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 switch (quest[quest_num].type)
384 case QUEST_TYPE_RANDOM:
385 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
388 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
392 quest[quest_num].status = QUEST_STATUS_COMPLETED;
393 quest[quest_num].complev = (byte)p_ptr->lev;
395 if (!(quest[quest_num].flags & QUEST_FLAG_SILENT))
397 msg_print(_("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª", "You just completed your quest!"));
402 static int count_all_hostile_monsters(void)
407 for (x = 0; x < cur_wid; ++ x)
409 for (y = 0; y < cur_hgt; ++ y)
411 int m_idx = cave[y][x].m_idx;
413 if (m_idx > 0 && is_hostile(&m_list[m_idx]))
424 * Check for "Quest" completion when a quest monster is killed or charmed.
426 void check_quest_completion(monster_type *m_ptr)
428 int i, j, y, x, ny, nx;
432 bool create_stairs = FALSE;
438 /* Get the location */
443 quest_num = p_ptr->inside_quest;
445 /* Search for an active quest on this dungeon level */
448 for (i = max_quests - 1; i > 0; i--)
450 /* Quest is not active */
451 if (quest[i].status != QUEST_STATUS_TAKEN)
454 /* Quest is not a dungeon quest */
455 if (quest[i].flags & QUEST_FLAG_PRESET)
458 /* Quest is not on this level */
459 if ((quest[i].level != dun_level) &&
460 (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
463 /* Not a "kill monster" quest */
464 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
465 (quest[i].type == QUEST_TYPE_FIND_EXIT))
468 /* Interesting quest */
469 if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
470 (quest[i].type == QUEST_TYPE_TOWER) ||
471 (quest[i].type == QUEST_TYPE_KILL_ALL))
474 /* Interesting quest */
475 if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
476 (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
477 (quest[i].type == QUEST_TYPE_RANDOM)) &&
478 (quest[i].r_idx == m_ptr->r_idx))
485 /* Handle the current quest */
486 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
491 switch (quest[i].type)
493 case QUEST_TYPE_KILL_NUMBER:
497 if (quest[i].cur_num >= quest[i].num_mon)
501 quest[i].cur_num = 0;
505 case QUEST_TYPE_KILL_ALL:
507 if (!is_hostile(m_ptr)) break;
509 if (count_all_hostile_monsters() == 1)
511 if (quest[i].flags & QUEST_FLAG_SILENT)
513 quest[i].status = QUEST_STATUS_FINISHED;
522 case QUEST_TYPE_KILL_LEVEL:
523 case QUEST_TYPE_RANDOM:
525 /* Only count valid monsters */
526 if (quest[i].r_idx != m_ptr->r_idx)
531 if (quest[i].cur_num >= quest[i].max_num)
535 if (!(quest[i].flags & QUEST_FLAG_PRESET))
537 create_stairs = TRUE;
538 p_ptr->inside_quest = 0;
541 /* Finish the two main quests without rewarding */
542 if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
544 quest[i].status = QUEST_STATUS_FINISHED;
547 if (quest[i].type == QUEST_TYPE_RANDOM)
550 quest[i].status = QUEST_STATUS_FINISHED;
555 case QUEST_TYPE_KILL_ANY_LEVEL:
558 if (quest[i].cur_num >= quest[i].max_num)
561 quest[i].cur_num = 0;
565 case QUEST_TYPE_TOWER:
567 if (!is_hostile(m_ptr)) break;
569 if (count_all_hostile_monsters() == 1)
571 quest[i].status = QUEST_STATUS_STAGE_COMPLETED;
573 if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
574 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
575 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
578 complete_quest(QUEST_TOWER1);
586 /* Create a magical staircase */
590 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
592 /* Pick a location */
593 scatter(&ny, &nx, y, x, 1, 0);
599 /* Explain the staircase */
601 msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
603 msg_print("A magical staircase appears...");
607 /* Create stairs down */
608 cave_set_feat(y, x, feat_down_stair);
610 /* Remember to update everything */
611 p_ptr->update |= (PU_FLOW);
619 for (j = 0; j < (dun_level / 15)+1; j++)
621 /* Get local object */
624 /* Wipe the object */
627 /* Make a great object */
628 make_object(q_ptr, AM_GOOD | AM_GREAT);
630 /* Drop it in the dungeon */
631 (void)drop_near(q_ptr, -1, y, x);
637 void check_find_art_quest_completion(object_type *o_ptr)
640 /* Check if completed a quest */
641 for (i = 0; i < max_quests; i++)
643 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
644 (quest[i].status == QUEST_STATUS_TAKEN) &&
645 (quest[i].k_idx == o_ptr->name1))
653 * Return monster death string
655 cptr extract_note_dies(monster_race *r_ptr)
657 /* Some monsters get "destroyed" */
658 if (!monster_living(r_ptr))
662 for (i = 0; i < 4; i++)
664 if (r_ptr->blow[i].method == RBM_EXPLODE)
667 return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
669 return " explodes into tiny shreds.";
677 return " is destroyed.";
681 /* Assume a default death */
691 * Handle the "death" of a monster.
693 * Disperse treasures centered at the monster location based on the
694 * various flags contained in the monster flags fields.
696 * Check for "Quest" completion when a quest monster is killed.
698 * Note that only the player can induce "monster_death()" on Uniques.
699 * Thus (for now) all Quest monsters should be Uniques.
701 * Note that monsters can now carry objects, and when a monster dies,
702 * it drops all of its objects, which may disappear in crowded rooms.
704 void monster_death(int m_idx, bool drop_item)
713 monster_type *m_ptr = &m_list[m_idx];
715 monster_race *r_ptr = &r_info[m_ptr->r_idx];
717 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
721 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
722 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
723 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
724 int force_coin = get_coin_type(m_ptr->r_idx);
729 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
730 && !p_ptr->inside_battle && !is_pet(m_ptr);
732 /* The caster is dead? */
733 if (world_monster && world_monster == m_idx) world_monster = 0;
735 /* Notice changes in view */
736 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
738 /* Update some things */
739 p_ptr->update |= (PU_MON_LITE);
742 /* Get the location */
746 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
750 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
751 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
754 /* Let monsters explode! */
755 for (i = 0; i < 4; i++)
757 if (r_ptr->blow[i].method == RBM_EXPLODE)
759 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
760 int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
761 int d_dice = r_ptr->blow[i].d_dice;
762 int d_side = r_ptr->blow[i].d_side;
763 int damage = damroll(d_dice, d_side);
765 project(m_idx, 3, y, x, damage, typ, flg, -1);
770 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
772 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
773 r_ptr = &r_info[m_ptr->r_idx];
776 /* Check for quest completion */
777 check_quest_completion(m_ptr);
779 /* Handle the possibility of player vanquishing arena combatant -KMW- */
780 if (p_ptr->inside_arena && !is_pet(m_ptr))
782 p_ptr->exit_bldg = TRUE;
784 if (p_ptr->arena_number > MAX_ARENA_MONS)
787 msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
789 msg_print("You are a Genuine Champion!");
795 msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
797 msg_print("Victorious! You're on your way to becoming Champion.");
801 if (arena_info[p_ptr->arena_number].tval)
803 /* Get local object */
806 /* Prepare to make a prize */
807 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
809 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
811 /* Drop it in the dungeon */
812 (void)drop_near(q_ptr, -1, y, x);
815 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
816 p_ptr->arena_number++;
821 /* Extract monster name */
822 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
824 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
828 if (m_idx == p_ptr->riding)
830 if (rakuba(-1, FALSE))
833 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
835 msg_print("You have fallen from your riding pet.");
840 /* Drop a dead corpse? */
841 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
842 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
843 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
845 /* Assume skeleton */
849 * We cannot drop a skeleton? Note, if we are in this check,
850 * we *know* we can drop at least a corpse or a skeleton
852 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
854 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
857 /* Else, a corpse is more likely unless we did a "lot" of damage */
858 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
860 /* Lots of damage in one blow */
861 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
863 if (one_in_(5)) corpse = TRUE;
867 if (!one_in_(5)) corpse = TRUE;
871 /* Get local object */
874 /* Prepare to make an object */
875 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
877 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
879 q_ptr->pval = m_ptr->r_idx;
881 /* Drop it in the dungeon */
882 (void)drop_near(q_ptr, -1, y, x);
885 /* Drop objects being carried */
886 monster_drop_carried_objects(m_ptr);
888 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
889 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
891 switch (m_ptr->r_idx)
893 case MON_PINK_HORROR:
894 /* Pink horrors are replaced with 2 Blue horrors */
895 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
899 for (i = 0; i < 2; i++)
902 bool pet = is_pet(m_ptr);
905 if (pet) mode |= PM_FORCE_PET;
907 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
909 if (player_can_see_bold(wy, wx))
916 msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
918 msg_print("The Pink horror divides!");
923 case MON_BLOODLETTER:
924 /* Bloodletters of Khorne may drop a blade of chaos */
925 if (drop_chosen_item && (randint1(100) < 15))
927 /* Get local object */
930 /* Prepare to make a Blade of Chaos */
931 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
933 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
935 /* Drop it in the dungeon */
936 (void)drop_near(q_ptr, -1, y, x);
941 if (drop_chosen_item && (dun_level > 9))
943 /* Get local object */
946 /* Wipe the object */
949 /* Activate restriction */
950 if ((dun_level > 49) && one_in_(5))
951 get_obj_num_hook = kind_is_good_book;
953 get_obj_num_hook = kind_is_book;
956 make_object(q_ptr, mo_mode);
958 /* Drop it in the dungeon */
959 (void)drop_near(q_ptr, -1, y, x);
965 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
966 * spawn another in the fallen one's place!
