Accept a damage-type to calculate the modified damage from
1633 * things like fire, frost, lightning, poison, ... attacks.
1635 * "type" is not yet used and should be 0.
1637 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1639 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1641 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1644 if ((dam == 0) && one_in_(3)) dam = 1;
1647 if (MON_INVULNER(m_ptr))
1651 if (!p_ptr->blind && is_seen(m_ptr))
1654 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1656 msg_print("The barrier is penetrated!");
1660 else if (!one_in_(PENETRATE_INVULNERABILITY))
1670 * Calculate experience point to be get
1672 * Even the 64 bit operation is not big enough to avoid overflaw
1673 * unless we carefully choose orders of multiplication and division.
1675 * Get the coefficient first, and multiply (potentially huge) base
1676 * experience point of a monster later.
1678 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1680 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1687 if (!m_ptr->r_idx) return;
1688 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1691 * - Ratio of monster's level to player's level effects
1692 * - Varying speed effects
1693 * - Get a fraction in proportion of damage point
1695 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1698 div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1700 /* Use (average maxhp * 2) as a denominator */
1701 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1702 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1704 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1706 /* Special penalty in the wilderness */
1707 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1708 s64b_mul(&div_h, &div_l, 0, 5);
1710 /* Do division first to prevent overflaw */
1711 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1713 /* Special penalty for mutiply-monster */
1714 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1716 int monnum_penarty = r_ptr->r_akills / 400;
1717 if (monnum_penarty > 8) monnum_penarty = 8;
1719 while (monnum_penarty--)
1722 s64b_RSHIFT(new_exp, new_exp_frac, 2);
1726 /* Special penalty for rest_and_shoot exp scum */
1727 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1729 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1730 if (over_damage > 32) over_damage = 32;
1732 while (over_damage--)
1735 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1736 s64b_div(&new_exp, &new_exp_frac, 0, 10);
1740 /* Finally multiply base experience point of the monster */
1741 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1743 /* Gain experience */
1744 gain_exp_64(new_exp, new_exp_frac);
1749 * Decreases monsters hit points, handling monster death.
1751 * We return TRUE if the monster has been killed (and deleted).
1753 * We announce monster death (using an optional "death message"
1754 * if given, and a otherwise a generic killed/destroyed message).
1756 * Only "physical attacks" can induce the "You have slain" message.
1757 * Missile and Spell attacks will induce the "dies" message, or
1758 * various "specialized" messages. Note that "You have destroyed"
1759 * and "is destroyed" are synonyms for "You have slain" and "dies".
1761 * Hack -- unseen monsters yield "You have killed it." message.
1763 * Added fear (DGK) and check whether to print fear messages -CWS
1765 * Made name, sex, and capitalization generic -BEN-
1767 * As always, the "ghost" processing is a total hack.
1769 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1771 * XXX XXX XXX Consider decreasing monster experience over time, say,
1772 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1773 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1774 * monster worth more than subsequent monsters. This would also need
1775 * to induce changes in the monster recall code.
1777 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1779 monster_type *m_ptr = &m_list[m_idx];
1780 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1782 monster_type exp_mon;
1784 /* Innocent until proven otherwise */
1785 bool innocent = TRUE, thief = FALSE;
1790 (void)COPY(&exp_mon, m_ptr, monster_type);
1792 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1794 get_exp_from_mon(expdam, &exp_mon);
1796 /* Genocided by chaos patron */
1797 if (!m_ptr->r_idx) m_idx = 0;
1799 /* Redraw (later) if needed */
1800 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1801 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1804 (void)set_monster_csleep(m_idx, 0);
1806 /* Hack - Cancel any special player stealth magics. -LM- */
1807 if (p_ptr->special_defense & NINJA_S_STEALTH)
1809 set_superstealth(FALSE);
1812 /* Genocided by chaos patron */
1813 if (!m_idx) return TRUE;
1815 /* Remember dealt_damage before this attack*/
1816 dealt_damage = m_ptr->dealt_damage;
1821 m_ptr->dealt_damage += dam;
1822 if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1825 msg_format( _("¹ç·×%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£","You do %d (out of %d) damage."),
1826 m_ptr->dealt_damage, m_ptr->maxhp);
1829 /* It is dead now */
1834 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1836 /* You might have unmasked Tanuki first time */
1837 r_ptr = &r_info[m_ptr->r_idx];
1838 m_ptr->ap_r_idx = m_ptr->r_idx;
1839 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1842 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1844 /* You might have unmasked Chameleon first time */
1845 r_ptr = real_r_ptr(m_ptr);
1846 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1849 if (!(m_ptr->smart & SM_CLONED))
1851 /* When the player kills a Unique, it stays dead */
1852 if (r_ptr->flags1 & RF1_UNIQUE)
1856 /* Mega-Hack -- Banor & Lupart */
1857 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1859 r_info[MON_BANORLUPART].max_num = 0;
1860 r_info[MON_BANORLUPART].r_pkills++;
1861 r_info[MON_BANORLUPART].r_akills++;
1862 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1864 else if (m_ptr->r_idx == MON_BANORLUPART)
1866 r_info[MON_BANOR].max_num = 0;
1867 r_info[MON_BANOR].r_pkills++;
1868 r_info[MON_BANOR].r_akills++;
1869 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1870 r_info[MON_LUPART].max_num = 0;
1871 r_info[MON_LUPART].r_pkills++;
1872 r_info[MON_LUPART].r_akills++;
1873 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1877 /* When the player kills a Nazgul, it stays dead */
1878 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1881 /* Count all monsters killed */
1882 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1884 /* Recall even invisible uniques or winners */
1885 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1887 /* Count kills this life */
1888 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1889 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1891 /* Count kills in all lives */
1892 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1893 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1895 /* Hack -- Auto-recall */
1896 monster_race_track(m_ptr->ap_r_idx);
1899 /* Extract monster name */
1900 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1902 /* Don't kill Amberites */
1903 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1905 int curses = 1 + randint1(3);
1906 bool stop_ty = FALSE;
1910 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1912 msg_format("%^s puts a terrible blood curse on you!", m_name);
1915 curse_equipment(100, 50);
1919 stop_ty = activate_ty_curse(stop_ty, &count);
1924 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1926 char line_got[1024];
1928 /* Dump a message */
1930 if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1932 if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1935 msg_format("%^s %s", m_name, line_got);
1938 if (m_ptr->r_idx == MON_SERPENT)
1940 /* Make screen dump */
1941 screen_dump = make_screen_dump();
1946 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1948 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1950 chg_virtue(V_VALOUR, -1);
1952 else if (r_ptr->level > dun_level)
1954 if (randint1(10) <= (r_ptr->level - dun_level))
1955 chg_virtue(V_VALOUR, 1);
1957 if (r_ptr->level > 60)
1959 chg_virtue(V_VALOUR, 1);
1961 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1962 chg_virtue(V_VALOUR, 2);
1965 if (r_ptr->flags1 & RF1_UNIQUE)
1967 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1969 if (r_ptr->flags3 & RF3_GOOD)
1971 chg_virtue(V_UNLIFE, 2);
1972 chg_virtue(V_VITALITY, -2);
1975 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1978 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1980 chg_virtue(V_COMPASSION, -1);
1983 if ((r_ptr->flags3 & RF3_GOOD) &&
1984 ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1985 chg_virtue(V_UNLIFE, 1);
1987 if (r_ptr->d_char == 'A')
1989 if (r_ptr->flags1 & RF1_UNIQUE)
1990 chg_virtue(V_FAITH, -2);
1991 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1993 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1994 else chg_virtue(V_FAITH, 1);
1997 else if (r_ptr->flags3 & RF3_DEMON)
1999 if (r_ptr->flags1 & RF1_UNIQUE)
2000 chg_virtue(V_FAITH, 2);
2001 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
2002 chg_virtue(V_FAITH, 1);
2005 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
2006 chg_virtue(V_VITALITY, 2);
2008 if (r_ptr->r_deaths)
2010 if (r_ptr->flags1 & RF1_UNIQUE)
2012 chg_virtue(V_HONOUR, 10);
2014 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
2016 chg_virtue(V_HONOUR, 1);
2019 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
2021 chg_virtue(V_VALOUR, -1);
2024 for (i = 0; i < 4; i++)
2026 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
2028 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
2029 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
2031 thief = TRUE; /* Thief! */
2034 /* The new law says it is illegal to live in the dungeon */
2035 if (r_ptr->level != 0) innocent = FALSE;
2039 if (r_ptr->flags1 & RF1_UNIQUE)
2040 chg_virtue(V_JUSTICE, 3);
2041 else if (1+((r_ptr->level) / 10 + (2 * dun_level))
2043 chg_virtue(V_JUSTICE, 1);
2047 chg_virtue (V_JUSTICE, -1);
2050 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)))
2052 if (one_in_(4)) chg_virtue(V_NATURE, -1);
2055 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
2059 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
2061 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
2063 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
2069 /* Death by Missile/Spell attack */
2072 msg_format("%^s%s", m_name, note);
2075 /* Death by physical attack -- invisible monster */
2076 else if (!m_ptr->ml)
2079 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2080 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
2082 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
2084 msg_format("You have killed %s.", m_name);
2089 /* Death by Physical attack -- non-living monster */
2090 else if (!monster_living(r_ptr))
2093 bool explode = FALSE;
2095 for (i = 0; i < 4; i++)
2097 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
2100 /* Special note at death */
2103 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
2105 msg_format("%^s explodes into tiny shreds.", m_name);
2110 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2111 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
2113 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
2115 msg_format("You have destroyed %s.", m_name);
2120 /* Death by Physical attack -- living monster */
2124 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2125 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2127 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2129 msg_format("You have slain %s.", m_name);
2133 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
2135 for (i = 0; i < MAX_KUBI; i++)
2137 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
2140 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
2142 msg_format("There is a price on %s's head.", m_name);
2149 /* Generate treasure */
2150 monster_death(m_idx, TRUE);
2152 /* Mega hack : replace IKETA to BIKETAL */
2153 if ((m_ptr->r_idx == MON_IKETA) &&
2154 !(p_ptr->inside_arena || p_ptr->inside_battle))
2156 int dummy_y = m_ptr->fy;
2157 int dummy_x = m_ptr->fx;
2160 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2162 /* Delete the monster */
2163 delete_monster_idx(m_idx);
2165 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2168 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2170 msg_print("Uwa-hahaha! *I* am Biketal!");
2176 /* Delete the monster */
2177 delete_monster_idx(m_idx);
2180 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
2185 /* Monster is dead */
2192 /* Mega-Hack -- Pain cancels fear */
2193 if (MON_MONFEAR(m_ptr) && (dam > 0))
2196 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
2203 /* Sometimes a monster gets scared by damage */
2204 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2206 /* Percentage of fully healthy */
2207 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2210 * Run (sometimes) if at 10% or less of max hit points,
2211 * or (usually) when hit for half its current hit points
2213 if ((randint1(10) >= percentage) ||
2214 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2216 /* Hack -- note fear */
2219 /* XXX XXX XXX Hack -- Add some timed fear */
2220 (void)set_monster_monfear(m_idx, (randint1(10) +
2221 (((dam >= m_ptr->hp) && (percentage > 7)) ?
2222 20 : ((11 - percentage) * 5))));
2229 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2233 /* Extract monster name */
2234 monster_desc(m_name, m_ptr, 0);
2236 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2237 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2240 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2242 msg_format("%^s has thrown you off!", m_name);
2254 * Get term size and calculate screen size
2256 void get_screen_size(int *wid_p, int *hgt_p)
2258 Term_get_size(wid_p, hgt_p);
2259 *hgt_p -= ROW_MAP + 2;
2260 *wid_p -= COL_MAP + 2;
2261 if (use_bigtile) *wid_p /= 2;
2266 * Calculates current boundaries
2267 * Called below and from "do_cmd_locate()".
2269 void panel_bounds_center(void)
2274 get_screen_size(&wid, &hgt);
2276 panel_row_max = panel_row_min + hgt - 1;
2277 panel_row_prt = panel_row_min - 1;
2278 panel_col_max = panel_col_min + wid - 1;
2279 panel_col_prt = panel_col_min - 13;
2284 * Map resizing whenever the main term changes size
2286 void resize_map(void)
2288 /* Only if the dungeon exists */
2289 if (!character_dungeon) return;
2291 /* Mega-Hack -- no panel yet */
2295 /* Reset the panels */
2296 panel_row_min = cur_hgt;
2297 panel_col_min = cur_wid;
2302 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2304 /* Forget lite/view */
2305 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2307 /* Update lite/view */
2308 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2310 /* Update monsters */
2311 p_ptr->update |= (PU_MONSTERS);
2313 /* Redraw everything */
2314 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2316 /* Hack -- update */
2324 * Place the cursor on the player
2326 if (can_save) move_cursor_relative(py, px);
2333 * Redraw a term when it is resized
2335 void redraw_window(void)
2337 /* Only if the dungeon exists */
2338 if (!character_dungeon) return;
2341 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2344 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2346 /* Hack -- update */
2355 * Handle a request to change the current panel
2357 * Return TRUE if the panel was changed.
2359 * Also used in do_cmd_locate
2361 bool change_panel(int dy, int dx)
2367 get_screen_size(&wid, &hgt);
2369 /* Apply the motion */
2370 y = panel_row_min + dy * hgt / 2;
2371 x = panel_col_min + dx * wid / 2;
2373 /* Verify the row */
2374 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2377 /* Verify the col */
2378 if (x > cur_wid - wid) x = cur_wid - wid;
2381 /* Handle "changes" */
2382 if ((y != panel_row_min) || (x != panel_col_min))
2384 /* Save the new panel info */
2388 /* Recalculate the boundaries */
2389 panel_bounds_center();
2392 p_ptr->update |= (PU_MONSTERS);
2395 p_ptr->redraw |= (PR_MAP);
2408 bool change_panel_xy(int y, int x)
2414 get_screen_size(&wid, &hgt);
2416 if (y < panel_row_min) dy = -1;
2417 if (y > panel_row_max) dy = 1;
2418 if (x < panel_col_min) dx = -1;
2419 if (x > panel_col_max) dx = 1;
2421 if (!dy && !dx) return (FALSE);
2423 return change_panel(dy, dx);
2428 * Given an row (y) and col (x), this routine detects when a move
2429 * off the screen has occurred and figures new borders. -RAK-
2431 * "Update" forces a "full update" to take place.
2433 * The map is reprinted if necessary, and "TRUE" is returned.
2435 void verify_panel(void)
2447 get_screen_size(&wid, &hgt);
2449 max_prow_min = cur_hgt - hgt;
2450 max_pcol_min = cur_wid - wid;
2452 /* Bounds checking */
2453 if (max_prow_min < 0) max_prow_min = 0;
2454 if (max_pcol_min < 0) max_pcol_min = 0;
2456 /* Center on player */
2457 if (center_player && (center_running || !running))
2459 /* Center vertically */
2460 prow_min = y - hgt / 2;
2461 if (prow_min < 0) prow_min = 0;
2462 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2464 /* Center horizontally */
2465 pcol_min = x - wid / 2;
2466 if (pcol_min < 0) pcol_min = 0;
2467 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2471 prow_min = panel_row_min;
2472 pcol_min = panel_col_min;
2474 /* Scroll screen when 2 grids from top/bottom edge */
2475 if (y > panel_row_max - 2)
2477 while (y > prow_min + hgt-1 - 2)
2479 prow_min += (hgt / 2);
2483 if (y < panel_row_min + 2)
2485 while (y < prow_min + 2)
2487 prow_min -= (hgt / 2);
2491 if (prow_min > max_prow_min) prow_min = max_prow_min;
2492 if (prow_min < 0) prow_min = 0;
2494 /* Scroll screen when 4 grids from left/right edge */
2495 if (x > panel_col_max - 4)
2497 while (x > pcol_min + wid-1 - 4)
2499 pcol_min += (wid / 2);
2503 if (x < panel_col_min + 4)
2505 while (x < pcol_min + 4)
2507 pcol_min -= (wid / 2);
2511 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2512 if (pcol_min < 0) pcol_min = 0;
2515 /* Check for "no change" */
2516 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2518 /* Save the new panel info */
2519 panel_row_min = prow_min;
2520 panel_col_min = pcol_min;
2522 /* Hack -- optional disturb on "panel change" */
2523 if (disturb_panel && !center_player) disturb(0, 0);
2525 /* Recalculate the boundaries */
2526 panel_bounds_center();
2529 p_ptr->update |= (PU_MONSTERS);
2532 p_ptr->redraw |= (PR_MAP);
2535 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2540 * Monster health description
2542 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2544 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2551 /* Determine if the monster is "living" */
2552 living = monster_living(ap_r_ptr);
2554 /* Calculate a health "percentage" */
2555 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2557 /* Healthy monsters */
2558 if (m_ptr->hp >= m_ptr->maxhp)
2562 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2564 desc = living ? "unhurt" : "undamaged";
2569 else if (perc >= 60)
2572 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2574 desc = living ? "somewhat wounded" : "somewhat damaged";
2579 else if (perc >= 25)
2582 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2584 desc = living ? "wounded" : "damaged";
2589 else if (perc >= 10)
2592 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2594 desc = living ? "badly wounded" : "badly damaged";
2602 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2604 desc = living ? "almost dead" : "almost destroyed";
2609 /* Need attitude information? */
2612 /* Full information is not needed */
2615 else if (is_pet(m_ptr))
2618 attitude = ", ¥Ú¥Ã¥È";
2623 else if (is_friendly(m_ptr))
2626 attitude = ", ͧ¹¥Åª";
2628 attitude = ", friendly";
2641 /* Clone monster? */
2642 if (m_ptr->smart & SM_CLONED)
2651 /* Display monster's level --- idea borrowed from ToME */
2652 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2655 return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2657 return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2663 return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
2665 return format("Level ???, %s%s%s", desc, attitude, clone);
2673 * Angband sorting algorithm -- quick sort in place
2675 * Note that the details of the data we are sorting is hidden,
2676 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2677 * function hooks to interact with the data, which is given as
2678 * two pointers, and which may have any user-defined form.
2680 void ang_sort_aux(vptr u, vptr v, int p, int q)
2698 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2701 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2703 /* Done partition */
2707 (*ang_sort_swap)(u, v, a, b);
2713 /* Recurse left side */
2714 ang_sort_aux(u, v, p, b);
2716 /* Recurse right side */
2717 ang_sort_aux(u, v, b+1, q);
2722 * Angband sorting algorithm -- quick sort in place
2724 * Note that the details of the data we are sorting is hidden,
2725 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2726 * function hooks to interact with the data, which is given as
2727 * two pointers, and which may have any user-defined form.