968 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
974 bool pet = is_pet(m_ptr);
978 scatter(&wy, &wx, y, x, 20, 0);
980 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
985 if (pet) mode |= PM_FORCE_PET;
987 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
989 if (player_can_see_bold(wy, wx))
991 msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
993 msg_print("A new warrior steps forth!");
1003 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1005 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1006 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1010 case MON_UNICORN_ORD:
1013 /* Reward for "lazy" player */
1014 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1017 artifact_type *a_ptr = NULL;
1019 if (!drop_chosen_item) break;
1023 switch (randint0(3))
1026 a_idx = ART_NAMAKE_HAMMER;
1029 a_idx = ART_NAMAKE_BOW;
1032 a_idx = ART_NAMAKE_ARMOR;
1036 a_ptr = &a_info[a_idx];
1038 while (a_ptr->cur_num);
1040 /* Create the artifact */
1041 if (create_named_art(a_idx, y, x))
1045 /* Hack -- Memorize location of artifact in saved floors */
1046 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1048 else if (!preserve_mode) a_ptr->cur_num = 1;
1053 if (!drop_chosen_item) break;
1055 /* Get local object */
1058 /* Mega-Hack -- Prepare to make "Grond" */
1059 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1061 /* Mega-Hack -- Mark this item as "Grond" */
1062 q_ptr->name1 = ART_GROND;
1064 /* Mega-Hack -- Actually create "Grond" */
1065 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1067 /* Drop it in the dungeon */
1068 (void)drop_near(q_ptr, -1, y, x);
1070 /* Get local object */
1073 /* Mega-Hack -- Prepare to make "Chaos" */
1074 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1076 /* Mega-Hack -- Mark this item as "Chaos" */
1077 q_ptr->name1 = ART_CHAOS;
1079 /* Mega-Hack -- Actually create "Chaos" */
1080 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1082 /* Drop it in the dungeon */
1083 (void)drop_near(q_ptr, -1, y, x);
1086 case MON_B_DEATH_SWORD:
1087 if (drop_chosen_item)
1089 /* Get local object */
1092 /* Prepare to make a broken sword */
1093 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1095 /* Drop it in the dungeon */
1096 (void)drop_near(q_ptr, -1, y, x);
1102 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1103 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1105 /* Get local object */
1108 /* Prepare to make a Can of Toys */
1109 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1111 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1113 /* Drop it in the dungeon */
1114 (void)drop_near(q_ptr, -1, y, x);
1120 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1121 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1126 if (!drop_chosen_item) break;
1128 switch (r_ptr->d_char)
1133 /* Get local object */
1136 /* Wipe the object */
1139 /* Activate restriction */
1140 get_obj_num_hook = kind_is_cloak;
1143 make_object(q_ptr, mo_mode);
1145 /* Drop it in the dungeon */
1146 (void)drop_near(q_ptr, -1, y, x);
1153 /* Get local object */
1156 /* Wipe the object */
1159 /* Activate restriction */
1160 get_obj_num_hook = kind_is_polearm;
1162 /* Make a poleweapon */
1163 make_object(q_ptr, mo_mode);
1165 /* Drop it in the dungeon */
1166 (void)drop_near(q_ptr, -1, y, x);
1173 /* Get local object */
1176 /* Wipe the object */
1179 /* Activate restriction */
1180 get_obj_num_hook = kind_is_armor;
1182 /* Make a hard armor */
1183 make_object(q_ptr, mo_mode);
1185 /* Drop it in the dungeon */
1186 (void)drop_near(q_ptr, -1, y, x);
1193 /* Get local object */
1196 /* Wipe the object */
1199 /* Activate restriction */
1200 get_obj_num_hook = kind_is_hafted;
1202 /* Make a hafted weapon */
1203 make_object(q_ptr, mo_mode);
1205 /* Drop it in the dungeon */
1206 (void)drop_near(q_ptr, -1, y, x);
1211 if (m_ptr->r_idx != MON_STORMBRINGER)
1213 /* Get local object */
1216 /* Wipe the object */
1219 /* Activate restriction */
1220 get_obj_num_hook = kind_is_sword;
1223 make_object(q_ptr, mo_mode);
1225 /* Drop it in the dungeon */
1226 (void)drop_near(q_ptr, -1, y, x);
1233 /* Mega-Hack -- drop fixed items */
1234 if (drop_chosen_item)
1239 switch (m_ptr->r_idx)
1259 case MON_STORMBRINGER:
1260 a_idx = ART_STORMBRINGER;
1265 a_idx = ART_CRIMSON;
1275 a_idx = ART_KUSANAGI;
1305 a_idx = ART_WEREWINDLE;
1313 a_idx = ART_GRAYSWANDIR;
1324 a_idx = ART_TWILIGHT;
1329 a_idx = ART_ELENDIL;
1344 a_idx = ART_DESTINY;
1349 a_idx = ART_ZANTETSU;
1364 a_idx = ART_WINBLOWS;
1368 case MON_LUNGORTHIN:
1373 case MON_JACK_SHADOWS:
1379 a_idx = ART_STONEMASK;
1384 a_idx = ART_SOULCRUSH;
1389 a_idx = ART_EXCALIBUR_J;
1394 a_idx = ART_SHUTEN_DOJI;
1399 a_idx = ART_GOTHMOG;
1408 case MON_ROBIN_HOOD:
1409 a_idx = ART_ROBIN_HOOD;
1414 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1416 artifact_type *a_ptr = &a_info[a_idx];
1418 if (!a_ptr->cur_num)
1420 /* Create the artifact */
1421 if (create_named_art(a_idx, y, x))
1425 /* Hack -- Memorize location of artifact in saved floors */
1426 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1428 else if (!preserve_mode) a_ptr->cur_num = 1;
1432 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1434 int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1435 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1437 if (d_info[dungeon_type].final_artifact)
1439 int a_idx = d_info[dungeon_type].final_artifact;
1440 artifact_type *a_ptr = &a_info[a_idx];
1442 if (!a_ptr->cur_num)
1444 /* Create the artifact */
1445 if (create_named_art(a_idx, y, x))
1449 /* Hack -- Memorize location of artifact in saved floors */
1450 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1452 else if (!preserve_mode) a_ptr->cur_num = 1;
1454 /* Prevent rewarding both artifact and "default" object */
1455 if (!d_info[dungeon_type].final_object) k_idx = 0;
1461 /* Get local object */
1464 /* Prepare to make a reward */
1465 object_prep(q_ptr, k_idx);
1467 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1469 /* Drop it in the dungeon */
1470 (void)drop_near(q_ptr, -1, y, x);
1473 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
1475 msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
1480 /* Determine how much we can drop */
1481 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1482 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1483 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1484 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1485 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1486 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1488 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1489 number = 0; /* Clones drop no stuff unless Cloning Pits */
1491 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1492 number = 0; /* Pets drop no stuff */
1493 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1495 if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1496 number = 0; /* Limit of Multiply monster drop */
1498 /* Hack -- handle creeping coins */
1499 coin_type = force_coin;
1501 /* Average dungeon and monster levels */
1502 object_level = (dun_level + r_ptr->level) / 2;
1504 /* Drop some objects */
1505 for (j = 0; j < number; j++)
1507 /* Get local object */
1510 /* Wipe the object */
1514 if (do_gold && (!do_item || (randint0(100) < 50)))
1516 /* Make some gold */
1517 if (!make_gold(q_ptr)) continue;
1526 /* Make an object */
1527 if (!make_object(q_ptr, mo_mode)) continue;
1533 /* Drop it in the dungeon */
1534 (void)drop_near(q_ptr, -1, y, x);
1537 /* Reset the object level */
1538 object_level = base_level;
1540 /* Reset "coin" type */
1544 /* Take note of any dropped treasure */
1545 if (visible && (dump_item || dump_gold))
1547 /* Take notes on treasure */
1548 lore_treasure(m_idx, dump_item, dump_gold);
1551 /* Only process "Quest Monsters" */
1552 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1553 if (p_ptr->inside_battle) return;
1556 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1559 p_ptr->total_winner = TRUE;
1561 /* Redraw the "title" */
1562 p_ptr->redraw |= (PR_TITLE);
1565 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
1567 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
1570 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1573 msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
1574 msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
1576 msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
1577 msg_print("'Thou art donst well, mortal!'");
1581 /* Congratulations */
1583 msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
1585 msg_print("*** CONGRATULATIONS ***");
1589 msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
1591 msg_print("You have won the game!");
1595 msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
1597 msg_print("You may retire (commit suicide) when you are ready.");
1603 * Modify the physical damage done to the monster.
1604 * (for example when it's invulnerable or shielded)
1606 * ToDo: Accept a damage-type to calculate the modified damage from
1607 * things like fire, frost, lightning, poison, ... attacks.
1609 * "type" is not yet used and should be 0.
1611 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1613 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1615 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1618 if ((dam == 0) && one_in_(3)) dam = 1;
1621 if (MON_INVULNER(m_ptr))
1625 if (!p_ptr->blind && is_seen(m_ptr))
1628 msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
1630 msg_print("The barrier is penetrated!");
1634 else if (!one_in_(PENETRATE_INVULNERABILITY))
1644 * Calculate experience point to be get
1646 * Even the 64 bit operation is not big enough to avoid overflaw
1647 * unless we carefully choose orders of multiplication and division.
1649 * Get the coefficient first, and multiply (potentially huge) base
1650 * experience point of a monster later.
1652 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1654 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1661 if (!m_ptr->r_idx) return;
1662 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1665 * - Ratio of monster's level to player's level effects
1666 * - Varying speed effects
1667 * - Get a fraction in proportion of damage point
1669 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1672 div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1674 /* Use (average maxhp * 2) as a denominator */
1675 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1676 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1678 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1680 /* Special penalty in the wilderness */
1681 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1682 s64b_mul(&div_h, &div_l, 0, 5);
1684 /* Do division first to prevent overflaw */
1685 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1687 /* Special penalty for mutiply-monster */
1688 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1690 int monnum_penarty = r_ptr->r_akills / 400;
1691 if (monnum_penarty > 8) monnum_penarty = 8;
1693 while (monnum_penarty--)
1696 s64b_RSHIFT(new_exp, new_exp_frac, 2);
1700 /* Special penalty for rest_and_shoot exp scum */
1701 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1703 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1704 if (over_damage > 32) over_damage = 32;
1706 while (over_damage--)
1709 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1710 s64b_div(&new_exp, &new_exp_frac, 0, 10);
1714 /* Finally multiply base experience point of the monster */
1715 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1717 /* Gain experience */
1718 gain_exp_64(new_exp, new_exp_frac);
1723 * Decreases monsters hit points, handling monster death.
1725 * We return TRUE if the monster has been killed (and deleted).
1727 * We announce monster death (using an optional "death message"
1728 * if given, and a otherwise a generic killed/destroyed message).
1730 * Only "physical attacks" can induce the "You have slain" message.
1731 * Missile and Spell attacks will induce the "dies" message, or
1732 * various "specialized" messages. Note that "You have destroyed"
1733 * and "is destroyed" are synonyms for "You have slain" and "dies".
1735 * Hack -- unseen monsters yield "You have killed it." message.
1737 * Added fear (DGK) and check whether to print fear messages -CWS
1739 * Made name, sex, and capitalization generic -BEN-
1741 * As always, the "ghost" processing is a total hack.
1743 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1745 * XXX XXX XXX Consider decreasing monster experience over time, say,
1746 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1747 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1748 * monster worth more than subsequent monsters. This would also need
1749 * to induce changes in the monster recall code.
1751 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1753 monster_type *m_ptr = &m_list[m_idx];
1754 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1756 monster_type exp_mon;
1758 /* Innocent until proven otherwise */
1759 bool innocent = TRUE, thief = FALSE;
1764 (void)COPY(&exp_mon, m_ptr, monster_type);
1765 if (!(r_ptr->flags7 & RF7_KILL_EXP))
1767 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1769 get_exp_from_mon(expdam, &exp_mon);
1771 /* Genocided by chaos patron */
1772 if (!m_ptr->r_idx) m_idx = 0;
1775 /* Redraw (later) if needed */
1776 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1777 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1780 (void)set_monster_csleep(m_idx, 0);
1782 /* Hack - Cancel any special player stealth magics. -LM- */
1783 if (p_ptr->special_defense & NINJA_S_STEALTH)
1785 set_superstealth(FALSE);
1788 /* Genocided by chaos patron */
1789 if (!m_idx) return TRUE;
1791 /* Remember dealt_damage before this attack*/
1792 dealt_damage = m_ptr->dealt_damage;
1797 m_ptr->dealt_damage += dam;
1798 if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1801 msg_format( _("¹ç·×%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£","You do %d (out of %d) damage."),
1802 m_ptr->dealt_damage, m_ptr->maxhp);
1805 /* It is dead now */
1810 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1812 /* You might have unmasked Tanuki first time */
1813 r_ptr = &r_info[m_ptr->r_idx];
1814 m_ptr->ap_r_idx = m_ptr->r_idx;
1815 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1818 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1820 /* You might have unmasked Chameleon first time */
1821 r_ptr = real_r_ptr(m_ptr);
1822 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1825 if (!(m_ptr->smart & SM_CLONED))
1827 /* When the player kills a Unique, it stays dead */
1828 if (r_ptr->flags1 & RF1_UNIQUE)
1832 /* Mega-Hack -- Banor & Lupart */
1833 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1835 r_info[MON_BANORLUPART].max_num = 0;
1836 r_info[MON_BANORLUPART].r_pkills++;
1837 r_info[MON_BANORLUPART].r_akills++;
1838 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1840 else if (m_ptr->r_idx == MON_BANORLUPART)
1842 r_info[MON_BANOR].max_num = 0;
1843 r_info[MON_BANOR].r_pkills++;
1844 r_info[MON_BANOR].r_akills++;
1845 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1846 r_info[MON_LUPART].max_num = 0;
1847 r_info[MON_LUPART].r_pkills++;
1848 r_info[MON_LUPART].r_akills++;
1849 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1853 /* When the player kills a Nazgul, it stays dead */
1854 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1857 /* Count all monsters killed */
1858 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1860 /* Recall even invisible uniques or winners */
1861 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1863 /* Count kills this life */
1864 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1865 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1867 /* Count kills in all lives */
1868 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1869 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1871 /* Hack -- Auto-recall */
1872 monster_race_track(m_ptr->ap_r_idx);
1875 /* Extract monster name */
1876 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1878 /* Don't kill Amberites */
1879 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1881 int curses = 1 + randint1(3);
1882 bool stop_ty = FALSE;
1886 msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
1888 msg_format("%^s puts a terrible blood curse on you!", m_name);
1891 curse_equipment(100, 50);
1895 stop_ty = activate_ty_curse(stop_ty, &count);
1900 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1902 char line_got[1024];
1904 /* Dump a message */
1906 if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
1908 if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
1911 msg_format("%^s %s", m_name, line_got);
1914 if (m_ptr->r_idx == MON_SERPENT)
1916 /* Make screen dump */
1917 screen_dump = make_screen_dump();
1922 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1924 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1926 chg_virtue(V_VALOUR, -1);
1928 else if (r_ptr->level > dun_level)
1930 if (randint1(10) <= (r_ptr->level - dun_level))
1931 chg_virtue(V_VALOUR, 1);
1933 if (r_ptr->level > 60)
1935 chg_virtue(V_VALOUR, 1);
1937 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1938 chg_virtue(V_VALOUR, 2);
1941 if (r_ptr->flags1 & RF1_UNIQUE)
1943 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1945 if (r_ptr->flags3 & RF3_GOOD)
1947 chg_virtue(V_UNLIFE, 2);
1948 chg_virtue(V_VITALITY, -2);
1951 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1954 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1956 chg_virtue(V_COMPASSION, -1);
1959 if ((r_ptr->flags3 & RF3_GOOD) &&
1960 ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1961 chg_virtue(V_UNLIFE, 1);
1963 if (r_ptr->d_char == 'A')
1965 if (r_ptr->flags1 & RF1_UNIQUE)
1966 chg_virtue(V_FAITH, -2);
1967 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1969 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1970 else chg_virtue(V_FAITH, 1);
1973 else if (r_ptr->flags3 & RF3_DEMON)
1975 if (r_ptr->flags1 & RF1_UNIQUE)
1976 chg_virtue(V_FAITH, 2);
1977 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1978 chg_virtue(V_FAITH, 1);
1981 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1982 chg_virtue(V_VITALITY, 2);
1984 if (r_ptr->r_deaths)
1986 if (r_ptr->flags1 & RF1_UNIQUE)
1988 chg_virtue(V_HONOUR, 10);
1990 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1992 chg_virtue(V_HONOUR, 1);
1995 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1997 chg_virtue(V_VALOUR, -1);
2000 for (i = 0; i < 4; i++)
2002 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
2004 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
2005 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
2007 thief = TRUE; /* Thief! */
2010 /* The new law says it is illegal to live in the dungeon */
2011 if (r_ptr->level != 0) innocent = FALSE;
2015 if (r_ptr->flags1 & RF1_UNIQUE)
2016 chg_virtue(V_JUSTICE, 3);
2017 else if (1+((r_ptr->level) / 10 + (2 * dun_level))
2019 chg_virtue(V_JUSTICE, 1);
2023 chg_virtue (V_JUSTICE, -1);
2026 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)))
2028 if (one_in_(4)) chg_virtue(V_NATURE, -1);
2031 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
2035 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
2037 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
2039 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
2045 /* Death by Missile/Spell attack */
2048 msg_format("%^s%s", m_name, note);
2051 /* Death by physical attack -- invisible monster */
2052 else if (!m_ptr->ml)
2055 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2056 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
2058 msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
2060 msg_format("You have killed %s.", m_name);
2065 /* Death by Physical attack -- non-living monster */
2066 else if (!monster_living(r_ptr))
2069 bool explode = FALSE;
2071 for (i = 0; i < 4; i++)
2073 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
2076 /* Special note at death */
2079 msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
2081 msg_format("%^s explodes into tiny shreds.", m_name);
2086 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2087 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
2089 msg_format("%s¤òÅݤ·¤¿¡£", m_name);
2091 msg_format("You have destroyed %s.", m_name);
2096 /* Death by Physical attack -- living monster */
2100 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
2101 msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2103 msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
2105 msg_format("You have slain %s.", m_name);
2109 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
2111 for (i = 0; i < MAX_KUBI; i++)
2113 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
2116 msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
2118 msg_format("There is a price on %s's head.", m_name);
2125 /* Generate treasure */
2126 monster_death(m_idx, TRUE);
2128 /* Mega hack : replace IKETA to BIKETAL */
2129 if ((m_ptr->r_idx == MON_IKETA) &&
2130 !(p_ptr->inside_arena || p_ptr->inside_battle))
2132 int dummy_y = m_ptr->fy;
2133 int dummy_x = m_ptr->fx;
2136 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
2138 /* Delete the monster */
2139 delete_monster_idx(m_idx);
2141 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
2144 msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
2146 msg_print("Uwa-hahaha! *I* am Biketal!");
2152 /* Delete the monster */
2153 delete_monster_idx(m_idx);
2156 /* Prevent bug of chaos patron's reward */
2157 if (r_ptr->flags7 & RF7_KILL_EXP)
2159 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
2163 u32b destroy_exp = exp_mon.max_maxhp + 1;
2164 /* Add remained exp*/
2165 if(dealt_damage < m_ptr->maxhp)
2166 destroy_exp += m_ptr->maxhp - dealt_damage;
2167 get_exp_from_mon(destroy_exp, &exp_mon);
2173 /* Monster is dead */
2180 /* Mega-Hack -- Pain cancels fear */
2181 if (MON_MONFEAR(m_ptr) && (dam > 0))
2184 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
2191 /* Sometimes a monster gets scared by damage */
2192 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
2194 /* Percentage of fully healthy */
2195 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
2198 * Run (sometimes) if at 10% or less of max hit points,
2199 * or (usually) when hit for half its current hit points
2201 if ((randint1(10) >= percentage) ||
2202 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
2204 /* Hack -- note fear */
2207 /* XXX XXX XXX Hack -- Add some timed fear */
2208 (void)set_monster_monfear(m_idx, (randint1(10) +
2209 (((dam >= m_ptr->hp) && (percentage > 7)) ?
2210 20 : ((11 - percentage) * 5))));
2217 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2221 /* Extract monster name */
2222 monster_desc(m_name, m_ptr, 0);
2224 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2225 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2228 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
2230 msg_format("%^s has thrown you off!", m_name);
2242 * Get term size and calculate screen size
2244 void get_screen_size(int *wid_p, int *hgt_p)
2246 Term_get_size(wid_p, hgt_p);
2247 *hgt_p -= ROW_MAP + 2;
2248 *wid_p -= COL_MAP + 2;
2249 if (use_bigtile) *wid_p /= 2;
2254 * Calculates current boundaries
2255 * Called below and from "do_cmd_locate()".
2257 void panel_bounds_center(void)
2262 get_screen_size(&wid, &hgt);
2264 panel_row_max = panel_row_min + hgt - 1;
2265 panel_row_prt = panel_row_min - 1;
2266 panel_col_max = panel_col_min + wid - 1;
2267 panel_col_prt = panel_col_min - 13;
2272 * Map resizing whenever the main term changes size
2274 void resize_map(void)
2276 /* Only if the dungeon exists */
2277 if (!character_dungeon) return;
2279 /* Mega-Hack -- no panel yet */
2283 /* Reset the panels */
2284 panel_row_min = cur_hgt;
2285 panel_col_min = cur_wid;
2290 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2292 /* Forget lite/view */
2293 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2295 /* Update lite/view */
2296 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2298 /* Update monsters */
2299 p_ptr->update |= (PU_MONSTERS);
2301 /* Redraw everything */
2302 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2304 /* Hack -- update */
2312 * Place the cursor on the player
2314 if (can_save) move_cursor_relative(py, px);
2321 * Redraw a term when it is resized
2323 void redraw_window(void)
2325 /* Only if the dungeon exists */
2326 if (!character_dungeon) return;
2329 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2332 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2334 /* Hack -- update */
2343 * Handle a request to change the current panel
2345 * Return TRUE if the panel was changed.
2347 * Also used in do_cmd_locate
2349 bool change_panel(int dy, int dx)
2355 get_screen_size(&wid, &hgt);
2357 /* Apply the motion */
2358 y = panel_row_min + dy * hgt / 2;
2359 x = panel_col_min + dx * wid / 2;
2361 /* Verify the row */
2362 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2365 /* Verify the col */
2366 if (x > cur_wid - wid) x = cur_wid - wid;
2369 /* Handle "changes" */
2370 if ((y != panel_row_min) || (x != panel_col_min))
2372 /* Save the new panel info */
2376 /* Recalculate the boundaries */
2377 panel_bounds_center();
2380 p_ptr->update |= (PU_MONSTERS);
2383 p_ptr->redraw |= (PR_MAP);
2396 bool change_panel_xy(int y, int x)
2402 get_screen_size(&wid, &hgt);
2404 if (y < panel_row_min) dy = -1;
2405 if (y > panel_row_max) dy = 1;
2406 if (x < panel_col_min) dx = -1;
2407 if (x > panel_col_max) dx = 1;
2409 if (!dy && !dx) return (FALSE);
2411 return change_panel(dy, dx);
2416 * Given an row (y) and col (x), this routine detects when a move
2417 * off the screen has occurred and figures new borders. -RAK-
2419 * "Update" forces a "full update" to take place.
2421 * The map is reprinted if necessary, and "TRUE" is returned.
2423 void verify_panel(void)
2435 get_screen_size(&wid, &hgt);
2437 max_prow_min = cur_hgt - hgt;
2438 max_pcol_min = cur_wid - wid;
2440 /* Bounds checking */
2441 if (max_prow_min < 0) max_prow_min = 0;
2442 if (max_pcol_min < 0) max_pcol_min = 0;
2444 /* Center on player */
2445 if (center_player && (center_running || !running))
2447 /* Center vertically */
2448 prow_min = y - hgt / 2;
2449 if (prow_min < 0) prow_min = 0;
2450 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2452 /* Center horizontally */
2453 pcol_min = x - wid / 2;
2454 if (pcol_min < 0) pcol_min = 0;
2455 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2459 prow_min = panel_row_min;
2460 pcol_min = panel_col_min;
2462 /* Scroll screen when 2 grids from top/bottom edge */
2463 if (y > panel_row_max - 2)
2465 while (y > prow_min + hgt-1 - 2)
2467 prow_min += (hgt / 2);
2471 if (y < panel_row_min + 2)
2473 while (y < prow_min + 2)
2475 prow_min -= (hgt / 2);
2479 if (prow_min > max_prow_min) prow_min = max_prow_min;
2480 if (prow_min < 0) prow_min = 0;
2482 /* Scroll screen when 4 grids from left/right edge */
2483 if (x > panel_col_max - 4)
2485 while (x > pcol_min + wid-1 - 4)
2487 pcol_min += (wid / 2);
2491 if (x < panel_col_min + 4)
2493 while (x < pcol_min + 4)
2495 pcol_min -= (wid / 2);
2499 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2500 if (pcol_min < 0) pcol_min = 0;
2503 /* Check for "no change" */
2504 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2506 /* Save the new panel info */
2507 panel_row_min = prow_min;
2508 panel_col_min = pcol_min;
2510 /* Hack -- optional disturb on "panel change" */
2511 if (disturb_panel && !center_player) disturb(0, 0);
2513 /* Recalculate the boundaries */
2514 panel_bounds_center();
2517 p_ptr->update |= (PU_MONSTERS);
2520 p_ptr->redraw |= (PR_MAP);
2523 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2528 * Monster health description
2530 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2532 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2539 /* Determine if the monster is "living" */
2540 living = monster_living(ap_r_ptr);
2542 /* Calculate a health "percentage" */
2543 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2545 /* Healthy monsters */
2546 if (m_ptr->hp >= m_ptr->maxhp)
2550 desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
2552 desc = living ? "unhurt" : "undamaged";
2557 else if (perc >= 60)
2560 desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
2562 desc = living ? "somewhat wounded" : "somewhat damaged";
2567 else if (perc >= 25)
2570 desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
2572 desc = living ? "wounded" : "damaged";
2577 else if (perc >= 10)
2580 desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
2582 desc = living ? "badly wounded" : "badly damaged";
2590 desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
2592 desc = living ? "almost dead" : "almost destroyed";
2597 /* Need attitude information? */
2600 /* Full information is not needed */
2603 else if (is_pet(m_ptr))
2606 attitude = ", ¥Ú¥Ã¥È";
2611 else if (is_friendly(m_ptr))
2614 attitude = ", ͧ¹¥Åª";
2616 attitude = ", friendly";
2629 /* Clone monster? */
2630 if (m_ptr->smart & SM_CLONED)
2639 /* Display monster's level --- idea borrowed from ToME */
2640 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2643 return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2645 return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
2651 return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
2653 return format("Level ???, %s%s%s", desc, attitude, clone);
2661 * Angband sorting algorithm -- quick sort in place
2663 * Note that the details of the data we are sorting is hidden,
2664 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2665 * function hooks to interact with the data, which is given as
2666 * two pointers, and which may have any user-defined form.