2729 void ang_sort(vptr u, vptr v, int n)
2731 /* Sort the array */
2732 ang_sort_aux(u, v, 0, n-1);
2737 /*** Targeting Code ***/
2741 * Determine is a monster makes a reasonable target
2743 * The concept of "targeting" was stolen from "Morgul" (?)
2745 * The player can target any location, or any "target-able" monster.
2747 * Currently, a monster is "target_able" if it is visible, and if
2748 * the player can hit it with a projection, and the player is not
2749 * hallucinating. This allows use of "use closest target" macros.
2751 * Future versions may restrict the ability to target "trappers"
2752 * and "mimics", but the semantics is a little bit weird.
2754 bool target_able(int m_idx)
2756 monster_type *m_ptr = &m_list[m_idx];
2758 /* Monster must be alive */
2759 if (!m_ptr->r_idx) return (FALSE);
2761 /* Hack -- no targeting hallucinations */
2762 if (p_ptr->image) return (FALSE);
2764 /* Monster must be visible */
2765 if (!m_ptr->ml) return (FALSE);
2767 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2769 /* Monster must be projectable */
2770 if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2772 /* XXX XXX XXX Hack -- Never target trappers */
2773 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2783 * Update (if necessary) and verify (if possible) the target.
2785 * We return TRUE if the target is "okay" and FALSE otherwise.
2787 bool target_okay(void)
2789 /* Accept stationary targets */
2790 if (target_who < 0) return (TRUE);
2792 /* Check moving targets */
2795 /* Accept reasonable targets */
2796 if (target_able(target_who))
2798 monster_type *m_ptr = &m_list[target_who];
2800 /* Acquire monster location */
2801 target_row = m_ptr->fy;
2802 target_col = m_ptr->fx;
2809 /* Assume no target */
2815 * Sorting hook -- comp function -- by "distance to player"
2817 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2818 * and sort the arrays by double-distance to the player.
2820 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2822 byte *x = (byte*)(u);
2823 byte *y = (byte*)(v);
2827 /* Absolute distance components */
2828 kx = x[a]; kx -= px; kx = ABS(kx);
2829 ky = y[a]; ky -= py; ky = ABS(ky);
2831 /* Approximate Double Distance to the first point */
2832 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2834 /* Absolute distance components */
2835 kx = x[b]; kx -= px; kx = ABS(kx);
2836 ky = y[b]; ky -= py; ky = ABS(ky);
2838 /* Approximate Double Distance to the first point */
2839 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2841 /* Compare the distances */
2847 * Sorting hook -- comp function -- by importance level of grids
2849 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2850 * and sort the arrays by level of monster
2852 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2854 byte *x = (byte*)(u);
2855 byte *y = (byte*)(v);
2856 cave_type *ca_ptr = &cave[y[a]][x[a]];
2857 cave_type *cb_ptr = &cave[y[b]][x[b]];
2858 monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2859 monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2860 monster_race *ap_ra_ptr, *ap_rb_ptr;
2862 /* The player grid */
2863 if (y[a] == py && x[a] == px) return TRUE;
2864 if (y[b] == py && x[b] == px) return FALSE;
2866 /* Extract monster race */
2867 if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2868 else ap_ra_ptr = NULL;
2869 if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2870 else ap_rb_ptr = NULL;
2872 if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2873 if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2875 /* Compare two monsters */
2876 if (ap_ra_ptr && ap_rb_ptr)
2878 /* Unique monsters first */
2879 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2880 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2882 /* Shadowers first (¤¢¤ä¤·¤¤±Æ) */
2883 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2884 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2886 /* Unknown monsters first */
2887 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2888 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2890 /* Higher level monsters first (if known) */
2891 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2893 if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2894 if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2897 /* Sort by index if all conditions are same */
2898 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2899 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2902 /* An object get higher priority */
2903 if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2904 if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2906 /* Priority from the terrain */
2907 if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2908 if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2910 /* If all conditions are same, compare distance */
2911 return ang_sort_comp_distance(u, v, a, b);
2916 * Sorting hook -- swap function -- by "distance to player"
2918 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2919 * and sort the arrays by distance to the player.
2921 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2923 byte *x = (byte*)(u);
2924 byte *y = (byte*)(v);
2942 * Hack -- help "select" a location (see below)
2944 static s16b target_pick(int y1, int x1, int dy, int dx)
2948 int x2, y2, x3, y3, x4, y4;
2950 int b_i = -1, b_v = 9999;
2953 /* Scan the locations */
2954 for (i = 0; i < temp_n; i++)
2960 /* Directed distance */
2964 /* Verify quadrant */
2965 if (dx && (x3 * dx <= 0)) continue;
2966 if (dy && (y3 * dy <= 0)) continue;
2968 /* Absolute distance */
2972 /* Verify quadrant */
2973 if (dy && !dx && (x4 > y4)) continue;
2974 if (dx && !dy && (y4 > x4)) continue;
2976 /* Approximate Double Distance */
2977 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2979 /* XXX XXX XXX Penalize location */
2982 if ((b_i >= 0) && (v >= b_v)) continue;
2994 * Hack -- determine if a given location is "interesting"
2996 static bool target_set_accept(int y, int x)
3000 s16b this_o_idx, next_o_idx = 0;
3003 if (!(in_bounds(y, x))) return (FALSE);
3005 /* Player grid is always interesting */
3006 if (player_bold(y, x)) return (TRUE);
3009 /* Handle hallucination */
3010 if (p_ptr->image) return (FALSE);
3013 /* Examine the grid */
3014 c_ptr = &cave[y][x];
3016 /* Visible monsters */
3019 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3021 /* Visible monsters */
3022 if (m_ptr->ml) return (TRUE);
3025 /* Scan all objects in the grid */
3026 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3030 /* Acquire object */
3031 o_ptr = &o_list[this_o_idx];
3033 /* Acquire next object */
3034 next_o_idx = o_ptr->next_o_idx;
3036 /* Memorized object */
3037 if (o_ptr->marked & OM_FOUND) return (TRUE);
3040 /* Interesting memorized features */
3041 if (c_ptr->info & (CAVE_MARK))
3043 /* Notice object features */
3044 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
3046 /* Feature code (applying "mimic" field) */
3047 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
3056 * Prepare the "temp" array for "target_set"
3058 * Return the number of target_able monsters in the set.
3060 static void target_set_prepare(int mode)
3063 int min_hgt, max_hgt, min_wid, max_wid;
3065 if (mode & TARGET_KILL)
3068 min_hgt = MAX((py - MAX_RANGE), 0);
3069 max_hgt = MIN((py + MAX_RANGE), cur_hgt - 1);
3070 min_wid = MAX((px - MAX_RANGE), 0);
3071 max_wid = MIN((px + MAX_RANGE), cur_wid - 1);
3073 else /* not targetting */
3076 min_hgt = panel_row_min;
3077 max_hgt = panel_row_max;
3078 min_wid = panel_col_min;
3079 max_wid = panel_col_max;
3082 /* Reset "temp" array */
3085 /* Scan the current panel */
3086 for (y = min_hgt; y <= max_hgt; y++)
3088 for (x = min_wid; x <= max_wid; x++)
3092 /* Require "interesting" contents */
3093 if (!target_set_accept(y, x)) continue;
3095 c_ptr = &cave[y][x];
3097 /* Require target_able monsters for "TARGET_KILL" */
3098 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
3100 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
3102 /* Save the location */
3109 /* Set the sort hooks */
3110 if (mode & (TARGET_KILL))
3112 /* Target the nearest monster for shooting */
3113 ang_sort_comp = ang_sort_comp_distance;
3114 ang_sort_swap = ang_sort_swap_distance;
3118 /* Look important grids first in Look command */
3119 ang_sort_comp = ang_sort_comp_importance;
3120 ang_sort_swap = ang_sort_swap_distance;
3123 /* Sort the positions */
3124 ang_sort(temp_x, temp_y, temp_n);
3126 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
3131 temp_y[0] = temp_y[1];
3134 temp_x[0] = temp_x[1];
3138 void target_set_prepare_look(){
3139 target_set_prepare(TARGET_LOOK);
3144 * Evaluate number of kill needed to gain level
3146 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
3148 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3150 s32b exp_mon, exp_adv;
3151 u32b exp_mon_frac, exp_adv_frac;
3153 if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3158 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3168 /* The monster's experience point (assuming average monster speed) */
3169 exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
3171 s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
3174 /* Total experience value for next level */
3175 exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
3177 s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
3179 /* Experience value need to get */
3180 s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
3183 /* You need to kill at least one monster to get any experience */
3184 s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3185 s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
3187 /* Extract number of monsters needed */
3188 s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3190 /* If 999 or more monsters needed, only display "999". */
3191 num = MIN(999, exp_adv_frac);
3193 /* Display the number */
3194 sprintf(buf,"%03ld", (long int)num);
3198 bool show_gold_on_floor = FALSE;
3201 * Examine a grid, return a keypress.
3203 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3204 * indicates that the "space" key should scan through the contents
3205 * of the grid, instead of simply returning immediately. This lets
3206 * the "look" command get complete information, without making the
3207 * "target" command annoying.
3209 * The "info" argument contains the "commands" which should be shown
3210 * inside the "[xxx]" text. This string must never be empty, or grids
3211 * containing monsters will be displayed with an extra comma.
3213 * Note that if a monster is in the grid, we update both the monster
3214 * recall info and the health bar info to track that monster.
3216 * Eventually, we may allow multiple objects per grid, or objects
3217 * and terrain features in the same grid. XXX XXX XXX
3219 * This function must handle blindness/hallucination.