2668 void ang_sort_aux(vptr u, vptr v, int p, int q)
2686 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2689 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2691 /* Done partition */
2695 (*ang_sort_swap)(u, v, a, b);
2701 /* Recurse left side */
2702 ang_sort_aux(u, v, p, b);
2704 /* Recurse right side */
2705 ang_sort_aux(u, v, b+1, q);
2710 * Angband sorting algorithm -- quick sort in place
2712 * Note that the details of the data we are sorting is hidden,
2713 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2714 * function hooks to interact with the data, which is given as
2715 * two pointers, and which may have any user-defined form.
2717 void ang_sort(vptr u, vptr v, int n)
2719 /* Sort the array */
2720 ang_sort_aux(u, v, 0, n-1);
2725 /*** Targeting Code ***/
2729 * Determine is a monster makes a reasonable target
2731 * The concept of "targeting" was stolen from "Morgul" (?)
2733 * The player can target any location, or any "target-able" monster.
2735 * Currently, a monster is "target_able" if it is visible, and if
2736 * the player can hit it with a projection, and the player is not
2737 * hallucinating. This allows use of "use closest target" macros.
2739 * Future versions may restrict the ability to target "trappers"
2740 * and "mimics", but the semantics is a little bit weird.
2742 bool target_able(int m_idx)
2744 monster_type *m_ptr = &m_list[m_idx];
2746 /* Monster must be alive */
2747 if (!m_ptr->r_idx) return (FALSE);
2749 /* Hack -- no targeting hallucinations */
2750 if (p_ptr->image) return (FALSE);
2752 /* Monster must be visible */
2753 if (!m_ptr->ml) return (FALSE);
2755 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2757 /* Monster must be projectable */
2758 if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
2760 /* XXX XXX XXX Hack -- Never target trappers */
2761 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2771 * Update (if necessary) and verify (if possible) the target.
2773 * We return TRUE if the target is "okay" and FALSE otherwise.
2775 bool target_okay(void)
2777 /* Accept stationary targets */
2778 if (target_who < 0) return (TRUE);
2780 /* Check moving targets */
2783 /* Accept reasonable targets */
2784 if (target_able(target_who))
2786 monster_type *m_ptr = &m_list[target_who];
2788 /* Acquire monster location */
2789 target_row = m_ptr->fy;
2790 target_col = m_ptr->fx;
2797 /* Assume no target */
2803 * Sorting hook -- comp function -- by "distance to player"
2805 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2806 * and sort the arrays by double-distance to the player.
2808 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2810 byte *x = (byte*)(u);
2811 byte *y = (byte*)(v);
2815 /* Absolute distance components */
2816 kx = x[a]; kx -= px; kx = ABS(kx);
2817 ky = y[a]; ky -= py; ky = ABS(ky);
2819 /* Approximate Double Distance to the first point */
2820 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2822 /* Absolute distance components */
2823 kx = x[b]; kx -= px; kx = ABS(kx);
2824 ky = y[b]; ky -= py; ky = ABS(ky);
2826 /* Approximate Double Distance to the first point */
2827 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2829 /* Compare the distances */
2835 * Sorting hook -- comp function -- by importance level of grids
2837 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2838 * and sort the arrays by level of monster
2840 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2842 byte *x = (byte*)(u);
2843 byte *y = (byte*)(v);
2844 cave_type *ca_ptr = &cave[y[a]][x[a]];
2845 cave_type *cb_ptr = &cave[y[b]][x[b]];
2846 monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2847 monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2848 monster_race *ap_ra_ptr, *ap_rb_ptr;
2850 /* The player grid */
2851 if (y[a] == py && x[a] == px) return TRUE;
2852 if (y[b] == py && x[b] == px) return FALSE;
2854 /* Extract monster race */
2855 if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2856 else ap_ra_ptr = NULL;
2857 if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2858 else ap_rb_ptr = NULL;
2860 if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2861 if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2863 /* Compare two monsters */
2864 if (ap_ra_ptr && ap_rb_ptr)
2866 /* Unique monsters first */
2867 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2868 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2870 /* Shadowers first (¤¢¤ä¤·¤¤±Æ) */
2871 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2872 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2874 /* Unknown monsters first */
2875 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2876 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2878 /* Higher level monsters first (if known) */
2879 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2881 if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2882 if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2885 /* Sort by index if all conditions are same */
2886 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2887 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2890 /* An object get higher priority */
2891 if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2892 if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2894 /* Priority from the terrain */
2895 if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2896 if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2898 /* If all conditions are same, compare distance */
2899 return ang_sort_comp_distance(u, v, a, b);
2904 * Sorting hook -- swap function -- by "distance to player"
2906 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2907 * and sort the arrays by distance to the player.
2909 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2911 byte *x = (byte*)(u);
2912 byte *y = (byte*)(v);
2930 * Hack -- help "select" a location (see below)
2932 static s16b target_pick(int y1, int x1, int dy, int dx)
2936 int x2, y2, x3, y3, x4, y4;
2938 int b_i = -1, b_v = 9999;
2941 /* Scan the locations */
2942 for (i = 0; i < temp_n; i++)
2948 /* Directed distance */
2952 /* Verify quadrant */
2953 if (dx && (x3 * dx <= 0)) continue;
2954 if (dy && (y3 * dy <= 0)) continue;
2956 /* Absolute distance */
2960 /* Verify quadrant */
2961 if (dy && !dx && (x4 > y4)) continue;
2962 if (dx && !dy && (y4 > x4)) continue;
2964 /* Approximate Double Distance */
2965 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2967 /* XXX XXX XXX Penalize location */
2970 if ((b_i >= 0) && (v >= b_v)) continue;
2982 * Hack -- determine if a given location is "interesting"
2984 static bool target_set_accept(int y, int x)
2988 s16b this_o_idx, next_o_idx = 0;
2991 if (!(in_bounds(y, x))) return (FALSE);
2993 /* Player grid is always interesting */
2994 if (player_bold(y, x)) return (TRUE);
2997 /* Handle hallucination */
2998 if (p_ptr->image) return (FALSE);
3001 /* Examine the grid */
3002 c_ptr = &cave[y][x];
3004 /* Visible monsters */
3007 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3009 /* Visible monsters */
3010 if (m_ptr->ml) return (TRUE);
3013 /* Scan all objects in the grid */
3014 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3018 /* Acquire object */
3019 o_ptr = &o_list[this_o_idx];
3021 /* Acquire next object */
3022 next_o_idx = o_ptr->next_o_idx;
3024 /* Memorized object */
3025 if (o_ptr->marked & OM_FOUND) return (TRUE);
3028 /* Interesting memorized features */
3029 if (c_ptr->info & (CAVE_MARK))
3031 /* Notice object features */
3032 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
3034 /* Feature code (applying "mimic" field) */
3035 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
3044 * Prepare the "temp" array for "target_set"
3046 * Return the number of target_able monsters in the set.
3048 static void target_set_prepare(int mode)
3051 int min_hgt, max_hgt, min_wid, max_wid;
3053 if (mode & TARGET_KILL)
3056 min_hgt = MAX((py - MAX_RANGE), 0);
3057 max_hgt = MIN((py + MAX_RANGE), cur_hgt - 1);
3058 min_wid = MAX((px - MAX_RANGE), 0);
3059 max_wid = MIN((px + MAX_RANGE), cur_wid - 1);
3061 else /* not targetting */
3064 min_hgt = panel_row_min;
3065 max_hgt = panel_row_max;
3066 min_wid = panel_col_min;
3067 max_wid = panel_col_max;
3070 /* Reset "temp" array */
3073 /* Scan the current panel */
3074 for (y = min_hgt; y <= max_hgt; y++)
3076 for (x = min_wid; x <= max_wid; x++)
3080 /* Require "interesting" contents */
3081 if (!target_set_accept(y, x)) continue;
3083 c_ptr = &cave[y][x];
3085 /* Require target_able monsters for "TARGET_KILL" */
3086 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
3088 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
3090 /* Save the location */
3097 /* Set the sort hooks */
3098 if (mode & (TARGET_KILL))
3100 /* Target the nearest monster for shooting */
3101 ang_sort_comp = ang_sort_comp_distance;
3102 ang_sort_swap = ang_sort_swap_distance;
3106 /* Look important grids first in Look command */
3107 ang_sort_comp = ang_sort_comp_importance;
3108 ang_sort_swap = ang_sort_swap_distance;
3111 /* Sort the positions */
3112 ang_sort(temp_x, temp_y, temp_n);
3114 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
3119 temp_y[0] = temp_y[1];
3122 temp_x[0] = temp_x[1];
3126 void target_set_prepare_look(){
3127 target_set_prepare(TARGET_LOOK);
3132 * Evaluate number of kill needed to gain level
3134 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
3136 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3138 s32b exp_mon, exp_adv;
3139 u32b exp_mon_frac, exp_adv_frac;
3141 if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
3146 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
3156 /* The monster's experience point (assuming average monster speed) */
3157 exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
3159 s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
3162 /* Total experience value for next level */
3163 exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
3165 s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
3167 /* Experience value need to get */
3168 s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
3171 /* You need to kill at least one monster to get any experience */
3172 s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3173 s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
3175 /* Extract number of monsters needed */
3176 s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
3178 /* If 999 or more monsters needed, only display "999". */
3179 num = MIN(999, exp_adv_frac);
3181 /* Display the number */
3182 sprintf(buf,"%03ld", (long int)num);
3186 bool show_gold_on_floor = FALSE;
3189 * Examine a grid, return a keypress.
3191 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
3192 * indicates that the "space" key should scan through the contents
3193 * of the grid, instead of simply returning immediately. This lets
3194 * the "look" command get complete information, without making the
3195 * "target" command annoying.
3197 * The "info" argument contains the "commands" which should be shown
3198 * inside the "[xxx]" text. This string must never be empty, or grids
3199 * containing monsters will be displayed with an extra comma.
3201 * Note that if a monster is in the grid, we update both the monster
3202 * recall info and the health bar info to track that monster.
3204 * Eventually, we may allow multiple objects per grid, or objects
3205 * and terrain features in the same grid. XXX XXX XXX
3207 * This function must handle blindness/hallucination.