3221 static int target_set_aux(int y, int x, int mode, cptr info)
3223 cave_type *c_ptr = &cave[y][x];
3224 s16b this_o_idx, next_o_idx = 0;
3225 cptr s1 = "", s2 = "", s3 = "", x_info = "";
3228 feature_type *f_ptr;
3230 char out_val[MAX_NLEN+80];
3232 #ifdef ALLOW_EASY_FLOOR
3233 int floor_list[23], floor_num = 0;
3235 /* Scan all objects in the grid */
3238 floor_num = scan_floor(floor_list, y, x, 0x02);
3250 #endif /* ALLOW_EASY_FLOOR */
3252 /* Hack -- under the player */
3253 if (player_bold(y, x))
3276 /* Hack -- hallucination */
3280 cptr name = "²¿¤«´ñ̯¤Êʪ";
3282 cptr name = "something strange";
3286 /* Display a message */
3288 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3290 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3294 move_cursor_relative(y, x);
3297 /* Stop on everything but "return" */
3298 if ((query != '\r') && (query != '\n')) return query;
3300 /* Repeat forever */
3305 /* Actual monsters */
3306 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3308 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3309 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3311 bool recall = FALSE;
3316 /* Get the monster name ("a kobold") */
3317 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3319 /* Hack -- track this monster race */
3320 monster_race_track(m_ptr->ap_r_idx);
3322 /* Hack -- health bar for this monster */
3323 health_track(c_ptr->m_idx);
3325 /* Hack -- handle stuff */
3339 /* Recall on screen */
3340 screen_roff(m_ptr->ap_r_idx, 0);
3342 /* Hack -- Complete the prompt (again) */
3344 Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info));
3346 Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info));
3355 /* Normal commands */
3356 if (query != 'r') break;
3361 /* Cleare recall text and repeat */
3367 /* Describe, and prompt for recall */
3368 evaluate_monster_exp(acount, m_ptr);
3371 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);
3373 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);
3379 move_cursor_relative(y, x);
3384 /* Normal commands */
3385 if (query != 'r') break;
3391 /* Always stop at "normal" keys */
3392 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3394 /* Sometimes stop at "space" key */
3395 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3397 /* Change the intro */
3405 /* Hack -- take account of gender */
3407 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3409 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3413 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3415 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3419 /* Use a preposition */
3428 /* Scan all objects being carried */
3429 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3431 char o_name[MAX_NLEN];
3435 /* Acquire object */
3436 o_ptr = &o_list[this_o_idx];
3438 /* Acquire next object */
3439 next_o_idx = o_ptr->next_o_idx;
3441 /* Obtain an object description */
3442 object_desc(o_name, o_ptr, 0);
3444 /* Describe the object */
3446 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3448 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3452 move_cursor_relative(y, x);
3455 /* Always stop at "normal" keys */
3456 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3458 /* Sometimes stop at "space" key */
3459 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3461 /* Change the intro */
3465 s2 = "also carrying ";
3469 /* Use a preposition */
3479 #ifdef ALLOW_EASY_FLOOR
3488 char o_name[MAX_NLEN];
3492 /* Acquire object */
3493 o_ptr = &o_list[floor_list[0]];
3495 /* Describe the object */
3496 object_desc(o_name, o_ptr, 0);
3500 sprintf(out_val, "%s%s%s%s[%s]",
3501 s1, o_name, s2, s3, info);
3503 sprintf(out_val, "%s%s%s%s [%s]",
3504 s1, s2, s3, o_name, info);
3508 move_cursor_relative(y, x);
3517 /* Provide one cushion before item listing */
3520 /* Display rough information about items */
3522 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3523 s1, floor_num, s2, s3, info);
3525 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3526 s1, s2, s3, floor_num, info);
3530 move_cursor_relative(y, x);
3535 /* No request for listing */
3536 if (query != 'x' && query != ' ') return query;
3540 /** Display list of items **/
3542 /* Continue scrolling list if requested */
3551 show_gold_on_floor = TRUE;
3552 (void)show_floor(0, y, x, &min_width);
3553 show_gold_on_floor = FALSE;
3557 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
3558 s1, floor_num, s2, s3, info);
3560 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3561 s1, s2, s3, floor_num, info);
3572 /* Exit unless 'Enter' */
3573 if (query != '\n' && query != '\r')
3578 /* Get the object being moved. */
3579 o_idx = c_ptr->o_idx;
3581 /* Only rotate a pile of two or more objects. */
3582 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3584 /* Remove the first object from the list. */
3585 excise_object_idx(o_idx);
3587 /* Find end of the list. */
3589 while (o_list[i].next_o_idx)
3590 i = o_list[i].next_o_idx;
3592 /* Add after the last object. */
3593 o_list[i].next_o_idx = o_idx;
3595 /* Loop and re-display the list */
3601 #endif /* ALLOW_EASY_FLOOR */
3604 /* Scan all objects in the grid */
3605 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3609 /* Acquire object */
3610 o_ptr = &o_list[this_o_idx];
3612 /* Acquire next object */
3613 next_o_idx = o_ptr->next_o_idx;
3616 if (o_ptr->marked & OM_FOUND)
3618 char o_name[MAX_NLEN];
3623 /* Obtain an object description */
3624 object_desc(o_name, o_ptr, 0);
3626 /* Describe the object */
3628 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3630 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3634 move_cursor_relative(y, x);
3637 /* Always stop at "normal" keys */
3638 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3640 /* Sometimes stop at "space" key */
3641 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3643 /* Change the intro */
3653 if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3655 if (o_ptr->number != 1) s1 = "They are ";
3671 /* Feature code (applying "mimic" field) */
3672 feat = get_feat_mimic(c_ptr);
3674 /* Require knowledge about grid, or ability to see grid */
3675 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3677 /* Forget feature */
3681 f_ptr = &f_info[feat];
3683 /* Terrain feature if needed */
3684 if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3688 /* Hack -- special handling for quest entrances */
3689 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3691 /* Set the quest number temporary */
3692 int old_quest = p_ptr->inside_quest;
3695 /* Clear the text */
3696 for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3697 quest_text_line = 0;
3699 p_ptr->inside_quest = c_ptr->special;
3701 /* Get the quest text */
3702 init_flags = INIT_NAME_ONLY;
3704 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3707 name = format("¥¯¥¨¥¹¥È¡Ö%s¡×(%d³¬ÁêÅö)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3709 name = format("the entrance to the quest '%s'(level %d)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3712 /* Reset the old quest number */
3713 p_ptr->inside_quest = old_quest;
3716 /* Hack -- special handling for building doors */
3717 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3719 name = building[f_ptr->subtype].name;
3721 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3724 name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3726 name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3729 else if (have_flag(f_ptr->flags, FF_TOWN))
3731 name = town[c_ptr->special].name;
3733 else if (p_ptr->wild_mode && (feat == feat_floor))
3743 name = f_name + f_ptr->name;
3749 ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3750 (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3751 have_flag(f_ptr->flags, FF_TOWN)))
3760 /* Hack -- special introduction for store & building doors -KMW- */
3761 if (have_flag(f_ptr->flags, FF_STORE) ||
3762 have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3763 (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3764 have_flag(f_ptr->flags, FF_ENTRANCE))
3773 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3774 have_flag(f_ptr->flags, FF_TOWN) ||
3775 have_flag(f_ptr->flags, FF_SHALLOW) ||
3776 have_flag(f_ptr->flags, FF_DEEP))
3782 /* Pick proper indefinite article */
3783 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3787 /* Display a message */
3791 if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3792 else sprintf(f_idx_str, "%d", c_ptr->feat);
3794 sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x, travel.cost[y][x]);
3796 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);
3801 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3803 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3807 move_cursor_relative(y, x);
3810 /* Always stop at "normal" keys */
3811 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3814 /* Stop on everything but "return" */
3815 if ((query != '\r') && (query != '\n')) return query;
3817 /* Repeat forever */
3823 * Handle "target" and "look".
3825 * Note that this code can be called from "get_aim_dir()".
3827 * All locations must be on the current panel. Consider the use of
3828 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3829 * some form of "scrolling" the map around the cursor. XXX XXX XXX
3830 * That is, consider the possibility of "auto-scrolling" the screen
3831 * while the cursor moves around. This may require changes in the
3832 * "update_mon()" code to allow "visibility" even if off panel, and
3833 * may require dynamic recalculation of the "temp" grid set.
3835 * Hack -- targeting/observing an "outer border grid" may induce
3836 * problems, so this is not currently allowed.
3838 * The player can use the direction keys to move among "interesting"
3839 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3840 * move through the "interesting" grids in a sequential manner, or
3841 * can enter "location" mode, and use the direction keys to move one
3842 * grid at a time in any direction. The "t" (set target) command will
3843 * only target a monster (as opposed to a location) if the monster is
3844 * target_able and the "interesting" mode is being used.
3846 * The current grid is described using the "look" method above, and
3847 * a new command may be entered at any time, but note that if the
3848 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3849 * where "space" has no obvious meaning) then "space" will scan
3850 * through the description of the current grid until done, instead
3851 * of immediately jumping to the next "interesting" grid. This
3852 * allows the "target" command to retain its old semantics.
3854 * The "*", "+", and "-" keys may always be used to jump immediately
3855 * to the next (or previous) interesting grid, in the proper mode.
3857 * The "return" key may always be used to scan through a complete
3858 * grid description (forever).
3860 * This command will cancel any old target, even if used from
3861 * inside the "look" command.