3209 static int target_set_aux(int y, int x, int mode, cptr info)
3211 cave_type *c_ptr = &cave[y][x];
3212 s16b this_o_idx, next_o_idx = 0;
3213 cptr s1 = "", s2 = "", s3 = "", x_info = "";
3216 feature_type *f_ptr;
3218 char out_val[MAX_NLEN+80];
3220 #ifdef ALLOW_EASY_FLOOR
3221 int floor_list[23], floor_num = 0;
3223 /* Scan all objects in the grid */
3226 floor_num = scan_floor(floor_list, y, x, 0x02);
3238 #endif /* ALLOW_EASY_FLOOR */
3240 /* Hack -- under the player */
3241 if (player_bold(y, x))
3264 /* Hack -- hallucination */
3268 cptr name = "²¿¤«´ñ̯¤Êʪ";
3270 cptr name = "something strange";
3274 /* Display a message */
3276 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3278 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3282 move_cursor_relative(y, x);
3285 /* Stop on everything but "return" */
3286 if ((query != '\r') && (query != '\n')) return query;
3288 /* Repeat forever */
3293 /* Actual monsters */
3294 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3296 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3297 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3299 bool recall = FALSE;
3304 /* Get the monster name ("a kobold") */
3305 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3307 /* Hack -- track this monster race */
3308 monster_race_track(m_ptr->ap_r_idx);
3310 /* Hack -- health bar for this monster */
3311 health_track(c_ptr->m_idx);
3313 /* Hack -- handle stuff */
3327 /* Recall on screen */
3328 screen_roff(m_ptr->ap_r_idx, 0);
3330 /* Hack -- Complete the prompt (again) */
3332 Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info));
3334 Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info));
3343 /* Normal commands */
3344 if (query != 'r') break;
3349 /* Cleare recall text and repeat */
3355 /* Describe, and prompt for recall */
3356 evaluate_monster_exp(acount, m_ptr);
3359 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);
3361 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);
3367 move_cursor_relative(y, x);
3372 /* Normal commands */
3373 if (query != 'r') break;
3379 /* Always stop at "normal" keys */
3380 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3382 /* Sometimes stop at "space" key */
3383 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3385 /* Change the intro */
3393 /* Hack -- take account of gender */
3395 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
3397 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
3401 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
3403 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
3407 /* Use a preposition */
3416 /* Scan all objects being carried */
3417 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3419 char o_name[MAX_NLEN];
3423 /* Acquire object */
3424 o_ptr = &o_list[this_o_idx];
3426 /* Acquire next object */
3427 next_o_idx = o_ptr->next_o_idx;
3429 /* Obtain an object description */
3430 object_desc(o_name, o_ptr, 0);
3432 /* Describe the object */
3434 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3436 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3440 move_cursor_relative(y, x);
3443 /* Always stop at "normal" keys */
3444 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3446 /* Sometimes stop at "space" key */
3447 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3449 /* Change the intro */
3453 s2 = "also carrying ";
3457 /* Use a preposition */
3467 #ifdef ALLOW_EASY_FLOOR
3476 char o_name[MAX_NLEN];
3480 /* Acquire object */
3481 o_ptr = &o_list[floor_list[0]];
3483 /* Describe the object */
3484 object_desc(o_name, o_ptr, 0);
3488 sprintf(out_val, "%s%s%s%s[%s]",
3489 s1, o_name, s2, s3, info);
3491 sprintf(out_val, "%s%s%s%s [%s]",
3492 s1, s2, s3, o_name, info);
3496 move_cursor_relative(y, x);
3505 /* Provide one cushion before item listing */
3508 /* Display rough information about items */
3510 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
3511 s1, floor_num, s2, s3, info);
3513 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3514 s1, s2, s3, floor_num, info);
3518 move_cursor_relative(y, x);
3523 /* No request for listing */
3524 if (query != 'x' && query != ' ') return query;
3528 /** Display list of items **/
3530 /* Continue scrolling list if requested */
3539 show_gold_on_floor = TRUE;
3540 (void)show_floor(0, y, x, &min_width);
3541 show_gold_on_floor = FALSE;
3545 sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
3546 s1, floor_num, s2, s3, info);
3548 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3549 s1, s2, s3, floor_num, info);
3560 /* Exit unless 'Enter' */
3561 if (query != '\n' && query != '\r')
3566 /* Get the object being moved. */
3567 o_idx = c_ptr->o_idx;
3569 /* Only rotate a pile of two or more objects. */
3570 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3572 /* Remove the first object from the list. */
3573 excise_object_idx(o_idx);
3575 /* Find end of the list. */
3577 while (o_list[i].next_o_idx)
3578 i = o_list[i].next_o_idx;
3580 /* Add after the last object. */
3581 o_list[i].next_o_idx = o_idx;
3583 /* Loop and re-display the list */
3589 #endif /* ALLOW_EASY_FLOOR */
3592 /* Scan all objects in the grid */
3593 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3597 /* Acquire object */
3598 o_ptr = &o_list[this_o_idx];
3600 /* Acquire next object */
3601 next_o_idx = o_ptr->next_o_idx;
3604 if (o_ptr->marked & OM_FOUND)
3606 char o_name[MAX_NLEN];
3611 /* Obtain an object description */
3612 object_desc(o_name, o_ptr, 0);
3614 /* Describe the object */
3616 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3618 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3622 move_cursor_relative(y, x);
3625 /* Always stop at "normal" keys */
3626 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3628 /* Sometimes stop at "space" key */
3629 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3631 /* Change the intro */
3641 if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
3643 if (o_ptr->number != 1) s1 = "They are ";
3659 /* Feature code (applying "mimic" field) */
3660 feat = get_feat_mimic(c_ptr);
3662 /* Require knowledge about grid, or ability to see grid */
3663 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3665 /* Forget feature */
3669 f_ptr = &f_info[feat];
3671 /* Terrain feature if needed */
3672 if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3676 /* Hack -- special handling for quest entrances */
3677 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3679 /* Set the quest number temporary */
3680 int old_quest = p_ptr->inside_quest;
3683 /* Clear the text */
3684 for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3685 quest_text_line = 0;
3687 p_ptr->inside_quest = c_ptr->special;
3689 /* Get the quest text */
3690 init_flags = INIT_NAME_ONLY;
3692 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3695 name = format("¥¯¥¨¥¹¥È¡Ö%s¡×(%d³¬ÁêÅö)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3697 name = format("the entrance to the quest '%s'(level %d)", quest[c_ptr->special].name, quest[c_ptr->special].level);
3700 /* Reset the old quest number */
3701 p_ptr->inside_quest = old_quest;
3704 /* Hack -- special handling for building doors */
3705 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3707 name = building[f_ptr->subtype].name;
3709 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3712 name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3714 name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3717 else if (have_flag(f_ptr->flags, FF_TOWN))
3719 name = town[c_ptr->special].name;
3721 else if (p_ptr->wild_mode && (feat == feat_floor))
3731 name = f_name + f_ptr->name;
3737 ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3738 (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3739 have_flag(f_ptr->flags, FF_TOWN)))
3748 /* Hack -- special introduction for store & building doors -KMW- */
3749 if (have_flag(f_ptr->flags, FF_STORE) ||
3750 have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3751 (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3752 have_flag(f_ptr->flags, FF_ENTRANCE))
3761 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3762 have_flag(f_ptr->flags, FF_TOWN) ||
3763 have_flag(f_ptr->flags, FF_SHALLOW) ||
3764 have_flag(f_ptr->flags, FF_DEEP))
3770 /* Pick proper indefinite article */
3771 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3775 /* Display a message */
3779 if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3780 else sprintf(f_idx_str, "%d", c_ptr->feat);
3782 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]);
3784 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);
3789 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3791 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3795 move_cursor_relative(y, x);
3798 /* Always stop at "normal" keys */
3799 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3802 /* Stop on everything but "return" */
3803 if ((query != '\r') && (query != '\n')) return query;
3805 /* Repeat forever */
3811 * Handle "target" and "look".
3813 * Note that this code can be called from "get_aim_dir()".
3815 * All locations must be on the current panel. Consider the use of
3816 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3817 * some form of "scrolling" the map around the cursor. XXX XXX XXX
3818 * That is, consider the possibility of "auto-scrolling" the screen
3819 * while the cursor moves around. This may require changes in the
3820 * "update_mon()" code to allow "visibility" even if off panel, and
3821 * may require dynamic recalculation of the "temp" grid set.
3823 * Hack -- targeting/observing an "outer border grid" may induce
3824 * problems, so this is not currently allowed.
3826 * The player can use the direction keys to move among "interesting"
3827 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3828 * move through the "interesting" grids in a sequential manner, or
3829 * can enter "location" mode, and use the direction keys to move one
3830 * grid at a time in any direction. The "t" (set target) command will
3831 * only target a monster (as opposed to a location) if the monster is
3832 * target_able and the "interesting" mode is being used.
3834 * The current grid is described using the "look" method above, and
3835 * a new command may be entered at any time, but note that if the
3836 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3837 * where "space" has no obvious meaning) then "space" will scan
3838 * through the description of the current grid until done, instead
3839 * of immediately jumping to the next "interesting" grid. This
3840 * allows the "target" command to retain its old semantics.
3842 * The "*", "+", and "-" keys may always be used to jump immediately
3843 * to the next (or previous) interesting grid, in the proper mode.
3845 * The "return" key may always be used to scan through a complete
3846 * grid description (forever).
3848 * This command will cancel any old target, even if used from
3849 * inside the "look" command.
3851 bool target_set(int mode)
3870 get_screen_size(&wid, &hgt);
3876 /* Cancel tracking */
3877 /* health_track(0); */
3880 /* Prepare the "temp" array */
3881 target_set_prepare(mode);
3883 /* Start near the player */
3889 /* Interesting grids */
3896 change_panel_xy(y, x);
3898 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3901 c_ptr = &cave[y][x];
3904 if (target_able(c_ptr->m_idx))
3907 strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
3909 strcpy(info, "q,t,p,o,+,-,<dir>");
3914 /* Dis-allow target */
3918 strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
3920 strcpy(info, "q,p,o,+,-,<dir>");
3925 /* Describe and Prompt */
3927 query = target_set_aux(y, x, mode, info);
3931 /* Cancel tracking */
3932 /* health_track(0); */
3934 /* Assume no "direction" */
3939 if (query == '\r') query = 't';
3957 if (target_able(c_ptr->m_idx))
3959 health_track(c_ptr->m_idx);
3960 target_who = c_ptr->m_idx;
3979 if (!expand_list) done = TRUE;
3989 if (!expand_list) done = TRUE;
3996 /* Recenter the map around the player */
4000 p_ptr->update |= (PU_MONSTERS);
4003 p_ptr->redraw |= (PR_MAP);
4006 p_ptr->window |= (PW_OVERHEAD);
4011 /* Recalculate interesting grids */
4012 target_set_prepare(mode);
4031 /* Extract the action (if any) */
4032 d = get_keymap_dir(query);
4039 /* Hack -- move around */
4042 /* Modified to scroll to monster */
4043 int y2 = panel_row_min;
4044 int x2 = panel_col_min;
4046 /* Find a new monster */
4047 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
4049 /* Request to target past last interesting grid */
4050 while (flag && (i < 0))
4052 /* Note the change */
4053 if (change_panel(ddy[d], ddx[d]))
4058 /* Recalculate interesting grids */
4059 target_set_prepare(mode);
4061 /* Look at interesting grids */
4064 /* Find a new monster */
4065 i = target_pick(v, u, ddy[d], ddx[d]);
4071 /* Nothing interesting */
4077 /* Restore previous position */
4080 panel_bounds_center();
4083 p_ptr->update |= (PU_MONSTERS);
4086 p_ptr->redraw |= (PR_MAP);
4089 p_ptr->window |= (PW_OVERHEAD);
4094 /* Recalculate interesting grids */
4095 target_set_prepare(mode);
4097 /* Look at boring grids */
4104 /* Do not move horizontally if unnecessary */
4105 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4106 ((x > panel_col_min + wid / 2) && (dx < 0)))
4111 /* Do not move vertically if unnecessary */
4112 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4113 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4118 /* Apply the motion */
4119 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
4120 (x >= panel_col_min+wid) || (x < panel_col_min))
4122 if (change_panel(dy, dx)) target_set_prepare(mode);
4125 /* Slide into legality */
4126 if (x >= cur_wid-1) x = cur_wid - 2;
4127 else if (x <= 0) x = 1;
4129 /* Slide into legality */
4130 if (y >= cur_hgt-1) y = cur_hgt- 2;
4131 else if (y <= 0) y = 1;
4140 /* Arbitrary grids */
4143 bool move_fast = FALSE;
4145 if (!(mode & TARGET_LOOK)) prt_path(y, x);
4148 c_ptr = &cave[y][x];
4150 /* Default prompt */
4152 strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
4154 strcpy(info, "q,t,p,m,+,-,<dir>");
4158 /* Describe and Prompt (enable "TARGET_LOOK") */
4159 while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
4161 /* Cancel tracking */
4162 /* health_track(0); */
4164 /* Assume no direction */
4169 if (query == '\r') query = 't';
4172 /* Analyze the keypress */
4196 /* Recenter the map around the player */
4200 p_ptr->update |= (PU_MONSTERS);
4203 p_ptr->redraw |= (PR_MAP);
4206 p_ptr->window |= (PW_OVERHEAD);
4211 /* Recalculate interesting grids */
4212 target_set_prepare(mode);
4234 /* Pick a nearby monster */
4235 for (i = 0; i < temp_n; i++)
4237 t = distance(y, x, temp_y[i], temp_x[i]);
4247 /* Nothing interesting */
4248 if (bd == 999) flag = FALSE;
4255 /* Extract the action (if any) */
4256 d = get_keymap_dir(query);
4258 /* XTRA HACK MOVEFAST */
4259 if (isupper(query)) move_fast = TRUE;
4266 /* Handle "direction" */
4272 /* XTRA HACK MOVEFAST */
4275 int mag = MIN(wid / 2, hgt / 2);
4285 /* Do not move horizontally if unnecessary */
4286 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4287 ((x > panel_col_min + wid / 2) && (dx < 0)))
4292 /* Do not move vertically if unnecessary */
4293 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4294 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4299 /* Apply the motion */
4300 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4301 (x >= panel_col_min + wid) || (x < panel_col_min))
4303 if (change_panel(dy, dx)) target_set_prepare(mode);
4306 /* Slide into legality */
4307 if (x >= cur_wid-1) x = cur_wid - 2;
4308 else if (x <= 0) x = 1;
4310 /* Slide into legality */
4311 if (y >= cur_hgt-1) y = cur_hgt- 2;
4312 else if (y <= 0) y = 1;
4320 /* Clear the top line */
4323 /* Recenter the map around the player */
4327 p_ptr->update |= (PU_MONSTERS);
4330 p_ptr->redraw |= (PR_MAP);
4333 p_ptr->window |= (PW_OVERHEAD);
4338 /* Failure to set target */
4339 if (!target_who) return (FALSE);
4347 * Get an "aiming direction" from the user.
4349 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4350 * "0" for "current target", and "-1" for "entry aborted".
4352 * Note that "Force Target", if set, will pre-empt user interaction,
4353 * if there is a usable target already set.
4355 * Note that confusion over-rides any (explicit?) user choice.
4357 bool get_aim_dir(int *dp)
4368 /* Global direction */
4371 /* Hack -- auto-target if requested */
4372 if (use_old_target && target_okay()) dir = 5;
4374 #ifdef ALLOW_REPEAT /* TNB */
4376 if (repeat_pull(dp))
4381 if (!(*dp == 5 && !target_okay()))
4383 /* return (TRUE); */
4388 #endif /* ALLOW_REPEAT -- TNB */
4390 /* Ask until satisfied */
4393 /* Choose a prompt */
4397 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
4399 p = "Direction ('*' to choose a target, Escape to cancel)? ";
4406 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
4408 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
4413 /* Get a command (or Cancel) */
4414 if (!get_com(p, &command, TRUE)) break;
4418 if (command == '\r') command = 't';
4421 /* Convert various keys to "standard" keys */
4424 /* Use current target */
4435 /* Set new target */
4440 if (target_set(TARGET_KILL)) dir = 5;
4446 /* Extract the action (if any) */
4447 dir = get_keymap_dir(command);
4453 /* Verify requested targets */
4454 if ((dir == 5) && !target_okay()) dir = 0;
4463 project_length = 0; /* reset to default */
4467 /* Save the direction */
4470 /* Check for confusion */
4471 if (p_ptr->confused)
4474 /* Random direction */
4475 dir = ddd[randint0(8)];
4478 /* Notice confusion */
4479 if (command_dir != dir)
4483 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4485 msg_print("You are confused.");
4490 /* Save direction */
4493 #ifdef ALLOW_REPEAT /* TNB */
4495 /* repeat_push(dir); */
4496 repeat_push(command_dir);
4498 #endif /* ALLOW_REPEAT -- TNB */
4500 /* A "valid" direction was entered */
4507 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4508 * and place it into "command_dir", unless we already have one.
4510 * This function should be used for all "repeatable" commands, such as
4511 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4512 * as all commands which must reference a grid adjacent to the player,
4513 * and which may not reference the grid under the player. Note that,
4514 * for example, it is no longer possible to "disarm" or "open" chests
4515 * in the same grid as the player.
4517 * Direction "5" is illegal and will (cleanly) abort the command.
4519 * This function tracks and uses the "global direction", and uses
4520 * that as the "desired direction", to which "confusion" is applied.
4522 bool get_rep_dir(int *dp, bool under)
4530 /* Global direction */
4533 #ifdef ALLOW_REPEAT /* TNB */
4535 if (repeat_pull(dp))
4538 /* return (TRUE); */
4541 #endif /* ALLOW_REPEAT -- TNB */
4545 prompt = _("Êý¸þ ('.'¸µ, ESC¤ÇÃæÃÇ)? ", "Direction ('.' at feet, Escape to cancel)? ");
4549 prompt = _("Êý¸þ (ESC¤ÇÃæÃÇ)? ", "Direction (Escape to cancel)? ");
4552 /* Get a direction */
4557 /* Get a command (or Cancel) */
4558 if (!get_com(prompt, &ch, TRUE)) break;
4561 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4567 /* Look up the direction */
4568 dir = get_keymap_dir(ch);
4575 /* Prevent weirdness */
4576 if ((dir == 5) && (!under)) dir = 0;
4579 if (!dir) return (FALSE);
4581 /* Save desired direction */
4584 /* Apply "confusion" */
4585 if (p_ptr->confused)
4587 /* Standard confusion */
4588 if (randint0(100) < 75)
4590 /* Random direction */
4591 dir = ddd[randint0(8)];
4594 else if (p_ptr->riding)
4596 monster_type *m_ptr = &m_list[p_ptr->riding];
4597 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4599 if (MON_CONFUSED(m_ptr))
4601 /* Standard confusion */
4602 if (randint0(100) < 75)
4604 /* Random direction */
4605 dir = ddd[randint0(8)];
4608 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4610 /* Random direction */
4611 dir = ddd[randint0(8)];
4613 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4615 /* Random direction */
4616 dir = ddd[randint0(8)];
4620 /* Notice confusion */
4621 if (command_dir != dir)
4623 if (p_ptr->confused)
4627 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4629 msg_print("You are confused.");
4635 monster_type *m_ptr = &m_list[p_ptr->riding];
4637 monster_desc(m_name, m_ptr, 0);
4638 if (MON_CONFUSED(m_ptr))
4641 msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
4643 msg_format("%^s is confusing.", m_name);
4650 msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
4652 msg_format("You cannot control %s.", m_name);
4658 /* Save direction */
4661 #ifdef ALLOW_REPEAT /* TNB */
4663 /* repeat_push(dir); */
4664 repeat_push(command_dir);
4666 #endif /* ALLOW_REPEAT -- TNB */
4673 bool get_rep_dir2(int *dp)
4680 /* Global direction */
4683 #ifdef ALLOW_REPEAT /* TNB */
4685 if (repeat_pull(dp))
4688 /* return (TRUE); */
4691 #endif /* ALLOW_REPEAT -- TNB */
4693 /* Get a direction */
4698 /* Get a command (or Cancel) */
4700 if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
4702 if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
4706 /* Look up the direction */
4707 dir = get_keymap_dir(ch);
4713 /* Prevent weirdness */
4714 if (dir == 5) dir = 0;
4717 if (!dir) return (FALSE);
4719 /* Save desired direction */
4722 /* Apply "confusion" */
4723 if (p_ptr->confused)
4725 /* Standard confusion */
4726 if (randint0(100) < 75)
4728 /* Random direction */
4729 dir = ddd[randint0(8)];
4733 /* Notice confusion */
4734 if (command_dir != dir)
4738 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
4740 msg_print("You are confused.");
4745 /* Save direction */
4748 #ifdef ALLOW_REPEAT /* TNB */
4750 /* repeat_push(dir); */
4751 repeat_push(command_dir);
4753 #endif /* ALLOW_REPEAT -- TNB */
4759 void gain_level_reward(int chosen_reward)
4763 char wrath_reason[32] = "";
4764 int nasty_chance = 6;
4765 int dummy = 0, dummy2 = 0;
4768 char o_name[MAX_NLEN];
4774 if (multi_rew) return;
4775 else multi_rew = TRUE;
4779 if (p_ptr->lev == 13) nasty_chance = 2;
4780 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4781 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4783 if (one_in_(nasty_chance))
4784 type = randint1(20); /* Allow the 'nasty' effects */
4786 type = randint1(15) + 5; /* Or disallow them */
4788 if (type < 1) type = 1;
4789 if (type > 20) type = 20;
4794 sprintf(wrath_reason, "%s¤ÎÅܤê",
4795 chaos_patrons[p_ptr->chaos_patron]);
4797 sprintf(wrath_reason, "the Wrath of %s",
4798 chaos_patrons[p_ptr->chaos_patron]);
4802 effect = chaos_rewards[p_ptr->chaos_patron][type];
4804 if (one_in_(6) && !chosen_reward)
4807 msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
4808 chaos_patrons[p_ptr->chaos_patron]);
4810 msg_format("%^s rewards you with a mutation!",
4811 chaos_patrons[p_ptr->chaos_patron]);
4814 (void)gain_random_mutation(0);
4816 reward = "ÊÑ°Û¤·¤¿¡£";
4818 reward = "mutation";
4823 switch (chosen_reward ? chosen_reward : effect)
4827 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4828 chaos_patrons[p_ptr->chaos_patron]);
4830 msg_format("The voice of %s booms out:",
4831 chaos_patrons[p_ptr->chaos_patron]);
4835 msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
4837 msg_print("'Thou needst a new form, mortal!'");
4842 reward = "ÊÑ°Û¤·¤¿¡£";
4844 reward = "polymorphing";
4849 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4850 chaos_patrons[p_ptr->chaos_patron]);
4852 msg_format("The voice of %s booms out:",
4853 chaos_patrons[p_ptr->chaos_patron]);
4857 msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
4859 msg_print("'Well done, mortal! Lead on!'");
4862 if (p_ptr->prace == RACE_ANDROID)
4865 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4867 msg_print("But, nothing happen.");
4870 else if (p_ptr->exp < PY_MAX_EXP)
4872 s32b ee = (p_ptr->exp / 2) + 10;
4873 if (ee > 100000L) ee = 100000L;
4875 msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
4877 msg_print("You feel more experienced.");
4882 reward = "·Ð¸³ÃͤòÆÀ¤¿";
4884 reward = "experience";
4890 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4891 chaos_patrons[p_ptr->chaos_patron]);
4893 msg_format("The voice of %s booms out:",
4894 chaos_patrons[p_ptr->chaos_patron]);
4898 msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
4900 msg_print("'Thou didst not deserve that, slave.'");
4903 if (p_ptr->prace == RACE_ANDROID)
4906 msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
4908 msg_print("But, nothing happen.");
4913 lose_exp(p_ptr->exp / 6);
4915 reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
4917 reward = "losing experience";
4923 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
4924 chaos_patrons[p_ptr->chaos_patron]);
4926 msg_format("The voice of %s whispers:",
4927 chaos_patrons[p_ptr->chaos_patron]);
4931 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4933 msg_print("'Use my gift wisely.'");
4936 acquirement(py, px, 1, FALSE, FALSE);
4938 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4940 reward = "a good item";
4945 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4946 chaos_patrons[p_ptr->chaos_patron]);
4948 msg_format("The voice of %s booms out:",
4949 chaos_patrons[p_ptr->chaos_patron]);
4953 msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
4955 msg_print("'Use my gift wisely.'");
4958 acquirement(py, px, 1, TRUE, FALSE);