3863 bool target_set(int mode)
3882 get_screen_size(&wid, &hgt);
3888 /* Cancel tracking */
3889 /* health_track(0); */
3892 /* Prepare the "temp" array */
3893 target_set_prepare(mode);
3895 /* Start near the player */
3901 /* Interesting grids */
3908 change_panel_xy(y, x);
3910 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3913 c_ptr = &cave[y][x];
3916 if (target_able(c_ptr->m_idx))
3919 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3921 strcpy(info, "q,t,p,o,+,-,<dir>");
3926 /* Dis-allow target */
3930 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3932 strcpy(info, "q,p,o,+,-,<dir>");
3937 /* Describe and Prompt */
3939 query = target_set_aux(y, x, mode, info);
3943 /* Cancel tracking */
3944 /* health_track(0); */
3946 /* Assume no "direction" */
3951 if (query == '\r') query = 't';
3969 if (target_able(c_ptr->m_idx))
3971 health_track(c_ptr->m_idx);
3972 target_who = c_ptr->m_idx;
3991 if (!expand_list) done = TRUE;
4001 if (!expand_list) done = TRUE;
4008 /* Recenter the map around the player */
4012 p_ptr->update |= (PU_MONSTERS);
4015 p_ptr->redraw |= (PR_MAP);
4018 p_ptr->window |= (PW_OVERHEAD);
4023 /* Recalculate interesting grids */
4024 target_set_prepare(mode);
4043 /* Extract the action (if any) */
4044 d = get_keymap_dir(query);
4051 /* Hack -- move around */
4054 /* Modified to scroll to monster */
4055 int y2 = panel_row_min;
4056 int x2 = panel_col_min;
4058 /* Find a new monster */
4059 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
4061 /* Request to target past last interesting grid */
4062 while (flag && (i < 0))
4064 /* Note the change */
4065 if (change_panel(ddy[d], ddx[d]))
4070 /* Recalculate interesting grids */
4071 target_set_prepare(mode);
4073 /* Look at interesting grids */
4076 /* Find a new monster */
4077 i = target_pick(v, u, ddy[d], ddx[d]);
4083 /* Nothing interesting */
4089 /* Restore previous position */
4092 panel_bounds_center();
4095 p_ptr->update |= (PU_MONSTERS);
4098 p_ptr->redraw |= (PR_MAP);
4101 p_ptr->window |= (PW_OVERHEAD);
4106 /* Recalculate interesting grids */
4107 target_set_prepare(mode);
4109 /* Look at boring grids */
4116 /* Do not move horizontally if unnecessary */
4117 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4118 ((x > panel_col_min + wid / 2) && (dx < 0)))
4123 /* Do not move vertically if unnecessary */
4124 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4125 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4130 /* Apply the motion */
4131 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
4132 (x >= panel_col_min+wid) || (x < panel_col_min))
4134 if (change_panel(dy, dx)) target_set_prepare(mode);
4137 /* Slide into legality */
4138 if (x >= cur_wid-1) x = cur_wid - 2;
4139 else if (x <= 0) x = 1;
4141 /* Slide into legality */
4142 if (y >= cur_hgt-1) y = cur_hgt- 2;
4143 else if (y <= 0) y = 1;
4152 /* Arbitrary grids */
4155 bool move_fast = FALSE;
4157 if (!(mode & TARGET_LOOK)) prt_path(y, x);
4160 c_ptr = &cave[y][x];
4162 /* Default prompt */
4164 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
4166 strcpy(info, "q,t,p,m,+,-,<dir>");
4170 /* Describe and Prompt (enable "TARGET_LOOK") */
4171 while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
4173 /* Cancel tracking */
4174 /* health_track(0); */
4176 /* Assume no direction */
4181 if (query == '\r') query = 't';
4184 /* Analyze the keypress */
4208 /* Recenter the map around the player */
4212 p_ptr->update |= (PU_MONSTERS);
4215 p_ptr->redraw |= (PR_MAP);
4218 p_ptr->window |= (PW_OVERHEAD);
4223 /* Recalculate interesting grids */
4224 target_set_prepare(mode);
4246 /* Pick a nearby monster */
4247 for (i = 0; i < temp_n; i++)
4249 t = distance(y, x, temp_y[i], temp_x[i]);
4259 /* Nothing interesting */
4260 if (bd == 999) flag = FALSE;
4267 /* Extract the action (if any) */
4268 d = get_keymap_dir(query);
4270 /* XTRA HACK MOVEFAST */
4271 if (isupper(query)) move_fast = TRUE;
4278 /* Handle "direction" */
4284 /* XTRA HACK MOVEFAST */
4287 int mag = MIN(wid / 2, hgt / 2);
4297 /* Do not move horizontally if unnecessary */
4298 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4299 ((x > panel_col_min + wid / 2) && (dx < 0)))
4304 /* Do not move vertically if unnecessary */
4305 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4306 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4311 /* Apply the motion */
4312 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4313 (x >= panel_col_min + wid) || (x < panel_col_min))
4315 if (change_panel(dy, dx)) target_set_prepare(mode);
4318 /* Slide into legality */
4319 if (x >= cur_wid-1) x = cur_wid - 2;
4320 else if (x <= 0) x = 1;
4322 /* Slide into legality */
4323 if (y >= cur_hgt-1) y = cur_hgt- 2;
4324 else if (y <= 0) y = 1;
4332 /* Clear the top line */
4335 /* Recenter the map around the player */
4339 p_ptr->update |= (PU_MONSTERS);
4342 p_ptr->redraw |= (PR_MAP);
4345 p_ptr->window |= (PW_OVERHEAD);
4350 /* Failure to set target */
4351 if (!target_who) return (FALSE);
4359 * Get an "aiming direction" from the user.
4361 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4362 * "0" for "current target", and "-1" for "entry aborted".
4364 * Note that "Force Target", if set, will pre-empt user interaction,
4365 * if there is a usable target already set.
4367 * Note that confusion over-rides any (explicit?) user choice.
4369 bool get_aim_dir(int *dp)
4380 /* Global direction */
4383 /* Hack -- auto-target if requested */
4384 if (use_old_target && target_okay()) dir = 5;
4386 #ifdef ALLOW_REPEAT /* TNB */
4388 if (repeat_pull(dp))
4393 if (!(*dp == 5 && !target_okay()))
4395 /* return (TRUE); */
4400 #endif /* ALLOW_REPEAT -- TNB */
4402 /* Ask until satisfied */
4405 /* Choose a prompt */
4409 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4411 p = "Direction ('*' to choose a target, Escape to cancel)? ";
4418 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4420 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4425 /* Get a command (or Cancel) */
4426 if (!get_com(p, &command, TRUE)) break;
4430 if (command == '\r') command = 't';
4433 /* Convert various keys to "standard" keys */
4436 /* Use current target */
4447 /* Set new target */
4452 if (target_set(TARGET_KILL)) dir = 5;
4458 /* Extract the action (if any) */
4459 dir = get_keymap_dir(command);
4465 /* Verify requested targets */
4466 if ((dir == 5) && !target_okay()) dir = 0;
4475 project_length = 0; /* reset to default */
4479 /* Save the direction */
4482 /* Check for confusion */
4483 if (p_ptr->confused)
4486 /* Random direction */
4487 dir = ddd[randint0(8)];
4490 /* Notice confusion */
4491 if (command_dir != dir)
4495 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4497 msg_print("You are confused.");
4502 /* Save direction */
4505 #ifdef ALLOW_REPEAT /* TNB */
4507 /* repeat_push(dir); */
4508 repeat_push(command_dir);
4510 #endif /* ALLOW_REPEAT -- TNB */
4512 /* A "valid" direction was entered */
4519 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4520 * and place it into "command_dir", unless we already have one.
4522 * This function should be used for all "repeatable" commands, such as
4523 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4524 * as all commands which must reference a grid adjacent to the player,
4525 * and which may not reference the grid under the player. Note that,
4526 * for example, it is no longer possible to "disarm" or "open" chests
4527 * in the same grid as the player.
4529 * Direction "5" is illegal and will (cleanly) abort the command.
4531 * This function tracks and uses the "global direction", and uses
4532 * that as the "desired direction", to which "confusion" is applied.
4534 bool get_rep_dir(int *dp, bool under)
4542 /* Global direction */
4545 #ifdef ALLOW_REPEAT /* TNB */
4547 if (repeat_pull(dp))
4550 /* return (TRUE); */
4553 #endif /* ALLOW_REPEAT -- TNB */
4557 prompt = _("Êý¸þ ('.'¸µ, ESC¤ÇÃæÃÇ)? ", "Direction ('.' at feet, Escape to cancel)? ");
4561 prompt = _("Êý¸þ (ESC¤ÇÃæÃÇ)? ", "Direction (Escape to cancel)? ");
4564 /* Get a direction */
4569 /* Get a command (or Cancel) */
4570 if (!get_com(prompt, &ch, TRUE)) break;
4573 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4579 /* Look up the direction */
4580 dir = get_keymap_dir(ch);
4587 /* Prevent weirdness */
4588 if ((dir == 5) && (!under)) dir = 0;
4591 if (!dir) return (FALSE);
4593 /* Save desired direction */
4596 /* Apply "confusion" */
4597 if (p_ptr->confused)
4599 /* Standard confusion */
4600 if (randint0(100) < 75)
4602 /* Random direction */
4603 dir = ddd[randint0(8)];
4606 else if (p_ptr->riding)
4608 monster_type *m_ptr = &m_list[p_ptr->riding];
4609 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4611 if (MON_CONFUSED(m_ptr))
4613 /* Standard confusion */
4614 if (randint0(100) < 75)
4616 /* Random direction */
4617 dir = ddd[randint0(8)];
4620 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4622 /* Random direction */
4623 dir = ddd[randint0(8)];
4625 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4627 /* Random direction */
4628 dir = ddd[randint0(8)];
4632 /* Notice confusion */
4633 if (command_dir != dir)
4635 if (p_ptr->confused)
4639 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4641 msg_print("You are confused.");
4647 monster_type *m_ptr = &m_list[p_ptr->riding];
4649 monster_desc(m_name, m_ptr, 0);
4650 if (MON_CONFUSED(m_ptr))
4653 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4655 msg_format("%^s is confusing.", m_name);
4662 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4664 msg_format("You cannot control %s.", m_name);
4670 /* Save direction */
4673 #ifdef ALLOW_REPEAT /* TNB */
4675 /* repeat_push(dir); */
4676 repeat_push(command_dir);
4678 #endif /* ALLOW_REPEAT -- TNB */
4685 bool get_rep_dir2(int *dp)
4692 /* Global direction */
4695 #ifdef ALLOW_REPEAT /* TNB */
4697 if (repeat_pull(dp))
4700 /* return (TRUE); */
4703 #endif /* ALLOW_REPEAT -- TNB */
4705 /* Get a direction */
4710 /* Get a command (or Cancel) */
4712 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4714 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4718 /* Look up the direction */
4719 dir = get_keymap_dir(ch);
4725 /* Prevent weirdness */
4726 if (dir == 5) dir = 0;
4729 if (!dir) return (FALSE);
4731 /* Save desired direction */
4734 /* Apply "confusion" */
4735 if (p_ptr->confused)
4737 /* Standard confusion */
4738 if (randint0(100) < 75)
4740 /* Random direction */
4741 dir = ddd[randint0(8)];
4745 /* Notice confusion */
4746 if (command_dir != dir)
4750 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4752 msg_print("You are confused.");
4757 /* Save direction */
4760 #ifdef ALLOW_REPEAT /* TNB */
4762 /* repeat_push(dir); */
4763 repeat_push(command_dir);
4765 #endif /* ALLOW_REPEAT -- TNB */
4771 void gain_level_reward(int chosen_reward)
4775 char wrath_reason[32] = "";
4776 int nasty_chance = 6;
4777 int dummy = 0, dummy2 = 0;
4780 char o_name[MAX_NLEN];
4786 if (multi_rew) return;
4787 else multi_rew = TRUE;
4791 if (p_ptr->lev == 13) nasty_chance = 2;
4792 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4793 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4795 if (one_in_(nasty_chance))
4796 type = randint1(20); /* Allow the 'nasty' effects */
4798 type = randint1(15) + 5; /* Or disallow them */
4800 if (type < 1) type = 1;
4801 if (type > 20) type = 20;
4806 sprintf(wrath_reason, "%s¤ÎÅܤê",
4807 chaos_patrons[p_ptr->chaos_patron]);
4809 sprintf(wrath_reason, "the Wrath of %s",
4810 chaos_patrons[p_ptr->chaos_patron]);
4814 effect = chaos_rewards[p_ptr->chaos_patron][type];
4816 if (one_in_(6) && !chosen_reward)
4819 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4820 chaos_patrons[p_ptr->chaos_patron]);
4822 msg_format("%^s rewards you with a mutation!",
4823 chaos_patrons[p_ptr->chaos_patron]);
4826 (void)gain_random_mutation(0);
4828 reward = "ÊÑ°Û¤·¤¿¡£";
4830 reward = "mutation";
4835 switch (chosen_reward ? chosen_reward : effect)
4839 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4840 chaos_patrons[p_ptr->chaos_patron]);
4842 msg_format("The voice of %s booms out:",
4843 chaos_patrons[p_ptr->chaos_patron]);
4847 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4849 msg_print("'Thou needst a new form, mortal!'");
4854 reward = "ÊÑ°Û¤·¤¿¡£";
4856 reward = "polymorphing";
4861 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4862 chaos_patrons[p_ptr->chaos_patron]);
4864 msg_format("The voice of %s booms out:",
4865 chaos_patrons[p_ptr->chaos_patron]);
4869 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4871 msg_print("'Well done, mortal! Lead on!'");
4874 if (p_ptr->prace == RACE_ANDROID)
4877 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4879 msg_print("But, nothing happen.");
4882 else if (p_ptr->exp < PY_MAX_EXP)
4884 s32b ee = (p_ptr->exp / 2) + 10;
4885 if (ee > 100000L) ee = 100000L;
4887 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4889 msg_print("You feel more experienced.");
4894 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4896 reward = "experience";
4902 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4903 chaos_patrons[p_ptr->chaos_patron]);
4905 msg_format("The voice of %s booms out:",
4906 chaos_patrons[p_ptr->chaos_patron]);
4910 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4912 msg_print("'Thou didst not deserve that, slave.'");
4915 if (p_ptr->prace == RACE_ANDROID)
4918 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4920 msg_print("But, nothing happen.");
4925 lose_exp(p_ptr->exp / 6);
4927 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4929 reward = "losing experience";
4935 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4936 chaos_patrons[p_ptr->chaos_patron]);
4938 msg_format("The voice of %s whispers:",
4939 chaos_patrons[p_ptr->chaos_patron]);
4943 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4945 msg_print("'Use my gift wisely.'");
4948 acquirement(py, px, 1, FALSE, FALSE);
4950 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4952 reward = "a good item";
4957 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4958 chaos_patrons[p_ptr->chaos_patron]);
4960 msg_format("The voice of %s booms out:",
4961 chaos_patrons[p_ptr->chaos_patron]);
4965 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4967 msg_print("'Use my gift wisely.'");
4970 acquirement(py, px, 1, TRUE, FALSE);
4972 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4974 reward = "an excellent item";
4979 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4980 chaos_patrons[p_ptr->chaos_patron]);
4982 msg_format("The voice of %s booms out:",
4983 chaos_patrons[p_ptr->chaos_patron]);
4987 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤·õ¤ËÃͤ»¤ê¡£¡×");
4989 msg_print("'Thy deed hath earned thee a worthy blade.'");
4992 /* Get local object */
4995 switch (randint1(p_ptr->lev))
5001 dummy2 = SV_MAIN_GAUCHE;
5010 dummy2 = SV_SMALL_SWORD;
5013 dummy2 = SV_BASILLARD;
5015 case 11: case 12: case 13:
5016 dummy2 = SV_SHORT_SWORD;
5022 dummy2 = SV_CUTLASS;
5025 dummy2 = SV_WAKIZASHI;
5028 dummy2 = SV_KHOPESH;
5034 dummy2 = SV_BROAD_SWORD;
5037 dummy2 = SV_LONG_SWORD;
5040 dummy2 = SV_SCIMITAR;
5043 dummy2 = SV_NINJATO;
5049 dummy2 = SV_BASTARD_SWORD;
5052 dummy2 = SV_GREAT_SCIMITAR;
5055 dummy2 = SV_CLAYMORE;
5058 dummy2 = SV_ESPADON;
5061 dummy2 = SV_TWO_HANDED_SWORD;
5064 dummy2 = SV_FLAMBERGE;
5067 dummy2 = SV_NO_DACHI;
5070 dummy2 = SV_EXECUTIONERS_SWORD;
5073 dummy2 = SV_ZWEIHANDER;
5076 dummy2 = SV_HAYABUSA;
5079 dummy2 = SV_BLADE_OF_CHAOS;
5082 object_prep(q_ptr, lookup_kind(dummy, dummy2));
5083 q_ptr->to_h = 3 + randint1(dun_level) % 10;
5084 q_ptr->to_d = 3 + randint1(dun_level) % 10;
5085 one_resistance(q_ptr);
5086 q_ptr->name2 = EGO_CHAOTIC;
5088 /* Drop it in the dungeon */
5089 (void)drop_near(q_ptr, -1, py, px);
5091 reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5093 reward = "chaos weapon";
5098 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5099 chaos_patrons[p_ptr->chaos_patron]);
5101 msg_format("The voice of %s booms out:",
5102 chaos_patrons[p_ptr->chaos_patron]);
5106 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤Ê󤤤ËÃͤ»¤ê¡£¡×");
5108 msg_print("'Thy deed hath earned thee a worthy reward.'");
5111 acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
5113 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5115 reward = "good items";
5120 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5121 chaos_patrons[p_ptr->chaos_patron]);
5123 msg_format("The voice of %s booms out:",
5124 chaos_patrons[p_ptr->chaos_patron]);
5128 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
5130 msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
5133 acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
5135 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5137 reward = "excellent items";
5142 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5143 chaos_patrons[p_ptr->chaos_patron]);
5145 msg_format("The voice of %s thunders:",
5146 chaos_patrons[p_ptr->chaos_patron]);
5150 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
5152 msg_print("'Thou art growing arrogant, mortal.'");
5155 (void)activate_ty_curse(FALSE, &count);
5157 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5164 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5165 chaos_patrons[p_ptr->chaos_patron]);
5167 msg_format("The voice of %s booms out:",
5168 chaos_patrons[p_ptr->chaos_patron]);
5172 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
5174 msg_print("'My pets, destroy the arrogant mortal!'");
5177 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
5179 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
5182 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5184 reward = "summoning hostile monsters";
5189 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5190 chaos_patrons[p_ptr->chaos_patron]);
5192 msg_format("The voice of %s booms out:",
5193 chaos_patrons[p_ptr->chaos_patron]);
5197 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤Å¨¤òɬÍפȤ»¤ê¡ª¡×");
5199 msg_print("'Thou needst worthier opponents!'");
5202 activate_hi_summon(py, px, FALSE);
5204 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5206 reward = "summoning many hostile monsters";
5211 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5212 chaos_patrons[p_ptr->chaos_patron]);
5214 msg_format("The voice of %s booms out:",
5215 chaos_patrons[p_ptr->chaos_patron]);
5219 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5221 msg_print("'Death and destruction! This pleaseth me!'");
5226 reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5228 reward = "calling chaos";
5233 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5234 chaos_patrons[p_ptr->chaos_patron]);
5236 msg_format("The voice of %s rings out:",
5237 chaos_patrons[p_ptr->chaos_patron]);