4960 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
4962 reward = "an excellent item";
4967 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
4968 chaos_patrons[p_ptr->chaos_patron]);
4970 msg_format("The voice of %s booms out:",
4971 chaos_patrons[p_ptr->chaos_patron]);
4975 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤·õ¤ËÃͤ»¤ê¡£¡×");
4977 msg_print("'Thy deed hath earned thee a worthy blade.'");
4980 /* Get local object */
4983 switch (randint1(p_ptr->lev))
4989 dummy2 = SV_MAIN_GAUCHE;
4998 dummy2 = SV_SMALL_SWORD;
5001 dummy2 = SV_BASILLARD;
5003 case 11: case 12: case 13:
5004 dummy2 = SV_SHORT_SWORD;
5010 dummy2 = SV_CUTLASS;
5013 dummy2 = SV_WAKIZASHI;
5016 dummy2 = SV_KHOPESH;
5022 dummy2 = SV_BROAD_SWORD;
5025 dummy2 = SV_LONG_SWORD;
5028 dummy2 = SV_SCIMITAR;
5031 dummy2 = SV_NINJATO;
5037 dummy2 = SV_BASTARD_SWORD;
5040 dummy2 = SV_GREAT_SCIMITAR;
5043 dummy2 = SV_CLAYMORE;
5046 dummy2 = SV_ESPADON;
5049 dummy2 = SV_TWO_HANDED_SWORD;
5052 dummy2 = SV_FLAMBERGE;
5055 dummy2 = SV_NO_DACHI;
5058 dummy2 = SV_EXECUTIONERS_SWORD;
5061 dummy2 = SV_ZWEIHANDER;
5064 dummy2 = SV_HAYABUSA;
5067 dummy2 = SV_BLADE_OF_CHAOS;
5070 object_prep(q_ptr, lookup_kind(dummy, dummy2));
5071 q_ptr->to_h = 3 + randint1(dun_level) % 10;
5072 q_ptr->to_d = 3 + randint1(dun_level) % 10;
5073 one_resistance(q_ptr);
5074 q_ptr->name2 = EGO_CHAOTIC;
5076 /* Drop it in the dungeon */
5077 (void)drop_near(q_ptr, -1, py, px);
5079 reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5081 reward = "chaos weapon";
5086 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5087 chaos_patrons[p_ptr->chaos_patron]);
5089 msg_format("The voice of %s booms out:",
5090 chaos_patrons[p_ptr->chaos_patron]);
5094 msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤Ê󤤤ËÃͤ»¤ê¡£¡×");
5096 msg_print("'Thy deed hath earned thee a worthy reward.'");
5099 acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
5101 reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5103 reward = "good items";
5108 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5109 chaos_patrons[p_ptr->chaos_patron]);
5111 msg_format("The voice of %s booms out:",
5112 chaos_patrons[p_ptr->chaos_patron]);
5116 msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
5118 msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
5121 acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
5123 reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
5125 reward = "excellent items";
5130 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5131 chaos_patrons[p_ptr->chaos_patron]);
5133 msg_format("The voice of %s thunders:",
5134 chaos_patrons[p_ptr->chaos_patron]);
5138 msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
5140 msg_print("'Thou art growing arrogant, mortal.'");
5143 (void)activate_ty_curse(FALSE, &count);
5145 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5152 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5153 chaos_patrons[p_ptr->chaos_patron]);
5155 msg_format("The voice of %s booms out:",
5156 chaos_patrons[p_ptr->chaos_patron]);
5160 msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
5162 msg_print("'My pets, destroy the arrogant mortal!'");
5165 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
5167 (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
5170 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5172 reward = "summoning hostile monsters";
5177 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5178 chaos_patrons[p_ptr->chaos_patron]);
5180 msg_format("The voice of %s booms out:",
5181 chaos_patrons[p_ptr->chaos_patron]);
5185 msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤Å¨¤òɬÍפȤ»¤ê¡ª¡×");
5187 msg_print("'Thou needst worthier opponents!'");
5190 activate_hi_summon(py, px, FALSE);
5192 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5194 reward = "summoning many hostile monsters";
5199 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5200 chaos_patrons[p_ptr->chaos_patron]);
5202 msg_format("The voice of %s booms out:",
5203 chaos_patrons[p_ptr->chaos_patron]);
5207 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5209 msg_print("'Death and destruction! This pleaseth me!'");
5214 reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
5216 reward = "calling chaos";
5221 msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
5222 chaos_patrons[p_ptr->chaos_patron]);
5224 msg_format("The voice of %s rings out:",
5225 chaos_patrons[p_ptr->chaos_patron]);
5229 msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
5231 msg_print("'Stay, mortal, and let me mold thee.'");
5234 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5235 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
5237 do_inc_stat(randint0(6));
5239 reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5241 reward = "increasing a stat";
5246 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5247 chaos_patrons[p_ptr->chaos_patron]);
5249 msg_format("The voice of %s booms out:",
5250 chaos_patrons[p_ptr->chaos_patron]);
5254 msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
5256 msg_print("'I grow tired of thee, mortal.'");
5259 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
5260 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
5262 (void)do_dec_stat(randint0(6));
5264 reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5266 reward = "decreasing a stat";
5271 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5272 chaos_patrons[p_ptr->chaos_patron]);
5274 msg_format("The voice of %s thunders:",
5275 chaos_patrons[p_ptr->chaos_patron]);
5279 msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
5280 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
5282 msg_print("'Thou needst a lesson in humility, mortal!'");
5283 msg_print("You feel less powerful!");
5286 for (dummy = 0; dummy < 6; dummy++)
5288 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5291 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5293 reward = "decreasing all stats";
5298 msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
5300 msg_format("You feel the power of %s touch you.",
5303 chaos_patrons[p_ptr->chaos_patron]);
5306 reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
5308 reward = "polymorphing wounds";
5313 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5314 chaos_patrons[p_ptr->chaos_patron]);
5316 msg_format("The voice of %s booms out:",
5317 chaos_patrons[p_ptr->chaos_patron]);
5321 msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
5323 msg_print("'Receive this modest gift from me!'");
5326 for (dummy = 0; dummy < 6; dummy++)
5328 (void)do_inc_stat(dummy);
5331 reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
5333 reward = "increasing all stats";
5338 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5339 chaos_patrons[p_ptr->chaos_patron]);
5341 msg_format("The voice of %s booms out:",
5342 chaos_patrons[p_ptr->chaos_patron]);
5346 msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
5348 msg_print("'Suffer, pathetic fool!'");
5351 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
5352 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
5354 reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
5356 reward = "generating disintegration ball";
5361 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5362 chaos_patrons[p_ptr->chaos_patron]);
5364 msg_format("The voice of %s booms out:",
5365 chaos_patrons[p_ptr->chaos_patron]);
5369 msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
5371 msg_print("'Rise, my servant!'");
5375 (void)set_poisoned(0);
5377 (void)set_confused(0);
5382 for (dummy = 0; dummy < 6; dummy++)
5384 (void)do_res_stat(dummy);
5387 reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
5393 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5395 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5396 chaos_patrons[p_ptr->chaos_patron]);
5398 msg_format("The voice of %s booms out:",
5399 chaos_patrons[p_ptr->chaos_patron]);
5403 msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5405 msg_print("'Thou reliest too much on thy weapon.'");
5409 if (buki_motteruka(INVEN_LARM))
5412 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5414 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5415 (void)curse_weapon(FALSE, dummy);
5417 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5419 reward = format("destroying %s", o_name);
5423 if (!inventory[INVEN_BODY].k_idx) break;
5425 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5426 chaos_patrons[p_ptr->chaos_patron]);
5428 msg_format("The voice of %s booms out:",
5429 chaos_patrons[p_ptr->chaos_patron]);
5433 msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
5435 msg_print("'Thou reliest too much on thine equipment.'");
5438 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5439 (void)curse_armor();
5441 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5443 reward = format("destroying %s", o_name);
5448 msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
5449 chaos_patrons[p_ptr->chaos_patron]);
5451 msg_format("The voice of %s whispers:",
5452 chaos_patrons[p_ptr->chaos_patron]);
5456 msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
5458 msg_print("'Now thou shalt pay for annoying me.'");
5461 switch (randint1(4))
5464 (void)activate_ty_curse(FALSE, &count);
5466 reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
5472 activate_hi_summon(py, px, FALSE);
5474 reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
5476 reward = "summoning hostile monsters";
5482 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
5484 if (buki_motteruka(INVEN_LARM))
5487 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
5489 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
5490 (void)curse_weapon(FALSE, dummy);
5492 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5494 reward = format("destroying %s", o_name);
5499 if (!inventory[INVEN_BODY].k_idx) break;
5500 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
5501 (void)curse_armor();
5503 reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
5505 reward = format("destroying %s", o_name);
5510 for (dummy = 0; dummy < 6; dummy++)
5512 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
5515 reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
5517 reward = "decreasing all stats";
5524 msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
5526 msg_format("The voice of %s thunders:",
5529 chaos_patrons[p_ptr->chaos_patron]);
5531 msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
5533 msg_print("'Die, mortal!'");
5536 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
5537 for (dummy = 0; dummy < 6; dummy++)
5539 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5541 activate_hi_summon(py, px, FALSE);
5542 (void)activate_ty_curse(FALSE, &count);
5547 if (buki_motteruka(INVEN_RARM))
5550 if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
5552 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
5554 if (dummy) (void)curse_weapon(FALSE, dummy);
5556 if (one_in_(2)) (void)curse_armor();
5560 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5561 chaos_patrons[p_ptr->chaos_patron]);
5563 msg_format("The voice of %s booms out:",
5564 chaos_patrons[p_ptr->chaos_patron]);
5568 msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
5570 msg_print("'Death and destruction! This pleaseth me!'");
5573 (void)destroy_area(py, px, 25, FALSE);
5575 reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
5577 reward = "*destruct*ing dungeon";
5582 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5583 chaos_patrons[p_ptr->chaos_patron]);
5585 msg_format("The voice of %s booms out:",
5586 chaos_patrons[p_ptr->chaos_patron]);
5590 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5592 msg_print("'Let me relieve thee of thine oppressors!'");
5595 (void)symbol_genocide(0, FALSE);
5597 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5599 reward = "genociding monsters";
5604 msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
5605 chaos_patrons[p_ptr->chaos_patron]);
5607 msg_format("The voice of %s booms out:",
5608 chaos_patrons[p_ptr->chaos_patron]);
5612 msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
5614 msg_print("'Let me relieve thee of thine oppressors!'");
5617 (void)mass_genocide(0, FALSE);
5619 reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
5621 reward = "genociding nearby monsters";
5626 msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
5627 chaos_patrons[p_ptr->chaos_patron]);
5629 msg_format("You can feel the power of %s assault your enemies!",
5630 chaos_patrons[p_ptr->chaos_patron]);
5633 (void)dispel_monsters(p_ptr->lev * 4);
5637 msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
5638 chaos_patrons[p_ptr->chaos_patron]);
5640 msg_format("%s ignores you.",
5641 chaos_patrons[p_ptr->chaos_patron]);
5647 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5649 msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
5652 if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5654 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5656 msg_print("Nobody ever turns up...");
5660 reward = "°Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5662 reward = "a demonic servant";
5668 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
5670 msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
5673 if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
5675 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5677 msg_print("Nobody ever turns up...");
5681 reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5683 reward = "a servant";
5689 msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
5691 msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
5694 if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5696 msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
5698 msg_print("Nobody ever turns up...");
5702 reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
5704 reward = "an undead servant";
5710 msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
5712 msg_format("The voice of %s stammers:",
5715 chaos_patrons[p_ptr->chaos_patron]);
5717 msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
5719 msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
5727 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
5729 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
5736 * XAngband: determine if a given location is "interesting"
5737 * based on target_set_accept function.