5241 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5243 msg_print("'Stay, mortal, and let me mold thee.'");
5246 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5247 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5249 do_inc_stat(randint0(6));
5251 reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5253 reward = "increasing a stat";
5258 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5259 chaos_patrons[p_ptr->chaos_patron]);
5261 msg_format("The voice of %s booms out:",
5262 chaos_patrons[p_ptr->chaos_patron]);
5266 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5268 msg_print("'I grow tired of thee, mortal.'");
5271 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5272 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5274 (void)do_dec_stat(randint0(6));
5276 reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5278 reward = "decreasing a stat";
5283 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5284 chaos_patrons[p_ptr->chaos_patron]);
5286 msg_format("The voice of %s thunders:",
5287 chaos_patrons[p_ptr->chaos_patron]);
5291 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5292 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5294 msg_print("'Thou needst a lesson in humility, mortal!'");
5295 msg_print("You feel less powerful!");
5298 for (dummy = 0; dummy < 6; dummy++)
5300 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5303 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5305 reward = "decreasing all stats";
5310 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5312 msg_format("You feel the power of %s touch you.",
5315 chaos_patrons[p_ptr->chaos_patron]);
5318 reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5320 reward = "polymorphing wounds";
5325 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5326 chaos_patrons[p_ptr->chaos_patron]);
5328 msg_format("The voice of %s booms out:",
5329 chaos_patrons[p_ptr->chaos_patron]);
5333 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5335 msg_print("'Receive this modest gift from me!'");
5338 for (dummy = 0; dummy < 6; dummy++)
5340 (void)do_inc_stat(dummy);
5343 reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5345 reward = "increasing all stats";
5350 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5351 chaos_patrons[p_ptr->chaos_patron]);
5353 msg_format("The voice of %s booms out:",
5354 chaos_patrons[p_ptr->chaos_patron]);
5358 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5360 msg_print("'Suffer, pathetic fool!'");
5363 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5364 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5366 reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5368 reward = "generating disintegration ball";
5373 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5374 chaos_patrons[p_ptr->chaos_patron]);
5376 msg_format("The voice of %s booms out:",
5377 chaos_patrons[p_ptr->chaos_patron]);
5381 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5383 msg_print("'Rise, my servant!'");
5387 (void)set_poisoned(0);
5389 (void)set_confused(0);
5394 for (dummy = 0; dummy < 6; dummy++)
5396 (void)do_res_stat(dummy);
5399 reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5405 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5407 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5408 chaos_patrons[p_ptr->chaos_patron]);
5410 msg_format("The voice of %s booms out:",
5411 chaos_patrons[p_ptr->chaos_patron]);
5415 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5417 msg_print("'Thou reliest too much on thy weapon.'");
5421 if (buki_motteruka(INVEN_LARM))
5424 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5426 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5427 (void)curse_weapon(FALSE, dummy);
5429 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5431 reward = format("destroying %s", o_name);
5435 if (!inventory[INVEN_BODY].k_idx) break;
5437 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5438 chaos_patrons[p_ptr->chaos_patron]);
5440 msg_format("The voice of %s booms out:",
5441 chaos_patrons[p_ptr->chaos_patron]);
5445 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5447 msg_print("'Thou reliest too much on thine equipment.'");
5450 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5451 (void)curse_armor();
5453 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5455 reward = format("destroying %s", o_name);
5460 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5461 chaos_patrons[p_ptr->chaos_patron]);
5463 msg_format("The voice of %s whispers:",
5464 chaos_patrons[p_ptr->chaos_patron]);
5468 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5470 msg_print("'Now thou shalt pay for annoying me.'");
5473 switch (randint1(4))
5476 (void)activate_ty_curse(FALSE, &count);
5478 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5484 activate_hi_summon(py, px, FALSE);
5486 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5488 reward = "summoning hostile monsters";
5494 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5496 if (buki_motteruka(INVEN_LARM))
5499 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5501 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5502 (void)curse_weapon(FALSE, dummy);
5504 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5506 reward = format("destroying %s", o_name);
5511 if (!inventory[INVEN_BODY].k_idx) break;
5512 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5513 (void)curse_armor();
5515 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5517 reward = format("destroying %s", o_name);
5522 for (dummy = 0; dummy < 6; dummy++)
5524 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5527 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5529 reward = "decreasing all stats";
5536 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5538 msg_format("The voice of %s thunders:",
5541 chaos_patrons[p_ptr->chaos_patron]);
5543 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5545 msg_print("'Die, mortal!'");
5548 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5549 for (dummy = 0; dummy < 6; dummy++)
5551 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5553 activate_hi_summon(py, px, FALSE);
5554 (void)activate_ty_curse(FALSE, &count);
5559 if (buki_motteruka(INVEN_RARM))
5562 if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
5564 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
5566 if (dummy) (void)curse_weapon(FALSE, dummy);
5568 if (one_in_(2)) (void)curse_armor();
5572 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5573 chaos_patrons[p_ptr->chaos_patron]);
5575 msg_format("The voice of %s booms out:",
5576 chaos_patrons[p_ptr->chaos_patron]);
5580 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5582 msg_print("'Death and destruction! This pleaseth me!'");
5585 (void)destroy_area(py, px, 25, FALSE);
5587 reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5589 reward = "*destruct*ing dungeon";
5594 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5595 chaos_patrons[p_ptr->chaos_patron]);
5597 msg_format("The voice of %s booms out:",
5598 chaos_patrons[p_ptr->chaos_patron]);
5602 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5604 msg_print("'Let me relieve thee of thine oppressors!'");
5607 (void)symbol_genocide(0, FALSE);
5609 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5611 reward = "genociding monsters";
5616 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5617 chaos_patrons[p_ptr->chaos_patron]);
5619 msg_format("The voice of %s booms out:",
5620 chaos_patrons[p_ptr->chaos_patron]);
5624 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5626 msg_print("'Let me relieve thee of thine oppressors!'");
5629 (void)mass_genocide(0, FALSE);
5631 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5633 reward = "genociding nearby monsters";
5638 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5639 chaos_patrons[p_ptr->chaos_patron]);
5641 msg_format("You can feel the power of %s assault your enemies!",
5642 chaos_patrons[p_ptr->chaos_patron]);
5645 (void)dispel_monsters(p_ptr->lev * 4);
5649 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5650 chaos_patrons[p_ptr->chaos_patron]);
5652 msg_format("%s ignores you.",
5653 chaos_patrons[p_ptr->chaos_patron]);
5659 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5661 msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5664 if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5666 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5668 msg_print("Nobody ever turns up...");
5672 reward = "°Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5674 reward = "a demonic servant";
5680 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5682 msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5685 if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5687 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5689 msg_print("Nobody ever turns up...");
5693 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5695 reward = "a servant";
5701 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5703 msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5706 if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5708 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5710 msg_print("Nobody ever turns up...");
5714 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5716 reward = "an undead servant";
5722 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5724 msg_format("The voice of %s stammers:",
5727 chaos_patrons[p_ptr->chaos_patron]);
5729 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5731 msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5739 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5741 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5748 * XAngband: determine if a given location is "interesting"
5749 * based on target_set_accept function.
5751 static bool tgt_pt_accept(int y, int x)
5756 if (!(in_bounds(y, x))) return (FALSE);
5758 /* Player grid is always interesting */
5759 if ((y == py) && (x == px)) return (TRUE);
5761 /* Handle hallucination */
5762 if (p_ptr->image) return (FALSE);
5764 /* Examine the grid */
5765 c_ptr = &cave[y][x];
5767 /* Interesting memorized features */
5768 if (c_ptr->info & (CAVE_MARK))
5771 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5772 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5774 /* Notice quest features */
5775 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5776 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5785 * XAngband: Prepare the "temp" array for "tget_pt"
5786 * based on target_set_prepare funciton.
5788 static void tgt_pt_prepare(void)
5792 /* Reset "temp" array */
5795 if (!expand_list) return;
5797 /* Scan the current panel */
5798 for (y = 1; y < cur_hgt; y++)
5800 for (x = 1; x < cur_wid; x++)
5802 /* Require "interesting" contents */
5803 if (!tgt_pt_accept(y, x)) continue;
5805 /* Save the location */
5812 /* Target the nearest monster for shooting */
5813 ang_sort_comp = ang_sort_comp_distance;
5814 ang_sort_swap = ang_sort_swap_distance;
5816 /* Sort the positions */
5817 ang_sort(temp_x, temp_y, temp_n);
5821 * old -- from PsiAngband.
5823 bool tgt_pt(int *x_ptr, int *y_ptr)
5827 bool success = FALSE;
5832 get_screen_size(&wid, &hgt);
5844 msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5846 msg_print("Select a point and press space.");
5848 msg_flag = FALSE; /* prevents "-more-" message. */
5850 while ((ch != ESCAPE) && !success)
5852 bool move_fast = FALSE;
5854 move_cursor_relative(y, x);
5866 if (player_bold(y, x)) ch = 0;
5869 else success = TRUE;
5873 /* XAngband: Move cursor to stairs */
5876 if (expand_list && temp_n)
5879 int cx = (panel_col_min + panel_col_max) / 2;
5880 int cy = (panel_row_min + panel_row_max) / 2;
5884 /* Skip stairs which have defferent distance */
5885 for (; n < temp_n; ++ n)
5887 cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5889 if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5890 cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5897 if (n == temp_n) /* Loop out taget list */
5902 verify_panel(); /* Move cursor to player */
5905 p_ptr->update |= (PU_MONSTERS);
5908 p_ptr->redraw |= (PR_MAP);
5911 p_ptr->window |= (PW_OVERHEAD);
5916 else /* move cursor to next stair and change panel */
5921 dy = 2 * (y - cy) / hgt;
5922 dx = 2 * (x - cx) / wid;
5923 if (dy || dx) change_panel(dy, dx);
5929 /* Look up the direction */
5930 d = get_keymap_dir(ch);
5932 /* XTRA HACK MOVEFAST */
5933 if (isupper(ch)) move_fast = TRUE;
5935 /* Handle "direction" */
5941 /* XTRA HACK MOVEFAST */
5944 int mag = MIN(wid / 2, hgt / 2);
5954 /* Do not move horizontally if unnecessary */
5955 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5956 ((x > panel_col_min + wid / 2) && (dx < 0)))
5961 /* Do not move vertically if unnecessary */
5962 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5963 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5968 /* Apply the motion */
5969 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5970 (x >= panel_col_min + wid) || (x < panel_col_min))
5972 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5973 change_panel(dy, dx);
5976 /* Slide into legality */
5977 if (x >= cur_wid-1) x = cur_wid - 2;
5978 else if (x <= 0) x = 1;
5980 /* Slide into legality */
5981 if (y >= cur_hgt-1) y = cur_hgt- 2;
5982 else if (y <= 0) y = 1;
5989 /* Clear the top line */
5992 /* Recenter the map around the player */
5996 p_ptr->update |= (PU_MONSTERS);
5999 p_ptr->redraw |= (PR_MAP);
6002 p_ptr->window |= (PW_OVERHEAD);
6013 bool get_hack_dir(int *dp)
6023 /* Global direction */
6026 /* (No auto-targeting) */
6028 /* Ask until satisfied */
6031 /* Choose a prompt */
6035 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
6037 p = "Direction ('*' to choose a target, Escape to cancel)? ";
6044 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
6046 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
6051 /* Get a command (or Cancel) */
6052 if (!get_com(p, &command, TRUE)) break;
6056 if (command == '\r') command = 't';
6059 /* Convert various keys to "standard" keys */
6062 /* Use current target */
6073 /* Set new target */
6078 if (target_set(TARGET_KILL)) dir = 5;
6084 /* Look up the direction */
6085 dir = get_keymap_dir(command);
6091 /* Verify requested targets */
6092 if ((dir == 5) && !target_okay()) dir = 0;
6099 if (!dir) return (FALSE);
6101 /* Save the direction */
6104 /* Check for confusion */
6105 if (p_ptr->confused)
6108 /* Random direction */
6109 dir = ddd[randint0(8)];
6112 /* Notice confusion */
6113 if (command_dir != dir)
6117 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
6119 msg_print("You are confused.");
6124 /* Save direction */
6127 /* A "valid" direction was entered */
6133 * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
6136 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
6138 s16b gain_energy(void)
6141 s32b energy_result = 10;
6144 tmp = randint0(Go_no_JuuJou);
6146 for (i = 0; i < 9; i ++){
6147 energy_result += tmp % 5;
6151 return (s16b)(energy_result + tmp);
6158 s16b bow_energy(int sval)
6162 /* Analyze the launcher */
6165 /* Sling and ammo */
6172 /* Short Bow and Arrow */
6179 /* Long Bow and Arrow */
6186 /* Bow of irresponsiblity and Arrow */
6193 /* Light Crossbow and Bolt */
6200 /* Heavy Crossbow and Bolt */
6215 int bow_tmul(int sval)
6219 /* Analyze the launcher */
6222 /* Sling and ammo */
6229 /* Short Bow and Arrow */
6236 /* Long Bow and Arrow */
6243 /* Bow of irresponsiblity and Arrow */
6250 /* Light Crossbow and Bolt */
6257 /* Heavy Crossbow and Bolt */
6269 * Return alignment title
6271 cptr your_alignment(void)
6274 if (p_ptr->align > 150) return "ÂçÁ±";
6275 else if (p_ptr->align > 50) return "ÃæÁ±";
6276 else if (p_ptr->align > 10) return "¾®Á±";
6277 else if (p_ptr->align > -11) return "ÃæΩ";
6278 else if (p_ptr->align > -51) return "¾®°";
6279 else if (p_ptr->align > -151) return "Ãæ°";
6282 if (p_ptr->align > 150) return "Lawful";
6283 else if (p_ptr->align > 50) return "Good";
6284 else if (p_ptr->align > 10) return "Neutral Good";
6285 else if (p_ptr->align > -11) return "Neutral";
6286 else if (p_ptr->align > -51) return "Neutral Evil";
6287 else if (p_ptr->align > -151) return "Evil";
6288 else return "Chaotic";
6294 * Return proficiency level of weapons and misc. skills (except riding)
6296 int weapon_exp_level(int weapon_exp)
6298 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6299 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6300 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6301 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
6302 else return EXP_LEVEL_MASTER;
6307 * Return proficiency level of riding
6309 int riding_exp_level(int riding_exp)
6311 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6312 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6313 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6314 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
6315 else return EXP_LEVEL_MASTER;
6320 * Return proficiency level of spells
6322 int spell_exp_level(int spell_exp)
6324 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6325 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6326 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6327 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
6328 else return EXP_LEVEL_MASTER;
6333 * Display a rumor and apply its effects
6336 int rumor_num(char *zz, int max_idx)
6338 if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
6342 cptr rumor_bind_name(char *base, cptr fullname)
6346 s = strstr(base, "{Name}");
6350 v = format("%s%s%s", base, fullname, (s + 6));
6360 void display_rumor(bool ex)
6368 if (randint0(3) == 0) section = 1;
6372 err = get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10);
6373 if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
6375 err = get_rnd_line("rumors.txt", section, Rumor);
6376 if (err) strcpy(Rumor, "Some rumors are wrong.");
6381 if (strncmp(Rumor, "R:", 2) == 0)
6384 cptr rumor_msg = NULL;
6385 cptr rumor_eff_format = NULL;
6386 char fullname[1024] = "";
6388 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
6390 if (strcmp(zz[0], "ARTIFACT") == 0)
6394 object_type *q_ptr = &forge;
6395 artifact_type *a_ptr;
6399 a_idx = rumor_num(zz[1], max_a_idx);
6401 a_ptr = &a_info[a_idx];
6402 if (a_ptr->name) break;
6405 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
6406 object_prep(q_ptr, k_idx);
6407 q_ptr->name1 = a_idx;
6408 q_ptr->ident = IDENT_STORE;
6409 object_desc(fullname, q_ptr, OD_NAME_ONLY);
6411 else if (strcmp(zz[0], "MONSTER") == 0)
6414 monster_race *r_ptr;
6418 r_idx = rumor_num(zz[1], max_r_idx);
6419 r_ptr = &r_info[r_idx];
6420 if (r_ptr->name) break;
6423 strcpy(fullname, r_name + r_ptr->name);
6425 /* Remember this monster */
6426 if (!r_ptr->r_sights)
6431 else if (strcmp(zz[0], "DUNGEON") == 0)
6434 dungeon_info_type *d_ptr;
6438 d_idx = rumor_num(zz[1], max_d_idx);
6439 d_ptr = &d_info[d_idx];
6440 if (d_ptr->name) break;
6443 strcpy(fullname, d_name + d_ptr->name);
6445 if (!max_dlv[d_idx])
6447 max_dlv[d_idx] = d_ptr->mindepth;
6448 rumor_eff_format = _("%s¤Ëµ¢´Ô¤Ç¤¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£", "You can recall to %s.");
6451 else if (strcmp(zz[0], "TOWN") == 0)
6458 t_idx = rumor_num(zz[1], NO_TOWN);
6459 if (town[t_idx].name) break;
6462 strcpy(fullname, town[t_idx].name);
6464 visit = (1L << (t_idx - 1));
6465 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
6467 p_ptr->visit |= visit;
6468 rumor_eff_format = _("%s¤Ë¹Ô¤Ã¤¿¤³¤È¤¬¤¢¤ëµ¤¤¬¤¹¤ë¡£", "You feel you have been to %s.");
6472 rumor_msg = rumor_bind_name(zz[2], fullname);
6473 msg_print(rumor_msg);
6474 if (rumor_eff_format)
6477 msg_format(rumor_eff_format, fullname);
6483 if (err) msg_print("¤³¤Î¾ðÊó¤Ï´Ö°ã¤Ã¤Æ¤¤¤ë¡£");
6485 if (err) msg_print("This information is wrong.");
6490 msg_format("%s", Rumor);