5739 static bool tgt_pt_accept(int y, int x)
5744 if (!(in_bounds(y, x))) return (FALSE);
5746 /* Player grid is always interesting */
5747 if ((y == py) && (x == px)) return (TRUE);
5749 /* Handle hallucination */
5750 if (p_ptr->image) return (FALSE);
5752 /* Examine the grid */
5753 c_ptr = &cave[y][x];
5755 /* Interesting memorized features */
5756 if (c_ptr->info & (CAVE_MARK))
5759 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5760 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5762 /* Notice quest features */
5763 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5764 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5773 * XAngband: Prepare the "temp" array for "tget_pt"
5774 * based on target_set_prepare funciton.
5776 static void tgt_pt_prepare(void)
5780 /* Reset "temp" array */
5783 if (!expand_list) return;
5785 /* Scan the current panel */
5786 for (y = 1; y < cur_hgt; y++)
5788 for (x = 1; x < cur_wid; x++)
5790 /* Require "interesting" contents */
5791 if (!tgt_pt_accept(y, x)) continue;
5793 /* Save the location */
5800 /* Target the nearest monster for shooting */
5801 ang_sort_comp = ang_sort_comp_distance;
5802 ang_sort_swap = ang_sort_swap_distance;
5804 /* Sort the positions */
5805 ang_sort(temp_x, temp_y, temp_n);
5809 * old -- from PsiAngband.
5811 bool tgt_pt(int *x_ptr, int *y_ptr)
5815 bool success = FALSE;
5820 get_screen_size(&wid, &hgt);
5832 msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
5834 msg_print("Select a point and press space.");
5836 msg_flag = FALSE; /* prevents "-more-" message. */
5838 while ((ch != ESCAPE) && !success)
5840 bool move_fast = FALSE;
5842 move_cursor_relative(y, x);
5854 if (player_bold(y, x)) ch = 0;
5857 else success = TRUE;
5861 /* XAngband: Move cursor to stairs */
5864 if (expand_list && temp_n)
5867 int cx = (panel_col_min + panel_col_max) / 2;
5868 int cy = (panel_row_min + panel_row_max) / 2;
5872 /* Skip stairs which have defferent distance */
5873 for (; n < temp_n; ++ n)
5875 cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5877 if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5878 cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5885 if (n == temp_n) /* Loop out taget list */
5890 verify_panel(); /* Move cursor to player */
5893 p_ptr->update |= (PU_MONSTERS);
5896 p_ptr->redraw |= (PR_MAP);
5899 p_ptr->window |= (PW_OVERHEAD);
5904 else /* move cursor to next stair and change panel */
5909 dy = 2 * (y - cy) / hgt;
5910 dx = 2 * (x - cx) / wid;
5911 if (dy || dx) change_panel(dy, dx);
5917 /* Look up the direction */
5918 d = get_keymap_dir(ch);
5920 /* XTRA HACK MOVEFAST */
5921 if (isupper(ch)) move_fast = TRUE;
5923 /* Handle "direction" */
5929 /* XTRA HACK MOVEFAST */
5932 int mag = MIN(wid / 2, hgt / 2);
5942 /* Do not move horizontally if unnecessary */
5943 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5944 ((x > panel_col_min + wid / 2) && (dx < 0)))
5949 /* Do not move vertically if unnecessary */
5950 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5951 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5956 /* Apply the motion */
5957 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5958 (x >= panel_col_min + wid) || (x < panel_col_min))
5960 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5961 change_panel(dy, dx);
5964 /* Slide into legality */
5965 if (x >= cur_wid-1) x = cur_wid - 2;
5966 else if (x <= 0) x = 1;
5968 /* Slide into legality */
5969 if (y >= cur_hgt-1) y = cur_hgt- 2;
5970 else if (y <= 0) y = 1;
5977 /* Clear the top line */
5980 /* Recenter the map around the player */
5984 p_ptr->update |= (PU_MONSTERS);
5987 p_ptr->redraw |= (PR_MAP);
5990 p_ptr->window |= (PW_OVERHEAD);
6001 bool get_hack_dir(int *dp)
6011 /* Global direction */
6014 /* (No auto-targeting) */
6016 /* Ask until satisfied */
6019 /* Choose a prompt */
6023 p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
6025 p = "Direction ('*' to choose a target, Escape to cancel)? ";
6032 p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
6034 p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
6039 /* Get a command (or Cancel) */
6040 if (!get_com(p, &command, TRUE)) break;
6044 if (command == '\r') command = 't';
6047 /* Convert various keys to "standard" keys */
6050 /* Use current target */
6061 /* Set new target */
6066 if (target_set(TARGET_KILL)) dir = 5;
6072 /* Look up the direction */
6073 dir = get_keymap_dir(command);
6079 /* Verify requested targets */
6080 if ((dir == 5) && !target_okay()) dir = 0;
6087 if (!dir) return (FALSE);
6089 /* Save the direction */
6092 /* Check for confusion */
6093 if (p_ptr->confused)
6096 /* Random direction */
6097 dir = ddd[randint0(8)];
6100 /* Notice confusion */
6101 if (command_dir != dir)
6105 msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
6107 msg_print("You are confused.");
6112 /* Save direction */
6115 /* A "valid" direction was entered */
6121 * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
6124 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
6126 s16b gain_energy(void)
6129 s32b energy_result = 10;
6132 tmp = randint0(Go_no_JuuJou);
6134 for (i = 0; i < 9; i ++){
6135 energy_result += tmp % 5;
6139 return (s16b)(energy_result + tmp);
6146 s16b bow_energy(int sval)
6150 /* Analyze the launcher */
6153 /* Sling and ammo */
6160 /* Short Bow and Arrow */
6167 /* Long Bow and Arrow */
6174 /* Bow of irresponsiblity and Arrow */
6181 /* Light Crossbow and Bolt */
6188 /* Heavy Crossbow and Bolt */
6203 int bow_tmul(int sval)
6207 /* Analyze the launcher */
6210 /* Sling and ammo */
6217 /* Short Bow and Arrow */
6224 /* Long Bow and Arrow */
6231 /* Bow of irresponsiblity and Arrow */
6238 /* Light Crossbow and Bolt */
6245 /* Heavy Crossbow and Bolt */
6257 * Return alignment title
6259 cptr your_alignment(void)
6262 if (p_ptr->align > 150) return "ÂçÁ±";
6263 else if (p_ptr->align > 50) return "ÃæÁ±";
6264 else if (p_ptr->align > 10) return "¾®Á±";
6265 else if (p_ptr->align > -11) return "ÃæΩ";
6266 else if (p_ptr->align > -51) return "¾®°";
6267 else if (p_ptr->align > -151) return "Ãæ°";
6270 if (p_ptr->align > 150) return "Lawful";
6271 else if (p_ptr->align > 50) return "Good";
6272 else if (p_ptr->align > 10) return "Neutral Good";
6273 else if (p_ptr->align > -11) return "Neutral";
6274 else if (p_ptr->align > -51) return "Neutral Evil";
6275 else if (p_ptr->align > -151) return "Evil";
6276 else return "Chaotic";
6282 * Return proficiency level of weapons and misc. skills (except riding)
6284 int weapon_exp_level(int weapon_exp)
6286 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6287 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6288 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6289 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
6290 else return EXP_LEVEL_MASTER;
6295 * Return proficiency level of riding
6297 int riding_exp_level(int riding_exp)
6299 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6300 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6301 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6302 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
6303 else return EXP_LEVEL_MASTER;
6308 * Return proficiency level of spells
6310 int spell_exp_level(int spell_exp)
6312 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
6313 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
6314 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
6315 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
6316 else return EXP_LEVEL_MASTER;
6321 * Display a rumor and apply its effects
6324 int rumor_num(char *zz, int max_idx)
6326 if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
6330 cptr rumor_bind_name(char *base, cptr fullname)
6334 s = strstr(base, "{Name}");
6338 v = format("%s%s%s", base, fullname, (s + 6));
6348 void display_rumor(bool ex)
6356 if (randint0(3) == 0) section = 1;
6360 err = get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10);
6361 if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
6363 err = get_rnd_line("rumors.txt", section, Rumor);
6364 if (err) strcpy(Rumor, "Some rumors are wrong.");
6369 if (strncmp(Rumor, "R:", 2) == 0)
6372 cptr rumor_msg = NULL;
6373 cptr rumor_eff_format = NULL;
6374 char fullname[1024] = "";
6376 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
6378 if (strcmp(zz[0], "ARTIFACT") == 0)
6382 object_type *q_ptr = &forge;
6383 artifact_type *a_ptr;
6387 a_idx = rumor_num(zz[1], max_a_idx);
6389 a_ptr = &a_info[a_idx];
6390 if (a_ptr->name) break;
6393 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
6394 object_prep(q_ptr, k_idx);
6395 q_ptr->name1 = a_idx;
6396 q_ptr->ident = IDENT_STORE;
6397 object_desc(fullname, q_ptr, OD_NAME_ONLY);
6399 else if (strcmp(zz[0], "MONSTER") == 0)
6402 monster_race *r_ptr;
6406 r_idx = rumor_num(zz[1], max_r_idx);
6407 r_ptr = &r_info[r_idx];
6408 if (r_ptr->name) break;
6411 strcpy(fullname, r_name + r_ptr->name);
6413 /* Remember this monster */
6414 if (!r_ptr->r_sights)
6419 else if (strcmp(zz[0], "DUNGEON") == 0)
6422 dungeon_info_type *d_ptr;
6426 d_idx = rumor_num(zz[1], max_d_idx);
6427 d_ptr = &d_info[d_idx];
6428 if (d_ptr->name) break;
6431 strcpy(fullname, d_name + d_ptr->name);
6433 if (!max_dlv[d_idx])
6435 max_dlv[d_idx] = d_ptr->mindepth;
6436 rumor_eff_format = _("%s¤Ëµ¢´Ô¤Ç¤¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£", "You can recall to %s.");
6439 else if (strcmp(zz[0], "TOWN") == 0)
6446 t_idx = rumor_num(zz[1], NO_TOWN);
6447 if (town[t_idx].name) break;
6450 strcpy(fullname, town[t_idx].name);
6452 visit = (1L << (t_idx - 1));
6453 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
6455 p_ptr->visit |= visit;
6456 rumor_eff_format = _("%s¤Ë¹Ô¤Ã¤¿¤³¤È¤¬¤¢¤ëµ¤¤¬¤¹¤ë¡£", "You feel you have been to %s.");
6460 rumor_msg = rumor_bind_name(zz[2], fullname);
6461 msg_print(rumor_msg);
6462 if (rumor_eff_format)
6465 msg_format(rumor_eff_format, fullname);
6471 if (err) msg_print("¤³¤Î¾ðÊó¤Ï´Ö°ã¤Ã¤Æ¤¤¤ë¡£");
6473 if (err) msg_print("This information is wrong.");
6478 msg_format("%s", Rumor);